Thank you for all Cthulhu wars content! Love it) Please, write some tips how to win against Sleeper. He seems so OP in our tabletop group( Some videos on how to bit up certain factions would also be great.
@@SandyofCthulhu I believe, the best way of demonstrating Sleepers strength is to try to find its weakness. I see 3 of them: expensive awakening of Tsathoggua, 9 power to spend for achieving SpellBooks, Low combat dice quantity of Tsathoggua in late rounds. GO price is mitigated by using Ancient sorcery on Cthulhu's ability. Effective way of getting spellbooks for power, we found in our gaming group, is to get them later in a game as 3 power is huge when you have only 8 power, but absolutely comfortable to spend when its 15. As for third weakness - alone Tsathoggua with no remaining power when others have power - stupid Tsathoggua. So he definitely should be standing with guards or be able to run away. Here should be going extensive list of his strengths beginning with insane Lethargy and continuing with ancient sorcery which gives him mobility from Nyarlathotep, cheap awakening from Cthulhu, and additional power at the end of Doom phase. The opening for sleeper- is to get the Formless Spawn at round 1, and awake GO at round 2. That is when you get your Lethargy ability and others players are doomed if they let you stay with more than 5 power at the end of the round. From now Sleeper would probably be the first player 3 times out of five. This opening leaves only small window of possibility to take him down before he awakens GO - do not let him to do it. Since its round 1 - someone should sacrifice their development which usually is not the case. The late game strategy for taking him down requires united actions of all other players since 1 opponent could't handle him and, frankly saying, its like trying to destroy a Death Star with its weak spot enforced. In our last 4p game, they couldn't do anything with me. I was like 'gimme Elder Sign if you want to apply kills", then " gimme ES for its cheap awakening as I used Ancient Sorcery on Cthulhu". They were devastated... I didn't mention cheap moving for borrow, insane ability of Capturing monsters and cursed slumber to complete the picture.
Just to clarify, if you flip a dragon, and switch it out for a different dragon, that new dragon is unflipped, then if you try and switch it out for the first dragon, that first dragon would remain flipped because swapping them does not unflip them. So you still get the benefit of getting rid of the bad spellbook, but you don't get to re-use the same spellbook repeatedly by swapping them back and forth. Is that your understanding as well?
You're right, it seems, awesome. I can't find what had initially let me to believe a new one would be also flipped down. Keep It Simple Stupid, alludes me because my base gaming comes from WotC with magic and D&D, lawyers I tells ya!
We've owned Cthulhu wars for about a year now and being a big tryhard I stumbled upon your channel and you've helped me a lot! I greatly appreciate the tips and tricks. I wanted to ask one question, not about the game but I just noticed you had a translucent Opener and I just wanna know if that was a promotion or is it a different model you can buy like the Cthulhu one?
It was released in Onslaught Two as a glow-in-the-dark version of the regular Yog-Sothoth model. They're still available here petersengames.com/the-games-shop/glow-in-the-dark-independent-great-old-ones/ and here petersengames.com/the-games-shop/glowthulhu-independent-cthulhu-great-old-one/
Just a nice have, but if you want to do photos or video, i think they’re great. Also i think the way they hold the cultist helps if someone bumps the table. What is entirely optional though is the color out of space, which i almost never use. But that might just be my group!
Can you do opening strategies for the first round video? me and my friends always find ourselves starting with building 2 additional gates each and if someone tries to do something else, like trying to capture cultists by summoning monsters, he just find himself behind with less power than the rest or he doesn't even get to do much because the other player he aimed at is reacting to him and both find themselves lacking power in the next round while the others just summoned gates.
