Episode 6: Grand Warlord Voss

If you can take down one of the Guards (ideally the one with 3 HP) before Expat's turn, Fixer, that would solve the problem pretty handily.  I can get rid of the new Forced Deployment with another Temporal Grenade, which will happen before any of those mnions hit the trash.  I can throw down The Whole Gang on a random minion (one of the ones with 1 hp), so you'd only have to deal 1 net damage to that minion in order to destroy the G-B Guard with 3 hp)

It'd mean we have to deal with the Ship for another turn, but collectively we (with some Raptor Help) get rid of *all* of those minions before they thrash us.

Also, how did Voss get 10 hp back from the start of his turn to the end?  I thought he was at 33 HP.

He is at 33 HP.

 

AA, if you sacrifice one of of your ongoings (alacritous?) to only take 2, we can probably hedge on you not needing to heal this turn.  If that was the case, you could play Inventive Prepartion to both boost damage and give someone a card play (probably Chrono to get out the Grenade or another bounty

I could definitely use that card play--I'd love to get out The Ultimate Bounty...

Sacrifice Alacritous Subdominant take 2 damage.

 

Argent Adept

HP: 8

Hand: Drake's Pipes, Inventive Preparation, Sarabande of Destruction, Instrumental Conjuration

In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic

Trash:  Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell,  Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Subdominant

Additional Effects: 

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Start of Hero Turn:

Play a Card:  Inventive Preparation

Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Which ever two want it) and Inventive Preparation, someone other than me can play 1 card right now.

Draw a Card: Telamon's Lyra

End of Hero Turn:

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HP: 8

Hand: Drake's Pipes, Sarabande of Destruction, Instrumental Conjuration, Telamon's Lyra

In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation

Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Supertonic

Additional Effects: Two people do +1 damage until my turn!! and one person, other than me, plays a card right now.

If Fixer is ok putting tiger into play he can kill the 2hp guard, put The Whole Gang on that one, use it to kill the three health one.  I'll take the second damage boost and wipe the rest out.  I won't do anything with all that damage reduction out there.  Sadly I have to drop Hairtrigger so I don't die.

Shouldn't soldier also be at 1hp?

If the health for minions is all correct I would need Assault rifle and shock rounds to kill them all, If Crono doesn't need three card plays I could use that to get assault in so I can ammo it up and use it.

If soldier is at 1hp I can shotgun shock to finish them all, and crono can play three cards.

(I'm laying claim to the card play, so I can get out another bounty on my turn.  For ease's sake, that AA's card play lets me throw down Temporal Grenade.)

(The Soldier is at 3 HP, because he's immune to projectile--your Hairtrigger Reflexes didn't do any damage to him.  That said, you can leave him alive--the Velociraptors will take care of him!)

(I'm going to go ahead and destroy Kill on Sight, so that I only take 2 damage from the Primordial Plant Life)

(Fixer, that +1 damage is all yours!)

Name: Chrono-Ranger

HP: 8

Hand:  Temporal Grenade, The Whole Gang, Sudden Contract, Ranger's Mark, Bounty Board

In Play: The Masadah, By Any Means (on Voss), Temporal Grenade

Trash:  Eyes on the Prize (x2), Displaced Armory, Hunter and Hunted, No Executions, Kill on Sight, Ranger's Mark, Danny-Boy, Just Doin' My Job

Additional Effects:

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Start of Hero Turn:

Play a Card:  The Whole Gang (on minion of Fixer's Choice, as he's the one that needs to smack it down)

Jim's Hat allows a second play:  Sudden Contract (Searching Deck for The Ultimate Bounty, which goes on Voss.  Damage rider deals negligible damage.)

Use a Power: Temporal Grenade (Deals no damage, but destroys the second Forced Deployment--nothing emerges from the villain trash!)

