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AgentF
May 11, 2009
I want to hear about the FINNISH SKI MURDER PATROL as well, please.

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nimby
Nov 4, 2009

The pinnacle of cloud computing.



Another kinda broken Twilight Imperium combo:


You need to lock some of your limited tokens into your Fleet Supply to support bigger fleets, the same tokens that are needed to perform actions and you only gain 2 for free each turn. Larger fleets are naturally a big threat. However, there exists a law that will put a hard limit of 5 tokens in the Fleet Supply, meaning nobody can field death-swarms without buying the really expensive War Suns. If this law is voted in, people will want to maximize the hit points of their fleet by putting in some dreadnoughts, big ships that have Sustain Damage, meaning that they can 'tank' 1 hit, then be tipped over. The aforementioned War Suns and race-specific Flagships also have this ability. So a fleet of 5 cruisers will be completely wiped out if your opponent has rolled 5 hits, but a fleet of 5 dreadnoughts could just tip over all the ships and everything's still alive. Although they do cost a lot more.

The Barony of Letnev have the racial trait of getting a permanent +1 to their fleet supply. With the Fleet Supply law in place, they are now the only civilization capable of supporting 6 capital ships in a system. They also have a racial technology that allows them to use Sustain Damage to absorb 2 hits instead of just 1. Now they could take a maximum of 12 hits before having to destroy a ship when assigning damage. Each ship only has 1 attack, so if it's 5 v 6, the other guy isn't going to be able to finish off even a single of your ships before being wiped out.

The Barony of Letnev also have a Flagship that repairs itself at the start of each combat round. Now your opponent has to deal 2 damage every round just to keep up with your Flagship repairs. Only at 3 hits is he making any sort of progress, while you are still blowing him up. There is a tech everyone can research that allows you to repair up to 1 ship at the end of each combat round, so if you add that in you are healing 4 hits per turn, which is a lot when the max fleet supply is 5.

They could get around this with fighters, which are attached to carriers and don't cost fleet supply. But you only need 2 ships to heal 4 hits per turn, meaning your other 4 supply can be anti-fighter ships, or just match his fighters with your own. War Suns get 3 attacks per round, but 2 War Suns will cost more than the dreadnought + flagship + supporting ships.

Having a strong fleet is a huge deterrent to people taking your poo poo, but having a nigh-invulnerable fleet means you can take other people's poo poo without repercussions.

Chamale
Jul 11, 2010

I'm helping!



AgentF posted:

I want to hear about the FINNISH SKI MURDER PATROL as well, please.

Finnish ski patrols weren't limited to Simo Hayha, they had squads who travelled around and fought on skis. This provided a major advantage against Soviet troops trudging through snow. The Molotov Cocktail was originally meant to be a smoke bomb, blinding a tank so the Finns could ski away, until they discovered that Soviet tanks would blow up after inhaling burning fuel through their air intakes.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
A little side thought stemming from my ongoing F&F writeup of Way of the Scorpion.

The original set of Legend of the Five Rings CCG had this card: Bayushi Kachiko.



Kachiko is a "seductress" and has the ability to seduce (and poison) any personality in the game. Most of the time, this is samurai and wizards, and makes some sense. Other times...

+

Kachiko can seduce this vampire ghost and poison it.

Okay, not too weird, though?

Let's move to the next stage.

+

Here's a god-dragon made entirely of fire. Kachiko can seduce it, too! And poison it!

We can get weirder, though.

+

See this immense siege weapon covered in spikes? Kachiko can seduce that.

+

Kachiko can seduce herself. Not a copy of herself - she's unique - but literally seduce and murder her own person. But as a final footnote...

+ +

Alternately, you can use Shuten Doji (above) to have Bayushi Kachiko seduce and poison herself to create a feedback loop where the Shuten Doji can eat the poison, becoming infinitely strong given an infinite number of turns and keeping her from dying.

