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Episode #38 - Cosmic Delivery?

148 posts · 3173 views · started 2015-01-01 21:25 UTC
OA
Oaktree
2015-01-01 21:25 UTC
#1

Episode #38 - Cosmic Delivery?

The shipping crate arrives via Interplanetary Express!  And out comes... minions!  It's a fake as Voss attempts an invasion before the new heroes arrive.

Heroes:

Ra (jsz2)

Naturalist  (cmschex)

Mr Fixer  (Medic-Tank)

Nightmist (phantaskippy)

Tempest  (I so saw this coming) (dshields)

vs.

Grand Warlord Voss (advanced) with his minions "disguised" by wearing secondhand elf hats

Environment: Mobile Defense Platform

===

Narrative hooks will abound, but we don't have Setback along for that extra bit of comic relief.

P2
Powerhound_2000
2015-01-01 21:32 UTC
#2

Have to pass this time around.  Though I'll certainly keep an eye on the game

MT
Medic-Tank
2015-01-01 21:41 UTC
#3

Yeah my first pbf  game, I'll take fixer.

DS
dshields
2015-01-01 21:41 UTC
#4

I would love to play, I am still a *Newbie* so if you want more experanced players I had alot of fun watching the last one.

Played Ra and Tempest, Played a game last night and my Friend was Naturalist, Had Croc form +2, Legecy +1, Ra +1 Fire damage, so they were doing 3+2+1+1 and 2+2+1+1 So 13 attack every round, Villain went down fast.

CM
cmschex
2015-01-01 21:51 UTC
#5

 

Grab whoever you feel comfortable with, it's first come first serve for the PBF games. Advanced Voss is a tough and tricky fight (having Fixer is really nice, though).  I'll take whoever's left after everyone has picked

DS
dshields
2015-01-01 21:54 UTC
#6

Tempest is who I have played the most, So I will take him

GR
grysqrl
2015-01-01 22:02 UTC
#7

I'd love to give Fixer a go against Advanced Voss. That said, I'm going to be off the grid for four days late next week and I don't really want to hold the game up while I'm gone. So if there is enough interest, someone else can have my spot.

OA
Oaktree
2015-01-01 22:06 UTC
#8

Someone already claimed Fixer.  But I'll message you if the game doesn't fill up.

PH
phantaskippy
2015-01-01 22:29 UTC
#9

I'll grab Nightmist, would love DW Nightmist but regular is okay too.

GR
grysqrl
2015-01-01 23:53 UTC
#10

That's what happens when I don't pay close enough attention. Sounds good.

AL
Arcanist_Lupus
2015-01-02 01:28 UTC
#11

I've never done a forum game before - I'd love to participate, if there's still room.

I don't have Vengence, so I guess I'll play Ra.

OA
Oaktree
2015-01-02 01:50 UTC
#12

No problem.  Cmschex will get the Naturalist and the first villain turn will be up shortly.

If anyone has a question regarding notations, etc. being used you can look at a previous episode for examples, or simply ask.

OA
Oaktree
2015-01-02 01:55 UTC
#13

Cosmic Delivery? - ROUND 1 - Voss-In-The-Box

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  5 minions in play; GW Voss does not flip; GW Voss does not auto-win

Play - Gene-Bound Ion-Lancer (B) [3]

End -
 - Ion-Lancer (A) deals 2 energy damage to Tempest [24]
 - Frosthound deals 2 cold damage to Ra [28], Naturalist [27], Mr Fixer [26], Nightmist [25], Tempest [22]
 - Shock Infantry deals 3 lightning damage to Ra [25]
 - Soldier deals 2 projectile damage to Naturalist [25]
 - Ion-Lancer (B) deals 2 energy damage to Tempest [20]

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

- At the start of the villain turn if there are 10 or more minions in play the plantet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Ion-Lancer deals the hero target with the lowest HP 2 Energy damage (GB Ion-Lancer)
- At the end of the villain turn, Frosthound deals each hero target 2 cold damage (GB Frosthound)
- Reduce damage dealt to villain targets by 1 (GB Guard)
- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)


Status
======
GW Voss [90] (Conquering Alien Warlord) (-13)
Gene-Bound Ion-Lancer (A) [3] (-1; immune to energy)
Gene-Bound Frosthound [3] (-1; immune to cold)
Gene-Bound Guard [3]  (-1)
Gene-Bound Shock Infantry [3] (-1; immune to lightning)
Gene-Bound Soldier [3] (-1; immune to projectile)
Gene-Bound Ion-Lancer (B) [3] (-1; immune to energy)

Villain Trash: empty

-------(Hero damage dealt is decreased by 1)
Ra          [25]  
Naturalist  [25]
Mr Fixer    [26] (high HP)
Nightmist   [25]
Tempest     [20] (low HP)

------- Envr


Comments:
Voss' minion greet the arriving heroes with a barrage of energy bolts, bullets, and elemental blasts.  Voss himself stands in the back chuckling while he slowly tears a Santa hat in half.

Standard Round 1 unloading on the heroes.

AL
Arcanist_Lupus
2015-01-02 02:15 UTC
#14

Ra looks over the minions arrayed before him, draws his trusty staff, and focuses his power on the guardian.

 

Ra

HP:  25

Hand:  The Staff of Ra x2; Drawn to the Flame; Flame Barrier

In Play: --

Trash: --

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

Start of Turn: --

Play a Card:  The Staff of Ra: Ra heals 3, Ra’s damage +1

Use a Power:  Pyre: 1 damage to GB Guard [2]

Draw a Card:  Flame Spike

End of Turn: --

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

HP:  28

Hand:  Staff of Ra; Drawn to the Flame; Flame Barrier; Flame Spike

In Play: Staff of Ra

Trash:  --

Effects:  Ra’s damage +1

 

Any formatting recommendations that I missed?

OA
Oaktree
2015-01-02 02:44 UTC
#15

Only suggestion is putting the target's revised HP there after you deal them damage;  thus it would be GB Guard [2].  Easier for following players to know what HP the various targets have.

CM
cmschex
2015-01-02 04:13 UTC
#16

The Naturalist

 

HP:  25

Hand:  Cornered Beast, Bestial Shiftx2, Resiliant Hide

In Play: 

Trash: 

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

Start of Turn: 

Play a Card:  Cornered Beast

Use a Power:  Cornered Beast: Destroy Gene Bound Guard (x)

Draw a Card:  Shifter's Strength

End of Turn: 

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

HP:  25

Hand:  Bestial Shiftx2, Resiliant Hide, Shifter's Strength

In Play: Cornered Beast

Trash:  

Effects:  

AL
Arcanist_Lupus
2015-01-02 05:34 UTC
#17

Ra looks on in envy as the Naturalist effortlessly destroys the minion that Ra had worked so hard to injure.

DS
dshields
2015-01-02 05:49 UTC
#18

Question:

- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

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

So Shouldn't all Villain targets be -2 And Voss Be -14??

P2
Powerhound_2000
2015-01-02 06:06 UTC
#19

Yes and no.   Advanced Voss on this doesn't add DR.   He simply reduces damage dealt by heroes.  So if you an ability that damages yourself or if you tried to attack an environment target that damage is reduced by one.   It's affects any attacks compared to normal DR

DS
dshields
2015-01-02 06:31 UTC
#20

So for my Own Learning:

Use a Power:   Pyre: 1 damage to GB Guard [2]
Would have Done no damage???

So Would have read:

Use a Power:   Pyre: does 0 damage to GB Guard [3]

"GB Guard Laughs at Ra" 

P2
Powerhound_2000
2015-01-02 06:34 UTC
#21

Having the staff of Ra out is the reason you could deal one damage.  Without that in play, Pyre would deal no damage in the current setup to any villain targets.  

DS
dshields
2015-01-02 06:46 UTC
#22

<o:p></o:p>

Ok but here is where I am confused<o:p></o:p>

- Decrease damage done by heroes by 1  (Conquering Alien Warlord - Advanced) <o:p></o:p>

So anything we hit is -1 <o:p></o:p>

- Reduce damage dealt to villain targets by 1 (GB Guard) <o:p></o:p>

So any Villain target we try and hit is -1 <o:p></o:p>

They don’t add to -2?? <o:p></o:p>

So with the Staff of Ra, Ra hits for 1+1<o:p></o:p>

So if his regular damage is decreased by 1 that means he hits for 1<o:p></o:p>

But the Guard decreases all damage to villain targets by 1 So Ra would hit for No damage.<o:p></o:p>

 

 

MT
Medic-Tank
2015-01-02 06:53 UTC
#23

I’ll be able to post my turn in the morning after my night shift. Sorry for the delay

AL
Arcanist_Lupus
2015-01-02 06:58 UTC
#24

Pyre deals 2 damage.  The 1 damage was after damage adjustment.

 

How should we notate things like that?  With the initial damage value, or the actual damage dealt?

DS
dshields
2015-01-02 07:14 UTC
#25

Ok that is where I was confused Sorry Just makeing sure I am playing it correctly, so Ra does 2+1 -2 = 1 

Sorry Ra Just wanted to make sure I understood the damage for when I play my turn.

 

MT
Medic-Tank
2015-01-02 13:32 UTC
#26

Some say it's about getting the right tool for the right job, but I believe this wrench might serve well as a focus for my chi. Now to take out the most threatening I'll take a whack at that frost hound and get in an easy defensive stance with the wrench to protect my team-mates.

Mister Fixer

HP:  26

Hand:  Pipe Wrench, Grease Monkey Fist x2, Harmony

In Play: --

Trash: --

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

Start of Turn: --

Play a Card:  Pipe Wrench: Fixer Damage Dealt +1, Fixer Damage Taken -1

Use a Power:  Strike: 1 Damage to GB Frosthound [2]

Draw a Card:  Tool Box

End of Turn: --

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

HP:  26

Hand:  Grease Monkey Fist x2, Harmony, Tool Box

In Play: Pipe Wrench

Trash:  --

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1

Well that should cover my turn, is the way I showed modified HP on the hound ok?

CM
cmschex
2015-01-02 13:55 UTC
#27

Ha, yeah, sorry about wasting the damage from Ra, but I figured Cornered Beast in this matchup is too good to pass up

MT
Medic-Tank
2015-01-02 14:04 UTC
#28

If you had not done that Fixer's damage would have been wasted, I just couldn't get over damage reduction of 2 on my first turn with my card draw and cornered beast takes care of many potential problems against Voss.

PH
phantaskippy
2015-01-02 15:04 UTC
#29

Strange that Ramonat would have dealings with an alien bent on conquering the planet he seeks to rule.  This is worth investigating. . .

