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Silly Scenarios

18 posts · 2973 views · started 2013-09-08 21:28 UTC
EN
Envisioner
2013-09-08 21:28 UTC
#1

I'm doing a solo game against Grand Warlord Voss right now, and it's not looking good for the heroes.  But I've come up with a hilarious situation which is only slightly different from what's actually in play.  Haka's Savage Mana can store all the minions he kills out of play, and Meteor Storm can make it impossible to deal damage, while Forced Deployment makes it almost impossible to keep any of Voss's minions dead unless they're stored in Savage Mana.  So if Haka killed and carried away all of Voss's minions except two Gene-Bound Guards, who never deal any damage, they'd flip Voss to his Conquering Alien Warlord side, so he wouldn't deal damage himself, but he'd no longer be capable of winning the game through an overrun.  Thusly, if the heroes never got rid of the Meteor Swarm, no damage could be dealt on either side, Voss couldn't get his alternate win condition, and the game would never end.  The heroes would have to shut down the Self-Destruct Sequence every few turns, but otherwise the four heroes on one side, and Voss and his Guards and liutenants and two spaceships on the other side, would sit there staring at each other forever, never daring to set foot outside their respective meteor-proof domes, eternally stalemated.

EDIT - On further examination, you'd also have to have Haka destroy the TCF Conqueror, which is nearly impossible since it's immune to melee damage and he deals nothing else; this is probably only possible with the aid of other heroes (or an Environment effect, not that that applies here).  So it's a spectacularly unlikely scenario - but if Ra or Visionary were helping Haka, it could still happen.  And the idea of a Maori warrior and an Egyptian god single-handedly thwarting an alien invasion, at the cost of being stuck in a technological Purgatory with the invaders until the end of time, is perhaps even funnier than if it had just been Haka.

What other hilariously improbable combinations have you seen come up in play, or theorized about in some vaguely realistic fashion?

TS
Theta_Sigma
2013-09-09 01:37 UTC
#2

The game that ended up with us having a semi-serious discussion about whether or not we could actually fight Voss again:

 

I can't remember who the heroes were (except that I was playing Omnitron-X), but there were four of us fighting Voss in the Final Wasteland.

Unforgiving Wasteland comes out late game, and a bit later, out comes a Horrid Skunk Ape. We then deliberately got Voss to 1HP, at which point the Ape took off with him.

 

We eventually declared it to be time travel shenanigans.

J1
j1hopki1
2013-09-11 02:50 UTC
#3

Whenever I lose a game as the Scholar it's because I forfeit. He tanks so much that he's usually the last hero I have alive, but against some villains I just forfeit because even with the incapacitated effects helping him he just can't dish it out. I can play another 15 rounds building up to cut loose or give up.

EN
Envisioner
2013-09-11 05:12 UTC
#4

This is mildly silly, tell me if I've got the rules right:

Omnitron puts out an Electro-Pulse Explosive.  Visionary, who has a Decoy Projection out, puts Wrest the Mind on the bomb.  There are two other heroes out, one of which is Unity, and she has one bot out.  So when Omnitron's turn begins, the Bomb starts to explode, targeting the first hero target chosen - let's say it's Visionary.  Visionary Wrests the damage to Omnitron, causing him to take 15, while she and the bomb each take 3; she has the Decoy take the 3 damage instead of her.  The bomb now uses its new HP to try and damage the next non-hero target it didn't already try to hit, which we'll say is Unity.  Visionary Wrests that too, so Omnitron takes 12 more, and Visi and the bomb take 3 more; even though the Decoy has only 2 HP, it sustains all 3 of the damage in Visi's place and is destroyed.  The Bomb then tries to hit the third hero for 9, Visi Wrests it again, takes 3 damage herself, then the Bomb explodes and tries to hit a Bot, but Visi Wrests it one more time.  So the Bomb has now "counted" all the hero targets which are still in play (the Decoy having disappeared), and stops exploding, staying in play with 3 HP, while Omnitron has taken 42 damage from his own bomb, and Visionary is out just 6 HP and her Decoy.

RO
Ronway
2013-09-11 05:23 UTC
#5

Yes, looks like you have gotten it right.

DY
dypaca
2013-09-11 05:27 UTC
#6

Sounds right.  Even more silly if you Throat Jab Visionary so that she can't deal any damage to herself or the bomb, and omnitron takes the full 75.

EN
Envisioner
2013-09-11 05:37 UTC
#7

That would be 75 if there are five hero targets, +15 for each additional one, right?  I think this may belong in the "shortest possible game" thread.  You'd have to have a perfect draw, but if Fanatic were to Embolden Visionary so she could double-Enlighten Wraith and Unity…hm, who should the fifth hero be?  A second Visionary would be ideal, so she could play Decoy Projection (the only non-character hero target I know of besides Uni's golems, who are hard to get out)…lacking that, are there heroes who can give extra plays to other players without being incapped?  And maybe players other than Visi who could stack the villain deck a little, so the EPE wouldn't have to just happen to be the first card for the whole thing to work?

