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Cthulhu Wars - Game: 2

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Posts

  • SaurfangSaurfang Registered User regular
    edited November 12
    @jdarksun I would highly recommend summoning Nyarlathotep this turn instead of building your monsters. Picking up the spellbook Thousand Forms can potentially get you some of that power back, too.

    Edit: Great Old Ones are usually pretty central to each faction's strategy and you don't want to delay having yours out for too long. In the case of Crawling Chaos, one of your big routes to Elder signs (and therefore points) is hunting other GOOs with Nylarlathotep's Harbinger ability. Also Thousand Forms is super handy and very annoying for the rest of us.

    Edit 2: shoot, I was hoping to catch you before the game moved on.

    Saurfang on
  • NotoriusBENNotoriusBEN Registered User regular
    Screaming Dead to West Africa
    Move cultist to West Africa.
    9->7

    @MrBody

    notoriusben_zpsa205e831.png
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  • jdarksunjdarksun Scion of Chaos Registered User regular
    @Saurfang Maybe I can get somebody to loan me a power, it's probably too late to go back and summon big N.

  • jdarksunjdarksun Scion of Chaos Registered User regular
    edited November 12
    Unless Ben doesn't care, in which case I'll summon Nyarlayhotep

    jdarksun on
  • MordenthralMordenthral Registered User regular
    I'm fine with it. Up to you players.

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    I would LOVE other players to be out of power for this turn!

  • SaurfangSaurfang Registered User regular
    I'm good with it! Also we should be a little concerned about Opener this round. With 5 spell books and a GOO already on the board, Opener is in a really good position.

    Mordenthral
  • MordenthralMordenthral Registered User regular
    Saurfang wrote: »
    I'm good with it! Also we should be a little concerned about Opener this round. With 5 spell books and a GOO already on the board, Opener is in a really good position.
    All 6, actually. The King just moved in with Yog.

    stever777 wrote: »
    True. You are good Mord.
  • SaurfangSaurfang Registered User regular
    Good point!

  • NotoriusBENNotoriusBEN Registered User regular
    edited November 13
    I guess everyone know's who should be in their sights now.

    also, if you want me to fight yog, this round of moves, I need someone to kill one of my cultists and sleeper to give me 3 power now.

    NotoriusBEN on
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  • MordenthralMordenthral Registered User regular
    Not to distract from the discussion, but playing a TTS game of this in about 30 minutes if anyone is around.

    stever777 wrote: »
    True. You are good Mord.
  • NotoriusBENNotoriusBEN Registered User regular
    I am actually awake and cognizant to play a round with you @Mordenthral

    notoriusben_zpsa205e831.png
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    Mordenthral
  • MordenthralMordenthral Registered User regular
    I am actually awake and cognizant to play a round with you @Mordenthral
    Great. That's at least 3 so far. So we'll definitely have a game.

    stever777 wrote: »
    True. You are good Mord.
  • SaurfangSaurfang Registered User regular
    unfortunately, any attacker without 6 spell books is going to have a hard time locking Yog down; it'll just move away before combat. I think focusing on denying gates is the way to go here.

  • SaurfangSaurfang Registered User regular
    I think jdarksun is still wondering if we're okay with him rethinking his first move. @NotoriusBEN @Ketar

  • NotoriusBENNotoriusBEN Registered User regular
    sure. go ahead jdark

    notoriusben_zpsa205e831.png
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  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    It's ok with me.

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • SaurfangSaurfang Registered User regular
    Since we know what @jdarksun Is changing his move to, @MrBody can probably go ahead with his first move? Oh and jdarksun will need a spell book; I'd recommend Thousand Forms.

    Preda
  • MrBodyMrBody Registered User regular
    edited November 13
    Not sure why I'm the must take down target. Everyone else is sitting on 3 gates about to get their GOO and they're a hell of a lot more scary in terms of combat and mass mobility.

    Crawling Chaos' move is pretty important so I'm waiting on that.

    MrBody on
  • MordenthralMordenthral Registered User regular
    Waiting on @jdarksun to confirm at which gate Nyarlathotep is being Awakened and which spell book is being claimed.

    stever777 wrote: »
    True. You are good Mord.
  • jdarksunjdarksun Scion of Chaos Registered User regular
  • MordenthralMordenthral Registered User regular
    Thanks!

