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Firefly: Fistful of Credits» Forums » Strategy

Subject: Has any one ever completed a scenario? rss

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John Kubala
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We have played this game 9 times and have not been able to complete a scenario. Any strategies on how to not lose?
 
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Toy Vault Inc.
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I ran 40 demos during GenCon, and the win ratio was 10% for new players.

Things to make Derelict easier:

Bee-line for the Engine room, you must find the booby traps.
Once the booby traps are found, leave the engine room, there are enough credits in the crew quarters for the second part of the scenario.

Don't be afraid to take a life hit to re-roll, and not spend a ton of ammo.

Teams of two, one decent fighter, one useful character.

River as a sidekick is very useful.

Book as a sidekick is very useful.

Retreating strategically is important. You can retreat in ANY direction, including the way you want to go.

If this doesn't help, try this variant:
Instead of losing when the timer hits zero, simply perform another spawn. Each additional one spawns again. Book's ability needs to turn off when the timer hits zero if you want to try this variant.

Those are my tips, I'll write a quick note to the designer, and maybe he might have some additional tips.


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David Coffey
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Hi there! Here are some more tips and strategies you can use when playing.

-Dave

General Tips
Move in pairs and use Backup when fighting enemies. Unless the player is fairing well with Health/Ammo and has a strong Gear cards, it would be unwise to attempt to go "Lone Wolf".

While it may seem like common sense, but always communicate with your fellow players. Strategize on who does what as the game shifts and changes is key to getting out of sticky situations that present themselves.

Mal, Zoe, Jayne, Wash and River are naturally strong as BDH's when it comes to battling enemies. Always try to have at least 2 on your team.

Pairing Sidekick Simon or Jayne can create a powerful Health/Ammo buffer for BDH's like Zoe, Mal, River and Wash.

Using Simon, Inara, Book, Kaylee as BDH is for very strategic play with coordination between the team. As you'll read below, Inara can move enemies out of the way or directly into the crosshairs of players with guns ready.

As Sidekick's Wash, Kaylee, Inara, and Simon grant team benefits, not solely to the BDH.

Kaylee's BDH shiny skill gives her 4 Gear cards right from the start. If another player has Inara as a Sidekick these additional Gear cards can be distributed on their turn.


Gear Cards
Remember to use Gear cards frequently if the moment arises, specifically Adrenaline Hypos, Sensor Amps, Cry Babies, Ammo and Health. Also note that Ammo and Health can be used during a battle!

The Radio Transmitter is a clutch card as it instantly transports the card owner adjacent to another player. This can be used by the card owner to get out of hairy battle without retreating. Or used to come to the assistance of another player caught between crosshairs. Another strategy is use it move closer to the LZ in order to complete Heist objectives.

Stilettos should be used by player exploring areas while searching for tokens as they easily eliminate an enemy on use.

Use Adrenaline Hypos to dash past enemies or effectively speed across the map towards the LZ or Heist Objectives. Remember there is no need to roll for movement when used, so it avoids activating the Timer. When Hypos are used with BDH Simon they can become a way for Simon to move directly ontop of the enemy and use his Shiny Skill to cut down their strength by 3.

Derelict
Divide the team into two groups with one headed to the Engine Room (with Kaylee) and the other shadowing each other into the immediate left/right side rooms of the Crew Deck. The tokens in the center can be saved for easily in/out retrieval from the LZ. There are more Credit tokens on the Crew Deck, so exploring for Credits should be done here.

The group headed to the Engine Room should be prepared to do battle with the 3 Reaver Scalpers inside and all enemies hidden which are tougher than the Crew Deck. The first player to step foot inside needs to have a BDH that has the firepower to eliminate the first Reaver Scalper, or else it will immediately pounce on the next player in turn order.