And this is just using cards from the original set and promos. :shobon:

Fallorn
Apr 14, 2005
You only need the doji and the seductress. You seduce your own Doji who gets a token during when she bows then he gets a second token during the straighten phase bringing him to 4f 2c eats a token and goes to 5f 4c and if you keep it up his stats will slowly go up. And while slow infinite stats are cool its not as silly as a more recent rule with copying a personality to set stats so you have a 40 force guy for 7 gold.
Tsukau the Spider copy god is 7 gold and copies a non-unique human personalities current force one keyword and one ability. For the rest of the game as an open action. So if that personality has 8 base force and you limited perfect sacrifice him 2x he would go to 32 force without any other jank going on.

Fallorn fucked around with this message at 20:22 on Mar 12, 2013

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.
I guess Bayushi Kachiko is just that good in bed!

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

Fallorn posted:

You only need the doji and the seductress.

Yeah, that's what I meant, though I probably wasn't as clear as I could have been.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Alien Rope Burn posted:

Alternately, you can use Shuten Doji (above) to have Bayushi Kachiko seduce and poison herself to create a feedback loop where the Shuten Doji can eat the poison, becoming infinitely strong given an infinite number of turns and keeping her from dying.
The image this conjures is bizarre, extremely pornographic, and probably the basis for at least one hentai film.

El Estrago Bonito
Dec 17, 2010

Scout Finch Bitch
The dragon thing isn't that weird since dragons in L5R become humans and have kids all the drat time.

Fallorn
Apr 14, 2005
They also have half naga kids. At least one clan champion is a naga halfbreed. Actually make that 3 clan champions have had the naga keyword.

jadarx
May 25, 2012

Loxbourne posted:

I guess Bayushi Kachiko is just that good in bed!

If we're discussing weirdness of rule and story intersections, Kachiko does all this without actually sleeping with anyone. She can seduce you to death and still be considered 'faithful' to her husband.

My favorite interaction, being a Crane player, is taking a puny Crane duelist and playing Impromptu Duel on an Oni. Impromptu Duel will destroy the loser, but it gives the challenged the chance to weasel out, suffering the dishonored status. Why a huge demon from Hell cares about honor...

Fallorn
Apr 14, 2005

jadarx posted:

If we're discussing weirdness of rule and story intersections, Kachiko does all this without actually sleeping with anyone. She can seduce you to death and still be considered 'faithful' to her husband.

My favorite interaction, being a Crane player, is taking a puny Crane duelist and playing Impromptu Duel on an Oni. Impromptu Duel will destroy the loser, but it gives the challenged the chance to weasel out, suffering the dishonored status. Why a huge demon from Hell cares about honor...

They care because you gained 4 honor and thats is more than 1/10 of your victory condition if you are at 0. Being crane you are starting 6 honor buying a dude for 4 bringing you to 10 and with one impromptu duel you are 14/40 of you victory condition during the action phase of your turn two if the oni accepts the duel. If he doesn't you are only at 12/40 which could mean a whole turn slower and he just negates the kill.

Zero_Grade
Mar 18, 2004

Darktider 🖤🌊

~Neck Angels~

jadarx posted:

If we're discussing weirdness of rule and story intersections, Kachiko does all this without actually sleeping with anyone. She can seduce you to death and still be considered 'faithful' to her husband.
Well now that's just impressive.

In Magic, anything that changes or adds card type (Enchanted Evening, Opalescence, March of the Machines, etc) usually leads to hilarious interactions.

As far as old combos go, everyone's heard of the Channel/Fireball deal. There also used to be various schemes to trick Phyrexian Dreadnought, then the biggest creature, into play. The oldest was by using Illusionary Mask to confuse the opponent with the amount of text on the card. Just kidding, the Mask lets you put Dreadnought into play face down for 1 mana, then as soon as something happens to it it flips into its actual self, which does not trigger its "enters the battlefield" effect. Anothed method is to use Stifle, or one of the few other cards that provides a "counter ability" trick.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!
Here's another fun Legend of the Five Rings card for romantic shenanigans: Political Marriage.



