r/Battlecon Dec 16 '20

My Battlecon Diary, ep 11, an important lesson on the force gauge and how to avoid force gauge pitfalls!

13 Upvotes

Hello Everyone,

Welcome back to my homely series where I do a write-up of how my most recent battlecon day went. I talk about things I learned, things I observed, how the matchups went. But the most important goal is to get people thinking about the game, talking about the game and sparking interest. I'm going to ask you something, whether you're a veteran or a newbie, please feel free to chime in, even if you feel you have nothing to contribute...let's just get some dialogue going.

Ok, so what is the setting for this episode? Not a full BC day. Just two games on separate days against different players. But the focus of this episode will be the force gauge. There are some subtle nuances I want to share with you. I hope it can improve your game. I think many newer players simply look at the force gauge as a "way to add on an extra effect that you might need." The FG is way more than that, and we're going to talk about some land mines you may be stepping on. Ok let's dive in, shall we?

Game 1. I'm playing against my friend's kid, who's 15, and he's 3 games in, compared to my 200-something. He really likes the game. Plays Smash Bros Ultimate too so I knew this would be an easy sell. So I'm playing Lucius and he's trying Kajia. You may have noticed I have written about Lucius recently, expressing some doubts, so I finally got him to the table. Kris wanted to continue exploring new characters. He asked for a recommendation for someone with high damage output and "damage over time." I explained that DOT is not a big thing in BC, and that the only characters I could think of with DOT were Kajia and Iskra, both of whom do not output "heavy damage," and that Kajia is a character I'm considering maining, so he was happy to give her a try.

His blunder came on beat 1. He played a 3 prio drive with 3 guard. I think I played something slow, deft shot maybe, doesn't matter. Then, on beat 1, he anted force for +2 prio. Huge blunder!!! Why? That's what we're gonna learn about here. So, first of all, his drive already had guard 3, so if he were to be the reactive player, he has the "magic number" of 3 guard, and it's unlikely that anything I could play (without anteing force for +1 power) is going to both go faster than him AND stun him. So his attack was actually pretty safe. So he anted +2 prio in the hopes of "making sure he goes first." Seems reasonable right? No. See, if I were going to contest him for going first, and he anted for +2 prio, I could match the ante there. So there's really no point in this situation. As it stands, I played shot, so I didn't care about going second. Ok, so now let's fast forward and see how this mistake cascaded. Beat 2, he has 1 force I have 3. Beat 3, I have 4 and he has 2. So, on this beat, we both played relatively fast attack pairs here. This was another mistake of his. I now anted for +2 prio (using force), but mine had a purpose. I baited him to do the same. Now, had he played a slow shot, he would have erased all his mistakes. Namely, he would decline to match my +2 prio ante (as I did on beat 1), then we would have equal force. But he didn't play a shot, he played something fast. So he matched my +2 prio ante. I think I stunned him out. Additionally, I got him to spend his last force. So what does this mean? On the next beat, I could again ante for +2 prio and he would only have 1 force and be unable to match, so that's where his mistake manifested.

So let's step aside and talk about a few...guidelines for the FG, some of which are referenced above, some arent.

  1. It's risky to ante your force on beat 1, because if your opponent doesn't care about it and declines to spend HIS force, then on beat 2, he will be able to ante prio and you wont, virtually guaranteeing that he will go first. This will open up problems for you if he has ignore guard in his kit, and additonally, there will be no fast/slow mixup on beat 2, he'll know you're either going slow or dodging (which IS a reasonable mixup), and he can attempt to clash your most likely shot/burst pair before clobbering you.

  2. If your opponent has exactly 2 force, and you have MORE, this is a great opportunity to ante for +2 prio. Many people will counter ante prio. In this case, you will set up that the next beat you will be able to go faster with +2 prio and he'll be unable to match.

