DW Mr. Fixer would set off the destruction benefits when using Bitter Strike too, right?
I like that note about Guise copying his stuff. :D
Yeah that works and is a great combo.
An item of note Headlock will remain in play even once the target it is attached is destroyed. So it can used later for a card play through Kick the Tires or Sweet Rhonda along while still getting the three projectile damage.
"Jackson! Cool it, man! He's dead already."
"RRRAAAGH!"
"Look, this is Bugbear we're talking about. Do you really want me to let go before we're sure he's out?"
Great guide as always, Dandolo.
Great guide! I'll have to give his Road Warrior variant a try. So far I've just used the standard power.
I thought Sweet Rhonda also reduced damage dealt to Mainstay by 1 by non-environment targets. So that’s actually 2 points of damage reduction against villain targets and boosts his survivability that much more.
I like your point about destroying Sweet Rhonda for the 4 card draw and a play with a kick the tires, but I feel like Sweet Rhonda is such an essential card for his flow that I wouldn’t destroy it unless I had another in hand, even more so with the damage reduction.
It reduces damage dealt to Mainstay by non-target environment cards. So it can be really useful in environments like Insula Primalis and Wagner Mars base where the environment itself is a significant source of damage.
Yep. I’m mentioning it because there’s no reference to that extra point of damage reduction in your guide. Especially in point 4 of Tactics and combos, and reduces his petsonal damage to 0 with Mano a Mano in point 5.
I think you’re getting tripped up by the wording. Sweet Rhonda reduces damage dealt to Mainstay by non-target environment cards not non-environment card targets.
So for example in Insula Primalis it will reduce damage from things like the volcano, lava river, and plant life but won’t reduce the T-rex, Pterodactyl, or Raptor damage. It also won’t reduce damage from any hero or villain cards.
Okay, I guess I misread it the first time.
Dandolo this is what I think Natediggadoggity is talking about
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>4. Durasteel-Studded Vest, Leader of the Pack, Shard-Strength and Sweet Rhonda make for a great defensive set-up. The primary limitation of this set-up is that it only offers 1 point of damage reduction against most target based attacks each round. However, this protection can last indefinitely and Mainstay has twice the HP of his The Sentinel's counterpart. Using this reduction to eliminate 1 damage hits to hero targets and to dramatically reduce the impact of 2 and 3 damage hits leaves the other heroes in a very good place to deal with the bigger hits that come through.
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While Sweet Rhonda is listed in the grouping it makes no mention of how Sweet Rhonda helps to protect other heroes from non-target environment damage like Negative Energy Field, Surprise Shopping Trip, or Supercooled Trisolvent Vat
Thanks powerhound, but no. I did actuallly get it wrong. I was positive that he got extra damage reduction vs villain targets included. So I quickly edited my message after I went back and reread the card. *sheepish*
That’s fine. It probably should still go a bit into why Sweet Rhonda is listed there.
I added a few sentences on Sweet Rhonda, I used environments with multiple non-target based all hero attacks for 2 or more damage as examples as to where this card adds the most to the combination of Duristeel Chains and Leader of the Pack. Pike Industrial would have been a good choice as well, but Rhonda’s effectiveness there varies widely based on which Vats are in play.
So, after a couple months of playing lots of VG Mainstay, I think he's my favorite character. Since all his stuff has different effects depending on whether they stay in play, or are destroyed, the potential number of strategic options he has at any one time is usually really high, and despite having played dozens of games with him, I'm still figuring out what's the most effective play or destructive effect in every situation.
Stuntman certainly feels a little bit like this, but not this extent. Lots of stuntman's cards are meant to be destroyed, or meant to stay in play and don't have dual uses. Mainstay has a secondary effect for everything and it's great.
To add to the flair of this deck is that you really feel like a barroom brawler, destroying tables, bottles, and your enemy's face as you pile on the damage, and get hurt in return. He has enough healing in his deck to recover from most of it too, 3x studded vests and 3x mano a mano's = 12hp of potential healing.
The one card I always want asap is Sweet Rhonda, I put it out early, or search for it, and never destroy it unless I have another one in hand. It lets you draw 2 or play 2 cards a turn, as long as your first card play was an equipment on ongoing, so you're dealing damage and getting set up more at the same time. He also doesn't need more than 1 or 2 cards in play at a time to be fully effective. His stuff is great destruction fodder and he gets ready to do it again every turn.
I especially love that having several copies of the same card in his hand isn't a bad thing or annoying in the least, unlike most heroes. I love to see 3 copies of any of his ongoings or equipment in hand, because I can immediately start destroying them and getting more out of it.... as long as I have ways of destroying them as needed.
The one card I usually destroy early is the Void Belter, it's worth 7 damage, or 10 if shard Strength is in play. In fact, destroying shard strength to use and destroy void belter, and then play another shard strength is a great combo. Though, it's a good one to keep if you can't find your Sweet Rhonda and need to destroy a Headlock.
Road Warrior notes: He feels a little bit weaker, except maybe in team villain games where he's a little stronger. He's a little more reliant on Shard Strength, since he doesn't deal as much damage during his turn, you gotta remember he needs to be hit at least twice for his base power to equal his regular variant power. (and even then, often less since he doesn't have the advantage of a Bad to the Bone play out of turn.) Also, his base power expires at start of turn. so he doesn't get the advantage of an extra proc of damage from Mano a Mano at the start of his turn. He uses Mano a Mano and Headlock a little more effectively than his base version though, Leader of the Pack becomes more useful than even Sweet Rhonda, and a School of Hard Knocks can be worth 4-6 damage per target instead of 3-4. Just remember to play it AFTER you've used your base power for the turn.
I like the improvements you've made to the guide Dandolo, and I think you should add a little more. :)