Basic Strategy for a Newbie

By Dsarvess, in CoC General Discussion

Mostly true, igavehimlife, BUT note that you can only "restore" (return from insanity) ONE card per turn. If you have multiple characters insane then you must choose which one is restored. Hastur faction can often send multiple characters insane so their opponent's characters are 'delayed' (in your terminology) more than one turn.

In addition, while insane, they are considered to have zero icons, zero skill, and blank text boxes, so the special abilities of an insane character can't be used.

Also note that characters go insane all attachments (weapons, vehicles, etc) go to the discard pile.

chicklewis said:

Mostly true, igavehimlife, BUT note that you can only "restore" (return from insanity) ONE card per turn. If you have multiple characters insane then you must choose which one is restored. Hastur faction can often send multiple characters insane so their opponent's characters are 'delayed' (in your terminology) more than one turn.

In addition, while insane, they are considered to have zero icons, zero skill, and blank text boxes, so the special abilities of an insane character can't be used.

Also note that characters go insane all attachments (weapons, vehicles, etc) go to the discard pile.

Hehe, reminds of a recent game, where Hastur was out and popping 3 characters insane per turn. Agency/Miskatonic had about 12 characters out, 2 had Willpower, at best (or worst depending on your POV), 8 were sitting insane.

chicklewis said:

Mostly true, igavehimlife, BUT note that you can only "restore" (return from insanity) ONE card per turn. If you have multiple characters insane then you must choose which one is restored. Hastur faction can often send multiple characters insane so their opponent's characters are 'delayed' (in your terminology) more than one turn.

In addition, while insane, they are considered to have zero icons, zero skill, and blank text boxes, so the special abilities of an insane character can't be used.

Also note that characters go insane all attachments (weapons, vehicles, etc) go to the discard pile.

just to add on to that. characters with toughness that have wounds are destroyed so it can work out that the best way to deal with high toughness characters is drive them insane. not an easy feat but still something to remember.

Viz the Shotgun, WHEN can you execute the attacks? I am unsure. Unless otherwise informed I wait till the Combat Struggle, then let fly, though I agree with the shotgun draining as many domains as you have available. Of course my opponent tries to make sure the character goes gaga in the Terror struggle before they get a chance to shoot. Oh for the simplicity of Ravager of the Deep!

There are more than a couple action windows during the story phase: before active player commits characters, before opponent commits, before the struggles, responses, and results, and at the end of the story phase. Either player would probably choose the window after opponent commits to fire off a round (or three, undrained domains allowing) of that shotgun.

Zo? A window of opportunity AFTER the opponent commits characters, but BEFORE we resolve struggles. That will do nicely. Or maybe in the opponent's turn, after they have committed characters, I send in the character with the shotgun to pick some off. This would be of no avail versus The Ravager from the Deep, (is it in LCG?), but it does make things a bit more interesting for Agency.

Shotgun is an attachment, so it comes as NO surprise. It becomes part of the calculation for either active or opposing player. Advantage gained, yes.