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Subject: Collected Games , Strategy and Tips for the first 6 missions rss

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magic gecko
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Melbin Oz
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EARTH REBORN IS AWESOME !


(skip to the last post...) Mostly I play Salem. He play NORAD.


Scenario 6 Traitors.
Played it twice.

First time
Prof got killed turn 1 in his far bed, next to the Jammer...
Got slaughtered by Nick Bolter & co.
Ran outside with Jessica & Franc
Jessica died, Franc switched... Bummer

Second time
Prof got killed turn 1 in his bedroom, next to the Armoury.
Jessica picked up the Zombie serum.
Jeff grabbed the magnetic card off Wild Bill and turned on
Ran outside with everyone else.
Ran inside and made a Zombie.
Nick & co Piled into the Secret Room & started going nuts on Super Secret Teck.
Franc picked up the Titanium Claws.
Franc hacked straight thru a wall into the officers quarters..
Franc got jammed
Zombie ripped thru the Wall to the Secret Room Corridor.
He didn't realise I was coming to kill him.
Blocked escape with Kevlar Jessica
Zombie Clawed Vasquez.
Franc got jammed...
Dealer Clawed Woo.
Claws got passed to Jessica.
Jessica clawed Nick... Almost....
....almost....
Franc grabs a gun, runs into the far corner of the secret room and rolls 2 dice to wound, needing a critical to kill Nic....
1 critical... WOOOOOOOOOOOOOooooooooooooooooooooT ! Runs around the room

(seemed interetsing when I cashed in 20 MP's into 80 COmmand points in the last turn... Then, he did too.



Scenario 5

First Game was a walkover for Salem.
Prof sat in the Chem lab and scored buckets of points.

Second Game Was a walkover for NORAD.
The generator was turned off, constantly.
Nic whacked the Prof, grabbed the computer and started typing.
Norad grabbed some equipment and won, a lot.

Third game
Nic broke into the armoury, got weapons...And Jessica ran away from the missle without trying to start it, no point, Vasquez was going to kill her.
The generator room being shut off means the Secret Room door just opens.... BUMMER !
Lots of Equipment got found, and NORAD won.

Fourth game
All 3 Norad characters start outside the hole in the wall.
All 3 Salem characters start inside the hole in the wall.
Jeff Dealers worked as an excellent wall.
Prof get the computer working with the +2 tech. Jess got the weapons.
NORAD got grenades, and Salem started getting hurt.
The final mad typings of the proffessor failed, Nic grabbed the computer, and it mattered.

Missles have never been sucessfully fired.




Scenario 4

First game
Norad could not get thru the Wall with the Time bomb.
Salem got a Zombies
Norad walked thru the Front door, Vasquez gets by a mine, but recovered.
Salem Got a Second Zombie.
Norad killed everyone.


Second game
Norad could not get thru the Wall with the Time bomb.
Norad walked in thru the front door, Vasquez laughed at the mine.
Norad killed evryone.


Third game ( I play Norad)
Norad get thru the Chemistry Wall & blow up the lab with the Time bomb.
Norad walk in thru the front door Vasquez DIES OUTRIGHT !
ZOmbie control device + Jeff DEaler = 8 Dice?!?!?
Zombie kills Nic Bolter.
Jessica refills Zombie serum in broken lab easily.
Salem wins easily.


Fourth game ( I play Norad)
Norad walk in thru the front door. Boom.
Zombie control device + Jeff Dealer = fight hard.
Third Zombie wins the game.


Fifth game ( I play Norad)
Jessica sets up a bomb just to the left of the front door.
Norad walk in thru the front door. Mines don't hurt much.
Jessica gets hurt, and runs to the Infirmary, and heals.
But it consumes too much time and effort.
Norad break into the secret room, grab the constitution and make it out






Scenario 3

First game.
Vasquez + sniper rifle cause problems
Nic Bolter walks up to prof and kills him


Second game
Grenade launcher splash wipes Prof on the first turn.


