Bamboo in opening hand?
I just noticed that bamboo counts as a unit for the purposes of opening hands. In other words, the "3 unit minimum" that is applied to the first draw includes bamboo, and a player could end up with 2 bamboos and only 1 ACTUAL unit! This strikes me as a pretty harsh blow, given the passive nature of plants...
Can someone confirm that your bamboo will give you the assault boost bonus?
2 Bamboo's on 2 assault boost tile --> Crystal kill! lol
P.s I presume you can heal the plants?
[edit] I just tried healing my plant but it CAUSED more damage rather than healing?! wtf
This would make sense if, once placed, they are viewed as part of the environment. If that is the case, they may not do anything on boost tiles. Needs to be checked.
If they dont work on boost tiles, then having them count as units needs to be fixed. Maybe it needs to be changed in any event.
They do work on boost tiles.
They do work on boost tiles.
That definitely offsets the sting of having them in your opening hand, but it still seems a bit harsh to potentially only have one true unit in your hand. After all, even if you can place the bamboo decently, you may not get more units on your next draw.
And bamboo is terrible at using equipment.... ;)
So does bamboo on a resistance boost tile become tankier, the way a crystal can resist more from a paladin aura?
So does bamboo on a resistance boost tile become tankier, the way a crystal can resist more from a paladin aura?
Well, just a very immobile tank - like an M1 Abrahms that has slipped its tracks. And without a functional turrent, operational gun or mounted machine gun.
So yeah, just like a tank.
My hand right now had bamboo, Taoist, and shadow as the units versus 2 archers and one is holding a sword. I literally heard the game go "womp womp" (say it out loud to get my meaning). Please reclassify bamboo. Kthx
My hand right now had bamboo, Taoist, and shadow as the units versus 2 archers and one is holding a sword. I literally heard the game go "womp womp" (say it out loud to get my meaning). Please reclassify bamboo. Kthx
The game started playing dubstep?
My hand right now had bamboo, Taoist, and shadow as the units versus 2 archers and one is holding a sword. I literally heard the game go "womp womp" (say it out loud to get my meaning). Please reclassify bamboo. Kthx
The game started playing dubstep?
Lmfao!!!!!! Trip for Vice President.
A bamboo can be used to range stomp. Sort of makes it more useful to have them in opening hands. 2 dragons + 2 bamboo = early mess for opposing team to recover from.
A bamboo can be used to range stomp. Sort of makes it more useful to have them in opening hands. 2 dragons + 2 bamboo = early mess for opposing team to recover from.
Yeah... And then you've blown your offensive load for the rest of the game. Not convinced.
I just noticed that bamboo counts as a unit for the purposes of opening hands. In other words, the "3 unit minimum" that is applied to the first draw includes bamboo, and a player could end up with 2 bamboos and only 1 ACTUAL unit! This strikes me as a pretty harsh blow, given the passive nature of plants...
I just noticed my opponent lost with a bamboo in hand. Therefore, it doesn't count as a unit for purposes of victory conditions. Not that I thought it would, but I may have thought otherwise after this initial post.
A bamboo can be used to range stomp. Sort of makes it more useful to have them in opening hands. 2 dragons + 2 bamboo = early mess for opposing team to recover from.
Yeah... And then you've blown your offensive load for the rest of the game. Not convinced.
Agree. The super unit is borderline useless unless you can KO stuff quickly. What good does raising a 100 health unit do? Its a tempo, that is all. Is that meaningfully better than a witch or necromancer???? In order for the super to have value greater than witch or nec, you have to kill something in just a few AP, and heal or more likely use a potion on the reanimated unit.
Possible exception -- early double dragon + bamboo on a TF2 healer.
Anyway, this bamboo counts as a unit is a serious problem in my view. You arent guaranteed to get units on turn 2 or 3, so you can easily have one healer as your only unit for your first 3 turns. Unless you are going to gear up your healer, you'll be trading tiles, and you could easily get gear back. Good luck winning if your first round of trades doesnt work.