@@GreyWizardInsights oh I meant a video for pretty much all of the factions :) But in that case the player react by summoning low cost monster and if the gate gets snatched to another area with the cultist they summon another low cost monster and both Opener and the other player just lost 4+ power in the first round while other players who weren't involved have 3 gates and have more power on the next round. I've seen this fiasco going on two games and on other games the Opener just went on with building 2 gates instead of trying to snag a gate from another faction because of that :\
Sure for the other factions, but it only costs 1 to keep stealing the gate, and that faction is crippled if they keep summoning monsters that are left behind. The end result should be opener has 2 gates (stolen plus normal) while the other player has 1 gate (and 1 less cultist) and a bunch of monsters everywhere. The opener player is also primed to upgrade the abomination to a spawn (initiate combat with a cultist for 1 combat if need be after getting the spellbook to upgrade units)
@@GreyWizardInsights Opener only has 8 power first turn like anyone else. If his frst action is move 2 units (for They Break Through), he's down to 6. Then he spends 3 more to summon an Abomination, then 1 more to move your gate, then 1 to capture your cultist. He has 1 left to summon a cultist .... except he has all 6 cultists, so he can't. It's really a big waste of time. He ends up with just 1 gate (his starting gate), and an abomination. At best he's ensured an abandoned gate for the next Gather Power. Really it's almost always a waste of time for Opener to go for a They Break Through gate grab on turn 1.
I have a lot of success with a first round of move two acolytes to enemy areas, take they break through, summon spawn at the more aggressive enemy area, summon mutant at home area to protect cult Also, I love using beyond one and cursed slumber to steal the South Pacific gate, which cripples GC for most of the game
The details are here: Win a free copy of Shadowrun Sprawl Ops Legendary! Also Sprawl Ops Box Opening! ruclips.net/video/VOF4KkPkqi4/видео.html Basically retweet or share a fb post (or both) and i’m sending out a legendary edition of shadowrun sprawl ops to one person rabdomly selected at the end of the month. My next contest is at 2000 subscribers so that will probably be in october at this rate
Another crucial thing about the Curse of Azathoth is that it does not tricker the combat skills (Devour, Harbinger, Vengeance etc.).
Thank you for all Cthulhu wars content! Love it) Please, write some tips how to win against Sleeper. He seems so OP in our tabletop group( Some videos on how to bit up certain factions would also be great.
Mmmm, i like it! My next video im recording is going to be a figure guide, but i’ll work on some “faction takedown” videos!
yay! Because so many gaming groups complain that Sleeper is too weak. I'm thrilled to see a counter-argument.
@@SandyofCthulhu I believe, the best way of demonstrating Sleepers strength is to try to find its weakness. I see 3 of them: expensive awakening of Tsathoggua, 9 power to spend for achieving SpellBooks, Low combat dice quantity of Tsathoggua in late rounds. GO price is mitigated by using Ancient sorcery on Cthulhu's ability. Effective way of getting spellbooks for power, we found in our gaming group, is to get them later in a game as 3 power is huge when you have only 8 power, but absolutely comfortable to spend when its 15. As for third weakness - alone Tsathoggua with no remaining power when others have power - stupid Tsathoggua. So he definitely should be standing with guards or be able to run away. Here should be going extensive list of his strengths beginning with insane Lethargy and continuing with ancient sorcery which gives him mobility from Nyarlathotep, cheap awakening from Cthulhu, and additional power at the end of Doom phase. The opening for sleeper- is to get the Formless Spawn at round 1, and awake GO at round 2. That is when you get your Lethargy ability and others players are doomed if they let you stay with more than 5 power at the end of the round. From now Sleeper would probably be the first player 3 times out of five. This opening leaves only small window of possibility to take him down before he awakens GO - do not let him to do it. Since its round 1 - someone should sacrifice their development which usually is not the case. The late game strategy for taking him down requires united actions of all other players since 1 opponent could't handle him and, frankly saying, its like trying to destroy a Death Star with its weak spot enforced. In our last 4p game, they couldn't do anything with me. I was like 'gimme Elder Sign if you want to apply kills", then " gimme ES for its cheap awakening as I used Ancient Sorcery on Cthulhu". They were devastated... I didn't mention cheap moving for borrow, insane ability of Capturing monsters and cursed slumber to complete the picture.
@@kotovss1988 i will only state that hard experience, and logged games, indicate that Sleeper does not win disproportionately in most game groups.
everything you say is accurate. It's just that other factions have benefits, too
I really love the format of these strategy videos @GreyWizardGaming! Any plans to make more for the other factions?
I am, I paused to focus on some of the individual units but i’m going to revisit the factions!
I've read that Recriminations does not UNFLIP a spell book. If you switch them out with a Dragon thats flipped the new book is also flipped.