Third game
Prof makes a mad dash on turn 2. . . Touchdown!



Scenario 2
First game
I let him go first, pass, pass, pass, wanting to see what I should do.
He got all his guys in position.
And Salem lose. Don't do that.


Second game
Salem plays it properly, and wins.



Scenario 1
Game 1
Franc gets surronded and killed.

Game 2
Franc Attacks Traps the human in a toilet and smacks a lot.
Franc Kills everyone.

Game 3
Franc find Vasquez, Vasquez runs off.

Game 4
Franc takes his time.
Vasquez gets her door Opened, and gets killed.
gets surronded and killed.


I think there might have been another game of scenario 1, and possibly 4 or 5 too....


Collected Strategy from these games to follow.
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magic gecko
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Melbin Oz
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Salem. (I know them better)

Scenario 1
Dont fight the zombies.
They waste Franc's time.


Scenario 2
Do it now. Get out of your starting locations.


Scenario 3

Move the zombie directly in front of the Professor, and leave a blank square between them. This means he cannot get directly shot at, or splashed by the grenade launcher.

Run the professor in, hopefully on turn 2-3.
Any later and he is stuffed.



Scenario 4 - The Plan
Put Jeff in the morgue, facing the inner body.
Put Jessica in the front door.
Place a mine in the front door square.
Make a Zombie, step out and pass off the empty syringe. Turn on Device.
Sprint for the Lab with Jessica.
Refill and sprint back to Jeff
Make a second Zombie in the Morgue with Jeff.
Make a Zombie, step out and pass off the empty syringe.
Sprint for the Lab with Jessica.
Move Jeff to Cryogenics.
Refill and sprint back to Jeff
Make a Zombie, and win.

There is an error in the Rules... well sorta.
Jeff Dealer is not meant to bve able to give Zombies Extra dice by looking at them.... not yet anyway.

PS. We play that you can not have two mine in the same square, but it don't actually say that.




Scenario 5 - The Plan
The missles don't work.
To make them happen requires the Prof or Jeff to turn them on. It aint worth it and wont work. The Prof is better at typing, in the Chem lab, or the robot bay. The Chem lab seems the obvious choice, BUT, the robot bay is better, provided Jeff Dealer is standing in the Hole. Since they do not have weapons at the start, this works remarkably well.

There is an error in the Rules... well sorta.
The Prof can not rez Zombies.... not yet anyway.

Setting off the deadly virus in the generator room seems interesting.

Throwing away the computer when Norad is about to punch out the professor seems odd. Not sure if it is allowed...

PPS we play the Zombie syringe needs to be refilled, but it does not actually say that.(except in the scenario 4 briefing)



Scenario 6 - The Plan
Run.
Wild Bill can get you dead. Put him in the far bedroom next to the JAmmer.
Protect Franc from Vasquez. Block him in behind Jessica, if possible. Swing with him if it might kill someone.
Get the Professor into the armoury if possible so his search works, this means putting him in the room next to the armoury, BUT. Bummer when Nic starts with visual on his door, interupts and traps him in his room...
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magic gecko
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Melbin Oz
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Scenario 4 Salem

A zombie with the Titanium Claws is much more scary than Jessica.
But...Nic with the claws after he kills the Zombie is BAD NEWS.


A zombie in the Command Room gives a bonus 2 CP, just like anyone else.... Brains... Maps.....Brains!
But, that may require Jeff to start in Cryogenics, which might be just too far from the Syringe transfer and refill....

Running 2 steps outside, laying a mine, and then going back inside the door is a dirty trick. But it may not be worthwhile, it slows Jessica down too much on the Syringe refill...
Do NOT put a mine directly outside the door because it will blow down the door...



Scenario 4 Norad
Vasquez with the Motion detector is pointless.
Nic with the Motion Detector is a little better.

Nic can shoot through the wall with his 3Dice Machine Gun + 3More dice from a 4CP shoot order. Well, 6 dice is a maybe....

Plastic explosives SHOULD get thru the secret door....

