All CategoriesGeneral GTGEvents › Grudge Match - Team PBF - Round 4: Iron Legacy

Grudge Match - Team PBF - Round 4: Iron Legacy

44 posts · 3354 views · started 2013-12-08 12:05 UTC
BL
BlueHairedMeerkat
2013-12-08 12:05 UTC
#1

SET-UP: Vigilance, Galvanised, Final Evolution, Superhuman Redirection enter play; Iron Legacy deals each non-villain target 2 toxic damage.

Iron Legacy - Ironclad Tyrat

HP:  32

In Play: Vigilance, Galvanised, Final Evolution, Superhuman Redirection

Trash:

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

Start of Turn:

Play a Card:  Superhuman Redirection enters play.

End of Turn:  Iron Legacy deals each hero target 4 melee damage.

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

HP:  32

In Play: Vigilance, Galvanised, Final Evolution, Superhuman Redirection x2

Trash:  

Effects: >=20HP? Flip!

ET: Iron Legacy deals each hero target 3 melee damage.

Increase damage dealt by Iron Legacy by 1.

Galvanised is indestructible.

The first time a player plays a hero card each turn, Iron Legacy deals that hero 2 projectile damage.

Whenever a hero uses a power, Iron Legacy regains 2HP.

The first time Iron Legacy would be dealt 5 or more damage from a single source each turn, redirect that damage to the hero target with the highest HP.

Hero HP: Legacy - 26, Tachyon - 19, Tempest - 18, CR - 23

PH
phantaskippy
2013-12-08 14:53 UTC
#2

Rook City wasn't the Ideal place to fight your evil doppleganger.  But then nothing in this world was ideal.  Paul looked at this man, himself, twisted by grief into a monster.  He couldn't help but wonder, if that person was lurking inside him, if Pauline were dead, could he handle it. . .

The Real Legacy

HP: 26

In Play:

Hand:  Fortitude, Motivational Charge, Next Evolution, Superhuman Durability

Trash:

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

Start of turn:

Play a Card:  Next Evolution, I get shot for 3 projectile [23]

Use a Power:  Next Evolution:  Legacy is immune to Melee damage, IL heals net 0hp

Draw a Card:  Thokk

End of Turn:

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

HP:  24

In Play:  Next Evolution

Hand:  Fortitude, Motivational Charge, Superhuman Durability, Thokk

Trash:

 

Effects:

Legacy is immune to Melee damage.

DP
dpt
2013-12-08 17:32 UTC
#3

BlueHairedMeerkat, it looks like maybe you gave Legacy the Galvanized bonus for the Toxic damage that came from Vigilance entering play; but according to what you wrote, Vigilance entered play first, so we should all be 1HP higher, right?

Since Legacy is a nemesis of Tachyon and Tempest but not the other two, I'd appreciate if you could spell out the damage to each hero; it looks like you did take that into account correctly.

Phantaskippy, I think you forgot the Galvanised bonus on the damage from Vigilance.

RO
Ronway
2013-12-08 17:39 UTC
#4

Final Evolution is the card that deals 1 toxic to non-villain targets upon entering play.

DP
dpt
2013-12-08 17:41 UTC
#5

Tachyon

HP: 19

Initial Hand: HUD Goggles, Pushing the Limits, Synaptic Interruption, Sonic Vortex

In play:

Trash:

[hr]
Start of hero turn:

Play cards: HUD Goggles. Take 2+1+1 toxic damage from Iron Legacy (16).

Pushing the Limits.

Synaptic Interruption.

Use a power: Rapid Recon. IL heals net 0HP. Reveal Synaptic Interruption and discard it.

Draw cards: Research Grant, HUD Goggles

End of hero turn:

[hr]

HP: 15

Hand: Sonic Vortex, Research Grant, HUD Goggles

In play: HUD Goggles, Pushing the Limits, Synaptic Interruption

Trash: Synaptic Interruption

Additional effects: May redirect damage >=3 and destroy Synaptic Interruption.

JF
jffdougan
2013-12-09 04:33 UTC
#6

Sorry about the hold-up, folks. Been a busy day with kids. I'm at least mostly working from home tomorrow and will post a turn ASAP after returning from dropping the Grasshopper off at school.

