RULES MISTAKES: 1. I was incorrectly using AI movement rules for PvP - the Heirs units should have maximized progress during their activations. (Huge thanks to The Center Isle for quickly pointing this out - see his comments below!) 2. End of Onslaught Phase triggers immediately after the last minion is defeated and removed from the game during a wave, even if there is a Hero who would still be able to attack on that turn. (Thanks to Matthias Dhoop for pointing this out!) 3. I'm guessing there will be at least one more - Number 1 was "big" enough that I wanted to update this pinned comment ASAP. :) --- Moreso than any other video I've ever published, this video has been a loooooong time coming. :) Tentatively leaning toward getting Chapter 2 on the channel next month! Happy Gaming! Greg
You said you would create content based on the level of response to this video. So, response. I am playing solo, pvp to learn all the factions. I am on the Heirs v Griege - Horizon’s Wrath - Uprising. Then, Griege v Horizon’s Wrath - Uprising. Then, Horizon’s Wrath v Griege. Done. Then on to the solo campaigns ... Your tone and articulation indicates awareness and enthusiasm about the game. Delivery and screen presentation is excellent. I can hear you while moving around the room. Good deal! I will watch your playthrough(s) after I have gone through the solo scenario a time, or two, to get insight on how to play better, or differently. Thanks for putting this out.
Thanks for the kind comment, sirtrevis! That's such a cool idea to learn and study the game. Looking forward to featuring more of Cloudspire going forward! :)
Hey Toto!! I saw the questions yesterday and was going to reply today - thanks for looping back with an updated comment. :) Note that the AI minion movement I was doing in this playthrough was VERY WRONG. Be sure to see the other comments and watch one of my other Cloudspire videos if you are at all confused about minion movement. Thanks again!
Whoa! I've been playing this for a while and your Harrier opening move made me realize I've been making things way more difficult for myself than I've needed to. Thanks :)
Hey Christina, The Center Isle is right - I was incorrectly using the rules for PvP movement when it came to Heirs activations. Sorry for any confusion!
Just recently snagged this in a trade with a friend, so I'm venturing back to Greg's old videos to do some learning. Man, it's weird that you used to not just do everything live 😂
Nice get! And for real - I don’t miss the editing. 🤣 Be sure to check the comments as my understanding of the rules was a mess in some areas the first couple videos.
@@SoloPlaythroughs I offloaded ISS Vanguard for this, too, so you probably think it's an even better get since I don't believe you were a fan of that game 🤣 comments were the first place I went, so I appreciate the corrections! This game is a behemoth of a learn, as I'm finding out (and assumed as much from watching gameplays plus knowing CTG doesn't make "light" games), so I'm just trying to pick up some things here and there that weren't super clear in the rulebook.
Oh yeah - ISS is fine. I could see a solo player liking it. But it sucked at 4. And def didn’t do enough to keep my attention for more than a few plays. Cloudspire is great. A splendid mess at times. But def great.
Anarchist strategy: You can group the anarchist. If you do, while it is under something else, anarchy will not trigger, which gives you a much stronger chance of actually getting it through. Makes anarchist one of the strongest chips in the game You had aegis pronunciation right the first time. ee-juhs. It means shield
Just got this game and yeah. I started off the 1v1 tutorial walkthrough two handed, saw the position that the first wave left the Brawnen in and decided I didn't need to finish out that game 😂 I moved onto the Solo tutorial and am now cracking into the actual solo campaign. Though this means when my wife is up for trying this, she will have the Grovetenders in the tutorial.
Oh yeah - it's such an awful walkthrough! Can't imagine they wouldn't have just been better off leaving the walkthrough out all together and just spending more time making the rulebook better overall.
At 1:04:20, couldn't you have used Splash on the Dispatch to deal some extra damage? Interestingly, Splash wouldn't allow you to hit both the Elfinkaze and the spire, but you'd be able to at least also hit the Joust. A few minutes later, you could have attacked the Harrier with your Dispatch to damage the Joust as well, though not the spire, as spires aren't units. I don't really blame you though, I completely missed the Splash ability on my Dispatches in my playthroughs. Only remembered because you mentioned it as you upgraded your fortress.
Hey, Ricardo! Yeah - Splash is one of those keywords I used to forget a ton. I think I finally got that one locked into my brain after the two Grovetenders scenarios in Chapters 2 & 3. :)
Love watching more cloudspire thanks for this. Also I noticed that you didn't start the game with the forsaken die in the honor pit. On the Brawnen sheet it says you start the game with the forsaken die in the honor pit. Not that it matters much since the die needs to be rolled for certain minion talents anyway.
