With, I'm guessing, both the Syndicate and Government at auto-win after this propaganda round I expect the game to get ~weird~.
I think you are vastly overestimating how cheap it is for the government to get suppprt and how easy it is for any of the three insurgent factions to remove it.
I did, yeah. I was looking at your control of spaces and forgot the 24 resources it would cost to max out support everywhere you could.
I do think you're underestimating your own position, though. You're right that it's easy for us to reduce your support but that doesn't help any of our win conditions. 26July has been stifled badly by being bankrupt the whole game. I'm better off but I need 26July to start threatening in earnest because I'll never win if I get bogged down fighting you 1-for-1. Meanwhile the Syndicate has opened targets -- er, casinos -- all over the map, which they have to but that gives 26July a huge incentive to go after them instead of hitting you.
That’s fair, didn’t realize it in the context of it not helping you win.
I was just looking at it costing me 7 resources now to shift up by one, and it costing y’all 1 resource to shift me down plus a terror for an extra cost of 11 total to fix.
We tried to draw their attention to the cities, turns out the're a lot of them
I was concerned until I had the aha moment that police fight super well in cities and troops fight super well outside of that, so I was able to divide up well.
Also crap I didn’t realize you could attack with already activated guerillas! Crap!
0
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
@Inquisitor, I could take the event on Come Comrades -- that'd get you 4 resources now and increase aid by 5. Would that be worth 3 resources to you? (I.e., give me 3 resources, and in exchange you get 4 resources now and 5 more later.)
I went back-and-forth on whether or not I should take a SA and give you access to the event until I realized the event just removed three guerrillas from Sierra Maestra and who tf even cares?
(I can see why Liberty or Death controls where in the deck the Winter Quarters cards can be)
And I was debating passing for resources too! *kicks self* My precious ECs....
The weirdest rule in Cuba Libre is that by default you're not even supposed to count out the four piles of events. You just make four approximately even piles and if they end up being 14/10/11/13... that's how it is.
(I can see why Liberty or Death controls where in the deck the Winter Quarters cards can be)
And I was debating passing for resources too! *kicks self* My precious ECs....
The weirdest rule in Cuba Libre is that by default you're not even supposed to count out the four piles of events. You just make four approximately even piles and if they end up being 14/10/11/13... that's how it is.
That...I....what?! That is like the least GMT rule ever!
+2
admanbunionize your workplaceSeattle, WARegistered Userregular
(I can see why Liberty or Death controls where in the deck the Winter Quarters cards can be)
And I was debating passing for resources too! *kicks self* My precious ECs....
The weirdest rule in Cuba Libre is that by default you're not even supposed to count out the four piles of events. You just make four approximately even piles and if they end up being 14/10/11/13... that's how it is.
That...I....what?! That is like the least GMT rule ever!
There's a variant for Cuba Libre where the propaganda cards play like Winters Quarters (immediately swapping to the current event) and I'm trying to imagine playing that variant without the game ending via table flip.
(I can see why Liberty or Death controls where in the deck the Winter Quarters cards can be)
And I was debating passing for resources too! *kicks self* My precious ECs....
The weirdest rule in Cuba Libre is that by default you're not even supposed to count out the four piles of events. You just make four approximately even piles and if they end up being 14/10/11/13... that's how it is.
That...I....what?! That is like the least GMT rule ever!
There's a variant for Cuba Libre where the propaganda cards play like Winters Quarters (immediately swapping to the current event) and I'm trying to imagine playing that variant without the game ending via table flip.
I think you'd also need to combine it with a WQ like deck construction rule, so there is at least some predictability to when the Prop cards that you can't react to come out. Having one rule without the other seems really rough.
+1
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Well, now at least we know we have 10+ cards until the endgame. It'll make this last campaign cutthroat.
@admanb for map update. And I guess everyone for Propaganda.
0
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
edited October 2018
Speaking of table-flipping, that Meyer Lansky event would be infuriating if it came up just before the last propaganda card. Allowing the Syndicate to reopen every one of its casinos is way too powerful an event, especially with the Syndicate as first eligible on that card!
Posts
I have 15 troops.
2 in Havana
2 in Camaguey City
1 in Santiago de Cuba
10 in Las Villas
I have 13 police.
