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Neuroshima Hex!» Forums » Variants

Subject: Hex-ache! - "Troubles with Borgo" rss

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Hubert Bartos
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You are the Hegemony leader. Battle was devasting. Borgo HQ are better guarded and stronger (it has 3HP), your are near destroying (1HP). But you have the last word. Don`t screw it!
Your hand are (you may play two of three):

1. Net fighter
2. Mobility
3. Module with addons +1 to initiative and bonus +1 damage to melee combat

After you play your tiles final battle begins. Better win this match!

Uncle Mar_cus advice:
1. You can`t move your tiles, when somebody is throwing net on them.
2. Transport may be useful. You may move once and face in any direction every unit adjacent to transport.
3. Unit with net, even if killed is still blocking units untill this initiative phase end.



If you will win this battle, next one will be real hard. This and previous were the easiest ones. Now will be only harder.
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Giles Pritchard
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Spoiler (click to reveal)
Play the move tile, move the Ganger one space so that is attacking the Borgo Netfighter. Place the Module adjacent to the Thug so that he gains the +1 melee damage and initiative, this way he will inflict the required 3 damage. Move the HQ into the free space behind the Ganger (before he was moved). Move the Master Netter so that he disables the Brawler and the Butcher. The Master Netter will die, but he will also have stopped the Brawler from inflicting it's 1 damage from melee. The Thug will die, but he will be acting in the same initiave phase as the Borgo Assassin, and thus will still be able to inflict his 3 damage on the Borgo HQ. So tiles played:

The Move tile on the Ganger.

The Module, to aid the Thug.

Damage scored to HQs... The Hegemony HQ will suffer no damage, but the Borgo HQ will take 3 damage from the Thug as he is killed by the Borgo Assassin.


These are excellent!! I hope I am right

Thanks!

Cheers,

Giles.
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Panagiotis Zinoviadis
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Spoiler (click to reveal)
Use the net fighter and the module.
Move the net maste north netting the guy with the 3 way attack. He will not attack on his initiative count of 2+1.
Move your headquarter NE.
Disable with your netter your opponents netter.
Use the module on your guy with 2 power attack to make him attack on initiative 3 and kill the opponent's stronghold.
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Russ Williams
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4 solutions?

Spoiler (click to reveal)
It seems that there are at least 4 solutions. All involve using the module to aid the fat Thug so he'll do the 3 points of damage to enemy HQ. But then you can choose whether to use your netter or your movement tile for your 2nd action.

You can disable to blue netter (who's stopping your fat Thug from attacking) either by netting that netter or by moving your Ganger north to kill that blue netter.

And you can keep your HQ from taking damage either by moving both of the units next to the movement module (for free) directly southwest, or by moving your netter north and HQ northeast (for free).

So 2 ways to disable the enemy netter and 2 ways to protect your HQ makes 4 possible combinations...
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Hubert Bartos
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I`ve said that those ones will be easier Wait for the next ones, or maybe you were doing them before ? :>
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David Gibson
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Spoiler (click to reveal)
Moving your netter north will not prevent your HQ from being killed. The 3 initiative brawler to the northeast would kill your master netter and leave the enemy free to damage your HQ.

Moving the HQ southwest and the master netter to disable the brawler and butcher are the only ways to save your HQ here.

But using your net fighter tile or using the move tile to move the Granger to disable the Borgo net fighter will work either way.
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Russ Williams
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gramalkin wrote:
Moving your netter north will not prevent your HQ from being killed. The 3 initiative brawler to the northeast would kill your master netter and leave the enemy free to damage your HQ.
Except the enemy next to the blue HQ would be trying to damage you in phase 3, the same time that your netter would be killed, so the enemy would indeed be prevented from attacking... unless I'm brain-farting again.
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Panagiotis Zinoviadis
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russ wrote:


Spoiler (click to reveal)
All involve using the module to aid the fat Thug so he'll do the 3 points of damage to enemy HQ. But then you can choose whether to use your netter or your movement tile for your 2nd action.

You can disable to blue netter (who's stopping your fat Thug from attacking) either by netting that netter or by moving your Ganger north to kill that blue netter.
Spoiler (click to reveal)
You cannot kill the etter with the Ganger because he will die on initiative 3, the same with your moduled thug, thus the thug wull not attack on initiative 3


Spoiler (click to reveal)
And you can keep your HQ from taking damage either by moving both of the units next to the movement module (for free) directly southwest, or by moving your netter north and HQ northeast (for free).

[o]You are correct on this. I think.

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Giles Pritchard
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Gads - this is true!! blush

I need to refurbish my 'cure' for the problem by using the Netter rather than the move!!

Cheers,

Giles.
 
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