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Episode #33 - Voss Under the Sea

200 posts · 5225 views · started 2014-07-08 17:58 UTC
CM
cmschex
2014-07-08 17:58 UTC
#1

 

The latest matchup:  Grand Warlord Voss (Advanced) invades the Ruins of Atlantis:

 

The heroes assembled to stop him:

Setback (dpt)

Unity (grysqrl)

The Sentinels (PlatinumWarlock)

Dark Visionary (oaktree)

Dark Watch Expatriette (Powerhound_2000)

 

Post your hero claims below.  

P2
Powerhound_2000
2014-07-08 18:06 UTC
#2

I'll take Dark Watch Expat

Starting Hand : Tactical Shotgun, Arsenal Access, Reload x2

GR
grysqrl
2014-07-08 18:11 UTC
#3

Unity please.

Starting hand: Swift Bot, Flash Forge, Powered Shock Wave, Robot Reclamation

I'm sensing a draw 2 first turn here.

DP
dpt
2014-07-08 18:31 UTC
#4

Setback, please.

Update: Starting hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Looking Up

Looking up to start off with, yay.
DP
dpt
2014-07-08 18:32 UTC
#5

Is there enough demand for two games at once? I could set up another, if so. (I want to be sure PlatinumWarlock gets a chance to play!)

GR
grysqrl
2014-07-08 18:41 UTC
#6

I can bail if PlatinumWarlock doesn't get a seat and we don't have enough for two games.

P2
Powerhound_2000
2014-07-08 18:42 UTC
#7

Hard to say on that dpt.   I definitely agree that PlatinumWarlock should get a chance to play in a game after running the last one.  

PY
Pydro
2014-07-08 18:47 UTC
#8

Just start a new one and see if the spots get taken.

PL
PlatinumWarlock
2014-07-08 19:01 UTC
#9

Thanked for the consideration.  I'll go with The Sentinels.

Opening hand:  team communication, positive energy (x2), horrifying dichotomy

DP
dpt
2014-07-08 20:25 UTC
#10

I just committed to some other games, so can't start another myself. But I think we're probably good.

CM
cmschex
2014-07-08 20:47 UTC
#11

Just need a Dark Viz player

OA
Oaktree
2014-07-08 22:24 UTC
#12

oooo... Open Spot.  I'll take Dark Visionary!

 

Starting Hand:
Mental Divergence, Prophetic Vision (x2), Mass Levitation.  Lots of environment manipulation cards, which are arguably more useful for Atlantis.

 

CM
cmschex
2014-07-08 23:47 UTC
#13

 

Grand Warlord Voss Advanced - Round 1

Grand Warlord Voss (90) - Conquering Alien Warlord

In Play:
Gene-Bound Psi-Weaver (3)

Gene-Bound Shock Infantry (3)

Gene-Bound Bionaut (3)

Gene-Bound Guard (3)

Gene-Bound Firesworn (3)

 

Start of Turn: n/a
   
Play: Gene-Bound Banshee (3)

End of Turn:
Psi-Weaver deals all heroes 2 Psychic damage

Shock Infantry deals Setback 3 Lightning damage (26)

Bionaut deals The Idealist 2 Toxic damage (7)

Firesworn deals Expatriette 2 Fire damage (26)

Banshee deals Visionary 3 sonic damage (20)

========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play

-Reduce damage dealt by heroes by 1 (Advanced text)

-Reduce damage dealt to villain targets by 1 (Guard)

 

(Start of Turn)

-At start of turn, flip Voss if there are no minions in play

-At start of turn, if there are 10 or more minions in play, heroes lose

(End of Turn)
-Psi Weaver deals all hero targets 2 psychic damage

-Shock Infantry deals hero with highest HP 3 Lightning damage

-Bionaut deals hero with lowest HP 2 Toxic damage

-Firesworn deals hero with the highest HP 2 fire damage

-Banshee deals hero with most ongoings in play 3 sonic damage

==========
Grand Warlord Voss (90) (DR 13)

Gene-Bound Psi-Weaver (3) (DR 1)

Gene-Bound Shock Infantry (3) (DR 1)

Gene-Bound Bionaut (3) (DR 1)

Gene-Bound Guard (3) (DR 1)

Gene-Bound Firesworn (3) (DR 1)

Gene-Bound Banshee (3) (DR 1)

==========
Setback    - 26

Unity   - 24
Mainstay  - 12

Writhe - 12

Dr Medico - 11

The Idealist - 7

Dark Visionary - 20
Dark Watch Expatriette    - 26

 

 

 

OA
Oaktree
2014-07-09 01:05 UTC
#14

I'll take the 3.  I'm sure there will be plenty more to go around.

DP
dpt
2014-07-09 01:41 UTC
#15

And so it begins!

Setback

HP: 26

Unlucky Pool: 0

Hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Looking Up

In play:

[hr]
Start of hero turn:

Play a card: Looking Up

Use a power: Looking Up. Add 3 tokens to my unlucky pool (3). Deal 3-2 Melee damage to Gene-Bound Guard (2).

Draw a card: Plucky Break.

End of hero turn:

[hr]
HP: 26

Unlucky Pool: 3

Hand: Wrong Time and Place, Fumbling Fool, Surprising Fortune, Plucky Break

In play: Looking Up

Trash:

Additional effects: At the start of your turn, if you have 10 or more tokens, Setback deals himself 3 psychic damage.

GR
grysqrl
2014-07-09 01:45 UTC
#16

Unity

HP: 24
Hand: Swift Bot, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:

--------------------------------------------------------------------------------------------

Start:
Play: -skip-
Power: -skip-
Draw: Brainstorm and Champion Bot
End:

--------------------------------------------------------------------------------------------

HP: 24
Hand: Champion Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:

OA
Oaktree
2014-07-09 02:21 UTC
#17

shouldn't that be 3-2 damage? One for the guard, and one for advanced Voss?

CM
cmschex
2014-07-09 02:55 UTC
#18

Yes, it's 3-2 damage for 1 damage to the Guard

DP
dpt
2014-07-09 02:56 UTC
#19

Gak, yes. I forgot how painful advanced Voss is at the start! I think I'll need to do Wrong Time and Place next turn in order to make any headway.

PL
PlatinumWarlock
2014-07-09 05:11 UTC
#20

The Sentinels

HP: Idealist [7]; Dr. Medico [11]; Writhe [12]; Mainstay [12]

Hand: Team Communication, Positive Energy (x2); Horrifying Dichotomy

In play: n/a

-------------------------------------


Start of hero turn:

Play a card: Team Communication.  I draw Dark Delusions, Horrifying Dichotomy, Sentinel Tactics, and Second Chance.  I play Horrifying Dichotomy.  Dr Medico deals net 1 damage to Gene Bound Guard [1], then Writhe deals net 1 damage to Gene Bound Guard [x].

Use a power: MD:  Idealist heals 3 HP [10]

Draw a card: Blackout

End of hero turn:

---------------------------------------


HP: Idealist [10]; Dr Medico [11]; Writhe [12]; Mainstay [12]

Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions, Sentinel Tactics, Second Chance, Blackout

In play: n/a

Trash:  Team Communication, Horrifying Dichotomy

Additional effects: n/a

OA
Oaktree
2014-07-09 22:12 UTC
#21

DARK VISIONARY

HP: 20

Hand: Mental Divergence, Mass Levitation, Prophetic Vision (x2)

In play: n/a

-------------------------------------

Start of hero turn:

Play a card: Prophetic Vision - Look at top 3 cards of environment deck and put 1 on top and 2 on the bottom of the environment deck.  (The Kraken on top of deck; Hallway Collapse and Pillars of Hercules to bottom of deck)

Use a power: Turmoil - Reveal the top 2 cards of the villain deck and put 1 on top and 1 on the bottom of the villain deck. (Gene-Bound Guard on bottom of villain deck and First Lieutenant Vyktor on top of deck)

Draw a card: Brain Burn

End of hero turn:

---------------------------------------

HP: 20

Hand: Mental Divergence, Mass Levitation, Prophetic Vision, Brain Burn

In play: n/a

Trash:  Prophetic Vision

Additional effects: n/a

===

Comment: Begin deck manipulation activities.  Nothing combat related yet drawn.  Mental Divergence will only be useful as a sacrifice card, or if someone needs an ongoing card recovered, and a slight chance we want a Forced Deployment blasted at the #4 spot in turns.  Brain Burn might be useful if we want to drain out the villain discard pile of minions to weaken Forced Deployment potential.

CM
cmschex
2014-07-09 22:25 UTC
#22

Ruins of Atlantis reveals The Kraken, Hallway Collapse and Pillars of Hercules

Voss reveals Vyktor and Gene Bound Guard

 

 

OA
Oaktree
2014-07-09 23:08 UTC
#23

Anyone have any opinions on what to bury? 

If we're willing to take the Hallway Collapse damage it will take out the minion pile (no DR affect on that).  Downside of that is it is not good for the Sentinels in particular.  Otherwise I'd favor having the Kraken out to chew on a minion per turn for the time being.  Not so fond of Pillars of Hercules unless everyone thinks the extra play/power/draw is worth the villain plays - which I don't think it is.

For the villain deck I'd favor Vyktor over another Gene-bound guard, especially if we stomp the minions before hand.

DP
dpt
2014-07-09 23:17 UTC
#24

The Hallway Collapse would flip Voss, of course. He'd then be playing another card, which you haven't controlled. I think it's probably worth it. If we go with the Kraken, we'd have it kill off the Psi-Weaver, of course. But if you do flip Voss, it's worth considering the Guard; it will be much easier to kill on Voss' flipped side. I could take him out myself using Plucky Break, although I might rather work on build-up.