Wow. The possibilities. Bear in mind the catch: only one of the personalities has to be human or Naga. The person playing the card doesn't have to play a human personality. Gender is not a factor.

"Suana, I know you're a monk and that you've sworn to a life in service of the fortunes, but it's important you marry..."

+

"... the Goblin Warmonger."

"Dear god, get it off me! Get it off!"

"May your marriage honor all of Rokugan."

"Aaaaaa! Its teeth have tinier teeth make it stop make it stop-"

The Lord of Hats
Aug 22, 2010

Hello, yes! Is being very good day for posting, no?
Card type changes, you say? That sounds like a challenge!

Let's start with Tezzeret, Agent of Bolas



He's a very good planeswalker in the right deck, but that's not what we're interested in his -1, which turns an artifact into a creature, and more importantly does so permanently. First we'll use Liquimetal Coating on him, making him an artifact until end of turn. Now we'll use his own -1 ability on himself, making him a 5/5 Artifact Creature Planeswalker - Tezzeret. Just to make sure that the Artifact part sticks past the end of the turn, we'll make him wear some Silverskin Armor. Let's go a step further.

Equip Tezzeret with a Runed Stalactite. This gives him all creature types, but most important among these is the fact that one of these types is Saproling. That lets us play Life and Limb, which means that Tezzeret is now also a Land - Forest. So we've got:

Artifact Creature Planeswalker Land - Tezzeret Forest (and all creature types, which is way too much to type out). But we're not done yet.

Enchanted Evening turns all of our permanents into Enchantments. Prismatic Omen gives all of our lands all basic land types. We can even toss in Rimefeather Owl, to give him the Snow supertype. Sadly, the ways to make him Legendary conflict with other things we have going on, so we'll have to be satisfied with

Snow Artifact Creature Planeswalker Enchantment Land - Tezzeret Plains Island Swamp Mountain Forest, that also has all creature types (including such wonders as "Cat" and "Elk"). Sure, he dies to just about every form of removal under the sun, but I think we can all agree that it's worth it.

AgentAO
May 31, 2011

The Lord of Hats posted:

Supertype shenanigans

There was something weird I came up with the other day in the vein of this.

On the table you have:
Cemetery Puca
Myr Welder
Any planeswalker, I prefer Jace.
Transmogrifying Licid, but that's in your graveyard
A way to sacrifice your creatures

So you can do the same as above, instead of using equipment however you use Mycosynth Lattice and March of the Machines to turn everything you control into a creature, and Conspiracy to turn everything into a Saproling. You can also add Leyline of Singularity for the hell of it. At this point Jace is a Legendary Snow Artifact Creature Planeswalker Enchantment Land - Jace Plains Island Swamp Mountain Forest, and everything else is that except for Planeswalker and Jace.

So first things first you sacrifice Myr Welder. Cemetery Puca sees that its going to the graveyard, and can be turned into a copy of it. You then tap the Puca that's now a copy of Welder to activate its ability, exiling the Licid from the graveyard and giving the Welder Puca the ability "{1}, {T}: Transmogrifying Licid loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay {1} to end this effect." At this point you need to untap the Welder Puca, so you can simply pass the turn. Once it untaps, you activate the Licid's ability. While this is on the stack, you sacrifice your Jace to the Altar. Because Puca doesn't care what the card becomes, only what it was, you can pay to turn the Welder Puca into a Jace Puca.