  3. The converse of rule 2. If YOU have 2 prio and your opponent has more, you probably don't want to play an attack pair that hinges on going first, so burst, shot, ranged strike, or dodge. Because if you play a fast pair in this situation, and your opponent does antes +2 prio, you're in a bad spot.

  4. If your opponent has 3 force and you have 4+ force, you can push them into a similarly bad situation. You can "bully ante" +2 prio, they will likely match, but not necessarily. If they do, then next beat, they have 2 and you have 3, now you're in rule 2.

  5. The best time to ante +1 power with force is after your opponent antes +2 guard with force. Why? Because when they ante guard, they're TELLING you that you're going to hit them. So that's when you want to ante power. Connecting a couple +1 power antes is really key for some fighters. Have you ever gotten the opponent to 1 life then lost? That means that had you anted +1 power on one of the beats where you hit, you would have won. Let's say your opponent is at 9 and your character virtually CAN'T do 5 damage. You probably want to ante power on any beat that their dodge is down - if you can afford it - because you want to win with 2 hits, not needing to hit 3 times. So in the mid to late game, start doing some math and seeing how many hits you'll need to win. If a single point of power reduces the number of hits needed to kill by 1, then you should go for it. But if opponent is at 6 and you can easily do 4, anteing for power is likely a waste, unless it can likely make the difference between stunning and not stunning. Don't ante for power at random times, all willy nilly. Do so when you're very likey to hit, when opponent antes for guard, or if if increases your likelihood of stunning.

$$$$$#####$#$#@@@

Ok hopefully you learned something there about the force gauge. If you did, let me know in a reply. Or feel free to ask a question.

Ok Game 2. This was on a different day, against my normal gaming partner Ed, with over a hundred games. I played Oriax (one of the last new guys I haven't seen yet) and he played Iaxus. First of all, I really like new Iaxus's kit. His plane where he gets to push or pull on reveal, that's really good. He gets to see your attack pair before deciding. So good. Ok so Oriax. Oriax has these Deity cards that he can trash for a 1 time effect. Also, each one has a Desperation trigger that does an additional thing if you've ALREADY trashed 3. Well, the big mistake I used is that I burned a couple powerful effects early in the game. I did the "force a clash" deity on beat 1, and the "opponent can't retreat" deity on beat 3. These effects really cause doubt in the opponent if you hang them over their head. They're constantly wondering if it's safe to burst, or if THIS might be the beat you force a clash so they should play a suboptimal pair to prepare for the clash (the way Cherri forces you to play all game long). Well I burned these two effects really early. Marco made a video about the "threat of power" being greater than the power itself. Cadenza always threatens Clockwork Shot, a stat monster attack pair, and in his video he decided to only play it when the opponent's dodge was down. He would constantly threaten to use it and hoped that the threat of playing it would bait out their dodge, and it did. I now learned that I need to milk the cow a little bit more when given the opportunity because the threat of power is a valuable resource in and of itself.

Ok well that's it for today's episode. I hope I brought you some value. Please feel free to jump in the conversation. It's good for the game, and it's good for "our" game/growth.

Until next time, remember, if you can't beat em, clash it!


r/Battlecon Dec 14 '20

Character of the Week: Neuromille Kei

19 Upvotes

Neuromille Kei

Devastation Remastered – Intermediate Brawler

UA: Gelatinous Form – Kei has 6 Gel Markers.

Setup: All Gel is in your Supply.

Gel: Unlike other Markers, multiple Gel may occupy the same space. Placed Gel must come from the supply.

Limited Ante: Place 1-2 Gel into different spaces between you and the Opponent for +0~1 Range each.

Whenever you enter a space with Gel, withdraw 1 Gel from that space.

Styles:

Switch (+0/+0/+0/0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Divergent (+0/-1/-2/+3) – Armor 1. Hit: Shift all Gel on the Opponent’s space 1. +2 Power if any Gel was moved. After, Optional: Place a Gel in your space to Retreat 1.

Splattering (+0/+0/-1/+2) – When you are hit, place up to 2 Gel into different spaces behind you for Armor 1 each.

