Having the staff of Ra out is the reason you could deal one damage. Without that in play, Pyre would deal no damage in the current setup to any villain targets.
<o:p></o:p>
Ok but here is where I am confused<o:p></o:p>
- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced) <o:p></o:p>
So anything we hit is -1 <o:p></o:p>
- Reduce damage dealt to villain targets by 1 (GB Guard) <o:p></o:p>
So any Villain target we try and hit is -1 <o:p></o:p>
They don’t add to -2?? <o:p></o:p>
So with the Staff of Ra, Ra hits for 1+1<o:p></o:p>
So if his regular damage is decreased by 1 that means he hits for 1<o:p></o:p>
But the Guard decreases all damage to villain targets by 1 So Ra would hit for No damage.<o:p></o:p>
I’ll be able to post my turn in the morning after my night shift. Sorry for the delay
Pyre deals 2 damage. The 1 damage was after damage adjustment.
How should we notate things like that? With the initial damage value, or the actual damage dealt?
Ok that is where I was confused Sorry Just makeing sure I am playing it correctly, so Ra does 2+1 -2 = 1
Sorry Ra Just wanted to make sure I understood the damage for when I play my turn.
Some say it's about getting the right tool for the right job, but I believe this wrench might serve well as a focus for my chi. Now to take out the most threatening I'll take a whack at that frost hound and get in an easy defensive stance with the wrench to protect my team-mates.
Mister Fixer
HP: 26
Hand: Pipe Wrench, Grease Monkey Fist x2, Harmony
In Play: --
Trash: --
-------------------------
Start of Turn: --
Play a Card: Pipe Wrench: Fixer Damage Dealt +1, Fixer Damage Taken -1
Use a Power: Strike: 1 Damage to GB Frosthound [2]
Draw a Card: Tool Box
End of Turn: --
-------------------------
HP: 26
Hand: Grease Monkey Fist x2, Harmony, Tool Box
In Play: Pipe Wrench
Trash: --
Effects: Fixer Damage Dealt+1, Fixer Damage Taken -1
Well that should cover my turn, is the way I showed modified HP on the hound ok?
Ha, yeah, sorry about wasting the damage from Ra, but I figured Cornered Beast in this matchup is too good to pass up
If you had not done that Fixer's damage would have been wasted, I just couldn't get over damage reduction of 2 on my first turn with my card draw and cornered beast takes care of many potential problems against Voss.
Strange that Ramonat would have dealings with an alien bent on conquering the planet he seeks to rule. This is worth investigating. . .
NIGHTMIST
HP: 25
Hand: Amulet of the Elder Gods{2}, Mist-Fueled Recovery{4}, Mist Form{3}, Planar Banishment{2}
Play:
Trash:
-------------------------
Start:
Play: Amulet of the Elder Gods{2}
Power: Investigation - Deal myself (2-1) 1 Infernal Damage (thanks Voss), draw Astral Precognition{2}, Scouring Mists{3}
Draw: Heedless Lash{1}
End:
-------------------------
HP: 24
Hand: Astral Precognition{2}, Heedless Lash{1}, Mist-Fueled Recovery{4}, Mist Form{3}, Planar Banishment{2}, Scouring Mists{3}
In Play: Amulet of the Elder God{2}
Trash:
I sure hope we get to see a Mistbound in this game, it would be so appropriate
Tempest looks at Grand Warlord Voss and you can feel a Crackling in the air and the Temperature start to drop.
Tempest says: "For Vognild Prime You shall not Succeed Here!!!"
Tempest
HP: 20
Hand: Gene-Bound Shackles, Reclaim From the Deep (X2), Grievous Hail Storm
In Play: --
Trash: --
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)
-----------------------------------------
Start of Turn: --
Play a Card: Play Grievous Hail Storm (Ongoing) [Power: Tempest Deals Each Non-Hero Target 2 Cold Damage.]
Use a Power: Grievous Hail Storm [Power: Tempest Deals Each Non-Hero Target 2 Cold Damage.]
GW Voss [90] (Conquering Alien Warlord) (-11) [No Damage]
Gene-Bound Ion-Lancer (A) [2] ( immune to energy) [1 Cold Damage]
Gene-Bound Frosthound [2] ( immune to cold) [Immune]
Gene-Bound Shock Infantry [2] (immune to lightning) [1 Cold Damage]
Gene-Bound Soldier [2] (immune to projectile) [1 Cold Damage]
Gene-Bound Ion-Lancer (B) [2] (immune to energy) [1 Cold Damage]
Draw a Card: Localized Hurricane
End of Turn: --
------------------------------------------
HP: 20
Hand: Gene-Bound Shackles, Reclaim From the Deep (X2), Localized Hurricane
In Play: Grievous Hail Storm
Trash: --
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by heroes by 1 (Conquering Alien Warlord - Advanced)
What's our strategy here? Are we trying to keep Voss at 1 minion and pounding him on this side? If so, which minion do we want to keep around?
I'd say flip him and not worry about the damage. Between Nightmist, Tempest, Fixer and Naturalist, we have plenty of heling/redirecting/tanking
Agree Once I get Hurracane out then I hope it will help me find my Healing card.
Alright, I'm game. That's easier anyways.
Though I'm not so good at the whole healing thing so I'll have to settle for killing things with fire.
Tempest Says to Ra "I hope your fire can stay lit, because the wind is comeing. I have a Promise to Keep!!!"