NIGHTMIST

HP:  25

Hand:  Amulet of the Elder Gods{2}, Mist-Fueled Recovery{4}, Mist Form{3}, Planar Banishment{2}

Play:

Trash:

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

Start:

Play:  Amulet of the Elder Gods{2}

Power:  Investigation - Deal myself (2-1) 1 Infernal Damage (thanks Voss), draw Astral Precognition{2}, Scouring Mists{3}

Draw:  Heedless Lash{1}

End:

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

HP:  24

Hand:  Astral Precognition{2}, Heedless Lash{1}, Mist-Fueled Recovery{4}, Mist Form{3}, Planar Banishment{2}, Scouring Mists{3}

In Play:  Amulet of the Elder God{2}

Trash:

CM
cmschex
2015-01-02 15:38 UTC
#30

I sure hope we get to see a Mistbound in this game, it would be so appropriate

DS
dshields
2015-01-02 18:51 UTC
#31

Tempest looks at Grand Warlord Voss and you can feel a Crackling in the air and the Temperature start to drop.

 

Tempest says: "For Vognild Prime You shall not Succeed Here!!!"

 

 

Tempest

 

HP:  20

 

Hand: Gene-Bound Shackles, Reclaim From the Deep (X2), Grievous Hail Storm 

 

In Play: --

Trash: --

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1  (Conquering Alien Warlord - Advanced)

 

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

 

Start of Turn: --

Play a Card:  Play Grievous Hail Storm (Ongoing) [Power: Tempest Deals Each Non-Hero Target 2 Cold Damage.]

 

Use a Power:  Grievous Hail Storm [Power: Tempest Deals Each Non-Hero Target 2 Cold Damage.]

 

GW Voss [90] (Conquering Alien Warlord) (-11)   [No Damage]

Gene-Bound Ion-Lancer (A) [2] ( immune to energy)   [1 Cold Damage]

Gene-Bound Frosthound [2] ( immune to cold)   [Immune]

Gene-Bound Shock Infantry [2] (immune to lightning)   [1 Cold Damage]

Gene-Bound Soldier [2] (immune to projectile)   [1 Cold Damage]

Gene-Bound Ion-Lancer (B) [2] (immune to energy)   [1 Cold Damage]

 

Draw a Card:  Localized Hurricane

 

End of Turn: --

 

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

 

HP:  20

 

Hand:  Gene-Bound Shackles, Reclaim From the Deep (X2), Localized Hurricane

 

In Play:   Grievous Hail Storm

 

Trash: --

 

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

AL
Arcanist_Lupus
2015-01-02 19:08 UTC
#32

What's our strategy here?  Are we trying to keep Voss at 1 minion and pounding him on this side?  If so, which minion do we want to keep around?

CM
cmschex
2015-01-02 19:23 UTC
#33

I'd say flip him and not worry about the damage.  Between Nightmist, Tempest, Fixer and Naturalist, we have plenty of heling/redirecting/tanking

DS
dshields
2015-01-02 19:27 UTC
#34

Agree Once I get Hurracane out then I hope it will help me find my Healing card.

AL
Arcanist_Lupus
2015-01-02 19:50 UTC
#35

Alright, I'm game.  That's easier anyways.

 

Though I'm not so good at the whole healing thing so I'll have to settle for killing things with fire.

DS
dshields
2015-01-02 20:01 UTC
#36

Tempest Says to Ra "I hope your fire can stay lit, because the wind is comeing. I have a Promise to Keep!!!"

OA
Oaktree
2015-01-02 22:43 UTC
#37

Sort of amusing from the one character that healed this round.  And I hope you'll settle for fire since Ra doesn't have a lot of alternatives to that.

:wink:

 

I hope everyone is straight on damage effects.  I'll keep the little reminder above the heroes on the status listing for the generic hero damage reduction as long as it is in effect.  And feel free to indicate the math "Hero does (2 +1 -1) 2 fire damage to X [nn]" if you feel that helps you keep things straight.

And feel free to ask questions if something is unclear.

OA
Oaktree
2015-01-02 22:54 UTC
#38

Environment - Mobile Defense Platform

A large shadow looms over the heroes and Thorathians.

In Play - None

Start - None

Play - Battalion Gunner [3]

End - Battlaion Gunner hits each hero other than Mr Fixer for 1 energy damage; Ra [27], Naturalist [24], Nightmist [24], Tempest [19]. Mr Fixer shows his superior kung fu by blocking the shots with a wrench.

"Pew Pew Pew" - Take that you wimps!

Voss: Impressive initiative.  Misplaced sense of effectiveness.  These humans show some potential though.  TROOPS!  Seize that platform!

Effects:

- At the end of the villain turn this card deals each hero target 1 energy damage. (Battalion Gunner)

OA
Oaktree
2015-01-02 23:09 UTC
#39

Cosmic Delivery? - ROUND 2 - Seizing the High Ground

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  5 minions in play; GW Voss does not flip; GW Voss does not auto-win

Play - Field Lieutenant Tamar [5]

End -
 - Ion-Lancer (A) deals 2 energy damage to Tempest [17]
 - Frosthound deals 2 cold damage to Ra [25], Naturalist [22], and Tempest [15]. Mr Fixer takes 1 cold damage [25].  Nightmist redirects 2 cold damage to Field Lieutenant Tamar [4] using the Amulet
 - Shock Infantry deals 2 lightning damage to Mr Fixer [23]
 - Soldier deals 2 projectile damge to Ra [23]
 - Ion-Lancer (B) deals 2 energy damage to Tempest [13]

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)
- Reduce damage dealt to Thorathians and Minions by 1 (Field Lieutenant Tamar)

- At the start of the villain turn if there are 10 or more minions in play the plantet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Ion-Lancer deals the hero target with the lowest HP 2 Energy damage (GB Ion-Lancer)
- At the end of the villain turn, Frosthound deals each hero target 2 cold damage (GB Frosthound)
- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)


Status
======
GW Voss [90] (Conquering Alien Warlord) (-11)
Gene-Bound Ion-Lancer (A) [2] (-1; immune to energy)
Gene-Bound Frosthound [2] (-1; immune to cold)
Gene-Bound Shock Infantry [2] (-1; immune to lightning)
Gene-Bound Soldier [2] (-1; immune to projectile)
Gene-Bound Ion-Lancer (B) [1] (-1; immune to energy)
Field Lieutenant Tamar [5] (-1)

Villain Trash: GB Guard

-------(Hero damage dealt is decreased by 1)
Ra          [23]
Naturalist  [22]
Mr Fixer    [23] (-1)
Nightmist   [24] (high HP)
Tempest     [13] (low HP)

------- Envr
Battalion Gunner [3]

Comments:
Voss' minions keep up their fire as they shift forces onto the nearby MDP.  And the equivalent to another Guard deploys.  :slightly_frowning_face:
 

Notes:

  1. If Nightmist wants to not use the Amulet she will take 2 more HP damage, to [22]

  2. I redirected the Frosthound attack to an Ion-Lancer since hitting the Frosthound would have had no effect on it due to immunity.

  3. Mea Culpa on missing Fixer's DR.  So there are options on how the minion damage can be distributed.

MT
Medic-Tank
2015-01-02 23:23 UTC
#40

Damage will have to be recalculated my reduction from pipe wrench was not taken in account. Meaning:

End - Battlaion Gunner hits each hero for 1 energy damage; Ra [27], Naturalist [24],0 dmg (1-1) Mr Fixer [26], Nightmist [24], Tempest [19]

End -

 - Ion-Lancer (A) deals 2 energy damage to Tempest [17]
 - Frosthound deals 2 cold damage to Ra [25], Naturalist [22], 1dmg (2-1) Mr Fixer [25], Tempest [15].  Nightmist redirects 2 cold damage to GB Ion-Lancer (B) [1] using the Amulet
 - Shock Infantry deals 2 (3-1) lightning damage to Fixer [23]
 - Soldier deals 2 projectile damage to Ra [23]
 - Ion-Lancer (B) deals 2 energy damage to Tempest [13]

The revised modifications are in bold feel free to double check (I decided to volunteer to take the damage when there was a tie as the reduction helped me soak more). Here are the new hero life totals: Ra [23], Naturalist [22], Mr. Fixer[23], Nightmist [24], Tempest [13]

OA
Oaktree
2015-01-02 23:36 UTC
#41

I concur with the correction and will thus take the revised options with Fixer's reduction used as much as possible.  Thanks for pointing it out.

 

DS
dshields
2015-01-02 23:38 UTC
#42

 Tempest watches in amazement as Mr. Fixer dodges every shot that the Battalion Gunner sends his way. Then gets smacked in the face with an Ion bolt. “Why can’t I learn to do that??”

AL
Arcanist_Lupus
2015-01-02 23:42 UTC
#43

I would actually recommend that damage that Nightmist redirected get redirected to Tamar.  Then I can plink him, and the Naturalist can eat him for breakfast, and that deals with our 2nd guard.

 

With that in mind:

Ra feels his anger growing as he suffers the slings and arrows of outrageous minions.  He draws his anger around him like a cloak, feeling it envelope him in a nice, soothing warmth.

Ra

HP:  23

Hand:  Staff of Ra; Drawn to the Flame; Flame Barrier; Flame Spike

In Play: Staff of Ra

Trash:  --

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

Start of Turn: --

Play a Card:  Flame Barrier

Use a Power:  Pyre: (2-2+1) 1 fire damage to FL Tamar [4] ([3] if Nightmist takes my suggestion)

Draw a Card:  Fire Blast

End of Turn: --

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

HP:  23

Hand:  Staff of Ra; Drawn to the Flame; Flame Spike; Fire Blast

In Play: Staff of Ra; Flame Barrier

Trash:  --

Effects:

Ra’s damage +1

- The first time a target damages Ra each turn, Ra deals them 2 fire damage.

 

Comments:  Flame Barrier makes Oblivion problematic for Nightmist, unless one ofthe cards is a 1, but it seems like a good idea for now.

OA
Oaktree
2015-01-03 00:08 UTC
#44

Voss: "Lt Tamar!  Get some biogenic sensor readings of that human that took out my body guard.  He might prove an interesting specimen for modification."

CM
cmschex
2015-01-03 00:12 UTC
#45

The Naturalist

 

HP:  22

Hand:  Bestial Shiftx2, Resiliant Hide, Shifter's Strength

In Play: Cornered Beast

Trash:  

Effects:  

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

Start of Turn: 

Play a Card:  Shifter's Strength. Discard Bestial Shift and Resiliant Hide, Draw Blend Into the Pack and Feral Fury.  Play Blend Into the Pack

Use a Power:  Cornered Beast: Destroy Tamar (assuming Nightmist Redirection)

Draw a Card:  Natural Born Vigor

End of Turn: 

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

HP:  22

Hand:  Bestial Shift, Feral Fury, Natural Born Vigor

In Play: Cornered Beast, Blend Into the Pack

Trash:  Shifter's Strength, Bestial Shift, Resiliant Hide

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack)

OA
Oaktree
2015-01-03 00:19 UTC
#46

(assuming Nightmist target change)

Voss:  Not THAT close!  What am I going to tell my sister now?

