Bah I just realized me doing a guard action would be pointless since I don't have ammo.
I guess I could sprint and grab two pieces of ammo.
El Skid can grab the armor and the other piece of ammo.
OS you can grab the adrenaline or something. I don't really need adrenaline since I normally should proc killer instinct. Does this sound like a good plan?
iamtheaznman on
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El SkidThe frozen white northRegistered Userregular
I guess I could sprint and grab two pieces of ammo.
El Skid can grab the armor and the other piece of ammo.
OS you can grab the adrenaline or something. I don't really need adrenaline since I normally should proc killer instinct. Does this sound like a good plan?
Go for it. The only other thing we could do is keep someone looking around the corner so that nothing more spawns there...but since we have a teleporter here we can always just hop into it later
You find a badly burned corpse here. It looks like one of the engineers rigged a trap to destroy the invaders using the acidic wastes produced by the machinery here, but it backfired on him. Lying next to him is a small set of calibration tools that you can use to adjust your weapons.
You receive 2 encounter tokens. You may discard one of these at any time before making an attack to make it an aimed attack. One or both of these tokens may be given to an adjacent marine for 1 movement point each.
El SkidThe frozen white northRegistered Userregular
edited July 2009
Okay. I'm going to Advance
Move down 3 spaces, taking 1 damage from the square, grabbing ammo and grabbing the armour.
Punch the top Zombie with the intention of shooting as my guard action before the zombies get to move (and hopefully with leader boy near me at that time): 1d6=5, so 4 damage.
Top zombie is dead. We don't need no steenkeeng guns!
Gain a guard token, pass 1 encounter token to aznman and !end turn
El Skid on
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El SkidThe frozen white northRegistered Userregular
El SkidThe frozen white northRegistered Userregular
edited July 2009
Doh. I think it ended up being irrelevent, aznman, but I just realized we are both marksmen, so we gain +3 range using weapons with yellow dice (ie pistols). So remember to take that into account when shooting at stuff that's far away.
Doh. I think it ended up being irrelevent, aznman, but I just realized we are both marksmen, so we gain +3 range using weapons with yellow dice (ie pistols). So remember to take that into account when shooting at stuff that's far away.
Don't worry, I have been taking it into account ><.
Are you going easy on us? I got like 4 kills before they had exited area 1 completely. Was that just their bad for LOS or my bad for having good cards?
I accidently spawned 2 more guys then i should have before i realized that it was a slash (either/or baddie) and not both monsters to spawn.
Maybe I was just rolling high dmg with the hellhound too? And I think my zombies were doing quite a lot of dmg as well.
Should they have been using more ready actions, moving faster, or what? I don't wanna have them never wanna play again :P
El Skid, go ahead and attack the zombie if that's your plan for the interrupt.
OS, from what I've read this game is stacked in favor of the Invaders. A lot of the replay comes from the marine players figuring out the best strategy for the encounter. Since its so hard, it doesn't really matter if they know where a room is going to lead or what is going to be there. I wouldn't say I've been taking it easy on you guys, but I definitely could've been more of an asshole so far. I guess its the DM in me hah. I also haven't been getting the best cards the last couple rounds. I think the key to success is planning all 3 turns together and focusing on the threats as a team.
As far as the pieces, I never took them all out so everything still fits nicely. Check BGG though, I'm pretty sure people have come up with cool ways to store it all.
krylon666 on
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El SkidThe frozen white northRegistered Userregular
No leadership guy next to me (unless the bonus travels through teleporters), so the zombie is wounded. I choose not to reroll despite the shot counting as aimed, since I did damage and didn't use ammo! Woo!
El Skid, go ahead and attack the zombie if that's your plan for the interrupt.
OS, from what I've read this game is stacked in favor of the Invaders. A lot of the replay comes from the marine players figuring out the best strategy for the encounter. Since its so hard, it doesn't really matter if they know where a room is going to lead or what is going to be there. I wouldn't say I've been taking it easy on you guys, but I definitely could've been more of an asshole so far. I guess its the DM in me hah. I also haven't been getting the best cards the last couple rounds. I think the key to success is planning all 3 turns together and focusing on the threats as a team.