Sort of amusing from the one character that healed this round. And I hope you'll settle for fire since Ra doesn't have a lot of alternatives to that.
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I hope everyone is straight on damage effects. I'll keep the little reminder above the heroes on the status listing for the generic hero damage reduction as long as it is in effect. And feel free to indicate the math "Hero does (2 +1 -1) 2 fire damage to X [nn]" if you feel that helps you keep things straight.
And feel free to ask questions if something is unclear.
Environment - Mobile Defense Platform
A large shadow looms over the heroes and Thorathians.
In Play - None
Start - None
Play - Battalion Gunner [3]
End - Battlaion Gunner hits each hero other than Mr Fixer for 1 energy damage; Ra [27], Naturalist [24], Nightmist [24], Tempest [19]. Mr Fixer shows his superior kung fu by blocking the shots with a wrench.
"Pew Pew Pew" - Take that you wimps!
Voss: Impressive initiative. Misplaced sense of effectiveness. These humans show some potential though. TROOPS! Seize that platform!
Effects:
- At the end of the villain turn this card deals each hero target 1 energy damage. (Battalion Gunner)
Cosmic Delivery? - ROUND 2 - Seizing the High Ground
Villain Turn (Voss on Conquering Alien Warlord side)
Start -
5 minions in play; GW Voss does not flip; GW Voss does not auto-win
Play - Field Lieutenant Tamar [5]
End -
- Ion-Lancer (A) deals 2 energy damage to Tempest [17]
- Frosthound deals 2 cold damage to Ra [25], Naturalist [22], and Tempest [15]. Mr Fixer takes 1 cold damage [25]. Nightmist redirects 2 cold damage to Field Lieutenant Tamar [4] using the Amulet
- Shock Infantry deals 2 lightning damage to Mr Fixer [23]
- Soldier deals 2 projectile damge to Ra [23]
- Ion-Lancer (B) deals 2 energy damage to Tempest [13]
=======
Effects:
- Increase damage dealt by GW Voss to Tempest by 1 (Nemesis)
- Increase damage dealt by Tempest to GW Voss by 1 (Nemesis)
- Decrease damage done by hereos by 1 (Conquering Alien Warlord - Advanced)
- Reduce damage to GW Voss by 2 for each minion in play. (Conquering Alien Warlord)
- Reduce damage dealt to Thorathians and Minions by 1 (Field Lieutenant Tamar)
- At the start of the villain turn if there are 10 or more minions in play the plantet has been overrun by the Thorathian Army. Game Over. No Wrath of the Cosmos for you! (Conquering Alien Warlord)
- At the start of the villain turn if there are no minions in play, flip GW Voss' character cards (Conquering Alien Warlord)
- At the end of the villain turn, Ion-Lancer deals the hero target with the lowest HP 2 Energy damage (GB Ion-Lancer)
- At the end of the villain turn, Frosthound deals each hero target 2 cold damage (GB Frosthound)
- At the end of the villain turn, Shock Infantry deals the hero target with the highest HP 3 lightning damage (GB Shock Infantry)
- At the end of the villain turn, Soldier deals the hero target with the highest HP 2 projectile damage (GB Soldier)
Status
======
GW Voss [90] (Conquering Alien Warlord) (-11)
Gene-Bound Ion-Lancer (A) [2] (-1; immune to energy)
Gene-Bound Frosthound [2] (-1; immune to cold)
Gene-Bound Shock Infantry [2] (-1; immune to lightning)
Gene-Bound Soldier [2] (-1; immune to projectile)
Gene-Bound Ion-Lancer (B) [1] (-1; immune to energy)
Field Lieutenant Tamar [5] (-1)
Villain Trash: GB Guard
-------(Hero damage dealt is decreased by 1)
Ra [23]
Naturalist [22]
Mr Fixer [23] (-1)
Nightmist [24] (high HP)
Tempest [13] (low HP)
------- Envr
Battalion Gunner [3]
Comments:
Voss' minions keep up their fire as they shift forces onto the nearby MDP. And the equivalent to another Guard deploys.
Notes:
-
If Nightmist wants to not use the Amulet she will take 2 more HP damage, to [22]
-
I redirected the Frosthound attack to an Ion-Lancer since hitting the Frosthound would have had no effect on it due to immunity.
-
Mea Culpa on missing Fixer's DR. So there are options on how the minion damage can be distributed.
Damage will have to be recalculated my reduction from pipe wrench was not taken in account. Meaning:
End - Battlaion Gunner hits each hero for 1 energy damage; Ra [27], Naturalist [24],0 dmg (1-1) Mr Fixer [26], Nightmist [24], Tempest [19]
End -
- Ion-Lancer (A) deals 2 energy damage to Tempest [17]
- Frosthound deals 2 cold damage to Ra [25], Naturalist [22], 1dmg (2-1) Mr Fixer [25], Tempest [15]. Nightmist redirects 2 cold damage to GB Ion-Lancer (B) [1] using the Amulet
- Shock Infantry deals 2 (3-1) lightning damage to Fixer [23]
- Soldier deals 2 projectile damage to Ra [23]
- Ion-Lancer (B) deals 2 energy damage to Tempest [13]
The revised modifications are in bold feel free to double check (I decided to volunteer to take the damage when there was a tie as the reduction helped me soak more). Here are the new hero life totals: Ra [23], Naturalist [22], Mr. Fixer[23], Nightmist [24], Tempest [13]