TW: weed and smoke
anyways this is my comfort ship
I might make a blog decidated to my fav lesbeams

seen from Poland
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seen from Italy
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seen from Italy
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TW: weed and smoke
anyways this is my comfort ship
I might make a blog decidated to my fav lesbeams
So uh this a blog dedicated to Tracy x Heather Chandler
admin: @xd3ardiaryxx
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Recent Acquisition - Postcard Collection
Cherrystone Bayshore Campground, Cheriton, Virginia. Postmarked June 1973
Cherrystone flags for anon
Gay | Bi | Lesbian
NB | Agender | Trans
Aro | Pan | Ace
(When Mercia entered the Gloomwoods for the first time)
Sedge: Greenfinger, there’s a bunch of people from Cherrystone. Can I go and hunt them?
Greenfinger: Sure. Go ahead.
(After Sedge is defeated for the first time)
Sedge: Greenfinger, these people from Cherrystone beat me in combat.
Greenfinger: I’ll make sure those invaders will learn their ways.
Emeric: Why are you attacking the queen of Cherrystone?
Mercia: I just want a safe passage away from Valder.
Greenfinger: Sedge, did you attack the queen of Cherrystone?
Sedge: Maybe.
Greenfinger: Sedge, you’re fired.
Sedge: But you attacked them too. Shouldn’t you be fired as well?
*Mercia and Nuru are currently having a 1v1 battle*
Sedge: Wait a second, Nuru is fighting Mercia right now. You should fire her as well.
Greenfinger: She challenged Mercia to a fight. You just attacked Emeric without a warning.
Sedge: ...
Greenfinger: Now go ahead ahh take your army. We have a side map at 4:30.
Cherrystone Grooves
I’ve been playing a lot of Wargroove lately, so I’ve been thinking a lot about it. In particular, I’ve been reviewing and evaluating the Groove of each commander to figure out synergies, tactics, and strategies unique to each one, so I figured I may as well write it up here.
Each faction will be getting their own post, and I’m starting, of course, with Cherrystone.
Mercia: Healing Aura
A fast-charging Groove that heals all allied units within 3 spaces by 50%, including Mercia herself
Since she heals herself, Mercia can afford to fight more aggressively than other commanders. This means her Healing Aura should charge even faster than other fast-charging Grooves
Mercia can’t heal units if they die, so she does particularly well with units that are tougher to kill, like Spearmen, Cavalry, Giants, and Dragons, and she’s comparatively worse with units that die quickly such as Dogs and Archers
Other commanders have to spend gold to heal their units. Mercia effectively generates value for free. As a bonus, her buildings also keep more health since she doesn’t need to reinforce as much
While Healing Aura has a large enough range to potentially heal a ton of units, don’t hold on to it for too long just to try setting up a dream scenario. It charges quickly, so don’t be too afraid to spend it for relatively little value. This is especially the case if Mercia has taken damage, since that means her attacks will be a less appealing option
Though opponents can play around Healing Aura by finishing off Mercia’s units, the fact that they may have to drastically overkill units - that they’d otherwise ignore facing any other commander - is value in and of itself
Emeric: Elder Shield
A fast-charging Groove that summons a crystal onto the battlefield. Allied units within 3 spaces of the crystal have +3 defense that stacks with terrain bonuses (cannot go above +4 total). The crystal is an immovable unit that takes up a space and loses 2 health per turn. It can both be healed or attacked to lengthen or shorten its duration. You can have multiple crystals active at once.
As noted in the codex, the Elder Shield has particular synergy with mages: it allows them to crit even on roads. Additionally, mages can heal the crystal, and the defense bonus makes it more likely that other units will survive combat to be healed as well.
The Elder Shield can allow Emeric to hold a position with relatively few units so that he can devote more units and resources elsewhere.
Since the crystal takes up a space, it can seem difficult to use Elder Shield aggressively since your units will have to work your way around it. On the turn you cast it, you also have to work around Emeric himself since he can only cast it on an adjacent space
These qualities can actually be a benefit to aggressive strategies! If you position Emeric behind enemy forces, you can create a two space wall (the crystal and Emeric himself) that enemies cannot pass through, but your units can
One’s first instinct would be to protect the crystal, but it is something you will lose eventually so it’s best to not be too concerned about it. Any damage the enemy spends on it is damage that isn’t hitting your units, which are significantly less temporary. It redirects damage to itself, or reduces the damage sent to your units: either way, it protects your units.
I haven’t actually confirmed it yet, but I’m pretty sure the Elder Shield should provide defense for Emeric’s air units, which normally don’t get any defense bonuses from terrain. This can give Emeric an edge over other commanders in gaining air superiority
Under the effects of an Elder Shield, Emeric can stick in fights longer so that he can charge his next Shield more quickly. It also means he gets more effective value out of his innate, passive regeneration [that all commanders have].
Though opponents can play around the Shield by simply not fighting under it, this means they are ceding that territory to Emeric. Try to position your Elder Shields around critical positions of the battlefield to force opponents to have to make difficult decisions
Caesar: Inspire
With a medium charge-rate, Inspire allows exhausted units adjacent to Caesar to act a second time for the turn
One of the most, if not the most, skill-intensive Grooves in the game. To get the most out of it, you have to carefully plan out your turn before actually moving any units. Any mistakes will mean the units you want Inspired won’t properly line up with Caesar
As the codex says, Inspire can be particularly good with siege weapons since it allows you to move into position and fire in the same turn. In a similar manner, it can also help you position units for critical hits
It can be very challenging to line up the full four, or even three, units for Inspire, so don’t hold on to it for too long trying to find a perfect moment. The sooner you spend it, the sooner you can charge up another use.
You don’t only have to use Inspire to double up on attacks: it can simply be enough to use it to give units an effective movement boost. This can apply both to getting reinforcements to the frontline sooner or to repositioning units in the midst of a fight
Between getting extra attacks, setting up critical hits, and giving units a movement boost, Inspire can lead to a surprising amount of damage. Look out for opportunities to heavily pressure, if not outright defeat, the enemy commander. There will often be more possibilities than the opponent can reasonably play around.
Updated intro!!
A blog decidated to Cherrystone and Limestone ♡
Two Admins run this blog:
@xd3ardiaryxxx - [Cherrystone]
@willz0 - [Limestone]