Park Previs
United States Mechanicsville Virginia
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there aren't too many reviews out here on this new supplement, but the few that exist are pretty positive. i have played the scenario a few times so far, and i have to say that i am pretty disappointed. i LOVE everything that has come out for LNoE so far (i even bought the special edition soundtrack), but this scenario just doesn't do it for me.
someone posted on here that you should play the scenario with the zombie horde option. i agree that this is probably the best way to play it simply because the zombie player needs to be able to trap the heroes and it takes a lot of zombies (six?) to trap a determined hero. and then even if you trap him, the other three are at opposite corners of the map. you have to reverse the direction of your zombie tide, and then it's another five turns or so before you're in a position to trap another hero.
in our games, even with the zombie horde, the heroes have won pretty handily. all you have to do is run, run, run. maybe our zombie players have just been unlucky, but it seems like in the other scenarios the heroes HAVE to search. the need to search for something is what lets the zombies shamble into building unexpectedly, or block the exits to buildings. in this scenario, the hero isn't faced with the choice of "run or search". they just simply run.
i'm not trying to get all the LNoE fanboys to jump all over me. i AM a LNoE fanboy. i LOVE this game and have enjoyed every other scenario (except maybe escape in the truck when heroes find the keys and gas in one turn). i really want to know how others are playing this scenario, or what you might be changing to help out the zombie players.
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Take joy from you wins; take lessons from your losses.
United States 38.978164N 76.486881W Maryland
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--- (bracing for impact) ---
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I'm Commander StatSig and this is my favorite bee on the Citadel
United States Takoma Park Maryland
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The two times I've played Revenge, it has been a total blowout, with the humans barely taking a wound, much less dying. Both times the Gun Shop has been one of the available boards, and the humans have been able to hole up there with some decent weapon draws and just shotgun most of the zombies before they're in the building. I'm a bit disappointed, as well, because I thought this scenario would be a really hard-fought one, but it's just been depressing to watch. Maybe Zombie Horde would be the way to go for this one, I might give that a shot.
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Nicholas Daley
United States Salt Lake City Utah
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I think this scenario depends completely on what cards the Zombie player draws. If the zombie player can get a "I've got to get to the..." or a "Bitten" card, it makes the heroes scramble more.
It's all about the zombie player putting out the Remains In Play cards. Those are the only things that will stop the heroes from running all around the board and searching. You've got to try to get to the "Overconfidence" cards to keep them from running from zombies. Churn through the deck for the "Teen Angst", "Let's Split Up", or "Last Night on Earth" cards so that the heroes can't stick together.
I can see how the heroes would easily win if the Zombie player wasn't able to come across the above mentioned cards. In the one time I played this scenario we had three heroes who were all "Bitten" and weren't able to take another wound for fear of becoming a zombie hero. Having those cards on us made the scenario a lot more challenging.
I think the key is to burn through the card as quickly as possible. That and playing with 21 zombies.
EDIT: I actually LOVED this scenario, but I think it plays differently from all the other scenarios. It may take some time to master.
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Take joy from you wins; take lessons from your losses.
United States 38.978164N 76.486881W Maryland
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Nickmodaily wrote: I think the key is to burn through the card as quickly as possible. That and playing with 21 zombies.
That's pretty much always the Zombie player's best strategy, isn't it?
Sag.
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Park Previs
United States Mechanicsville Virginia
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as the zombie player, i usually play cards whenever i can. even if the card is not used in the optimal situation, i will still play it just so i can draw a whole new hand of cards. i do keep really good ones like "locked door" in my hand until just the right moment, though.
anyway, thanks for the input. i'll keep playing the scenario with 21 zombies. maybe i'll try starting the game with 3 d6 zombies instead of 2 d6. that will certainly help get the zombie wave moving early.
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Jack Wells
United Kingdom Bristol/Cardiff
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Yeah burning through the deck is a good strategy with the zombie player. I think I've played this 3 or 4 times now and the zombie player has always won, though the heroes did stop and search, though still only briefly. It's just all about laying the trap well and getting the good cards (by burning through the deck). It doesn't take a lot to kill a hero, especially if they're not searching at all. Also remember that to trap a hero you don't necessarily need to trap him closely. A lot of the time I just trapped them in a board section, or even just trapped in half of the board, by covering doorways and alleyways then slowly tightened the noose. If you do it this way, the heroes don't see the trap coming until they're stuck. All they see is a group of zombies in almost random positions, they think it's ok and they only have to worry about the couple that are close by. By making the trap initially very, very large, by the time they see that they're going to get trapped, they already are. Sure, it's a big cage, but a cage none the less. Made of zombies. It is easier when you're using 21 zombies but I managed it with 14, the auto spawn zombies should mean your at pretty much full strength the entire game if you're moving them right.
21 zombies is definitely the way to go, although that has almost become standard for me :D
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