1 in Las Villas
6 in Camaguey City
3 in Havana
3 in Santiago de Cuba
I think this is all correct @admanb
but yes that is correct.
Like I can read any of that on mobile :heartbeat:
I believe I would be a flat 0 final score currently?
Yeah but if it's final propaganda there's no reason you don't spend as much money as possible and max support in Las Villas.
That’s fair, didn’t realize it in the context of it not helping you win.
I was just looking at it costing me 7 resources now to shift up by one, and it costing y’all 1 resource to shift me down plus a terror for an extra cost of 11 total to fix.
Oh that makes perfect sense yes.
I was just thinking “shiiiit did I put in my orders wrong?!”
Resources
Government: 20
Syndicate: 14
26July: 4
Directorio: 6
Victory Conditions
Government Support: 18
Syndicate Open Casinos: 8
26July Bases + Opposition: 9
Directorio Pop + Bases: 6
@ me
- four guerrillas from Matanzas to La Habana
- four guerrillas from Las Villas to Matanzas
The battle for Las Villas is over almost before it began, as the Directorio, without support from 26July, is forced into retreat.
Limited op:
Sweep in Camaguey City activating all guerillas there for 3 resources.
Resources
Government: 17
Syndicate: 14
26July: 4
Directorio: 4
Victory Conditions
Government Support: 18
Syndicate Open Casinos: 8
26July Bases + Opposition: 9
Directorio Pop + Bases: 7
@A Half Eaten Oreo
Ambush in Santiago de Cuba. Activate the Underground Guerrilla,
Attack
In Santiago de Cuba remove 2 police cubes, place an underground Guerrilla.
In Camaguey City,
Geth, roll 1d6 for attack
Hoping for a 4 or less. if it is remove 2 police.
Resources down to 2. @Hedgethorn
I was concerned until I had the aha moment that police fight super well in cities and troops fight super well outside of that, so I was able to divide up well.
Also crap I didn’t realize you could attack with already activated guerillas! Crap!
Due to my current op costs 1 more resource doesn’t really open up much for me strategically.
@Hedgethorn
If no to that, then I'll find something else to do.
Then Play the event.
Syndicate Resources = 16
Government Resources = 19
Aid = 9
@admanb for the next upcoming card, and then first eligible.
Resources
Government: 19
Syndicate: 16
26July: 2
Directorio: 4
Victory Conditions
Government Support: 18
Syndicate Open Casinos: 8
26July Bases + Opposition: 9
Directorio Pop + Bases: 7
@ me
- three guerrillas from La Habana into Pinar Del Rio.
- one guerrilla from Camaguey into the EC
Then Subvert Pinar Del Rio to gain 1 resource.
@Inquisitor
Assault in Camaguey City for 3 resources.
Goodbye rebel scum.
@admanb for next card
I went back-and-forth on whether or not I should take a SA and give you access to the event until I realized the event just removed three guerrillas from Sierra Maestra and who tf even cares?
I just needed to remove those other 4 guerrillas more
Resources
Government: 16
Syndicate: 16
26July: 2
Directorio: 4
Victory Conditions
Government Support: 16
Syndicate Open Casinos: 8
26July Bases + Opposition: 9
Directorio Pop + Bases: 8
@Hedgethorn
Profit. Close all casinos for 24 resources.
March guerrilla from Pinar del Rio to Cigars EC.
Resources = 40.
@A Half Eaten Oreo for limited op or a useless event.
This game.
(I can see why Liberty or Death controls where in the deck the Winter Quarters cards can be)
And I was debating passing for resources too! *kicks self* My precious ECs....
The weirdest rule in Cuba Libre is that by default you're not even supposed to count out the four piles of events. You just make four approximately even piles and if they end up being 14/10/11/13... that's how it is.
That...I....what?! That is like the least GMT rule ever!
There's a variant for Cuba Libre where the propaganda cards play like Winters Quarters (immediately swapping to the current event) and I'm trying to imagine playing that variant without the game ending via table flip.
I think you'd also need to combine it with a WQ like deck construction rule, so there is at least some predictability to when the Prop cards that you can't react to come out. Having one rule without the other seems really rough.
The slain in Camaguey will be remembered.
Terror in Havana.
If no one has seen this, I just read Propaganda round redeployment rules and would rather:
March
4 Guerrillas to Santiago de Cuba, activating them.
Resources down to 1.