JF
jffdougan
2013-12-09 15:11 UTC
#7

Tempest

HP: 18

Hand: Shielding Winds x 2, Gene-bound Shackles, Electrical Storm

In Play:

Trash:

Additional Effects:

-------

Start: Nothing

Play: Shielding Winds [16]

Power: Squall - Iron Legacy takes [31]

Draw: Ball Lightning -- I swear I didn't rig that

End:

------

Next time, which two ongoing cards to I need to whack?

DP
dpt
2013-12-09 16:52 UTC
#8

He will certainly be dealing Tachyon and Tempest 5 damage each at the end of his turn (until he flips).

JF
jffdougan
2013-12-09 17:03 UTC
#9

Updated above.

DP
dpt
2013-12-09 17:14 UTC
#10

Question: Does IL heal before or after the damage from Squall is dealt?

RO
Ronway
2013-12-09 17:15 UTC
#11

After.

BL
BlueHairedMeerkat
2013-12-09 18:37 UTC
#12

Chrono-Ranger

HP: 23

Initial Hand: "Just Doin' My Job", Hunter and Hunted, "The Ultimate Target", "The Whole Gang"

In play:

Trash:


Start of hero turn:

Play cards: The Ultimate Target on Ironlegs [20].

Use a power: I could shoot Legacy, but really what would be the point?

Draw cards: "Dead or Alive"

End of hero turn:


HP: 20

Hand: "Just Doin' My Job", Hunter and Hunted, "The Whole Gang", "Dead or Alive"

In play: The Ultimate Target

Trash:

Additional effects:

 

Especially if I can get a better weapon, Vigilance could be quite useful, though it would be better if we can get rid of Final Evolution... ALSO, do people have cards they'd discard for Just Doin' My Job?

BL
BlueHairedMeerkat
2013-12-09 18:40 UTC
#13

Rook City

In Play:

Trash:  

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

Start of Turn:  

Play a Card: Falling Statuary

End of Turn: Falling Statuary falls on Tachy-boo [12].

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

In Play: 

Trash:  Falling Statuary

Effects: 

PH
phantaskippy
2013-12-09 18:41 UTC
#14

If redirection isn't gone when you play ball lightning he'll redirect the damage before you can destroy cards.  (Although with the new timing rule you can choose to destroy vigilence before it damages you)

If we can't get rid of it before your turn I'll galvanize and play superhuman, or fortitude, that way I'll only take 2 from Ball Lightning, but we need Redirection gone, 

I'd destroy Redirection and Final Evolution as of now, we'll see what he plays next.  If Armored Fortitude comes out it really need to die.

BL
BlueHairedMeerkat
2013-12-09 18:50 UTC
#15

Iron Legacy - Ironclad Tyrant

HP:  32

In Play: Vigilance, Galvanised, Final Evolution, Superhuman Redirection x2

Trash:

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

Start of Turn:

Play a Card:  Iron-Fist Strike; Legacy takes no damage, and we lose 2 ongoings. Next Evolution and Shielding Winds are too valuable, so Synaptic Interruption, Pushing The Limits or The Ultimate Target; I'd rather not lose my Bounty, but I'll leave the choice to Tacky.

End of Turn:  Iron Legacy deals each hero target 4 melee damage (none to Legs, 3 to Tacky {possibly redirected, but otherwise [9]}, 3 to Tempest [11], 4 to CR [16])

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

HP:  32

In Play: Vigilance, Galvanised, Final Evolution, Superhuman Redirection x2

Trash:  Iron-Fist Strike

Effects: >=20HP? Flip!

ET: Iron Legacy deals each hero target 3 melee damage.

Increase damage dealt by Iron Legacy by 1.

Galvanised is indestructible.

The first time a player plays a hero card each turn, Iron Legacy deals that hero 2 projectile damage.

Whenever a hero uses a power, Iron Legacy regains 2HP.

The first time Iron Legacy would be dealt 5 or more damage from a single source each turn, redirect that damage to the hero target with the highest HP.

