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David Sweat
United States
Inman
South Carolina
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I will attempt to leave out the mostly boring parts of our last Risk legacy section, the play by play country by country casualty totals and boring statistics, and focus only on the exciting parts.

This was our third session of Legacy. We were able to plow through three three player games in about 6 hours and this was by far the most exciting and interesting session yet.

Game 5 - Reign of Terror
Game five began as a fairly slow, plodding affair, a lot of posturing and building up troops on borders. I was playing Khan Industries and started in North America. NRE, our world leader at that moment, was playing Imperial Balkania with a start in Africa. JMAK, our sneaky strategist, started in Australia with Die Mechaniker.

Khan was able to take North America and South America, and held them for a couple of turns for some nice troop bonuses, with an emphasis on building up troops on the border between South America and Africa. During this time, they were able to buy a star as well. Balkania was building up on the African side of that border, as well as fighting a second front between Asia and Africa. Die Mech took over Australia, and pushed up through southern Asia, eventually pushing into North America and denying Khan it's large troop bonus. The border between Africa and Asia was weakening, and it was time for Khan to go for broke.

The mission was conquer an entire continent. If Khan could complete the naval invasion of Africa, the rest of Africa would fall easily. Khan's tech and manpower was up to the job, and they pushed into Africa easily due to poor aiming and faulty weapons on the Balkanian side of the conflict. They pushed through the rest of the continent, grabbing a third star for the HQ and a fourth star for the mission. Game over!

Game 6 – Man made Global Warming
More of the same, building and posturing. This time I was Die Mechaniker with an African start. NRE was Khan with a start in South America. JMAK grabbed Imperial Balkania with a start in North America.

Die Mech was slowly building, troops and cards. The mission was to conquer 9 territories. They saw an opening. Europe was weakly defended. Khan and Balkania and were weak enough due to their North America South America border struggles that with a large trade in of cards for troops, Die Mech would sweep through North America, grab the Balkanian HQ, sweep into South America, take that continent and the Khan HQ. Two HQ's and the mission.

The sweep began. Die Mech rushed to Iceland, ready to battle through North America, confident in their tactics. They threw low numbers in Iceland and were about to lose 2 attackers. They were aggressive. Two missiles were launched and the tides changed Defender loses 2. Balkania decided to retaliate with the BIG ONE. 3 missiles.

Die Mechs huge attacking force, wiped out in a blinding flash of light. Die Mech was no longer a factor in the game, though they still held on.

Weakened, by the battle, Die Mech and Balkania went into defensive mode. Khan went on the offensive, taking both HQ's after buying a star. Khan wins again.

Game 7 – Events Stink
Two packets were opened as a result of the last game. 3 missiles and 9 minor cities. Events played a huge factor in game 7, especially for Khan Industries.

NRE again pulled Khan, with a start in Australia This would be a pain, as events would have him retaking Australia multiple times during the game. The Mutants were played by me and started in Europe, close to their precious fallout territory. JMAK again grabbed Die Mech, starting in North America again (he has a major city there with a Mercenary scar). The mission was attack across sea lines.

Scars immediately went down, making Australia even more harsh, for whoever decided to try to hold it. The major city received a Mercenary, great for humans, bad for mutants. One of the minor cities received a bio-hazard, great for mutants, bad for humans. It's now expensive to initially occupy with a city in each territory, and any bonuses reaped from holding it are canceled out by the opposite scar.

We have numerous 2 coin cards, so events came quickly, and generally wiped out minor cities and in Khans case, 2 major cities along with his HQ in Australia. BRUTAL! Australia's minor cities were wiped out multiple times, never really allowing Khan to get a good foothold on the board.

The Mutants made one power grab, after buying a star, to try to win by taking the bio-hazard territory in Australia for their private mission as well as the HQ of Khan. This campaign stalled out in Asia due to their only weapons being stop signs acquired along the way. Die Mech was able to build up slowly, buying two stars and then attempting the mission, which they accomplished by sweeping into Africa, grabbing Madagascar, and then attacking into Europe.

RESULTS and STATE OF THE BOARD
Much fun was had by all. Each of us pulled out one win, with NRE in the lead with 3, and two for JMAK and myself.

Australia
A mess. 1 major city, 3 minor cities. The major city has a mercenary scar, one of the minor cities a bio-hazard. The Asian exit from Australia contains yet ANOTHER minor city with an ammo shortage on it. Expensive to take initially, and difficult to maintain if events come up that force troop losses in major or minor cities.