Do NOT blow up the Chem Lab. It just aint effective enough for the enormous amount of effort.

Blowing up the second body in the Morgue can be worth it.

With experienced players, I think NORAD should win.
Going in thru the door seems the easiest way.
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Dennis Gadgaard
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"PPS we play the Zombie syringe needs to be refilled, but it does not actually say that.(except in the scenario 4 briefing)"

The normal (non-scenario 4) usage of the syringe is 1 use only, then discard to deck.
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magic gecko
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Melbin Oz
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of course.

I remember the trash can symbol, and the discussion we has about it.
The above is a largely unformed brain dump done without access to the game.


In scenario 6 I think the Cryo chamber is the wrong way around on the map.
It can not actually be entered. Mr Norad read about it somewhere..

The way Smoke grenades work is odd.

Heavy bolters being more reliable in the Orange arc is very odd indeed.
Intentionally turning away from the target seems strange...
 
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Dennis Gadgaard
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Ah ok

Your posts are a very good read. Thanks a lot.
 
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magic gecko
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Melbin Oz
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Scenario 6 Traitors.
Played it AGAIN twice.

Played Salem Twice,
Got smacked, Twice

The critical parts is Vasquez Smiling at Franc and the game going to hell.

This one is Tough for Salem.
If Jessica goes down in the first 3 turns, it's over too.

 
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Tom H
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calculating...

*chitter*
*chitter*
Unwounded Vasquez has 50% chance to convert Frank for 2 CPs.

*chitter*
*chitter*
Wounded Vasquez has 88% chance to convert Frank for 1 CP.
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magic gecko
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Melbin Oz
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Got some questions...

In scenario 7, does a character take a wound when the enter a tile with the Virus, And a wound at the end?
(If so, does a Zombie too?)

Does Jack Saw take a damage every turn from the virus?


If the deadly virus is release manually by the Proff or Dealer, does it only do one damage? (does it spread? does it deal one damage, or two?)



The problems we were having mostly concerns the virus.

We played ...
* Jack does get hurt each turn.
* Noone takes damage walking thru a tile with the virus.
* The deadly virus works like a zombie walked into that area.


I started with Prof and Dealer making Zombies in the graveyard.
Jack next to the Command room.
He went first and blew down a wall with his Mammoth MkII from the office, giving site lines to the Graveyard... EEEEEEeeeeeeK!

I interrupted, ran the Prof forward an made a zombie, blocking sight to Jeff & the Proff.

And that is mostly how the game went.
I would make Zombies, and he would machine gun them.

Lots of Zombies.

Some made it in and disintegrated.
Dealer run in, dumped the virus in the middle.
Nic ran to Jeff.
Jack ran in next to Nic, after backing off outside in turn 2.
Nic mangled Jack and Bugged out.
Vasquez got some Zombie, then winged the Prof.
Zombies ran in, Proff got machine gunned, Vasquez got happy about Kevlar and NORAD won.

Fun game though. Dunno How many Zombies went down..


The Mammoth starting in the Office did seem the obvious call...



Neat Trick to remember as Salem.
Zombie Serum is on the other side of the Smoke Grenades.
If Smoke Grenades go to the Bottom, Flip the deck and get IT.

Advanced trick for the extra tricky.

1) Remember where the Smoke Grenades / Zombie serum are.
2) COUNT THE CARDS. ( use a die if you have to , but DO NOT EXPLAIN)
3) Search.
4) Roll a Shuffle and a turn over.
5) Under the table count the cards until you get the Zombie Serum / Smoke grenades.
6) put the Smoke grenade face up on the bottom of the deck.(so serum is on the bottom , face down)
7) Give it the deck to opponent to cut.
8) Hopefully a bad card is displayed on the top, and they do not cut.
9) Turn over the deck, pick up the Zombie serum.

Extra Advanced Tricky Trick
8) Replace step 8 of above sequence with "put Motion Sensor (or similar crap) on top of deck because you have kept it memorised too."
 