Hero HP: Legacy - 23, Tachyon - 9, Tempest - 11, CR - 16

DP
dpt
2013-12-09 18:59 UTC
#16

I’ll lose Pushing the Limits, but I’d rather keep Synaptic Interception.

PH
phantaskippy
2013-12-09 19:16 UTC
#17

I don't have lead, so losing final evolution isn't that big a deal, so I'll lose it.

PH
phantaskippy
2013-12-09 19:59 UTC
#18

The Real Legacy

HP: 23

In Play:

Hand:  Fortitude, Motivational Charge, Superhuman Durability, Thokk

Trash:  Next Evolution

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

Start of turn:

Play a Card:  Fortitude, take 2 projectile damage

Use a Power:  Galvanize, increase all damage dealt by heroes by 1.

Draw a Card:  Flying Smash

End of Turn:

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

HP:  21

In Play:  Fortitude

Hand:  Flying Smash, Motivational Charge, Superhuman Durability, Thokk

Trash:  Next Evolution

 

Effects:

Legacy takes -1 damage.

Heroes deal +1 damage

DP
dpt
2013-12-09 20:21 UTC
#19

Tachyon

HP: 9 (eep!)

Hand: Sonic Vortex, Research Grant, HUD Goggles

In play: HUD Goggles, Synaptic Interruption

Trash: Synaptic Interruption, Pushing the Limits

[hr]
Start of hero turn:

Play cards: Research Grant. IL deals me 4 melee damage, redirected to IL for 3 damage (29).

Sonic Vortex. 3+1(Galvanize)+1(Nemesis) damage to IL (24). Actually, no second card play.

Use a power: Research Grant. Draw Quick Insight (x2). Discard Quick Insight. IL regains 2HP (31).

Draw a card: Accelerated Assault.

End of hero turn:

[hr]

HP: 9

Hand: HUD Goggles, Quick Insight, Accelerated Assault

In play: HUD Goggles, Research Grant

Trash: Synaptic Interruption (x2), Pushing the Limits, Sonic Vortex, Quick Insight

Additional effects:

PH
phantaskippy
2013-12-09 20:25 UTC
#20

That 5 damage will come back to me right now.

Superhuman redirection and all.

DP
dpt
2013-12-09 20:27 UTC
#21

Oh, shoot, I miscalculated–I forgot about the Galvanize bonus when I first was planning, then forgot about the Redirection when I actually posted. Editing.

PH
phantaskippy
2013-12-09 20:31 UTC
#22

Also I forgot there are two superhuman redirections out, we need to get rid of both, and Final Evolution, that card is nasty, even with Chrono at 3 damage a shot it isn't worth shooting him still.

So for Tempest, Final Evolution is more important to destroy than redirection, since we can't outdamage it consistently.

We need more destruction.

DP
dpt
2013-12-09 21:15 UTC
#23

I think Final Evolution has to be one of the cards to take out now, so we can at least start damaging him. I sure hope I can find Blinding Speed before I get incapped. Chrono-Ranger, you can take a pot-shot at him during my turn for net 1 point of damage.

BL
BlueHairedMeerkat
2013-12-09 21:32 UTC
#24

Yup, one pot shot at IL, leaving him at 30HP. Christ...

JF
jffdougan
2013-12-09 21:47 UTC
#25

Tempest

HP: 11

Hand: Ball Lightning, Shielding Winds, Gene-bound Shackles, Electrical Storm

In Play: Shielding Winds

Trash:

Additional Effects:

------

Start: Nothing

Play: Ball Lightning. Iron Legacy redirects 5 Lightning damage to Legacy. Final Evolution and (team's vote of the first Superhuman Redirection or Vigilance) are destroyed.

Power: Squall for 3. (IL at 28, I think)

Draw: Cleansing Downpour

End: Nothing

----

HP: 9 or 11, depending on vote

Hand: Shielding Winds, Gene-Bound Shackles, Electrical Storm, Cleansing Downpour

In Play: Shielding Winds

Trash: Ball Lightning

Additional Effects:

DP
dpt
2013-12-09 21:56 UTC
#26

It’s playing a card that does damage, not powers. You take 4 damage after bonuses. So it’s totally worth Squalling ; you will do 3 damage counting Galvanize and Nemesis.

