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Hornet Leader: Cthulhu Conflict» Forums » Rules

Subject: Does setup include standard Sites and Bandits? rss

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Johannes Epple
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Hi there!
I was a little confused because the rules say: "Add the number of randomly selected normal Hornet Leader red background Site/Bandit (Cultist) specified on the campaign sheet to the cup. This includes the new red background Site/Bandit counters included with this expansion"
It seems to me that you take ALL counters (old and new).
But the word Cultist made me uncertain....
Could anyone please clarify?
Thanks a lot!!
 
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Bob Slaughter
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You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term
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Johannes Epple
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BobSlaughter wrote:
You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term


Thank for your help Bob
 
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Michael Andersch
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BobSlaughter wrote:
You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term


I think, this is wrong.
The rules clearly state:

"Place all the new green background Cthulhu Site/Bandit counters in the cup.
Add the number of randomly selected normal Hornet Leader red background Site/Bandit (Cultist) Counters specified on the Campaign sheet to the cup."

So, do as you are told: take ALL the green counters and add SOME (how many exactly can be seen on the campaign sheet) of the old ones (from the basic game). The red ones are humans that are considered cultists in HL:CC. See also the example on p. 8.
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Johannes Epple
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Micha wrote:
BobSlaughter wrote:
You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term


I think, this is wrong.
The rules clearly state:

"Place all the new green background Cthulhu Site/Bandit counters in the cup.
Add the number of randomly selected normal Hornet Leader red background Site/Bandit (Cultist) Counters specified on the Campaign sheet to the cup."

So, do as you are told: take ALL the green counters and add SOME (how many exactly can be seen on the campaign sheet) of the old ones (from the basic game). The red ones are humans that are considered cultists in HL:CC. See also the example on p. 8.


Man, I´m really confused now soblue
"This includes the new red background Site/Bandit counters included with this expansion."
I thought this means that these new counters are part of the cup you then randomly select the cultist counters for the campaign from. Or does "this includes" mean, that the cup where you add the random counters already includes the cultists??? soblue

In addition, the green counters are called Cthulhu Site/Bandits (p.3)
In the example he´s placing "all the Cthulhu Site/Bandits counters" and adds then "random normal Hornet Leader counters" (whatever that means...)
I´m not sure, but I think, Bob is probably right...

 
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Stig Morten
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BobSlaughter wrote:
You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term


Bob is correct. All red counters(new and old) are bad guys now fighting for Cthulhu. The new red counters include fancy weapons the bad guys didn't have access to in Hornet Leader.

Campaign setup tells you to put all Green counters in the cup. Then add a number(specified by the campaign sheet) of bad guys(red counters) to the cup.
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Johannes Epple
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ad79 wrote:
BobSlaughter wrote:
You are correct.

Take all old red counter and the new red counters, mix them together, then draw the appropriate number to the cup for the campaign.

Red counters are cultists (humans converted to the cause of Cthulhu), just as a color (story) term


Bob is correct. All red counters(new and old) are bad guys now fighting for Cthulhu. The new red counters include fancy weapons the bad guys didn't have access to in Hornet Leader.

Campaign setup tells you to put all Green counters in the cup. Then add a number(specified by the campaign sheet) of bad guys(red counters) to the cup.


Thank you
 
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Jimmy CHAN
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Hi Johannes,

Can't wait to see your walk through of this expansion.
 
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Johannes Epple
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citilogic wrote:
Hi Johannes,

Can't wait to see your walk through of this expansion.


Hi Jimmy,
after a few playthroughs I have to tell you that I´m pretty disappointed by this expansion...so I´m afraid I won´t do a walk through here
Greetings
 
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calpurnio pison

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hi Johannes,

could you tell us your opinions about the expansion? i usually watch your session reports, and a lot of times this has been the key to make decision to buy the game.

thanks!
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Judy Krauss
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callasmar wrote:
citilogic wrote:
Hi Johannes,

Can't wait to see your walk through of this expansion.


Hi Jimmy,
after a few playthroughs I have to tell you that I´m pretty disappointed by this expansion...so I´m afraid I won´t do a walk through here
Greetings


I was somewhat disappointed, too. It seems to add a lot of fiddliness without adding much flavor (and especially not eerie Cthulhu flavor!).
 
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Johannes Epple
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calpurnio1973 wrote:
hi Johannes,

could you tell us your opinions about the expansion? i usually watch your session reports, and a lot of times this has been the key to make decision to buy the game.

thanks!


It´s basically the random placement of the aircraft at the beginning of a mission that bothers me. The most interesting part of the game was always the planning of a mission and then enjoying the successful result. To watch your tactics become reality. Every aircraft has its special mission: some are attacking specific sites, others deal with the bandits, some go with heavy bombs for the target.
In this variant you place the aircraft at the beginning of a mission completely randomly by dice rolling. gulp
To me, this seems totally against the idea of the game. It could well happen that a slow aircraft ends up in the middle of all sites. In my opinion planning has become quite useless. The artwork of the cards is cool by the way, the gameplay though is ridiculous. soblue
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Jimmy CHAN
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Is there any variants that can change the random aircraft placement at the beginning of a mission?
 
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Johannes Epple
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citilogic wrote:
Is there any variants that can change the random aircraft placement at the beginning of a mission?


Nothing official as far as I know...
Ofcourse you could play it without this rule, but I´m afraid this would make the game far too easy...
 
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Jimmy CHAN
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I see. Thanks Johannes!
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