Cloudspire Solo: Mad Bomber
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- Опубліковано 26 гру 2024
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In this episode of Solo Playthroughs, Greg is excited to move on to the second Cloudspire faction to be featured on the channel: The Heirs! They may be arrogant. They may be self-entitled. They may be a pretty questionable pun. But the Heirs are for real! Armed with quick strike and flying abilities, along with some powerful sacrificial Elfinkaze, the Heirs use their unique talents to stand up to opponents multiple times their size. And good thing - cause the enourmous Brawnen have arrived at the Heirs' fortress gate and are seeking to raze the Heirs into surrender. But no way. These birds don't surrender. Let the Heirs' counter attack begin!
#soloplaythroughs #cloudspire #chiptheorygames
Never a bad day to be in Ankar. :) Look out for the Mage Knight live playthrough double header tomorrow (starting at 2pm EST)! Happy Gaming! Greg
I think this is the most accurate solo scenario of Cloudspire I've seen on UA-cam so far.
It was good to watch, thanks!
Thanks, dellgloom! Took me a while to really internalize the rules of this game but feels worth it at this point. Hopefully it feels just as internalized the next time I get it on the table! 🙂
Great job and especially thank you for the raze rule you'd previously missed. I would have done the exact same thing. Epic! Especially with some bad rolls early and crappy landmarks.
Thanks for comment, Kevin! Yeah - the onramp for Cloudspire can be ROUGH. I’m hoping to dive back into it pretty soon before I forget everything!
Great job! And thanks for all the correction notes.
Thanks, Kevin!
There are 9 boxes from CTG behind me. Burncycle arrived, as well as Too Many Bones and Cloudspire. It was a few years coming, but thanks to your channel, I'm excited. Though less excited about the amount of cardboard to get through, the unpacking, the checking of components :)
Awesome! Excited to hear how things develop over the next few weeks/months! 🙂
This is the return from Chip Theory.
Hello Sylvain!
Thank you for your question, and apologies for the delay!
AI Elfinkaze will still move like heroes. The whole "leading minion" thing from version 1 ended up being way to confusing and easy to forget, both for human and AI purposes. This means they will follow the ruling of "You may choose the timing of each AI hero's movement, either before or after AI minions once deployed" on pg. 12 of the Solo rules.
Looks right!
Ticket: support.chiptheorygames.com/helpdesk/tickets/66565
All the best,
Dart (Salem)
Chip Theory Games
Support Specialist
Please note: While I will endeavor to respond as quickly as possible, it may take up to 5 business days to receive a response due to the current influx of tickets.
On Mon, 29 Aug at 12:01 PM , Sbonin wrote:
So if I understand..there is no concept of leading minion. The Elfin move before or after minion like heroes (meaning they can use the number of roost completely or not).
So as example Heroes, Elfin, minion, heroes.
Other example heroes, minion, Elfin and heroes
They can move up to the roost value.
Could you confirm I understand it right
Thanks for looping back with the reply, Sylvain! I'm curious to see how this effects thing the next time I play against the Heirs. It's nice to have some official clarity on the Elfinkaze! :)
@@SoloPlaythroughs thanks to you and those perfect video
@@sylvainbonin2969 Not sure I've made a single perfect video yet, but I appreciate the compliment! :)
Great video as usual. Concise and great content. ONE other thing, I was wandering through your patreon page when I saw that mrs playthrough got the virus. Hopes she gets better soon , and keep up the wonderful content
Thanks, Ultimate! I really appreciate the kind words and the well wishes. Sarah is absolutely exhausted right now but is on the mend for sure - nothing unusual for someone in our age bracket who has been triple-vaxxed. Still confusing how I didn't get it, but COVID is weird like that apparently.
@@SoloPlaythroughs yeah totally, covid has a mind of its own
Unless I'm missing a small print somewhere in the scenario rules, Darb (Heirs starting hero) is the only hero you can deploy in wave 1. Rules reference page 9. First sentence under "Hero Selection and Deployment".
Hey, Gnome! Yep - this was pointed out in another comment. Too much playing with the Brawnen that I forgot that rule. Thanks for mentioning it again though! 🙂
@@SoloPlaythroughs Ahh, yes. Sorry about that! Good playthrough!
@@MrPostm No worries at all. And thanks!
Appreciate your videos, and this series has been super helpful while I work through these scenarios. 1:06:31 would the Source Siege here not attack the Elfinkaze as opposed to the Joust? It is a faction minion it can defeat within it's range 3 versus a faction minion it can damage? So much to keep track of, especially towards the later waves for me. Thanks a ton.
Thanks, Prologue! And nice catch about the Elfin. I had a bad habit of forgetting that spires would target them for awhile. Also note that I messed up in deploying Keem in the first wave, which wasn’t isn’t allowed (unless you’re the Brawnen). Thanks again for the comment and the kind words!
