BattleCON G9 - KingdomAces (Lixis) vs. Zorblag (Clive)
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BattleCON G9 - KingdomAces (Lixis) vs. Zorblag (Clive)
It's another game of BattleCON! Always one to get back on that horse we have KingdomAces playing the Biomancer Lixis out for revenge! He'll be matching up against The Inventor's Apprentice, Clive! Lixis gets to fight a whole different type of cyborg. Will nature win out against cybernetics this time around?
If you're interested in learning about or playing a game yourself at some point I'll point you to the BattleCON discussion thread in the Arcade. For now, thanks to KingdomAces for stepping up to be the next scummer to whale on a Troll in the pbf fighting series!
We'll be playing with Dodge and the Force Gauge.
@KingdomAces, go ahead and submit your discard 1, discard 2 and finisher. Remember that Discard 2 is the one you'll get back first.
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Start of Game
Start of Game summary
ooLoCoo
20 lifeLixis:
Force Gauge: 2
Discard 1: Force Special Shot
Discard 2: Pruning Grasp
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 2
Discard 1: Force Special Dodge
Discard 2: Burnout Drive
Finisher: System Reset
Active Modules: None
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Barrier Chip, Core Shielding, Extending Arms, Force Gloves, Rocket Boots, Synapse Boost
Discarded Modules: None- Zorblag
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Beat 1
Start of Beat Summary
ooLoCoo
20 lifeLixis:
Force Gauge: 2
Discard 1: Force Special Shot
Discard 2: Pruning Grasp
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 2
Discard 1: Force Special Dodge
Discard 2: Burnout Drive
Finisher: System Reset
Active Modules: None
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Barrier Chip, Core Shielding, Extending Arms, Force Gloves, Rocket Boots, Synapse Boost
Discarded Modules: None
:LixisVine Drive
Range: 1 ~ 3
Power: 3
Priority: 2
Stun Guard 3
Advance 1 or 2 spaces.Before Activating:
Pull the opponent up to 2 spaces.On Hit:
:CliveRocket Strike
Range: 3 ~ 4
Power: 5
Priority: 4 +1 = 5
Stun Guard 5
Retreat up to 1 space.Start of Beat:
Move the Opponent 1 or 2 spaces.On Hit:
Ante:
Clive Antes Synapse Boost (+1 Priority)
Reveal:
None
Start of Beat:
Clive retreats 1 space.
ooLooCo
Active Player (Clive):
Clive Hits Lixis.
Clive Pushes Lixis 2 spaces.
LooooCo
Lixis takes 5 damage and is stunned.
Reactive Player (Lixis):
Lixis is stunned.
End of Beat::
None
Recycle:
Lixis gains 1 Force.
Clive gains 1 Force.
On to Beat 2.
Current State
LooooCo
15 lifeLixis:
Force Gauge: 3
Discard 1: Vine Drive
Discard 2: Force Special Shot
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 3
Discard 1: Rocket Strike
Discard 2: Force Special Dodge
Finisher: System Reset
Active Modules: Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Barrier Chip, Core Shielding, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: NoneLast edited by Zorblag on Sat Jul 09, 2016 12:33 pm, edited 1 time in total.- Zorblag
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You were out of range of my burst which meant if this didn't hit I was going to have to sit back for the beat. I possibly should have anyhow as your position is now better than I like for the next beat.
OK, no clash there. I've got priority. You can't retreat given your position. I'll advance 2 spaces with drive, then advance 1 space with Upgradable. That should put me at range 2 so I can hit you for 3, stunning you. Sound right?
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Beat 2
Start of Beat Summary
LooooCo
15 lifeLixis:
Force Gauge: 3
Discard 1: Vine Drive
Discard 2: Force Special Shot
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 3
Discard 1: Rocket Strike
Discard 2: Force Special Dodge
Finisher: System Reset
Active Modules: Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Barrier Chip, Core Shielding, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None
:LixisVenomousDodgeBurst
Range: 2 ~ 3
Power: 4
Priority: 1
Stun Guard 2
Retreat 1 or 2 spaces.Start of Beat:
Advance up to 1 space.Before Activating:
The opponent has -2 Priority during the next beat.On Hit:
:CliveUpgradeableShotDrive
Range: 1 ~ 2
Power: 3
Priority: 4 + 1 = 5
Stun Guard 3
This attack has -1 Priority and +1 Power for each Module you have active(max. 4).
