Aaron VanderDussen
Canada
Welland
ON
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I do not know whether to be disheartened or joyful about the frequency of war on our cloned earth. Our actions have not only scarred the landscape forever more, we now have Aliens and Mutants vying for control. With these powerful factions, both Khan Industries and Imperial Balkania were left behind due to having weaknesses from the previous war. We as humanity have a long struggle ahead of us, and this war demonstrated the true potential of the Alien invaders. May god have mercy on our souls.

This war featured:

Aaron as the Mutants with 1 Coin, 3rd Turn, 1st Placement, 6 Starting Troops, the Bomb Specialist mercenaries and starting in Great Britain.

Ambrose as the Aliens with 1 Coin, 2nd Turn, 4th Placement, 8 Starting Troops, the Ambassador mercenary scar and starting in Alien Island.

Eric as Enclave of the Bear with 0 Coins, 1st Turn, 5th Placement, 8 Starting Troops, the Radar Specialist Mercenaries and starting in Kamchatka.

Nate as Die Mechaniker with 0 Coins, 4th Turn, 2nd Placement, 10 Starting Troops, the Nomad Mercenaries and starting in East Africa.

Tim as Saharan Republic with 2 Coins, 5th Turn, 3rd Placement, 10 Starting Troops, the Sentinel Mercenaries and starting in Western Australia.



Turn 1 had interesting dynamics right from the get go. Eric expanded his empire and grabbed Japan to take advantage of their valuable reinforcements. Ambrose, with his bonus troops for controlling Alien island, went North and cut a swath through North America in order to secure cities. Aaron expanded slightly into Europe and attacked Ambrose in Greenland. Due to 2 previous victories and being the bringer of nuclear fire, Ambrose had 4 missiles and chose to use one to slow Aaron’s assault. Nate expands and takes Africa and narrowly avoids an agent of chaos event that triggered on his turn. Tim expanded and attempted to weaken Ambrose’s position on Alien island, but was severely rebuffed.




Turn 2 has Eric attack Ambrose for his NA territories and Ambrose responds in kind by taking them back. Aaron again takes Greenland and takes advantage of his biohazard on his major city to make more troops. Nate and Tim both reinforce and take potshots I order to build resources.



Turn 3 was eventful due to Ambrose drawing a ruin and destroying the minor city of Strathroy, forever removing a treasured North American landmark. Every other player expands slightly in an attempt to build resources and Tim and Aaron attempt to box Ambrose in, as his gain of 5 troops a turn makes it near impossible to remove him from Alien Island. However, we also saw the value of Radar specialist, as Eric was able to fight Ambrose on relatively even ground as he did not fear missile reprisal. Tim also managed to snag the invaluable 5 coin Kamchatka, making him a target to all.



Turn 4 was the prelude to our destruction. A fallout event knocked Nate out of SA, the irony of which was not lost on us. Ambrose cashes in some of his resources and goes after Tim. Tim, Nate and Eric all play missiles to slow him down and try and save Tim. Ambrose had reserves and did not slow down and was successful in knocking Tim out and claiming his resource cards. Tim elected to give the Saharan Repblic the “Stealthy” ability, making them a viable faction again for future conflicts. Ambrose finished his rampage by claiming Australia and fortifying his position on Alien Island. Despite his aggression, there was one funny moment where Ambrose was attacking Eric and got this:



Aaron musters what forces he can and attacks Ambrose in Alien Island. The remaining missiles are played and Aaron is fended off. Nate denies Ambrose Australia and again prevents agents of chaos event card. Tim rejoins the war in Afghanistan, but the end was in sight.



Ambrose cashes in for 30 troops (his 3rd time across all our games) and the white alien tide descends upon us. He quickly captures Eric’s, Tim’s and Nate’s HQ’s and wins the game.



The aftermath of this war was relatively subdued compared to the previous two wars. Ambrose chose to give NA a permanent +1, hoping to make it more desirable in the future. Each other player chose to reinforce a territory, resulting in Afghanistan, Iceland, South Africa and Alaska gaining resources. Ambrose signed his name a third time and showed just how devastating the aliens could be.



This game allowed me to try the mutants, which synergize well with my major city in Europe. I didn't expect the aliens to be so powerful in this game due to their lackluster performance in the previous war. We have been taught otherwise. They get 5 units as long as they hold onto a specific territory and we had no effective means of countering them. Still, it makes it imperative that whoever chooses the Aliens does not get Alien Island as well. We still have 7 games to go with the world capitol and do not open over still looming over our heads. We may have hit the biggest changes, but I’m still looking forward to seeing how the remaining packets change the game.

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mar hawkman
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For all have sinned and fallen short of the glory
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You Nuked Peru? It's more fun if some place like Brazil gets nuked. Especially when the mutants start next door.
 
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Aaron VanderDussen
Canada
Welland
ON
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In our previous game, Eric got Kamchatka (worth 5 coins in our game)early and was able to charge south with his troops. A missile was played to fend him off and then Ambrose played two more missiles to set off the nuke. He chose Peru because at the time, it held most of Eric's forces and he then played a mercenary scar on Brazil. So the fallout zone won't be a huge factor in our game, but it will be difficult for the mutants to go there and claim their personal mission.
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mar hawkman
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Ah, interesting. the most annoying location I've seen was when someone nuked southeast Asia... ouch...
 
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