P2
Powerhound_2000
2014-07-10 00:47 UTC
#25

I'll be taking out the psi weaver if that helps any.  I'd prefer to see Vyktor and the Kraken

PL
PlatinumWarlock
2014-07-10 00:56 UTC
#26

As much as I'd like to flip Voss this round and start the damage onslaught, that Hallway Collapse would massacre my manz.

I'd recommend the Kraken on top, as well as Vyktor.

P2
Powerhound_2000
2014-07-10 01:03 UTC
#27
Dark Watch Expatriette
 
HP: 26
Hand:  Tactical Shotgun, Arsenal Access, Reload x2
 
--------------------------------------------------------------------------
 
Start
Play: Tactical Shotgun
Power:  Tactical Shotgun - deal 3 projectile damage to Psi-Weaver[x]
Draw: Quick Draw
End 
 
--------------------------------------------------------------------------
 
HP: 26
Hand: Arsenal Access, Reload x2, Quick Draw
Play: Tactical Shotgun
Trash: 
Effects:
OA
Oaktree
2014-07-10 01:35 UTC
#28

Vyktor and Kraken on top of respective decks then.  Villains take less damage, but heroes also take a lot less as well. 

And given choice of Kraken-chow I nominate the Banshee since I suspect the Sentinels will get more on-goings out.

CM
cmschex
2014-07-10 01:40 UTC
#29

Ruins of Atlantis

 

Start of Turn:

 

Play: The Kraken (15)

 

End of Turn: Kraken deals 5 melee damage to Gene Bound Banshee (x)

CM
cmschex
2014-07-10 01:52 UTC
#30

Grand Warlord Voss Advanced - Round 2

Grand Warlord Voss (90) - Conquering Alien Warlord

In Play:
 

Gene-Bound Shock Infantry (3)

Gene-Bound Bionaut (3)

Gene-Bound Firesworn (3)

 

Villain Trash:Gene-Bound Guard ,Gene-Bound Banshee,Gene-Bound Psi-Weaver 

 

Start of Turn: n/a
   
Play: First Lieutenant Vyktor

End of Turn:

Shock Infantry deals either Setback or Expat 4 Lightning damage (22)

Bionaut deals The Idealist 3 Toxic damage (7)

Firesworn deals either Setback or Expat  3 Fire damage (23)

 

========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play

-Reduce damage dealt by heroes by 1 (Advanced text)

-Increase damage dealt to heor targets by 1 (Vyktor)

 

(Start of Turn)

-At start of turn, flip Voss if there are no minions in play

-At start of turn, if there are 10 or more minions in play, heroes lose

(End of Turn)
 

-Shock Infantry deals hero with highest HP 3 Lightning damage

-Bionaut deals hero with lowest HP 2 Toxic damage

-Firesworn deals hero with the highest HP 2 fire damage

 

==========
Grand Warlord Voss (90) (DR 6)

Gene-Bound Shock Infantry (3) 

Gene-Bound Bionaut (3) 

Gene-Bound Firesworn (3) 

First Lieutenant Vyktor (5)

==========
Setback    - 23

Unity   - 24
Mainstay  - 12

Writhe - 12

Dr Medico - 11

The Idealist - 7

Dark Visionary - 20
Dark Watch Expatriette    - 22

P2
Powerhound_2000
2014-07-10 02:01 UTC
#31

I'll take the 4 damage

OA
Oaktree
2014-07-10 03:09 UTC
#32

Given my cards I'll repeat what I did in Round 1 in Round 2.  Alternative to mucking with the environment deck again is Brain Burn in order to put the three minions on the bottom of the deck in order to lessen the pain of a Forced Deployment.  However, if I keep doing Turmoil I hopefully can prevent that in any case.

DP
dpt
2014-07-10 03:33 UTC
#33
[u][b][size=16]Setback[/size][/b][/u]
 
[b]HP:[/b] 23
 
[b]Unlucky Pool:[/b] 3
 
[b]Hand:[/b] Wrong Time and Place, Fumbling Fool, Surprising Fortune, Plucky Break
 
[b]In play:[/b] Looking Up
 
[hr]
[b]Play a card:[/b] [i]Wrong Time and Place[/i]
 
[b]Use a power:[/b] [i]Looking Up[/i]. Add 3 tokens to my unlucky pool and deal 3-1 damage to Vyktor (3).
 
[b]Draw a card:[/b] Exceeded Expectations
 
[hr]
[b]HP:[/b] 23
 
[b]Unlucky Pool:[/b] 6
 
[b]Hand:[/b] Fumbling Fool, Surprising Fortune, Plucky Break, Exceeded Expectations
 
[b]In play:[/b] Looking Up, Wrong Time and Place
 
[b]Trash:[/b]
 
[b]Additional effects:[/b] At the start of your turn, if you have 10 or more tokens, Setback deals himself 3 psychic damage.
The first time a hero target would be dealt damage each turn, redirect that damage to Setback, or remove X tokens from your unlucky pool to redirect that damage to a target, where X = the amount of damage.
 
GR
grysqrl
2014-07-10 04:30 UTC
#34

Unity

HP: 24
Hand: Champion Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave, Robot Reclamation
Play:
Trash:
Effects:

--------------------------------------------------------------------------------------------

Start:
Play: Brainstorm - draw Brainstorm and Raptor Bot; deal no damage
Power: -skip-
Draw: Powered Shock Wave
End:

--------------------------------------------------------------------------------------------

HP: 24
Hand: Champion Bot, Raptor Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave (2), Robot Reclamation
Play:
Trash: Brainstorm
Effects:

PL
PlatinumWarlock
2014-07-10 05:34 UTC
#35

The Sentinels

HP: Idealist [7]; Dr. Medico [11]; Writhe [12]; Mainstay [12]

Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions; Sentinel Tactics; Second Chance; Blackout

In play: n/a

-------------------------------------

 

Start of hero turn:

Play a card: Sentinel Tactics.

Use a power: Telekinetic Jab:  Idealist deals net 1 psychic damage to the Bionaut (2).

Sentinel Tactics triggers!  MD:  Idealist heals 3 HP [10]

Draw a card: Unique Capabilities

End of hero turn:

---------------------------------------

 

HP: Idealist [10]; Dr Medico [11]; Writhe [12]; Mainstay [12]

Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Unique Capabilities

In play: Sentinel Tactics

Trash:  Team Communication, Horrifying Dichotomy

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

OA
Oaktree
2014-07-10 21:40 UTC
#36

DARK VISIONARY

HP: 20

Hand: Mental Divergence, Mass Levitation, Prophetic Vision, Brain Burn

In play: n/a

-------------------------------------

Start of hero turn:

Play a card: Prophetic Vision - Look at top 3 cards of environment deck and put 1 on top and 2 on the bottom of the environment deck.  (Kraken put on top of deck; Kraken and Hallway Collapse put on bottom of environment deck)

Use a power: Turmoil - Reveal the top 2 cards of the villain deck and put 1 on top and 1 on the bottom of the villain deck. (Force Deployment put on top of deck; TGF Stalwart put on bottom of villain deck.)

Draw a card: Decoy Projection

End of hero turn:

---------------------------------------

HP: 20

Hand: Mental Divergence, Mass Levitation, Brain Burn, Decoy Projection

In play: n/a

Trash:  Prophetic Vision (x2)

Additional effects: n/a

===

Comment: Tempted to play Brain Burn for the first time ever and bury three more minions on the bottom of the deck.  However, I yielded to wanting to manipulate the environment deck again - if we know a Water Leak is coming we can make sure the Shock Trooper goes down.

P2
Powerhound_2000
2014-07-10 22:12 UTC
#37

At worst I'm shooting down the shock trooper 

OA
Oaktree
2014-07-10 22:18 UTC
#38

True.  Putting the Brain Burn off another around might allow me to snag a bigger pile of minions too, but it will be at a price.  We'll see what the cards say.

P2
Powerhound_2000
2014-07-10 22:45 UTC
#39

You've got a decoy.  If it can survive a turn it'll take the damage

CM
cmschex
2014-07-10 23:21 UTC
#40

Villain deck has TCF Stalwart and Forced Deployment

Environment has Kraken, Kraken and Hallway Collapse

PL
PlatinumWarlock
2014-07-10 23:32 UTC
#41

If we could do the Forced Deployment, Visionary could Brain Burn away the stack of Minions, so the Deployment won’t put any minions out at all…
Aside from that, I’d recommend a Kraken on top…

P2
Powerhound_2000
2014-07-10 23:42 UTC
#42

If you put a Kraken on top we will be rid of all but one minion. However,  we likely become targets the next round.   If you do the Collasped Hall then Setback is taking 24 damage and he only has 6 he can redirect.  

DP
dpt
2014-07-10 23:45 UTC
#43

Bear in mind that I have Wrong Time and Place out, so I will either take or redirect the first damage to heroes each turn. I can save up to redirect the Brain Burn damage.

EDIT: Assuming the Crushing Hallway doesn't kill me first. I vote for the Kraken, and then we can take out at least one of the Krakens next round.

P2
Powerhound_2000
2014-07-10 23:47 UTC
#44

Kraken and Forced Deployment on top seem like winners now. 

Edit:  so when the Kraken attack they should leave Vyktor alone.  That way we have no damage coming this turn and Voss won't have any minions giving him DR outside of playing on advanced.  