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magic gecko
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Melbin Oz
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We played scenario 7 thrice more in a night....


This time I played NORAD, because I think I know how to play it.
I called his Bluff & stuck the Mammoth in the Morgue.
& Shot up Jeff D and Jack Saw, both of which were assuming the Mammoth was going to be overwatching the cemetary from the office.
Nick & Vasquez ran out and shot up the Proffesor.

I rolled pretty bad, but he was still stuffed and conceeded on turn 3? He did get to attack the Mammoth with Jack saw from behind, but it really wasn't enough.


Second time the Mammoth Started in the Officers Private stock facing a Bewildered Jack Saw, who got maimed as the first action of the game.
Nic raced out and harrassed the unlucky Professor in the cemetary.
Vasquez Ran out of the morgue and started sniping Jeff D.

This game he did not score a point. (although he could have if that was all he was after, but still. Ugly)


Third game he finally flat footed me in the set up. & then I stuffed up. Nic picked up the knife showing, stabbed a body in the morgue, shot the other body and backed off. But I got the order wrong. I should have shot the FAR body, moved, and then stabbed the close one. But I didn't. That meant I was one square short of being safe with my back to a corridor. Also, I should have only done a two point shot so I could have run MUCH further... But I din't.
The Professor felt sad at not having any bodies to animate, so he attacked the adjacent, non Morgue door.
Then, Jack Saw used ALL of his boosted actions to run full tilt through the building to end his turn directly behind Nic.
Nic took a wound from the virus, and then got dead from a single large thrust from Jack.
The game went on a lot longer, but that was esentially it.



The only way NORAD lose this scenario is if Nic cops a Jack Saw up the bum because of a stuff up. There is simply not enough decoy markers to make the setup feel right. And, Why does Norad get the Initiative?
And, why doesn't the Virus hurt when you walk into it?

At least this one can have a shed load of Zombies...


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Dennis Gadgaard
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Here is a second opinion, but by no means anything official...

magic gecko wrote:
Got some questions...

In scenario 7, does a character take a wound when the enter a tile with the Virus, And a wound at the end?
(If so, does a Zombie too?)


The Deadly Virus in scenario 7 seems to be different from the standard rules (does 1 damage in the final phase instead of 2), so I think it's safe to assume that since the scenario doesn't mention taking damage when moving through, a character doesn't. Considering how much contamination is present, my guess is the Virus has been tuned-down for balance.

magic gecko wrote:
Does Jack Saw take a damage every turn from the virus?


Yes. This is directly stated in the scenario; "Zombies automatically receive one Wound counter during the Final phase no matter where they are standing or what they are carrying. The Virus is in their blood and is slowly killing them off (again!) from the inside!". Jack Saw is a contaminated zombie.

magic gecko wrote:
If the deadly virus is release manually by the Proff or Dealer, does it only do one damage? (does it spread? does it deal one damage, or two?)


The way I read the scenario, releasing the Deadly Virus affects a room in the exact same way as if a contaminated zombie had entered it. It will do the same damage and spread in the same way.

magic gecko wrote:
The problems we were having mostly concerns the virus.

We played ...
* Jack does get hurt each turn.
* Noone takes damage walking thru a tile with the virus.
* The deadly virus works like a zombie walked into that area.


I would have played it the same way
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magic gecko
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Melbin Oz
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Mission 7...

Torture Woooo! - Is AWFUL !

The set up faze is really hard and complex, for Salem.

Norad has no choices.
The Mammoth will be next to the wall, pointed straight down the double width corridor.

Game One will be a complete walkover unless the Salem Player realises some basics.
Yup, my game one I got splattered.
Then, In game two, I got splattered again.
It really didnt help that he was so good at making the radio scrambler not work..

Since, once again, Salem start with no Equipment, & Woo must be captured, the only real options for doing it is Jack Saw or Franc.
Since Frank trying this could go HIDEOUSLY wrong (Vasquez similing), Jack is going to be the boy standing outside the door on the corridor.
Next to him is going to be Jeff Dealer, since he gives Jack Saw an extra 2 CP. In line of sight is not bad, but it has some real problems.

