Cloudspire: Horizon's Wrath | Solo Playthrough | With Mike
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- Опубликовано: 24 июл 2024
- Yar, will the air pirates prevail in this solo scenario from one of the two latest faction expansions?
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0:00 - Introduction
1:48 - Overview of Play
3:24 - Scenario Story
4:06 - Solo Playthrough
7:17 - Wave 1
20:29 - Wave 2
27:00 - Wave 3
40:04 - Wave 4
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"Music from Epidemic Sound (www.epidemicsound.com)" Игры
0:00 - Introduction
1:48 - Overview of Play
3:24 - Scenario Story
4:06 - Solo Playthrough
7:17 - Wave 1
20:29 - Wave 2
27:00 - Wave 3
40:04 - Wave 4
You promised, you delivered! The new faction looks awesome. Hope I can get my hands on them soon…
Hope you enjoy it all! :)
Please do more Cloudspire! big fan.
I think my next plan is to do Endless Mode with the Uprising.
But if you wanna see more now, I have at least two other playthroughs on the channel, including the Griege.
As always from Mike a very good video, I like you being so quick in your playthrough.
Just one thing...on wave #3, the Glider has the ability Breakneck: it *must* make as much progress as possible and *may* move through units and spires.
Good catch! Thanks for the correction :)
Campfire mode triggers at the start of a player’s turn during the Onslaught Phase when there are no opposing faction units in play. This includes both opposing minions and heroes (but not does not include landmark units). Campfire mode is only intended to be triggered if one side has completely wiped out the forces of all of their opponents.
Yes, that’s correct. Did I do it wrong in the video? It’s been more than 2 years since I filmed this 😅
In campfire mode your hero sits by the fire, he Cant move. All opposing units including Their hero has to be wiped out
@@OneStopCoopShop
@@anewbeginning1852 yup, I am aware :)
I just played through this scenario the other day. I ended up picking up the 5 source capsules pretty easily (I used limited build options to build lifeboats on the source well right next to the source capsules and kept rescuing my heroes the turn after they picked up the source), so technically completed the scenario but when I tried to destroy the heir's fortress gate, my game ended just like yours. I had several units march to the gate but get taken down by the spires and gate retaliation only to fire off all my cannonballs at the last minute and get the gate down to 2 health.
It’s a tough one! Lifeboats definitely seem like the way to go for my next try :)
List of corrections as is my nature. Some small tactical things I left out. Just the bigger things
17:30 you both attacked and got a source capsule with mistbane.
22:40 I just noticed this and probably true earlier on to: your fortress gate hex is 1 behind where your plank is, not actually on your plank
28:27 eagar displaces minions, not heroes
29:02 I think you may have misunderstood her in this case. Pistoleer is a when attacking talent. This means it resolves its text simultaneously with thr attack and before retaliation happens. (Page 2 of the rules reference). Tinbeard would keep the upgrade but additional uses of the talent would cause him to lose upgrades as he shoots
31:05 Glider’s breakneck allows it to move through spires. The glider would move in a straight line and end up next to the landmark, not where it ended
49:40 elfinkazi do not attack for the AI
Shannon Wedge said that the entire attack resolves for Pistoleer, then you trigger the flip and upgrade loss... so clearly there is more clarification needed here :)
For the others, good calls. Totally forgot that breakneck basically breaks all movement rules ;)
I've just received my Kickstarter order the other day. I pledged for the all things new. I love Cloudspire the boardgame.
Awesome! Have fun with the content :)
@@OneStopCoopShop thanks, can I ask about the Swabbie for the talent slap. Just to check it means that the swabbie cannot inflict any damage attacking or retaliation. It's basically a sacrifice unit for it's promotion of other units?
Correct, but it can also be huge as a tempo setter, slowing down your other units or enemy units so you get a more ideal matchup when the forces meet, giving heroes more time to attack, etc.
Good video, I noticed you started the Wrath units on the drawbridge. Shouldn’t they start on the gate hex which is not in the traditional location but one hex behind it?
Someone else mentioned that too. I forgot about the separate drawbridge space. Thanks for watching!
Looks like a board game version of Faeria almost.
You did not set up the plank chip on your ship. The fortress gate is one hex back for this faction in the middle of the fortress
Is that right? Wouldn't have made too much difference here except in unit pacing :)
I don't believe the second Humminger in the stack would have an Elfinkaze. Elfin keyword generates elfinkaze at the start of the wave only and I am fairly sure only if the thing with Elfin is active at the time. Edit: Yeah, Elfinkaze spawn at the start of onslaught and only on active chips. So the only way the Royal Roost tower gets an Elfinkaze is if you kill Keem but leave it alive til the next wave, and any Hummingers that aren't the top unit of the group at the start of a wave don't get them at all. (It's kinda silly to group Hummingers, unless you're capping out on Elfinkaze anyway. But, scenarios.)
You're right! Good catch! That will make this one slightly easier on my next attempt ;)
@@OneStopCoopShop actually, having not seems the video it sounds like you did it correctly.
The AI uses talents differently than humans normally do. #Eflin triggers when a unit becomes active for the AI, so you would be correct spawning an elfinkazi after a humminger is defeated
That is incorrect, the Humminger that becomes active after the top humminger dies will add 1 elfinkazie on top even if a elfinkaze is there from the previous humminger. In the solo rule book its different then the competitve play.
Ah, I had completely failed to recall there might be variance in how things work in solo.
@@malkav1120 wait, so I WAS right??? Vindication!!!!!!!
Thank you both.
By the way: I’m not playing the ‘they move as far as they can’ like you do. The AI is much simpler: You count the number of hexes needed from your current position to their mark. They move as many hexes as they can as long as it brings them closer to the target. In your video, you’re doing many lateral moves, which is only on for the ‘human AI’ (e.g. your minions, but not for opposing minions).
To be more precise: You always moved the AI minions on the spot beside *both* of your towers. But that position doesn't bring the AI any closer to their mark (it is a lateral move, that has the exact same distance as the position they came from), so I would never put them there. Am I misplaying it?
I just checked the rules again. It reads that you *may* do lateral moves with the AI, but the moves you did, didn't help you often but just hurt you stronger. My interpretation is, that the AI controlled minions would have built a "very long" line one after the other (and not gone sidewards, because you could decide not do it as it gives the AI much more attacks).
It's entirely possible I'm doing that wrong, but my understanding is:
1 - they make as much progress as possible
2 - they use all of their movement (unless that would mean less progress)
3 - If they can't make any progress, you can move them laterally.
I don't remember ever doing a lateral move that actively hurt me. Do you have a timestamp?
@@OneStopCoopShop I checked with people on Facebook and it seems that I am doing it wrong. The AI has to use all of their movements, if possible. So you are playing it correct. I'm sorry for the confusion ;-)
But basically I was wondering about the 'choke point' above your two spires. If you take a look at the scenario book, I would not have moved any opposing unit "above the E" (your Air Clipper), but the discussion says that the AI has to use all of its movement so they end their movement beside your Air Clipper (despite the last move being "lateral", e.g. not bringing them any closer to your fortress). But it seems that you play it correct.