P2
Powerhound_2000
2014-07-11 00:11 UTC
#45
Dark Watch Expatriette
 
HP: 22
Hand:  Quick Draw, Arsenal Access, Reload x2
 
--------------------------------------------------------------------------
 
Start
Play: Arsenal Access - Reveal Flak Jacket and "Pride".  I put Flak Jacket into play and shuffle
Power:  Tactical Shotgun - deal 3 projectile damage to Gene-Bound Shock Infantry[x]
Draw: "Pride"
End 
 
--------------------------------------------------------------------------
 
HP: 22
Hand: Reload x2, Quick Draw, "Pride" 
Play: Tactical Shotgun, Flak Jacket
Trash:  Arsenal Access
Effects: If Expatriette would be dealt 3 or more damage from a single source, prevent all of it and destroy this card 
 
The Flak Jacket should still be in play by Unity's turn who is more then welcome to turn it into a Golem.  
DP
dpt
2014-07-11 00:12 UTC
#46

Not sure I agree - we might want to avoid having Voss flip, which means leaving one Minion (not Vyktor) alive.

P2
Powerhound_2000
2014-07-11 00:19 UTC
#47

That's right.  Hmm guess the firesworn should be left then.  Best if we can kill him before the brainburn

OA
Oaktree
2014-07-11 02:01 UTC
#48

Concur with general thoughts.

Villain deck - Forced Deployment on top and TGF Stalwart on bottom.

Environment - Kraken on top and Hallway Collapse and Kraken on bottom.

I take the plan for this round is that Setback will redirect Brain Burn damage (if possible) and that Brain Burn will be used to pot the minion pile back under the deck to leave nothing for Forced Deployment to bring into play.

 

 

DP
dpt
2014-07-11 02:18 UTC
#49

So we'll have the two Krakens take out Vyktor and the Bionaut, leaving the Firesworn.

I think I have enough tokens in my Lucky Pool to afford redirecting its damage; I think I'll send it to a Kraken, and maybe punch the Kraken myself as well, depending on Unity's schemes for that Flak Jacket.

GR
grysqrl
2014-07-11 02:30 UTC
#50

Well, the Flak Jacket would look mighty nice on Swift Bot. I can either get Swift out this turn or I can play Flash Forge and delay a little bit, but have a better selection. That would be entirely up to the owner of the gear.

P2
Powerhound_2000
2014-07-11 02:42 UTC
#51

The flak jacket is open for use on a golem. 

CM
cmschex
2014-07-11 02:42 UTC
#52

Ruins of Atlantis

In Play: The Kraken (15)

Trash:

 

Start of Turn:

 

Play: The Kraken (15)

 

End of Turn: Kraken #1 deals 5 melee damage to Bionaut (x)

Kraken #2 deals 5 melee damage to Vyktor (x)

CM
cmschex
2014-07-11 03:18 UTC
#53

Grand Warlord Voss Advanced - Round 2

Grand Warlord Voss (90) - Conquering Alien Warlord

In Play:
 

Gene-Bound Firesworn (3)

 

Villain Trash:Gene-Bound Guard ,Gene-Bound Banshee,Gene-Bound Psi-Weaver, Gene-Bound Bionaut, Gene-Bound Shock Infantry, First Lieutenant Vyktor

 

Start of Turn: n/a
   
Play: Forced Deployment

End of Turn:

 

Firesworn attempts to deal Setback  2 Fire damage, which is redirected to Kraken 1 (13)

 

========================
Effects:
-Reduce damage to Voss by 2 for each Minion in play

-Reduce damage dealt by heroes by 1 (Advanced text)

 

 

(Start of Turn)

-At start of turn, flip Voss if there are no minions in play

-At start of turn, if there are 10 or more minions in play, heroes lose

(End of Turn)
 

 

-Firesworn deals hero with the highest HP 2 fire damage

 

==========
Grand Warlord Voss (90) (DR 2)

 

Gene-Bound Firesworn (3) 

 

==========
Setback    - 23

Unity   - 24
Mainstay  - 12

Writhe - 12

Dr Medico - 11

The Idealist - 10

Dark Visionary - 20
Dark Watch Expatriette    - 22

DP
dpt
2014-07-11 03:23 UTC
#54

The damage to Unity is actually redirected. Setback discards 2 tokens from his Unlucky Pool to push it to a Kraken (the more recent one).

DP
dpt
2014-07-11 03:27 UTC
#55

We might want to leave the Firesworn alive to provide a target for the Kraken. Can we kill one of them, in fact? I can do at least 2 damage, Brain Burn (redirected) will provide 5, and then Ex-Patriette can do another 4. I'm going to be building up my Unlucky Pool as much as I can.

DP
dpt
2014-07-11 03:37 UTC
#56
[u][b][size=16]Setback[/size][/b][/u]
 
[b]HP:[/b] 24
 
[b]Unlucky Pool:[/b] 9
 
[b]Hand:[/b] Fumbling Fool, Surprising Fortune, Plucky Break, Exceeded Expectations
 
[b]In play:[/b] Looking Up, Wrong Time and Place
 
[hr]
[b]Play a card:[/b] [i]Fumbling Fool[/i]. Discard the top card of each deck. I discard Reckless Rush. I add 5 tokens to my unlucky pool. (9)
 
[b]Use a power:[/b] [i]Looking Up[/i]. Deal 3-1 melee damage to the Kraken (11). Add 3 tokens to my unlucky pool (12)
 
[b]Draw a card:[/b] Turn of Events
 
[hr]
[b]HP:[/b] 24
 
[b]Unlucky Pool:[/b] 12
 
[b]Hand:[/b] Surprising Fortune, Plucky Break, Exceeded Expectations, Turn of Events
 
[b]In play:[/b] Looking Up, Wrong Time and Place
 
[b]Trash:[/b] Reckless Rush, Fumbling Fool
 
[b]Additional effects:[/b] Deal self 3 psychic damage if I have 10 or more tokens.
Redirect first damage to a hero target each turn; either to self, or, at cost of tokens equal to damage, to target of choice.
 
PL
PlatinumWarlock
2014-07-11 03:40 UTC
#57

The Sentinels discard Coordinated Assault to Fumbling Fool.

(Also, Idealist is at 10.  She got healed by Medico and didn't take damage this environment/villain turn.)

GR
grysqrl
2014-07-11 04:16 UTC
#58

Unity discards Turret Bot, then...

Unity

HP: 24
Hand: Champion Bot, Raptor Bot, Swift Bot, Brainstorm, Flash Forge, Powered Shock Wave (2), Robot Reclamation
Play:
Trash: Turret Bot, Brainstorm
Effects:

--------------------------------------------------------------------------------------------

Start:
Play: Brainstorm - draw Hasty Augmentation and Stealth Bot; deal no damage
Power: Bot Hack - destroy the Flak Jacket to put Swift Bot into play
Draw: Bee Bot and Platform Bot
End:

--------------------------------------------------------------------------------------------

HP: 24
Hand: Bee Bot, Champion Bot, Platform Bot, Raptor Bot, Stealth Bot, Flash Forge, Hasty Augmentation, Powered Shock Wave (2), Robot Reclamation
Play: Swift Bot [6]
Trash: Turret Bot, Brainstorm (2)
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases

Next round, I'll Flash Forge to get some Pylons and a bot or two. Then I can play Stealth Bot and something that will start doing some damage.

 

PL
PlatinumWarlock
2014-07-11 04:54 UTC
#59

Edited to fix my bone-headed error regarding Extract.

The Sentinels

HP: Idealist [10]; Dr. Medico [11]; Writhe [12]; Mainstay [12]

Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Unique Capabilities

In play: Sentinel Tactics

-------------------------------------

 

Start of hero turn:

Play a card: Unique Capabilities:  I search my deck for Hippocratic Oath and put it into play.  I draw Team Communication and play Team Communication.  Team Communication allows me to draw Unique Capabilities, Restorative Burst, Caliginous Form, and Positive Energy.  I play Unique Capabilities #2!  I put Durasteel Chains into play, draw Fling Into Darkness, and play Caliginous Form.

Use a power: Telekinetic Jab:  Idealist deals net 1 psychic damage to Kraken #1 (10).

Sentinel Tactics triggers!  Block:  The Sentinels have DR 1 for the turn.

Draw a card: Dark Delusions

End of hero turn:  Hippocratic Oath triggers:  Idealist [11]; Writhe [13]; and Dr Medico [12] each regain 1 hp.

---------------------------------------

 

HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [12]

Hand: Positive Energy (x3); Horrifying Dichotomy; Dark Delusions (x2), Second Chance, Blackout, Fling Into Darkness; Restorative Burst

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2)

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

CM
cmschex
2014-07-11 05:07 UTC
#60

Voss discards a Frosthound and Atlantis discards a Toxic Seaweed.

Stalwart is the bottom card of Voss's deck

PL
PlatinumWarlock
2014-07-11 05:11 UTC
#61

Writhe absolutely discards The Stalwart.

DP
dpt
2014-07-11 05:14 UTC
#62

I'd actually like to be hitting Kraken #2, so we can possibly use the redirected damage from Kraken #1 to destroy it.

P2
Powerhound_2000
2014-07-11 11:24 UTC
#63

The Firesworn is the one doing the damage not Setback so shouldn't the Kraken take two damage from the redirected damage?

edit: discarded Speed Loading to Fumbling Fool. 

CM
cmschex
2014-07-11 11:59 UTC
#64

He did, the Kraken is at 13

P2
Powerhound_2000
2014-07-11 12:06 UTC
#65

Ok I read that wrong.  I really need to wake up a bit more before I start reading through this

DP
dpt
2014-07-11 12:09 UTC
#66

Why did the sentinels hit a different Kraken? Sorry, I'm confused. I meant all of my damage to be directed at Kraken #2, the second one that entered play, so that we could use the damage from Kraken #1 to potentially kill Kraken #2, and I was suggesting the everyone else also focus on that one.