This isn't for long though. The Licid ability then resolves, and turns Jace into an aura. For a split second, you have a Legendary Snow Artifact Creature Planeswalker Enchantment Land - Jace Plains Island Swamp Mountain Forest Aura, which is probably nearly the most subtypes you can get on one card, before its promptly chucked into a graveyard because creatures can't attach to things, and unattached auras die immediately. Considering that the change only exists in the instant between the ability resolving and state based actions being checked, a time frame so short that players don't even get the chance to play spells, this essentially becomes the Magic equivalent of the Higgs Boson.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

The Lord of Hats posted:

Snow Artifact Creature Planeswalker Enchantment Land - Tezzeret Plains Island Swamp Mountain Forest, that also has all creature types (including such wonders as "Cat" and "Elk").

He's also a Mutant Ninja Turtle, an Anteater Advisor, Caribou Survivor, Starfish Minion, Citizen Sheep, Hippo Incarnation, Coward Pincher Pirate, a Weird Sponge, and a Rebel Squirrel.

E: Also a Germ Ally and a Flagbearer Mongoose and Serf Deserter Badger and an Elder Whale Wall.

Orange Fluffy Sheep fucked around with this message at 22:01 on Mar 13, 2013

Chamale
Jul 11, 2010

I'm helping!



The Lord of Hats posted:

Card type changes, you say? That sounds like a challenge!

Let's start with Tezzeret, Agent of Bolas



He's a very good planeswalker in the right deck, but that's not what we're interested in his -1, which turns an artifact into a creature, and more importantly does so permanently. First we'll use Liquimetal Coating on him, making him an artifact until end of turn. Now we'll use his own -1 ability on himself, making him a 5/5 Artifact Creature Planeswalker - Tezzeret. Just to make sure that the Artifact part sticks past the end of the turn, we'll make him wear some Silverskin Armor. Let's go a step further.

Equip Tezzeret with a Runed Stalactite. This gives him all creature types, but most important among these is the fact that one of these types is Saproling. That lets us play Life and Limb, which means that Tezzeret is now also a Land - Forest. So we've got:

Artifact Creature Planeswalker Land - Tezzeret Forest (and all creature types, which is way too much to type out). But we're not done yet.

Enchanted Evening turns all of our permanents into Enchantments. Prismatic Omen gives all of our lands all basic land types. We can even toss in Rimefeather Owl, to give him the Snow supertype. Sadly, the ways to make him Legendary conflict with other things we have going on, so we'll have to be satisfied with

Snow Artifact Creature Planeswalker Enchantment Land - Tezzeret Plains Island Swamp Mountain Forest, that also has all creature types (including such wonders as "Cat" and "Elk"). Sure, he dies to just about every form of removal under the sun, but I think we can all agree that it's worth it.

All creatures types includes fun combinations like Fish Monger and Mutant Ninja Turtle. If you play R&D's Secret Lair, he gains esoteric types such as Ali from Cairo and Uncle Istvan.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Chamale posted:

All creatures types includes fun combinations like Fish Monger and Mutant Ninja Turtle. If you play R&D's Secret Lair, he gains esoteric types such as Ali from Cairo and Uncle Istvan.

If we count old creature type rules, those included Un-set creature types too. Now he's a Wolverine-Pack Expansion-Symbol Bureaucrat Tiger Crusader. A Miracle-Worker Leper Narwhal. Stangg-Twin Lady-of-Proper-Etiquette. Heretic Mime Designer.

Chorocojo
Sep 25, 2005

Legendary Enchantment Creature -- Bird God

Orange Fluffy Sheep posted:

He's also a Mutant Ninja Turtle, an Anteater Advisor, Caribou Survivor, Starfish Minion, Citizen Sheep, Hippo Incarnation, Coward Pincher Pirate, a Weird Sponge, and a Rebel Squirrel.

E: Also a Germ Ally and a Flagbearer Mongoose and Serf Deserter Badger and an Elder Whale Wall.

He's a Knight Nightstalker, a Worm Wurm, and a Giant Dwarf and a Skeleton Orb as well! Not to mention a Weird Werewolf Wizard, of course. He's simultaneously a Cat Bird Horse as well as a Griffin and a Hippogriff. :allears:

I love the list of creature types.

