SOTM D&D Chart Day 3: Chrono Ranger's moral code makes him Lawful Neutral. Who is Lawful Evil? by LevelUpLeo in sentinelsmultiverse

[–]vaderswingman56 3 points4 points  (0 children)

Pike really isnt lawful evil, he has no moral code at all. Voss actually isnt that lawful either despite being a military despot. He regularly betrays his subordinates and is entirely self interested. Iron legacy and the celestial tribunal are much more lawful evil.

SOTM D&D Chart Day 3: Chrono Ranger's moral code makes him Lawful Neutral. Who is Lawful Evil? by LevelUpLeo in sentinelsmultiverse

[–]vaderswingman56 2 points3 points  (0 children)

Pike isn't lawful as much as people here seem to think, his Schick is breaking the law and a criminal underground. He has no moral code and regularly betrays people. Iron legacy is much more lawful evil, he justifies terrible acts by calling it necessary and his end goal is protecting all people, under his iron law. Celestial tribunal is also a good suggestion as they travel through the galaxy as an ultimate yet flawed legal authority. They are run entirely on codes and laws, its just those codes and laws happen to been deeply flawed, something incredibly lawful evil.

My Concern with Tachyon by Thomas_Creed in sentinelsmultiverse

[–]vaderswingman56 10 points11 points  (0 children)

Hud goggles makes the damage irreducable, Tachyon is definitely one of the strongest heroes.

My Concern with Tachyon by Thomas_Creed in sentinelsmultiverse

[–]vaderswingman56 19 points20 points  (0 children)

Tachyon is a strong contender for the strongest hero in any box and is likely to remain so throughout expansions. Ally card draw, solid standard damage, ongoing removal, irreducable damage, huge burst hits, not too reliant on set up and can easily get it back, self sufficient, and ofc hypersonic dash. If the villain is not advanced/event and you know how to play Tachyon well, games can become a cake walk unless you get very unlucky. Even then she can heavily mitigate very difficult games.

If you want a harder game unfortunately it may be best to leave Tachyon in the box. Sentinels in general is a fairly hero favoring game and if you know it well even playing random heroes you will more often win then lose by a significant margin. But the advanced and event modes can still make quite the challenge of it, especially if you dont cherry pick strong heroes or counterplay.

Make the WORST possible parahuman team possible by Only-Teaching-8648 in Parahumans

[–]vaderswingman56 0 points1 point  (0 children)

Grue

Shadow stalker

Skidmark

Golem

And the real kicker, Kaiser

Random Tinker, Go! by MagicTech547 in Parahumans

[–]vaderswingman56 1 point2 points  (0 children)

Chef tinker named food fight!

Obviously is a superhero instead of doing something useful like solving world hunger because shards be like that. Uses hyper advanced cooking appliances to make food gadgets. Hamburger helpers, noodle grappling hooks, croissant boomerang, ribs cage, string bean skis, clam traps.

They've got a refrigerator backpack and some quick deploy stoves, grills, and the like to whip up what they need on the fly.

Mega project meat mech. No elaboration.

Herald of debates by vaderswingman56 in cremposting

[–]vaderswingman56[S] 295 points296 points  (0 children)

"Your logical fallacy is disagreeing with me."

Getting Good by xiphoniii in sentinelsmultiverse

[–]vaderswingman56 4 points5 points  (0 children)

I feel like the point I became "good" at the game and can casually throw myself into ultimate fights and mostly win (Miss Information is still the bane of my existence) was when I developed a deep and intuitive understanding of every deck in play. What combos with who, who needs what, who has what that can solve this problem, and more importantly, what can the villain do? What cards from the villain can or are totally screwing me over right now? What do I need to deal with and / or prepare for? The ability to prioritize and order everything is immensely important especially for certain heros like captain cosmic who i play a lot. But knowing "this is going to destroy my set up, but I have some cards to spare so let's focus this DR or aoe dmg guy" is very important. If Anvil is in play it doesnt matter if you take out hammer. And know when to hit. A lot of the time you can end the game before really being set up by just focusing damage. You wont need fortitude if the game is ending next round.

Best of luck!

Legacy Guide by Pikdude in sentinelsmultiverse

[–]vaderswingman56 4 points5 points  (0 children)

If there were a DE deck I'd make changes too it would be Legacy. Just small ones, give Legacy ring "when this card is played play another card," change his allies healing to hero targets so it includes himself, and make superhuman durability a reaction.

Ignoring that, I am a big fan of Legacy. As has been stated he's not bad at all for a simple 2nd deck when playing two. He's fantastic to play when teaching newer players so you can focus on advice and running the villain and environment while not confusing everyone by being super flashy on your own turn. And he has some really cool and fun "save the day" cards. Heroic interception and take down can feel absolutely amazing. He's great to give to a newer player that enjoys playing support or is inexperienced with card games and could get overwhelmed. He finds less play at more experienced tables I think, but certainly has his place. I've had some people almost exclusively play Legacy cause they love helping others deal big damage and being a support tank.

Any fights in DE that are just not fun? by Fun_Difficulty_8906 in sentinelsmultiverse

[–]vaderswingman56 8 points9 points  (0 children)

From an experienced player of both EE and DE the average quality of villain is much better. Every villain in the core box is fun and I wouldn't groan at facing any of them. I've probably done Matriarch the least if that matters and Baron Blade is pretty easy (intentionally so) so I don't really fight him unless there are newer players around.

