AWESOME Build! I tried this build (substituted a few cards as I was at lvl 6) and had more fun playing Red Guard than playing with tanking or other damage builds. It worked brilliantly. We played JOTL scenario 15 Tainted Blood with a 3 player party, Red Guard, Hatchet and Demo. I put out enough damage to keep pace with hatchet and demo (even though I pulled the null on my first 3 attacks and 6 times total during the scenario), earned 11XP, picked up 11 gold tokens (44gold) and had a great time doing so. This build fits so well with the Red Guard deck that I think the developers intended for this to be a viable build for the Red Guard. LOOTNADO!!!!
This is quite timely. Played Gloomhaven for over a year but just spent a week at the cottage with my gamers and we played JOTL for the very first time. I happen to be the red guard. Thanks for the awesome content!
Thanks for the video James. Very timely for me as I’m a level 5 Red Guard in Jaws.keen to try this out. Added Healing Sands, Burn Away the Dark and Harvest Sickle to bring the hand to ten cards.
That's what I like about your content, push us to think about several possible strategies! I find the use super interesting, I can't wait to start a new campaign with the red guard and try it. In the original Gloomhaven, in a scenario that is survive several rounds, it must be trippy!
So you are saying be forever or almost on it? So you take only once the 1 dmg and muddle and then you move always 2 and double hit etc. I think only 2 moves are a bit slow to move yourself around, and if your friend goes too far away you are cut off the fight, so is very situational but yeah for sure if there is not so much room on the battlefield is a perfect strategy!
Can u please make a solid video or point me in the right direction for a full explanation of the sand devil cuz my party is having a lot of contradictions dealing with it
Very cool, never read it right. I see it says (any) figure now. Still I think regular shield spikes is superior as you shouldn't ever have movement troubles with RG, I usually wonder of too far from my team with move 4/shield 1 card anyway lol. Again, very cool though, will try it on smaller maps. Btw flying sickle bottom is just so fuckin good, your perk deck by that time is so thin that it wont have ANY negatives OR 0s, and it does repeatable 7 dmg on average with perk bonuses like infusing fire/light.
Would work even better with brute as not only does he have some pulls in case the 2 move doesn't reach he also has constant persist phallanx card which turns all his bottoms moves into attacks so he could love 2 devil, attack top and usually attack 4 or so bottom. My mate has multiple attack 2 move 2 attack 2 tops which turn into. Attack 2,2,2 then bottom attack 4 ( as he converts his move to attacks) so now he can move 2 with sand devil. And both those classes are pretty tanky.
How does the sand devil interact with cards that allow movement or force it? Can I use something like mindtheif to move the devil or is it just the character riding it?
You won't be able to move the devil as far as I can tell. Mindthief cards specify ally or enemy and so won't work on the devil as it is considered a trap. Just checked Voidwarden cards too and they specify enemy or ally too
Come and watch me play Magic The Gathering: Arena!! The BEST decks to beat the meta!! ua-cam.com/channels/XFLYWi1sEIbgSb-kYvssJg.html
AWESOME Build! I tried this build (substituted a few cards as I was at lvl 6) and had more fun playing Red Guard than playing with tanking or other damage builds. It worked brilliantly.
We played JOTL scenario 15 Tainted Blood with a 3 player party, Red Guard, Hatchet and Demo.
I put out enough damage to keep pace with hatchet and demo (even though I pulled the null on my first 3 attacks and 6 times total during the scenario), earned 11XP, picked up 11 gold tokens (44gold) and had a great time doing so.
This build fits so well with the Red Guard deck that I think the developers intended for this to be a viable build for the Red Guard.
LOOTNADO!!!!
This is quite timely. Played Gloomhaven for over a year but just spent a week at the cottage with my gamers and we played JOTL for the very first time. I happen to be the red guard. Thanks for the awesome content!
My pleasure and thanks for watching Kenny! Give it a shot and let me know how it worked for you!
Thanks for the video James. Very timely for me as I’m a level 5 Red Guard in Jaws.keen to try this out. Added Healing Sands, Burn Away the Dark and Harvest Sickle to bring the hand to ten cards.
cool, let me know how it goes!
Great strategy,!
Thanks for making the time to create this sort of video, it helps a lot
That's what I like about your content, push us to think about several possible strategies! I find the use super interesting, I can't wait to start a new campaign with the red guard and try it. In the original Gloomhaven, in a scenario that is survive several rounds, it must be trippy!
Any scenario that is just fighting and not a lot of moving will be amazing for this i think!
WooHoo!!! fun build for my JotL character on my birthday!
Happy birthday!
Could be useful for Sun and Angry face, I think. Then Sun can use other boots instead of the ones she is always using.
Totally!
@@neuralnetgames6540 she would get permanent 1 extra shield from the *spoiler* steel sabatons because she isnt ever moving
So you are saying be forever or almost on it? So you take only once the 1 dmg and muddle and then you move always 2 and double hit etc. I think only 2 moves are a bit slow to move yourself around, and if your friend goes too far away you are cut off the fight, so is very situational but yeah for sure if there is not so much room on the battlefield is a perfect strategy!
Can u please make a solid video or point me in the right direction for a full explanation of the sand devil cuz my party is having a lot of contradictions dealing with it
I can't believe you didn't bring up Immovable phalanx 😍
lol ya I probably should have but like I said this was thrown together pretty quickly
Very cool, never read it right. I see it says (any) figure now.
Still I think regular shield spikes is superior as you shouldn't ever have movement troubles with RG, I usually wonder of too far from my team with move 4/shield 1 card anyway lol.
Again, very cool though, will try it on smaller maps.
Btw flying sickle bottom is just so fuckin good, your perk deck by that time is so thin that it wont have ANY negatives OR 0s, and it does repeatable 7 dmg on average with perk bonuses like infusing fire/light.
Def better on smaller maps. Larger maps may struggle
Would work even better with brute as not only does he have some pulls in case the 2 move doesn't reach he also has constant persist phallanx card which turns all his bottoms moves into attacks so he could love 2 devil, attack top and usually attack 4 or so bottom. My mate has multiple attack 2 move 2 attack 2 tops which turn into. Attack 2,2,2 then bottom attack 4 ( as he converts his move to attacks) so now he can move 2 with sand devil. And both those classes are pretty tanky.
Brute is a good call for sure!
At 7:06 why do you say we can move, attack and heal in the same turn? I can't see this combination there
Move with the sand devil, attack with a top action and heal with these bottom actions
How does the sand devil interact with cards that allow movement or force it? Can I use something like mindtheif to move the devil or is it just the character riding it?
You won't be able to move the devil as far as I can tell. Mindthief cards specify ally or enemy and so won't work on the devil as it is considered a trap. Just checked Voidwarden cards too and they specify enemy or ally too
@@neuralnetgames6540 bummer, but still a pretty cool use of the devil. Thanks!
...aaaaaaaand I just decided to implement retirement in JotL.
lol
First! Nice video man!
Ask and you shall receive Mr. Dunking lol