DS
dshields
2015-01-03 02:17 UTC
#47

Tempest says to Voss. “Serves you right, You will pay, and anyone that follows you will pay!!”

The Wind Starts to stir as Tempest focuses.

PH
phantaskippy
2015-01-03 03:42 UTC
#48

Nightmist is alright with the changes, discards Astral Premonition and mist-fueled recovery for the redirect.

DS
dshields
2015-01-03 03:50 UTC
#49

Tempest Glares at the Gene-Bound Ion-Lancer's That have done him so much damage and Starts to visulize a cold wind comeing from the north and a warm wind from the south and pushes his anger into the buildup focus of his mind.

OA
Oaktree
2015-01-03 03:52 UTC
#50

Noted.  Tamar roasted by The Naturalist.  5 Minions out there with 2 HP each; no DR.  Voss has 10 DR based on 5 minions.

AL
Arcanist_Lupus
2015-01-03 04:36 UTC
#51

Doesn't the Battalion Gunner also count as a minion?  That would put Voss's DR at 12.  (Not that the difference between 10 and 12 DR means much)

OA
Oaktree
2015-01-03 05:18 UTC
#52

Oooo… Well noticed.  The tag is there - therefore environment "minions" count towards Voss' auto-win conditions, DR, and technically would have benefited from Tamar's damage reduction ability.

I guess this is one reason the Voss-MDP combo had a harder rating in the game generator.

I'll note in the status when an environmental target carries the "minion" tag

MT
Medic-Tank
2015-01-03 10:10 UTC
#53

Changing his stance, one could perceive minute changes in the surrounding of the Pipe Wrench. It suddenly burst in flames as he struck down the hound. One less enemy on all the teams back would take pressure off Tempest and allow him to take exemple on the elder on taking his cool against his worst ennemy. After all the heavy breathing coming from him were more telling while not being as distracting as sight would have been. "Hang in there team we might be able to turn Voss' overconfidence against him. I know just the stance to take him down but we gotta keep him busy a bit more so my chi flows like water on a spring fall." 

Considering my card draw we could opt to leave a minion around and use riveting crane to penetrate through Voss' DR. I would feel safer without granting him extra card plays. We would need Imbued fire so I can reliably smashthrough his DR but it could be done.

HP:  23 (-1)

Hand:  Grease Monkey Fist x2, Harmony, Tool Box

In Play: Pipe Wrench

Trash: --

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

Start of Turn: --

Play a Card:  Grease Monkey Fist

Use a Power:  Strike: 2 (1+1+1-1) Fire Damage to GB Frosthound [0] Destroyed

Draw a Card:  Riveting Crane

End of Turn: --

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

HP:  23 (-1)

Hand:  Grease Monkey Fist, Harmony, Tool Box, Riveting Crane

In Play: Pipe Wrench, Grease Monkey Fist

Trash:  --

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Damage Type Fixer's Choice

DS
dshields
2015-01-03 13:00 UTC
#54

Tempest Hears the Words of Mr. Fixer and gains hope. He is also overcome with great Pride in the Team he has chosen to join. These emotions mix with his anger and rage, and give him even more focus. He feels the emotions inside him start to swirl, and the wind around the Hero’s starts to match his inner emotions.

 

With the Enviroment Possible giveing him Minios also, we could have some in play for a bit.

 

Strike: 2 (2+1+1-1) 3 Fire Damage to GB Frosthound [X] Destroyed 

MT
Medic-Tank
2015-01-03 13:49 UTC
#55

I don't know why you reposted my line of damage but Fixer's base power is only one melee damage thus the only 2 involved in this is the final amount as it really is 1 base damage +1 Pipe Wrench +1 Grease Monkey Fist and -1 for advanced Voss text. I guess I could have used the x to indicate the frost hound's destruction cause it fell to 0 Hp but that would become tricky against advanced Matriarch and Fixed Point Shinnanigans

DS
dshields
2015-01-03 13:58 UTC
#56

 

Sorry I was going to ask you a question about that becasue I was confused, but I went out for a smoke and to fix some breakfest and the cat layed down on the keyboard and hit the "enter" key. I read the card and understand it now.

 

What confused me me was the 2 before the adding " 2 (1+1+1-1)" it looked like you had a base power of 2 plus 3 +1 adds and -1 for advanced, I am just used to adding then sum (1+1+1-1) 2. Sorry for the mistake. (Cat is not getting any treats today!!)

PH
phantaskippy
2015-01-03 15:45 UTC
#57

"Alien Encroacher, you are no match for the mists of the void!"  (a small fog appears on the ground before being blown away by the MDP ventilation system)  "Strange, that usually works much better than that."

NIGHTMIST

HP:  24

Hand:  Heedless Lash{1}, Mist Form{3}, Planar Banishment{2}, Scouring Mists{3}

Play:  Amulet of the Elder Gods{2}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}

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

Start:

Play:  Heedless Lash reveals Oblivion{1}, no damage to anyone, put into play, reveals Starshield Necklace{1} and Mistbound{1}.  No damage dealt to anyone.   :confused:

Power:  Investigation - Deal myself (2-1) 1 Infernal Damage, draw Oblivion{4} and Astral Premonition{4}   :neutral_face:

Draw:  Tome of Elder Magic{4}   :rage:

End:

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

HP:  23

Hand:  Astral Premonition{4}, Mist Form{3}, Oblivion{4}, Planar Banishment{2}, Scouring Mists{3}, Tome of Elder Magic{4}

In Play:  Amulet of the Elder God{2}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}

 

Turns like this are why I love DW Nightmist.  Sigh.

DS
dshields
2015-01-03 15:52 UTC
#58

Tempest Say’s to the Team “You better hold on to something, it’s going to get a little windy!!”

“Be gone Cannons” And a hurricane forms and the winds rip and shred both Gene-Bound Ion-Lancer’s, Sending small parts of machinery everywhere. As the wind dies down The Naturalist Turns to Tempest and Says “You got Oil on me!!!”

Mr. Fixer Turns to Nightmist and Opens up his hand and shows her a bunch of gears. “I could string these together for a nice necklace for you.” Nightmist scoffs.

And you can feel the Heat from Ra growing, He does not just want to warm up Dinner for The Naturalist. He is ready to Charr some for himself.

The Hero’s await too see what happens next……

 

Tempest

HP:  13

Hand Gene-Bound Shackles, Reclaim From the Deep (X2), Localized Hurricane

In Play: Grievous Hail Storm

Trash: --

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1  (Conquering Alien Warlord - Advanced)

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

Start of Turn: --

Play a Card:  Localized Hurricane (Ongoing) Increase Damage Dealt to Tempest By 1. [Power 1: Tempest Deals up to 2 Targets 3 Projectile Damage Each. You may Draw 2 cards.] [Power 2: Destroy this card]

Use a Power:  Localized Hurricane [Power 1]

Tempest Deals (3-1) 2 Projectile damage to: Gene-Bound Ion-Lancer (A) [X] Destroyed

Tempest Deals (3-1) 2 Projectile damage to: Gene-Bound Ion-Lancer (B) [X] Destroyed

Draw 2 Cards: Ball Lightning, Electrical Storm

Draw a Card:  Reclaim From the Deep

End of Turn: --

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

HP:  13

Hand: Gene-Bound Shackles, Reclaim From the Deep (X3), Ball Lightning, Electrical Storm

In Play: Grievous Hail Storm, Localized Hurricane

Trash: --

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

CM
cmschex
2015-01-03 15:56 UTC
#59

Now Tempest just has to survive until the next round..

DS
dshields
2015-01-03 15:58 UTC
#60

Yeah That is my worry but Hurracane is the best chance I have to find my healing card.

OA
Oaktree
2015-01-03 16:54 UTC
#61

 

You irritate the Feline Overlord - and look what it did to Nightmist's turn!  :open_mouth:

OA
Oaktree
2015-01-03 17:09 UTC
#62

Environment - Mobile Defense Platform

In Play: Battalion Gunner [3] (Now wearing a label stating  "Probationary Voss Minion")

Start: None

Play: M.D.P. Turbolift

   Battalion Mechanic revealed; Battalion Brute revealed; Shield Generator revealed.  Mechanic and Brute discarded.

   Shield Generator [6] enters play.  Turbolift destroyed

End:

- Battalion Gunner opens fire:  1 Energy damage to Ra [22], Nightmist [23]. 2 Energy damage to Tempest [11]. 0 damage to Naturalist and Mr Fixer.  Ra's Flame Barrier licks back at the Gunner [2] for 1 fire damage

Pew Pew Pew.  OW!

Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift

In Play:

Battalion Gunner [2] (MINION) (-1)

Shield Generator [6] (-1)   Ominous HUMMMMM

Effects:

- At the end of the environment turn this card deals each hero target 1 Energy damage (Battalion Gunner)

- Reduce damage dealt to environment targets by 1 (Shield Generator)

P2
Powerhound_2000
2015-01-03 17:25 UTC
#63

Probitionary Voss Minion terms:

1.  You agree to take over your own planet in return for staying alive

2.  By staying alive you agree to any experimentation by Voss and his Lieutenants.  (In small text) Experimentation includes but is not limited to mind control, and replacements of limbs

3.  You agree to continue faithfully serving Voss even in death

 

 

 

OA
Oaktree
2015-01-03 17:26 UTC
#64

Cosmic Delivery? - ROUND 3 - Top of the World Ma!

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  3 minions in play; GW Voss does not flip; GW Voss does not auto-win

Play - Gene-Bound Psi-Weaver [3]

End -
 - Shock Infantry deals 3 lightning damage to Nightmist, who uses the Amulet to redirect the damage to the Psi-Weaver [X]
 - Soldier deals 1 projectile damage to Mr Fixer [22]

Nightmist holds the Amulet aloft and the Shock Infantryman's lightning bolt bends around Nightmist and explodes the Psi-Weaver.  Voss frowns.
=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

- At the start of the villain turn if there are 10 or more minions in play the plantet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)
- At the end of the villain turn, Psi-Weaver deals each hero target 2 Psychic damage (GB Psi-Weaver)


Status
======
GW Voss [90] (Conquering Alien Warlord) (-8)
Gene-Bound Shock Infantry [2] (immune to lightning)
Gene-Bound Soldier [2] (immune to projectile)
Gene-Bound Psi-Weaver [X] (immune to psychic)

Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, GB Psi-Weaver

-------(Hero damage dealt is decreased by 1)
Ra          [22] (Flame Barrier)
Naturalist  [22] (Blend In the Pack: -2)(high HP)
Mr Fixer    [22] (-1)
Nightmist   [23] (high HP)
Tempest     [11] (+1)(low HP)

------- Envr
Battalion Gunner [2](-1) (MINION)
Shield Generator [6](-1)

Comments:
Minions go, Minions come.  The firefight continues.