Draw a Card: Eye on the Prize

End of Hero Turn:

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HP: 8

Hand:  Temporal Grenade, Eye on the Prize, Ranger's Mark, Bounty Board

In Play: The Masadah, By Any Means (on Voss), The Ultimate Target (on Voss), Jim's Hat, The Whole Gang (on minion of Fixer's Choice)

Trash: No Executions, Eyes on the Prize (x2), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job, Temporal Grenade, Sudden Contract, Kill On Sight

Additional Effects:

Wouldn't want to play the Whole Gang on the lower Guard?  I can punch through -2 damage with the damage boost and then kill the second guard, which would let Expat clear the board with Shock Rounds

Name: Mr Fixer

 

HP: 9

Hand:  Dual Crowbars, Overdrive, Alternating Tiger Claw, Bloody Knuckles, Toolbox, Jack Handle, Grease Gun

In Play: Riveting Crane, Pipe Wrench, Grease Gun

Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge

Additional Effects:

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Start of Hero Turn: Grease Gun is destroyed

Play a Card: Alternating Tiger Claw, destroying Riveting Crane

Use a Power: Strike the Gene Bound Guard with 2 HP (who has the Whole Gang on him) for 2, killing him and using the Whole Gang to destroy other GeneBound Guard

Draw a Card: Meditation (yay!)

End of Hero Turn:

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HP: 9

Hand:  Dual Crowbars, Overdrive, Bloody Knuckles, Jack Handle, Meditation

In Play: Alternating Tiger Claw, Pipe Wrench, 

Trash: Meditation x2, Driving Mantis, Overdrive, Salvage Yard, Charge, Toolbox, Grease Gun, Riveting Crane

Additional Effects:

Great timing on Meditation there. I'm leaving three alive, so that he doesn't flip after the raptor attacks.  Soldier is less of a threat than Voss, we are getting low and Stalwart needs to die.

Name: Expatriette

HP: 7

Hand: Incendiary Rounds, Liquid Nitrogen Rounds, Pride, Tactical Shotgun, Shock Rounds

In Play: Submachine Gun,Tactical Shotgun

Trash:  Hairtrigger Reflexes, Quick Draw, Reload(2), Shock Rounds

Additional Effects: +1 damage

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Start of Hero Turn:

Play a Card:  Shock Rounds on Tactical Shotgun

Use a Power: Shotgun the Stalwart, shock rounds triggers leaving the stalwart at 10HP, Soldier and Firesworn at 2, shock at 1.

Draw a Card: Arsenal access

End of Hero Turn:

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HP: 7

Hand:  Arsenal Access, Assault Rifle, Incendiary Ammo, Pride, Tactical Shotgun

In Play:  Submachine Gun, Tactical Shotgun

Trash:  Hairtrigger Reflexes, Liquid Nitrogen Rounds, Quick Draw, Reload(2), Shock Rounds(2)

Additional Effects: +1 damage

Please eat the soldier, firesworn is easier to kill.

 

I think we're actually better off letting the shock rounds/raptors kill off as many as possible and letting Voss flip.

If we leave the Firesworn, that's 2 damage for all of us.  Voss would deal the highest 3 and the lowest 2--less overall damage.  And, if he deals that damage, I get to nuke him with The Masadah.  Plus, we'd get a turn with (hypothetically) no DR on Voss, which means more damage.  

 

Well, we want to leave at least two for raptor bait.

Insula Primalis

In Play: Velociraptor Pack - 3

Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack

Additional Effects:

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Start of Environment Turn: 

Play a Card: Obsidian Field enters play.

End of Environment Turn: The Velociraptors tear apart a minion - I'm guessing the Shock Infantry?

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In Play: Velociraptor Pack - 3

Obsidian Field

Trash: River of Lava, Primordial Plant Life x2, Volcanic Eruption, Velociraptor Pack

Additional Effects: +1 damage to all

Round 7

Grand Warlord Voss - Conquering Alien Warlord

Grand Warlord Voss - 33

Cards in Play: TCF Stalwart - 8

Gene-Bound Firesworn - 1

Gene-Bound Soldier - 1

Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard x2, Forced Deployment x2

Additional Effects: Damage dealt to Voss reduced by [# of minions], +1 damage dealt to Voss.

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Start of the Villain Turn: Voss flips.

TCF Stalwart hits all heroes for 4.

Play a Villain Card: Field Lieutenant Tamar enters play.

End of the Villain Turn: TCF Stalwart produces a Gene-Bound Guard.

Firesworn hits Fixer for 3 (reduced to 2) [7].

Soldier hits Argent Adept or Chrono-Ranger for 3.

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Grand Warlord Voss - 33

Cards in Play: TCF Stalwart - 8

Gene-Bound Firesworn - 1

Gene-Bound Soldier - 1

Field Lieutenant Tamar - 5

Gene-Bound Guard - 3

Trash: Gene-Bound Psi-Weaver, Gene-Bound Shock Infantry, Gene-Bound Firesworn, Gene-Bound Banshee, First Lieutenant Vyktor, Gene-Bound Guard, Forced Deployment x2

Additional Effects: Damage dealt to Voss reduced by 2 x [# of minions], +1 damage dealt to Voss, -2 damage dealt to villain targets, -1 damage dealt by heroes.