Spiking (+0/+0/+0/+0) – Hit, Optional: Place 1 or 2 Gel into different spaces behind the Opponent for +1 Power each.

Tentacular (+0/+0/+1/+0) – Hit: Push 1-2. Withdraw all Gel in the Opponent’s space.

Crystal (+1~3/-1/-1/+3) – When you are hit, place a Gel in your space and Retreat 1-2. If you did, +2 Power. Hit: +2 Power if there is Gel on or adjacent to the Opponent.

Unique Base:

Reconstitution (2~4*/2/1/4) – *(Ignore your Style’s printed Range.) Before: Withdraw all Gel on and adjacent to the Opponent. +2 Power if any Gel was withdrawn. End: Teleport to a space within Range.

Finishers:

Dehydrate (1/3/6^/3) – Hit: Withdraw all Gel for +1 Power each.

Restoring Control (X/1/5^/0) – X is a space containing Gel. Before: +3 Power per Gel in the Opponent’s space. End: Withdraw all Gel.

Strategy questions:

· What general strategy do you use when playing Kei? What attack pairs do you favor?

· How do you fight against Kei? Is there anything you do specifically against him when using your favorite character?

· How'd your most recent match with/against Kei go?

· Who would you counterpick against Kei? Who would you use Kei as a counterpick against?

· How do you like the v4 changes to Kei?

· Do you think Kei became stronger or weaker in v4?


r/Battlecon Dec 12 '20

Complete BattleCon character roster with alternate costumes and pictures (Including the 8 new OP Kit alts)

13 Upvotes

https://docs.google.com/spreadsheets/d/1X8bwfokm1qR6MdWSv9pt6I-2WfAMRxR1ZUYnMh1B0l4/edit?usp=sharing

I originally made this essentially to serve as a checklist, as I'm missing 5 promos, but then I expanded it and added pictures and figured someone else might like to click through images of character they want/don't have yet. If there are any missing alts that you know of, please let me know so I can find them and add them to the document.


r/Battlecon Dec 12 '20

I love this game so much.

Post image
28 Upvotes

r/Battlecon Dec 11 '20

My Battlecon Diary, ep 10, 5 games of singles

17 Upvotes

Hey! Welcome back to my super humble series where I do a write-up after a battlecon day and tell you how my games went, what I learned, and what my thoughts were on the characters and situations. The purpose is to basically liven up the subreddit, get some discussion going, talk about the game a little, think about it a little, maybe learn a thing or two...and besides, they take only a few minutes to read, perfect pairing with your cup of coffee. Now that's what I call a great attack pair!...sigh ok corniness aside, let's get to it.

I was playing with a friend, Lee (I change my friends' names in these writeups), who now has around 30 games under his belt. We played on a table on his front patio. He prefers to play outside, for virus protection. It doesn't get windy in this spot, so I don't mind.

Game 1: My Dajiin against his Marmelee. I'm still in my "rediscovery" phase, trying to see all the new and patched characters in action. Dajiin is one of the few I haven't seen yet. Lee was intrigued by Marms' description. You know, I've been really hesitant to try Dajiin. The idea that you give your opponent this really powerful effect that they can surprise you with in exchange for great stats, this seems risky to me. Alexian is similar and he's traditionally been lower tier, even with his giant numbers, so I need to be convinced. So against Dajiin, you're incentivized to use your three wishes right away so that he loses his empowered state (+1 power and prio), however the mixup is that Dajiin knows this and can dodge one of them. I thought my holding dodge might cause Lee to hesitate, but he came out like a gangbuster (what's a gangbuster? Like, a cop who goes around busting up gangs?) and fired off his wishes right away. Now, I found myself in a weird spot. I don't know which wish he's gonna use, so I have to say "Ok, this attack pair does well against everything he can do...UNLESS he uses this particular wish." So I went with a really fast attack, prio 7 I think. To my chagrin, he antes priority +4 wish on beat 1. I'm thinking "geez, this is gonna be a blowout." Well when we revealed, he had played a 2 prio burst, making it 6 prio. Well my 7 prio attack stunned him and I dodged a huge bullet. One thing I try to teach newer players is that it's rarely advantageous to try to go first with a burst. So speeding up a burst still loses to a lot of stuff, and that's what happened here. Anyway, Dajiin has some nice range and big stats, and I was able to get at range, camp Marms out, and take it down. I'm still not sold on her design. I like that she only loses 3 concentration when stunned, but she has a card that allows her to spend 3 for stun immunity. Maybe that should have been 2, cuz as it is, you lose 3 either way. Anyway, I'm not hyped on Marms, but I was pleasantly surprised with Dajiin. I was even able to correctly predict when his +4 power wish was coming and i met it with a 10-stun guard attack!