Agree. The super unit is borderline useless unless you can KO stuff quickly. What good does raising a 100 health unit do? Its a tempo, that is all. Is that meaningfully better than a witch or necromancer???? In order for the super to have value greater than witch or nec, you have to kill something in just a few AP, and heal or more likely use a potion on the reanimated unit.
As an avid TF2 player, the Shadow seems competent at destroying my strategy of trade+sacrifice. I have had opponents res+heal units I sent in to take out high value targets.
Also, having to spend a turn destroying a unit you had in your front lines is painful, and the 1200-hp-fully-buffed keeps that shadow alive mid-range for a while. While its uses are situational, with a strategy of mid range Shadow with healer, the shadow can make your opponent back off or face big ap losses on trading.
I haven't played against shaolin with anything but tf2 yet, so this doesn't apply to any other team.
Agree. The super unit is borderline useless unless you can KO stuff quickly. What good does raising a 100 health unit do? Its a tempo, that is all. Is that meaningfully better than a witch or necromancer???? In order for the super to have value greater than witch or nec, you have to kill something in just a few AP, and heal or more likely use a potion on the reanimated unit.
As an avid TF2 player, the Shadow seems competent at destroying my strategy of trade+sacrifice. I have had opponents res+heal units I sent in to take out high value targets.
Also, having to spend a turn destroying a unit you had in your front lines is painful, and the 1200-hp-fully-buffed keeps that shadow alive mid-range for a while. While its uses are situational, with a strategy of mid range Shadow with healer, the shadow can make your opponent back off or face big ap losses on trading.
I haven't played against shaolin with anything but tf2 yet, so this doesn't apply to any other team.
I am not disagreeing that the Shadow can have good uses without the Dragon. The tempo is useful. The high health range 3 shooting is useful, with the combo bonus making up for the low base damage. However, think about what the other super units can do -- to hit that kind of level of power, the Shadow probably needs to be used after a Dragon or potion-boosted attack.
I feel like the shadow is in line with its peers. Potentially awesome but usually just decent. Occasionally someone kamikazes and you can get a unit out of the deal you wouldn't otherwise. Assuming combo points do give 200 dmg per point he can be used for that. He also has 20 res with 1.1k hp. Not super strong by a stretch but potential.
As mentioned, thus far I've found the Shadow's biggest impact to be preventing/punishing suicide dives. Killing/raising/healing an enemy diver is worth way more than one tempo! On offense, however, his power has far less potential.
As mentioned, thus far I've found the Shadow's biggest impact to be preventing/punishing suicide dives. Killing/raising/healing an enemy diver is worth way more than one tempo! On offense, however, his power has far less potential.
i managed to pressure an attack square with a poisoner then I turned around and used a potion combo for a kill. Raised it back up with 2 ap left then got two attack tile boosted attacks so it has limited offensive potential but the 3 range can ruin a lot of people
edit: also the rested units are more threatening than phantoms. You are obliged to kill them and phantoms are lower priority targets
i managed to pressure an attack square with a poisoner then I turned around and used a potion combo for a kill. Raised it back up with 2 ap left then got two attack tile boosted attacks so it has limited offensive potential but the 3 range can ruin a lot of people
edit: also the rested units are more threatening than phantoms. You are obliged to kill them and phantoms are lower priority targets
I never said it was useless on offense! ;)
As mentioned, thus far I've found the Shadow's biggest impact to be preventing/punishing suicide dives. Killing/raising/healing an enemy diver is worth way more than one tempo! On offense, however, his power has far less potential.
Another Tribe tool bites the dust. Not one but 2 suicidin' Chieftans fall for the Tribe, only to rise and turn on their green brothers.
Tribe becomes harder and harder to play. Soon to be unemployed. Nothing more sad than a troll on the dole.
Diving them with a Chieftain should be fine if you can take out their Shadow, right?








2 Bamboo's on 2 assault boost tile --> Crystal kill! lol
P.s I presume you can heal the plants?
[edit] I just tried healing my plant but it CAUSED more damage rather than healing?! wtf