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Subject: PBF #4: A Snowball's Chance rss

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Bryce K. Nielsen
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In an effort to get me more excited to finish that bloody Advanced Campaign, I figured I should play Doom more often. RL doesn't allow for it very often, so why not moderate a PBF game? I've not once played any of the expansion games, so I want to try a few of them here. We'll start with the first one:

VI: A Snowball's Chance



Quote:
Mission Briefing

Slowly, you begin to wake up. Bits of memory start to
filter back into your mind. You remember the attack on
the Mars base, trying to reach the shuttle bay, and then
. . . what?

The shuttles had been destroyed. There was no way off
of Mars, and a gaping portal into Hell lay before you.
Grabbing your weapons, you stepped through the portal,
hoping to bring the fight to the demons.

So then, this must be Hell.

Frankly, you thought it’d be hotter . . . and look less like
the Mars base.

Maybe if you explore you can figure out what’s going
on.

If you’re lucky, you might even find a way out.


Quote:
Scenario Goals:
Mars base and the invaders’ home realm seem to have
become intermingled somehow, bleeding together nightmarishly.
You will need to escape this area through the
red security door. You must accomplish this before I
score six frags. In addition, each time I draw the last card
from my deck, I get one free frag against you.

You are currently in an area that seems half metal and
half pulsating flesh. Some weapons have been dropped
nearby.


PBF Specifics
Game Ownership:
You cannot play the game unless you own a copy of the game. This is not a "legal" requirement, rather a courtesy to the publishers (i.e. FFG).

Players:
I need 3 Marine players and 1 Invader player. First come, first serve. Simply response to this post and indicate which player you wish to play (either Marine and which color, or Invader).

TileSystem
I will be using the amazing TileSystem application to create images and upload them. I highly recommend you download a copy yourself and "follow along", it makes it a lot easier to play if you can see the board.

Turns
Please indicate all your actions in bold. It makes it a lot easier for me as a moderator to see what you are doing, especially if we ever have to go back and review posts.

To 'move', indicate the model and use compass directions, with North being 'up'. For example, the Green Marine player would do something like this:
- Green Marine Opens Door
- Green Marine moves NE and picks up ammo
- Green Marine attacks the Imp
- Green Marine moves E three times.

Interrupts
When a player can use an ability or play a card to "interrupt" another player's turn (such as a Guard action or a Dodge card), please allow for them to do so. Sometimes simple common forsight is all that's needed (i.e. you know how many cards the Invader has, do your attack then wait for him to say yea or nay to interrupting). The biggest problem will arrive if a player does a whole turn but the opposing player was going to interrupt at the beginning of the turn. When this happens, I reserve the right to rollback any or all of the turn to allow for interrupts.

Dice Rolls
Use the BGG forum Dice Rolls to roll for the dice. Use the following codes:

Red Die:

1custom6{iid:618008;iid:618009;iid:618010;iid:618011;iid:618012;iid:618013}

Yellow Die:

1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019}

Blue Die:

1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995}

Green Die:

1custom6{iid:618006;iid:618006;iid:618004;iid:618004;iid:618002;iid:618003}

The Die Roller seems to not like more than 3 kinds of custom dice (not total number of dice), so if you are attacking with more than that, split them into multiple rolls. When using multiple die types, you put a space, plus symbol and another space between each die.

So, for example, if you were to fire the Missle Launcher (yellow, blue, green, green), then you would enter the following into the dice roller (preferably with a description):

1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} + 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} + 2custom6{iid:618006;iid:618006;iid:618004;iid:618004;iid:618002;iid:618003}

After you add the roll, you will not see it until you post your forum post. You can then either edit your forum for the results, or add a followup post (don't care either way):

Sample Missile Launcher Attack: 1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} + 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} + 2custom6{iid:618006;iid:618006;iid:618004;iid:618004;iid:618002;iid:618003} -> ( iid:618014) + ( iid:618001) + ( iid:618006 iid:618002) ->
[+]


Map Updates
I will post an overall map picture at the start of each players' turns (similar to the one posted above), and will post changes made mid-turn upon request.

Weapon Reference
Use this image to reference the different attacks the invaders or marines can do:



With all that said, now setup:
Setup
As shown above, first players to chime in wanting to play marines also tell me which color and I'll deal you your Marine Cards (i.e. will post here what you got). If you pick Invader, I'll GM you your starting 3 cards.

Good luck!