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
I'll prelude the FINNISH SKI MURDER PATROL by saying that people were frustrated with me playing on the Allied side, and when they asked what army I wanted to play I decided to pull the most obscure, disliked army in the books. Almost everyone played as the Germans, a few people played Italians, and no one was playing as the Finnish yet.

The Finns were a real oddball army in that all of their equipment in the game is pretty much garbage except the stuff that they can buy from the Germans. Their army is a mishmash of equipment that is a tier below whatever army they are fighting: In mid war they can buy T-26 tanks (there are options for buying 3 T-34s or a single KV-1E, but each one of these options costs half your army) to fight stuff like T-34s and KV-1Es on the Russian side. The ONLY thing that they have unique to their army is some of the best self propelled artillery you can buy in the game: It has a high chance of penetrating a tank's top armor, and it has enough firepower to obliterate anything it pierces.

So what makes people hate the Finnish army in FoW? They are the only army in the game in all of the eras that are Fearless Veterans. Fearless, as mentioned with the Soviets, makes it so that they fail anything involving morale on the roll of a 1 on a d6, and Veteran makes them harder to shoot, makes it easier for them to dig in, makes it easier for them to kill dudes in assaults, easier ranging in and hitting with artillery, and the unmodified roll to hit them is a 5+. Beyond 24" you add +1 to hit them, and if an infantry unit doesn't move then they have a Gone to Ground status where an additional +1 is added. If a unit with a rate of fire of 1 moves, they also take an additional +1 to hit. This means that a Finnish unit that doesn't move and is more than 24" away is impossible to hit, or if a rifle unit of Russians is rushing at the Finnish they have to stop moving before they can even hope to hit them. In addition to all of this the Finns also have all of their infantry stands as MG/SMG teams, which means that they can shoot 18" with their rifles and machine guns while moving without penalty, shoot 3 times at the 18" range while not moving, or shoot 3 times at 4" while moving. The flip side to the advantages and being a Fearless Veteran units is that they are ungodly expensive.

In addition to these rules they can also ignore their command stands being killed, and they have rules for skiing. What does skiing do? In heavy snow terrain, infantry units move at a reduced speed, can't At the Double, and tracked vehicles have a 1/6 chance of breaking down and becoming immobilized when driving pretty much anywhere except cleared roads. Wheeled vehicles don't stand a chance at all in heavy snow, and to get a vehicle mobile again it takes a skill check (for conscripts this is a 5+, for veterans this is a 3+.) The Finnish, meanwhile, can move at full speed and At the Double across snow without any problems.

Whenever I convinced players to mix it up and fight in heavy snow I would take only Finnish infantry, Finnish mobile artillery, and Finnish snipers. These would make up my entire army, and people would always start off laughing because I would have no antitank capabilities except for the antitank rifles attached to my infantry teams. If I convinced them to fight in a heavy snow storm (I only did this once because the guy lost everything in his army while practically doing no damage to mine,) then the +1 range penalty applies to anything beyond 12".

In a heavy snowstorm/heavy snow environment, the Finnish VIKING SPIRIT is unlocked and they become horrible, invincible gods of war. Because the Russians are fearless conscripts they can be shot on a 3+ at any range beyond 12". The Russians infantry are restricted to be either A) rifle teams, which means if they move and try to shoot they are at a +1 penalty, or B) SMG teams which can only shoot at 4". The reduced movement rate and penalties both together mean that the Finnish infantry, when moved right, are ALWAYS at a 7+ to hit or out of shooting range, and they can kite the Soviets forever.

The Russians have several special rules like that they have to be hit 10 times instead of 5 to have to make a pinning test, but artillery and snipers only have to hit ONCE to call for a pinning test. If the Russians roll a 1 and fail any morale check, they have the option to have the team's commissar execute a stand of infantry for a reroll (which means that Russians almost never fail their morale, they just lose more people in the process of passing it :black101:) In addition to all the bad things that entails being a conscript, command range is also reduced. This means that Russian infantry have to be keeping stand to stand contact to remain in command, and tanks have to be within 2" of each other. Conversely, Veteran infantry can be 4" from each other, and tanks can be 6" from each other.

