Initiative 101 - How to not die with Scoundrel / Mindthief

Welcome to initiative management 101 or better known as "How to not die as Scoundrel".

Isaac's design of this game is real neat.  Because of the way enemies focus players by proximity, melee characters naturally suffer the most pain. To deal with this, each melee class either has a large HP pool (ie brute), or is has cards with impressive initiative numbers (scoundrel, mind theif).

Cool a psychic rat! Wait it starts with how much HP? 6?!


One trap new players fall into is they optimize their move by how much damage they can do or how many enemies they can hit without considering initiative values. This leads to some melee classes taking damage they cannot afford to take. For example Scoundrel says "Woah that archer is totally on her own, I should move fast next round and get my bonus damage on it!". When this is done carelessly, soft melee characters end up taking alot more damage than they should be.


So how do you exploit initiative to avoid taking damage and nasty wound markers?

Let's illustrate this with an example.


3 Bandit Guards, a Kleptomanic and the Rock guy from Fantastic four.
This is a typical combat situation, kind of similar to the first room in Scenario 1. If this was a 4 player situation, just imagine the two other players fighting some bad guys elsewhere. You are the Kleptomaniac Scoundrel. Your teammate the Pidgeon poop covered rock dude signals that he's going to sit still and prepare to throw rocks at the bad guys next turn (Backup Ammunition). 

So what's the play?

First things first, check what the bandits are like. 


Lets assume these are normal bandits, at level 1 they move 3 and attack 2. If this was a higher player count, one of these would probably be Elite, so they'd actually move less. Great. So unless we pull a Move +1 card, these bandits normally wont make it to melee contact. 

So lets go late in the round. Let the bandits finish their move up, then attack them, but incase they decide to sit around, we'll play a move 4 card so we can get into their faces.

There are other cards you could potentially play, Single Out and Quick Hands also go relatively late in the round. In this case we want to go as late as possible so we play this hand with 93 Initiative. This gives us the flexibility to either move 3 and use the Venom Shiv attack or to move 5 and an attack 3 with Sinister opp (we wont get the bonus but that's OK). 

So what happens next?

I went to Gloomy Companion and flipped a card for a bandit. Sure enough they're not doing anything special.

So the bandits move up and focus the Cragheart (indicated by the red lines). Then we move up and Venom Shiv one of the bandits.

Round 1 is finished. What do we do now?

Your teammate signals that he's going to throw rocks at them and use the Backup Ammunition set up from last round. If you've played or played with a Cragheart before, you know they're almost always going late in the round. Which means you can't reliably count on him killing the bandits before they strike.

So whats the play?

Now you go fast. Really fast. You need to make sure you act BEFORE the bandits, hit them and make sure you have a move card that lets you get out of striking distance (or at least far enough they focus the Cragheart instead of you). It's almost always better for your tougher teammates to take damage then you taking hits. Your max hand size is a puny 9 and you absolutely cannot lose cards because one of the bandits flipped a lucky 2x crit. Your Cragheart friend has a larger HP pool and a 11 card hand to lose cards from. He'll understand.

A sample hand we can play is Flanking Strike and Swift bow. The intent is to move out of combat and shoot the bandit we poisoned earlier. Throwing Knives or a melee top will work fine in place of Swift bow and Backstab could work in place of Flanking Strike (initiative 06 is fast enough). We're playing as fast as possible with Flanking Strike's initiative at 04 (not Swiftbow's 36).

Once again I flip another card from Gloomy Companion.
So now they don't move as far but are hitting harder this round. Good thing we're getting out of here. We also want to leave the area because our rock friend is going to bombard it with massive boulders. So we simply move far enough so that we're no longer the focus of the Guard, then shoot the poisoned guy and hopefully kill it. 

Congratulations, you survived 2 rounds as Scoundrel and didn't take a single hit! All while dishing out enough pain to take out a Guard.

The same ideas here are also applicable to the Mindtheif. The Mindtheif is a little more forgiving because of the larger handsize, reusable invisibility and self healing. You go late, move in attack. Then go FAST, hit them again and get out of attacking distance. 

tl;dr Go slow, then go fast. Repeat.

Peace out,
May the birds you shoot out of the sky be actual edible birds. 

Comments

  1. Interesting read. I play with Scoundrel too and our party also has mindthief and 2 ranged attackers Tinkerer and Cragheart, so I find myself often Tanking some of the damage, because our CH likes to run away too :) and mindthief is even more fragile than Scoundrel and Tinkerer stays in the back.

    In those situations I'd prefer using my special mixture to move, because I get to poison a character before my attack, which effectively increases all future attacks of me or other members or the party by 1. Once I finish the round next to a character, I go early next round, but not to run away, but to attack twice Thief's Knack + Throwing Knives (init 10 is enough). If I end up taking out the closest one (2x attack 3 + poison), I could still hit the other two with ranged and if I didn't kill closest, I could hit it one more time with disadvantage. If I position myself correctly only one of the bandits would attack me during their turn and I can survive some damage (especially if you have a healer on your team).

    Also I wear iron helmet to avoid those nasty 2x and boots for +2 move when needed.

    I find that the quicker you deal with the problem, the less damage you take as a group and quicker you can move on. Divided damage is always better than one character taking all the damage, it almost feels inefficient to long rest when you haven't taken any damage. Hit and duck would probably be better strategy for mindthief, since he is more fragile, but our mindthief struggles with having few high initiative cards (his choice of cards obviously).

    Looking forward to see more of your strategies. For example best ways to use invisibility.

    ReplyDelete
    Replies
    1. Absolutely, a dead enemy is the best form of damage prevention. Alot of what the 'best' and ideal moves are subject to context.

      As for taking damage, yes if you can split damage nicely that is the best option, but if one of you has to take damage it's almost always better the Cragheart (or any other beefy character) than the Scoundrel. The Crag has an easier time healing himself, a larger HP pool and a larger hand size.

      If the Crag is about to take 4-5 bandit attacks that are potentially lethal or will force a card loss, then yes 100% you should step in and share a hit or two, but in this example barring a Null modifier, we would have easily killed off 1 bandit, which means the Crag is only taking 2 hits, which is unlikely to be deadly (unless the monster deck flips +2 and 2x in a row).

      Delete

Post a Comment