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Level 7 [Omega Protocol]» Forums » General

Subject: Overseer underpowered????? rss

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Brad McGown
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My group and I played the first two missions this evening with myself as the Overseer and my three friends controlling the Recon, Rifleman, and heavy support commandos. I am not sure if they just happened to pick the right combination of commandos and kit abilities, but they swept the floor with me. I kept swarming them pretty consistently, and their abilities allowing off multiple attacks just mowed me down. Is it really this impossible to win as the overseer, or am I doing something wrong? We all read the rules and played everything correctly as far as we could tell. I am beginning to think that the overseer doesn't stand a snowball's chance in hell.
 
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Kain
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You might be doing something wrong, I'd take time perhaps to watch Ricky Royal's youtube video, they have a very accurate and quick description of the rules, you may have missed something in the manual.

I almost killed off everyone on the first mission, they literally crawled into the elevator. Since it was their first time, I actually... well, I don't want to say let them win, but I didn't go all out either. Held back a little. Honestly, playing against the team you mentioned, is in my opinion the easiest, as if they had picked the commander and countermeasures, thats when being the overseer is a giant pain.

Also, the missions do have a built in difficulty settings, you may consider adjusting it to hard.
 
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Vasilis
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I'm going to start with the obligatory 'did you use the same type of clone and max adrenaline dice roll modifiers?' question.
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Henrik Schmidt
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With the right combo of kit cards and a slow approach the overseer usually does not stand a chance.
 
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Vasilis
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LarkinVB wrote:
With the right combo of kit cards and a slow approach the overseer usually does not stand a chance.


Ι disagree. If the commandos are trying to pull a full defensive battle plan you need to pummel them with ranged combat aliens, especially the Blaster can snipe them multiple times from afar. Just randomly throwing clones at them hoping for the dice rolls to go your way is not going to cut it.
 
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Brad McGown
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I did watch Ricky's videos and I did use the modifiers. As far as the unit types go, I only had access to rogues and warriors in the first mission, and then two fear hunters along with the afore mentioned clones in the second one. They kept using cautious advance and once I would move into their "range", they would get these super powered dice rolls that would obliterate me. The rifleman had this ridiculous shotgun thing that had six range and rolled all red dice. I couldn't get close to them most of the time. The heavy support also could interrupt once I was within range. I thought I maybe had a chance in the second mission with my fear hunters. I beat on the rifleman pretty hard, but the heavy support used a "strafe" ability where he could attack, and then attack again for free. He took down the pumped up 6 life fear hunter in one turn. It was kind of ridiculous.
 
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Dean Dangerous
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Part of it is that you're limited in units for those missions. The shotgun is only black dice if it's not targeting a clone (more accurately, if at least one of the two targets isn't a clone), so it's much better when you're forced to send large numbers of clones only.

The heavy with strafing fire is more of an issue, and one I had to deal with as well. If he can see the enemies at the start of his turn then he can enter the braced stance and start murdering for very little adrenaline. I ended up playing a stupid kind of twitching game trying to keep the aliens close enough to run in and hit, but far enough and around corners so the brace stance wasn't a great choice for the heavy. It didn't work very well and was annoying. Unlike the shotgun, this is also good against the big targets and he can either double tap or target two different aliens. Maybe try cave ins?
 
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Lines J. Hutter
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I have to agree with the OP.
Although I´d not say they´re underpowered or unbalanced.
But I played 7 or 8 games yet, all with good players that know what they do, and I haven´t seen the Overseer win once.

Still some games were very close.
I definately plan to let the Commandos play on hard mode in future games.
 
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E. Strathmeyer
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Yeah, the first mission is a little easy for the commandos.

If the commandos are killing you with reactive abilities, try hanging back a little bit. Use vents to sneak around behind them. Rush them with 5 or more clones at once.

If they're being too cautious in mission 1, make them be cautious for nothing. Save your monsters. Use your clones' Stealth ability to the max. You should reach the crisis round before they've done much, and then you're getting another black die on all clone attacks, and you can open doors. That should let you unleash a massive wave.

In the meantime, spend your adrenaline on cave-ins. Weaken a commando or two and slow them down even more. If the commandos are close together for buffs, they'll be easier to hit with falling rocks. Make them deal with some poison gas. Anything to chip away a health or two.