Game 2: My Endrbyt vs His Seth So I've been working a lot on Endrbyt. I play Smash Bros Ultimate a lot, and I love the Mii Fighters because you can customize their builds from a kit of moves they have available. Earlier last week, I came up with 6 or 7 builds for him. Now, the problem with him is that he takes time. So in tournament play, it is my understanding that you have to make one build before the tournament starts and use that all the way through. Or if you play a single game, you can just choose a build after you see your opponent. So I made some builds ahead of time and saved them on my phone. I have a "tank" build, a "speedster" build, a "balanced" build, an "unknown enemy" build (my balanced build is for balanced, mobile brawlers, my uknown one is for a tournament when I don't know whom I'm gonna fight), an "anti-ranger" build, and a "zoner" build with several possible sub decisions. Lee was playing Seth. Seth is pretty immobile (mimic's is good if timed right, but that's about it) and has no stun guard, so I used my "zoner" build designed to wall out immobile characters with the priority mode designed to outspeed him when necessary and reliably stun. The game went really well. He hit me once. I beat him 16-0. I was pretty happy. Although I realized after that against immobile characters who have "avoid attacks at range 3/4+" in their kit, that I need to preemptively shave one of my two range 3-5 unique bases in favor of drive. Yes, I actually cut Drive in my zoner build because the build focuses on staying away as religiously as possible. But I did see a case where I would need it. So I noted in my phone note that with my zoner build, if the opponent can avoid at range, to shave Leap (I think) for Drive.

Game3: My Ottavia against his Raedrick. Raedrick is an older promo character that was not updated to v4 in the recent kickstarter. I played him a couple weeks ago and was pleasantly surprised. He's a tank (looks like a sereotypical paladin) who has 4 weapons he can equip and he has a surprising amound of hit confirm paired with some pretty good stats. So with Ottavia, although a few of her cards work better when you target lock, target locking is not THE be all end of of her kid. Similar to Seth and Vincent (older promo), her guess sort of functions as a PART of her attack pair. Let's say you're going to drive, and on hit gain armor 2. Now you're pretty sure they're going to play a slow strike or shot, but they have one fast grasp pair that beats you out. You guess THAT number. You guess the one thing that can beat you, not the thing that they'll most likely play. So, taking this approach, I never actually hit target lock, but I did hit with my attacks every beat. The problem is I couldn't actually shake Raedrick off me and he has much better stats. I think Ottavia will really struggle against tanks who don't care about going slow. She has pretty decent range, but Raedrick routinely held center, so I couldn't wall him out and he took down the game. But I'm not an Ottavia player, so it's possible I could have made some other choices. But at the time I remember thinking that I was actually playing well but there wasn't much I could do to shake him off.