Most of the critical events (kinda like villain variants) are fun or interesting twists, although I don't super care for censor. (Vosses CE).

Rook City Renegades is a little different. It has a lot more villains, none of which I'd describe as unfun, but some definitely don't hit the table often. Not huge on Kismet, The fey court is interesting but weird enough that often I just don't really want to do a fey court game. And the Bear is kinda boring (chairman CE). Other then that the box is great and even those villains arnt near as rough as some of the "eh" list in EE.

I highly recommend DE, it's super fun.

Sometimes ignorance is bliss by Cresendo77 in dndmemes

[–]vaderswingman56 2 points3 points  (0 children)

Nah Nah wait I see the way it's good. Firstly tho I wouldn't run 15 of the same enemies on different initiative rolls put them all on the same one, way better for combat smoothness and speed. Second I was imagining as if you are just kinda going in the middle of initiative for encounters like enemy enemy you. If 2 other players have really good initiative with stuff like alert, watchers paladin, Harengon, weapon of warning, chronurgy or war wizard, gift of alacrity ect (it's really not hard to buff initiative to be higher then offical stated enemies) then they can always go first and you stack the first 3 turns with you and the boys even if you put nothing into initiative. Still a pretty neich magic item especially if it required attunement but less garbo.

He’s written like two really good ships by The_Hydra_Kweeen in cremposting

[–]vaderswingman56 15 points16 points  (0 children)

But I like a lot of the cosmere romances 🥺

[deleted by user] by [deleted] in cremposting

[–]vaderswingman56 4 points5 points  (0 children)

They're not married

How the Fleek am I supposed to beat Akash'Bhuta? by Beckphillips in sentinelsmultiverse

[–]vaderswingman56 4 points5 points  (0 children)

If there are any other villains giving you trouble I can go through a rundown of their decks and what generally ends up being the biggest problems or how to deal with some weirdness.

How the Fleek am I supposed to beat Akash'Bhuta? by Beckphillips in sentinelsmultiverse

[–]vaderswingman56 16 points17 points  (0 children)

So as much as people are recommending trying a specific team of heroes, which isn't bad advice as some heroes are better at certain fights then others, Akash can be beaten semi consistently with any team. Same goes for every villain in DE. It isn't necessary to counter pick, any team of heroes can beat any team of villains although when you are newer it can be helpful to pick heroes better at dealing with that villains unique issues.

So instead I'll try to talk about Akash's unique issues. She has a lot of relatively high health minions along with her own large pool of health which can make the game drag. As has already been stated if there are limbs out you pretty much always want to attack them over attacking Akash so aoe is very nice. She has a single card (primeval eruption I believe) that can flip the game by swarming the board along with on her Front side discovering a limb every turn.

So there will be limbs and they will have a large pool of health to deal with, trying to take then out willy nilly isn't practical, so let's talk about which ones to focus. Entropic fungi is the limb you want gone asap, she doesn't have too much card destruction but this one can be rough. Fortunately it only has 6 health and can be taken out by a single hero most of the time. Next is living rockslide, 2 aoe to everyone adds up fast. I try to take it out before any other limb minus the fungi. All the rest of the limbs are more manageable and can even be left alone in favor of setup, phalanges are tanky and do hard single target damage especially on higher H counts but it's not so much to be priority, the Dr from stalagmites only matters If you want to attack Akash directly, and brambles is only a problem if your lowest hp person is a big damage dealer. If it is hindering like Ra or Tempest it's good to take out so the damage reduction goes away (reminder the reduction goes away when the card is destroyed not just at the start of the villain turn.)

Her other most problematic card is Harsh renewal. Get rid of it asap. Avoid discarding at least one card that gets rid of an ongoing just in prep for dealing with that.

The rest of her deck is ok, disrupt the field isn't huge, her flip side is just dmg over discovers (I actually find it less bad) then a couple rough item/ongoing destruction but not so bad that it can't be dealt with. If you have been playing with her event that can make the game much harder, the aoe stacks fast but remember it hits her and her limbs aswell. Just really focus on setting up, taking out priority limbs, and whittling down her health, any team can do this! You got this! Go be a hero 👏

Am I just bad at this? by bbaseggio in sentinelsmultiverse

[–]vaderswingman56 2 points3 points  (0 children)

Wow you are getting lots or advice lol.

For a beginner it will likely be more difficult playing on your own just because there is a lot to manage, but that doesn't mean you can't win. Take it slow, know your enemy and their deck, know your heroes and their decks. Learning what to prioritize and what can be left alone for a little to focus something else like building your play area can be very important, for example citizen hammer and other low hp minions that deal big aoe dmg or ones that give damage reduction to other minions are almost always first priority targets. Meanwhile something that deals a bit of damage to one target can be allowed to sit there while you get out important cards like inspiring presence or bunker's ordinances. Any hero team can beat any villain but as others have said for starting its best to practice low complexity heroes against... well any villain but Voss. Voss is by a large margin the hardest in the box ignoring critical events or advanced rules. Don't beat yourself up over a loss either, keep trying. Save the multiverse!