Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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Roland Banks - Heavy Attack | 0 | 0 | 0 | 1.0 |
Roland Banks - Heavy Attack | 0 | 0 | 0 | 1.0 |
Roland Banks - Heavy Attack | 0 | 0 | 0 | 2.0 |
Roland Banks - Heavy Attack +2 Alley | 0 | 0 | 0 | 3.0 |
StartWithTheName · 68446
This deck is a deck i have been refining over several playthroughs. Its still somewhat of a work in progress as ive only played through a few scenarios on hard. But so far it seems to be going well and since its based on auto clues and high boosting I dont envisage any issues. It should be fairly beginner friendly as everything does what it says on the tin. Just tell the new player that they have a lot of allies and should swap them liberally. More importantly if its contrasted with a seeker in the team it offers to showcase how different characters play differently in Arkham which is a real hook to catch their interest.
It started as a desperate deck for a comedy Carcosa run with some friends where we are attempting to kill as many allies as possible (see variants section for this). However it soon became apparent that if i dropped the desperate cards and took a few cantrips the deck would be decent "spikey" autoclue Roland ... that still seems to kill off as many allies as possible albeit less deliberately... Anyway - This represents my current thinking on it and I would relish comments and suggestions. I would take Laboratory Assistant over Dr. William T. Maleson outside of Dunwich, but i left him in as he sees some game against Corrosion frustration too.
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OVERVIEW
Roland is a strong action efficient ID with a great deck building pool. He is however somewhat of a glass cannon due to his low sanity and moderate . This deck largely ignores pure investigate actions by focusing on auto-clue options and uses the deckspace this releases to pack sanity soaks and heals to keep him on his feet. The deck is also stacked with action efficiency tools to keep your tempo going. You wont be clueing as hard as a seeker, but you will be offering a solid and consistent combat compliment to your team while pitching in a clue most turns.
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PILOTING
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MULLIGAN
Priorities:
- Eureka! - it may as well be 3 chances to be a weapon or a Beat Cop.
- 1 weapon. Machete>The Special> Automatic > Prepared for the Worst
- A Beat Cop.
Chuck anything else unless its scenario specific for whatever reason. If you got both a The Copper and The Chopper, keep:
- Frankly anything you just want to try out. its a game. enjoy yourself.
- Allies.
- Money.
- Vicious Blows
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MAIN DECK COMPONENT GROUPS
Combat Toolkit: - Standard Guardian Combat Shell + Roland's special.
You want a weapon eary to get use from Roland's ability asap. 5 weapons (if you count Prepared for the Worst) means you shouldnt have much difficulty finding one early. Also see Stick to the Plan in upgrades. The fact that Machete is reusable means you prefer it first, but you do eventually want a gun out too to deal with multiple engagements, enemies engaged with your comrades, fliers, other melee hate, or asset hate. Dont forget Roland's Special and .45 Automatic v2 also carry accuracy bonuses.
You need to land blows easilly. Base 4 isnt actually really enough to do this even with the +1 you get on most weapons. On hard it definitely wont be. That pip on Beat Cop goes a long way. Getting 2 down late game goes even further. Until then you`ll need to burn skill cards at times to deal with 3+ enemies, or find your Roland's .38 Special early. And ofc theres the usual bonus damage from both Vicious Blow & Beat Cop (v2 adds a lot here) where needed.
Pure action compression at the time you need it. This may as well say you get an extra attack action this turn. Its also great for aloof enemies (The Man in the Pallid Mask anyone? Whippoorwill anyone?). There are a few alternative options around these days if you prefer them (see Variants).
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Positional Toolkit & Clue Manipulation
- Shortcut
- Fieldwork
- Inquiring Mind
- Dr. William T. Maleson
- Ability/Art Student
- Mysteries Remain (see variants)
In a thematically satisfying way, this deck is very keen to be where the clues are. Fieldwork and Inquiring Mind each rely on a clue on the location to function. And ofc so do his ,Roland's Special, ability, , and Art Student. Dr. William T. Maleson or Mysteries Remain let you drop clues on your location if needed. Shortcut lets you move to a location with a clue dragging an enemy with you without attack of opportunity (and potentially triggering Fieldwork) if needed. If not it is just an action in the bank for a pure tempo boost.
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Seeker Disposable Allies and Other San/Encounter Protection:
- Art Student - more auto clues,
- Laboratory Assistant - Draw (see variants)
- Dr. William T. Maleson
- Calling in Favors
I like to think of these thematically as being people Roland is interviewing. Using the cheap disposable seeker allys Roland can keep a pseudo sanity pool in play and both refresh it and/or use it to tutor out Beat Cops via Calling in Favors. Honestly do just put all your horror on these that you can. You will get more soon enough and its better on them than you. Each of these also give the usual advantages when they come into play so those actions you spent refreshing your san pool arnt at a loss to your tempo.
Logical Reasoning lets you recover horror that went on Roland (particularly direct horror), but it also has the same that Guts has. These allow you to protect from nasty encounter deck tests or scenario tests as needed. Note that if the penalty of a test is indirect horror, then do feel free to save the cards and just stick the horror on an ally from time to time.
