Episode #33 - Voss Under the Sea

Need a top of deck play from Dark Viz and then I can play the top card of my deck to finish out the environment turn.  

Dark Visionary plays Psychic Maelstrom - 2 psychic damage to Ion Lancer [x], Voss [74], and the Kraken [7].

 

Reveal Tactical Shotgun which gets discarded, next is RPG Launcher which I'll use to destroy the Kraken and deal 2 Fire damage to Voss [72]

That should be it for the environment turn. 

Grand Warlord Voss Advanced - Round 2

Grand Warlord Voss (72) - Conquering Alien Warlord

In Play:
 

 

Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror

 

Start of Turn: 


   
Play: Gene Bound Psi-Weaver

End of Turn:

Voss deals 4 energy damage to Expatriette (24)

Voss 3-1 fire damage to Platform Bot (1) (let me know if Stealth is taking this)

Voss plays Field Lieutenant Tamar

Psi-Weaver deals 2 damage to all Targets: Expat (22), Unity (21), Visionary (20), Mainstay (14), Writhe (13), Dr Medico (12), The Idealist (10), Swift Bot (4), Stealth Bot (4), Platform Bot (x)

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

-Reduce damage to Thorathians and Minions by 1 (Tamar)

 

 

 

==========
Grand Warlord Voss (90) (DR 2)

Gene-Bound Psi-Weaver (3) (DR 1)

Field Lieutenant Tamar (5) (DR 1)

 

==========
Setback    - incapped

Unity   - 21

Swift Bot - 4

Stealth Bot - 2

Platform Bot - 2
Mainstay  - 14

Writhe - 13

Dr Medico - 12

The Idealist - 10

Dark Visionary - 20
Dark Watch Expatriette    - 22

 

Let me know if any of that damage is getting redirected

It's probably best for Setback to give a The Sentinels a card play again as they have a few different options to take out Tamar. 

Stealth Bot will take the initial shot to Platform Bot, so they should both be at 2 HP.

Unless there are objections, The Sentinels will play Fling Into Darkness on Setback's turn, which kills Tamar and gives us a free power usage again.  We'll use that power usage to heal Stealth Bot back up to 5.

Sounds good to Stealth Bot.

And sounds good to Setback.

Looks like Unity can go then with a Tamar down and a healed stealth bot

Unity

HP: 21
Hand: Construction Pylon, Modular Workbench (2), Scrap Metal, Champion Bot, Raptor Bot, Hasty Augmentation, Robot Reclamation
Play: Supply Crate, Swift Bot [4], Stealth Bot [5], Platform Bot [2]
Trash: Construction Pylon, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1

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

Start: Destroy Supply Crate to draw Scrap Metal and Volatile Parts
Play: Construction Pylon
Play: Volatile Parts
Power: Construction Pylon - rip up the Pylon to play Champion Bot and Raptor Bot
Draw: Brainstorm and Volatile Parts
End: Platform Bot deals 4 damage to the Psi-Weaver [X]; Raptor Bot deals 7 damage to Voss [65]

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

HP: 21
Hand: Modular Workbench (2), Scrap Metal (2), Volatile Parts, Brainstorm, Hasty Augmentation, Robot Reclamation
Play: Volatile Parts, Swift Bot [4], Stealth Bot [5], Platform Bot [2], Champion Bot [8], Raptor Bot [2]
Trash: Construction Pylon (2), Supply Crate, Bee Bot, Turret Bot, Brainstorm (2), Flash Forge, Inspired Repair, Powered Shock Wave (2), Robot Reclamation
Effects: Unity can draw 2 cards and play 2 cards during the corresponding phases; Stealth can redirect damage and has DR1; Platform deals damage and has DR1; increase damage by Unity and bots by 1; Raptor deals damage; Unity deals damage when bots die

 

I'll probably use a Hasty Augmentation next round. Let me know if you have a good use for it.

I have an assault rifle that would deal 4 damage to 3 targets with Hasty Augmentation and that would kill any minions that come out next round.  That way your bots would be free to attack Voss entirely.  

The Sentinels

HP: Idealist [10]; Dr. Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions;  Second Chance; Blackout; Restorative Burst; Coordinated Assault

In play: Sentinel Tactics

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

 

Start of hero turn:

Play a card: Coordinated Assault:  Mainstay deals net 6 damage to Voss [59].

Sentinel Tactics Triggers!  Block:  The Sentinels have DR 1 for the turn.

Use a power: Telekinetic Jab:  Idealist deals net 2 psychic damage to Voss [57].

Draw a card: Human Shield

End of hero turn:  Hippocratic Oath triggers:  Platform Bot [3]; Swift Bot [5]; and Idealist [11] each regain 1 hp.

