- sal conz(pconza)Panama
If you have finished the game, who was your MVPs?
1)Farmer / Helmsman / Courier / Investigator / Supplier
We felt this was our MVP. It was only fitting for her to be the one to sacrifice their life in December. It was poetic. Although our second MVP had a greater impact on infections and Hollow Men, this character was with us from the beginning. We used her abilities all year and in all but two missions.
2) Scientist / Runner / Solider / Saboteur
I don't see many people writing about it on BGG, but our group abused the heck out of the ability of the scientist. We combined the scientist ability with the Runner. By the end of the game a total of 50 infection cards had been destroyed. It was so cool to be able to consolidate the cities that would potentially be infected or get Hollow Men each game.
3) Captain / Navigator / Lookout / Scout
Yeah, I think this was an obvious combo for abilities. We saw that he would be needed when East Asia was opened up, we needed a red Recon, and we had many red cities that were not yet added to the grid. We only used him in October and November, but he was a key Character to come in and set us up for the end game.
What were your MVP combos?
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- J KaemmerUnited States
We had basically 4 super characters we used the entire game:
Our All-Star was Neil Crete: Laborer, Architect, Facilitator, Soldier
He could build a supply center for peanuts, especially with Player Card upgrades that provide +1 or +2. He could occasionally build on his first turn of the game, and we made sure he could do everything on his schedule through facilitator. We also protected him with Soldier, just to make sure. He wasn't much use for anything else but he shortened the game a few rounds by himself very consistently. (he was scarred early on and could never drop his last two supply cubes... so he always had some to build with!)
Maize: Farmer, Courier, Helmsmen, Smuggler, Coordinator.
This dude always had supplies in bulk, got 1 free movement, could deliver from 1 city over and occasionally snipe a spot really far away. Very good at damage control, preempting outbreaks, and generally saving our asses. He laid as much supplies as 2 characters.
Haul: Instructor, Runner, Foreman, Scout, Lookout.
General workhorse of the group. He could get to tough places quickly to achieve odd objectives and the Foreman/Lookout Combo allowed him to absolutely blaze through some objectives through the connect/search combos. We had a very well connected network quite quickly and got to search much of the board without costing us too many turns. Also proved key in digging out red cards towards the end of the game.
Switch: Administrator, Supplier, Broker(replaced), Investigator, Sabatoeur
She ended up being our sacrificial hero. Her role was always one of support, so it was very fitting. She had to make sure Maize was in place, bring Haul back from the edge of the board to help out, keep Neil moving on the next supply center. She'd occasionally pitch in with supplying or building a center when critical. She was both our crack-filler and the heart of the operation, clutch in always being there with the right amount of help. In the end she needed to be our Carrier, Maize was too busy preventing us from losing and Neil/Haul had the dubious job of literally paving the path ahead of her with new connections and shelters to keep her safe from Hollows, while minimizing the number of turns to get to J-town.
Loved our team, couldn't imagine a more effective troupe. Switch will live on in their memories.
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- Edward BoardmanUnited Kingdom
We played through with two players and our 14 games featured a grand total of four characters.
Gabrielle (Farmer, Courier, Foreman, Outrider, Disoriented) featured in all 14 games and was absolutely key to stopping everything falling apart, usually while the other character did the majority of the work completing the objectives. My nomination for our MVP.
Hercules (Laborer, Supplier, Runner, Architect) featured in all games until after our first loss in August and then once more after that. Ace at throwing up supply centres and shortening the game before it got out of hand.
Charles III (Immunologist, Lookout, Smuggler, Navigator, Scout) took over from Hercules when we felt short of supply cubes, and then specialised in connecting red cities to the grid.
Nikora (Vector Control Expert, Investigator, Helmsman, Carrier). Mr. Deus Ex Machina himself showed up late in December to save the day and deliver the cure. Very effective at his job, where his job was "cruelly designed sacrifice", but did lessen any emotional impact we felt from the finale.
In hindsight I think I would have swapped out Hercules to bring in the scientist (Anna-Lise) for a game or two in the middle of the year. Paris was a constant thorn in our side and destroying even one of its infection cards would have made life much easier.
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- Brian PetersenUnited States
I've played a 2p campaign, 6 months of a 2 handed 4p game & we bailed because we realized our choices were to either unlock hollow men months before we gained shelters or lose until the second half of July, and recently finished an undefeated 2 handed 3p game in which we intentionally waited to recon regions the month before the game auto-unlocked them.
Instructor was a crutch til satellites unlocked (besides the first run when we had already invested heavily for easy recons). Of course it combo'd great w Laborer.
Administrator was a crutch til shuttle flight unlocked & a bit of an insurance policy til shelters unlocked. Of course it enabled Instructor/Laborer to combo harder.
Farmer had a narrow window of utility when the infectable grid was large & the first 2 labs hadn't been found.
#1 MVP - Laborer + Architect + Supplier was in every single game of all 3 runs, except for 2p December because we needed to be giving cards, not spending them & didn't know pop was a high score. Only character to consistently increase the pop. In 2p & 4p, we also gave him a fish from discard ability.
#2 Most Improved - Radio Operator was only missed in 2 player games. Broker/Lookout + Outrider sometimes + Scout + Foreman/Navigator.
Pretty much buff the heck out of fishing from discard, reconning, connecting cities using other players' cubes, and searching.
Immunologist was never used. We unlocked havens very quickly, even in our first campaign.
#5 Crowd Control - Scientist was used in September+ w Runner to snipe Box 6 epidemic cards
and 1 pop cities, especially on the path from Lake Balkai to Johannesburg. Each of his special free actions is essentially a 1 cost infection card upgrade!
Captain was never used. There were better ways to travel.
#3 Best Team Player - Vector Control Expert was used in October+ w no upgrades. Only way to prevent October's haven pop loss as a result of Hollow Men Defect + consistently prevent pop loss & scars.
#4 Carried the last 2 months - Sanitation Officer was used in November/December in the most recent run w Outrider + Helmsman. In November, before the second epidemic we had the cards for the final recon, but we wanted to prune the player card deck & hit 43 cities before taking that action. In December, it took about 2 epidemics to find a red player card, but then he made it to Lake Balkai to Johannesburg in 2 turns & only one player had to satellite cards to him.
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