For instance,
Woo moves first into the corner.
Jack Saw opens door, walks in and Attacks!
But! Woo reacts, walks around Jack, runs out the door , & Norad Win!

So... Obviously Jeff Dealer NEEDS to be standing in the doorway to let Jack Saw in, but that sucks too since Jack Saw now needs to spend two points moving to get to attack Woo.

Bill starts in the Kitchen.

The Professor can't start next to the only body, because he will be trapped, and killed. And a Zombie against a Mammoth .... Nope.
So... The professor starts in the Armoury, and starts searching. All the stuff I wanted has a weight of 4! Which he can't Carry.

Leaving Franc, who really HAS to start in the Radio Coms to turn it on.


There is the interesting option where No One sets up in the corridor...
Mammoth go blam at the wall,
Blam At the Door.
Runs 8 squares down the Hallway, blocks the entrance to Woo's room and wins on the first action of the game .. .

If, by some miracle you actually DO get Woo into the Torture Chamber, with the Kit and start rolling dice....So?

+4 dice per interact.
maybe two characters doing 2 tortures per turn...16 dice = 2.667 points per turn. .... That aint gunna cut it, and I aint been able to do that for more than 2 turns so far.

Franc can get 2 per turn for Norad.
Killing Zombies and the Professor and Jeff is just SO easy.
And Vasquez with Kevlar against most of those targets is pretty safe.

Norad walk down the Corridor, obliterate the Armoury wall, Steal Franc, and slaught Salem, again.

The best start I have down so far was going first and SPRINTING Bill right past the two guys in the corridor. Solely to be a covering pincushion. Vasquez still got one shot at Dealer, rolled 7 damage and the game was toast. Again

Maybe this scenario is possible with a better Radio jammer than me..
Maybe not.




Scenario 8 Upstairs / Downstairs
For us this was even worse than scenario 7.

Read the background and there is a secret techno lair.
He read the victory conditions, and decided to win instead.

The Professor is going to start downstairs, in the morgue.
Jessica is likely to start in the armoury.
Franc started upstairs in satelite com.
Bill started upstairs, without a keycard
Jack Saw started 1 square hidden from the bunker entrance.
Dealler started in the secret room, looking for something.

I think was a pretty good set up.

I had a plan. I was going to defend the bunker.

Jessica grabbed some Kevlar (all she could find) ran past Jack Saw, (giving him the Kevlar) and went downstairs into the bunker.

Jack Saw made Norad nervous for a while, and bailed downstairs too.

Bill failed miserably to not down the door into the Sattelite communications, twice. ( he wanted to Flame Franc & the comms desk). So Franc killed him in a single blow.


N.Bolter ran upstairs, shot the door, and Vasquez smiled at Franc.
Franc can't really hurt Vasquez from the front, not when she has a knife, and he doesnt. So she got him the second try.

Meanwhile, the Mammoth stood on the stairs, and stayed there for the rest of the game.

The ventilation went down on turn 2.

Dealer found The Computer on turn 2, but only then realised it had a search requirement of 6!
Salem Inc, got 26! combined search result (2 flips and a shuffle) and started digging. Knowing that The computer is on the back of the RED Mines is the only reason I got it.
Jessica getting a gas mask, and Dealer getting a tech Toolbox seemed like good ideas too. Why a toolbox helps with typing...I do Not Know.
It also seems kinda dum that zombies waving their arms around because of Jeff Deallers bonus points helps people type?

I used the computer on turns 3 & 4.
And set up a huge rolling Road Block for N.Bolter who came downstairs looking for action. Then he thought about it some more went back upstairs. and waited out the scenario.

There was ONE death for the game, Franc killed Bill. Thats it.

This scenario felt bad.

Norad should stay in the lobby, shot the ventilation system, and the communications. Maybe clear the armoury, and then search for the rest of the game. That is not what the background is about.