Just to clarify, if you flip a dragon, and switch it out for a different dragon, that new dragon is unflipped, then if you try and switch it out for the first dragon, that first dragon would remain flipped because swapping them does not unflip them. So you still get the benefit of getting rid of the bad spellbook, but you don't get to re-use the same spellbook repeatedly by swapping them back and forth. Is that your understanding as well?
I swear I read Sandy or Tony say ANY now book stays flipped and unable to use. I could totally be wrong, though. I hope it's as you say.
You're right, it seems, awesome. I can't find what had initially let me to believe a new one would be also flipped down. Keep It Simple Stupid, alludes me because my base gaming comes from WotC with magic and D&D, lawyers I tells ya!
We've owned Cthulhu wars for about a year now and being a big tryhard I stumbled upon your channel and you've helped me a lot! I greatly appreciate the tips and tricks. I wanted to ask one question, not about the game but I just noticed you had a translucent Opener and I just wanna know if that was a promotion or is it a different model you can buy like the Cthulhu one?
It was released in Onslaught Two as a glow-in-the-dark version of the regular Yog-Sothoth model. They're still available here petersengames.com/the-games-shop/glow-in-the-dark-independent-great-old-ones/ and here petersengames.com/the-games-shop/glowthulhu-independent-cthulhu-great-old-one/
Will you be giving tips on the newest factions when they release?
Hi Richard, nice video! a little question are the plastic gates (eldritch gates pack) a must have for you or just nice to have?
Just a nice have, but if you want to do photos or video, i think they’re great. Also i think the way they hold the cultist helps if someone bumps the table. What is entirely optional though is the color out of space, which i almost never use. But that might just be my group!
@@GreyWizardInsights thx Richard, ordered the gates, luckily uk is not that far away, stupid import duties xD
Can you do opening strategies for the first round video? me and my friends always find ourselves starting with building 2 additional gates each and if someone tries to do something else, like trying to capture cultists by summoning monsters, he just find himself behind with less power than the rest or he doesn't even get to do much because the other player he aimed at is reacting to him and both find themselves lacking power in the next round while the others just summoned gates.
When someone builds a gate and opener summons an abomination out of it, what do they do?
@@GreyWizardInsights oh I meant a video for pretty much all of the factions :)
But in that case the player react by summoning low cost monster and if the gate gets snatched to another area with the cultist they summon another low cost monster and both Opener and the other player just lost 4+ power in the first round while other players who weren't involved have 3 gates and have more power on the next round. I've seen this fiasco going on two games and on other games the Opener just went on with building 2 gates instead of trying to snag a gate from another faction because of that :\
Sure for the other factions, but it only costs 1 to keep stealing the gate, and that faction is crippled if they keep summoning monsters that are left behind. The end result should be opener has 2 gates (stolen plus normal) while the other player has 1 gate (and 1 less cultist) and a bunch of monsters everywhere. The opener player is also primed to upgrade the abomination to a spawn (initiate combat with a cultist for 1 combat if need be after getting the spellbook to upgrade units)
I’ll try and put a bunch of short opening videos together though at some point!
@@GreyWizardInsights Opener only has 8 power first turn like anyone else. If his frst action is move 2 units (for They Break Through), he's down to 6. Then he spends 3 more to summon an Abomination, then 1 more to move your gate, then 1 to capture your cultist. He has 1 left to summon a cultist .... except he has all 6 cultists, so he can't. It's really a big waste of time. He ends up with just 1 gate (his starting gate), and an abomination. At best he's ensured an abandoned gate for the next Gather Power. Really it's almost always a waste of time for Opener to go for a They Break Through gate grab on turn 1.
How would to stop Opener from moving one of your gates?
I have a lot of success with a first round of move two acolytes to enemy areas, take they break through, summon spawn at the more aggressive enemy area, summon mutant at home area to protect cult
Also, I love using beyond one and cursed slumber to steal the South Pacific gate, which cripples GC for most of the game
I love crippling GC too!
Whats the contest?
The details are here: Win a free copy of Shadowrun Sprawl Ops Legendary! Also Sprawl Ops Box Opening! ruclips.net/video/VOF4KkPkqi4/видео.html
Basically retweet or share a fb post (or both) and i’m sending out a legendary edition of shadowrun sprawl ops to one person rabdomly selected at the end of the month.
My next contest is at 2000 subscribers so that will probably be in october at this rate