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Subject: solo game - Michael McGlen vs Yig rss

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Falln The Kobold
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I’ve played Arkham Horror basic game solo. Michael McGlen was the inspector of the day.

His starting equipment is like always pretty good. 8$, Dynamite, Tommy Gun, Gate Box and as skill "Marksman". Since McGlen is a high stamina character I decided to go for a clean the streets strategy and ignore the gates. Speed set to 5, Fight 3 (9 with tommy gun), Will 4, Lore 3 and Luck 0 were the starting stats. Yig was the enemy of the day.

I first decided to visit the library since McGlen can’t reach the curiosity shop in one turn. The library was a bad choice and encounter with a whispering book made sanity drop to 2. The second turn had still no monsters in the streets and a visit to the curiosity shop gave the lamp of Alhazred (a magical +5 weapon). Two encounters with Mi-Go gave an Ancient Tablet and Powder of Ibn-Ghazi .

An early Disturbing the Dead and no gate trophies to seal it made the terror track go up 2 levels. Monsters in the outskirts made the go up three times ending the terror level at a total of five. When there were 7 gates open, it was time to get a blessing.

When Yig appeared McGlen had 10 Clue Tokens, Fight on 4 and powder of Ibn-Ghazi (+9 combat). Giving 20 dices. After the first round Yig had only 1 life left. During the second attack round McGlen had Fight on 5 and a Tommy Gun +6 totaling for 11 dice with a reroll from marksmanship (which wasn’t needed).

The game was won very easy, giving 7 points in the end.
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Brian Mc Cabe
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There are those who look at things the way they are and ask why . . . I dream of things that never were and ask why not
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Round 2 would have been eight dice. You subtracted Yig's -3 the first round, but forgot the second. Still eight dice needing one hit, instead of eleven dice, wasn't going to make any difference.

This is why I use four investigators solo. This isn't a criticism, just personal preference. You never played the game. Collected clues, let the open gates pile up, got a blessing late and then blasted away when Yig awoke.

Brian
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Falln The Kobold
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apatheticexecutioner wrote:
Round 2 would have been eight dice. You subtracted Yig's -3 the first round, but forgot the second. Still eight dice needing one hit, instead of eleven dice, wasn't going to make any difference.

This is why I use four investigators solo. This isn't a criticism, just personal preference. You never played the game. Collected clues, let the open gates pile up, got a blessing late and then blasted away when Yig awoke.

Brian


This is true. Last time I played it I used sister Mary in a solo game. Like normal I went for the gates, but you can't keep the streets under control.This leads to lots of monsters in the outskirts and a high terror track.

I'll play some more solo games just to be sure, but I have trhe idea that in one player games with only one character the gate route is impossible.

you're right about the second round was a 8 dice roll. But even that was no problem (considering the reroll).
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Edwin Nealley

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My personal sweet spot is three investigators; usually enough to run a Gate strategy, but if you need to punt not too many to dilute the stores too much.
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