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I imagine that the last thing Gutter Owl wants is more Endrbyt, but when you do random select sometimes this is what you get! We've got Wol, playing Clive, against Gutter Owl, who will probably start dreaming about Endrbyt at this point. We'll be using this arena: Empire of Gesselheim Haunted Sewers Grey bricks crumble all around, occasionally broken up by large pipes. You come across a spirit in an open area; it seems startled and cowers down. Perhaps you can ignore it. Use the 7 space board. Players start one space from the edges. Place a shy ghost marker in the center space. Start of beat, after player start of beat effects, check the position of the shy ghost. If it is in between two fighters or on the space of a fighter, nothing happens. Otherwise, if it is adjacent to a fighter, that fighter loses 1 life; if it is not adjacent to a fighter, it moves 1 space towards the closest fighter, and if it ends adjacent to a fighter that fighter loses 1 life. If an attack that includes the ghost's space in its range misses, add one anger token a pool off to the side. If an attack that includes the ghost's space in its range hits, the target of the attack may choose to have the ghost soak 1 damage from the attack by adding an anger token to the pool. Turning point: When there are 3 or more anger tokens in the pool during the recycle phase, flip this card. Angered Spirits The spirit has had enough. It advances inexorably, attacking any who get in its way. Use the 7 space board. Players retain their positions, and the shy ghost token is replaced with an angry ghost token. Start of beat, after player start of beat effects, the ghost moves towards the nearest player if it is not already on or adjacent to a player. If there is a tie for nearest, the ghost moves towards the active player. After this movement, it deals 1 damage to any adjacent player and any player it shares a space with. If it deals damage this way, remove an angry token from the pool. If an attack that includes the ghost's space in its range misses, add one anger token a pool off to the side. If an attack that includes the ghost's space in its range hits, the target of the attack may choose to have the ghost soak 1 damage from the attack by adding an anger token to the pool. When there are no more anger tokens in the pool, flip the card back. Players retain their positions and the angry ghost becomes a shy ghost again. Endrbyt's setup: Gutter Owl posted:Mode: Acquisition Mode I need Endrbyt's styles, bases, and mode, then starting discards and finishers from each of you. I haven't run Endrbyt before- I'm guessing the fair thing to do is choose his setup before you both pick discards and finishers. Sefer fucked around with this message at 21:45 on Oct 24, 2014 |
# ? Oct 24, 2014 21:04 |
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# ? Apr 20, 2024 16:09 |
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Christ on a bike.
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# ? Oct 24, 2014 21:28 |
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Mode: Acquisition Mode Styles: Displacement, Dispersal, Capturing, Unbreakable, Sonic Bases: Burst, Shot, Strike, Drive, Dash, Vent, Slice
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# ? Oct 24, 2014 21:39 |
All my money's on the robot!
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# ? Oct 24, 2014 21:39 |
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Gutter Owl posted:Christ on a bike. That's more or less how I thought you'd react. I could reroll if you just have too much Endrbyt in your life. Assuming not, though, I stuck a reference to those moves in the first post. Need finishers and discards from you both!
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# ? Oct 24, 2014 21:47 |
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Gutter Owl just can't escape the robots. They're everywheeereeeee.
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# ? Oct 25, 2014 00:01 |
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Beat 1 Clive Melmont 20 Life Discard 1: Leaping Dash Discard 2: Burnout Wrench Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 20 Life Discard 1: Displacement Dash Discard 2: Dispersal Vent Finisher: Dispel Energy Tokens: 2 Anger Tokens: 0 Clive activates Atomic Reactor Clive has priority 5. Endrbyt has priority 3. Clive is the active player! Start of beat, Clive retreats 1. Start of beat, Endrbyt can spend energy for extra range. I assume he won't since he's Start of beat, the shy ghost is in between the opponents and doesn't act. Before activating, Clive advances 1. Rocket Drive has a range of 3~4. At range 4, it hits! On hit, Clive pulls Endrbyt 1 space. Endrbyt takes 5 damage and is at 15 life. Endrbyt is stunned. Sefer fucked around with this message at 07:18 on Oct 26, 2014 |
# ? Oct 25, 2014 02:54 |
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Sefer posted:
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# ? Oct 26, 2014 06:44 |
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Retreat 1, advance 1, pull Endrbutt 1. K-choom!