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Deck Consistency - Draw & Tutoring
- Cantrips - Guts/Overpower
- Eureka!
- Laboratory Assistant
- Prepared for the Worst
- Calling in Favors
- Stick to the Plan
Deck consistency is very important in any deck and shouldnt be understated here. Bonus damage is vital in a dedicated killer and in Roland its therefore also vital for getting clues. Its tempting to take draw/tutor cards out in favour of more toys, but be very careful how many you loose or you wont reliably find the damage options in the first place. My rule of thumb is to keep at least 6 in a deck, ideally 8, if you have a bit of a rig to build like we do here.
The Cantrips, Eureka!, Stick to the Plan (once you get it) each provide crucial deck thinning (the smaller your remaining deck the more likely the next card is one you were looking for). Use Overpower and Eureka! liberally on tests you expect to pass. They are there to self replace asap. Guts is a little different due to its encounter deck protection functionality, but often you`ll find you need to use it sooner rather than later anyway. Eureka!, Prepared for the Worst, and Calling in Favors offer tutoring effects. Because they look at a fixed number of cards, the fewer cards left in the deck the higher proportion of your deck you search boosting your odds on finding your target - hence some synergy with deck thinners. Finally, Laboratory Assistant lets you convert your San Soak refreshing into pure draw which can mean playing Calling in Favors may be equivalent to paying 1 to draw 2 for an action. A nice conversion rate if cash is high.
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Theres nothing to kill this turn what will I do ?
- Set up any rig you didnt have down yet.
- Use Fieldwork/Eureka!/Inquiring Mind to investigate.
- Drop Art Students for clues.
- Call in Favors
- heal someone (probably yourself)
- Draw/get cash
- Move to a clue
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UPGRADES
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FIRST PRIORITY - 1x Charisma , 2x is optional, you will get use from it but you can manage without.
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SECOND PRIORITY - Beat Cop Beat Cop 2. More damage. Note that Calling in Favors lets you reset his HP to reuse the damage.
- THIRD PRIORITY - Stick to the Plan. Expensive and semi optional but recommended early. Suggested targets: Emergency Cache (cash consistency) & Prepared for the Worst (weapon consistency) then either Shortcut or Taunt (basically a free action in lieu). The deck thinning here is also not to be overlooked. 3 less cards in a 33 card deck is close to a 10% deck reduction when you realise that you ignore weaknesses in the starting hand. This also makes a sizable difference to Prepared for the Worst and Calling in Favors later in the game.
Then In order of your choice:
- .45 Automatic .45 Automatic v2. That extra +1 is very handy (also see below Dirge of reason variant)
- Overpower "I've had worse…". More soak. more money.
- Emergency Cache Emergency Cache v2. Draw is better than the v3 here.
- Guts Stand Together. Note it has 2x pips too.
- Vicious Blow Vicious Blow v2.
- Logical Reasoning Moment of Respite. Less restrictive horror repair + draw.
- Shortcut Shortcut v2
- Key of Ys. Lets be honest, everyone has their eye on this, but it does fit here. You have the san soaks to choose when the horror goes on this and you have the accessory slot free. High xp though.
- Im happy to hear other suggestions.
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VARIANTS:
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Want more auto clues ?
- Taunt On the Hunt. Lets you draw an enemy to use your ability when there are non around. Its also tactic traited for Stick to the Plan.
- Working a Hunch - I actually dont like this card in roland. its just too expensive and you need that cash for the allies and weapons in this build. But if you really must, you could put it over Overpower maybe. Evidence! is cheaper and a little more circumstantial but it plays into your game plan. Same pips too.
Want more draw ?
Want a different Taunt?
These all serve a similar purpose to Taunt. I find Taunt the most versatile, but pick whatever you prefer. "Let me handle this!" gains game if your party is likely to split up. On the Hunt is covered in clues and may well be taken alongside Taunt tbh and Heroic Rescue is possibly the least synergistsic since we dont have Guard Dogs, but it does a little extra damage i guess and you have the ally meat shields to take the hit for them.
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Lightning Gun/Shotgun Add on
Ive not actually tried this in roland so this is a little speculative, but ive done various similar builds in Zoey that im pretty sure the experience will transfer over. This looks like it will be a little cash strapped until you spend some xp mind and you may be sacrificing some draw too so you will want to compensate elsewhere.
- x2 Overpower Bandolier.
- Then take Lightning Gun/Shotgun over .45 Automatic rather than .45 Automatic v2 AFTER getting Charisma - you still want to get those soaks down easilly.
- Take a couple of Extra Ammunition and Stick to the Plan. Note that Stick to the Plan can hold: Emergency Cache - so you can afford the gun, Prepared for the Worst - so you can find the gun, and Extra Ammunition - to reload.
- Note too that Zoey does this better with the addition of Sleight of Hand and innate cash supply. But I guess she doesnt get clues as she kills so there that.
- In general Lightning Gun looks more effective than the Shotgun, but the shotty does have synergy with Reckless Assault in the desperate build. Theres bound to be some fun to be had there. To reiterate though this is untested advice.
