Simon Trimby
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Brighton
East Sussex
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I've just had a situation where I managed to destroy the spore chimney and promethium tank location cards shortly after arriving at the Locomotivus location. I also managed to take out all active swarms (it was an unusually lucky round for me). After that, I started drawing event cards that spawned stealers on red and orange; the two locations that weren't there anymore. After three turns of this it was getting a bit silly. Both blip piles were near full, and I had nothing to do but build up support tokens. After drawing a fourth red/orange spawn, I decided that if they weren't coming to me I'd go to them, and advanced to the next location. I couldn't see why lurking blips would keep my terminators locked down so long if they weren't willing to come within shooting range.

This probably doesn't happen often, but what have other people done in these situations?
 
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Michele Esmanech
Italy
Milano
Milano
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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It happened to me, in fact, but it lasted only 2 turns, after which the stealers came bursting in.

I did noting in particular: I just tried to build some support tokens, thanking the Emperor for 2 turns of breath...

IIRC, I lost that game, afterwards
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Brother Leon
United Kingdom
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Surely you should be grateful for the respite?!

Silly or not - you would just wait it out, and build up for the upcoming battle/next location. You would just place your marines as strategically as possible and support, support, support. Sure you may run out of support but GS should start spawning within 5 turns max on to yellow/green. You have a chance of getting the nasty Psychic Assault or They're Everywhere, cards which could screw things up for you.

Moving to the next location is kind of cheating, unless you only added to the blip piles and didn't discard them.
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Paul DeStefano
United States
Long Island
New York
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yorkist4 wrote:
I couldn't see why lurking blips would keep my terminators locked down so long if they weren't willing to come within shooting range.


Blips at furthest range may also represent blips outside the scale of the game 'map'. The were still travelling.
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Brother Leon
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When no GS are in the formation, marines may attack a blip pile of their choice. A 4 or a 5 must be rolled to slay one blip.

Just an idea.

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John Sinodinos
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Laval
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Ironically, I faced the exact same situation in my last game. I played it out normally (as per the rules) -and believe me, with 7 cards in each blip pile, and then adding it up to 9 (because of an Event Card) it took quite a while to get to the next location.
But when I finally did, it was as if the Event Deck truly had a purpose behind this madness. I can't remember the name, but with all support tokens claimed for; I drew the one card which transfers them all to 1 Space Marine, and the pressure just went up from there!
But mind you, through a careful mix of planning + devilishly lucky dice rolling devil, I somehow managed to beat the game with all 6 of my Space Marines in tact!
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Malcolm Howell
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This happened to me once in the Locomotivus as well. Only 0-2 stealers spawning each round, and I think I drew both copies of the Event card that adds 2 blips to each pile. My longest game ever... there were only 2 cards left in the Event deck when I finished. Usually I get about halfway through it (with 3 teams).

Like the others here, I stocked up on support and waited patiently for something to shoot at.
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dypaca
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Colorado
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This happens to me alot either in Locomotivus or one of the 1B locations.

I have a similar issue with Librarium Vault. I play that you can't move support tokens directly from marines to the location card, which makes it possible to empty the right blip pile without meeting the victory conditions. Then I sit arround waiting for green spawns to start killing the left pile.
 
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Lonnie H
United States
Everett
Washington
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One easy solution .....don't take shots at the gas tank just for the fun of watching stuff blow up. whistle

I rarely find any breathing space so this would be nice for a turn or two.

dakka...dakka....jam gulp
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Karl
United States
Slippery Rock
Pennsylvania
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+1 For a similar scenario... I believe between 4 and 6 cards went by without any GS's spawning... Then all hell broke loose, ended up winning with only two Marines left...
 
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Martin Plourde
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Windsor
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Absolutely. I wait a little before blowing locations up. I prefer to move quickly than to wait.
 
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