JF
jffdougan
2013-12-09 21:59 UTC
#27

Yeah, but I was trying to account for his healing. Editing for the Squall, at any rate.

BL
BlueHairedMeerkat
2013-12-09 22:49 UTC
#28

I vote we destroy Superhuman Redirection, so Tempest takes 4 damage from Ironlegs [7] and I get another potshot at him [26].

 

Chrono-Ranger

HP: 16

Initial Hand: "Just Doin' My Job", Hunter and Hunted, "Dead or Alive", "The Whole Gang"

In play:

Trash:

 

Start of hero turn:

Play cards: Just Doin' My Job [13]; Discard "The Whole Gang", draw Terrible Tech-Strike plus any for people's discards.

Use a power: Shoot Legacy for 3 projectile damage [23].

Draw cards: Hunter and Hunted

End of hero turn:

 

HP: 16

Hand: Hunter and Hunted x2, "Dead or Alive", Terrible Tech-Strike

In play: The Ultimate Target, The Whole Gang, Just Doin' My Job

Trash:

Additional effects:

BL
BlueHairedMeerkat
2013-12-09 22:57 UTC
#29

Rook City

In Play:

Trash:  Falling Statuary

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

Start of Turn:  

Play a Card: Scum and Villainy

End of Turn: Scum plays Rule from the Front; Ironlegs deals each hero target 5 melee damage (2 to Legacy [17], 4 to Tachyon [5], 4 to Tempest [3] and 3 to CR [13]). I decline my shot at him, so that he doesn't flip. Each of us must destroy a card or discard 2; CR discards Hunter and Hunted and Dead or Alive.

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

In Play: Scum and Villainy

Trash:  Falling Statuary

Effects: 

BL
BlueHairedMeerkat
2013-12-09 23:03 UTC
#30

Iron Legacy - Ironclad Tyrant

HP:  23

In Play: Vigilance, Galvanised, Superhuman Redirection

Trash: Iron-Fist Strike, Final Evolution, Superhuman Redirection, Rule from the Front

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

Start of Turn:

Play a Card:  Galvanised enters play.

End of Turn:  Iron Legacy deals each hero target 5 melee damage (2 to Legs [15], 4 to Tacky [1], 3 to CR [10], 4 to Tempest [DEAD]). Chrono-Ranger deals Iron Legacy 3 projectile damage [20].

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

HP:  20

In Play: Vigilance, Galvanised x2, Superhuman Redirection

Trash: Iron-Fist Strike, Final Evolution, Superhuman Redirection, Rule from the Front

Effects: >=20HP? Flip!

ET: Iron Legacy deals each hero target 3 melee damage.

Increase damage dealt by Iron Legacy by 2.

Galvanised is indestructible.

The first time a player plays a hero card each turn, Iron Legacy deals that hero 2 projectile damage.

Whenever a hero uses a power, Iron Legacy regains 2HP.

The first time Iron Legacy would be dealt 5 or more damage from a single source each turn, redirect that damage to the hero target with the highest HP.

Hero HP: Legacy - 15, Tachyon - 1, Tempest - 0, CR - 10

 

Between the three of us getting punched and my card play, I can do 15 damage, so maybe we can win this?

JF
jffdougan
2013-12-09 23:43 UTC
#31

When my turn rolls around, I'll make everybody immune to melee damage. :) -- Tempest.

PH
phantaskippy
2013-12-10 04:12 UTC
#32

At least Tempest died first, if we have any chance of winning it is Chrono staying alive, and Tempest can help that.

I'll discard Durability and Thokk

The Real Legacy

HP: 15

In Play:  Fortitude

Hand:  Flying Smash, Motivational Charge

Trash:  Next Evolution, Super-Human Durability, Thokk

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

Start of turn:

Play a Card:  Flying Smash, I take 3 projectile [12], Chrono shoots for 2 [18], I deal 3 to IL [15]

Use a Power:  Galvanize, increase all damage dealt by heroes by 1.