South America
Two major cities and one minor city. Kind of expensive initially, but worth it if you can hold it. NRE and myself have two of those cities, and there is one open territory. NRE has also named this continent. It currently stands as Khan Industries homeland.

Africa
One Major City with a mercenary scar. Not very remarkable otherwise, but a lot of victories have been centered on battles here.

North America
One major city by JMAK with a mercenary scar. Other than that, rather unremarkable. Could be a good Mutant haven with the fallout territory at their back.

Europe
Fallout territory in Iceland. Europe could be a good Mutant starting haven to grab that extra troop. The only 4 coin territory lies here, in Russia, which is scarred with an ammo shortage and has a minor city.

Asia
Nothing really exciting going on here. Besides being a path to other continents, we are mostly leaving Asia alone. A couple of times someone has ended up controlling it at the end of a turn, but it never lasts.

Khan Industries
They are powerful in this world. 7 games, 5 wins. The only faction that has been played every game. That extra troop on HQ power doesn't seem like much, but appears to be making a big difference.

Die Mechaniker
Has a comeback power from last session to be able to get a card by expanding into a city. That makes the troop graveyard that is Australia tempting in the early game with it's cluster of 5 cities (including the one in Asia), but is it worth it to maintain? This is our second most used faction, even though they only have 1 win.

Saharan Republic
Not forgotten. The only other faction with a win. Played once, and won once. 100% victory rate, and that victory was directly due to their starting power. I want to see the Mutants scratch off power revealed, and then I may very well return to the Republic and see if they are still the powerful fighters they were so long ago.

Imperial Balkania
They get used a lot, but have had a rather unremarkable performance. Their comeback power of extra mercenary is tempting, but the mercenary territories are rather spread out (North America, Africa, Australia) and I personally don't think it's worth it.

Mutants
They have a nice pocket they can start with on the North American or European side of the Fallout Zone. Plus, starting close to the fallout scar allows them to take it and get an extra troop early in the game. Other factions so far are scared to venture close to the fallout zone, even though since it is on an island, it can't really affect them. I look forward to scratching off their secret power.

Enclave of the Bear
Forgotten. I'd like to at least see them get some new power scars at some point, but as it stands, no one seems to have attached to them.

I have to say I like how the board is shaping up. The dynamics in Australia have become interesting.. North America was a strong starting point in these games, with 2 of 3 victors starting their HQ's there.

Looking at the missions, there is now a possibility of a way around the fallout territory to reestablish a North America Europe link. There is also a way of making the mutants even more nasty by linking the fallout territory in Greenland to the Bio-hazard scar in Australia. 2 free troops fairly close together. This also gives mutants quick access to 5 close together but dangerous cities. Australia has definitely become a major risk/reward area that I'm not sure if anyone will want to play the risk angle on too much. So far, the capital is looking to be in Russia if the mission ever comes up. The only other 3 coin territory is in North America, and currently has JMAKs major city and mercenary scar on it. The implications of putting the capital there frighten me, even though I don't know what they are.

CONCLUSION
We really, really like this game!
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David Sweat
United States
Inman
South Carolina
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An addendum to this report. Our group loves scars, and with 2 left and three players, they are wanting to add the scars as part of the draft in the next game.

With a packet and a pouch left, there may be more scars coming up that will allow those to come back into play, but I'm not sure anyone cares at this point. They just want to mark up the board.
 
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mar hawkman
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Wait until you open those.
 
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David Sweat
United States
Inman
South Carolina
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Vague warning informs me there are more scars to come.

I shall attempt to use my convincing power to keep the last two bio-hazards out of our hands next game.
 
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mar hawkman
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Actually, I'm not sure, which ones did you say were still unopened?

BTW are you using a simulacra of the German bonus pack?
 
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David Sweat
United States
Inman
South Carolina
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Unopened packs are 30 troops + Missile, Place World Capital, and Do Not Open. Ever.

We have not been playing with the German Bonus pack. I've heard of it in other threads, but haven't taken the time to read up on it.
 
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mar hawkman
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You can find it here: http://boardgamegeek.com/boardgameexpansion/110574/risk-lega...

Ok I double checked and no... there aren't any more scars that go on the board.
 
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daniel greene
Canada
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Don't use those scars in draft. DON'T. That is all I can say. I completed my 15th game last night and have opened it all. Don't. Play exactly as it says to play, and it will all make sense eventually.
 
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mar hawkman
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You would kinda need to (if they're merc) if you were to use the German bonus pack(or a facsimile thereof).
 
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