Nope, Ronway is just wrong this time out.
But he is right about needing the ability to use two power in a turn.
Nope, Ronway is just wrong this time out.
But he is right about needing the ability to use two power in a turn.
Oh, my mistake, I had thought that it was a limited like the rest of her relics. In that case, if both were in play along with a way to use an additional power then both Tomes can be used.
Edit: Wow, who did I tick off to have two folks immediatly want to jump in and say I was wrong?
I believe Ronway has it wrong. Relic has no innate effect, it's just there so other things (eg. Call Forth) can refer to it.
It's just such a rare occurence that we thought we should acknowledge it
Plus, you did ninja me…
Also, since we're apparently resurrecting a year-old thread, I would like to retract my earlier statement; Argent Adept is now in my top 4, leagues-above-the-rest favorite heroes, alongside Nightmist, The Sentinels, and Setback. As I suspected, it just took me a while to get used to how his combos worked. Once I got them down, I realized that he is a support-class POWERHOUSE.
on a slightly related note, I'd like to give everyone a friendly forewarning not to write Setback off right away. At first glance, he seems to live up to his name all too well, but... well, he's in my top 4 for a reason. He's a total, game-saving badass under the right circumstances (which USUALLY seem to pop up whenever I play with him. Huh. Lucky, I guess.)
It's not everyday we get to turn it around the other way and declare that you are wrong.
Plus, you know, you were wrong. It's an event worth remembering.
Years from now when we are anticipating the release of an expansion that turns every hero into teenagers that each have a superpowered pet we'll look across the nursing home table and say, "Hey, you remember that one time when Ronway was wrong, that was a hoot!"
RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG RONWAY WAS WRONG
And Ronway, you know we all do this because we love you, right?
I would recommend Insula Primalis over Megalopolis for a first game; Megalopolis does have Rooftop Combat, which shuts off the Enviro deck for several turns and thus reduces distraction, but it also has the immensely frustrating Hostage Situation and Paparazzi cards that stop the new player from being able to do both their phases, which they still need to understand (especially which order to do them in). Insula is fun and not terribly dangerous (usually); it should give the players some idea of what the Environment is capable of, without actually taking the game over the way Wagner Marsbase and Metropolis can.
Baron Blade as first villain is spot-on, although Omnitron might be a viable alternative. Definitely play the other one in the second game, unless your players are already showing boredom after the first one. (If they are getting bored, bust out Citizen Dawn!) Ambuscade is also an easy villain who looks much less impressive after the first few games (along perhaps with Gloomweaver and Spite; pretty much all the others are hard enough that you should save them for when the players are getting used to the game.) Your hero choices are also good, with the exception of Visionary...she is definitely a more advanced option. Tachyon is very grokkable and tons of fun, because of how many extra card plays she gets; Haka is also reasonably straightforward.
Visionary, Bunker and Absolute Zero are good heroes for you to play during those early games, so that new players can see what the more sophisticated heroes are capable of, but don't have to suffer the potential frustration and cognitive load of playing them right away. Also: under no circumstances should a new player be allowed to play Unity. While immensely powerful and fun, she's easily the most likely to frustrate a player who hasn't wrapped their brain around the game yet...all the cards you're not allowed to just play are likely to force the player to spend their first turn or two just drawing two cards, and then they're not really learning or accomplishing anything.
Why Fanatic exactly? I can't think of a card from her deck which is especially interesting out of turn. Also, if you're mentioning Mr. Fixer because of Overdrive, then you really ought also to mention Expatriette with Unload, which requires a Gun in play but is vastly more powerful if you have several of them.
Ra is far from the most powerful character. About his best play without external aid is Flame Spike into Blazing Tornado and Drawn to the Flame (if there are enough Ongoings to make that effective), which is nothing compared to what Absolute Zero can get with a really good run on Thermal Shockwave or Coolant Blast with an Isometric Transducer down. Ra's advantage is not being superlatively powerful, but just being easily able to attain the amount of power he does contain. No hero is easier to pilot, which makes him perfect for learning the game, though most players seem to lose interest in him once they're used to the fancier and more complicated heroes.
Fanatic has at least a couple cards that are good out of turn; Prayer of Desperation, for one, and Zealous Offense for another. Also, Smite the Transgressor.