DY
dypaca
2013-09-11 05:48 UTC
#8

If you are just trying to find the perfect draw to maximize the number of hero targets out, there is no better way than Imbued Vitality.

PH
phantaskippy
2013-09-11 12:54 UTC
#9

I play Visionary all the time, and we did this vs. Cosmic Omni on his =1 damage side with TtE on Visionary.  Then right before the villain turn the environment played the card where all equips have health.

Dealing one damage to the EPE each time and I think 17 hero targets we killed Omni from full health and the EPE, and Vis had 1 or 2 health left.

It was absurd, and totally legal.

Usually I don't have the health to mess around much and kill the EPE with a redirect.

My favorite thing is turning the really good minions into weapons platforms.  In our forum game vs. La Capitan I just pulled off using Siege Breaker as a platform with TtE on vis and Oxygen leak in play.

EN
Envisioner
2013-09-11 18:37 UTC
#10

Visionary seems to be the silliest character on general principles.  I like her a lot, but I find myself reluctant to play her because of how much she can take over the game.  It's rather sad how completely she can neuter a once-threatening villain with repeated Suggestions and Precognitions.  And the redirection shenanigans are probably going to be less funny to me after the first twelve times or so.

PH
phantaskippy
2013-09-12 15:48 UTC
#11

She has her moments of domination, and if you get the right hand she can shut down an enemy for quite a while, but unless you have a card recovery engine or something taking the damage from WtM for you your moment ends pretty quick.

The fun is finding all the ways she can take over a match.

EN
Envisioner
2013-09-14 21:39 UTC
#12

Small but exceedingly silly scenario that came up while playing a match in a thematically-fitting Environment: because Ambuscade is Cloaked and his cloak has already been destroyed by the time it gets back to Chrono-Ranger's turn, CR takes out a "Dead or Alive" Bounty on...a Stout Barrel.

EN
Envisioner
2013-10-04 02:45 UTC
#13

I have discovered the joy of getting "Revealed Saboteur" Miss Information into an abusive relationship with Cryo Bot.  End of villain turn, she damages the hero target with the lowest HP, who in this case is Cryo Bot.  She mind-blasts him, then he ice-blasts her in retaliation, then she mind-blasts him again in retaliation and he fires ice back again.  This can happen every turn until he runs out of HP.

BE
Benhimself
2013-10-04 16:20 UTC
#14

I ran into a situation once where I had all three of the Megalopolis cards which prevented heroes from drawing cards, playing cards, or using powers out at once... and one of my heroes had no cards in his hand, so they could never be gotten rid of.

 

People say Rook City is hard, but I have learned to respect Megalopolis, let me tell you.

EN
Envisioner
2013-10-05 08:17 UTC
#15

Papparazzi on the Scene goes away after one round, I think.  And I know that the Traffic Jam is a target, so if the heroes have a bit of damage on the table, they can fix that one eventually (it amuses me to picture Bunker going Turret Mode on the dozens of piled-up cars, almost as much as the thought of Haka and Legacy punching them).  But yeah, that trio coming up at the wrong time can pretty much be a Game Over, assuming the villain himself doesn't destroy Environment cards before he destroys you.  ("Omnitron, you saved us!")

BL
BlueHairedMeerkat
2013-10-05 08:46 UTC
#16

Paparazzi on the Scene requires discards to get rid of, and dealing damage is rather difficult when you can't draw cards, play cards or use powers... Your only other hope is Rooftop Combat, if you've got the time to wait for it.

EN
Envisioner
2013-10-05 08:57 UTC
#17

Oh, that's true, I hadn't quite grokked that most of the ways of dealing damage are either cards or powers.  (You'll notice that Unity has a distinctly lesser fear of traffic jams than other heroes.)

AM
Ameena
2013-10-05 11:46 UTC
#18

Yeah, Unity's Bots aren't worried about having their damage stopped because their attacks aren't powers. Similarly, a well set-up Omni-10 can nuke a whole load of stuff before even getting to his Play phase.

Megalopolis can be really horrible, though - we've had games where we've been doing pretty well and are on the way to a win, but then the environment chains all thos horrible cards, one turn after another, so even though we get rid of them as soon as possible (therefore don't have more than one out at a time), we immediately get buggered by the next card that comes into play which stops us doing something else, ultimately resulting in us losing the game because we got held up for too many turns in a row of being unable to do various things :P.