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Desperate Cards
This build isn't as strong. It is a lot of fun and its where the deck began. I wouldnt take it through Dunwich (or anywhere you expect direct horror). But it seems to do ok on standard in carcosa. Its a bit harder to pilot, so i wouldnt recommend this to beginners in the same way, but you do get to see some great expressions on the faces of your fiends if they dont know what your up to.
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Take out
- x2 Guts
- x2 Overpower
- x2 Inquiring Mind
- Add in
- 2x Say Your Prayers you will need these!
- 4 of your choice of Reckless Assault, Desperate Search and Run For Your Life
- Swap seeker allies around to get 2x Laboratory Assistant since you have dropped a lot of draw there (do not drop the Cops, you need the damage and +). I take 1x Art Student, 2x Laboratory Assistant
- Taking a little (1, or maybe 2 if you like a challenge) sanity trauma actually plays into your game plan. Taking a lot does not. You need time to get those soaks down and you dont want to be vulnerable first turn. Note that you can potentially use Cover Up to get 1 trauma by choice if you like which amuses me.
- Prioritise "I've had worse…", san heals/soaks and draw boosts in upgrading. Note that Stick to the Plan is still great even though we currently dont have san protection cards that it can host since it thins the deck. You can also get draw from Emergency Cache v2 on there.
- Finally aim to get The Tattered Cloak. Its clearly written for a desperate build.
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Dirge of Reason (Novela) Cards:
for anyone unaware, these are the replacement signature cards for roland that came with The Dirge of Reason Novela available here or from your friendly local game store. I wouldnt recommend getting it unless you want to read the book. Its a bit pricey for the cards alone but the writing is actually decent (which if im honest i wasnt expecting).
- Roland's .38 Special Mysteries Remain
- Cover Up The Dirge of Reason
- 1x Overpower or Inquiring Mind .45 Automatic
- 1x Art Student Laboratory Assistant (to compensate for draw loss if you swapped out Overpower)
Roland's .38 Special is a good gun but not essential. Here it is mainly used to provide the 4th weapon (5th if you count Prepared for the Worst). Hence wanting to pick up a second .45 Automatic to maintain draw consistency. the main advantage of the special is accuracy. That +3 rarely misses, but you can pick up .45 Automatic v2 for 2xp a pop which grants you +2 and a little retaliate protection. In exchange you get rid of Cover Up which can be a brutal and swingy signature weakness, for the milder The Dirge of Reason, which deals horror you can soak on your allies, or forces you to drop clues, which is a tempo hit, but isnt too bad overall.
Main Advantages of Core Build:
- Saves xp on the upgraded .45 Automatic
- Stronger gun early campaign (it will be a while before you get the v2 .45).
Main Advantages of Dirge Build:
- Softer sig weakness
- Marginally higher auto cluing (or if you exchange the art student for lab assistant its higher draw)
- Synergies with Fieldwork, Inquiring Mind, Logical Reasoning and Dr. Maleson.
Taking both:
- Use the listed build + Replacement cards (as well as core sigs)
- Overall this is a slightly lower strength deck than using either of the sets individually, that extra sig weakness is not really worth a sig benefit card from a pure efficiency perspective.
- but it is fun! they do interact well. Dropping clues or Adding clues can help both Cover Up and the Special.
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9 comments |
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Mar 30, 2018 |
Mar 30, 2018thanks |
Apr 01, 2018another great deck. Thanks a lot! |
Apr 02, 2018Thanks |
Apr 02, 2018have you tried this solo? |
Apr 02, 2018
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Apr 04, 2018Do you have any tips on when/how to play Calling in Favors? I tried this deck, it played very well but i was very often sitting with CiF in hand and didn't play it :| |
Apr 04, 2018Hi The short answer is it will vary from game to game but a good rule of thumb is to use it early on an Art Student or Laboratory Assistant or late on a Beat Cop v2. It sort of serves 3 purposes i guess:
I am slightly regretting putting Dr. William T. Maleson in the base spec these days. Im beginning to think Laboratory Assistant may be the better card for that slot now. But in principal if you know the scenario has a particularly nasty encounter card or you need to drop a clue, he can be added to the tutor targets ofc, but i feel thats more circumstantial. The other thing to note is that it is a hedge. If you dont feel you need to use it this game becasue you got your rig up easilly, then your probably ahead of the game anyway, Its those times things are drawing out badly that you will love the site of this. On those good days, like any other card it can just be pips. So i guess its going into an investigate action. You do have 3 base afterall. |
Apr 04, 2018Thank you for your response. I played a couple of games with either Laboratory Assistant or Dr. William T. Maleson and much prefer the former. It was only a handful of scenarios but Dr. William T. Maleson was just a meat/horrorshield. But i have to say i used replacement signature cards so didn't have to put down clue for Roland's .38 Special. |
This looks very interesting, and it sounds like you covered everything! For some reason I always undervalue Taunt, but it's obviously a strong include. I think I'll try this out sometime. Well done!