Ruining Grand Warlord Voss' Day

Voss laughs heartily as he orders a Forced Deployment.  The heroes then immediately destroy and trigger it!  What do they have up their sleeves for dealing with the minion pile that has just appeared?

(Note: I don't have the Rook City and Infernal Relics heroes - so someone feel free to finish this.  :slightly_smiling_face: )

Caveat: This is sort of assuming that any villain damage reduction is due to the Gene-Bound Guards only, if they are even there.  A "*" next to a card name indicates that 1-2 minions may survive due to being immune to that card's type of damage.)

 

The Sure Thing

Fanatic nukes the pile (or probably the Forced Deployment and the minions) with End of Days.

Haka does a Rampage.  Bonus points if he has Savage Mana out for minion storage and eventual toxic unleash.

Good Enough with no Gene-Bound Guards about

Bunker fires up some External Combustion*

 

The Stars Are Right! (might need damage dealt help to handle Gene-Bound guards)

Omnitron-X unleashes a Defensive Blast (Note 1), or declares a Singularity* destroys a pile of equipment.

Tachyon stirs her trash and hits them with a Sonic Vortex* (need enough burst cards in trash)

Absolute Zero stops them cold with a Fueled Freeze* (needs to destroy three ongoing cards)

Unity's Bot-pack help her fire a Powered Shock Wave* (damage based on # of golems in play)

Ra draws upon the environment to cause Scorched Earth* (damage based on # of environment cards in play)

 

Need A Little Help Over Here! (+1 damage dealt needed for minions with no damage reduction)

Omnitron-X bombards them with Disruptive Flechettes*

Tempest hits them from the skies with a Grevious Hail Storm*

Visionary catches them in a Psychic Maelstrom*

 

Need A LOT of Help Over Here!! (we're into the 1 pt area effect attacks now)

Tempest dampens them with a Squall* (only default power on the list), or calls upon a handy Electrical Storm*

Absolute Zero breaks them with a Cold Snap*.

Fanatic gets stellar with a Holy Nova.

Visonary causes a sad with Demoralization*.

The Scholar tells everyone but the minions to Get Out Of The Way*!

Tachyon punches their ticket with either Hypersonic Assault* or Accelerated Assault.

Someone shoots Cryobot*!

 

Wait, That WORKED?!?

Ra has them Drawn To The Flame* (Note 2)

Wraith goes toe to toe with the whole set using Combat Stance. (Note 3)

 

Sadly, Legacy and Chrono-Ranger get left out of the fun. 

 

Note 1: The Defensive Blast option is very conditional since it's a 1+1+1 or 1+1+1+1 attack of different types.  Gene-bound guards will essentially negate it, but any sort of damage dealt bonus makes it obliterate the whole pile.

Note 2: Drawn To the Flame damage is based on Villain ongoing cards.  The only ones in the Grand Warlord Voss deck are the Forced Deployment cards themselves.

Note 3: Needs some damage dealt help and would only result if every minion damaged her on the Villain turn.  :open_mouth:

 

 

I am guessing that it is assuming the person has no cards in play, considering Ra's Drawn to the Flame paired with the Staff of Ra and Solar Flare would deal 3 fire to all targets. So based on that...

 

Need A LOT of Help Over Here!!

Mr. Fixer strike all with a Jack Handle.

Expatriette puts lead in the air with a Submachine Gun*.

 

The Stars Are Right

NightMist sends everyone to Oblivion.

 

Argent Adept joins Chrono-Ranger and Legacy.

I'm working off the base effects of the card.  The "help" could be from one of many sources - other cards of that player (Staff of Ra for Ra), other players (Legacy's Galvanize), or possibly environment card effects.

The oddity of getting it from "Drawn To the Flame" is that the only way to take out the minion pile with it is having another Forced Deployment sitting there in play ready to go the next Villain turn.

And there might be some chain of card plays that would allow Chrono-Ranger to take a lot of minions out in a turn using multiple cards to inflict damage.  Danny-Boy alone could take out a half dozen or so if enough bounties were in play.

As my previous post said, Staff of Ra plus Solar Flare would deal sufficient damage to the Minions (minus guards), so having another Forced Deployment is completely unneeded.

With Solar Flare and the Staff you would have +3 to your attack, allowing Drawn to the Flame to deal three Fire damage to all the minions.

Yes. The base 0 attack.  Which sort of applies to all the other "condtional" attacks in the list - Unity's Powered Shock Wave, etc.

I'm assuming that the question is about how to handle functionally unlimited targets.  Otherwise, Legacy has Flying Smash and Chrono-Ranger has stuff like The Whole Gang...they can certainly contribute, but I figure the OP is looking for ways to kill any number of 3-HP minions at once.

The mention of Fixer Charging, I presume, involves him having a Jack Handle as well.

Need A Little Help Over Here!!

Fixer with the classic jack handle AND the rod of anubis, because nothing quite combines with tools as well as an infernal rod in martial artists hands. Would probably score with stars are aligned but did happen in the past in a game I played actually fixer was wiping the floor with the rod of anubis, harmony, jack handle and alternating tiger claw to bypass pesky damage reduction.

Ahh yes, that's true. Guess that breaks the one card limit.

I actually just ruined Voss's day myself last night.  I recently acquired all the various Promo cards and decided to take them for a spin.  Normally I like a four man team against Voss, but I decided to try Young Legacy, ExPatriette, and Absolute Zero (I forget the name of their promos, I'm still kinda new to the game).  Deal of Deals, (I might get a few names wrong) I got out Inspiring Presence for YL, Hair-trigger Reflexes for ExPat, and SubZero Atmo for AZ.  Effectively, this meant that none of Voss's Minions could do anything until their second round in game (since all End-of-Turn effects are now Start-of-Turn), and everyone was taking 2 points of damage as soon as they came into play, meaning all Minions were 1-HP. 

After that AZ got into his usually Cold-Fire-COLD damage-dealing-self-healing mode, Ex-Pat got her Assault rifle and cleared off any minions still standing, and YL pounded Voss all day long.  With the occasional RPG to blow up any annoying Enviro cards, it had to be the easiest time against Voss I'd ever had. 

Cool :D. Pity Ab'Zero didn't manage to get out Cold Snap or you'd've had another 2 damage (one plus one for Inspiring Presence) going off against all non-hero targets at the start of Ab'Zero's turn and definitely wiped out all Minions with zero effort…apart from the Frost Hounds of course ;).

This Could Work

Chrono-Ranger w/ Danny Boy, Hunter and Hunted, and several bounties in play, along w/ Jim's Hat and several copies of Eye on the Prize or Terrible Tech-Strike. Each Eye takes out a Minion, Each Tech-Strike takes out two, and Danny Boy bats clean up.

This isn't quite the same (and requires an absurd amount of luck) but, alternatively:

Perfect Luck (and some help)

Mr. Fixer hits Voss (before destroying Forced Deployment) with Riveting crane. Somebody destorys Forced Deployment. Chrono-Ranger (with Jim's Hat, 6 bounties (w/ the +1 damage ones on Voss), Compound Bow, and Hunter and Hunted) plays Eye on the Prize (x3) and Terrible Tech Strike (x2). This results in 7 instances of 1 (+8) damage and 2 instances of 2 (+8) for a total of 83 irreducible damage. Assuming you've managed 7 damage before this, game over with as many minions in play as Voss could want.