Also, Ra can become an absolute BEAST once you stack up his buffs. his Solar Flares are stackable, btw. Also, using Drawn to the Flame against enemies with lots of targets (Voss, Ennead, Dawn) or lots of ongoing cards (Plague Rat, DAWN) allows him to stack up the damage REALLY fast.
You're right that both essentially give an extra Power use when played out of turn compared to when played in turn, but for Expatriette, playing it out of turn basically lets her use her worst attack an extra time, while Mr. Fixer gets to play his best attack an extra time. Also, out-of-turn Overdrive can let Mr. Fixer stack up a -3 damage penalty on someone with Hoist Chain, or absolutely murder someone with Bloody Knuckles.
And Mr. Fixer has more Overdrives in his deck than Expatriette has Unloads in hers, plus he can use Salvage Yard to effectively play them again.
Mr. Fixer also much prefers to play Grease Gun out of turn than on-turn, for the same reasons Fanatic prefers to play Prayer of Desperation out of turn.
In my view, the strong Expatriette-Argent Adept comboes are letting Expatriette draw more cards so she can get better use out of Speed Loading, and letting her play multiple RPG Launchers in a single turn, or RPG Launcher + Flak Jacket.
Note that with some damage buffs (easy enough for him to get), there don't even need to be any villain ongoing cards in play for Ra to still nuke everything nicely ;). Scorched Earth is the same story, and you can do both in one turn with absoltely no external help :).
Also Drawn to the Flame isn't limited. So you could Flame Spike into two Drawn to the Flames which can be pretty horrendous with buffs and the right target.
Ooh yes, good point. That versus the Ennead would be pretty damn amazing (but I expect that's kind of the point, given their status toward each other) :D.
That's true only because Fixer has only one attack. And it's not usually very good. My favorite trick with Expat is to have both Pride and Prejudice in play (admittedly difficult, but far from impossible with Quick Draw and Arsenal Access, compared to Fixer's odds of finding a particular Tool), so Unload allows you to use two powers - one of which is both Pride and Prejudice, and the other lets you play a card. (If you played a second Unload this way, would you get to use two powers again, or does "you may use X powers this turn" fail to stack? I can see an argument for saying that the second card counts you as having already used up all the options it gives you.)
So, does the nemesis rule count as a +1 bonus to 0 damage, or do you need to have another such bonus to make it damage at all, to which Nemesis then applies?
A second Unload wouldn't do much, since you can't use a power twice anyways. The only use I could see is if you have extra powers from the Tomb of Anubis.
You don't need an additional boost to get the Nemesis bonus damage.
This usually isn't worth it. If you have a card to play, it would be much better to play it during you play phase, then use Load to play Unload. This way, if the card is a gun or ammo, you would still gain something from it. If the card isn't a gun or ammo, then there is no practical difference if you play it before or after, unless you have an ammo you specifically don't want to go off this turn, EDIT: It would also make difference when you play Flak Jacket if the enemy has a counter-attack.
Um…duh? You can play one card with this trick and then another one on your play phase. If you have lots of cards in hand, this is totally useful.
Scenario 1: Granted an out-of-turn play, Expat plays Flak Jacket. On her turn, she plays Hair-Trigger Reflexes, Loads an Unload, and then fires Pride and Prejudice as her one remaining power for the turn.
Scenario 2: Granted an out-of-turn play, Expat plays Unload, fires Pride and Prejudice, and Loads a Flak Jacket, and fires Pride and Prejudice. On her turn, she plays Hair-Trigger Reflexes, then fires Pride and Prejudice again. Profit! (Thanks to Matchstick Man for pointing out that the order matters.)
then use Load to play Unload.
If you do that, Loading the Unload counts toward your total powers for the turn, so with P&P in play, you only get one more.
If you use P&P then you have used 2 powers, if you have only P&P in play Unload does not allow you to use P&P and then Load, only Load and then P&P
Pride does not give you an extra power use in the same way that Unload does , it allows you to use Prejudice but it still counts as a power use for purposes of 'counting'
My mistake. I didn't read it carefully. I didn't realize taht we were talking about using it out of turn.