Omar Germino
United States
Schaumburg
Illinois
flag msg tools
badge
Avatar
mbmbmbmbmb
Over the weekend, I gave the solitaire version of the game a try, electing to go up against the Merville Battery map.

As I started toward the artillery bunker, I was somewhat concerned about the steep defense of the sectors toward the end, and even more concerned about the necessity for a Battle Cry RWB to enter the bunker (in the solitaire game, the amphetamines, which would make it easy, are replaced with a signaling lamp).

But as I looked over the field and the items and specialists available to me, an idea began to formulate in my head. Advancing up the right edge, on the way I obtained the grenadier and the Bangalore torpedo. When I reached Sector 11, the potentially devastating MGF was silenced by my grenadier's heroic sacrifice.

And then, upon entering Sector 13, I nullified the defense value with the Bangalore torpedo. The now impotent sector, combined with the fact that units could stay there indefinitely, meant that I could sit and collect an infinite number of troops before crossing over into the bunker.

This seems like a cheap strategy, not in keeping with the desperate nature of the game. "Men, let's just sit tight here on the side of the bunker. They can't do anything to us, so we'll just keep rallying more troops." I almost want to say the Bangalore should not be available for this map (nor any map with an infinite-stay sector), simply because of this exploit. It could be that the mileage may vary on the multiplayer version, but so long as everyone stays together, it plays out the same way.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Ian Toltz
United States
Boston
Massachusetts
flag msg tools
designer
Your cat likes me more
badge
In brightest day / In blackest night / No evil shall escape my sight / Let those who worship evil's might / Beware my power--Green Lantern's light!
Avatar
mbmbmbmbmb
Re: How to make the Merville Battery endgame a cakewalk
The things that reduce the defense of a zone, like the Bangalore Torpedo, only last for one round.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Emmanuel Aquin
Canada
Mont-Saint-Hilaire
Quebec
flag msg tools
designer
And D-Day Dice, too!
badge
I'm an "A"vatar.
Avatar
mbmbmbmbmb
Re: How to make the Merville Battery endgame a cakewalk
Asmor wrote:
The things that reduce the defense of a zone, like the Bangalore Torpedo, only last for one round.


As stated in the rules, all DEF reducing effects last for 1 turn only.

You got me worried there for a minute, though. When I saw this thread I thought to myself: "Damn! I must have failed somehow!"

Phew. cool


5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Omar Germino
United States
Schaumburg
Illinois
flag msg tools
badge
Avatar
mbmbmbmbmb
Re: How to make the Merville Battery endgame a cakewalk
Huh. I had a creeping feeling I was doing something wrong. What threw me off was the wording on the "Grenade" item explicitly saying "for 1 turn". I'll definitely be giving this another go with the proper use of defense-reducing items.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Luke Winters
United States
Pennsylvania
flag msg tools
mbmbmb
The wording on the cards sometimes can be a bit confusing too. I had to ask my friend to look it up in the rules before I used the torpedo. The card makes it seems like it would be reduced indefinitely, and if you don't research the rules for every nuance it could be easy to miss.
4 
 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.