PH
phantaskippy
2015-01-03 18:05 UTC
#65

Nightmist will discard Tome of Elder Magic{4} and Scouring Mists{3} to redirect damage from the Shock Infantry to the Psi-Weaver [X].

Then Mr. Fixer can take the Soldier damage since he has reduction and I want to stay highest HP.

Also if we want to leave shock Infantry in play and Nightmist at Highest HP I can use him to clear a minion each round.

If we flip Voss I can still redirect one of his shots each turn.

OA
Oaktree
2015-01-03 18:18 UTC
#66

Impressive.

Nicely done. I've updated the villain turn accordingly.

AL
Arcanist_Lupus
2015-01-03 18:38 UTC
#67

Ra looks over the field in satisfaction.  The team has the minions well in hand.  Ra spends a moment to prepare himself before throwing himself once more into the fray.

 

Ra

HP:  22

Hand:  Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike

In Play: Staff of Ra; Flame Barrier

Trash:  --

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

Start of Turn: --

Play a Card:  --

Use a Power:  --

Draw a Card:  Flame Barrier; Imbued Fire

End of Turn: --

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

HP:  22

Hand:  Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Imbued Fire

In Play: Staff of Ra; Flame Barrier

Trash:  --

Effects:

-          Ra’s damage +1;

-          The first time a target damages Ra each turn, Ra deals them 2 fire damage.

 

Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn.  It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.

DS
dshields
2015-01-03 19:14 UTC
#68

Question:

When the M.D.p. Turbolift Gets destroyed Does it then got into the trash???

MT
Medic-Tank
2015-01-03 19:44 UTC
#69

[quote="jsz2"]

 Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn.  It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.

[/quote]

I know you guys talked about flipping him asap, but the draw of the imbued fire means that if next turn only one minion is in play I can overcome the DR on Voss with riveting crane so ALL damage on Voss becomes irreducible. That way we won<t have to flip him as we can just keep a minion that strikes the highest it<ll limit his card draw. [quote="jsz2"]

 Unless anybody has any problems with it, (Nightmist, I'm looking at you), Imbued Fire's coming out next turn.  It will make it difficult to deal with the Firesworn when it comes out, but Grease-Monkey Fist or Nightmist's redirection can cover that.

[/quote]

I know you guys talked about flipping him asap, but the draw of the imbued fire means that if next turn only one minion is in play I can overcome the DR on Voss with riveting crane so ALL damage on Voss becomes irreducible. That way we won<t have to flip him as we can just keep a minion that strikes the highest it<ll limit his card draw.

Everything is a matter of balance and now balance was getting closer to being restored. ''Minions seek enlightment and guidance in the wrong places I sure has hell don't have the time to bring light to this brothers life but he'll get to see light anyways'' Fixer then took cover behind the shield generator to surprise and give a quick wrench strike radiating an extremely bright rainbow to the Battalion Gunner's face.

 

HP:  22 (-1)

Hand:  Grease Monkey Fist, Harmony, Tool Box, Riveting Crane

In Play: Pipe Wrench, Grease Monkey Fist

Trash: --

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

Start of Turn: --

Play a Card:  Harmony

Use a Power:  Strike: (1+1+1+1-1-1) 2 Rainbow (Radiant for purists) Damage to Battalion Gunner [X](-1) (MINION)

Draw a Card:  Overdrive

End of Turn: --

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

HP:  22 (-1)

Hand:  Grease Monkey Fist, Overdrive, Tool Box, Riveting Crane

In Play: Pipe Wrench, Grease Monkey Fist, Harmony

Trash:  --

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Damage Type Fixer's Choice, Fixer Damage Dealt+1

AL
Arcanist_Lupus
2015-01-03 19:51 UTC
#70

Yes, it should.

DS
dshields
2015-01-03 19:58 UTC
#71
My Vote is kill off:
 
Gene-Bound Soldier [2]
Shield Generator [6](-1)
 
Leave Gene-Bound Shock Infantry [2] (immune to lightning) So nightmist can redirect anything else that pops up
 
and Imbude Fire
 
Lets go for broke and hit him while we can
AL
Arcanist_Lupus
2015-01-03 20:06 UTC
#72

I think we should leave the Shield Generator.  Sure, it will make the Battalion Gunners and Brutes a little harder to kill, but we have enough firepower to take them down easily, and it also protects the Propulsion System when it comes up.

 

Agreed with everything else.

CM
cmschex
2015-01-03 20:18 UTC
#73

It doesnt really matter, but yall skipped Naturalist's turn

CM
cmschex
2015-01-03 20:25 UTC
#74

The Naturalist

 

HP:  22

Hand:  Bestial Shift, Feral Fury, Natural Born Vigor

In Play: Cornered Beast, Blend Into the Pack

Trash:  Shifter's Strength, Bestial Shift, Resiliant Hide

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack)

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

Start of Turn: 

Play a Card:  Natural Born Vigor

Use a Power:  Transform: Search for The Formidable Rhinocerous and put into play. Rhino power: Draw Environmental Allies and Indomitable Force

Draw a Card:  Shifter's Strength

End of Turn: 

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

HP:  22

Hand:  Bestial Shift, Feral Fury, Environmental Allies, Idomitable Force, Shifter's Strength

In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor

Trash:  Shifter's Strength, Bestial Shift, Resiliant Hide

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino).  Current DR: -2

OA
Oaktree
2015-01-03 20:40 UTC
#75

 

Yes.  Corrected the Environment turn post accordingly.

DS
dshields
2015-01-03 20:44 UTC
#76

MT
Medic-Tank
2015-01-03 20:58 UTC
#77

My mistake actually sorry

AL
Arcanist_Lupus
2015-01-03 21:05 UTC
#78

Also, keeping the Shield Generator around gives the Naturalist an extra point of DR.

DS
dshields
2015-01-03 21:13 UTC
#79

Good Point, I am sure he would like that

DS
dshields
2015-01-03 21:39 UTC
#80

Question:

With just:

Gene-Bound Shock Infantry [2] (immune to lightning)
Gene-Bound Soldier [2] (immune to projectile)

Voss is at (-4) at the moment Correct??

 

 

OA
Oaktree
2015-01-03 21:46 UTC
#81

Yes.  Just 2 minions currently in play as fodder to provide DR.

PH
phantaskippy
2015-01-03 21:52 UTC
#82

"None can resist the powers of my amulet, your conquest of this planet is doomed!" 

NIGHTMIST

HP:  23

Hand:  Astral Premonition{4}, Mist Form{3}, Oblivion{4}, Planar Banishment{2}

In Play:  Amulet of the Elder God{2}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}

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

Start:

Play:  Astral Premonition{4}

Power:  Investigation - Deal myself (2-1) 1 Infernal Damage, draw Amulet of the Elder Gods{3} and Elder Ring{3}

Draw:  Master of Magic{2} !

End:

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

HP:  22

Hand:  Mist Form{3}, Oblivion{4}, Planar Banishment{2}, Amulet of the Elder Gods{3}, Elder Ring{3}, Master of Magic{2}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}

PH
phantaskippy
2015-01-03 21:54 UTC
#83

I may need to redirect damage twice to stay on top until I get Master of Magic rolling, then being highest shouldn't be a problem.

DS
dshields
2015-01-03 22:04 UTC
#84

Tempest Calls down the Lightning and takes out the Gene-Bound Soldier. He then Calls forth the wind again but to little effect against the Shield Generator, and Voss just Laughs and says, “It will take more than that Pitiful breeze to stop me.”

But Tempest knows what is coming and smiles. Voss will not be laughing for long.

The Hero’s await too see what happens next……

 

Tempest

HP: 11

Hand Gene-Bound Shackles, Reclaim From the Deep (X3), Ball Lightning, Electrical Storm

In Play: Grievous Hail Storm, Localized Hurricane

Trash:

Effects:

  • Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

  • Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

  • Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

  • Increase Damage Dealt to Tempest By 1


Start of Turn:

Play a Card:  Ball Lightning (One-Shot) [Tempest Deals 1 Target 4 Lightning Damage] You may destroy up to 2 ongoing cards.

Tempest Deals (4-1) Lightning Damage to: Gene-Bound Soldier [X] Destroyed | Choose not to destroy any ongoing

 

Use a Power:  Localized Hurricane [Power 1]

Tempest Deals (3-2) 1 Projectile damage to:  Shield Generator [5] (-1)

Tempest Deals (3+1-1-2) 1 Projectile damage to: GW Voss [89] (Conquering Alien Warlord) (-2)

Draw 2 Cards: Chain Lightning, Cleansing Downpour  :open_mouth: :stuck_out_tongue: :+1:

 

Draw a Card:  Into The Stratosphere

End of Turn:


HP:  11

Hand: Gene-Bound Shackles, Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Cleansing Downpour, Into The Stratosphere

 

In Play: Grievous Hail Storm, Localized Hurricane

 

Trash: Ball Lightning

 

Effects:

  • Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

  • Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

  • Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

  • Increase Damage Dealt to Tempest By 1

DS
dshields
2015-01-03 22:12 UTC
#85

Now if I can survive long enough to start healing :)

 

 

      ![](upload://fQhIqDffVGdU905fNng8RePzoBS.jpeg)

 

 

OA
Oaktree
2015-01-03 22:14 UTC
#86

Environment - Mobile Defense Platform

In Play: Shield Generator [5]

Start: None

Play: M.D.P. Turbolift

   Propulsion Systems revealed.

   Propulsion Systems [10] enters play.  Turbolift destroyed

End:

Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift x2, Battalion Gunner

In Play:

Shield Generator [5] (-1)   Ominous HUMMMMM

Propulsion Systems [10] (-1) WHIRRRRRRRR

Effects:

- Reduce damage dealt to environment targets by 1 (Shield Generator)

- If Propulsion Systems is reduced to 0 or fewer HP.  Everyone dies.  GAME OVER. (Propulsion Systems)

AL
Arcanist_Lupus
2015-01-03 22:24 UTC
#87

Didn't Mr. Fixer kill the Gunner?  Not that you had him dealing any damage to us.

OA
Oaktree
2015-01-03 22:26 UTC
#88

Cosmic Delivery? - ROUND 4 - Tremble Feeble Terrans!