-shnar
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  • 66851. shnar
  • 1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} + 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} + 2custom6{iid:618006;iid:618006;iid:618004;iid:618004;iid:618002;iid:618003} =
  • ( iid:618014) + ( iid:618001) + ( iid:618006 iid:618002) =
  • iid:618014 iid:618001 iid:618006 iid:618002
  • Sample Missile Launcher Attack:
  • Tue Dec 20, 2011 6:21 am
A. G.
Lithuania
Vilnius
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I'd like to play for mariner. The colour doesn't matter
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Adam Brant
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I'll play as the Green Marine.

I'm not really clear on the BGG dice roller.Where is it? Where are you getting those numbers from??

Red Die: 1custom6{iid:618008;iid:618009;iid:618010;iid:618011;iid:618012;iid:618013} -> ( iid:618010) ->
[+]


Yellow Die:
1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} -> ( iid:618016) ->
[+]



Blue Die:
1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} -> ( iid:618001) ->
[+]





2custom6{iid:618008;iid:618009;iid:618010;iid:618011;iid:618012;iid:618013} + 1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} + 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} -> ( iid:618013 iid:618010) + ( iid:618019) + ( iid:617997) ->
[+]


**Edit: Alright, looks like I figured it out.
 
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  • 66865. GamerAtom
  • 1custom6{iid:618008;iid:618009;iid:618010;iid:618011;iid:618012;iid:618013} =
  • ( iid:618010) =
  • iid:618010
  • Tue Dec 20, 2011 1:32 pm
  • [+]
  • 66866. GamerAtom
  • 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} =
  • ( iid:618001) =
  • iid:618001
  • Tue Dec 20, 2011 1:32 pm
  • [+]
  • 66867. GamerAtom
  • 1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} =
  • ( iid:618016) =
  • iid:618016
  • Tue Dec 20, 2011 1:33 pm
  • [+]
  • 66868. GamerAtom
  • 2custom6{iid:618008;iid:618009;iid:618010;iid:618011;iid:618012;iid:618013} + 1custom6{iid:618014;iid:618015;iid:618016;iid:618017;iid:618018;iid:618019} + 1custom6{iid:618001;iid:618001;iid:617998;iid:617998;iid:617997;iid:617995} =
  • ( iid:618013 iid:618010) + ( iid:618019) + ( iid:617997) =
  • iid:618013 iid:618010 iid:618019 iid:617997
  • Tue Dec 20, 2011 1:37 pm
Fede Miguez
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why not have the invader be the moderator? all marine's info is open anyway.
I'm up for it as the bloodthristy red marine.
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Bryce K. Nielsen
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PePe QuiCoSE wrote:
why not have the invader be the moderator? all marine's info is open anyway.
I'm up for it as the bloodthristy red marine.


A few reasons. One, I use a spreadsheet for the cards so that I can have it on my laptop at all times. This makes it so I can see all the cards coming up, so it would b difficult to stay impartial seeing the cards coming up.

Two, in a game this tactical, it would be nice to have an "impartial" judge to make rule decisons and keep the game going with as few arguments as possible.

Three, why not? I like moderating and seeing how the other players play

-shnar
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Fede Miguez
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shnar wrote:
Two, in a game this tactical, it would be nice to have an "impartial" judge to make rule decisons and keep the game going with as few arguments as possible.
Heh, always played the Invader is RIGHT, OF COURSE! Only rule in favour of the marines after they have whined just too much (and point out they are being babies!)

edit: isn't there a deck system available? like in Vassal? To avoid looking at upcoming cards.
 
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Jeff Corrie
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Is there still room for one marine?

Dibbs!
 
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marauder / media
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Boy, I'm so subscribing this thread! Have not enough time to play my self.
Hey, Shnar, how long is it ago, we played that forum game? A year? surprise
 
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Adam Brant
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corriefunk wrote:
Is there still room for one marine?

Dibbs!



I think the 3 have been spoken for, but we need an Invader player.
 
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Jeff Corrie
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I can show no mercy. Let's do this.
 
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Bryce K. Nielsen
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marauder wrote:
Boy, I'm so subscribing this thread! Have not enough time to play my self.
Hey, Shnar, how long is it ago, we played that forum game? A year? surprise


Yeaup, in fact, using your uploaded dice images for the custom die roller

Still kinda wish we could finish our old game

-shnar
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Bryce K. Nielsen
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Scenario Mods

I forgot to list the Scenario Mods to be played in this game (as listed in the Expansion rulebook). We'll be playing with the following mods:

- Organized Marines: Marines can take their turn in any order.
- Well-Trained: Marines get 3 Cards on setup, discard 1.
- Unending Pistols: Pistols use no ammo.

