Knights in Tight Spaces (Turn-Based Tactics) #06

Knights in Tight Spaces (Turn-Based Tactics) #06

Odin The Underwhelming

5 дней назад

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@denielmurz2817
@denielmurz2817 - 16.03.2025 07:49

Brother, been enjoying ur vids!
But please, dont spend movement to do front kick, its range is 2 tiles!

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@ajbunk5821
@ajbunk5821 - 16.03.2025 21:41

give 'em the old leg sleep

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@mrbluebell2735
@mrbluebell2735 - 17.03.2025 03:04

Have put quite a few hours in by now. Some realisations.

1. Movement and draw are more important in very large decks. This is a big deck game because of how it loads up per party member. More bodies mean less space, so turn one reposition is more impactful than damage. Especially in hostage maps. Upgraded cloak of haste with every turn shift is a life saver.

2. Enemy control cards like throw are less impactful here than in FITS. Weapon use disables brawler decks . Sweep leg being the exception. Taken whenever possible.

3. Combo builds very quickly, take advantage of this.

4. Returning to draw, redraw and all out attack are Especially powerful in big decks. Helps to fill out item slots in order to draw deeper in a dump/change. More cycle means more options.

5. Option cards are hybrid attack/move cards. Found 2. Top picks as the ability to move or attack means party flexibility goes up.

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