I ended up bracketing my snipers in two places on the field, and put my artillery smack dab in the middle of it where it could range in on most of the terrain without having to move, and those poor Russian infantry would be forced to try to close into assault or SMG range because of how impossible it is to shoot Finns at range. The first and second turns would always end with me ranging all my artillery in on the tanks with hopes of destroying the tank commander. Losing their commander means that they are always out of command, and as such they can no longer move even if they don't have to make an automatically failed morale check, so they are effectively taken out of the game. If I managed to remove the armor factor from the game then it was game over.

The Soviet infantry? It turned exactly historical: A bunch of dudes slogging through the snow while a bunch of whitewashed boogiemen would shoot them from nowhere that they could see. At that point in the game it turns into a horrible red bloodbath as the Bolsheviks shoot themselves to keep moving forward with constant pinning tests where they lose an extra stand whenever they fail.

If the Soviets ever decided "gently caress this, I'm going to stop moving to shoot" the Finns had two options that were both horrible for those poor guys: They could continue to ski away out of range and just call in artillery to murder all the stand to stand in the open infantry, or they could spend their movement digging in. Digging in means that any hits have to make their firepower test, with rifles being a 6 and things like a 76mm gun being a 3+ after hitting, and by not moving and staying in their fighting positions they get to shoot their machine guns into the hapless conscripts.

It was VERY easy as the Finnish in heavy snow to go without a single casualty while completely eliminating the Russians. Even if things got dicey the Finn army was perfectly capable of fighting to the last man. Still no one else played them, but I think I won probably 80% of my games while playing as the Finnish.

The funniest instance of watching the Soviets getting picked apart was when I got completely wiped out and my last HQ command stand and the second in command (which on the stand were represented by six dudes,) running in circles and murdering ten Soviet stands (which model-wise was ~fifty or sixty dudes) before the 'company' of six Finns decided to flee the board. My team ended up winning because we captured all of their objectives that game :black101:

I also have some stories about two short joke American armies that I liked to call TEAM ROCKET and COMMANDO KELLY AND THE .50CAL PARADE. I'll be doing those after the CANADIAN DEATH CAV.

Commoners fucked around with this message at 23:30 on Mar 13, 2013

Randalor
Sep 4, 2011



Chamale posted:

All creatures types includes fun combinations like Fish Monger and Mutant Ninja Turtle. If you play R&D's Secret Lair, he gains esoteric types such as Ali from Cairo and Uncle Istvan.

Not to mention being both an "Eye" and "Evil eye" thanks to Evil Eye of Orms-By-Gore having 3 different creature types over the years.

Chorocojo
Sep 25, 2005

Legendary Enchantment Creature -- Bird God
So here's something else with that Liquimetal Coating card:


Liquimetal makes things into artifacts, sure. What can we do with artifacts?


Well, Bludgeon Brawl makes non-creature artifacts into Equipment. So you can just pick poo poo up and have your creatures beat things with a Big ol' book, or Walk-in Freezers or Airships. Sure. What else though.


This is Gideon. Gideon can become a creature for a turn and kick rear end on his own. He is kind of a muscle wizard for JUSTICE.

Liquimetal Coating works on planeswalkers, and since they aren't creatures, well.


I'm going to do something very wrong here:

Basically thanks to stupid amounts of mana thanks to what amount to CAGED. MOONS.


I made a bunch of things into equipment that really don't need to be picked up by anything or anyone.


Gideon is wielding, right now, as weapons:
-4 rings
-4 keys
-6 of his planeswalker buddies. (Artifact Planeswalker — Tamiyo Equipment, Tezzeret Equipment, etc.)
-2 moons.
-Pure magical radiation.
-the intangible magic that lets him do this

It results in him being a 53/7 Planeswalker Creature — Gideon Human Soldier.