PL
PlatinumWarlock
2014-07-11 16:00 UTC
#67

Gah!  All right, then, I'll change it back!

OA
Oaktree
2014-07-11 17:20 UTC
#68

I question using Extract on Voss' deck and from there.  We knew that Stalwart was on the bottom.  And Visionary doing Brain Burn is just going to put it back there again - unless we want the extra point of damage redirected by Setback.  I figure The Sentinels could use the power for establishing a block, or possibly fishing on another deck if necessary.

(Edit: That first sentence comes across too harshly.  I would like to get a greater understanding of what the intent is here given my expectation to play Brain Burn shortly with the intention of burying all of Voss' discards back on the bottom of the deck.)

 

OA
Oaktree
2014-07-11 17:21 UTC
#69

Dark Visionary discards Mass Levitation for Setback's one-shot.

PL
PlatinumWarlock
2014-07-11 17:42 UTC
#70

You're right--that was a bad play on my part.  It had slipped my mind entirely that Visionary had put the Stalwart on the bottom previously, so my line of thinking was "oh, let's see if we can find a bad card to get rid of."  

OA
Oaktree
2014-07-11 18:04 UTC
#71

Given that Visionary has not gone yet, are we still allowed for The Sentinels to revise their turn?

CM
cmschex
2014-07-11 20:04 UTC
#72

I have no problem with that

PL
PlatinumWarlock
2014-07-12 05:09 UTC
#73

Thankee-sais!  *revises*

OA
Oaktree
2014-07-12 14:29 UTC
#74

DARK VISIONARY

HP: 20

Hand: Mental Divergence, Mass Levitation, Prophetic Vision, Brain Burn

In play: n/a

-------------------------------------

Start of hero turn:

Play a card: Brain Burn - Put the villain trash on the bottom of the villain deck.  Visionary goes to deal herself 6 damage, but Setback gives it to a Krake at the expense of his Unlucky Pool [*]

(If I get to control order - Vyktor, Banshee, Guard, Frost Hound, Psi-Weaver, Bionaut, Shock Trooper)

* - Subject to Setback doing a redirect. (details to follow)

Use a power: Turmoil - Reveal the top 2 cards of the villain deck and put 1 on top and 1 on the bottom of the villain deck. (Frost Hound to top of villain deck; Quark Dislocator to bottom of villain deck)

Draw a card: Mind Spike

End of hero turn:

---------------------------------------

HP: 20

Hand: Mental Divergence, Mass Levitation, Decoy Projection, Mind Spike

In play: n/a

Trash:  Prophetic Vision (x2), Brain Burn

Additional effects: n/a

===

Comments:

If I control order I want to put a couple of the "less harmful" minions on absolute bottom.  If they stay as bottom then the Sentinels have an option to have Writhe Extract them to put on top.  Though we'd want to wait until the Forced Deployments are gone.

Turmoil is going to fish for the other ship this turn, maybe next.  I'm favoring putting Mass Levitation into play next turn and activating it in order to mitigate environment damage since the minion supply for the Kraken are running out; plus Mystical Defenses, Toxic Seaweed, etc. are the majority of the environment deck at this point. 

There's also a point where Turmoil gets us to the bad stuff quicker, that's another reason to stop doing it.  Especially once we flip Voss and he starts burning through his deck quicker.

P2
Powerhound_2000
2014-07-12 14:54 UTC
#75

Oaktree you'll be at twenty health as Wrong Time And Place doesn't give an option.  Only condition on it is that Setback can redirect the damage if he has enough unlucky tokens in his pool.   Lastly, Voss decreases damage dealt by heroes by 1 so you only have 6 damage coming.  

DP
dpt
2014-07-12 15:23 UTC
#76

Setback will indeed discard 6 tokens from his unlucky pool to redirect the damage to the Kraken (4).

DP
dpt
2014-07-12 15:24 UTC
#77

Setback will indeed discard 6 tokens from his unlucky pool to redirect the damage to the Kraken (4).

P2
Powerhound_2000
2014-07-12 16:35 UTC
#78

I'm hitting the other Kraken as my three damage won't take out the hurt one and Setback will get 5 damage coming to him from one of them regardless. 

P2
Powerhound_2000
2014-07-12 16:36 UTC
#79
Dark Watch Expatriette
 
HP: 22
Hand: Reload x2, Quick Draw, "Pride"
 
--------------------------------------------------------------------------
 
Start
Play: Quick Draw - Searching and putting "Prejudice" into play
Power:  Tactical Shotgun - deal 3 projectile damage to Kraken 2 [12]
Draw: Assault Rifle
End 
 
--------------------------------------------------------------------------
 
HP: 22
Hand: Reload x2, "Pride", Assault Rifle
Play: Tactical Shotgun, "Prejudice"
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw
Effects: 
 
CM
cmschex
2014-07-12 17:03 UTC
#80

Top two cards of Voss deck are Gene Bound Frosthound and Quark Drive Translocator

P2
Powerhound_2000
2014-07-12 17:09 UTC
#81

Yuck.  If the Quark Drive Translocator comes out we likely have three cards played by Voss coming up but if the Frosthound is played Setback has a lot of damage coming his way from just the Frosthound and no tokens to redirect it.  No matter what Setback is going to take a beating on Voss's turn.  

 

Edit: Setback depending upon order of damage may not take everything from the Frosthound but he'll likely take a majority

CM
cmschex
2014-07-12 17:10 UTC
#82

Ruins of Atlantis

In Play: The Kraken #1 (4), The Kraken #2 12)

Trash: Toxic Seaweed

 

Start of Turn:

 

Play: Phosphorescent Chamber

 

End of Turn: Kraken #1 deals 6 melee damage to Firesworn

Kraken #2 attempts to deal 6 melee damage to The Idealist, redirects to Setback (18)

Each player must discard one card

 

Additional Effects: 

Increase all damage dealt by 1

Increase all HP recovery by 1

At the start of the environment turn, 1 player may discard a card to destroy Phosphorecent Chamber

P2
Powerhound_2000
2014-07-12 17:14 UTC
#83

Setback has enough tokens to redirect the damage back to the first Kraken even with damage buffed up by one.   His unlucky pool will be a zero though after that

I'll discard a Reload then.  

DP
dpt
2014-07-12 17:53 UTC
#84

I want to eat this damage. Whichever way we go (Frosthound or Translocator) I'll be able to use the Firesworn's damage to kill a Minion.

GR
grysqrl
2014-07-12 17:57 UTC
#85

Unity discards a Powered Shock Wave

P2
Powerhound_2000
2014-07-12 18:00 UTC
#86

Between the Brainburn and the Kraken Setback's unlucky pool is empty.   Unless I'm missing something

DP
dpt
2014-07-12 19:56 UTC
#87

I choose not to discard tokens for the Kraken. The situation changed.

DP
dpt
2014-07-12 19:57 UTC
#88

I do not discard tokens for the Kraken. The situation changed.

CM
cmschex
2014-07-12 20:31 UTC
#89

I do need a decision on which card before I play the villain turn

PL
PlatinumWarlock
2014-07-12 21:24 UTC
#90

The Sentinels discard a copy of Dark Delusions.

DP
dpt
2014-07-12 21:59 UTC
#91

I’d go for the Frosthound.

P2
Powerhound_2000
2014-07-12 23:31 UTC
#92

I agree with Frosthound on top since Setback still has tokens

OA
Oaktree
2014-07-13 00:53 UTC
#93

Frost Hound on top and Quark Translocator on bottom.

Dark Visionary discards Mental Divergence.

DP
dpt
2014-07-13 01:22 UTC
#94

Setback discards Surprising Fortune.

CM
cmschex
2014-07-13 03:16 UTC
#95

Based on the turn order, Voss will be attempting to damage Unity for 4 that will redirect to Setback then the Idealist for 3, then the Firesworn and then the Frosthound.  Setback still has 6 tokens, are you planning on spending tokens and redirecting the damage?

OA
Oaktree
2014-07-13 03:22 UTC
#96

Didn't Kraken #1 munch the Firesworn?

DP
dpt
2014-07-13 04:14 UTC
#97

Yes, but Forced Deployment brings it back.

The damage amounts you quoted need to be increased by 1 for Phosphorescent Chamber. I'll eat the first instance of damage, and redirect the second to the Frosthound at a cost of 4 tokens. The Firesworn will then be hitting someone else (whoever's highest, certainly not me).

(I'm planning on playing Plucky Break on my turn, so want exactly 2 tokens. I'll be shuffling Wrong Time and Place back in …)

OA
Oaktree
2014-07-13 06:39 UTC
#98

Do we want continued Turmoil on the Voss deck to look for the other ship, or shift over to Levitation coverage to reduce environment attacks?  I expect that Mystical Defenses or more Toxic Seaweed is due shortly.

