Virral wrote:Any thoughts on how Defend is being used this next turn?
I think we may need to work on this on a case by case basis as, with this being the final mission, Steelhorns defending or not defending may depend on who is targeted for the attack, who is doing the attacking and who is still to attack.
For example, the attacks could come from the Zombie, Lord Douchebag, the Golem, Okaluk or even Steelhorns himself!
Ok, I've just been through the cards for this mission. This is what Virral started with:
Web Trap x 2
Dash x 2
Dark Resilience
Dark Fortune
Dark Might
Blood Rage
Pit Trap
Reinforce
Dark Fortitude
Expert Blow
Frenzy x 2
Tripwire
He has played:
Web Trap x 2
Dash x1
Blood Rage
Pit Trap
Dark Fortitude
Expert Blow
So this means the cards remaining in either the deck or his hand are:
Dash x1 - Monster gets an additional move action this turn
Dark Resilience - Monster gets 2 red die back in health (i.e. like a hero recovering from being KP's would get)
Dark Fortune - Re-roll one die
Dark Might - Add a surge to an attack after you have rolled the attack
Reinforce - Allows Virral to bring more minion Golems on the map at the end of his turn. These appear next to the master Golem
Frenzy x 2 - Monster gets an additional attack action this turn
Tripwire - Play when a hero enters an empty square. Test awareness. Failure means he must end his move action but can still use fatigue or a second move action to move.
Ok, so Virral has 8 cards left unplayed. He has 1 in his hand (I think).
At this point Dash is of fairly limited use to him. Zombies can't Dash due to Shamble and everyone else is close enough to attack without needing to Dash.
Dark Resilience will be used to heal Lord Rimjob.
Dark Fortune will be used to re-roll a miss, increase damage to kill one of us or increase defence to save Lord Backstabber.
Dark Might is useful utility card given the number of different options the Golem and Lord Jerkwad have available on a surge.
Reinforce - This won't come into play until next turn since the Golems are placed at the end of Virral's turn (and therefore don't get to attack).
Frenzy will likely result in the Golem getting 2 hits on us. This is one to worry about.
Tripwire is not that useful at this stage as (and I could be reading this incorrectly) it only ends move actions, so we can still use fatigue to move around. So I think I could still Running Shot and Okaluk could still use his bonus movement points to move.