Had I had more mana I'd have made him start picking up Tundras and poo poo for no tangible benefit whatsoever.

Lemon-Lime
Aug 6, 2009

Chorocojo posted:

Had I had more mana I'd have made him start picking up Tundras and poo poo for no tangible benefit whatsoever.

Does this actually have tangible/real-play benefits? Can you give him trample and actually use this as a game-winning combo?

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Lemon Curdistan posted:

Does this actually have tangible/real-play benefits? Can you give him trample and actually use this as a game-winning combo?

If you manage to pull this off, you have already passed up at least twenty different chances to win already.

Chorocojo
Sep 25, 2005

Legendary Enchantment Creature -- Bird God
Pretty much, yeah. It's something you CAN do but realistically your opponent is also trying to smash your face in.

Elfface
Nov 14, 2010

Da-na-na-na-na-na-na
IRON JONAH
Well, if we're talking about R&D's Secret Lair, I know someone who enjoys using it alongside any card that mentions discarding one's hand...

Zereth
Jul 9, 2003



Elfface posted:

Well, if we're talking about R&D's Secret Lair, I know someone who enjoys using it alongside any card that mentions discarding one's hand...
Can you explain this for those of us who don't play Magic?

DontMockMySmock
Aug 9, 2008

I got this title for the dumbest fucking possible take on sea shanties. Specifically, I derailed the meme thread because sailors in the 18th century weren't woke enough for me, and you shouldn't sing sea shanties. In fact, don't have any fun ever.

Zereth posted:

Can you explain this for those of us who don't play Magic?

There isn't anything to explain. R&D's Secret Lair says "play cards as written." "Hand" is a different word than "all cards in one's hand." So in order to "discard one's hand," one has to. . . .

Silver2195
Apr 4, 2012
It's telling that the official Unhinged FAQ just gives up when it comes to R&D's Secret Lair. It's not really something you're supposed to actually play with.

sfwarlock
Aug 11, 2007

Silver2195 posted:

It's telling that the official Unhinged FAQ just gives up when it comes to R&D's Secret Lair. It's not really something you're supposed to actually play with.

I thought all of unhinged (and unglued) fell under that.

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

sfwarlock posted:

I thought all of unhinged (and unglued) fell under that.

There's an actual format for playing unhinged and unglued. There's regular Un-card stupid, and then there's R&D's Secret Lair stupid.

Quinn2win
Nov 9, 2011

Foolish child of man...
After reading all this,
do you still not understand?
My favorite part of Unglued was a Q&A about it I read with an entry about the card Goblin Bookie. It went something like this:

Q: Doesn't this card fundamentally violate the rules of how actions resolve?
A: Shhhhhhhhhhhh!

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

DontMockMySmock posted:

There isn't anything to explain. R&D's Secret Lair says "play cards as written." "Hand" is a different word than "all cards in one's hand." So in order to "discard one's hand," one has to. . . .

There's an even stranger use. Skirsdag Flayer has an ability with the activation cost "Sacrifice a Human", so you can activate it by killing yourself if you like.

Of course, nothing is ever going to beat playing Zombie Apocalypse with R&D's Secret Lair in play. It's quite hard to top a combo that literally requires you to kill everybody in the room including yourself.

ActionZero
Jan 22, 2011

I act once more in
imitation of light

Jedit posted:

There's an even stranger use. Skirsdag Flayer has an ability with the activation cost "Sacrifice a Human", so you can activate it by killing yourself if you like.

Of course, nothing is ever going to beat playing Zombie Apocalypse with R&D's Secret Lair in play. It's quite hard to top a combo that literally requires you to kill everybody in the room including yourself.

More like everyone on the planet, it just says "Destroy all humans."

Gau
Nov 18, 2003

I don't think you understand, Gau.

