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Endure the Stars» Forums » General

Subject: Redeemers Fanatics rss

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Fabian Bohlmann
Germany
Hamburg
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Hi, we tried a mission in which we had to fight against the human enemies, the redeemers. From the very first moment on we had big troubles with them. Especially the fanatics with their explosive belts were annoying.
Right in the first room we entered the next event card let us put a radar token into it. Of course it showed that we had to put 3 fanatics in the same room with our survivors.
Than they blew up their explosive belts and delivered 9 unblockable damage to each of our survivors. So our characters were nearly dead after the first round. Because of the sound of the explosion another radar token was drawn to our location. Guess what enemies were printed on it? Yeah, 3 more fanatics. To make a short story even shorter, all of our survivors got killed in the short time of just 2 rounds...
To say that this was a somewhat sobering game experience understates the situation.

The rules for the fanatics are not very well thought through. If you shoot at a fanatic you have to roll a die to determine if he blows up. When a fanatic makes an attack he blows himself up and all other fanatics in the same room, too. Because, they don't have ranged weapons they always will rush to your survivors location. And because no ranged weapon in the game is able to fire a longer distance than 2 zones you can't pick them up from a safe distance.

Fanatics shouldn't come in 3 or 4 group tokens. One of them is enough to let things get southward. So, what to do to make them manageable as enemies?

Well, I think not every fanatic should be equipped with an explosive belt. One out of three is enough. And he should only blow himself up, if he is the last one standing or the one who got shot at out of bad luck for the survivors. You could just throw a die when you shoot at a group of fanatics and if the result is a 5-6 you've hit the guy with the explosives. This could be a way to solve the overpowered fanatics problem. Do you have suggestions regarding this or recommendations? Maybe we did misunderstand the rules for these enemies in the first place.
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Jonathan Rowe
United Kingdom
Spalding
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A fix would be to rule that only 1 damage from each 3-damage blast is unblockable. This allows armour to afford partial protection.
 
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Unless I've been playing wrong, fanatics only deal 1 damage. They then roll a die. A roll of 5 or 6 deals 3 damage on top of the previous 1 damage.
A fanatic can blow up and then blow up another fanatic. If you're in there then you're in trouble!
Make sure someone plays as the Psychic and move them out of the way.
We've played two games with the Preacher and co and it's been a lot of fun!
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Adam Smith
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DeanWarrington wrote:
Unless I've been playing wrong, fanatics only deal 1 damage. They then roll a die. A roll of 5 or 6 deals 3 damage on top of the previous 1 damage.
A fanatic can blow up and then blow up another fanatic. If you're in there then you're in trouble!
Make sure someone plays as the Psychic and move them out of the way.
We've played two games with the Preacher and co and it's been a lot of fun!


Dean is correct, this is the way you play Fanatics. They deal 1 damage, then you roll a die and if the result is 5 or 6 they detonate and deal 3 damage to everyone in the zone, including Redeemers.
 
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Fabian Bohlmann
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Okay, thanks for your fast reply. Yesterday I played again with a friend and we had much fun.
 
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