The ONLY hope Salem has is getting that computer and typing.
That seems dumb, and wont make it regardless.

Most of the upstairs is just irrelevant.
It should have been a second downstairs level.
Maybe I just played it wrong, and should have gone full on attack... but I just don't see it. Vasquez trumps Franc.
If Dealler starts off on the bottom level staring at Jack saw, maybe he can have a real go at someone, but then he is gunna die.
Jessica gets lonely, and exposed in the armoury...
..
..
,..
The last 3 scenarios just dont feel as good as the first 5. At All.

All of them feel like walk overs for Norad.
Maybe it's just that I suck as Salem.


Maybe SAGS will make me more enthusiastic again.
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John McKendrick
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Hi MG - I really believe that the scenarios are 'primarily' there to learn the rules of the game.

The actual ER 'Game' starts with SAGS

-John



magic gecko wrote:
Mission 7...

Torture Woooo! - Is AWFUL !

The set up faze is really hard and complex, for Salem.

Norad has no choices.
The Mammoth will be next to the wall, pointed straight down the double width corridor.

Game One will be a complete walkover unless the Salem Player realises some basics.
Yup, my game one I got splattered.
Then, In game two, I got splattered again.
It really didnt help that he was so good at making the radio scrambler not work..

Since, once again, Salem start with no Equipment, & Woo must be captured, the only real options for doing it is Jack Saw or Franc.
Since Frank trying this could go HIDEOUSLY wrong (Vasquez similing), Jack is going to be the boy standing outside the door on the corridor.
Next to him is going to be Jeff Dealer, since he gives Jack Saw an extra 2 CP. In line of sight is not bad, but it has some real problems.

For instance,
Woo moves first into the corner.
Jack Saw opens door, walks in and Attacks!
But! Woo reacts, walks around Jack, runs out the door , & Norad Win!

So... Obviously Jeff Dealer NEEDS to be standing in the doorway to let Jack Saw in, but that sucks too since Jack Saw now needs to spend two points moving to get to attack Woo.

Bill starts in the Kitchen.

The Professor can't start next to the only body, because he will be trapped, and killed. And a Zombie against a Mammoth .... Nope.
So... The professor starts in the Armoury, and starts searching. All the stuff I wanted has a weight of 4! Which he can't Carry.

Leaving Franc, who really HAS to start in the Radio Coms to turn it on.


There is the interesting option where No One sets up in the corridor...
Mammoth go blam at the wall,
Blam At the Door.
Runs 8 squares down the Hallway, blocks the entrance to Woo's room and wins on the first action of the game .. .

If, by some miracle you actually DO get Woo into the Torture Chamber, with the Kit and start rolling dice....So?

+4 dice per interact.
maybe two characters doing 2 tortures per turn...16 dice = 2.667 points per turn. .... That aint gunna cut it, and I aint been able to do that for more than 2 turns so far.

Franc can get 2 per turn for Norad.
Killing Zombies and the Professor and Jeff is just SO easy.
And Vasquez with Kevlar against most of those targets is pretty safe.

Norad walk down the Corridor, obliterate the Armoury wall, Steal Franc, and slaught Salem, again.

The best start I have down so far was going first and SPRINTING Bill right past the two guys in the corridor. Solely to be a covering pincushion. Vasquez still got one shot at Dealer, rolled 7 damage and the game was toast. Again

Maybe this scenario is possible with a better Radio jammer than me..
Maybe not.




Scenario 8 Upstairs / Downstairs
For us this was even worse than scenario 7.

Read the background and there is a secret techno lair.
He read the victory conditions, and decided to win instead.

The Professor is going to start downstairs, in the morgue.
Jessica is likely to start in the armoury.
Franc started upstairs in satelite com.
Bill started upstairs, without a keycard
Jack Saw started 1 square hidden from the bunker entrance.
Dealler started in the secret room, looking for something.

I think was a pretty good set up.