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  1 minion in play; GW Voss does not flip; GW Voss does not auto-win

Play - Forced Deployment (On-going)

End -
 - Shock Infantry deals 0 lightning damage to Naturalist [22]
(presumption on my part since it saves Nightmist the discard, unless she wants to discard 2 in order to hit Voss for 1 damage or an Environment target for 2 damage with a redirect)

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

- At the start of the villain turn if there are 10 or more minions in play the planet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)

- When Forced Deployment is destroyed, take all the minion cards from the villain trash and put them into play. (Forced Deployment)
- At the start of the villain turn, destroy Forced Deployment (Forced Deployment)

Status
======
GW Voss [89] (Conquering Alien Warlord) (-2)
Gene-Bound Shock Infantry [2] (immune to lightning)

Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, GB Psi-Weaver, GB Soldier

-------(Hero damage dealt is decreased by 1)
Ra          [22] (Flame Barrier)
Naturalist  [22] (Blend In the Pack: -2; -1)
Mr Fixer    [22] (-1)
Nightmist   [22] (high HP)
Tempest     [11] (+1)(low HP)

------- Envr
Shield Generator [5](-1)
Propulsion Systems [10](-1)

Comments:

Enough of this toying.  There are some interesting powers here that can be incorporated into my armies.  But there nothing here that can stop me.  You have wind and fog, but that is simply a distraction and not a true threat.
 

OA
Oaktree
2015-01-03 22:27 UTC
#89

That's what I get for doing a cut-and-paste and not paying enough attention.  :cry:

And that Forced Deployment came out about 1 turn earlier than the heroes would have hoped.  Would be much easier to handle with Imbued Fire and Master of Magic already in play.

CM
cmschex
2015-01-03 22:30 UTC
#90

Yeah, Gunner's dead.  Between the Shield generator and a potential Environmental Allies, I dont think we have to worry about the Propulsion System

MT
Medic-Tank
2015-01-03 22:37 UTC
#91

We may need a plan to deal with this wave of invasion or at least delay it until we can deal with it. I come up short, but I believe Tempest might have a say on not letting this planet suffer the same fate as his.

AL
Arcanist_Lupus
2015-01-03 23:03 UTC
#92

Ra addresses the enemy warlord directly.  "It's true, wind and fog are nothing to be afraid of.  But are you prepared to face the true might of fire?"

 

Ra

HP:  22

Hand:  Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Imbued Fire

In Play: Staff of Ra; Flame Barrier

Trash:  --

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

Start of Turn: --

Play a Card:  Imbued Fire

Use a Power:  Pyre: (2 +1 +1 -1 -2) 1 Fire damage to GL Voss

Draw a Card:  Scorched Earth

End of Turn: --

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

HP:  22

Hand:  Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire

Trash:  --

Effects:

-          Ra’s damage +1;

-          The first time a target damages Ra each turn, Ra deals them 2 fire damage.

-          Fire damage +1;

-          All Hero Damage is Fire

DS
dshields
2015-01-03 23:09 UTC
#93

What I ment was the Cat gets 2 treats Oh Feline Overloard!!!

Bowing

More Bowing

AL
Arcanist_Lupus
2015-01-03 23:17 UTC
#94

Scorched Earth:  Another reason we might want to have lots of Environment cards out.

MT
Medic-Tank
2015-01-03 23:50 UTC
#95

Yup it could very well be the solution to the forced deployment with three environment cards it would wipe pretty much the board of the minions as long as the other GB Guard doesn't pop suddenly

CM
cmschex
2015-01-04 00:09 UTC
#96

The Naturalist

 

HP:  22

Hand:  Bestial Shift, Feral Fury, Environmental Allies, Indomitable Force, Shifter's Strength

In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor

Trash:  Shifter's Strength, Bestial Shift, Resiliant Hide

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino).  Current DR: -3

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

Start of Turn: 

Play a Card:  Shifter's Strength. Discard Feral Fury and Environmental Allies. Draw Primal Charge and Natural Form's Power. Play Natural Form's Power

Use a Power:  Rhino: Draw The Predator's Eye and Threatening Stomp: NFP: Regain 2 HP (24

Draw a Card:  Feral Fury

End of Turn: 

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

HP:  24

Hand:  Bestial Shift,  Idomitable Force,  Feral Fury, Primal Charge, Predator's Eye, Threatneing Stomp

In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Fury, Environmental Allies,

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino).  Current DR: -3

 

So I know Nightmist was redirecting, but now my DR is so high that I can just tank everything and eat a minion per round to just keep one out

PH
phantaskippy
2015-01-04 00:38 UTC
#97

I'm going to trigger forced Deployment on my turn. The Guard will be hard to bring down, But I am willing to redirect one of Chain Lightning's bolts to bring it down.

We will have a Guard, 2 Ion Lancers, Frosthound and Psi-Weaver and a soldier, to go with our friendly Shock Infantry.

My plan:  Tempest uses chain Lightning to hit Guard for 4-2, then hit Nightmist redirected to the guard for 3-2 and the Guard is gone, then 2-1 damage to one of the 3 hp hit everyone minions.

Then Tempest can finish that one off with hurricane, and hit the other for two.

On the villain turn I will redirect shock infantry to take out a Lancer and Ra's counter damage can take out the other hit everyone minion before it can damage anyone else.

That means Ra will take a hit, Tempest will take a lancer shot, and Naturalist will ignore the soldier.

Did I miss anything?  Obviously the card play could mess us up, but at least we can deal with the Forced Deployment with minimal cost.

 

DS
dshields
2015-01-04 01:09 UTC
#98

Nice plan, I was dreading my Doom, now this gives me hope.

DS
dshields
2015-01-04 01:30 UTC
#99

You forgot the +1 for Imbued Fire though I can kill the guard on my own

Tempest Deals (4+1-1-1)  3 Fire Damage to Gene-Bound Guard [X] 

DS
dshields
2015-01-04 01:57 UTC
#100

 

I would change it too:

Tempest Deals (4+1-1-1)  3 Fire Damage to: Gene-Bound Guard

Tempest Deals (3+1-1) 3 Fire Damage to: Gene-Bound Frosthound

Tempest Deals (2+1-1) 2 Fire Damage to: Gene-Bound Soldier [1] (-1; immune to projectile)

Use a Power:   Localized Hurricane [ Power 1 ]

Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (A)

Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (B)

Nightmist Redirects  shock infantry to:  Gene-Bound Psi-Weaver

Leaveing:

Gene-Bound Shock Infantry [3] (-1; immune to lightning)

Gene-Bound Soldier [1] (-1; immune to projectile) Hit Ra Counter Kill Done 
 
MT
Medic-Tank
2015-01-04 02:46 UTC
#101

Your plan sounds good guys, but knowing the environnment cannot get the villain to play cards and knowing that Forced Deployment has no direct effect when it enters play I would suggest pummeling Voss for a round and putting his forced deployment in the stratosphere so he gets delayed one turn.

Things were about to get personnal. Fixer changed stance and embraced Ra's Fiery Nature he then threw himself at Voss to force an opening in his guard. ''Now hammer him while his flank is open let's make him remember that we will not go down easily.''

 

 

HP:  22 (-1)

Hand:  Grease Monkey Fist, Overdrive, Tool Box, Riveting Crane

In Play: Pipe Wrench, Grease Monkey Fist, Harmony

Trash: --

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

Start of Turn: --

Play a Card:  Riveting Crane

Use a Power:  Strike: (1+1+1+1-1-2) 1 Fire Damage to Warlord Voss

Draw a Card:  Salvage Yard

End of Turn: --

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

HP:  22 (-1)

Hand:  Grease Monkey Fist, Overdrive, Tool Box, Salvage Yard

In Play: Pipe Wrench, Riveting Crane, Harmony

Trash:  --

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Damage Type Fixer's Choice, Fixer Damage is Fire+1

Damage on Warlord Voss is irreducible until fixer's start of turn

PH
phantaskippy
2015-01-04 03:34 UTC
#102

"Shall we fall into the trope and take the advice of the wise old black man?  This time it appears we shall."

NIGHTMIST

HP:  22

Hand:  Mist Form{3}, Oblivion{4}, Planar Banishment{2}, Amulet of the Elder Gods{3}, Elder Ring{3}, Master of Magic{2}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}

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

Start:

Play:  Elder Ring{3}

Power:  Investigation - Discard Mist Form{3} and Amulet of the Elder Gods{3} to redirect (2+1+1) 4 Fire Damage to Voss [84], draw Oblivion{3} and Heedless Lash{2}

Draw:  Enlightenment{1}

End:

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

HP:  22

Hand:  Oblivion{4}{3}, Planar Banishment{2}, Amulet of the Elder Gods{3}, Master of Magic{2}, Heedless Lash{2}, Enlightenment{1}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}, Elder Ring{3}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}, Mist Form{3}, Amulet of the Elder Gods{3}

DS
dshields
2015-01-04 03:44 UTC
#103

Tempest Calls Out “Go Forth from whence you came” And sends forced deployment in the stratosphere. Now Take some of this. Tempest With the help of Ra, Burns Voss’s Armor.

Tempest Says “Feel the burn Voss!!!”

The Hero’s await too see what happens next……

 

Tempest

 HP: 11

Hand: Gene-Bound Shackles, Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Cleansing Downpour, Into The Stratosphere

In Play: Grievous Hail Storm, Localized Hurricane

Trash: --

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

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

Start of Turn: --

Play a Card:  Into The Stratosphere Select 1 Non-Indestructible Villain card in Play, Other than a character card, and put it on top of the Villain Deck. [Tempest Deals the Villain Target with the highest HP 2 Projectile Damage]

 

Tempest Deals (2+1+1) 4 Irreducible Fire Damage to GW Voss [79] (Conquering Alien Warlord) (-2)

 

Use a Power:  Localized Hurricane [Power 1]

Tempest Deals (3+1+1) 5 Irreducible Fire Damage to GW Voss [74] (Conquering Alien Warlord) (-2)

Pass on 2nd Target

Draw 2 Cards: Aquatic Correspondence, Gene-Bound Shackles

 

Draw a Card:  Chain Lightning

End of Turn: --

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

HP:  11

Hand: Gene-Bound Shackles (X2), Reclaim From the Deep (X3), Electrical Storm, Chain Lightning (X2), Cleansing Downpour, Aquatic Correspondence

In Play: Grievous Hail Storm, Localized Hurricane

Trash: Ball Lightning, Into The Stratosphere

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

 

 

PH
phantaskippy
2015-01-04 03:47 UTC
#104

I was off by 1 because I keep forgetting Imbued Fire.  Voss is currently at 76.

DS
dshields
2015-01-04 03:56 UTC
#105

Actually were both still wrong Started at 89 -1 Ra 88 -1 Mr. Fixit 87 -4 Nightmist 83 -4 Tempest 79 -5 Tempest 74 Voss is at 74

MT
Medic-Tank
2015-01-04 05:11 UTC
#106

BTW Phantaskippy if your hand needs to be refilled fast tell me and I'll use salvage yard that way you can get all your relics back at once. I'll probably play overdrive next turn so its ready if I need to puch the salvage yard in a hurry if not I can wait to get a grease gun.