ActionZero posted:

More like everyone on the planet, it just says "Destroy all humans."

"Thirty-six dead, four injured as Hasbro-inspired killing spree ends in police shoot-out."

Zemyla
Aug 6, 2008

I'll take her off your hands. Pleasure doing business with you!
R&D's Secret Lair breaks most hilariously with Floral Spuzzem.


"Floral Spuzzem, do you want to destroy an artifact? I'll wait until you tell me."

Ardeem
Sep 16, 2010

There is no problem that cannot be solved through sufficient application of lasers and friendship.

Zemyla posted:

R&D's Secret Lair breaks most hilariously with Floral Spuzzem.


"Floral Spuzzem, do you want to destroy an artifact? I'll wait until you tell me."

Sometimes you just have to listen to the heart of the cards.

Gerund
Sep 12, 2007

He push a man


"Thankfully, I speak Spuzzem. gently caress your Jitte, Brian."

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Fungah!
Apr 30, 2011

Battlestar Galactica: Pegasus and strategic executions

Pegasus introduced execution, which was a way to stop Cylons with very strong passive abilities (e.g. Boomer) from just sitting in the Brig and loving your game up consequence-free. Basically, when you execute someone, they flip their loyalty card. If they're a Cylon, they get sent straight to the Cylon part of the board without doing their reveal action or getting a super-crisis, which is a huge boost for Team Human. On the other hand, if you execute a human, you lose 1 morale (if it ticks down to zero, humans lose), they discard their hand, and they swap characters.

The problem is that this is kind of hugely exploitable and pushed the game pretty strongly towards the human side. Hard revealing a player is usually worth losing 1 morale, especially early in the game or if there's nothing very dangerous going on. It's even more tempting because one of the quorum cards (super strong cards that one of the player roles can get) recovers the one morale lost from executing a human for free, and there are a bunch of other quorum cards and crises that give the chance to get morale back. Basically in a game with just Pegasus and vanilla, one of the strongest midgame strategies is to just murder people randomly (in a setting that only has 50,000 humans left alive in the universe) once all the loyalty cards are handed out and try to pick out the traitors.

The other big, super gamey thing you can do is to use executions as a way to get confirmed humans to swap over to a more beneficial character midgame. For instance, you could play a character like Admiral Cain, who has a strong once-per-game ability and a weak passive ability, use the OPG, then find a way to execute yourself or get someone else to do it and swap over to a character with a strong passive ability. You could also use them as a way to swap over to a character with a very niche special ability in a situation where they'd be useful, then get a morale back and murder them again to swap them back to an actual good character. I've personally played in a game where the humans only won because one guy walked himself out the airlock to swap to a different character, then had the next person in line play a card that gave him their turn, then used their new passive to salvage a lovely situation (Duwalla in a situation where all our fighters got blown up and we needed to keep some civilian ships alive for a couple of turns, if anyone's interested).

Basically, until Exodus came out with loyalty cards that have negative effects if they're hard revealed, strategic murder was an extremely strong strategy for all the wrong reasons.

D&D 4e

This is one of the goofy degenerate builds from very early on that got erratad out pretty quickly. I don't remember the specifics anymore, but basically you build a level 30 Human Bard/Fighter/Something (Want to say either Ranger or Rogue). Bard's just there to let you multiclass multiple times, but the Fighter gives you access to a daily stance power that lets you make a melee basic attack every time you take a move action. There's also a Paragon Path out there that lets you spend unlimited Action Points in one combat. Finally, that mystery third class gives you access to an Epic Destiny that refunds you an AP every time you spend one to take a move action.

Following through on all that, once the build's up and running you stance up, spend an action point to make a move action, get a melee basic attack afterwards, get your AP back, get to spend it on another move action, and just keep going until either the whole game world's covered in a gray and red blur or your DM's head melts.

Fungah! fucked around with this message at 06:23 on Mar 15, 2013

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