You should you raze every turn for the Braden
• Siege Storm (triggered during Event Phase): Siege tower spires immediately use Raze to attack an heir fortress spire, if in range; otherwise, they will use Raze to attack the heir fortress gate if in range.
Sorry. I do it again You should have use raze every turn for the Brawen (see the last part)
• Siege Storm (triggered during Event Phase): Siege tower spires immediately use Raze to attack an heir fortress spire, if in range; otherwise, they will use Raze to attack the heir fortress gate if in range.
Raze still occurs at the start of the brawnen’s turn during the Onslaught Phase as normal.
Thanks, Sylvain. But did I not do this? Remember that the Brawnen loses chips on its spire every time Raze triggers. Can you give me a time stamp where I played this wrong when the Brawnen had the ability to attack?
I get my answer you were right because they are not in range anymore.
Nice. Thanks for checking back! 🙂
Time stamp 1:03
Nice timing I've just restarted CS after a fair few months and I'm rules rusty... hence why I restarted.
I personally found the market can often be the decider in me getting 3R.... I've mixed in all the expansion content though. Same I rarely found the Relic cards being reliably useful.. some are but they are a bit Trove Loot-esque which are often not worth the effort in obtaining.
Some Scenarios I played I found earthscapes very useful with some very obvious placements for them.
Oh yeah - that market can be so huge. I go through cycles with it. And I truly can’t remember the last time I bought a Hero or a landscape. Hope your restart of the solo campaign is going well!
Could explained the move of Elfinkaze. I was on the impression they cannot move unless they are the leading minion. In the last wave you seem to move them even if they are not the leading minion
Great question, Sylvain. I wish I could say something super simple but there is a lot of uncertainty here. The official FAQ on Chip Theory’s website says that the Elfinkaze only move when they are the leading minion (like you said). However, more recent comments from Chip Theory suggest they have changed that and now Elfinkaze “move like heroes” in ALL respects, including moving either before/after all other minions. When you consider the complications of terrain allowance, this ruling does make gameplay a lot more straightforward, so I can definitely understand the reasoning behind a rules change.
There is a lot of discussion of this in the comments on my Heirs Chapter 2 video. I’m hoping Chip Theory issues a definitive statement at some point but, while they are an awesome company in so many ways, they haven’t been the best in keeping the website FAQ up to date.
I will get back to you. I have ask the question to Chip Theory waiting for the answer back. @@SoloPlaythroughs
Awesome. Would be great to get some clarity. 🙂
@@sylvainbonin2969 I was looking into Elfinkaze movement again this morning. Turns out the discussion was on this video (Chapter 1) and not the next one, so sorry about that. There was definitely an official rules update from Cloudspire 1.0 to Cloudspire 2.0 to have Elfinkaze move when heroes move. The lingering question is what to do when playing AGAINST the Heirs and, at this point, it seems that the consensus is to still use the Leading Minion rules for the AI (which might explain why those rules are still on the website). Definitely let me know if CTG gets back to you!
@@SoloPlaythroughs My interpretation is for the AI there is not a leading minion concept. The Elfin move to get exploded if a hero is in range only. If the perch is defeated it go for the hero if in range of the roost or go back to another perch. If there is not another perch in range (roost) it goes for an opposing minion. If none of the condition, it will explode at the same place doing damage to all minions adjacent
For the player, is there a concept of leading minion or the Elfin move when decided by the player. Movement will occur at the same time as the hero (before or after hero). I am waiting for the confirmation by CTG. This is my question.
On the first wave you selected Keem as your hero, did you mistake it for Darb, the 0 cost hero for the Heirs? Wave 1 has a 4 CP allotment, so Keem + Joust is over the limit. If you did, you could have also added a Harrier to your deployment stack. Love how many of those you can deploy with their 1 CP cost.
Additionally, only the Brawnen are allowed to select any hero on wave 1 for deployment. All the other factions can only select their starting hero (which is the 0 CP cost hero).
Also, you mentioned the Elfinkaze only moves when it's the leading minion. While that's true for when AI moves them, if you're controlling the Elfinkaze, it will move like a hero, meaning it moves either before or after all minions have moved.
All that said, well played, too bad about those dice rolls. At least it makes for good entertainment, right?
Thanks for all the helpful comments, Ricardo! I'll respond to each separately here...
With the fortress upgrade die, I had 6 CP for the first wave so I did that math correctly.
Of course, even though my math was right, I forgot all about the "starting hero rule". Grrrrrrrr. As I said on the video, I never deployed Keem in the first wave...you just reminded me why! Thanks for the reminder. :)
I'm pretty sure this isn't accurate. From what I've seen, the "move like a hero" line is terribly misleading and ONLY refers to the "option" to choose not to move and the "option" to move as much or as little of your movement as you want. Looking up every FAQ I can find, it seems pretty settled that Elfinkaze can only choose to move when they are the leading minion in all circumstances. Of course, I'd be happy to know if I'm wrong here, so definitely send along anything that I may be missing!
Thanks! And no doubt about the entertainment value of my terrible dice rolls! :)