P2
Powerhound_2000
2014-07-13 12:20 UTC
#99

I would say Levitation is probably going to prevent the most damage at this point

CM
cmschex
2014-07-13 13:14 UTC
#100

Grand Warlord Voss Advanced - Round 2

Grand Warlord Voss (90) - Conquering Alien Warlord

In Play:
 

Forced Deployment

 

Villain Trash:Gene-Bound Firesworn

 

Start of Turn: Voss flips

Forced Deployment destoys itself, brings Gene Bound Firesworn from trash into play
   
Play: Gene Bound Frosthound

End of Turn:

Voss attempts to deal 5 energy damage to Unity, redirects to Setback (12)

Voss attempts to deal 4 fire damage to Idealist, who redirects to Setback, who redirects to Frosthound (x)

Voss plays TCF Conqueror from his deck

Firesworn deals 3 fire damage to Unity (21)

Conqueror deals 4 fire damage to each hero target Unity

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

-At the end of the villain turn, play the top card of the villain deck

-At the start of the villain turn, destroy one hero ongoing card (Conqueror)

 

 

 

==========
Grand Warlord Voss (90) (DR 1)

Gene-Bound Firesworn (3) 

TCF Conqueror (15)

 

==========
Setback    - incapped

Unity   - 17
Mainstay  - 10

Writhe - 13

Dr Medico - 12

The Idealist - 7

Dark Visionary - 16
Dark Watch Expatriette    - 22

CM
cmschex
2014-07-13 13:15 UTC
#101

So, Setback will be incapacitated after hits from 3 of the 5 other heroes.  I assume that he will take that instead of taking his hit.  I need to know which two other heroes will take hte 4 damage from Conqueror

P2
Powerhound_2000
2014-07-13 13:26 UTC
#102

I can take 4 and ideally Mainstay should as well since he has a DR of two.   I was hoping Setback might survive but it was not so.   

Setback should let the Sentinels or me use a power.  I've got 5 damage from the shotgun or you've got 3 damage from the Sentinels along with another power use after dealing damage.  

DP
dpt
2014-07-13 14:03 UTC
#103

Don’t know mind me, I’m just the punching bag!

GR
grysqrl
2014-07-13 14:05 UTC
#104

Looks like you have Unity set up to take the ship damage already. Regardless, I'll take my shot.

OA
Oaktree
2014-07-13 14:06 UTC
#105

Dark Visionary will take one.

 

P2
Powerhound_2000
2014-07-13 15:41 UTC
#106

Mainstay should take part of it since with his DR he'll take two damage.  

CM
cmschex
2014-07-13 15:51 UTC
#107

So Mainstay for 1, either Viz or Expat for hte other (both have volunteered).  I'll edit the damage totals once y'all decide, then it's Setback turn to decide what someone will do

P2
Powerhound_2000
2014-07-13 16:44 UTC
#108

If Viz takes it this turn I'm the target for Voss's bigger hit next round.  That will give time for Viz to put Mass Levitation and then a decoy into play. 

PL
PlatinumWarlock
2014-07-13 19:54 UTC
#109

Actually, if I can lay claim to Setback's incapacitated ability, I could throw down Positive Energy, which will heal everyone, deal damage to everything, and net me a power use...then I can do it again on my turn.  With the increased healing and damage from Phosphorescent Chamber, it's more beneficial for everyone.

Mainstay could take one of the instances of damage, but Writhe is a better choice, as it'll redirect some damage to a target of our choice.

P2
Powerhound_2000
2014-07-13 19:57 UTC
#110

I'm fine with that.  I forgot you have half your deck in your hand.  

DP
dpt
2014-07-13 21:18 UTC
#111

Oh wait: can I use my remaining two tokens to redirect the damage after it’s been reduced by DR?

CM
cmschex
2014-07-14 03:14 UTC
#112

Yes, you could do that,  You'd still die, but it would take another instance of damage

DP
dpt
2014-07-14 03:28 UTC
#113

OK! Well, then, I'll discard two tokens to redirect the 2 damage heading to Mainstay (which becomes 4 damage when it hits TCF Conqueror), then eat the damage to Writhe, Dr. Medico, and Visionary. On my turn, The Sentinels can play a card.

PL
PlatinumWarlock
2014-07-14 04:07 UTC
#114

If we're ready for it, here's The Sentinels' card play:  Positive Energy.

  • All Hero targets regain net 2 HP.  (Mainstay [12]; Writhe [14]; Idealist [9]; Dr Medico [13], Unity [19]; Visionary [18]; Expatriette [24])
  • All Villain targets take net 3 psychic damage (Firesworn [x]; TCF Conqueror [8]; Voss [87])
  • Because one of The Sentinels dealt damage, I can use a power:  Telekinetic Jab: the TCF Conquerer takes net 3 psychic damage [5]
GR
grysqrl
2014-07-14 12:39 UTC
#115

I think you guys forgot about Swift Bot when calculating damage, though it won't really matter since everything was going to Setback when lowest HP was getting hit. I assume it took 4 from the TCF Conqueror and then healed 2 by Positive Energy.

Unity

HP: 19
Hand: Bee Bot, Champion Bot, Platform Bot, Raptor Bot, Stealth Bot, Brainstorm, Flash Forge, Hasty Augmentation, Powered Shock Wave, Robot Reclamation
Play: Swift Bot [4]
Trash: Turret Bot, Brainstorm, Powered Shock Wave
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases

--------------------------------------------------------------------------------------------

Start:
Play: Flash Forge - discard Brainstorm, Robot Reclamation, and Powered Shock Wave; search deck for 2 Construction Pylons and a Supply Crate
Play: Construction Pylon
Power: Construction Pylon - rip up the Pylon to play Stealth Bot and Platform Bot
Draw: Modular Workbench and Robot Reclamation
End: Platform Bot deals 4 energy damage to TCF Conquerer [1]

--------------------------------------------------------------------------------------------

HP: 19
Hand: Construction Pylon, Modular Workbench, Supply Crate, Bee Bot, Champion Bot, Raptor Bot, Hasty Augmentation, Robot Reclamation
Play: Swift Bot [4], Stealth Bot [5], Platform Bot [3]
Trash: Construction Pylon, Turret Bot, Brainstorm (2), Flash Forge, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1

OA
Oaktree
2014-07-14 16:52 UTC
#116

For those keeping score:

HP Status:

Villain
Voss - 87
TCF Conquerer - 1

Environment
Kraken #1  - 4
Kraken #2  - 12

(Phosphorent Chamber in play: +1 Dam; +1 Heal - discard effect)

Heroes
Setback -  (incap)
Unity   -  19
  Swift Bot   - 4
  Stealth Bot - 5
  Platform Bot - 3 (DR 1)
Sentinels
  Mainstay  - 12
  Writhe    - 14
  Dr Medico - 13
  Idealist  - 9

Dark Visionary - 18
Expatriette - 24

PL
PlatinumWarlock
2014-07-14 18:35 UTC
#117

The Sentinels

HP: Idealist [9]; Dr. Medico [13]; Writhe [14]; Mainstay [12]

Hand: Positive Energy (x2); Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Fling Into Darkness; Restorative Burst

In play: Sentinel Tactics

-------------------------------------

 

Start of hero turn:

Play a card: Positive Energy (again!):  All Hero Targets regain 2 HP! (Unity [21]; all bots at full HP; Mainstay [14]; Writhe [14]; Dr Medico [13]; Idealist [11]; Visionary [20]; Expatriette [26].  All Villain targets take net 3 psychic damage:  (Conquerer [x]; Voss [84]). 

Sentinel Tactics Triggers!  Block:  The Sentinels have DR 1 for the turn.

Use a power: Telekinetic Jab:  Idealist deals net 3 psychic damage to Kraken #1 (1).

Draw a card: Coordinated Assault

End of hero turn:  Hippocratic Oath triggers:  Visionary [22]; Unity [23]; and Expatriette [28] each regain net 2 hp.

---------------------------------------

 

HP: Idealist [11]; Dr Medico [13]; Writhe [14]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Fling Into Darkness; Restorative Burst; Coordinated Assault

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

P2
Powerhound_2000
2014-07-14 18:49 UTC
#118

Should I hit Voss for five, take out a Kraken, or hitting all Krakens and Voss for three?

PL
PlatinumWarlock
2014-07-14 19:02 UTC
#119

Those Krakens are going to annihilate The Sentinels if we don't get them under control.  Taking out at least one is a priority.

GR
grysqrl
2014-07-14 19:05 UTC
#120

If Telekinetic Jab goes to the lower kraken instead of the higher, you could hit everything -and- take out a kraken.

P2
Powerhound_2000
2014-07-14 19:10 UTC
#121

Viz is planning on playing mass levitation to minimize environment damage.  Not to mention the Bots are the initial target currently 

OA
Oaktree
2014-07-14 21:57 UTC
#122

DARK VISIONARY

HP: 22

Hand: Mass Levitation, Decoy Projection, Mind Spike

In play: n/a

-------------------------------------

Start of hero turn:

Play a card: Mass Levitation

Use a power: Mass Levitation

Draw a card: Cerebral Hemorrhage

End of hero turn:

---------------------------------------

HP: 22

Hand: Decoy Projection, Mind Spike, Cerebral Hemorrhage

In play: Mass Levitation

Trash:  Prophetic Vision (x2), Brain Burn, Mental Divergence

Additional effects: Until the start of DV's next turn, reduce damage by environment cards by 3.

===

Comments:  Got a few offensive one shots and a decoy to play.  Will keep Mass Levitation going I think since I don't think speeding Voss' deck turnover with Turmoil is that profitable in comparison since we got the 2nd ship out of the way.

Oh, go Sentinels!  :)

 

P2
Powerhound_2000
2014-07-14 22:13 UTC
#123

PlatinumWarlock can you update your turn to hit the other Kraken?   That way I can kill one off and still damage everything else.  

PL
PlatinumWarlock
2014-07-15 05:06 UTC
#124

Editing now...good eye!