OA
Oaktree
2015-01-04 05:43 UTC
#107

Environment - Mobile Defense Platform

In Play: Shield Generator [5], Propulsion Systems [10]

Start: None

Play: Berth

End: None

Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift x2, Battalion Gunner

In Play:

Shield Generator [5] (-1)   Ominous HUMMMMM

Propulsion Systems [10] (-1) WHIRRRRRRRR

Berth

Effects:

- Reduce damage dealt to environment targets by 1 (Shield Generator)

- If Propulsion Systems is reduced to 0 or fewer HP.  Everyone dies.  GAME OVER. (Propulsion Systems)

- The first time a target enters play each turn, play the top card of the Environment Deck (Berth)

Comment: Scorched Earth Fodder generator has been installed.

OA
Oaktree
2015-01-04 05:51 UTC
#108

Cosmic Delivery? - ROUND 5 - Re-Runs, Already?

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  1 minion in play; GW Voss does not flip; GW Voss does not auto-win

Play - Forced Deployment (On-going)

End -
 - Shock Infantry deals 0 lightning damage to Naturalist [24]

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

- At the start of the villain turn if there are 10 or more minions in play the planet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)

- When Forced Deployment is destroyed, take all the minion cards from the villain trash and put them into play. (Forced Deployment)
- At the start of the villain turn, destroy Forced Deployment (Forced Deployment)

Status
======
GW Voss [74] (Conquering Alien Warlord) (-2) [all damage irreducible until Mr Fixer's turn starts]
Gene-Bound Shock Infantry [2] (immune to lightning)

Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, GB Psi-Weaver, GB Soldier

-------(Hero damage dealt is decreased by 1)(Imbued Fire converts all hero damage to fire) (Fire Damage is +1)
Ra          [22] (Flame Barrier)
Naturalist  [24] (Blend In the Pack: -2; -1) (high HP)
Mr Fixer    [22] (-1)
Nightmist   [22]
Tempest     [11] (+1)(low HP)

------- Envr
Shield Generator [5](-1)
Propulsion Systems [10](-1)
Berth (LEVEL)

Comments:
I have an odd sense of deja vu... Infantryman!  You fire in inaccurate, and your ability to act as fodder seems to be impaired as well!

OA
Oaktree
2015-01-04 05:57 UTC
#109

That villain turn was pretty much a cut and paste of the previous one - except Voss being down by another dozen HP or so.  And it bought the heroes a little more set-up time.

AL
Arcanist_Lupus
2015-01-04 10:00 UTC
#110

Ra sees the coming onslaught, and prepares to bathe the world in fire.  In the meantime, Voss is looking rather toasty...

 

Ra

HP:  22

Hand:  Staff of Ra; Drawn to the Flame; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire

Trash:  --

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

Start of Turn: --

Play a Card:  Drawn to the Flame

Use a Power:  Pyre: (2 +1 +1) 4 Fire damage to GL Voss [70]

Draw a Card:  Flesh of the Sun God

End of Turn: --

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

HP:  22

Hand:  Staff of Ra; Flesh of the Sun God; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire; Drawn to the Flame

Trash:  --

Effects:

-          Ra’s damage +1;

-          The first time a target damages Ra each turn, Ra deals them 2 fire damage.

-          Fire damage +1;

-          All Hero Damage is Fire

CM
cmschex
2015-01-04 14:41 UTC
#111

The Naturalist

 

HP:  24

Hand:  Bestial Shift,  Idomitable Force,  Feral Fury, Primal Charge, Predator's Eye, Threatneing Stomp

In Play: Cornered Beast, Blend Into the Pack, The Formidable Rhinocerous, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Fury, Environmental Allies,

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Reduce damage dealt to Naturalist by 1 (Rhino).  Current DR: -3

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

Start of Turn: 

Play a Card:  Primal Charge - deal 3 fire damage to Voss (67)

Use a Power:  Rhino: Draw Environmental Allies and Feral Fury.  Transform.  Search for The Deadly Crocodile and put it into play

Draw a Card:  Crafty Assault

End of Turn: 

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

HP:  24

Hand:  Bestial Shift,  Idomitable Force,  Feral Furyx2, Predator's Eye, Threatneing Stomp, Crafty Assaul, Environmental Allies

In Play: Cornered Beast, Blend Into the Pack, The Deadly Crocodile, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Fury, Environmental Allies, Primal Charge, The Formidable Rhinocerous

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Increase damage dealt by Naturalist by 1 (Croc)

MT
Medic-Tank
2015-01-04 15:43 UTC
#112

To Nightmist: You can't ask a blind man to do the extra step to see eye to eye with, but I'm glad you considered my advice sound. I feel our teamwork purring like a well oiled car.

HP:  22 (-1)

Hand:  Grease Monkey Fist, Overdrive, Tool Box, Salvage Yard

In Play: Pipe Wrench, Riveting Crane, Harmony

Trash: Grease Monkey Fist

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

Start of Turn: Damage on Voss loses irreducible

Play a Card:  Overdrive

Use a Power:  Strike: (1+1+1+1-1-2) 1 Fire Damage to Warlord Voss(66), then  Strike: (1+1+1+1) 4 Irreducible Fire Damage to Warlord Voss(62)

Draw a Card:  Tool Box

End of Turn: --

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

HP:  22 (-1)

Hand:  Grease Monkey Fist, Tool Box x2, Salvage Yard

In Play: Pipe Wrench, Riveting Crane, Harmony

Trash: Grease Monkey Fist, Overdrive

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Damage Type Fixer's Choice, Fixer Damage is Fire+1

Damage on Warlord Voss is irreducible until fixer's start of turn

DS
dshields
2015-01-04 16:59 UTC
#113

Tempest Starts to Focus, He knows What Nightmist is planning and he Smiles. Now that they have turned up the heat on Voss, It’s Time to show him what they can do. In the End it is Voss’s time to know defeat. For now he will know why you never underestimate a small storm. Cause it can soon turn into a TEMPEST!!!

OA
Oaktree
2015-01-04 19:30 UTC
#114

Storm clouds gather over the MDP.

(I suspect that Ra is an Arthur Brown fan.)

PH
phantaskippy
2015-01-04 20:06 UTC
#115

"Your Tactics are slow and uninspired Voss, sheer numbers are nothing against the Ancient Magics!"

NIGHTMIST

HP:  22

Hand:  Oblivion{4}{3}, Planar Banishment{2}, Amulet of the Elder Gods{3}, Master of Magic{2}, Heedless Lash{2}, Enlightenment{1}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}, Elder Ring{3}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}, Mist Form{3}, Amulet of the Elder Gods{3}

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

Start:

Play:  Planar Banishment{2} reveals Mist-Fueled Recovery{3}, discard Oblivion{3} and Oblivion{4} to redirect (3+1+1) 5 fire damage to Voss [57], destroys Berth, then Forced Deployment.

Power:  Investigation -  Nightmist deals herself (2-1+1+1) 3 fire damage [19], draw Call Forth{1} and Mist Form{2}

Draw:  Elder Ring{2}

End:

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

HP:  19

Hand:  Planar Banishment{2}, Amulet of the Elder Gods{3}, Master of Magic{2}, Heedless Lash{2}, Enlightenment{1}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}, Elder Ring{3}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}{3}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}{4}{3}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}, Mist Form{3}, Amulet of the Elder Gods{3}, Planar Banishment{2}

DS
dshields
2015-01-04 20:22 UTC
#116

As waves of Minions pop out of nowhere Voss smiles and starts to laugh. Voss says “And now little ones you learn why they call me Grand Warlord Voss. Mwhhaaaaaa”

 

Tempest steps forward and says “And now Voss you shall learn why they call me T-E-M-P-E-S-T!!!” and he raises he arms to the sky. Lightning crackles all around the Hero’s and everyone’s hair starts standing on end. Lighting starts to pour from the sky. Ra Chants a prayer and Ra says “Feel the power of Egyptian Flame”. He raises his staff and all the Lightning is turned into flames. The Gene-Bound Guard, The Gene-Bound Frosthound, And Both Gene-Bound Ion-Lancers are consumed in the Flames. While the Gene-Bound Soldier is charred so badly, he drops to one knee.

 

Tempest Says “You have messed with the wrong Team this time Voss”

 

The Hero’s await too see what happens next……

Tempest

HP: 11

Hand: Gene-Bound Shackles (X2), Reclaim From the Deep (X3), Electrical Storm, Chain Lightning (X2), Cleansing Downpour, Aquatic Correspondence

In Play: Grievous Hail Storm, Localized Hurricane

Trash: Ball Lightning, Into The Stratosphere

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

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

Start of Turn: --

Play a Card: Chain Lightning [Tempest deals 1 target 4 Lightning Damage] [Tempest may deal a 2nd target 3 Lightning Damage] [Tempest may deal a 3rd target 2 Lightning Damage]
 

Tempest Deals (4+1-1-1) 3 Fire Damage to: Gene-Bound Guard [X]

Tempest Deals (3+1-1) 3 Fire Damage to: Gene-Bound Frosthound [X]

Tempest Deals (2+1-1) 2 Fire Damage to: Gene-Bound Soldier [1] (-1; immune to projectile)

 

Use a Power:  Localized Hurricane [Power 1]

Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (A) [X]

Tempest Deals (3+1-1) 3 Fire damage to: Gene-Bound Ion-Lancer (B) [X]

 

Draw 2 Cards:   Into The Stratosphere, Shielding Winds

Draw a Card:  Lightning Slash

End of Turn: --

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

HP:  11

Hand: Gene-Bound Shackles (X2), Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Cleansing Downpour, Aquatic Correspondence, Into The Stratosphere, Shielding Winds, Lightning Slash

In Play: Grievous Hail Storm, Localized Hurricane

Trash: Ball Lightning, Into The Stratosphere, Chain Lightning

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

OA
Oaktree
2015-01-04 20:39 UTC
#117

Surviving from the Forced Deployment is the GB Soldier [1] and the GB Psi-Weaver [3]. 