Finally got around to this and yes the manual is not the best with numerous really important details "hidden" in the middle of paragraphs. Apparently CTG are now going to test out their future manuals on users so they should improve. Personally I thought the hand holding stops a bit too early... So having to put more time and effort in than I think I'd like and watch some videos. I also think there should have been a few more sequential tutorial Brawnen/Grovetender missions introducing new things and gradually increasing difficulty rather than your first proper mission just throwing you in against a different opponent with all it's new skills etc. Not sure about this but @43:30 you say the BB HAS to move it's full allotment .. however in the Solo Tutorial on Page 17 during the player movement phase for the Brawnen quote "You can't move the battleborn closer to it's mark thanks to the Taproot blocking the path. A lateral move is possible, but you decide to keep the battleborn put...." So this suggests if it's not getting any closer to it's mark you don't have to move it and it's up to the player? I also think it's chess puzzle like but this means even tiny errors in how stuff moves etc can break it hence why I'm asking the above.
Agree with all of the commentary, Rocket! As for the movement question, this just came up in the Cloudspire Facebook group: If a minion who starts next to their mark does not have to move at all (a lateral move in this case is entirely optional), but a minion which does not start next to their mark has to move their full move amount if possible with all the other movement rules in effect.
@@SoloPlaythroughs Yeah this makes sense wrt being next to the Mark as it's reached it goal.. but in this instance the players Minion Battleborn's Mark is the Gate not the Taproot and the Tutorial doesn't move it when it could. Maybe if you can't reduce the distance to the mark from your start position the player minion can simply stay put but if you can you must use all (or as much as possible) of your movement once you start moving?... still a bit illogical and I can't find this written down other than inferring if from page 17 and how they don't move in this situation. I'll go diving on BGG as it's an obvious question and probably been answered as it's in the tutorial.
Yeah - you’re right and sorry for not being clearer. If you can’t get closer, lateral moves are entirely optional. The movement is in general is definitely not the most intuitive. Speaking if which, I still need to “retrain” myself in handling the AI movement for my next video - somehow just missed the “maximum progress” part when it came to non-PvP rules!
@@SoloPlaythroughs Yes I've just played the same Scenario and with the AI moving max progress it makes it a fair bit harder :D.. especially in wave 1. Got close and I'd set Kram up for Wave 4 with 2 extra attack chips to take out the gate in 3 turns but got some bad rolls along with me forgetting another Minaret spawns in Wave 4 which turned a slim chance into no chance. I could have got 1 or possibly 2 Renown but that's still a loss to me :) I did make a couple of errors that were bad for me and think I'm not doing the Elfinkazi correctly but even so it's a tough first Scenario IMO. I'm doing more stuff wrong though I presume though.
Hey Matthias, You check to see if End of Round triggers at the end of a turn [EDIT: This is wrong - read rest of thread!] and, since this turn started with a Harrier on the board (who was defeated by a spire attack after its Quick Strike defeated the Battleborn), I don't think I made a mistake here. That said, I realized in looking into this that I forgot to attack with the Battleborn the previous Brawnen turn, so the Harrier should have been defeated already. :)
@@SoloPlaythroughs page 22 of the rulebook states: The Onslaught Phase ends when there are no faction minions in play and no units yet to deploy. If the defeat of a minion triggers the end of the Onslaught Phase, the current player will resolve the defeat, including collecting rewards and leveling up. However, they do not finish the rest of their turn.
Awesome - thanks for providing further clarification! In my head, the End of Onslaught Phase mechanic worked the same as the triggering of Campfire Mode. (And, honestly, I find it very strange that the two are handled so differently!) Practically, Darb would have just attacked Kram the first turn of the next Wave and we would have been defeated then, but this does mean that I would have had one less source available to me during the Build Phase. Thanks again for catching this - I edited the pinned comment to accordingly. :)
Howdy! So, with the AI, you do not have that much choice as to where it goes. As a human player, this is true, but for the AI you just move far as possible. The Harrier on move 1 only has a single move option That's probably the only major rules mistake in the video. Minor mistakes it looks like you caught I will note you did make it a bit hard on yourself in the second wave never using the Splash talent on your dispatch minions.