Move 1 space.Before Activating:
Advance 1 or 2 spaces.Before Activating:
Ante:
Clive Antes Barrier Chip (Stun Guard 1)
Reveal:
None
Start of Beat:
None
Active Player (Clive):
Clive Advances 2 spaces.
Clive Advances 1 space.
LoCoooo
Clive hits Lixis.
Lixis takes 3 damage and is stunned.
Reactive Player (Lixis):
Lixis is stunned.
End of Beat::
None
Recycle:
Lixis gains 1 Force.
Clive gains 1 Force.
On to Beat 3.
Current State
LoCoooo
12 lifeLixis:
Force Gauge: 4
Discard 1: Venomous Burst
Discard 2: Vine Drive
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 4
Discard 1: Upgradeable Drive
Discard 2: Rocket Strike
Finisher: System Reset
Active Modules: Barrier Chip (Stun Guard 1), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Core Shielding, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: NoneLast edited by Zorblag on Sat Jul 09, 2016 12:58 pm, edited 1 time in total.- Zorblag
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OK, now I'm heading out, so make as many changes as you like.
As a side note, I was just looking at Naturalizing and not only does it stop me from gaining the benefit of my ante on the turn I do it (but not on future turns I think?) it also make upgradeable a terrible card for me if you play it. I think that I get the penalites to Priority for my modules in play, but not the benefits to my Power. That's a card I need to watch out for.
In any case, have a lovely afternoon/evening!
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Beat 3
Start of Beat Summary
LoCoooo
12 lifeLixis:
Force Gauge: 4
Discard 1: Venomous Burst
Discard 2: Vine Drive
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 4
Discard 1: Upgradeable Drive
Discard 2: Rocket Strike
Finisher: System Reset
Active Modules: Barrier Chip (Stun Guard 1), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Core Shielding, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None
:LixisRooted Dodge
Range: N/A
Power: N/A
Priority: 1
This attack does not hit opponents.
Soak 2
You may ignore movement effects that would be applied to you this beat, including your own.
Move 1, 2, or 3 spaces. If you moved past an opponent, that player cannot hit you this beat.Start of Beat:
:CliveMegaton Shot
Range: 1 ~ 4
Power: 4
Priority: 1 + 1 = 2
Stun Guard 5
Retreat as far as possible.On Hit:
Push the opponent 1 space.Oh Hit:
Ante:
Clive Antes Core Shielding (Opponent's On Hit/On Damage do not activate)
Reveal:
None
Start of Beat:
Lixis advances 2.
ooCLooo
Active Player (Lixis):
Lixis does not hit.
Reactive Player (Clive):
Clive does not hit.
End of Beat::
None
Recycle:
Lixis gains 1 Force.
Clive gains 1 Force.
On to Beat 4.
Current State
ooCLooo
12 lifeLixis:
Force Gauge: 5
Discard 1: Rooted Dodge
Discard 2: Venomous Burst
Finisher: Virulent Miasma
20 lifeClive:
Force Gauge: 5
Discard 1: Megaton Shot
Discard 2: Upgradeable Drive
Finisher: System Reset
Active Modules: Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: NoneLast edited by Zorblag on Sun Jul 10, 2016 6:21 am, edited 1 time in total.- Zorblag
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OK, that wasn't the lance which I had realized would wreck the dodge that I almost put into that attack pair this beat. Looks like you have priority. You'll probably advance 2, hit me for 2, not stunning me, I'll discard dodge and I'll miss. If you want to just advance 1 and let me hit you I wouldn't mind, but that seems silly of you.
I do not gain the effect of my healing at the end of the beat because I anted the card, so probably I'll get it next beat?
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Sorry, that was a typo from me for the last beat summary, I just left out one of the spaces and had a 6 long arena. I changed it once I realized that your dash was going to interact that way (you had just advanced 2 to got to that position, so you must be able to advance 2 back to your previous spot.) And at this point I need to head out, so we'll have to pick this up later. What were you expecting me to play there though?