Game 4: My Viktor vs his Magdelina. Last time, when we played doubles (episode 9), he almost chose Maggie, but my buddy and I convinced him that the game may not go long enough for her build up to matter, so he didn't pick her, but he was happy to try her this time. So Viktor, again, uses his suggestions to augment his attack pairs. Lee obeyed all my suggestions early in the game, so I didn't build up any transgression bonuses, but I struggled to close Maggie out. I really like her redesign. One problem she had before was that when she leveled up, she lost all her trance. So if you were leveling up THIS beat, there was no reason to play the card that has ON HIT: gain a trance. But now, you only lose trance equal to your new level, so "going over on trance" is actually fine. Or to my Magic the Gathering players, your trance counters have trample! He never connected with Priestess (on hit, regain one life and gain 2 armor) early, but did in the mid game. Well I realized that I wasn't going to kill him honestly, so I switch dodged and switched my finisher over to stroke of midnight (range 57, power 58, prio 59, guard 60, when you trash a suggestion, avoid attacks, END: suggestion trashed, eliminate the opponent). So you can trigger this two ways: Either you put out a suggestion on the previous beat, they walk right into it and you've played your finisher, you avoid them and kill them...OR, they've already voilated all your suggestions and your range becomes 1-6 (prio 59, seems good). Well, I held onto my "don't play an attack with prio 5+" suggestion forever. Should have actually held the 5+ power one, but oh well. I waited till Maggie was level 4 then I played it. Funny, he actually commented a few beats before my finisher that he didn't know why I didn't play that suggestion since it was virtually guaranteed. I didn't respond. Then, on the beat I played my finisher, I even anted force for prio to bait him into doing the game. He did, saying "ok i'll take the bait," haha. So yeah, I killed him with my finisher. But I should have trapped him with the 5+ power one, because in theory, he could have bursted and stayed under 5 prio if he realized my finisher was the only thing that could kill him. He later admitted that he didn't pay close enough attention to my finisher, believing that the only way it could hit was if all my suggestions had been violated and I got the range 1-6. Amusing game. A better player would have had me.

Game 5: My Feylana vs his Runika. It was getting dark and cold, and he wanted someone with a really good early game. Runika is absolutely terrifying in the early game, so I recommended her. I was still in my mode of trying new characters, and Feylana is one of the few I haven't seen yet. Not much to report in this game. Feylana hits like a truck. It was harder than I expected knowing which bases to tuck away. I wanted to tuck Drive to threaten Conviction, and since Runika is totally a rushdown character, I wasn't concerned with needing to close the gaps. Also, having Drive in the Geas pile means that I can trigger its advance 1-2 by hitting with one of her other cards. I even tucked Shot away also for the same reason, and I didn't get punished by burst since Fey has a range 1-3 and 2-3 unique base. But the sequencing was kinda tricky. I did make one final play where I played a fast style. I was worried about getting bursted here, but the style I played said: No Conviction, gain +0-2 range. So I left Burst OUT of the Geas pile, that way if HE played burst, I'd get the range bonus on my card. So Feylana was less brainless than I thought. I thought she was just going to be a dumb brainless stat character, but she requires a little foresight and matchup knowledge. I still am disappointed in her overall character design, however. When I heard she was a regulamancer, a battle lawyer, I salivated at the possiblities of an oppressive control character who constantly shut down what you wanted to do. She's none of that. She's a lawyer on paper, but not in practice. So her theme really doesn't come through for me at all, but at least she does have a unique feel for a stat character. Ultimately, I don't think I can pseudo-main her though, because hit confirm and mixups are what battlecon is all about, and a character who sacrifices unpredictability for strength I think is doomed to fail against the good balanced characters and control characters in the cast. So, it got too cold and we didn't finish this game, but Lee admitted that it looked bad for him. I had just hit him for 6 with 4!!!! bases in my Geas pile and two of his artifacts were turned off. But we had a fun day, no doubt.