I really appreciate these comments, Isle! I already edited my pinned comment and gave you a shout out there. Somehow I missed the "as much progress as possible" part of that sentence about AI movement and instead just applied the principles of PvP movement. And nice catch about me not using the Dispatch Splash talent - I forgot the upgraded Dispatch can Splash! :)
Was a little bit confused there wrt AI movement and now looking at the comments and updates.. So to be clear when the AI moves it moves however you like as long as it ends up at the closest possible hex to it's target based on it's movement restrictions (Water, Mountains etc) So you could potentially path differently to take advantage of things (Secrete etc) as long as it ends up the same (least) number of hexes away from it's target? I've had the game awhile but only played to the end of the first solo training mission and realised it simply left you hanging so gave up until i had the time to commit. Will give this a shot over the holidays.
Hey, Rocket! Yeah - that's right. Based on what I've read in the past couple hours, if you have multiple options that use all of the AI units movement while making maximum progress toward the target, you get to choose the movement path most advantageous to you. (However, to be clear, for your own units, you do not have to make maximum progress - I was playing the Brawnen movement correctly.) Good luck in getting Cloudspire back to the table - I'm now eager to do so myself!
@@SoloPlaythroughs definitely don't wait a full month before your second play like I did...it leaks from your brain (at least it did for me). Although it sounds like you had a few games in already.
Oh yeah - this is definitely good advice. At this point, I just need to relearn the AI movement since I was messing up the Heirs activations. But I’ve played enough with the Brawnen that I should be okay. Will get it to the table soon though! 🙂
RULES MISTAKES:
1. I was incorrectly using AI movement rules for PvP - the Heirs units should have maximized progress during their activations. (Huge thanks to The Center Isle for quickly pointing this out - see his comments below!)
2. End of Onslaught Phase triggers immediately after the last minion is defeated and removed from the game during a wave, even if there is a Hero who would still be able to attack on that turn. (Thanks to Matthias Dhoop for pointing this out!)
3. I'm guessing there will be at least one more - Number 1 was "big" enough that I wanted to update this pinned comment ASAP. :)
---
Moreso than any other video I've ever published, this video has been a loooooong time coming. :) Tentatively leaning toward getting Chapter 2 on the channel next month! Happy Gaming! Greg
You said you would create content based on the level of response to this video. So, response. I am playing solo, pvp to learn all the factions. I am on the Heirs v Griege - Horizon’s Wrath - Uprising. Then, Griege v Horizon’s Wrath - Uprising. Then, Horizon’s Wrath v Griege. Done. Then on to the solo campaigns ... Your tone and articulation indicates awareness and enthusiasm about the game. Delivery and screen presentation is excellent. I can hear you while moving around the room. Good deal! I will watch your playthrough(s) after I have gone through the solo scenario a time, or two, to get insight on how to play better, or differently. Thanks for putting this out.
Thanks for the kind comment, sirtrevis! That's such a cool idea to learn and study the game. Looking forward to featuring more of Cloudspire going forward! :)
Hello! I had some question but you answered later ín the Vid. Awsome work! Keep going. You inspirated me to doing solo bg
Hey Toto!! I saw the questions yesterday and was going to reply today - thanks for looping back with an updated comment. :) Note that the AI minion movement I was doing in this playthrough was VERY WRONG. Be sure to see the other comments and watch one of my other Cloudspire videos if you are at all confused about minion movement. Thanks again!
@@SoloPlaythroughs thanks for the answere! :) I Will watch ALL just I dont want to spoiler to myselt.
@@gedeontamas Sounds good! Just remember that the comments are always a great place to check for rules as you go. 🙂
@@SoloPlaythroughs I Will remember thanks! :)
Whoa! I've been playing this for a while and your Harrier opening move made me realize I've been making things way more difficult for myself than I've needed to. Thanks :)
The opening is incorrect, unfortunately. AI move as much as possible. You are likely playing it correctly
Hey Christina, The Center Isle is right - I was incorrectly using the rules for PvP movement when it came to Heirs activations. Sorry for any confusion!
Thanks for responding to this, Isle!
I’ll be here for more Cloudspire! Nice one, thanks for that.
Thanks, Temple!
Just recently snagged this in a trade with a friend, so I'm venturing back to Greg's old videos to do some learning. Man, it's weird that you used to not just do everything live 😂
Nice get! And for real - I don’t miss the editing. 🤣 Be sure to check the comments as my understanding of the rules was a mess in some areas the first couple videos.
