I can get to 0:6 on my next turn, so if the ambulance is there I can get the 9th to it so long as the way is clear. Last POI is in a fairly safe position, Daemonis could get there on his turn and get him halfway to the door.
Yes at this point I think damage tokens are the only possible concern. If blah moves there, I can bus us all around on my turn, setting us up the carry the last vic home on the next set of orders.
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
No you made the right move (I think). I'm hanging back so I can move through in case the ambulance needs to stay up there for another cycle. If it loops back around, you can pick me up on the way!
edit: Sorry I didn't move closer to allow someone to pick up the POI, I was certain if I moved next to fire I'd cause an explosion and take us both out.
Also, rescue specialist is a way more satisfying role (for me at least). I'm sure I was doing some kind of good as the driver/operator, but it was so frustrating to basically be losing a battle against the fire for the entire game. Going in and getting the vics had some kind of discreteness to it that made it much more fun.
This was the "A" side of the board, which has some more open rooms, and 4 entrances to allow access from every side. Last time we played the "B" board which only has two access points and some smaller rooms (which means more damage from explosions). We also got very, very lucky with our rolls.
Is there interest in setting up another game? Or we can take a break for a week and come back? Are there options people would like to see used for the next game?
Posts
Rescued: 7/7
Damage: 11/24
@Daemonis
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Fire: 2:7. Hot spot!
Another fire: 5:5
Find POI
Extinguish fire 1:5 (2 AP)
Save 1 AP
False: 4/5
Rescued: 7/7
Damage: 11/24
@Tayrun
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Smoke at 6:2.
@MrTLicious
If victim, drag it to 4:8 (revealing POI on the way). Save 1AP.
If false alarm, move to POI at 4:7, which will be a vic, and drag it to the ambulance.
Explosion at 1:8
Sorry Tayrun!
False: 5/5
Rescued: 8/10
Damage: 13/24
@blahmcblah
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Save 2 AP.
Smoke at 6:6.
8 AP. Drive south. 6 AP. Move to 6:5. 2 AP. Move the victim to 6:4. 0 AP.
Smoke at 1;6
Move 2:6 (2 AP)
Extinguish 1:6 (2 AP)
Save 2 AP.
Smoke 5:5
@Tayrun
edit: Sorry I didn't move closer to allow someone to pick up the POI, I was certain if I moved next to fire I'd cause an explosion and take us both out.
Extinguish 1:7.
Move to 1:7.
Extinguish 1:8.
Smoke at 6:4. Eeep.
Save 2AP
The upper left corner erupts in flame (fire at 1:1)
Move to 2:6.
Carry victim to ambulance!
Smoke at 4:6.
So unless daemonis rolls enough hotspots to cause the building to collapse, we should be good for a perfect victory.
False: 5/5
Rescued: 9/10
Damage: 13/24
@Daemonis
Roles and Turn Order:
- MrTLicious
- blahmcblah
- Daemonis
- ArcSyn
- Hazmat Technician
- Paramedic
- Fire Captain
You can swap for 2AP at the Engine.
Move the victim outside. 0AP
Smoke at 4:7
Hurray!
Ultimate victory achieved!
Why was this game so much easier?
Also, rescue specialist is a way more satisfying role (for me at least). I'm sure I was doing some kind of good as the driver/operator, but it was so frustrating to basically be losing a battle against the fire for the entire game. Going in and getting the vics had some kind of discreteness to it that made it much more fun.