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Starship Troopers» Forums » General

Subject: Breach Markers rss

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Mark Evans
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Berlin
New Hampshire
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I ran out of these fairly quickly. Looking at scenario 2, the Arachnids could breach 5 times per turn in a ten turn game for 50 breach markers. I have 21.

Is it common to run out?
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Tim
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Frederick
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Yes it is very common. At the end I usually take away from those that are irrelevant at that point and move them to the new breach site.
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Robert Wesley
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Aberdeen
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At that 'rate', then, yes of course! It generally isn't recommended since this could result in 'deducing' the overall 'layout' for their underground "Complex" from these, and uncovering their 'Main Hub'/HQ location then.
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Scott Clinton
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I agree with Robert. In later scenarios, when the MI can enter the tunnels it is even more important to breach only when and where needed.
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Fraser
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Melbourne
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Back in the days when there were less maps we played every map back to back
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Ooh a little higher, now a bit to the left, a little more, a little more, just a bit more. Oooh yes, that's the spot!
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Grumbling Grognard wrote:
I agree with Robert. In later scenarios, when the MI can enter the tunnels it is even more important to breach only when and where needed.
Oooh yes.
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Mark Evans
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I see, the disadvantage in excess breaching in the early scenario is minor, and the disadvantage in the later scenarios is great. I haven't gotten that far yet, I am going through the programmed instructions.
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