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Yeah, I think that Vine Strike was the one move that would beat me out there and the fact that you anted stun guard made me think that you didn't (so I didn't ante my afterburners to retreat; that would have been a great bluff if you'd used it.) You do have the stun guard to hit me, but with the anted stun guard and the Barrier Chip I'm not stunned.
So I retreat 1 and hit you for 7 damage which doesn't stun you. On hit I pull you 1 space because I don't have a choice. I think I'll chose not to deactivate any modules (which is probably foolish, but so be it.)
You do hit me for 3 damage, but I don't get pulled due to Core Shielding. I should then heal 1 damage when Auto-Repaired kicks in at the end of the beat.
Does that all sound right?
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I've benefited from an aggressive play this time. I also didn't realize how mobile Clive was when I picked him (I remembered the modules gave me some options, but not the styles.) We can finish this one up or scrap it and start another, your choice.
If we do another I'm definitely going to play Seth who won't be able to do anything close to the same things that Ottavia and Clive have. I ended up rejecting Runika because she starts out super strong and I think she's hard to play against until you get to know her. I don't think that you're playing Lixis poorly, but I'd rather have a more fair match.
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Beat 5
Start of Beat Summary
LoCoooo
12 lifeLixis:
Force Gauge: 6
Discard 1: Naturalizing Drive
Discard 2: Rooted Dodge
Finisher: Virulent Miasma
18 lifeClive:
Force Gauge: 7
Discard 1: Force Special Strike, Dodge
Discard 2: Megaton Shot
Finisher: System Reset
Active Modules: Auto-Repair (Heal 1 and return Auto-Repair to stack at end of Beat), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Atomic Reactor, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None
:LixisVine Shot
Range: 1 ~ 6
Power: 3
Priority: 0
Stun Guard 5 + 2
Pull the opponent up to 2 spaces.On Hit:
:CliveRocket Wrench
Range: 3 ~ 5
Power: 2 + 5
Priority: 5 + 1
Stun Guard 0 + 3
This attack has +1 Power for each of Clive's Active Module Cards(Max. 4).
Retreat up to 1 space.Start of Beat:
Move the opponent 1 or 2 spaces.On Hit:
Return any number of your active modules to your module pile.After Activating:(You may re-activate them in future beats.)
Ante:
Lixis antes 2 force for Stun Guard 2.
Clive antes 2 force for Stun Guard 2.
Clive antes Atomic Reactor (+1 Power).
Reveal:
None
Start of Beat:
Clive retreats 1 space.
LooCooo
Active Player (Clive):
Clive hits Lixis.
Clive pulls Lixis 1 space.
oLoCooo
Lixis takes 7 damage and is not stunned.
Reactive Player (Lixis):
Lixis hits Clive.
Clive discards Grasp.
Clive takes 3 damage and is not stunned.
End of Beat::
Clive regains 1 life and Auto-Repair is returned to the Module Pile.
Recycle:
Lixis gains 2 Force.
Clive gains 1 Force.
On to Beat 6.
Current State
oLoCooo
5 lifeLixis:
Force Gauge: 6
Discard 1: Vine Shot
Discard 2: Naturalizing Drive
Finisher: Virulent Miasma
16 lifeClive:
Force Gauge: 6
Discard 1: Rocket Wrench, Grasp
Discard 2: Force Special Strike, Dodge
Finisher: System Reset
Active Modules: Atomic Reactor (+1 Power), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: NoneLast edited by Zorblag on Sun Jul 10, 2016 6:53 pm, edited 2 times in total.- Zorblag
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Yeah, I feel like Vine Shot is an obvious opening move for Lixis. It's got good stun guard and full board coverage. Other than dodging it I don't know that I can avoid getting hit that first turn and losing a base.
Drive and Shot are the two cards I need to work around (with Burst and Venomous being next in priority) as those are the ones that give you the most ability to reposition/hit me in a spot that I would otherwise be safe.