P2
Powerhound_2000
2014-07-15 11:38 UTC
#125
Dark Watch Expatriette
 
HP: 28
Hand: Reload, "Pride", Assault Rifle
 
--------------------------------------------------------------------------
 
Start
Play: Assault Rifle
Power:  Assault Rifle - deal 3 projectile damage to Voss[81], Kraken 1 [x], and Kraken 2 [9]
Draw: Incendiary Rounds
End 
 
--------------------------------------------------------------------------
 
HP: 28
Hand: Reload, "Pride", Incendiary Rounds
Play: Tactical Shotgun, "Prejudice", Assault Rifle
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reload
Effects: 
 
I'll be discarding my second Reload at the start of the environment turn for my part in getting rid of Phosphorent Chamber
CM
cmschex
2014-07-15 15:07 UTC
#126

Ruins of Atlantis

In Play: The Kraken (9), Phosphorescent Chamber

Trash: Toxic Seaweed, The Kraken

 

Start of Turn: I assume everyone is discarding to destroy Phosphorescent Chamber; if not, let me know

 

Play: Atlantean Font of Power

 

End of Turn: Kraken deals 5-3-1=1 melee damage to Platform Bot (2), let me know if this is redirecting to Stealth Bot

Play the top Card of the Villain Deck - Gene Bound Ion Lancer (3)

In Turn order, play the top card of each hero deck

 

 

GR
grysqrl
2014-07-15 15:51 UTC
#127

Unity discards Bee Bot for Atlantis

DP
dpt
2014-07-15 16:53 UTC
#128

The order for the Font of Power card plays is Unity, Sentinels, Visionary, Ex-Patriette, right?

P2
Powerhound_2000
2014-07-15 16:58 UTC
#129

Yes that is the right order but we have to get discards settled from The Sentinels and Viz first

PL
PlatinumWarlock
2014-07-15 19:41 UTC
#130

The Sentinels discard Dark Delusions, though, truth be told, I'd almost rather see the Phosphoescent Chamber stay in play.  It makes Medico's healing so much more potent and the extra damage really helps us more than it does Voss.

P2
Powerhound_2000
2014-07-15 19:45 UTC
#131

If we didn't have to worry about Voss minions that hit everyone I would be more inclined to agree.  Not to mention some these environment cards as even with Mass Levitation some of them can still hurt us a bit

 

edit: we would also be forced to discard every environment turn which as expat is no good.  

PL
PlatinumWarlock
2014-07-15 20:46 UTC
#132

Fair enough; I'm not too worried, either way.  

OA
Oaktree
2014-07-15 21:48 UTC
#133

Dark Visionary discards Mind Spike.

(Sorry about the delay.  Work n'at.)

P2
Powerhound_2000
2014-07-15 22:26 UTC
#134

Time for card plays then starting with Unity.   Remember that Voss has an Ion Lancer in play if any of the cards that come up deal damage.  

GR
grysqrl
2014-07-15 23:02 UTC
#135

Unity plays Inspired Repair.

Draw Modular Workbench.

Play Supply Crate (I know that I could play a bot, but I'd rather have the start-of-turn card draw from Supply Crate).

Draw Scrap Metal.

Heal Platform Bot back up to 3 (I think the rest are full).

P2
Powerhound_2000
2014-07-15 23:14 UTC
#136

Grysqrl I think you got a bit ahead.  Currently you should be playing the top card of your deck because of the Atlantean Font of Power

GR
grysqrl
2014-07-15 23:16 UTC
#137

Inspired Repair was my top card. It lets me draw a card and play a card. Supply Crate lets me draw another card.

P2
Powerhound_2000
2014-07-15 23:22 UTC
#138

I'm sorry that sounded like a full turn.   Should've looked up the card first.  

P2
Powerhound_2000
2014-07-16 03:26 UTC
#139

Need a top of deck play from The Sentinels and then Dark Viz. 

PL
PlatinumWarlock
2014-07-16 04:07 UTC
#140

The Sentinels play...Coordinated Assault!

Mainstay deals Voss net 5 damage (5 - 1 + 1) [76].  Because Mainstay dealt damage, The Sentinels get to use a power!

The Idealist uses Telekinetic Jab to deal net 2 damage to the Ion-Lancer [1].

P2
Powerhound_2000
2014-07-16 17:47 UTC
#141

Need a top of deck play from Dark Viz and then I can play the top card of my deck to finish out the environment turn.  

OA
Oaktree
2014-07-16 21:46 UTC
#142

Dark Visionary plays Psychic Maelstrom - 2 psychic damage to Ion Lancer [x], Voss [74], and the Kraken [7].

 

P2
Powerhound_2000
2014-07-16 21:52 UTC
#143

Reveal Tactical Shotgun which gets discarded, next is RPG Launcher which I'll use to destroy the Kraken and deal 2 Fire damage to Voss [72]

That should be it for the environment turn. 

CM
cmschex
2014-07-17 00:06 UTC
#144

Grand Warlord Voss Advanced - Round 2

Grand Warlord Voss (72) - Conquering Alien Warlord

In Play:
 

 

Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror

 

Start of Turn: 


   
Play: Gene Bound Psi-Weaver

End of Turn:

Voss deals 4 energy damage to Expatriette (24)

Voss 3-1 fire damage to Platform Bot (1) (let me know if Stealth is taking this)

Voss plays Field Lieutenant Tamar

Psi-Weaver deals 2 damage to all Targets: Expat (22), Unity (21), Visionary (20), Mainstay (14), Writhe (13), Dr Medico (12), The Idealist (10), Swift Bot (4), Stealth Bot (4), Platform Bot (x)

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

-Reduce damage to Thorathians and Minions by 1 (Tamar)

 

 

 

==========
Grand Warlord Voss (90) (DR 2)

Gene-Bound Psi-Weaver (3) (DR 1)

Field Lieutenant Tamar (5) (DR 1)

 

==========
Setback    - incapped

Unity   - 21

Swift Bot - 4

Stealth Bot - 2

Platform Bot - 2
Mainstay  - 14

Writhe - 13

Dr Medico - 12

The Idealist - 10

Dark Visionary - 20
Dark Watch Expatriette    - 22

 

Let me know if any of that damage is getting redirected

P2
Powerhound_2000
2014-07-17 00:23 UTC
#145

It's probably best for Setback to give a The Sentinels a card play again as they have a few different options to take out Tamar. 

GR
grysqrl
2014-07-17 02:56 UTC
#146

Stealth Bot will take the initial shot to Platform Bot, so they should both be at 2 HP.

PL
PlatinumWarlock
2014-07-17 03:07 UTC
#147

Unless there are objections, The Sentinels will play Fling Into Darkness on Setback's turn, which kills Tamar and gives us a free power usage again.  We'll use that power usage to heal Stealth Bot back up to 5.

GR
grysqrl
2014-07-17 04:33 UTC
#148

Sounds good to Stealth Bot.

DP
dpt
2014-07-17 07:03 UTC
#149

And sounds good to Setback.

P2
Powerhound_2000
2014-07-17 11:34 UTC
#150

Looks like Unity can go then with a Tamar down and a healed stealth bot

GR
grysqrl
2014-07-17 11:59 UTC
#151

Unity

HP: 21
Hand: Construction Pylon, Modular Workbench (2), Scrap Metal, Champion Bot, Raptor Bot, Hasty Augmentation, Robot Reclamation
Play: Supply Crate, Swift Bot [4], Stealth Bot [5], Platform Bot [2]
Trash: Construction Pylon, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1

--------------------------------------------------------------------------------------------

Start: Destroy Supply Crate to draw Scrap Metal and Volatile Parts
Play: Construction Pylon
Play: Volatile Parts
Power: Construction Pylon - rip up the Pylon to play Champion Bot and Raptor Bot
Draw: Brainstorm and Volatile Parts
End: Platform Bot deals 4 damage to the Psi-Weaver [X]; Raptor Bot deals 7 damage to Voss [65]

--------------------------------------------------------------------------------------------

HP: 21
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [4], Stealth Bot [5], Platform Bot [2], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

 

I'll probably use a Hasty Augmentation next round. Let me know if you have a good use for it.

P2
Powerhound_2000
2014-07-17 12:06 UTC
#152

I have an assault rifle that would deal 4 damage to 3 targets with Hasty Augmentation and that would kill any minions that come out next round.  That way your bots would be free to attack Voss entirely.  

PL
PlatinumWarlock
2014-07-17 16:44 UTC
#153

The Sentinels

HP: Idealist [10]; Dr. Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Restorative Burst; Coordinated Assault

In play: Sentinel Tactics

-------------------------------------

 

Start of hero turn:

Play a card: Coordinated Assault:  Mainstay deals net 6 damage to Voss [59].

Sentinel Tactics Triggers!  Block:  The Sentinels have DR 1 for the turn.

Use a power: Telekinetic Jab:  Idealist deals net 2 psychic damage to Voss [57].

Draw a card: Human Shield

End of hero turn:  Hippocratic Oath triggers:  Platform Bot [3]; Swift Bot [5]; and Idealist [11] each regain 1 hp.

