Actually was responding to Pydro, not you, just got ninja'd.
Perhaps, but the joke still had to be made.
So assuming someone drank 4 pints of beer at 20 proof each, that's about on par in terms of alcohol with the one pint of gin for 80 proof. Except that you'd be a lot more full after the beer. Impressive.
Ha! Sorry about that.
Hey! I was a ninja! :-o
Ok guys back with it.
Prussia lvl3. Fang and Wildfire.
Strat: I specifically decided with my friend that we would try to focus more on build deny instead of our usual ravage focus. We chose Fang as well because it should excel at that with wildfire in theory.
Game was an easy victory. Wildfire for me felt a lot better this time. I'm not sure if it was the strategy or just my compfort with the game at this point, but we focused on build deny as I said and went after the far inland towns first when able. The idea behind that was to prevent as many explore targets as we could before the early invader3 card (obviously coastal towns are less valuable early since explorers come from the ocean regardless). This, I think, was a big key to our easy victory that we had overlooked before. It sounds so obvious, but it made a big difference. I was able to get off a massive firestorm with some help from Elemental boon from Fang which felt great
We were able to hold off blighting the land until fairly late when everything was pretty under control. Aid From Lesser Spirits was our blight card, and I think that was a huge help as I was able to clear blight when needed with wildfire at that point. A blight card which destroyed presence would have certainly caused much bigger problems.
My friend liked Fang and was able to make good use of Ranging Hunt but wasn't able to get hardly presence on the island and thought, while effective, was a bit slow, clunky, and overly reliant on the luck of the draw from Event cards with beast effects. While I think I very much agree with the over reliance on event cards, we figured out after the game he was only choosing one growth option a turn instead of two. Well, that would changed eeeeeverything haha.
Next Spirit in my crosshairs are Nightmare. I'm overly worried about the lack of being able to actually destroy buildings and just moving them. Now that I have a better grasp on Wildfire I want to figure out how the heck your supposed to A) not have a 4 hour game and B) not get overrun with your inability to clear out invaders.
Ha, ya, that will make a bit of a difference. I disagree on Fang having an overreliance on event cards though. During the Kickstarter I made my own Fang spirit panel and unique power cards when it was spoiled in an update, so I was playing Fang without an event deck, and without the expansion major and minor powers, and Fang still felt strong and useful to me.
I just played a solo game with Wildfire. It ended with all the invaders (except for a few scattered explorers) corralled into the middle coastline land, where they could then be destroyed by a 7 damage Firestorm. Not, to be clear, the 7 fire part of Firestorm, because that adds a blight and I had exactly 1 blight in every land, with 1 blight remaining on the blight card.
If there's 1 Blight in every land, it doesn't matter how much is left on the card… And I guess that can happen in a solo Wildfire game!
Who was your opponent?
I was playing against Level 0 Sweden. I'm running solo games with every spirit against Level 0 adversaries, before moving on to 2 spirit games against higher levels.
Sweden's Level 0 seem significantly more powerful than England or Prussia's. Is that just me?
Sweden is the harder adversary for sure. Until France. Them French will mess you up haha
One tip for Sweden is that the conversion effect is kind of predictable, and you can just make sure to clump the Dahan. That's a more advanced strategy, though.
Indeed France Level 0 is rated as Difficulty 2, vs Difficulty 1 for the other Adversaries.
So with a few Wildfire games under my belt, my strategy has become:
Get presence from energy track until forced to unveil 2nd fire. I'm clearing explorers, making sure I get firestorm if i need to clear stuff behind me. Wildfire is so good at denial.
Then i'm getting both element spaces before 2 cards so I can start removing blight as I add it. This wasn't too slow of a start, as I isolated a good chunk of my board and made my early blight addituon a +1, and after a reclaim I was blight neutral.
The key seems to be getting burned land 2 as fast as possible.
Does this sound right to people who haved played Wildfire more? I understand Wildfire is well set to go card play and rely on energy and card gain, but that route seems reclaim heavy and didn't do as well the time I went that route.
That is definitely in line with how I play Wildfire. Sometimes I'll risk revealing the second fire early and get to 2 cards before I start out down the Energy track so that presence playment destroys towns, but generally only if I'm playing with other spirits who are good at blight removal, or are Spread of Rampant Green.
For the record, I generally unlock 2 fire on the second or third turn of the game, and tend to go for 2 card plays as soon as possible. The energy gain growth option is really strong once you have 2 or more fire unlocked. So there's definitely different ways to play this spirit.
I generally go for 2 energy per turn first, then three card plays, and then the plant/fire element box.
Tempted. Friday?
I'm sure I'll be teaching a bunch, but count me in for non-teaching games any night.
I am definitely in for non-teaching games in the middle of the night at Gen Con! Friday and/or Saturday will definitely work as long as we can find a place with a big enough table that will sell me beer.
If we find a place with a really big table, we could do a 6-player canonical map game! I did one last night, and it was a blast.