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Space Crusade» Forums » Variants

Subject: Regulating the number of alien blips per hulk section rss

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Kris Vezner
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The problem

It feels ridiculous to place any number of blips worth any number of points on one hulk section. You could dump all your models in a hulk section (a) where a chapter enters; but (b) that is only next to one other chapter’s section. You quickly overrun the chapter in that section, then take the other two chapters piecemeal if they come at you separately. If they come at you together, then you just play cat-and-mouse across all four boards since most of you move faster than them. Your alien event deck and superior movement means you will be picking your fights with their flanks, overwhelming them.

One possible solution

Space Crusade has 35 blips worth a total of 152 points: 14 gretchin (28 points) + 8 Orks (24 points) + 5 Chaos Marines including a commander and missile launcher (35 points) + 4 androids (40 points) + 1 dreadnought (25 points). For missions with four hulk sections, the alien player can place a maximum of 1/3 of his total blips and points on any one section: up to 11 blips worth up to 50 total points.
 
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Paul DeStefano
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kvezner wrote:
The problem

It feels ridiculous to place any number of blips worth any number of points on one hulk section.


We call this something other than a problem.

We use the word strategy.

It is an inherently important decision for the alien player on how to spread forces. Reduce that, and you take quite a bit of flavor from the game. Remember, lots of blips = lots of targets for area effects. There are things to balance out.

I play this game with my son a few times a month. Sometimes all the blips are on one board. Sometimes they're not.
 
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Emile de Maat
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Geosphere wrote:
We use the word strategy.

Well, this strategy seems to be somewhat overpowered... So I'd call it a problem that this strategy is allowed in the game.
 
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Paul DeStefano
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It is far from a "win all strategy". In fact, it is often suicidal for the aliens as plasma and missiles take out 3-4 per round. Smart marines using good cards will indeed make the bast of the situation.
 
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Jacob Busby
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Plus Blind Grenades kills this strategy dead.

Furthermore, a canny alien player would always save some Gretchins in any kill-em-all scenarios. Dump them as far from the Marines as possible, with bluff counters, if possible just to eke out more time. This forces the marines to explore all four boards and waste more time - and time equates to Lure of Chaos, Genestealers, Auto Defence, plus an auto-win if you cycle the deck.
 
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