@@SoloPlaythroughs I offloaded ISS Vanguard for this, too, so you probably think it's an even better get since I don't believe you were a fan of that game 🤣 comments were the first place I went, so I appreciate the corrections! This game is a behemoth of a learn, as I'm finding out (and assumed as much from watching gameplays plus knowing CTG doesn't make "light" games), so I'm just trying to pick up some things here and there that weren't super clear in the rulebook.
Oh yeah - ISS is fine. I could see a solo player liking it. But it sucked at 4. And def didn’t do enough to keep my attention for more than a few plays. Cloudspire is great. A splendid mess at times. But def great.
Anarchist strategy: You can group the anarchist. If you do, while it is under something else, anarchy will not trigger, which gives you a much stronger chance of actually getting it through. Makes anarchist one of the strongest chips in the game
You had aegis pronunciation right the first time. ee-juhs. It means shield
Oooooo... That's pretty cool with the Anarchist! And thanks for defining Aegis along with a pronunciation guide!! :)
Thanks a lot for this video!
You’re welcome! Eager to get a new one up with the correct movement rules. 🙂
Just got this game and yeah. I started off the 1v1 tutorial walkthrough two handed, saw the position that the first wave left the Brawnen in and decided I didn't need to finish out that game 😂
I moved onto the Solo tutorial and am now cracking into the actual solo campaign.
Though this means when my wife is up for trying this, she will have the Grovetenders in the tutorial.
Oh yeah - it's such an awful walkthrough! Can't imagine they wouldn't have just been better off leaving the walkthrough out all together and just spending more time making the rulebook better overall.
At 1:04:20, couldn't you have used Splash on the Dispatch to deal some extra damage? Interestingly, Splash wouldn't allow you to hit both the Elfinkaze and the spire, but you'd be able to at least also hit the Joust.
A few minutes later, you could have attacked the Harrier with your Dispatch to damage the Joust as well, though not the spire, as spires aren't units.
I don't really blame you though, I completely missed the Splash ability on my Dispatches in my playthroughs. Only remembered because you mentioned it as you upgraded your fortress.
Hey, Ricardo! Yeah - Splash is one of those keywords I used to forget a ton. I think I finally got that one locked into my brain after the two Grovetenders scenarios in Chapters 2 & 3. :)
Love watching more cloudspire thanks for this. Also I noticed that you didn't start the game with the forsaken die in the honor pit. On the Brawnen sheet it says you start the game with the forsaken die in the honor pit.
Not that it matters much since the die needs to be rolled for certain minion talents anyway.
Thanks, Nicandro! And good point about the Forsaken die - appreciate you pointing it out. :)
Finally got around to this and yes the manual is not the best with numerous really important details "hidden" in the middle of paragraphs. Apparently CTG are now going to test out their future manuals on users so they should improve.
Personally I thought the hand holding stops a bit too early... So having to put more time and effort in than I think I'd like and watch some videos. I also think there should have been a few more sequential tutorial Brawnen/Grovetender missions introducing new things and gradually increasing difficulty rather than your first proper mission just throwing you in against a different opponent with all it's new skills etc.
Not sure about this but @43:30 you say the BB HAS to move it's full allotment .. however in the Solo Tutorial on Page 17 during the player movement phase for the Brawnen quote "You can't move the battleborn closer to it's mark thanks to the Taproot blocking the path. A lateral move is possible, but you decide to keep the battleborn put...."
So this suggests if it's not getting any closer to it's mark you don't have to move it and it's up to the player?
I also think it's chess puzzle like but this means even tiny errors in how stuff moves etc can break it hence why I'm asking the above.
Agree with all of the commentary, Rocket! As for the movement question, this just came up in the Cloudspire Facebook group: If a minion who starts next to their mark does not have to move at all (a lateral move in this case is entirely optional), but a minion which does not start next to their mark has to move their full move amount if possible with all the other movement rules in effect.
@@SoloPlaythroughs Yeah this makes sense wrt being next to the Mark as it's reached it goal.. but in this instance the players Minion Battleborn's Mark is the Gate not the Taproot and the Tutorial doesn't move it when it could.
Maybe if you can't reduce the distance to the mark from your start position the player minion can simply stay put but if you can you must use all (or as much as possible) of your movement once you start moving?... still a bit illogical and I can't find this written down other than inferring if from page 17 and how they don't move in this situation. I'll go diving on BGG as it's an obvious question and probably been answered as it's in the tutorial.