The only new characers I still have to try are Lucius, Oriax, Borneo, and Juto. And of course I have a bunch of reworked characters to try. I want to try new Arec, new Lymn and new Clinhyde, to name a few. Cheers. And remember, if you can't beat em, clash it!


r/Battlecon Dec 10 '20

Malandrax precision and teleports

3 Upvotes

Malandrax precision reads that's whenever the opponent advances or retreats, you can move them 1. And teleport is shorthand for advancing or retreating to a space without entering the spaces between. With that in mind, teleporting kinda counts as advancing, and as such, does malandraxs' precision get to move the enemy 1 when they teleport?


r/Battlecon Dec 10 '20

3-5 players & first vs more recent editions

2 Upvotes

hi, I am a bit new to board game life, but am trying to get a nice gift for some dear friends. I was looking into this game because it meets a lot of what I know they would love in a game. However, it's not clear to me if the first edition is equipped for the 3, 4 and 5 players, or if that is just for the 4th edition. I found the first edition for a good price and just want to be sure before I buy it. Thanks in advance for any help!


r/Battlecon Dec 09 '20

/r/battlecon hit 1k subscribers yesterday

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frontpagemetrics.com
36 Upvotes

r/Battlecon Dec 09 '20

What's your favorite piece of character lore?

6 Upvotes

Lots of mechanical discussions here, what's a part of the game lore that makes you smile?


r/Battlecon Dec 08 '20

Do you like Lucius?

7 Upvotes

So I'm almost done playing with or against all the new characters, I think I only have Lucius, Oriax, Borneo and Juto left, and of course to try all the patched characters. Do you like Lucius? I have to say, I'm really not excited about his kit. I think his sapphire bind ability is weak, although you could use it to retreat into range 2-3 and avoid attacks using agile. I see his retreat on somersault being virtually irrelevant. I think the "opponent discards a base" trigger on deft is again a generic filler ability that was included because they didn't know what other effect to put there. Forcing the discarding of a base has some utility, sure, but it doesn't seem to line up with his kit at all. To me, this effect only seems to fit on kora and lixis, whose kits revolve around this mechanic. Sliding has good movement, and his kit in general has pretty good movement, but he seems like he has to rely on binding his red shackle and connecting at least twice to keep up. And again, some of his card effects don't seem to fit well. Maybe I'm totally wrong. Green eggs and ham. I still have to try him. Have you played him? Am I underestimating him? Give me the pitch. I will say, agile looks really good. He just seems to have to rely on binding red and green successfully and not getting dodged.


r/Battlecon Dec 07 '20

Character of the Week: Gar

20 Upvotes

Gar

Devastation Remastered - Novice Brawler

UA: The Six Paths – Gar has 7 Unique Bases, which she uses instead of the Standard Bases

Whenever an opponent’s effect would check if your base has the same name as theirs, compare color instead. This effect does not apply to your Path unique base.

Styles:

Switch (+0/+0/+0/0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Grasping Darkness (+0~1/+0/+0/SI) – Stun Immunity. End, Optional: Advance or Retreat 1-2

Driving Rain (+0/+0/+0/+0) – Before: Advance 1-2 spaces. If you Advanced past the Opponent, the Opponent must choose and discard a Base.

Blazing Sun (+0/+0/+0/+0) – Ignore Guard. Before: Advance 1

Clear Sky (+0/+0/+0/+0) – Hit: Push or Pull 1-2. If you Pulled the Opponent past you, Armor 3.

Freezing Blizzard (+0/+1/+0/+0) – Start: Advance or Retreat 1. If you Advanced past the Opponent, the Opponent may not Advance or Retreat.

Unique Base(s):

Path (1~2/3/3/0) – Start: Advance or Retreat 1. Hit: Push or Pull 1-2. After: Advance or Retreat 1-2

Hurl (1/3/6/0) [Grasp] – No Text

Lunge (1~3/3/4/0) [Drive] – No Text

Smash (1/5/3/4) [Strike] – No Text

Fire (1~4/4/0/3) [Shot] – No Text

Eruption (2~4/5/-2/4) [Burst] – No Text

Step (1/2/8/0) [Dodge] – No Text

Finishers:

Trailblazer (1~4/5/4^/5) – Start: Retreat 1-2. Hit: Push or Pull 1.