Draw a Card:  Backfist Strike!

End of Turn:

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

HP:  12

In Play:  Fortitude

Hand:  Backfist Strike, Motivational Charge

Trash:  Flying Smash, Next Evolution, Super-Human Durability, Thokk

 

Effects:

Legacy takes -1 damage.

Heroes deal +1 damage

So Tachyon can deal 3 with assault, then she'll die, does she then get to use an incap ability, of do we wait till next round for that?

Also Tach does 3, chrono does 3, then we need 9 more, Tempest can give Chrono a power use and that should do it, 3 and then 6 left for chrono on his turn, which he should be able to do.  If I'm right here we have this.

DP
dpt
2013-12-10 08:41 UTC
#33

I'll discard HUD Goggles for "Just Doin' My Job".

DP
dpt
2013-12-10 08:42 UTC
#34

Chrono-Ranger, on your turn, Iron Legacy hit you for 3 on your card play. Unfortunately you don't get another shot at him, as you can't use your power twice in a turn. However, doesn't "Just Doin' My Job" have built in damage, which would take him down 3 more? (But then that would make him flip, so maybe we can't go back and add that in.)

DP
dpt
2013-12-10 08:50 UTC
#35

If I play Accelerated Assault, does IL deal me the damage before the card effect happens? If so, I wouldn't actually do any damage to him myself, would I? If that's the case, I could sacrifice myself to let Chrono-Ranger do 3 more damage; will that be enough to kill the tyrant?

 

(I'm pretty sure it was clarified somewhere that I will not get an incap power until the next round.)

BL
BlueHairedMeerkat
2013-12-10 10:38 UTC
#36

Yes, I think you take the damage before your card takes effect... Just Doin' My Job does appear to deal damage, so I'll decline to use my power in order to keep him at 23HP.

I have ten damage on my turn, so if Tachyon sacrifices herself to let me shoot and Tempest lets me shoot then we have this.

DP
dpt
2013-12-10 10:40 UTC
#37

On reflection, I won’t get another useful turn either way. So I’ll play Accelerated Assault.

PH
phantaskippy
2013-12-10 12:57 UTC
#38

Not anymore.

That rule was part of the order cards enter play timing, both the text on your card and vigilence would activate simultaneous, under the old ruling you would take damage first, under the new Hero's choice, you can choose which happens first.

DP
dpt
2013-12-10 14:04 UTC
#39

I destroy the HUD Goggles.

Tachyon takes a deep breath and gears up for one final blow.

Tachyon

HP: 1

Hand: Quick Insight, Accelerated Assault, Sonic Vortex

In play: Research Grant

Trash: Synaptic Interruption (x2), Pushing the Limits, Quick Insight, HUD Goggles (x2)

[hr]
Start of hero turn:

Play a card: Accelerated Assault. Deal 1+1+1 melee damage to Iron Legacy (12). Iron Legacy retaliates with 4 melee damage (X). Chrono-Ranger shoots IL for 3 projectile damage (9).

[hr]

HP: XXX

JF
jffdougan
2013-12-10 19:45 UTC
#40

OK, I guess I let CR use a power rather than trying to keep everybody alive.

Shoot'em up, Jim.

BL
BlueHairedMeerkat
2013-12-10 20:38 UTC
#41

On Tempest's turn, I fire at Ironlegs [6].

 

Chrono-Ranger

HP: 10

Hand: Hunter and Hunted, Terrible Tech-Strike

In play: The Ultimate Target

Trash: The Whole Gang, Just Doin' My Job, Hunter and Hunted, Dead or Alive

 

Start of hero turn:

Play cards: Terrible Tech-Strike; deal net 4 melee damage and 3 projectile damage to Iron Legacy for the Ronway.

 

Err, win. For the win.

PH
phantaskippy
2013-12-10 20:48 UTC
#42

Team Play-By-Ronway is undefeated!

Woo-Hoo!!

DP
dpt
2014-02-03 06:36 UTC
#43

(Don’t know how my post ended up here. Never mind, move along.)

PH
phantaskippy
2014-02-03 16:12 UTC
#44

I think this ended up in the wrong place. . .