    @MrBody

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    edited November 14
    Get off my lawn!

    Summon abomination to West Africa, initiate battle
    12->8


    geth roll 6d6 for Opener
    geth roll 3d6 for Yellow

    Opener:
    6d6 16 [6d6=1, 2, 2, 4, 6, 1]
    Yellow:
    3d6 6 [3d6=2, 2, 2]

    MrBody on
  • MrBodyMrBody Registered User regular
    edited November 14
    No hits on me.

    1 kill, 1 pain to @NotoriusBEN

    Promote every unit.
    Cultist->mutant
    Abomination->Spawn of Yog Sothoth

    MrBody on
  • MrBodyMrBody Registered User regular
  • SaurfangSaurfang Registered User regular
    Summon Tsathoggua in North America West.

    Claim Ancient Sorcery spellbook.

    12-->4

  • MrBodyMrBody Registered User regular
    Everyone thinks I'm the big bad to gang up on, but I'd like to point out how freaking scary Crawling Chaos gets when ramped up, and how insane Sleeper's infinite delay is. Imagine the stuff he can pull once everyone else is out of power and he gets to run around with 12.

    Opener is actually the worst for combat mobility. Cthulhu gets submerge, Yellow gets Screaming Dead and Hastur instantly assassinating GOOs, Crawling Chaos gets flying plus free hunting horror movement, and Sleeper gets lethargy and burrow. Opener gets...maybe move a gate towards me? Popping up a monster on enemy gates is going to quickly become useless as everyone gets more units.

  • MordenthralMordenthral Registered User regular
    Waiting on @Ketar before I do an update.

    stever777 wrote: »
    True. You are good Mord.
  • MordenthralMordenthral Registered User regular
    Also, what is @NotoriusBEN killing, and what is he paining to where?

    stever777 wrote: »
    True. You are good Mord.
  • NotoriusBENNotoriusBEN Registered User regular
    edited November 14
    kill cultist, gain one power.
    Pain zombie to south atlantic.

    7->8

    NotoriusBEN on
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  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    edited November 14
    Awaken Cthulhu in South Pacific. Choose Submerge as the spellbook. Gain 1 Elder Sign.

    12->2




    @jdarksun

    Ketar on
    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • MrBodyMrBody Registered User regular
    edited November 14
    Here it comes...

    MrBody on
  • MrBodyMrBody Registered User regular
    edited November 14
    So this is the perfect opportunity for King in Yellow to go desecrate the Americas for that spellbook. Both Sleeper and Cthulhu are out of power this round and can't do anything to resist. I'm literally the worst possible target right now. We're just going to be trading power points while I get the combat upgrades (which are nice, but I don't want to be flushing power down the toilet in a pointless trade).

    Opener isn't exactly a late game powerhouse if you look at the faction sheet. The They Break Through ability and gate stealing is obsolete beyond the early game and it's the only faction without any kind of mass mobility ability. Cthulhu's submerge, Hastur's "He Who Shall Not be Named", Nyarlathotep's hunting horror summons, and Sleeper's infinite delay is much, much scarier.

    MrBody on
  • MordenthralMordenthral Registered User regular
    Updates are in.

    Back to @jdarksun

    stever777 wrote: »
    True. You are good Mord.
  • MrBodyMrBody Registered User regular
    Also mention that there are free cultists to snack on in Europe and the North Atlantic.

  • MordenthralMordenthral Registered User regular
    Note: the graphic for Submerge on GC sheet doesn’t show the errata. Un-submerging is a zero cost action.

    stever777 wrote: »
    True. You are good Mord.
  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Note: the graphic for Submerge on GC sheet doesn’t show the errata. Un-submerging is a zero cost action.

    Oh, cool. I thought it cost 1.

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • MordenthralMordenthral Registered User regular
    Ketar wrote: »
    Note: the graphic for Submerge on GC sheet doesn’t show the errata. Un-submerging is a zero cost action.

    Oh, cool. I thought it cost 1.

    The OP has the correct information. Unable to specify zero in there, but it says “As an action”. I ran out of characters in the OP.

    stever777 wrote: »
    True. You are good Mord.
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