I guess ill take the 3 over CR

 

Argent Adept

HP: 1

Hand: Drake's Pipes, Sarabande of Destruction, Instrumental Conjuration, Telamon's Lyra

In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation

Trash:  Arcane Cadence, Scherzo of Frost and Flame, Xu's Bell,  Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Subdominant

Additional Effects: 

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Start of Hero Turn:

Play a Card:  Sarabande of Destruction

Use a Power: Xu's Bell, activating Syncopated Onslaught boosting damage again (Which ever two want it) and Inspiring Supertonic to regain 2 HP.

Draw a Card: Telamon's Lyra

End of Hero Turn:

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HP: 3

Hand: Drake's Pipes, Instrumental Conjuration, Telamon's Lyra, Counterpoint Bulwark

In Play: Syncopated Onslaught, Xu's Bell, Inspiring Supertonic, Inventive Preparation, Sarabande of Destruction

Trash: Arcane Cadence, Scherzo of Frost and Flame, Cedistic Dissonant, Rhapsody of Vigor, Silver Shadow, Vernal Sonata, Instrumental Conjuration, Alacritous Supertonic

Additional Effects: Two people do +1 damage until my turn!!

(I'm likely to be dead next turn unless The Stalwart somehow vanishes.  I'm going to toss down The Whole Gang again, so if we can get it to 4 hp, we can take out a minion and scrap it.)

(I'm going to forgo the +1s in favor of Fixer and Expatriette, unless you really want me to take one.)

(It occurs to me that if we leave the G-B Firesworn alive, the Velociraptors will take him out,)

Name: Chrono-Ranger

HP: 4

Hand:  Temporal Grenade, Eye on the Prize, Ranger's Mark, Bounty Board

In Play: The Masadah, By Any Means (on Voss),The Ultimate Target (Voss)

Trash:  Eyes on the Prize (x2), Displaced Armory, Hunter and Hunted, No Executions, Kill on Sight, Ranger's Mark, Danny-Boy, Just Doin' My Job, The Whole Gang

Additional Effects:

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Start of Hero Turn:

Play a Card:  Ranger's Mark (pulling The Whole Gang from the trash and placing on on G-B Guard, negligible damage rider)

Jim's Hat allows a second play:  Eye on the Prize (Negligible damage, draw Dead or Alive (YES!!!) and play Dead or Alive on Voss)

Use a Power: The Masadah (5 Irreducible Energy Damage on The Stalwart [3])

Draw a Card: Bounty Board

End of Hero Turn:

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HP: 4

Hand:  Temporal Grenade, Bounty Board (x2)

In Play: The Masadah, By Any Means (on Voss), The Ultimate Target (on Voss), Jim's Hat, The Whole Gang (on G-B Guard), Dead or Alive (on Voss), 

Trash: No Executions, Eyes on the Prize (x3), Displaced Armory, Ranger's Mark, Hunter and Hunted, Danny-Boy, Just Doin' My Job, Temporal Grenade, Sudden Contract, Kill On Sight, Ranger's Mark

Additional Effects:

Actually, if you pop the whole gang on the Guard, I can pop him to reduce to take out the Stalwart so we dont have a -3 DR in play

Good idea–I'll do that, then.  Editing now.

I'm guessing we do not want Voss to flip while Obsidian field is out, so I'll attack Tamar and the raptors hit a minion.  Hopefully I get something good with Arsenal Access.

One or two rounds and we got this, let us hope the environment is kind.

Edit:  With damage +2 and -2 I can do at least four, if a bonus damage ammo comes out with arsenal access I will kill the Lieutenant.  That is my hope, we'll see  Sadly I chose to save shock rounds and use inferno last turn, otherwise I'd be set.  Shock will be great for finishing this mess though.

If I get a +damage ammo with arsenal access we will be left with one after the enviro turn.  (unless the environment screws us up, which it likes to do)

Actually, could we manipulate it so that Tamar is at 1?  I cant remember how much damage Expat can do, but if the raptors could hit here, we should only take damge from the minions

Ideal scenario is us leaving precisely one minion out after the environment turn: that keeps Voss from flipping and reduces the overall damage we're taking.