I was considering Fully Loaded but this map seems to have a lot of ammo on it, so I'm passing on that mod.

Marine Setup

Blue Marine
Played by Keisus, he gets the following two cards:



Green Marine
Played by GamerAtom, he gets the following two cards:



Red Marine
Played by PePe QuiCoSE, he gets the following two cards:



Invader Setup
Invader does have some setup to do. You need to swap any/all of the base game's figures with the expansion's figures. The total number of figures remains the same, just some will vary depending on what you pick. Here is the equivalent list:

- Zombie commandos are equivalent to zombies.
- Cherubs are equivalent to trites.
- Revenants are equivalent to imps.
- Maggots are equivalent to demons.
- Cacodemons are equivalent to mancubi.

Here are the total counts (for one color):
- Zombies: 4, Zombie Commandos: 4
- Trites: 3, Cherubs: 2
- Imps: 4, Revenants: 2
- Demons: 2, Maggots: 1
- Mancubi 2, Cacodemons: 1

You need to swap out any number of ones on the left for ones on the right, but cannot have a total more than what's listed (for example, you could have 2 Imps and 2 Revenants, but not 1 Imp 3 Revenants as there are only 2 Revenants in the game).

The above counts are just one color. Unless you specify otherwise, I'll assume the same distribution for all three colors, but you can split it up if you want.

So, everyone decide your setup (all Marines need to discard one card, the Invader needs to pick equivalent invaders) and we can begin.

-shnar
 
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Adam Brant
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I think I'd like to keep Front Guard and Ground assault and discard Prepared.

Marines, what are your thoughts? I'm keen on having permanent abilities rather than 3 one time use cancel tokens.
 
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Jeff Corrie
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I'll make my choices by 11pm CST tonight. I need to see the full layout to decide.

Or should I wait until Marines decide on skills?
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Bryce K. Nielsen
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corriefunk wrote:
I'll make my choices by 11pm CST tonight. I need to see the full layout to decide.


The mission is in the PDF on FFG's site (they published all the expansion missions, but not the base game's missions except for the first one). It can be found here: http://www.fantasyflightgames.com/ffg_content/Doom/doomxprul...

Might want to download it before FFG decides to permanently remove it from their site. None of you marines look at it!

-shnar
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Jeff Corrie
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- Zombie Commandos: 4
- Trites: 3
- Imps: 2, Revenants: 2
- Demons: 1, Maggots: 1
- Mancubi 1, Cacodemons: 1

Did I do this right? I haven't had a chance to play through the expansion yet, still struggling through the original campaign.
 
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Bryce K. Nielsen
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Yes, that's right. Did you want that same breakdown for all three colors? I may suggest taking at least 1 Cherub, since they have Flying (move through things) and Agile (always dodging). Consensus is that they are superior to the Trites in almost every way.

You can also change the breakdowns by color if you want (i.e. Red 3 trites, Blue 2 trites 1 cherub, Green 1 trite 2 cherubs), I was merely suggesting one breakdown for all colors to make things a bit easier to manage and remember.

-shnar
 
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A. G.
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I will keep Careful and Scout cards
 
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Fede Miguez
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pity we are not using the mod where the marine cards are given as a pool and the marines build a team. That's how we play it, though it looks that expa scenarios are easier than base so maybe would be too much of a boon (but still, it's part of the fun to build the "party").

so we have
Front Guard/Ground Assault who will be our DPS guy (well, Damage Per Turn)
Careful/Scout which... will be our Scout/Sniper
So I guess my choice is Tactician to fill some holes and... uhm... Sniper since it has better synergy with the Aim part than Danger Sense, which we should we able to part with.

Btw, I never played the Invader had to pick his army to begin with, that he always had access to what he wanted to spawn. Makes the set up a bit more interesting (but long also, and it´s already a bit long).

Also, to my fellow Hellspawn killers (Adam Bran, Auris Gasius) I suggest for our first turn to all of us sprint and move towards the door, Adam picking the shotgun and some ammo, Aurius the chainsaw and grenades, and me some more ammo and machine gun all ending our turn just behind the door, the 2 of you in front and me behind.

