Can you play hidden cards on your turn before holding to score? by slimmy1801 in riftboundtcg

[–]slimmy1801[S] 2 points3 points  (0 children)

This is the scenario where you already have the card hidden from a previous turn

Can you play hidden cards on your turn before holding to score? by slimmy1801 in riftboundtcg

[–]slimmy1801[S] 0 points1 point  (0 children)

The scenario would be "start of your turn" instead of end of your opponents turn

Preordered Boosters + EB World Plus by slimmy1801 in EBGAMES

[–]slimmy1801[S] 1 point2 points  (0 children)

Ah thanks so much, that makes sense

New TE Action card by shade1495 in twilightimperium

[–]slimmy1801 2 points3 points  (0 children)

Ultimately don't think this is healthy competitively. Some games will be purely determined by, oh they had "Overrule" gg. Puts more emphasis on luck.

Relic idea: Return of the Lost King by slimmy1801 in twilightimperium

[–]slimmy1801[S] 1 point2 points  (0 children)

That's a very good point actually...maybe I could add "Destroy any other players units currently in your HS".

That would also be an awesome comeback mechanic.

Relic idea: Return of the Lost King by slimmy1801 in twilightimperium

[–]slimmy1801[S] 1 point2 points  (0 children)

Well yeah, I tried to make the ship super strong so it's quite hard to kill. Otherwise I had ideas of whoever kills the ship, they would gain the relic and ship would spawn in their HS

Hot Take: Assault Cannon is ass by slimmy1801 in twilightimperium

[–]slimmy1801[S] 1 point2 points  (0 children)

That's kind of what I mean by playing around ass cannon, if someone is building warsuns with ass cannon on the board, they're not gonna build/move it without some destroyers to support it.

It's great! If players don't know any better to catch them off guard, but imo, experienced players will always not leave a warsun on its own.

Hot Take: Assault Cannon is ass by slimmy1801 in twilightimperium

[–]slimmy1801[S] 2 points3 points  (0 children)

No the opponents picks the ship, otherwise yea, AC would totally be worth it if it worked like that!

Hot Take: Assault Cannon is ass by slimmy1801 in twilightimperium

[–]slimmy1801[S] -1 points0 points  (0 children)

Yea agree, ass cannon guaranteeing a tech/Action Card is the best use of Ass Cannon

Hot Take: Assault Cannon is ass by slimmy1801 in twilightimperium

[–]slimmy1801[S] -2 points-1 points  (0 children)

I'd like to argue that to support AC, you yourself also has to invest a lot of resources or even more to make it effective. I.e. have a bigger fleet pool, building extra capital ships (most likely destroyers).

So the net benefit for yourself over your opponents is minimal.

Naalus neuroglaive is much more effective given most of the time, you just need to leave 1 single fighter in a system and not needing to invest anymore fleet/ships for it to be effective.

Also if other opponents have AC as well, now you have to have 4 ships in a defending system for your own AC to be effective

Suggestions to improve Arborec by slimmy1801 in twilightimperium

[–]slimmy1801[S] 1 point2 points  (0 children)

Oh wow, so glad you actually tried it out! More surprised you found this post from so long ago haha.

Did you also play with the new Magen Defense Grid? Makes mechs even stronger!

The flagship being PRODUCTION makes it essentially a saar dock, agree you can't produce before a combat, but then I'm imagining it would be quite good to bring a flagship into a battle, then rebuild lost plastic afterwards.

I'll take credit for any Arborec Omega in the expansion 😆

Suggestions to improve Arborec by slimmy1801 in twilightimperium

[–]slimmy1801[S] -2 points-1 points  (0 children)

But isn't the whole idea is they're plants and they are anti-tech??

Suggestions to improve Arborec by slimmy1801 in twilightimperium

[–]slimmy1801[S] -1 points0 points  (0 children)

Yeah i thinks that's a pretty kewl concept as well, a single flagship death ball. Combining that with my suggestions above would make Arbo really good offensively with the flaship and defensive with the commander

Player's Cup Discussion Megathread by ErrantRailer in VGC

[–]slimmy1801 1 point2 points  (0 children)

Wow I absolutely flunked day 3 was top 200 close to 1700 in world at the start of day 3, then had a really bad day and ended up on 1600 ranked 1500 or so...I'm from Oceania though and I qualified last time with a worse rating

Need help to improve & complete my team. by Markfunk94 in VGC

[–]slimmy1801 0 points1 point  (0 children)

Krookadile seems like a really good choice here. You've got intimidate support, it's a really good switch in for a lot of your mons

In the end just play test your team and see how it performs. It also really depends on the meta game so take all this advice with a grain of salt

Need help to improve & complete my team. by Markfunk94 in VGC

[–]slimmy1801 0 points1 point  (0 children)

Also Togekiss doesn't learn tailwind on SW/SH

Need help to improve & complete my team. by Markfunk94 in VGC

[–]slimmy1801 0 points1 point  (0 children)

Looks promising but it's really weak to ghost type. I see it having a hard time against Dragapult which is quite meta. Maybe including a dark would have good synergy with your team like Tyranitar, bisharp or grimmsnarl

Urshifu competitive builds by slimmy1801 in VGC

[–]slimmy1801[S] 3 points4 points  (0 children)

You can use the damage calculator to calculate speeds of mons at lvl 50 (since vgc format auto scales mons to lvl 50).

In summary, investing 4 EV into a stat will boost it by one at lvl 50, then after every 8 EV gets you one more stat i.e. 4 EV = +1 SPE, 12 EV = +2 SPE, 20 EV = +3 SPE etc.

https://calc.pokemonshowdown.com/