I had a plan. I was going to defend the bunker.

Jessica grabbed some Kevlar (all she could find) ran past Jack Saw, (giving him the Kevlar) and went downstairs into the bunker.

Jack Saw made Norad nervous for a while, and bailed downstairs too.

Bill failed miserably to not down the door into the Sattelite communications, twice. ( he wanted to Flame Franc & the comms desk). So Franc killed him in a single blow.


N.Bolter ran upstairs, shot the door, and Vasquez smiled at Franc.
Franc can't really hurt Vasquez from the front, not when she has a knife, and he doesnt. So she got him the second try.

Meanwhile, the Mammoth stood on the stairs, and stayed there for the rest of the game.

The ventilation went down on turn 2.

Dealer found The Computer on turn 2, but only then realised it had a search requirement of 6!
Salem Inc, got 26! combined search result (2 flips and a shuffle) and started digging. Knowing that The computer is on the back of the RED Mines is the only reason I got it.
Jessica getting a gas mask, and Dealer getting a tech Toolbox seemed like good ideas too. Why a toolbox helps with typing...I do Not Know.
It also seems kinda dum that zombies waving their arms around because of Jeff Deallers bonus points helps people type?

I used the computer on turns 3 & 4.
And set up a huge rolling Road Block for N.Bolter who came downstairs looking for action. Then he thought about it some more went back upstairs. and waited out the scenario.

There was ONE death for the game, Franc killed Bill. Thats it.

This scenario felt bad.

Norad should stay in the lobby, shot the ventilation system, and the communications. Maybe clear the armoury, and then search for the rest of the game. That is not what the background is about.

The ONLY hope Salem has is getting that computer and typing.
That seems dumb, and wont make it regardless.

Most of the upstairs is just irrelevant.
It should have been a second downstairs level.
Maybe I just played it wrong, and should have gone full on attack... but I just don't see it. Vasquez trumps Franc.
If Dealler starts off on the bottom level staring at Jack saw, maybe he can have a real go at someone, but then he is gunna die.
Jessica gets lonely, and exposed in the armoury...
..
..
,..
The last 3 scenarios just dont feel as good as the first 5. At All.

All of them feel like walk overs for Norad.
Maybe it's just that I suck as Salem.


Maybe SAGS will make me more enthusiastic again.
 
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magic gecko wrote:
Mission 7...
Norad has no choices.
The Mammoth will be next to the wall, pointed straight down the double width corridor.


quick note: there's another starting-spot for Mammoth..next to armory! check it out! ..without going into detailed possibilities I can assure you that shakes a routine a lot!

BTW..I've lost a mission 7 (poor Woo!) as well as I've won for Norad.. ..doesn't feel like 'walk overs for Norad' to me..

Edit:
magic gecko wrote:

Maybe SAGS will make me more enthusiastic again.


Be sure your first SAGS play won't be in three players with mixed teams..there is a chance that one player might end up really frustrated! ..it happened to me..(but despite that, must say, it didn't decrease my enthusiasm at all..just the opposite!)

(scenarios are/is the path, SAGS is a gaming-zen-destiny..
 
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Tom H
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spokosin wrote:
magic gecko wrote:
Mission 7...
Norad has no choices.
The Mammoth will be next to the wall, pointed straight down the double width corridor.

quick note: there's another starting-spot for Mammoth..next to armory! check it out! ..without going into detailed possibilities I can assure you that shakes a routine a lot!

BTW..I've lost a mission 7 (poor Woo!) as well as I've won for Norad.... doesn't feel like 'walk overs for Norad' to me..
There is no "Woo!" in Mission 7 and no Mammoth-next-to-armoury in Mission 8. I think you've blended together Mission 7 (what MG typed) and Mission 8 (what MG was talking about).

Have you won Mission 8 as Salemite? Was this really lucky? Was Norad foolish? Or is there a good Salemite strategy? If there's a good strategy, would you mind describing it and the set-up? Any answers appreciated, thankyou.
 
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