Oh, and write our text in our colour (besides bold as asked), so like:

Red Marine
Action: SPRINT
-Red Marine moves S, SW picks ammo
-Red Marine moves S, S, picks machine gun
-Red Marine moves W, W, SW and ends turn

(or i could just use a screenshot )
 
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Adam Brant
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There's a "t" in my last name.

Why does the Scout card for Blue Marine show a Heal token when the text says he gets a Dodge token??

Anyhow, sounds good.

Green Marine
Action: Sprint
-Moves SW 1 Space
-Moves S 2 Spaces
-Moves W 1 Space,, picks up Ammo
-Moves W 2 Space picks up Shotgun and ends movement/turn.


nope, this is better:
-Moves SW 2 Spaces
-Moves S 1 Space, picks up Ammo
-Moves W 2 Spaces, picks up Shotgun
-Moves NW 1 Space
-Moves SW 1 Space
-Moves W 1 Space and ends movement/turn.

That would put be right beside the red marine and still have picked up the ammo and shotgun.
 
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Bryce K. Nielsen
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GamerAtom wrote:
Why does the Scout card for Blue Marine show a Heal token when the text says he gets a Dodge token??


Cuz I screwed up the pic. I'll have to fix that (these cards are recreations I intended to put in the ArtsCow deck for the Advanced Campaign with all the new Marine cards. I like having all my cards the same size). Thanks for the catch.

PePe QuiCoSE wrote:
Btw, I never played the Invader had to pick his army to begin with, that he always had access to what he wanted to spawn. Makes the set up a bit more interesting (but long also, and it´s already a bit long).


It's a balancing gimic for the Expansion. One of the balancing factors of the game is the limited number of Invader figures. For example, in a one marine game you could never have more than 2 Mancubi on the board. If you added the Cacodemon then you could have 3 "similar" figures on the board.

PePe QuiCoSE wrote:
(or i could just use a screenshot )

If you want to, feel free. It would make things a lot clearer to the other players. I don't mind posting a board update between every player, but since there's no real turn order (other than Marines-Invader), I don't have an easy way to say, "Green, your turn." and post a start-of-turn image.

As it is right now, I'm only going to post a start-of-side image (i.e. one image for the Invader, one image for the Marines) except when a player requests for a board update (due to all the action going on). I *highly* recommend you run your own copy of TileSystem to help keep track of things during your turn. It helped me out immensely when I was playing in a Doom PBF.

But here's a board update anyways



Status
Marine | W | A | S P G | Guns
------------------------------------------------------------------
Green | 8 | 2 | 1 0 0 | Shotgun
Red | 8 | 2 | 3 0 0 | Machine Gun
Blue | 8 | 2 | 2 0 0 |

Invader Hand: 3 cards
Total Frags: 0

I still need to PM the invader's first 3 cards to him, but I don't think he intends to interrupt (we'll see). I believe the Blue Marines still needs to go.

-shnar
 
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Adam Brant
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Green has the shotgun and red has the machine gun.

I really should have used my remaining moves to get closer to the door. blush

This would have been smarter:
-Moves SW 2 Spaces
-Moves S 1 Space, picks up Ammo
-Moves W 2 Spaces, picks up Shotgun
-Moves NW 1 Space
-Moves SW 1 Space
-Moves W 1 Space and ends movement/turn.

That would put be right beside the red marine and still have picked up the ammo and shotgun.
 
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Fede Miguez
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Yeah, doesn't matter at this stage though.
I guess we could each post a profile to make things easier for shnar. I guess we all start with 2 armor, 2 ammo?

so

Red Marine
Abilities: Sniper, Tactician
Armor: 2
Ammo: 3
Grenades: 0
Plasma: 0
Life: 9
Order: None
Weapons: Machine Gun (Punch, Gun)
Turn: done


Btw, the link to the TileSystem download seem to have expired, could you upload yours to BGG's File section, OR send a link through geekmail? Thanks shnar! (for everything, specially running this!)
 
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Mr. Cherry
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Don't know how Board policies treat downloads link, but here's link to Tilesystem with Doom tilesets: http://www.sendspace.com/file/im72bl
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Adam Brant
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PePe QuiCoSE wrote:
Yeah, doesn't matter at this stage though.

it might matter once we open that door and see what's on the other side. My extra attacks with the shotgun might prove useful when the door is opened.
 
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