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Beat 6
Start of Beat Summary
oLoCooo
5 lifeLixis:
Force Gauge: 6
Discard 1: Vine Shot
Discard 2: Naturalizing Drive
Finisher: Virulent Miasma
16 lifeClive:
Force Gauge: 6
Discard 1: Rocket Wrench, Grasp
Discard 2: Force Special Strike, Dodge
Finisher: System Reset
Active Modules: Atomic Reactor (+1 Power), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None
:LixisPruning Lance
Range: 2 ~ 3
Power: 2 + 4
Priority: 3 + 4
Opponents cannot move into or through the spaces adjacent to you during this beat. They may still move out of these spaces.
This attack has +1 Power and +1 Priority for each base in the nearest opponent's discard piles.Reveal:
The opponent discards an extra base of their choice with this attack pair.On Hit:
:CliveMegaton Burst
Range: 2 ~ 3
Power: 4 + 1
Priority: 0 + 1
Stun Guard 2 + 3
Retreat 1 or 2 spaces.Start of Beat:
Retreat as far as possible.On Hit:
Push the opponent 1 space.On Hit:
Ante:
Clive antes 2 force for Stun Guard 2.
Reveal:
None
Start of Beat:
Clive retreats 2 space.
oLoooCo
Active Player (Lixis):
Lixis does not hit.
Reactive Player (Clive):
Clive does not hit.
End of Beat::
None
Recycle:
Lixis gains 2 Force.
Clive gains 1 Force.
On to Beat 7.
Current State
oLoCooo
5 lifeLixis:
Force Gauge: 8
Discard 1: Vine Shot
Discard 2: Naturalizing Drive
Finisher: Virulent Miasma
16 lifeClive:
Force Gauge: 5
Discard 1: Megaton Burst
Discard 2: Rocket Wrench, Grasp
Finisher: System Reset
Active Modules: Atomic Reactor (+1 Power), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None- Zorblag
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Good game though! Playing at the handicap with Pruning sucks (and both the range and on hit are huge for Pruning being a scary card,) but it's not something you'll do again. Unless you want a rematch, I'm playing Seth next game. You can stick with Lixis or change things up, whichever you prefer!
I'm assuming you're up to another game, you don't have to be, but I hope you are. Don't be down on yourself because of the last two matches. I inadvertently picked characters that play well against Lixis's weakness (lack of mobility/range.) For players who are still learning that gave me a huge advantage that doesn't reflect skill at the game.
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Beat 7
Start of Beat Summary
oLoooCo
5 lifeLixis:
Force Gauge: 8
Discard 1: Vine Shot
Discard 2: Naturalizing Drive
Finisher: Virulent Miasma
16 lifeClive:
Force Gauge: 5
Discard 1: Megaton Burst
Discard 2: Rocket Wrench, Grasp
Finisher: System Reset
Active Modules: Atomic Reactor (+1 Power), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None
:LixisForce Special Dodge into Virulent Miasma for 5 force
Range: 1 ~ 3
Power: 4
Priority: 5
The opponent loses 2 life during each ante step. Opponents at 1 life at the start of the ante phase have -3 Priority instead.On Hit:
:CliveUpgradeable Shot
Range: 0 ~ 5
Power: 1 + 5
Priority: 4 - 3
Stun Guard 4 + 1
This attack has -1 Priority and +1 Power for each Module you have active(max. 4).
Move 1 space.Before Activating:
Ante:
None
Reveal:
None
Start of Beat:
None
Active Player (Lixis):
Lixis does not hit.
Reactive Player (Clive):
Clive advances 1 space.
oLooCoo
Clive hits Lixis.
Lixis takes 6 damage and is knocked out.
End of Beat::
None
Recycle:
None
Current State
oLooCoo
Knocked OutLixis:
Force Gauge: 3
Discard 1: Dodge
Discard 2: Vine Shot
Finisher: Virulent Miasma
16 lifeClive:
Force Gauge: 5
Discard 1: Upgradeable Shot
Discard 2: Megaton Burst
Finisher: System Reset
Active Modules: Atomic Reactor (+1 Power), Barrier Chip (Stun Guard 1), Core Shielding (Opponent's On Hit/On Damage do not activate), Synapse Boost (+1 Priority)
Inactive Modules: Afterburner, Auto-Repair, Extending Arms, Force Gloves, Rocket Boots
Discarded Modules: None - Zorblag
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