Recommend
1 
 Thumb up
 Hide
10 Posts

Battlestations» Forums » General

Subject: Rules corrections after first play...seems hard... rss

Your Tags: Add tags
Popular Tags: [View All]
Matt Davis
United States
New Concord
Ohio
flag msg tools
Avatar
mbmbmbmbmb
So, we played our first game of this a couple of weeks ago, and naturally we got several things wrong. In this case, a couple of them were pretty major - so major that it seems very difficult for the crew to get anything done.... I just want to hear some comments on how these play out.

1. EVERY time you use a module, it gets a used counter? So basically the third time you try to use a module in a round, it's really hard, and by the fourth, it's well-nigh impossible? (Yes, I'm aware that at the end of each round, the Used counters clear.)

2. Each engine produces 1 energy per round by default, and then at the end of the round, you lose one energy from each of the areas. But given that you use one energy each time you attempt to steer (speed up, etc.) or fire, you lose one energy, it seems like the engineer has to just run around pumping the engines the whole time, and even then the ship will be very low on energy....

The first game, we did Boot Camp, and it was fairly easy for the heroes - but that was with only ever placing one used counter on a module and forgetting to lose energy each round. So, maybe this is an ill-posed question, but...really? How does the crew ever get anything done?

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Gregory Wong
United States
San Jose
California
flag msg tools
Avatar
mbmbmbmbmb
Don't forget that when you pump the engine, you can pump it for more than one unit. The difficulty goes up, but a hero with a good Engineering skill, some special abilities like Engine Specialist, and a bit of luck, can succeed.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt Davis
United States
New Concord
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Ah yes. I had forgotten that. Thanks.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Oliver Graf
Germany
Koblenz
flag msg tools
designer
Help me! I got addicted to MtG again!
badge
Help me! I got addicted to MtG again!
Avatar
mbmbmbmbmb
coolpapa wrote:
How does the crew ever get anything done?


By running around and rolling high! And by getting abilities that provide them with bonuses. My famous tentac scientist SyncAsync easily aimed teleporter bombs at the enemy with four used markers on the teleporter -- it's all a question of the abilities and when you do your action. Just go for the moment when the other minuses are minimized. And use assists and prepares.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt Davis
United States
New Concord
Ohio
flag msg tools
Avatar
mbmbmbmbmb
I suppose. Thanks for the reassurances. I still don't have a good feel for the game.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
TS S. Fulk
Sweden
Örebro
flag msg tools
designer
Avatar
mbmbmbmbmb
Edit: Played again tonight and reread the movement rules. We've been doing everything wrong. Why is there no simple example of play or at least a better organization of the basic rules (energy, move and shoot). If I understand it correctly (not sure), then it looks like Round 1 is extremely boring with only 1 power for the entire round.

I think you might have things mixed up (or just wrote them mixed up). I know I didn't until I reread and reread somethings.

Each Round has 6 Phases. You can use modules only once per Round. You lose 1 speed and 1 energy (for H/G/S). At the start of each Phase you get energy. So you can build up energy and speed during the 6 phases that occur each round. It's written in a very confusing (for me at least) way, especially since each phase is broken up into different, well, I would call them phases, but I can't because that's already been used.

Example:
Round 1 Begins
Phase 1: Speed 0. Energize H1G1S1. Use H to speed up. Pump Engine 2x.
Phase 2: Speed 1. Energize H2G3S2. Use H to speed up. Pump Engine 2x. Use G to Fire Canon.
Phase 3: Speed 2. Energize H3G3S3. etc.
...
At the end of Phase 6. Decrease Speed & HGS. Remove used counters.

Round 2 Begins

coolpapa wrote:
So, we played our first game of this a couple of weeks ago, and naturally we got several things wrong. In this case, a couple of them were pretty major - so major that it seems very difficult for the crew to get anything done.... I just want to hear some comments on how these play out.

1. EVERY time you use a module, it gets a used counter? So basically the third time you try to use a module in a round, it's really hard, and by the fourth, it's well-nigh impossible? (Yes, I'm aware that at the end of each round, the Used counters clear.)

2. Each engine produces 1 energy per round by default, and then at the end of the round, you lose one energy from each of the areas. But given that you use one energy each time you attempt to steer (speed up, etc.) or fire, you lose one energy, it seems like the engineer has to just run around pumping the engines the whole time, and even then the ship will be very low on energy....

The first game, we did Boot Camp, and it was fairly easy for the heroes - but that was with only ever placing one used counter on a module and forgetting to lose energy each round. So, maybe this is an ill-posed question, but...really? How does the crew ever get anything done?

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Matt Davis
United States
New Concord
Ohio
flag msg tools
Avatar
mbmbmbmbmb
Next generic question:

The heroes are stuck at a size 5 ship for quite a while, right? It seems like it would take a while to get enough credits to buy 3 new modules and upgrade to the next size ship. (I know they might capture a ship in a mission - do they get to keep any ship they capture?)
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tom Lynch
United States
Brooklawn
New Jersey
flag msg tools
badge
Avatar
mbmbmbmbmb
If I remember correctly, you get extra credits at the end of a mission for capturing an enemy vessel. You do not get to keep the captured ship. Also, remember that you can requisition new modules after each mission instead of just buying them. Once you get to higher ranks this becomes easier. Plus you can use any left over luck from the mission you just ran to reroll your requistion dice.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Oliver Graf
Germany
Koblenz
flag msg tools
designer
Help me! I got addicted to MtG again!
badge
Help me! I got addicted to MtG again!
Avatar
mbmbmbmbmb
coolpapa wrote:
The heroes are stuck at a size 5 ship for quite a while, right? It seems like it would take a while to get enough credits to buy 3 new modules and upgrade to the next size ship.


You could read Battlestations - The Adventures of the Starfox to see the advancement in 'real live'.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jeff Siadek
United States
Hawthorne
California
flag msg tools
designer
publisher
Avatar
mbmbmbmbmb
Don't forget to requisition new ship modules.

A size 5 ship is really too small to be effective.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.