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# ? Oct 26, 2014 07:13 |
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Beat 2 Clive Melmont 20 Life Discard 1: Rocket Drive Discard 2: Leaping Dash Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 15 Life Discard 1: Capturing Drive Discard 2: Displacement Dash Finisher: Dispel Energy Tokens: 2 Anger Tokens: 0 Clive activates Extending Arms Clive has priority 2. Endrbyt has priority 0. Clive is the active player! Start of beat, Endrbyt retreats 1. Start of beat, the shy ghost is between the two players and does nothing. Before activating, Clive advances 1. Before activating, Clive attempts to pull Endrbyt, but Enderbyt cancels the pull and gain 1 energy. Enderbyt is at 3 energy. Upgradeable Shot has a range of 1-5. At range 3, it hits! On hit, Endrbyt ducks behind the shy ghost. The shy ghost soaks 1 damage for Enderbyt and gains 1 anger token. Endrbyt takes 3 damage and is at 12 life. Endrbyt's stun guard holds! Dispersal Burst has a range of 3~6. At range 3, it hits! On hit, Enderbyt gains 2 energy and is at 5. Clive takes 4 damage and is at 16 life. Clive's stun guard holds! Sefer fucked around with this message at 07:47 on Nov 10, 2014 |
# ? Oct 26, 2014 07:20 |
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And we're back!Sefer posted:
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# ? Nov 9, 2014 18:34 |
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Well, crap. Since that's enough to beat my stun guard, I'll ignore the retreat for 1 energy, and ignore the pull for another.
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# ? Nov 9, 2014 19:24 |
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Gutter Owl posted:Well, crap. Since that's enough to beat my stun guard, I'll ignore the retreat for 1 energy, and ignore the pull for another. It's been a while, so it may be good to remind everyone of the arena rules. You can soak 1 on attacks that include the ghost by giving it an anger token. Given that, you'll be able to soak 1 and take 3 damage if you want. Does that change your response?
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# ? Nov 9, 2014 22:49 |
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Oh, yeah then. Retreat 1, ignore the pull and gain an energy, soak with the ghost, and return fire.
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# ? Nov 10, 2014 05:52 |
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Yep, I shoulda activated Rocket Boots. Oh well. Advance one!
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# ? Nov 10, 2014 06:11 |
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Beat 3 Clive Melmont 16 Life Discard 1: Upgradeable Shot Discard 2: Rocket Drive Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 12 Life Discard 1: Dispersal Burst Discard 2: Capturing Drive Finisher: Dispel Energy Tokens: 5 Anger Tokens: 1 Clive activates Core Shielding Endrbyt antes 4 energy for +2 priority and On Hit: Stun Clive has priority 10. Endrbyt has priority 7. Clive is the active player! Start of beat, Endrbyt and Clive swap places. Start of beat, the shy ghost is in between the opponents and does nothing. Before activating, Clive pulls Endrbyt 1. Before activating, Clive advances 1. After activating, Clive advances 2, switching sides with Endrbyt. Before activating, Endrbyt retreats 1. Displacement Strike has a range of 1~2. At range 3, it misses. The shy ghost is in range of the attack; it gains 1 anger token and is at 2. Sefer fucked around with this message at 03:25 on Nov 11, 2014 |
# ? Nov 10, 2014 07:55 |
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Sefer posted:
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# ? Nov 10, 2014 19:54 |
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Ante 4 energy. No autostun, but I like priority boosts
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# ? Nov 10, 2014 20:13 |
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Sefer posted:
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# ? Nov 10, 2014 20:31 |
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Extending Arms - pull 1 Leaping - advance 1 Dash - advance 2
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# ? Nov 11, 2014 02:03 |
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Sefer posted:
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# ? Nov 11, 2014 02:12 |
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Retreat 1
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# ? Nov 11, 2014 02:15 |
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Beat 4 Clive Melmont 16 Life Discard 1: Leaping Dash Discard 2: Upgradeable Shot Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 12 Life Discard 1: Displacement Strike Discard 2: Dispersal Burst Finisher: Dispel Energy Tokens: 1 Anger Tokens: 2 Clive activates Synapse Boost Endrbyt has priority 8. Clive has priority 6. Endrbyt is the active player! Start of beat, Endrbyt can spend energy for range. What with the lack of an attack, I'll assume not. Start of beat, Clive retreats 1. Start of beat, the shy ghost is in between the players and does not act. After activating, Endrbyt advances 3. Before Activating, Clive tries to pull Endrbyt, but there's nowhere for Endrbyt to go. Rocket Wrench has a range of 3~5. At range 3, it misses. The missed attack includes the shy ghost; the shy ghost gains an anger token and is at 3. After Activating, Clive deactivates Extending Arms and Synapse Boost. During recycle, the shy ghost is at 3 anger tokens and becomes an Angry Ghost! It will now always activate and deals damage instead of life loss. Sefer fucked around with this message at 17:43 on Nov 11, 2014 |
# ? Nov 11, 2014 03:27 |
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Sefer posted:
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# ? Nov 11, 2014 06:07 |
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Yep!
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# ? Nov 11, 2014 06:34 |
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Advance 3.
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# ? Nov 11, 2014 07:17 |
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I'll turn off Synapse Boost and Extending Arms.