Once all the Reaver Scalpers have been eliminated in the Engine Room, split the group apart to explore rooms directly across from one another. Explore in a straightline when entering these rooms as it allows both players to Backup one another up if more Reavers are discovered. Once the Booby Traps are discovered, leave the Engine Room as quickly as you can.

Use Sidekick River with either group as her Shiny Skill will help reveal Credit and Booby Trap tokens.

While not great straight forward battles, Inara and Simon BDH's can become very powerful when coordinating together. Remember Inara can move 1 enemy 3 spaces, putting them within Simon's reach where he can move directly ontop of them cutting their strength down by 3. This strategy can work quite well on the tight corridors of the Derelict.

Train
Split the team into two groups one that heads to the Cargo car and the other to the Sensor. The group headed to the Cargo car must be equipped to take on more dangerous enemies.

Use River as Sidekick and have her head to the Cargo car using her Shiny Skill to quickly identify the Credit tokens and avoid enemies. And once Credit tokens are discovered, quickly return to the LZ as only 4 are needed.

Choose a BDH and Sidekick combo like Jayne/Simon or Mal/Jayne to volunteer who takes the Jammer. These pairing allow the Sidekick to give additional Health and Ammo to the BDH.

Once the Jammers are placed the group in the Cargo car can use the LZ to immediately start banking or scrounging for Ammo, Health or Gear cards or remain out of sight of enemies.

Have Wash be a Sidekick on this Heist as his Shiny Skill opens up the ability to roll a 6-sided die to retreat instead of the assigned retreat number. While random, it still has the chance to swiftly move out of dangerous situations.

Purple Bellies are swarming the train and are extremely deadly. It can easily get crowded in the corridors, so standing and fighting can spell disaster. Instead, take potshots and retreat towards the Heist objectives when necessary.

Ariel
At the beginning of the Heist have the entire team immediately head to the 2nd floor. The split into pairs with one team heading to the 3D Imaging Lab and the other investigating the rooms. If the alarm triggers players are in close proximity to provide Backup if needed.

Pair BDH Simon with Sidekick River and have them open the very first door of the 3D Imaging Lab. While moving towards the door, have River hug the wall of the lab using her Shiny Skill to peek beneath the tokens, prepping them for what to expect inside. Even if the alarm triggers, Simon can still cut down face-up enemies by charging out of the 3D lab.

Using Book as BDH can help snuff out dangerous Federal Marshals from spawning back in.

Using Inara as a BDH can be crucial as she can "push" enemies out of the way (down one of the long corridors or into smaller rooms), clearing a path for players to traverse.

Even as a Sidekick Inara can assist the team by allowing collected Credit tokens to pass on her turn, expediting their return to the LZ and keeping them out of the hands of Federal Marshals. Remember you only need 5!

Using Kaylee as Sidekick will help the team select good Gear cards. Her Sidekick Shiny Skill allows any player who discovers a Crate token look at the top 3 cards in the Gear deck and pick one then return the cards to the deck in an order they see fit.

If players feel ill equip with their initial Gear card draw, they can remain in the LZ and gamble to draw another.

If any of the team draws a Sensor Amp at the start, immediately use it on locks of the 2nd floor. This allows the team to avoid certain rooms if the lock pick is too strong.

If a Grizwald Grenade is pulled, try to hold it until the Hands of Blue appear and use it to expedite defeating this troublesome two-sided enemy.
 
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Derk
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Quote:
If this doesn't help, try this variant:
Instead of losing when the timer hits zero, simply perform another spawn. Each additional one spawns again. Book's ability needs to turn off when the timer hits zero if you want to try this variant.


In my opinion, this variant should be included in the rulebook, and probably made the default rule. We just played our first mission and rolled 1 after 1 after 1 and ran the timer down in no time... It's not very fun when you can lose a game almost entirely based on bad die rolls. yuk
 
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AC Durston
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We've had the same problem with the event timer running down too quickly. Need a different trigger to make the game playable. After 3 straight losses it is back on the shelf for now.
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