Weekly One-Shot #144: High Noon

Yeah, I find it kind of disturbing that the best strategy for dealing with Greazer is to let him win.

in my replay, not a single Agent was killed, and they were complete nonentities.

That’s surprising.

We start with Battle Medic, who makes it more difficult to kill Steel since he heals Steel every turn. I seem to recall the order was Infiltrator, Sharpshooter, Bomb Specialist. WIth Battle Medic still around, Infiltrator adds another card play for Steel, Sharpshooter does little, and Bomb Specialist adds 2 fire damage to Steel’s attacks.

2 healing per turn for Steel is somewhat important. Infilitrator’s going to turn up at least one additional negative card, though I don’t recall his one-shots in this game. If you kill Steel fast enough Bomb Specialist won’t come out, so I can see her not qualifying.

Mint, 10, 10, and 0.  The nice thing about this game is that it's easy to prioritize.  I almost always let Greazer "win" in one-shots, and with Expat (my least favorite character) being his chosen victim, it's a no-brainer.  And it's usually best to let Ambuscade be last so you don't have to deal with the nemesis dump.

I led with Kill on Sight to get more options, which let me dig for Jim's Hat and keep him busy.  I saved By Any Means for Steel and then moved it to Ambuscade, and of course The Whole Gang to help with agents.  The Thermobaric Minefield was nasty but it got wiped immediately with Expat's defeat.   Bunker did nothing but Flak Cannon the whole game, except for a 7-point Omni-Cannon to bring Steel to zero exactly.  Game ended on Bunker's 4th turn.

Mint at 10/15/0.  I went in mostly all guns blazing on Steel, though on turn 1 I had Expat sacrifice Pride to Ray Manta and on turn 2 Chrono Ranger took 2 potshots at him to get him into snipe territory.  I also had the first bit of Hunter Tech take the first sniper shot so I could have Chrono draw with Kill on Sight.

 

Other moves I made include putting two things in the omni-cannon to nuke the enticing target, having Expat hairiside when Grazer threw out way too much tech, and putting every net on Plinkmaster Chrono.  Eventually though, it was a whisky crazed big man that took down ol-amby.

i didn’t worry about the agents either. Battle medic couldn’t keep up with the damage I was doing. A bunch went down from an Environment AOE / Expatriate’s shock rounds, but I never focused on taking them out. Steel went down the turn Bomb Specialist came out, so she had no impact. It’s kind of a waste to bother with them when you can kill Steel so quickly.

I also got a Mint without dealing with agents. Instead I just burned Steel like everyone else, and let Greazer kill Expatriette. Ended with Bunker at 1, and Chrono-Ranger at 3 (in my practice game, I ended with Bunker at 1 and Chron-Ranger at 2).

Yeah, 2hp of healing, when I’m doing 6+ damage a turn to him, isn’t really having an impact. 

The most Medic did in my game was let Steel live for an additional turn and he didn't do that much with it.  Honestly the Espionagist was more problemaic in stopping the sniper from killing agents and that wasn't much of a problem.

Near Mint. My biggest mistake in the first game was not taking out Espionagent with Whole Gang first turn.  Sure, he comes back from Battle Medic, but after Hold the Line is gone, he’s easy enough to get rid of again, then Matt Hayes can start picking off agents with impunity.  Once I corrected that in the 2nd game, things went a lot more smoothly.  

Ouch. A fine, because of bad planning on my part.

Often with Greazer, I try to do a damage race and take him down before he takes his target down. Wrong strategy for this game. You have to let Expatriette die. It took me two games to figure that out.

The third game, I was slow getting rid of the agents, because I didn't use The Whole Gang. I ended up getting Steel down and then Ambuscade to single digits before he healed off of doubleteams and took me down.

Finally the fourth game I triumphed, but by then I just wanted to be done.