Recommend
1 
 Thumb up
 Hide
4 Posts

Level 7 [Omega Protocol]» Forums » Sessions

Subject: Mission Three: Party Time rss

Your Tags: Add tags
Popular Tags: [View All]
Ryan Peddle
Canada
flag msg tools
Avatar
mbmbmb
Tonight is game night and I feel like a party. So Party Time, mission three of Level 7 Omega Protocol was selected to play.

This will be my third time playing the game, and second as overseer. When we played mission two, I was the overseerer, myself, along with my gaming group really didn't have the game solidly learned. We new the basics, but had a bumpy mission.

Over the course of this week, I ready the not so great rule book very thoroughly, watched a number of videos, and read many threads on BBG to polish my understanding of the rules. Things like EMI, faulty intel, and certain timing aspects are now very well understood.

So I have set up the map:

(image is pending approval)


Commandos start on the right hand side, and need make their way all the way to the left hand side.

I am looking to use the faulty intel on the middle and bottome rooms of the map to give me some EMI and Clone nests on the middle tile, and rubble and peril tiles on the bottom tiles.

My big strategy is with doors. I have a short circuit door, and jammed door and a locked door to work with. I am playing the strategy of making the bottom side of the board difficult to pass with the locked and jammed doors, along with rubble and peril. Where as the top half of the map unlocked, but I plan on getting it filled with aliens, specially fear hunters via vent spawning.

The first room is almost a corridor due to the walls so the room stack I selected contains corrosive gas to clog up that center area. I am also using one with corrosive gas in the last room to clog up the space in front of the vault.

What are your thoughts on my strategy? If you have played Mission 3 before, how did things play out.


1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Bryce K. Nielsen
United States
Elk Ridge
Utah
flag msg tools
Avatar
mbmbmbmbmb
I did a PBF for mission 3 at PBF: Mission 3, Party Time. The was pretty close, the commandos got to the door but were soon overwhelmed by clones. I did a similar strategy, kept the gas for the end. Don't forget that after the crisis point, you can voluntarily open doors (to get at the Room Card spawns they bypassed).

-shnar
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Krister Lindqvist
msg tools
Hi

Last time I played mission 3 it turned out to be a disaster for the four commandos and their players. I got really lucky at some critical points and some of the players where new to the game.

In my first room I placed the Vent EMI Fear hunter stack to get the commandos spending adrenaline (if they don’t kill him right away he can knock down the door to the next room and join forces). Fun strat

Next room had Vent Faulty Flank. Since I had a lot of adrenaline to spawn heaps of clones. This keept the commandos occupied a few turns. I had some luck with the dices and got one of them down to four wounds. So the adrenaline keppt flowing and no starvation since they dint play with the countermeasurementspecialist.

Next room was to the south with Faulty Vanguard Vanguard. Rubble and clones delayed them nicely so I could swing in a fear hunter from behind. At this point the commandos was pretty demoralized and tried to make a run for it (leaving one behind). One commando got stuck in the doorway and made a last stand with his friend trying to give the last commandos time with the vault.

Vault room contains Gas Vent Recon. They still had their Team leader with them and he discards the gas with his kit card and tries to hack the door while their recon commando goes ninja with a stun stick. They got one or two hacks off before both their buddies get downed and we decide to call the game.

North room contained Gas EMI Fire and was never used.


My thoughts on your strategy.
- Looks good
- If you use the Gas EMI Fire in the first room the commandos can stall one turn to make you discard down to 10(?) adrenaline. Like Shnar said, gas at the end. Vent Gas Recon stack is probably best for the last room. I would rethink your first room unless you feel your group won’t stall.
- Keeping the Fear hunter to the north or south room is a good choice. Regardless of their path he will be effective. It’s hard but try to get them caught between two.
- Vent placement is very important on this map. Not sure where you are placing yours.

Other tips:
- Don’t forget to remove one wound per turn on your Fear hunter since you are playing with 5 commandos
- Remeber to reduce commandos dices in EMI rooms.
- Dont forget to use warrior clones Seeker ability if possible.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ryan Peddle
Canada
flag msg tools
Avatar
mbmbmb
inquar wrote:

Other tips:
- Don’t forget to remove one wound per turn on your Fear hunter since you are playing with 5 commandos
- Remeber to reduce commandos dices in EMI rooms.
- Dont forget to use warrior clones Seeker ability if possible.


I did miss the first couple of wound removals on my fear hunters, but remembers them after that. Now is it one wound per turn, or one wound when I activate an attach action?

Definitely reduced EMI dice, but didn't use the seeker ability.

Certainly a game that will greatly improve ones you have all the rules down.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.