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6 Posts

Aliens» Forums » Rules

Subject: Help, Operations.... rss

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M W
Sweden

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Hi

So, I'm daft. I can't get my head around this scenario. I played it through tonight and Newt and Ripley got out. But I felt there was stuff I misinterprated during the course of action.

1. Using grenades, ok, there's so long blast radius (8) that you can't put your entire squad of 7 anywhere so that they all excape the blast, the only time is when one of the guys are left in the head of the corridor and shoots up a the far wall of operations. Correct?

2. The turntile * has been reached and your guys can move down, this must (basicly) start with Newt and Ripley since you need to get Newt down to the door. The rules says that the pair "must move together towards the door as soon and quickly as possible" and when Newt reaches the door Ripley can go back to the fight. Does this mean that Ripley is NOT firing/engaging at all until Newt reaches the door, OR that Ripley can fire if she is at all times adjacent to Newt?

3. Burkes concience...How is this played? The turntile B means Burke leaves the airlock, and the rules states "For Two turns after he seals the door Burke is considered to be in the adjacent room, the airlock" But there are actually THREE tiles between the * tile and the B tile. and "If the marines has not begun cutting open the door, they can ask Burke to unlock it for them" How are you supposed to have started cutting within 2 turns? It's silly, I don't get it. How du you play this?

4. Howcome there are so many aliens spawning in the Operations room after you've left it? It's like 25 or so over the course of "air ducts", why? They have no means to reach you anyways. Only like two, perhaps three spawns are IN the ducts and can affect anything. If you keep pace there can spawn a bazzillion, you just have to write it down on paper as you don't have markers snough anyway =) Ok, they bust the door at 15 turns, but that's late in the game. And for the gold spawns, what's the point, even more useless spawns. Ok. Perhaps I missed something here?

5. Movement in the airducts. Moving diagonally is ok by the rules, even to pass obstructions. But it feels like cheating in the ducts, like cutting a duct corner which is physically impossible to cut. How do you guys play it, do you cut corners in the "one tile broad corridors"?

6. Lastly, If Newt are lost, the manual says that the marines that reaches the "intersections" (compasses) must "choose randomly from the available paths to determine which way to go. If the wrong path is chosen, the marine (and all Marines following him or her) must follow that path until reaching its end. Once the lead marine has reached the end, the other Marines may move back to the intersection and follow the correct path". What the &%ยค& are they talking about? What paths? What choices are there? How can you go wrong? I don't get it at all. Like the third intersection/compass, it's a bloody straight corridor!!!

Please help me clear up this mess!!
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Kevin Riddle


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I'll have to get mine down, but I believe that

1. this is correct, the gernades hurt more than help ...

2. I had Ripley firing as they moved

3. Burke is there to be talked out or you can just start cutting which means there is no way he will unlock the door ...
you have to decide, talk to him and wast precious time, or cut and ignore him

4. once we had all the aliens spawned we just left it at that and had them following the Marines, only one at a time in the ducts then they can be rotated to the back of the herd

5. we didn't move diagonally in the airducts, don't really remember moving diagonally in other maps, but been a few years

6. not sure, will look
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Kevin Riddle


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ok, dusted off my copy and looked a bit
very interesting questions btw

1. just have to be careful with gernades

2. as long as Ripley is with Newt she can fire, and then she can return to the fight after dropping Newt by the door to let Hicks unweld possibly??

3 I guess after Burke makes it there, you have an extra turn in which your cutting (after trying to talk him out) will make him move to the other room ... the "Let's Eat Burke Room ...

4 yep, seems like a lot of Aliens ... not sure why, just to show they had sent in everything, somewhere (possibly the expansion) I remember reading the queen's lair and rooms are basically cleared out
I guess that's how Ripley managed to get in there so easy ...

5. yep, says you can move diagonally ...

6.the manual doesn't explain this well, I first wonder if they can go across the cluttered squares like the blue ones in the Operations room?
if that is the case then it would really slow them down to always crawl across junk instead of quickly going around
it does say the Marines pick at random direction ...
roll 1-2 is north, 3-4 is east, 5-6 is south, 7-8 is west, and 9-0 is a reroll ??

there may be some answers online, I'll look, and post if I find anything, if you find something, please post as well
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Kevin Riddle


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here's an idea on this spot that lets Marines roll 4 or less to continue at the compass spots

http://boardgamegeek.com/filepage/41556/a-l-i-e-n-s-rules-ve...

and a few scenarios added and combined from the expansion
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M W
Sweden

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First of all, thank you for dusting off your old copy to help me! I think I got some answers but some remain.

1. Ok, so this was correct. To be honest, a smaller radius would make the weapon useful to even have in the scenario, but you don't really need it. With average luck and a bit of planning you'll kill the aliens coming at you anyway. You'll just have to start off a bit further from the corridor to not get acid blasts from the last alien waves. Nail Swint making the rules posted states he cut some 3 tiles of blast to make them viable. I don't think I'll do that as I'm not crazy about house rules. We'll see in the future though. Case closed.

2. Agreed, Ripley should be able to fire as long as it doens't interfere with her achieving her goal, taking Newt to "safety" by the door ASAP. Case closed.

3. This still feels unclear, possibly the rules are even wrongly put. Nail doesn't really adress this, he has made his own rules basicly. But the Q for remains, the rules talkes about putting off the cutting for the possibility of pursuating Burke to open, and that you have two turns for this before he leaves. Thing is, there are three turn tiles, not two, and also you can't "put off" cutting as there's no way you've reached the door before Burke leaves anyway. The whole thing is just...broken.

4. Yeah, I guess I can leave it at that. After all, I've only played it once, there are many ways of doing the scenario. Perhaps I was making a too hasty withdrawal, hence me loosing three guys at the mouth of the corridor, but this made me escape in the end though, so I don't know. The "mass" of aliens were not THAT far behind anyways. Neil cut down the time to 10 turns before they bust the door. That must be alot harder! But then again, in his campaign you possibly have a lot more marines with you. Case closed.

5. It feels cheap to cut corners in a tight airduct, but like you say, the rules permit it. Five games down the line I'll make houserules if the escape is too easy/fast. Case closed.

6. This one remains. Rolling dice for random choice, sure. But there's no corridors to walk wrongly through!! There's just walls 2 tiles down or such, and that's only one or two of the intersections, some are straight! Nail just made a tougher dice roll, forcing marines to roll 4 or less, or they just remain on the intersection like in the Newt rules. Perhaps I'll use this rule, but it's dissapointing. I want to play the game like it was intended.
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  • Last edited Tue Jan 3, 2012 10:02 am (Total Number of Edits: 1)
  • Posted Tue Jan 3, 2012 10:02 am
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Al Maguire
United States

Massachusetts
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Looks like people answered most of your questions. I can only add a little more:

4. If you want, you can play out the room without leaving and just dealing with all the aliens as they come. So if you are lucky enough to have most of the marines make it out of the reactor scenario you can give it a try (the aliens wouldn't appear in the air ducts so they wouldn't be coming up from behind you too).

Been a while for me too so I don't know if I made this up or it was something from the expansion. But it gives a reason for all the aliens.
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