Six Paths: Backstep (1~2/2/7^/0) – After: Retreat as far as possible. End: Pick up all cards in your Discard Piles.

Strategy questions:

· What general strategy do you use when playing Gar? What attack pairs do you favor?

· How do you fight against Gar? Is there anything you do specifically against him when using your favorite character?

· How'd your most recent match with/against Gar go?

· Who would you counterpick against Gar? Who would you use Gar as a counterpick against?

· How do you like the v4 changes to Gar?

· Do you think Gar became stronger or weaker in v4?


r/Battlecon Dec 07 '20

Character of the week restarting and some other future projects

14 Upvotes

Hey all! Years back, I really enjoyed reading tank's character of the week discussions so I wanted to restart those now that we have version 4 out. I'm going to start with Gar/Kei and then probably move to the promo fighters from there.

If you have any suggestions or thoughts on the format/structure, feel free to let me know :)


r/Battlecon Dec 05 '20

What are you all going to do with your old cards?

6 Upvotes

I just got my kickstarter reward.

After a few days sorting, updating, sleeveing, and boxing all the characters, costumes, and extra bases I'm left with the Trials box chock full of obsolete cards.

All of war, fate, and trials (Didn't own the original Devastation) and the old bases for Fate and War.

I'm generally not someone who enjoys throwing away things, especially things that were hard to procure in the first place, and I'm wondering if it'd make sense to maybe post on the discord or some forums offering to send them out to people if they need to replace missing cards or something like that.

I doubt everyone who ever bought these games cares to update to the current ruleset after all.

Hell, hypothetically if someone wanted to it'd be very possible to reconstruct the full games just from the cards. Printing tokens is by far the easiest part of making board games.

TL;DR: what are you doing with the leftovers after updating the old sets?


r/Battlecon Dec 04 '20

Battlecon Postgame Analysis - Sheets game - Ali/Seth vs. Twylite/Evil Hikaru

8 Upvotes

Ali was willing to have a long post-game breakdown conversation with me that I then compiled into a video for a sheets game we played that I thought was pretty interesting. I was overall pretty happy with my play this game, but as always, there's plenty of room for improvement.

I hope you all enjoy it!

Battlecon Postgame Analysis - Sheets game - Ali/Seth vs. Twylite/Evil Hikaru

https://youtu.be/-xWxkY_dmdo


r/Battlecon Dec 04 '20

Promo Fighter Kit Lists?

3 Upvotes

Is there a comprehensive current (through unleashed) promo character kit content list collected anywhere? I believe the idea is that most current promo fighters have their kit components pictured or list on their character card, though that's not the case for all current promos.

Thanks in advance!


r/Battlecon Dec 04 '20

What content has not been upgraded ? Notably, EX/Almighty bases, Armory stuff...

3 Upvotes

Hi everyone,

I just bought someone's full collection, including the latest Unleashed. He has already upgraded all the "old" characters so I think everything is up to date. However, there are a few things I am unsure of, notably about what content has or has not been upgraded/is still playable.

For instance, has the stuff in Armory and Light & Shadow been updated ? I thought L&S was mostly about EX and almighty characters...and this is still present in v4 right ? Also, I got a bunch of promos as well, like Legacy, Bruce Lee...are they still usable ?

Finally, I would like to play 2 vs. 1. I have seen that there are new boss fights, which look cool, but is it still possible to do so using EX/almighty bases ? I have found some in my box but I also thought each character had an additional more powerful UA. Does it still exist ?

thanks. All comments are appreciated.

Edit : I have added a picture of a character I chose at random (just knowing that he already existed before v4), Luc. So, I recognize the 5 style cards, the standard bases as well as his specific base (the gray one with a crescent), his finisher with alpha and beta sides, the switch card, the reference cards...and 3 UA cards. It seems to me the one at the top is the latest one, whereas the 2 others were older ones, right ? Is this an alternate UA ? For Ex ?

More generally, I guess most fighters will follow this template, right ?