Yeah - you’re right and sorry for not being clearer. If you can’t get closer, lateral moves are entirely optional. The movement is in general is definitely not the most intuitive. Speaking if which, I still need to “retrain” myself in handling the AI movement for my next video - somehow just missed the “maximum progress” part when it came to non-PvP rules!
@@SoloPlaythroughs Yes I've just played the same Scenario and with the AI moving max progress it makes it a fair bit harder :D.. especially in wave 1. Got close and I'd set Kram up for Wave 4 with 2 extra attack chips to take out the gate in 3 turns but got some bad rolls along with me forgetting another Minaret spawns in Wave 4 which turned a slim chance into no chance. I could have got 1 or possibly 2 Renown but that's still a loss to me :)
I did make a couple of errors that were bad for me and think I'm not doing the Elfinkazi correctly but even so it's a tough first Scenario IMO. I'm doing more stuff wrong though I presume though.
Oh yeah - it’s an insane learning curve thrown at you right off the bat! And the Elfinkaze could use an entire rulebook just about them. 🤣
Small mistake at 1:24:21 : the last minion is defeated and the round should end
Hey Matthias, You check to see if End of Round triggers at the end of a turn [EDIT: This is wrong - read rest of thread!] and, since this turn started with a Harrier on the board (who was defeated by a spire attack after its Quick Strike defeated the Battleborn), I don't think I made a mistake here. That said, I realized in looking into this that I forgot to attack with the Battleborn the previous Brawnen turn, so the Harrier should have been defeated already. :)
@@SoloPlaythroughs page 22 of the rulebook states: The Onslaught Phase ends when there are no faction minions
in play and no units yet to deploy. If the defeat of a minion
triggers the end of the Onslaught Phase, the current player will
resolve the defeat, including collecting rewards and leveling
up. However, they do not finish the rest of their turn.
Awesome - thanks for providing further clarification! In my head, the End of Onslaught Phase mechanic worked the same as the triggering of Campfire Mode. (And, honestly, I find it very strange that the two are handled so differently!) Practically, Darb would have just attacked Kram the first turn of the next Wave and we would have been defeated then, but this does mean that I would have had one less source available to me during the Build Phase. Thanks again for catching this - I edited the pinned comment to accordingly. :)
Howdy!
So, with the AI, you do not have that much choice as to where it goes. As a human player, this is true, but for the AI you just move far as possible. The Harrier on move 1 only has a single move option
That's probably the only major rules mistake in the video. Minor mistakes it looks like you caught
I will note you did make it a bit hard on yourself in the second wave never using the Splash talent on your dispatch minions.
I really appreciate these comments, Isle! I already edited my pinned comment and gave you a shout out there. Somehow I missed the "as much progress as possible" part of that sentence about AI movement and instead just applied the principles of PvP movement. And nice catch about me not using the Dispatch Splash talent - I forgot the upgraded Dispatch can Splash! :)
Was a little bit confused there wrt AI movement and now looking at the comments and updates..
So to be clear when the AI moves it moves however you like as long as it ends up at the closest possible hex to it's target based on it's movement restrictions (Water, Mountains etc)
So you could potentially path differently to take advantage of things (Secrete etc) as long as it ends up the same (least) number of hexes away from it's target?
I've had the game awhile but only played to the end of the first solo training mission and realised it simply left you hanging so gave up until i had the time to commit. Will give this a shot over the holidays.
Hey, Rocket! Yeah - that's right. Based on what I've read in the past couple hours, if you have multiple options that use all of the AI units movement while making maximum progress toward the target, you get to choose the movement path most advantageous to you. (However, to be clear, for your own units, you do not have to make maximum progress - I was playing the Brawnen movement correctly.) Good luck in getting Cloudspire back to the table - I'm now eager to do so myself!
More Cloudspire for me.
Thanks, Mike! Duly noted. 🙂 Tentatively planning to do chapter 2 live next month so stay tuned!
@@SoloPlaythroughs definitely don't wait a full month before your second play like I did...it leaks from your brain (at least it did for me). Although it sounds like you had a few games in already.
Oh yeah - this is definitely good advice. At this point, I just need to relearn the AI movement since I was messing up the Heirs activations. But I’ve played enough with the Brawnen that I should be okay. Will get it to the table soon though! 🙂