---------------------------------------

 

HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

OA
Oaktree
2014-07-17 22:27 UTC
#154

DARK VISIONARY

HP: 20

Hand: Decoy Projection, Mass Hemorrhage

In play: Mass Levitation

-------------------------------------

Start of hero turn:

Play a card: Decoy Projection (5)

Use a power: Mass Levitation

Draw a card: Foresight

End of hero turn:

---------------------------------------

HP: 20

Hand: Cerebral Hemorrhage, Foresight

In play: Mass Levitation, Decoy Projection (5)

Trash:  Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom

Additional effects:

Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)

When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)

===

Comments:

Keep Mass Levitation up as a precaution.   Putting the decoy out as there is not a good alternative.  No fun cards drawn.  :(

P2
Powerhound_2000
2014-07-17 22:40 UTC
#155
Dark Watch Expatriette
 
HP: 22
Hand: "Pride", Incendiary Rounds
 
--------------------------------------------------------------------------
 
Start
Play: Incendiary Rounds on Assault Rifle
Power:  Tactical Shotgun - deal 4 proj damage to Voss[53]
Draw: RPG Launcher
End 
 
--------------------------------------------------------------------------
 
HP: 22
Hand: "Pride", RPG Launcher
Play: Tactical Shotgun, "Prejudice", Assault Rifle,Incendiary Rounds
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects:  When power on Assault Rifle is used change damage to fire, increase damage by one, and then destroy Incendiary Rounds
 
---------
Note:
I'm expecting Hasty Augmentation to be used on me and when that happens I'll be dealing 5 fire damage to three targets taking out any minions still in play and dealing Voss damage. 
CM
cmschex
2014-07-18 16:57 UTC
#156

Ruins of Atlantis

In Play: Atlantean Font of Power

Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber

 

Start of Turn: Atlantean Font of Power destroys itself

 

Play: Leaking Room

 

End of Turn:

-Heores cannot play hero cards

-Increase all Lightning damage by 2

CM
cmschex
2014-07-18 17:03 UTC
#157

Grand Warlord Voss Advanced 

Grand Warlord Voss (53) - Super Thorathian Warrior

In Play:
 

 

Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar

 

Start of Turn: 

   
Play: Gene Bound Firesworn

End of Turn: Voss deals 3 Energy damage to Expatriette (19) and 2 Fire Damage to Raptor Bot , redirected to Stealth Bot (4) 

Voss plays Forced Deployment

Firesworn deals 2 fire damage to Unity (19)

 

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

 

 

 

 

==========
Grand Warlord Voss (53) (DR 1)

Gene-Bound Fireswron (3) 

Forced Deployment

 

==========
Setback    - incapped

Unity   - 19

Swift Bot - 5

Stealth Bot - 4

Platform Bot - 3

Raptor Bot - 2

Champion Bot - 8

Mainstay  - 14

Writhe - 13

Dr Medico - 12

The Idealist - 11

Dark Visionary - 20
Dark Watch Expatriette    - 19

 

Let me know if any of that damage is getting redirected

GR
grysqrl
2014-07-18 17:08 UTC
#158

Redirect the Raptor Bot damage to Stealth Bot, please. Looks like no Hasty Augmentation this time around.

P2
Powerhound_2000
2014-07-18 17:44 UTC
#159

Well no card plays at all.   If I could have Setback give me a power play then I can take out the Firesworn with my shotgun so that bots can chew on Voss this turn.   Next turn will hurt though as we will have at least two minions who deal everyone damage.  

GR
grysqrl
2014-07-18 17:49 UTC
#160

I don't have a better idea.

PL
PlatinumWarlock
2014-07-18 19:12 UTC
#161

Sounds good on my end--cock that shotgun, Expat!

P2
Powerhound_2000
2014-07-18 19:13 UTC
#162

I do find it a bit humorous next turn that Dark Visionary's decoy will take all of Voss's hit next turn since Viz is the highest health thus directing it to the decoy and then the  decoy will take the second part of the hit.  

P2
Powerhound_2000
2014-07-18 21:48 UTC
#163

Unless dpt has a better idea for Setback's incap abilities I'll be killing a Firesworn with 4 proj damage since we can't play cards this round.  

DP
dpt
2014-07-19 16:17 UTC
#164

Does taking out the Firesworn net damage against Voss? The Firesworn will be coming right back of course. Ex-Patriette can have the power use.

P2
Powerhound_2000
2014-07-19 16:36 UTC
#165

It either breaks even or allows for a bit more damage

DP
dpt
2014-07-19 17:49 UTC
#166

OK, go for it!

P2
Powerhound_2000
2014-07-19 18:19 UTC
#167

Dark Expat deals 4 proj damage using tactical shotgun to Firesworn[x] with Setback's incap ability.  Unity is up next.  

GR
grysqrl
2014-07-19 20:51 UTC
#168

Unity

HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

--------------------------------------------------------------------------------------------

Start:
Play: Skip
Play: Skip
Power: Skip
Draw: Bee Bot, Raptor Bot, Supply Crate
End: Platform Bot deals 4 damage to the Voss [49]; Raptor Bot deals 7 damage to Voss [42]

--------------------------------------------------------------------------------------------

HP: 19
Hand: Modular Workbench (2), Scrap Metal (2), Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [5], Stealth Bot [4], Platform Bot [3], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

PL
PlatinumWarlock
2014-07-20 02:17 UTC
#169

The Sentinels

HP: Idealist [11]; Dr. Medico [13]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Restorative Burst; Human Shield

In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form

-------------------------------------

 

Start of hero turn:

Play a card: N/a (Leaking Room)

Use a power: Telekinetic Jab:  Idealist deals net 2 psychic damage to Voss [40].

Sentinel Tactics triggers!  Block:  The Sentinels have DR 1 for the turn.

Draw a card: Unique Capabilities

End of hero turn:  Hippocratic Oath triggers:  Swift Bot [5]; Dr Medico [13]; and Expatriette [20] each regain 1 hp.

---------------------------------------

 

HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield; Unique Capabilities

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

OA
Oaktree
2014-07-20 04:14 UTC
#170

DARK VISIONARY

HP: 20

Hand: Cerebral Hemorrhage, Foresight

In play: Mass Levitation, Decoy Projection [5]

-------------------------------------

Start of hero turn:

Play a card: n/a

Use a power: Mass Levitation

Draw a card: Mind Spike

End of hero turn:

---------------------------------------

HP: 20

Hand: Cerebral Hemorrhage, Foresight, Mind Spike

In play: Mass Levitation, Decoy Projection (5)

Trash:  Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom

Additional effects:

Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)

When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)

===

Comments:

Status quo.  But the decoy will get Voss' attention.  And now have a Mind Spike to do a bit of damage if needed.

P2
Powerhound_2000
2014-07-20 11:11 UTC
#171
Dark Watch Expatriette
 
HP: 20
Hand: "Pride", RPG Launcher
 
--------------------------------------------------------------------------
 
Start
Play: n/a
Power:  Tactical Shotgun - deal 4 proj damage to Voss[36]
Draw: Flak Jacket
End 
 
--------------------------------------------------------------------------
 
HP: 20
Hand: "Pride", RPG Launcher, Flak Jacket
Play: Tactical Shotgun, "Prejudice", Assault Rifle, Incendiary Rounds
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects: When Assault Rifle is used change damage type to fire and increase the damage by one for the power.  Then destroy Incendiary Rounds. 
 
 
 
Note: I'm doing some traveling today so I won't likely be able to post until late tonight.   So if Hasty Augmentation is played on Dark Watch Expat I can hit three targets for five fire damage so I'm fine with the group determining which minions I hit. Just remember the Firesworn are immune to that hit. 
CM
cmschex
2014-07-20 12:54 UTC
#172

Ruins of Atlantis

In Play: Leaking Room

Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber, Atlantean Font of Power

--------------------------------------------------------------------------------------------------------------------

Start of Turn: Leaking Room destroys itself

 

Play: Phosphorescent Chamber

 

End of Turn: Each player must discard a card

-Increase all damage dealt by 1

-Increase all HP recovery by 1

CM
cmschex
2014-07-20 13:12 UTC
#173

Grand Warlord Voss Advanced 

Grand Warlord Voss (36) - Super Thorathian Warrior

In Play: Forced Deployment
 

 

Villain Trash:Gene-Bound Fireswornx2, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar

 

Start of Turn: Forced Deployment destroys itself, bringing Firesworn, Frosthound, Ion Lancer, Psi Weaver and Firesworn into play from the Trash

   
Play: Gene Bound Soldier

End of Turn: Voss deals 5 Energy damage to Visionary, redirected to Decoy Projection (x) and 4 Fire Damage to Raptor Bot (x)

Voss plays Gene Bound Ion Lancer

Firesworn deals 3 fire damage to Visionary or Expat (17)

Frosthound deals 3 cold damage to each hero target ( Unity 16, Champion Bot redirected to Stealth Bot 2, Swift Bot 2, Stealth Bot x, Platform Bot 1, Mainstay 13, Writhe redirects net 0 damage to Voss, Medico 10, Idealist 9, Visionary 17/14, Expatriette 17/14

Ion-Lancer deals 3 energy damage to Platform Bot (x)

Psi-Weaver deals 3 Psychic damage to each hero target (Unity 13, Champion Bot 5, Swift Bot x, , Mainstay 12, Writhe 11, Medico 8, Idealist 7, Visionary 14/11, Expatriette 14/11

Firesworn deals 3 fire damage to the other of Visionary or Expatriette (11)

Soldier deals 3 projectile damage to Unity (10)

Ion-Lancer deals 3 energy damage to Champion Bot (2)

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

 

 

 

 

==========
Grand Warlord Voss (36) (DR 7)

Gene-Bound Firesworn (3) 

Gene Bound Frosthound (3)

Gene-Bound Ion-Lancer (3)

Gene-Bound Psi-Weaver (3)

Gene-Bound Firesworn (3) 

Gene-Bound Soldier (3)

Gene-Bound Ion Lancer (3)

 

==========
Setback    - incapped

Unity   - 10

Swift Bot - x

Stealth Bot - x

Platform Bot - x

Raptor Bot - x

Champion Bot - 2

Mainstay  - 12

Writhe - 11

Dr Medico - 8

The Idealist - 7

Dark Visionary - 11
Dark Watch Expatriette    - 11

 

Let me know if any of that damage is getting redirected

GR
grysqrl
2014-07-20 13:52 UTC
#174

Let's redirect the first instance of Champin Bot damage to Stealth Bot, so it should survive with 2 HP.

