Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1]

Author Topic: Outpost in a Torturer Chain.  (Read 1130 times)

0 Members and 1 Guest are viewing this topic.

SirPeebles

  • Cartographer
  • *****
  • Offline Offline
  • Posts: 3249
  • Respect: +5460
    • View Profile
Outpost in a Torturer Chain.
« on: September 28, 2012, 08:50:24 pm »
0

Just played a torturer chain game and included an outpost in my deck.  Sure, it's one fewer torturer, but man, hitting your opponent with two torturer chains per round is nice.
Logged
Well you *do* need a signature...

jomini

  • Saboteur
  • *****
  • Offline Offline
  • Posts: 1060
  • Respect: +768
    • View Profile
Re: Outpost in a Torturer Chain.
« Reply #1 on: September 29, 2012, 11:53:57 pm »
0

With fishing village it is pretty good - you can carry over actions and only need to hit a torturer to carry through. With a regular torturer engine, you need a really high density of engine components to hit off a second chain of torturers, to make it worth more than just buying another torturer. Unless something like fishing village, haven, etc. is out, odds are just too low to hit the chain and I'd most often rather have another torturer. When I can reliably get engines hitting of outpost, I normally have some deck thinning and that typically means that torturer loses a lot of its strength as the opponent can often quickly just grab curses and chapel/steward/etc. them away.
Logged
Pages: [1]
 

Page created in 1.621 seconds with 20 queries.