OA
Oaktree
2015-01-04 20:47 UTC
#118

Environment - Mobile Defense Platform

In Play: Shield Generator [5], Propulsion Systems [10]

Start: None

Play: Battalion Mechanic [2]

End: Shield Generator regains 1 HP [6]

Trash: Battalion Mechanic, Battalion Brute, MDP Turbolift x2, Battalion Gunner, Berth

In Play:

Shield Generator [6] (-1)   Ominous HUMMMMM

Propulsion Systems [10] (-1) WHIRRRRRRRR

Battalion Mechanic [2] (-1)  (MINION)   Voss contemplates how to gene-modify the mechanics to produce lubricant autonomously

Effects:

- Reduce damage dealt to environment targets by 1 (Shield Generator)

- If Propulsion Systems is reduced to 0 or fewer HP.  Everyone dies.  GAME OVER. (Propulsion Systems)

- At the end of the environment turn each structure card regains 1 HP

OA
Oaktree
2015-01-04 21:51 UTC
#119

Cosmic Delivery? - ROUND 6 - The Strange World

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  4 minions in play; GW Voss does not flip; GW Voss does not auto-win

Play - Gene-Bound Firesworn [3]

End -
 - Shock Infantry deals 0 lightning damage to Naturalist [24]
 - Soldier deals 2 projectile damage to Naturalist [22]
 - Psi-Weaver deals 2 psychic damage to Ra [20]; Ra's Flame Barrier deals 3 (2+1+1-1) fire damage to Psi-Weaver [X]
 - Firesworn deals 2 fire damage to Mr Fixer [20]

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)

- At the start of the villain turn if there are 10 or more minions in play the planet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)
- At the end of the villain turn, Psi-Weaver deals each hero target 2 Psychic damage (GB Psi-Weaver)
- At the end of the villain turn, Firesworn deals the hero target with the highest HP 2 fire damage (GB Firesworn)

Status
======
GW Voss [57] (Conquering Alien Warlord) (-8) [all damage irreducible until Mr Fixer's turn starts]
Gene-Bound Shock Infantry [2] (immune to lightning)
Gene-Bound Soldier [1] (immune to projectile)
Gene-Bound Firesworn [3] (immune to fire)

Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, Forced Deployment, GB Psi-Weaver

-------(Hero damage dealt is decreased by 1)
Ra          [20] (Flame Barrier)
Naturalist  [22] (Blend In the Pack: -3) (high HP)
Mr Fixer    [20] (-1)
Nightmist   [19]
Tempest     [11] (+1)(low HP)

------- Environment -------
Shield Generator [6](-1)
Propulsion Systems [10](-1)
Battalion Mechanic [2](-1)


Comments:
Assumed that Ra would take initial Psi-Weaver hit in order to knock it out with the retaliation.  And that Fixer would take the Fire hit between him and Naturalist since FIxer had DR.

DS
dshields
2015-01-04 22:22 UTC
#120

looks good only thing I see is you need to remove from the Env effects:

- The first time a target enters play each turn, play the top card of the Environment Deck (Berth)

Cut and paste got you again

DS
dshields
2015-01-04 22:40 UTC
#121

If everyone else will deal with Minions, I can drop my heal and start getting us back some HP

PH
phantaskippy
2015-01-05 00:42 UTC
#122

Na, if I'm immune to fire I won't have damage to redirect.

AL
Arcanist_Lupus
2015-01-05 01:09 UTC
#123

Alright.  Then I kill the Shock Infantry.

AL
Arcanist_Lupus
2015-01-05 01:09 UTC
#124

I think that we should switch to keeping the Firesworn alive instead of the shock infantry - It'll be easier to use AoE, and once I'm immune to fire, I'll be able to tank anything that Nightmist doesn't want to redirect.

Ra looks at Voss's new minion and laughs.  "Is that what you call the power of fire?  You may keep your little pet.  Its flames do not even warm me."

 

Ra

HP:  20

Hand:  Staff of Ra; Flesh of the Sun God; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire; Drawn to the Flame

Trash:  --

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

Start of Turn: --

Play a Card:  Flesh of the Sun God

Use a Power:  Pyre: (2 +1 +1 -1) 3 Fire damage to GB Shock Infantry [X]

                                [s](If Nightmist would rather I make everyone immune to fire damage, I can do that instead.)[/s]

Draw a Card:  Solar Flare

End of Turn: --

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

HP:  20

Hand:  Staff of Ra; Solar Flare; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire; Drawn to the Flame; Flesh of the Sun God

Trash:  --

Effects:

-          Ra’s damage +1;

-          The first time a target damages Ra each turn, Ra deals them 2 fire damage.

-          Fire damage +1;

-          All Hero Damage is Fire

-          Ra is immune to Fire Damage

[s]Optional (depending on what Nightmist chooses): All heroes are immune to fire damage.[/s]

CM
cmschex
2015-01-05 02:37 UTC
#125

The Naturalist

 

HP:  22

Hand:  Bestial Shift,  Idomitable Force,  Feral Furyx2, Predator's Eye, Threatneing Stomp, Crafty Assaul, Environmental Allies

In Play: Cornered Beast, Blend Into the Pack, The Deadly Crocodile, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Fury, Environmental Allies, Primal Charge, The Formidable Rhinocerous

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Increase damage dealt by Naturalist by 1 (Croc)

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

Start of Turn: 

Play a Card:  Feral Fury - Deal 4 fire damage and 4 fire damage to Voss (49)

Use a Power:  Cornered Beast- Chomp on Soldier (x). Croc: Deal 4 fire damage to Mechanic (x)

Draw a Card:  Bestial Shift

End of Turn: 

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

HP:  22

Hand:  Bestial Shift,  Idomitable Force,  Feral Fury, Predator's Eye, Threatneing Stomp, Crafty Assaul, Environmental Allies, Bestial Shift

In Play: Cornered Beast, Blend Into the Pack, The Deadly Crocodile, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Furyx2, Environmental Allies, Primal Charge, The Formidable Rhinocerous

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Increase damage dealt by Naturalist by 1 (Croc)

OA
Oaktree
2015-01-05 03:18 UTC
#126

Voss is at -4 DR for Fixer's turn (Firesworn and Batt Mechanic).

AL
Arcanist_Lupus
2015-01-05 05:02 UTC
#127

Maybe the Naturalist should send his croc damage to the mechanic so that Fixer can kill Voss’s DR again?

MT
Medic-Tank
2015-01-05 05:40 UTC
#128

Looks like Naturalist killed the mechanic with Croc power damage thus Voss is at -2 thus within strike range, if not I would have used salvage yard to reactivate overdrive and kill he mechanic himself. Thus I should be clear to grant irreducible.

 

HP:  20 (-1)

Hand:  Grease Monkey Fist, Tool Box x2, Salvage Yard

In Play: Pipe Wrench, Riveting Crane, Harmony

Trash: Grease Monkey Fist, Overdrive

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

Start of Turn: Damage on Voss loses irreducible

Play a Card:  Tool Box (Draw Charge and Tire Iron)

Use a Power:  Strike: (1+1+1+1-1-2) 1 Fire Damage to Warlord Voss(48)

Draw a Card:  Grease Gun

End of Turn: --

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

HP:  20 (-1)

Hand:  Grease Monkey Fist, Tool Box, Salvage Yard, Charge, Tire Iron, Grease Gun

In Play: Pipe Wrench, Riveting Crane, Harmony, Tool Box

Trash: Grease Monkey Fist, Overdrive

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Fixer Damage is Fire+1

Damage on Warlord Voss is irreducible until fixer's start of turn

PH
phantaskippy
2015-01-05 06:21 UTC
#129

"Surrender and leave this planet!"

"No?"

"Then I will remove you from it!"

NIGHTMIST

HP:  19

Hand:  Call Forth{1}, Elder Ring{2}, Master of Magic{2}, Heedless Lash{2}, Enlightenment{1}, Mist Form{2}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}, Elder Ring{3}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}{3}, Heedless Lash{1}, Mistbound{1}, Oblivion{1}{4}{3}, Starshield Necklace{1}, Scouring Mists{3}, Tome of Elder Magic{4}, Mist Form{3}, Amulet of the Elder Gods{3}, Planar Banishment{2}

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

Start:

Play:  Heedless Lash{2} reveals Heedless Lash{3}!, discard Elder Ring and Mistform to redirect 5 fire Damage to Voss [43], deal 5 fire damage to Voss [38].  Put Heedless Lash into play, Reveal Scouring Mists{4} deal Nightmist 5 Fire Damage [14], and Voss 6 Fire Damage [32].  Put Scouring Mists into play, reveal Call Forth{4}, deal Nightmist 5 fire Damage [9], deal Voss 4 Fire Damage [28], Shield Generator 2 fire damage [4], Propulsion System 2 Fire Damage [8] (Yes, that is how I roll.)

Power:  Investigation -  Nightmist deals herself (2-1+1+1) 3 fire damage [6], draw Enlightenment{2} and Mistbound{4}

Draw:  Oblivion{2}

End:

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

HP:  6

Hand:  Call Forth{1}, Enlightenment{2}{1}, Master of Magic{2}, Oblivion{2}, Mistbound{4}

In Play:  Amulet of the Elder God{2}, Astral Premonition{4}, Elder Ring{3}

Trash:  Astral Premonition{2}, Mist-Fueled Recovery{4}{3}, Heedless Lash{1}{2}{3}, Mistbound{1}, Oblivion{1}{4}{3}, Starshield Necklace{1}, Scouring Mists{3}{4}, Tome of Elder Magic{4}, Mist Form{3}{2}, Amulet of the Elder Gods{3}, Planar Banishment{2}, Call Forth{4}, Elder Ring

 

Well that makes up for that Oblivion, quite a nice turn, and If it gets back to me I'm going to Mistbind him for the thematic end.

DS
dshields
2015-01-05 14:54 UTC
#130

Tempest decides it is time to regain some of what was lost and from the storm clouds falls a Cleansing Downpour. Each hero feels Stronger but Ra Looks at Tempest and says “Do you know how hard it is to get water spots off of Gold”

 

The Hero’s await too see what happens next……

Tempest

HP: 11

Hand: Gene-Bound Shackles (X2), Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Cleansing Downpour, Aquatic Correspondence, Into The Stratosphere, Shielding Winds, Lightning Slash

In Play: Grievous Hail Storm, Localized Hurricane

Trash: Ball Lightning, Into The Stratosphere, Chain Lightning

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

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

Start of Turn: --

Play a Card: Cleansing Downpour (Ongoing) [Power: Each hero Target regains 2 HP]

 

Use a Power: Cleansing Downpour

Ra                            [20] regains 2 HP and is now at [22] of [30] max

Naturalist             [22] regains 2 HP and is now at [24] of [29] max

Mr Fixer                [20] regains 2 HP and is now at [22] of [28] max

Nightmist             [6] regains 2 HP and is now at [8] of [27] max

Tempest               [11] regains 2 HP and is now at [13] of [26] max

 

Draw a Card:  Otherworldly Resilience

End of Turn: --

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

HP:  13

Hand: Gene-Bound Shackles (X2), Reclaim From the Deep (X3), Electrical Storm, Chain Lightning, Aquatic Correspondence, Into The Stratosphere, Shielding Winds, Lightning Slash, Otherworldly Resilience

In Play: Grievous Hail Storm, Localized Hurricane, Cleansing Downpour

Trash: Ball Lightning, Into The Stratosphere, Chain Lightning

Effects:

- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)

- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)

- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)

- Increase Damage Dealt to Tempest By 1

DS
dshields
2015-01-05 21:29 UTC
#131

So if I calculated right barring env, and villian turns, ra can do 11 damage, Naturalist can do like 11 or 12, Mr fixer can do 5 damage, So that takes Voss down to [1] HP For Nightmists turn.