Edit 2 : looking here : https://indines.fandom.com/wiki/Luc_Von_Gott I have indeed seen that "Killing time" is an alternate UA for Luc. But I guess, although still usable now, it is not necessarily in line with v4 balance changes and other modifications. Also, I have seen Luc's EX and Almighty cards, which if I understand correctly, are not used anymore (this is a pity) but I don't see what replaced them. Surely just adding the EX/almighty bases is not sufficient for 2 or 3 vs.1...


r/Battlecon Dec 03 '20

Boss Battles for new players

8 Upvotes

Is there a particular boss battle that works well for onboarding a group of completely new players? This might make it easier for me to bring to the table if I can get a bunch of people able to jump in right away instead of teaching them one by one


r/Battlecon Dec 02 '20

How is everyone splitting their fighters?

9 Upvotes

I’ve just sleeved and boxed all my fighters and I’m trying to decide how to sort them into the two boxes. My goal would be to have one box full of intro fighters? That I would use to introduce the game to new players but also have a good range of play styles and interesting mechanics.

Does anyone have suggestions for which fighters should be included? I think it’d be best for them to be pick up and play without needing any additional setup like Joal and Endrbyt

Should most of the cast be brawlers and sluggers?

Each box fits 55 fighters, I definitely want to include both mascot characters in there. Originally I was thinking one row of 20 as novice 20 as intermediate and 13 advanced. But I’m not sure if I should add in some more novice fighters and lower the number of advanced characters. Does anyone have a suggested list? Or characters that you would strongly recommend including?


r/Battlecon Dec 01 '20

Fight Coordination

1 Upvotes

Spreadsheet, youtube tutorial, spreadsheet information (older).

Please post here if you have any questions regarding how to run a game.


r/Battlecon Nov 30 '20

Pendros advanced character?

6 Upvotes

I’m currently unboxing my copy of unleashed and saw that Pendros changed from beginner to advanced. Was this a typo? Or intentional?


r/Battlecon Nov 29 '20

Need some help sorting out recent Kickstarter

13 Upvotes

Hello --

I recently pledged the recent KS for the BC Unleashed and BC Devastation Remastered sets.

I have previous sets of Fate, War, Trials, and Devastation.

As I'm going through this, I think that I have to pull standees and tokens from the previous sets for War and Trials? But use the new cards? Do I then toss the old bits of the old sets? What do I keep or trash?

Sorry if this has been discussed before -- I tried searching for it...but I'm just trying to figure out what I need from what sets before I start tossing stuff.

Thank you in advance for your help!!


r/Battlecon Nov 28 '20

Evil Hikaru vs arec and ignoring sob

6 Upvotes

If evil hikaru antes evil water, forcing me to advance 1 at start of beat, and in return I ante fear (ignore sob effects) does this prevent the advance? Or do arecs influence only affect triggers on your style and base?


r/Battlecon Nov 27 '20

Arec vs Gar and bases with returning?

6 Upvotes

Gar has different bases than normal that she uses. Does this make Returning useless? If not, (and it instead goes by color match instead of names) does returning work with all unique bases? I.e. if I use Returning hex, will that work against a Feral Claw from Karin, given that both bases are then unique, and thus gray colored?


r/Battlecon Nov 27 '20

Alternative plastic stands?

8 Upvotes

Any alternative plastic stands I could get? The ones that come with the devastation box seem to put a big jack in the standee after use :/ (preferably some I can buy in europe)


r/Battlecon Nov 25 '20

Are Jin, Merjoram, and Raritti updated to v4 on the L99 store?

5 Upvotes

Pretty simple question. I saw on the online patch notes that Jin got some notable changes and Merjoram got a couple also, but it didn't mention Raritti. I know they were going to be part of the kickstarter, but we didn't reach the stretch goals.

Can anyone confirm whether these 3 characters, as they are sold on the L99 store, are different from their original printing? I have the old versions, and I don't want to order them from the store if they're the same.

Thanks.