Besides having an effect that is actually pretty good on its own, this card makes Dynamite Blast much better. It can be used to perfectly position the enemies and keep the investigators out of the blast radius. In some situations it is better than Elusive as a dynamite-enabler, since it can avoid putting your teammates at risk, and because it can move enemies into a location that has other enemies, to group them together. And unlike Elusive, warning shot is in-faction so all who can use the dynamite can use it. The firearm ammo requirement is definitely a limiting factor, since many decks include few or no firearms. But now with .45 Thompson, there are a few options to choose from. It’s also worth noting that it cannot move elite enemies.
Evento
Táctica. Truco.
Coste: 2.
Como coste adicional para jugar el Disparo de aviso, gasta 1 munición de un Apoyo Arma de fuego que controles.
Mueve todos los Enemigos que no sean Élite de tu Lugar a un Lugar conectado. Esta acción no provoca ataques de oportunidad.
FAQs
No faqs yet for this card.
Reviews
Atrocious
Warning Shot is one of most laughably bad events in the game: while it looks good on paper, in practice it has a bunch of issues that makes it botherline unplayable
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Moves away all non-elite enemies: the fact it doesn't target Elites is unfortunate but expected to prevent this card from making some scenarios way easier, like Extracurricular Activity, but even looking at its main effect it is not that great. You are a Guardian: your job most of the time is to kill enemies, moving them away, while it CAN be as good as killing them, won't do the trick against all of them. You got Hunters chasing down people, Doom generators, enemies that make your life harder if they are alive. Sometimes moving away ALL enemies makes your life harder because they are all gonna be huddled up in one location, so if you want to kill a specific one it's only gonna delay the inevitable rather than helping you with the task (unless you run Dynamite Blast, that other useless card)
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Even if you want all enemies to just move away, to get full value from this, every Investigator needs to be toghether in one location and being swarmed by enemies: being in that situation to begin with isn't ideal, but even finding yourself surrounded by that many enemies at once is not that common either. In 1 or 2 players, this is rarely gonna move away more than 2 enemies, while in 3 to 4 players, it's far more likely enemies will be spread out on the map because the chance all Investigators will stick toghether in one location are incredibly low
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It cost 2 resources to play: this is the deal breaker. You need to spend 2 resources ON TOP of using an ammo that could have been shot to kill an enemy instead to trigger this effect. That is immensely overpriced for what it does, given Guardians do not have the best of economies, and even then they have cheaper events that could have been used instead. A slot Warning Shot occupies could have been used by something as lame as Monster Slayer to kill more crap. That is without even getting on how this becomes commit fodder if you do not have a gun in play OR you are out of ammo. This would be already not that great if it had no resource cost, at 2 it is just horrible.
Ironically, this card is better for Rogue rather than Guardians: "Skids" O'Toole can use something like the .25 Automatic to fast play it and have a target for Warning Shot when he wants to play it, and both him and Leo Anderson can also use Venturer and Swift Reload to make up for the ammo spent. But overall I found this to be an extremely crappy Event, not even worth to be used as deck filler: the only use I can see on this is for Guardians playing through Forgotten Age, but if you are playing as a Guardian in Forgotten Age you need to reconsider your life choices mate.
If you don’t actually need to defeat enemies as a guardian, this opens up a lot of opportunities. Roland and boxing gloves Nathaniel only benefit from the first foe they beat a round. Zoey, Mark, and other people with access to this card but don’t have evidence in their hand...this is a testless, room wide evade. Sending someone to an empty room is the equivalent to a defeat if the enemy isn’t a hunter. Unfortunately, unless you can recover events, you only get two attempts at this on your deck... but for Zoey, it means you can farm the same enemies for engagement, getting paid each time.
If you have a particularly rough enemy you can’t defeat in two attacks, but have a nearby investigator who hasn’t attacked...Send them over.