We Rank The Guardian Firearms! (Arkham Horror: The Card Game)
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- Опубликовано: 9 сен 2024
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We ranked all of those juicy Rogue firearms a few weeks ago, so now Bryn and I are back to rank all the Guardian firearms. Let's do this!
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A note, you CAN put a telescopic sight onto a Springfield and target monsters two locations away, since the sight increases the target by one location beyond normal. I thought the taboo to Springfield also made the sight irrelevant, but it actually doesn't.
"You may ignore the retaliate keyword when resolving abilities of Firearm cards you control". Would be such a great Guardian permanent, or even ability for a future Guardian Investigator to have.
A melee weapon discussion would be cool too!
Machete, Survival Knife (2), Cyclopean Hammer, Runic Axe ... forget the rest.
Ranking the Mystic attack spells would be interesting. Which version of "spend one charge do extra damage. If you X then X downside occurs" is the best.
The Springfield 1903 is designed to go along with the Bandolier (0 or 2).
And suddenly it becomes an awesome option.
What you forgot to mention is that it also ignores aloof.
Which is awesome half the campaigns.
I always imagine spinning around and going "pitchoo!" with it. The most recent campaign also has a pretty huge number of Aloof enemies.
But I wish that there were more options than Bandolier and Brand of Cthugha. After Tinker released (gives a tool -1 hand slot requirement) I was very sad when I realized that the only good 1 handed Tool weapon is Fire Extinguisher 3.
@@kitsunin4690
It`s really a problem that Bandolier (2) is so good that it nearly needs specialised builds to not take it.
Thanks for the list!
It would be interesting to see you rank the campaigns according to how well they adapted the original material or how much you liked the theme of a campaign or how difficult they are.
As per our prior agreement, I shall point out that the best Guardian firearm is to play melee instead and the best Guardian melee weapon (as of this moment) is Cyclopean Hammer. Just close your eyes and imagine the muzzle flash! You're welcome.
I do enjoy seeing .45 Automatic getting the respect that it deserves, it's a real workhorse of a card. (You know, in case your Machetes were lost in a tragic but strangely localised house fire.)
Also worth saying the 35 Winchester is better on easier modes on the game, which is generally the opposite of when you need a card to be good.
Oh yeah, that's a great point. However, that does make the Winchester more appealing for Easy so you can have more fun with jankier sorts of builds!
The Wincheter's better on _harder skill checks_. It's damage per shot fired doesn't degrade nearly as badly as a .45 Automatic's does, because (-3) tokens only lose 1 point of Winchester damage, but 2 points of .45 Automatic damage.
Also, it recently got Custom Modifications, which helps it more than .45 Automatic. You get a push-your-luck-for-more-damage option that's pretty flexible.
I'm sorry, I don't understand why a -3 causes a .45 Automatic to lose 2 damage?
@@PlayingBoardGames i think he's fighting up two against the token bag? Idk
@@DrDifra sorry, I could have been clearer. Let me back up.
Suppose one is taking fight checks up by zero against the bag. Because 100% of hits will be with a non negative token, the Winchester is a 3 damage weapon for 0 XP. Of course it misses a terrible amount of the shots it takes, but so does a gun like .45 Automatic (2).
To be fair, one strives to take skill tests up by a few points against the bag. So let's assume a test at bag-plus-two. Suddenly .45 Auto (2) looks much better, because all those (-1)s and (-2)s (that are so common on easy and standard) equate to 2 damage on the .45, but only 1 damage on the Winchester. Average damage output begins to draw even, and .45 Auto has less variance, which is also desirable.
But Hard and Expert has fewer of those low negative tokens. So Winchester doesn't suffer as much from the difficulty bump than .45 Automatic.
Not to overlook the OP's good point that expert has fewer non negative tokens than standard. While that's important, I'll also mention that blesses and curses make up the bulk of my non negative token draws, personally, and that's not a share of the bag that degrades at higher difficulty.
Winchester is my favorite thing about Arkham Horror.
We play mostly 4 player. We often had BAR at 64 ammo with 3 contraband. When you get to 64 ammo you just let the guardian do all the monster killing with the other 3 players cluing
That sound like the least fun I've ever heard of
Flamethrower should come with an additional risk for playing to (e.g. when taking meat damage, draw token. If skull, discard flamethrower and take some more damage). It would add flavour and give a legitimate reason to play other big guns.
Flamethrower taking a body slot does not warrant its numbers being this good. Its main downside is actually that you can’t use it to attack enemies not engaged with you. When playing at higher player counts, that ends up being a non-negligible action tax, though you can get around it with cards like Taunt and Riot Whistle.
(Flamethrower still absolutely deserves its spot on this list.)
Flamethrower doesn't work with Bandolier, but it's the one big gun that needs it the least.
Are you able to rank which standalone scenarios are best to include in a campaign?
It's something I was never compelled to do until Scarlet Keys added a good thematic reason to stop what you're currently doing and go to Eygpt.
I thought the springfield is for killing non hunter elites or scope it and stay 2 squares away if its hunter. 9 damage without risk of damage is good
And then you draw an enemy engaged with you. It's like we say in the video, you can put a lot of cards together to make Springfield work, but that's a lot more work than other guns in the list require.
@@PlayingBoardGames let me have my dream. Flamethrower is one more campaign from being banned at my table lol
Does Nathaniel cho work with gun based events? Bryn I must know if this could be a deck. Shoot a shotgun with an event and deal seven.
Which event?
Marksmanship, for example, will not trigger Nathaniel Cho's Investigator Ability, because his Investigator Ability requires you to "deal damage by an event or fight ability on an event".
When you use Marksmanship with a Firearm, you are still using the Fight ability on an Asset (the Asset card is the Firearm), not a Fight ability on an Event.
There might be some Events that will work, no idea, which ones were you thinking of? I'm interested if there are Events that will work with a Nathaniel gunner deck.
Why is it fair to rate Shotgun with how it works with other cards but you specifically said the opposite for colt
Can a card like Shotgun exceed its intial 2 ammo via events? Like can you put 10 ammo on a shotgun or does it cap at 2?
Btw thanks for always answering my questions Justin 😁
Yes! As long as a card doesn't say "replenish" its uses, you can add uses over the starting value.