CM
cmschex
2014-07-20 14:15 UTC
#175

Done

DP
dpt
2014-07-20 17:52 UTC
#176

Wow, I’m impressed everyone survived. Maybe I could let Expat use a power now? The Hasty Augmentation would be serious overkill.

PL
PlatinumWarlock
2014-07-20 19:28 UTC
#177

The Sentinels discard Horrifying Dichotomy to the Phosphorescent Chamber.

I have a third Positive Energy in my Hand, which will heal us all and kill off everything but the PsiWeaver.  Your call, though!

OA
Oaktree
2014-07-20 19:59 UTC
#178

Dark Visionary discards Foresight.

 

GR
grysqrl
2014-07-20 20:29 UTC
#179

Unity discards Scrap Metal.

DP
dpt
2014-07-20 22:29 UTC
#180

All right, The Sentinels may play a card! You've got a lot of juicy cards in your hand there, and of course you'll also get a power use.

P2
Powerhound_2000
2014-07-21 01:31 UTC
#181

I discard a Flak Jacket

P2
Powerhound_2000
2014-07-21 01:34 UTC
#182

A Hasty Augmentation should allow me to kill off what's left and deal Voss 6 damage with the Assault Rifle.  

P2
Powerhound_2000
2014-07-21 01:37 UTC
#183

Also Unity has Volatile Parts in play shouldn't some minions have died from bots going down?   Depending on order the bots died it could prevent damage to us since it would be 3 Fire damage to the non hero target with the lowest health because of the environment.   The minions are all tied so Unity should have the choice when the bot dies.  

 

Edit: I'm not sure how much of villain turn redo it would cause but at the least the psi weaver could be taken out after Voss demolished the Raptor Bot

CM
cmschex
2014-07-21 01:53 UTC
#184

Curses, stupid volatile parts.  Unity, pick who you want to die.  You'd have to lose bots to kill, Stealth and Raptor were killed by Forsthound, Platform by Ion LAncer, Swift by Psi Weaver

P2
Powerhound_2000
2014-07-21 01:56 UTC
#185

Voss blasted the Raptor bot since he was he lowest health during his attack.  

PL
PlatinumWarlock
2014-07-21 02:49 UTC
#186

Unity, if you could kill the Psi-Weaver with Volatile Parts, that'd be spectacular, because I can wipe the board with the following...

On Setback's turn, The Sentinels play Unique Capabilities!

I search my deck and put Aura of Vision into play.  I draw Second Chance.  I play Positive Energy!

All Hero targets regain net 2 hp (Unity [12]; Champion Bot [4]; Mainstay [14]; Writhe [13]; Medico [10]; Idealist [9]; Visionary [13]; Expatriette [13]

Idealist then deals net 3 psychic damage to all Villain targets--all minions are killed.  Voss is at [34].

Dealing damage with Idealist nets me a Power use:

Idealist uses Telekinetic Jab, dealing net 3 psychic damage to Voss [31]. 

HK
Humble-Knight
2014-07-21 04:00 UTC
#187

Also know you are wasting health if you let stealth bot die from its own attack, from an outside observer

GR
grysqrl
2014-07-21 04:25 UTC
#188

Ok, how about this?

Voss kills Raptor Bot - Volatile Parts kills the Frosthound

Firesworn hits Visionary or Expat

Ion-Lancer deals 2 energy damage to Platform Bot [1]

Psi-Weaver hits Platform Bot first, kills it - Volatile Parts kills Psi-Weaver

Firesworn hits Visionary or Expat

Soldier deals 3 to Unity

Ion-Lancer deals 2 to Stealth [2]

This leaves:

Firesworn, Ion-Lancer, Firesworn, Soldier, Ion-Lancer [all 3]

Swift Bot [5], Stealth Bot [2], Champion Bot [8]

And all of the heroes avoid getting hit by the Frosthound and Psi-Weaver.

GR
grysqrl
2014-07-21 04:28 UTC
#189

This is a placeholder for my turn. I need to go pass out, but I'll put something together in the morning. Tentative plan is Hasty Augmentation + Modular Workbench, get Raptor Bot in play, chew on Voss.

CM
cmschex
2014-07-21 11:45 UTC
#190

That works, I'll edit accoringly when I get the chance, but for ca;culations sake that would leave Viz and Expat at 17 and Unity at 16

GR
grysqrl
2014-07-21 12:06 UTC
#191

Unity

HP: 18
Hand: Modular Workbench (2), Scrap Metal, Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [6], Stealth Bot [4], Champion Bot [8]
Trash: Construction Pylon (2), Scrap Metal, Supply Crate, Bee Bot, Platform Bot, Raptor Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; increase damage by Unity and bots by 1; Unity deals damage when bots die

--------------------------------------------------------------------------------------------

Start:
Play: Hasty Augmentation - Expat can use a power and its damage is boosted by 2 (I'm assuming shotgun for 7, with all the minions gone)
Play: Modular Workbench
Power: Modular Workbench - discard Scrap Metal and play Raptor Bot
Draw: Brainstorm, Raptor Bot
End: Raptor Bot deals 7 melee damage to the Voss [17]

--------------------------------------------------------------------------------------------

HP: 18
Hand: Modular Workbench, Supply Crate, Volatile Parts, Bee Bot, Raptor Bot, Brainstorm (2), Robot Reclamation
Play: Modular Workbench, Volatile Parts, Swift Bot [6], Stealth Bot [4], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Scrap Metal (2), Supply Crate, Bee Bot, Platform Bot, Raptor Bot, Turret Bot, Brainstorm (2), Flash Forge, Hasty Augmentation, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

P2
Powerhound_2000
2014-07-21 12:08 UTC
#192

Yep Shotgun for 7 on Voss [24]

P2
Powerhound_2000
2014-07-21 12:13 UTC
#193

Much like yesterday I won't be able to post again until much later.   My plan for my turn is to play Pride and use it's power to deal Voss six damage from Pride and Prejudice.   If Voss is somehow still alive I'm discarding RPG launcher at the end of the environment turn unless I find something worse to discard from my draw. 

PL
PlatinumWarlock
2014-07-21 18:52 UTC
#194

The Sentinels

HP: Idealist [9]; Dr. Medico [12]; Writhe [13]; Mainstay [14]

Hand: Second Chance (x2); Blackout; Restorative Burst; Human Shield

In play: Sentinel Tactics; Durasteel Chains; Hippocratic Oath; Caliginous Form; Aura of Vision

-------------------------------------

 

Start of hero turn:  Expatriette may draw a card! (Aura of Vision)

Play a card: Blackout!  Writhe deals Voss net 3 melee damage [14].  Because Writhe dealt the damage, he deals Voss an additional net 3 infernal damage [11]

Sentinel Tactics triggers!  Block:  The Sentinels have DR 1 for the turn.

Use a power: Telekinetic Jab:  Idealist deals net 3 psychic damage to Voss [8].

Draw a card: Sentinel Tactics

End of hero turn:  Hippocratic Oath triggers:  Three of Unity's bots each regain net 2 hp.

---------------------------------------

 

HP: Idealist [9]; Dr Medico [12]; Writhe [13]; Mainstay [14]

Hand: Second Chance (x2), Restorative Burst; Human Shield; Sentinel Tactics

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form; Aura of Vision

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x3); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

At the start of The Sentinels' turn, if Idealist is active, one player may draw a card. (Aura of Vision)

OA
Oaktree
2014-07-21 21:36 UTC
#195

Dark Visionary will Mind Spike Voss for 4 psychic [4].  This sets him up for Expatriette to dispatch him via Pride and Prejudice.

 

"Warlord Voss's Fortress"

I'd like to be under the sea
In the Warlord Voss's Fortress in the shade
He'd let us in, knows where we've been
In his Warlord Voss's Fortress in the shade

I'd ask the heroes to come and see
The Warlord Voss's Fortress with me
I'd like to be under the sea
In the Warlord Voss's Fortress in the shade

We would be warm causing a storm
In his little hideaway beneath the waves
Bashing his head on the sea bed
In the Warlord Voss's Fortress near a cave.

CM
cmschex
2014-07-21 23:02 UTC
#196

Hey, at least that lasted longer than the last game I ran in which the heroes dispatched Plague Rat in a round and a half

P2
Powerhound_2000
2014-07-22 02:51 UTC
#197

Drew Unload from Aura of Vision.  Time for some overkill

P2
Powerhound_2000
2014-07-22 02:52 UTC
#198
Dark Watch Expatriette
 
HP: 19
Hand: "Pride", RPG Launcher, Unload
 
--------------------------------------------------------------------------
 
Start
Play:  Unload
Power:  Tactical Shotgun - deal 5 proj damage to Voss[x], 
Assault Rifle - Deal 4 fire damage to Voss [x], Incendiary Rounds are destroyed. , 
"Prejudice" - Deal 3 proj damage to Voss [x] for good measure
 
GR
grysqrl
2014-07-22 03:46 UTC
#199

Nice game, everyone. Thanks for running it, cmschex!

PL
PlatinumWarlock
2014-07-22 04:29 UTC
#200

Well done, all!  Thanks for running it, cmschex!