The commandos are very powerful when they're teamed up and buffing each other, but if you can take out one commando, even for a round or two, the others are going to suffer. So once you get a lucky break against one commando, keep punching that commando! Also keep in mind that you can kill commandos completely after the crisis point, so that's another reason they won't want to dawdle.

 
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E. Strathmeyer
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Also, make sure you're using the Stealth ability on your clones! Only the Countermeasures Specialist can hit them from more than 4 spaces away.
 
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Trent Y.
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My first game, I played the Overseer. I almost won and I did plenty of things wrong. So my experience has been much different.

I had two of them down and just needed to get the final commando.

I would have won actually but they figured out a neat trick to block an onslaught of attacks.

To me it could have gone either way, but it was probably a bit slanted towards the commandos. But it hardly seemed impossible for the Overseer to win.

It really comes down to the proper AP management. Also, dropping rocks was shockingly useful if not costly.
 
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E. Strathmeyer
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Sarimrune wrote:
Also, dropping rocks was shockingly useful if not costly.
Gotta love that cave in! As a commando player, I play very differently when the overseer has that power ready to go.
 
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J V
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My first game I played the overseer and had no chance at all. I attribute this to napalm grenade spam. I could NEVER get a melee unit into a position to attack EVER.

Unless I read something wrong, I am not allowed to activate the same unit twice in a round as the overseer so even if I moved a melee guy into range for a turn they all would easily get wiped out during the marine activation.

I did more damage with cave ins than anything. Mostly due to the napalm grenade. I had to keep my guys spread out so that 5 wouldn't get wiped out with one throw, then the guy that could shoot through stealth.

SO with napalm grenade negating 50% of the enemies the overseer could use it was an impossible game for the overseer. We did have to quit early before the game concluded, one round before the crisis point BUT being that they only had 2 rooms to go it would have been an easy victory for the marines. I THINK.
 
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Trent Y.
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evilnox wrote:
My first game I played the overseer and had no chance at all. I attribute this to napalm grenade spam. I could NEVER get a melee unit into a position to attack EVER.

Unless I read something wrong, I am not allowed to activate the same unit twice in a round as the overseer so even if I moved a melee guy into range for a turn they all would easily get wiped out during the marine activation.

I did more damage with cave ins than anything. Mostly due to the napalm grenade. I had to keep my guys spread out so that 5 wouldn't get wiped out with one throw, then the guy that could shoot through stealth.

SO with napalm grenade negating 50% of the enemies the overseer could use it was an impossible game for the overseer. We did have to quit early before the game concluded, one round before the crisis point BUT being that they only had 2 rooms to go it would have been an easy victory for the marines. I THINK.


Hrm. Well the first mission is slanted towards the commandos. The napalm grenade only creates a 1 black die hazard and there are two blanks on that die, so melee clones have a 33% of surviving it. It's listed elsewhere but napalm grenades may only do their hazard damage once per enemy, not each time they walk into a square containing the grenade.

The ranged clones can be quite effective, even if you only get 6 of them. Remember that they ARE clones and get all the clone benefits (that extra black die on their attacks). This includes if a melee clones happens to get an attack on the enemy.

You are correct that you cannot activate a unit more than once. You say that when you get a melee unit up to a commando for a turn...you know you get to move and attack with those guys, as part of the same action, right?

Regardless, the first mission is just a training mission. It gets more interesting when you get additional units for the overlord.

Overall, this is why I like O.P. and playing the overseer. You don't just spam the same guys and the same effects. You actually have to 'play' the game. You have to react to the commandos and what they bring to the table (their kits). You have to actually out-think them. This may require you to hold back your energy for a round, saving 10 energy so that next round you can overwhelm the group as you'll have the 10 energy from the previous round + all the AP that they use for that previous round.

I found it no problem, between the two spawn abilities to go from zero enemies to 6 ranged enemies and activate them all.

Don't forget about reaction abilities as well. If you can weaken a commando and need just one more attack, you can use the interrupt action to get that last attack.

In short, the game is just as challenging for the overseer as it is for the commandos.

 
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