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# ? Nov 11, 2014 07:23 |
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Beat 5 Clive Melmont 16 Life Discard 1: Rocket Wrench Discard 2: Leaping Dash Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 12 Life Discard 1: Capturing Dash Discard 2: Displacement Strike Finisher: Dispel Energy Tokens: 1 Anger Tokens: 3 Clive activates Barrier Chip Clive has priority 3. Endrbyt has priority 4. Endrbyt is the active player! Start of beat, the Angry ghost moves 1 towards Endrbyt. After moving, it's adjacent to Endrbyt and deals 1 damage to him; he is at 11 life. His stun guard holds. The Angry Ghost now has 2 anger tokens. Sonic Vent has a range of 1-3. At range 1, it hits! On hit, Endrbyt gains 2 energy and is at 3. (I'm treating this differently than a normal On Hit: effect because it's not formatted that way, so Endrbyt can still gain energy when Core Shielding is up. Any objections?) On hit, Clive does not need to discard a base because of Core Shielding. Clive takes 3 damage and is at 13 life. His stun guard holds (thanks to Barrier Chip). Before activating, Clive advances 1-2. I assume he wants the hit and advances 1. Megaton Drive has a range of 1. At range 1, it hits! On hit, Clive retreats as far as possible. On hit, Clive pushes Endrbyt 1. Endrbyt takes 5 damage and is at 6 life. His stun guard holds. End of beat, Endrbyt declines to discard Energy. Sefer fucked around with this message at 19:17 on Nov 12, 2014 |
# ? Nov 11, 2014 17:47 |
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Sefer posted:
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# ? Nov 12, 2014 18:45 |
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Nope.
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# ? Nov 12, 2014 18:54 |
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Beat 6 Clive Melmont 13 Life Discard 1: Megaton Drive Discard 2: Rocket Wrench Finisher: System Reset Inactive Modules: Active Modules: Endrbyt 6 Life Discard 1: Sonic Vent Discard 2: Capturing Dash Finisher: Dispel Energy Tokens: 3 Anger Tokens: 2 Clive activates Synapse Boost Clive has priority 1. Endrbyt has priority 4. Endrbyt is the active player! Start of beat, Endrbyt and Clive swap places. Start of beat, the angry ghost moves towards Clive. After moving, it's adjacent to Clive and deals 1 damage to him; he is at 12 life. His stun guard holds. The Angry Ghost now has 1 anger token. Before activating, Endrbyt moves 1. Displacement Shot has range 1~5. At range 5, it hits! Clive takes 2-3 damage (he could use the ghost to soak, but it won't end up mattering). His stun guard holds. Before activating, Clive moves 1. Upgradeable Shot has a range of 1~5. At range 4, it hits! Endrbyt takes 6 damage and is at 0 life. Endrbyt is KO'd! Clive wins by KO! Congrats, Wol! Sefer fucked around with this message at 23:19 on Nov 12, 2014 |
# ? Nov 12, 2014 19:19 |
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Sefer posted:
The arena definitely had more of an effect this time. Were either of you purposefully trying to set the other up to be attacked by the ghost, or was it just a happy accident? I know that Gutter Owl's last move was designed to get away from the ghost, but I don't know whether the rest of it was just a happy side effect when it hurt your enemy or gave you soak. Thoughts? Also, Barrier Chip definitely gives Clive an advantage versus the Angry Ghost version.
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# ? Nov 12, 2014 23:24 |
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In Beat 2, I paid for forgetting about the ghost's soak - I thought I was going to be able to stun GO and chose my move accordingly, but the ghost soak let her stay unstunned and hit me back. Rocket Wrench was probably my first attack pair chosen with the ghost in mind, since GO would have had to (and did) run right into the ghost if she wanted to avoid it. I'd say the ghost isn't as obvious a significant effect as most of the printed arenas, but the difference it makes in what will and won't stun a fighter as well as the health drain it can impose is quite significant if the players are taking advantage of it. It's a fun little arena and honestly I wish some of the existing arenas were more along those lines instead of being as unbalancing as they are. Edit: Good game, GO! I was really expecting a Pulse or Cancel that last beat after going through my options, but I suppose there comes a point where Clive just does his Clive thing and there's not much to be done about it. Wol fucked around with this message at 23:59 on Nov 12, 2014 |
# ? Nov 12, 2014 23:41 |
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# ? Apr 20, 2024 16:09 |
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Good game, Wol. I feel like I lost this game in the "build Endrbyt" phase. I made the same mistake Tolly did in the Robot Rock match, pairing Acquisition Mode with mostly low-priority styles. Made me a really bad disrupter. Going in again, I'd pick Gripping/Levitation/Buster/Grasp over Unbreakable/Capturing/Slice/Burst. (Sonic is still too good to pass up for Range and Stun-Guard alone, and Dispersal is just useful against Clive's many pushy-pully effects.) Unbreakable in particular seems like it needs paired with Reactor or Analysis to keep up its energy requirements.
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# ? Nov 13, 2014 05:51 |