 

Tempest Feels hope knowing That Voss is going to lose. That this team Had what it takes to fight off his hordes of Minions and to let him meet his Doom.

OA
Oaktree
2015-01-05 23:41 UTC
#132

Environment - Mobile Defense Platform

In Play: Shield Generator [4], Propulsion Systems [8]

Start: None

Play: Sky Deck

End:  None

Trash: Battalion Mechanic x2, Battalion Brute, MDP Turbolift x2, Battalion Gunner, Berth

In Play:

Shield Generator [4] (-1)   Ominous HUMMMMM

Propulsion Systems [8] (-1) WHIRRRRRRRR

Sky Deck (LEVEL)

 

Effects:

- Reduce damage dealt to environment targets by 1 (Shield Generator)

- If Propulsion Systems is reduced to 0 or fewer HP.  Everyone dies.  GAME OVER. (Propulsion Systems)

- Whenever a target is destroyed, put it under its associated deck (Sky Deck)

Comment: Not a card favorable to Voss in my opinion. 

OA
Oaktree
2015-01-05 23:48 UTC
#133

Cosmic Delivery? - ROUND 7 - Realm of Fire

Villain Turn (Voss on Conquering Alien Warlord side)
Start -
  1 minion in play; GW Voss does not flip; GW Voss does not auto-win

Play - Gene-Bound Guard [3]

End -
 - Firesworn deals 1 fire damage to Naturalist [23]

=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1  (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)
- Reduce damage dealt to villain targets by 1 (GB Guard)

- At the start of the villain turn if there are 10 or more minions in play the planet has been overrun by the Thorathian Army.  Game Over.  No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)

- At the end of the villain turn, Firesworn deals the hero target with the highest HP 2 fire damage (GB Firesworn)


Status
======
GW Voss [28] (Conquering Alien Warlord) (-5) [all damage irreducible until Mr Fixer's turn starts]
Gene-Bound Firesworn [3] (-1)(immune to fire)
Gene-Bound Guard [3] (-1)

Villain Trash: GB Guard, Field Lt Tamar, GB Frosthound, GB Ion-Lancer x2, Forced Deployment, GB Shock Infantry, GB Soldier

-------(Hero damage dealt is decreased by 1)
Ra          [22] (Flame Barrier)(immune to fire)
Naturalist  [23] (Blend In the Pack: -2) (high HP)
Mr Fixer    [22] (-1)
Nightmist   [8] (low HP)
Tempest     [13] (+1)

------- Envr
Shield Generator [4](-1)
Propulsion Systems [6](-1)


Comments:
Weak sauce from the villain.  Heroes may now proceed with the finishing beatdown.

AL
Arcanist_Lupus
2015-01-05 23:59 UTC
#134

As the fight spills onto the Sky Deck of the Mobile Defense Platform, Ra emerges incandescent in the light of the sun.  His staff ignites in a brilliant flash to fuel a blast so powerful it consumes itself.

"FOOLISH MORTAL!  TREMBLE BEFORE THE MIGHT OF GODS!"

 

Ra

HP:  22

Hand:  Staff of Ra; Solar Flare; Fire Blast; Flame Spike; Flame Barrier; Scorched Earth

In Play: Staff of Ra; Flame Barrier; Imbued Fire; Drawn to the Flame; Flesh of the Sun God

Trash:  --

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

Start of Turn: --

Play a Card:  Fire Blast: (5 +1 +1) 7 Fire damage to GW Voss [21]

Use a Power:  The Staff of Ra: (3 +1 +1) 5 Fire damage to GW Voss [16]

Draw a Card:  Scorched Earth

End of Turn: --

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

HP:  22

Hand:  Staff of Ra; Solar Flare; Flame Spike; Flame Barrier; Scorched Earth x2

In Play: Flame Barrier; Imbued Fire; Drawn to the Flame; Flesh of the Sun God

Trash:  Fire Blast; The Staff of Ra

Effects:

-          The first time a target damages Ra each turn, Ra deals them 2 fire damage.

-          Fire damage +1;

-          All Hero Damage is Fire

-          Ra is immune to Fire Damage

OA
Oaktree
2015-01-06 00:03 UTC
#135

You've just been waiting to use that Fire Blast card, haven't you?  :wink:

AL
Arcanist_Lupus
2015-01-06 00:07 UTC
#136

I was mostly holding on to it in case we needed to deal with one of Voss's ships in a hurry.  But since Voss is going down hard, I saw no reason to save it.

But yes.  Any opportunity to ham up Ra needs to be taken.  He's so much fun to narrate for.

OA
Oaktree
2015-01-06 00:10 UTC
#137

I figured that was why you were holding onto it as well.  And Scorched Earth or a Flame-Spike to trigger Pyre and Drawn To the Flame in the same turn in case there was a post-Forced Deployment minion horde to help beat on.

AL
Arcanist_Lupus
2015-01-06 00:13 UTC
#138

Yep.  We were in such control of the game that I could take my time setting up, and hold my big cards for emergencies.  Of which we had none.

CM
cmschex
2015-01-06 00:19 UTC
#139

The Naturalist

 

HP:  23

Hand:  Bestial Shift,  Idomitable Force,  Feral Fury, Predator's Eye, Threatneing Stomp, Crafty Assaul, Environmental Allies, Bestial Shift

In Play: Cornered Beast, Blend Into the Pack, The Deadly Crocodile, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Furyx2, Environmental Allies, Primal Charge, The Formidable Rhinocerous

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Increase damage dealt by Naturalist by 1 (Croc)

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

Start of Turn: 

Play a Card:  Feral Fury - Deal 4 fire damage and 4 fire damage to Voss (8)

Use a Power:  Cornered Beast- Chomp on Guard (x). Croc: Deal 4 fire damage to Voss (4)

Draw a Card:  tba

End of Turn: 

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

HP:  23

Hand:  Bestial Shift,  Idomitable Force  , Predator's Eye, Threatneing Stomp, Crafty Assaul, Environmental Allies, Bestial Shift

In Play: Cornered Beast, Blend Into the Pack, The Deadly Crocodile, Natural Born Vigor, Natural Form's Power

Trash:  Shifter's Strengthx2, Bestial Shift, Resiliant Hide, Feral Furyx3, Environmental Allies, Primal Charge, The Formidable Rhinocerous

Effects:  The first time the Naturalist would take damage each turn, reduce damage by number of Environment targets in play (Blend into the Pack) Increase damage dealt by Naturalist by 1 (Croc)

DS
dshields
2015-01-06 00:27 UTC
#140

I was Wrong Guess Mr. Fixer get final

MT
Medic-Tank
2015-01-06 01:53 UTC
#141

Wrong again :wink: I need to remove the damage reduction from Voss thus won't be able to destroy him.

As Fixer prepared to tango with Voss he could feel all was said and done. ''I don't like the whizzz on that propulsion system maybe I should go take a look, as I can't say I'd rely on Mechanics willing to be experimented on this land this piece o' junk…''

HP:  20 (-1)

Hand:   Grease Monkey Fist, Tool Box, Salvage Yard, Charge, Tire Iron, Grease Gun

In Play: Pipe Wrench, Riveting Crane, Harmony,  Tool Box

Trash: Grease Monkey Fist, Overdrive

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

Start of Turn: Damage on Voss loses irreducible, Tool Box returned to hand

Play a Card:  Charge: (2+1+1+1-1-2) 2  Fire Damage to Warlord Voss(6)

Use a Power:  Strike: (1+1+1+1) 4 irreducible Fire Damage to Warlord Voss(2)

Draw a Card:  Charge

End of Turn: –

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

HP:  20 (-1)

Hand:  Grease Monkey Fist, Tool Box x2, Salvage Yard, Charge, Tire Iron, Grease Gun

In Play: Pipe Wrench, Riveting Crane, Harmony, Tool Box

Trash: Grease Monkey Fist, Overdrive, Charge

Effects:  Fixer Damage Dealt+1, Fixer Damage Taken -1,  Fixer Damage Dealt+1, Fixer Damage is Fire+1

Damage on Warlord Voss is irreducible until fixer's start of turn

Gonna be working in less than 2 hours, I was glad to play this game with you guys. Too bad the Fixer stars line up well I didn't think I'd draw everything needed to Rivet Voss and was more aiming for Jack Handle Tiger Claw, or a Driving Mantis. It just flowed too well from the perspective of someone not in my head for it to be a piece to show Fixer detractors.

DS
dshields
2015-01-06 01:56 UTC
#142

See I thought Salvage yard would have allowed you to play overdrive, so you could use 2 strikes?? But he will still die reguardless

OA
Oaktree
2015-01-06 01:58 UTC
#143

Voss was down to 4 HP at the start of your turn - so you did get to finish him off.

DS
dshields
2015-01-06 02:00 UTC
#144

 

there you go :slight_smile:

DS
dshields
2015-01-06 02:00 UTC
#145

Tempest Is Proud of the team, he is proud that his promise has been upheld. He looks at Grand Warlord Voss and says “No one else will have to wear shackles like these.” In a time when so many things are around that bring you down. It is nice to remember those things that bring you up. Teamwork, Compassion, Friendship, and standing up for what is right and not letting all those bad things that get you down win.

 

Congratulations to the team of hero’s

The Mighty RA

The Naturalist

Mister Fixer

Nightmist

The Inhuman Tempest

 

The Hero’s savor their victory and are always ready to fight the Minions of Evil. Till the next Time……

 

That was fun thanks!!!

jsz2, cmschex, Medic-Tank, phantaskippy GOOD JOB!!!!!

OA
Oaktree
2015-01-06 02:06 UTC
#146

Voss twirls his slightly singed mustache and exclaims, "Curses, foiled again!"

P2
Powerhound_2000
2015-01-06 02:14 UTC
#147

Good job guys.  Advanced Voss can be rough.  I'm pretty sure this is also one of the quicker PBF games I've seen.  

AL
Arcanist_Lupus
2015-01-06 02:18 UTC
#148

Voss never dropped any of his heavy hitters, and Fixer got the exact cards he needed to punch through Voss's DR every single turn.  Without those factors, the game would have taken quite a bit longer.