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

 

HP: Idealist [11]; Dr Medico [12]; Writhe [13]; Mainstay [14]

Hand: Positive Energy; Horrifying Dichotomy; Dark Delusions, Second Chance, Blackout, Restorative Burst; Human Shield

In play: Sentinel Tactics; Hippocratic Oath, Durasteel Chains, Caliginous Form

Trash:  Team Communication (x2), Horrifying Dichotomy; Unique Capabilities (x2); Positive Energy (x2); Dark Delusions; Fling Into Darkness; Coordinated Assault (x2)

Additional effects: The first time one of The Sentinels deals damage in a turn, I may use a power.

Whenever Dr. Medico would deal damage, prevent the deamage and instead heal 1 Hero Target that much HP (Hippocratic Oath)

Reduce damage dealt to Mainstay by 1.  Increase damage dealt by Mainstay by 1. (Durasteel Chains)

The first time Writhe would be dealt damage each turn, reduce that damage by 2 and redirect it to the Villain target with the highest HP. (Caliginous Form)

The Sentinels have DR 1 until the start of their next turn (DR 2 for Mainstay). (Block)

DARK VISIONARY

HP: 20

Hand: Decoy Projection, Mass Hemorrhage

In play: Mass Levitation

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

Start of hero turn:

Play a card: Decoy Projection (5)

Use a power: Mass Levitation

Draw a card: Foresight

End of hero turn:

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

HP: 20

Hand: Cerebral Hemorrhage, Foresight

In play: Mass Levitation, Decoy Projection (5)

Trash:  Prophetic Vision (x2), Brain Burn, Mass Levitation, Mental Divergence, Mind Spike, Psychic Maelstrom

Additional effects:

Until the start of Dark Visionary's next turn reduce damage dealt by environment cards by 3. (Mass Levitation)

When the Visionary would be dealt damage redirect that damage to this card (Decoy Projection)

===

Comments:

Keep Mass Levitation up as a precaution.   Putting the decoy out as there is not a good alternative.  No fun cards drawn.  :(

Dark Watch Expatriette
 
HP: 22
Hand: "Pride", Incendiary Rounds
 
--------------------------------------------------------------------------
 
Start
Play: Incendiary Rounds on Assault Rifle
Power:  Tactical Shotgun - deal 4 proj damage to Voss[53]
Draw: RPG Launcher
End 
 
--------------------------------------------------------------------------
 
HP: 22
Hand: "Pride", RPG Launcher
Play: Tactical Shotgun, "Prejudice", Assault Rifle,Incendiary Rounds
Trash:  Arsenal Access, Flak Jacket, Speed Loading, Quick Draw, Reloadx2, Tactical Shotgun, RPG Launcher
Effects:  When power on Assault Rifle is used change damage to fire, increase damage by one, and then destroy Incendiary Rounds
 
---------
Note:
I'm expecting Hasty Augmentation to be used on me and when that happens I'll be dealing 5 fire damage to three targets taking out any minions still in play and dealing Voss damage. 

Ruins of Atlantis

In Play: Atlantean Font of Power

Trash: Toxic Seaweed, The Krakenx2, Phosphorescent Chamber

 

Start of Turn: Atlantean Font of Power destroys itself

 

Play: Leaking Room

 

End of Turn:

-Heores cannot play hero cards

-Increase all Lightning damage by 2

Grand Warlord Voss Advanced 

Grand Warlord Voss (53) - Super Thorathian Warrior

In Play:
 

 

Villain Trash:Gene-Bound Firesworn, Forced Deployment, Gene-Bound Frosthound, Gene-Bound Ion Lancer, TCF Conqueror, Gene Bound Psi Weaver, Filed Leitenant Tamar

 

Start of Turn: 

   
Play: Gene Bound Firesworn

End of Turn: Voss deals 3 Energy damage to Expatriette (19) and 2 Fire Damage to Raptor Bot , redirected to Stealth Bot (4) 

Voss plays Forced Deployment

Firesworn deals 2 fire damage to Unity (19)

 

 

========================
Effects:
-Reduce damage to Voss by 1 for each Minion in play

 

 

 

 

==========
Grand Warlord Voss (53) (DR 1)

Gene-Bound Fireswron (3) 

Forced Deployment

 

==========
Setback    - incapped

Unity   - 19

Swift Bot - 5

Stealth Bot - 4

Platform Bot - 3

Raptor Bot - 2

Champion Bot - 8

Mainstay  - 14

Writhe - 13

Dr Medico - 12

The Idealist - 11

Dark Visionary - 20
Dark Watch Expatriette    - 19

 

Let me know if any of that damage is getting redirected

Redirect the Raptor Bot damage to Stealth Bot, please. Looks like no Hasty Augmentation this time around.

Well no card plays at all.   If I could have Setback give me a power play then I can take out the Firesworn with my shotgun so that bots can chew on Voss this turn.   Next turn will hurt though as we will have at least two minions who deal everyone damage.  

I don't have a better idea.