As far as the pieces, I never took them all out so everything still fits nicely. Check BGG though, I'm pretty sure people have come up with cool ways to store it all.
Yeah I love that card that lets you close a door as soon as a marine steps through and you can't open it for a whole turn. I think it was very unlucky for them that I started the game with that :P
Posts
I guess I could sprint and grab two pieces of ammo.
El Skid can grab the armor and the other piece of ammo.
OS you can grab the adrenaline or something. I don't really need adrenaline since I normally should proc killer instinct. Does this sound like a good plan?
You could punch the barrel if anything got too close! :P
edit:
Go for it. The only other thing we could do is keep someone looking around the corner so that nothing more spawns there...but since we have a teleporter here we can always just hop into it later
I'll get it up in a bit.
Also... in other news I bought the game.
Thanks for introducing me krylon!
I might have also been deciding on whether or not to toss a grenade at those two zombies
:P
whats that plus mean on 1 of them?
Sprint, grabbing the two ammo pieces closest to me, and stopping at the second one (to the right of the teleporter)
Sorry if that isn't clear I can change it.
Is that okay?
You receive 2 encounter tokens. You may discard one of these at any time before making an attack to make it an aimed attack. One or both of these tokens may be given to an adjacent marine for 1 movement point each.
Punch the top Zombie with the intention of shooting as my guard action before the zombies get to move (and hopefully with leader boy near me at that time): 1d6=5, so 4 damage.
Top zombie is dead. We don't need no steenkeeng guns!
Gain a guard token, pass 1 encounter token to aznman and !end turn
Don't worry, I have been taking it into account ><.
!done
http://forums.penny-arcade.com/showpost.php?p=10751531&postcount=1698
Are you going easy on us? I got like 4 kills before they had exited area 1 completely. Was that just their bad for LOS or my bad for having good cards?
I accidently spawned 2 more guys then i should have before i realized that it was a slash (either/or baddie) and not both monsters to spawn.
Maybe I was just rolling high dmg with the hellhound too? And I think my zombies were doing quite a lot of dmg as well.
Should they have been using more ready actions, moving faster, or what? I don't wanna have them never wanna play again :P
OS, from what I've read this game is stacked in favor of the Invaders. A lot of the replay comes from the marine players figuring out the best strategy for the encounter. Since its so hard, it doesn't really matter if they know where a room is going to lead or what is going to be there. I wouldn't say I've been taking it easy on you guys, but I definitely could've been more of an asshole so far. I guess its the DM in me hah. I also haven't been getting the best cards the last couple rounds. I think the key to success is planning all 3 turns together and focusing on the threats as a team.
As far as the pieces, I never took them all out so everything still fits nicely. Check BGG though, I'm pretty sure people have come up with cool ways to store it all.
Y=3 -> 2 damage 2 range
G=1 -> 1 damage 1 range
No leadership guy next to me (unless the bonus travels through teleporters), so the zombie is wounded. I choose not to reroll despite the shot counting as aimed, since I did damage and didn't use ammo! Woo!
Yeah I love that card that lets you close a door as soon as a marine steps through and you can't open it for a whole turn. I think it was very unlucky for them that I started the game with that :P
Invader Turn
. Draw 2 Cards (6 in hand)
. Play Not Quite and swap the topmost health with the ammo
. Spawn 2 Trites
Movement:
Trite moves and attacks marine #3
R → [4] = 3 Damage
G → [1] = 1 Damage
marine #3 loses 2 wounds
Imp moves and attacks marine #3
Y → [2] = 1 Damage, 3 Range
B → [6] = 3 Damage
marine #3 loses 2 wounds. FRAG! (you lose the adrenaline)
Zombie attacks marine #2
R → [4] = 3 damage
B → [4] = 3 damage
marine #2 loses 2 wounds
!Done
Yeah go for it.
I really wanna see what is in the door so I can respawn more intelligently, but your call.