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Nick K

Tucson
Arizona
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StarCraft: The Board Game » Forums » Strategy
Defensive Scourge
Has anyone tried using scourge in the early game for defensive positions? It seems like with 8-9 health and requiring an air attack unit would make the scourge very hard to uproot in the first few turns
Mathias Simonsson
Sweden
Lund
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I did use them succesfully to defend myself against a first round protoss rush, while i was teching to mutalisks. But they did go down the second round. (Although my mutas punished my enemy greatly for it. :angry: )
Dave J McWeasely
United States
Louisville
Kentucky
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Scrouge are great.
Mutas are great.
The Zerg air track is the best air track.
Even though the Carriers and BCs can't easily be killed outside a base, there are only a few of them, and they come late.
Evan Champie
United States
Garberville
California
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This is also I think the silliest point of transistion from computer game to boardgame.

It seems to be one of the most jarring, technicalities of the SCTBG combat system that an non-attacking air-to-air suicide unit can hold of infinite waves of... zealots?

I'll get over it I guess.
Merlin Moncure
United States
Stuart
Florida
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I think the scourge are broken. An easy way to fix this is how you resolve retreats...see my thread here: http://www.boardgamegeek.com/thread/264385

Brandon Bernard
United States
Fairview
Pennsylvania
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This problem is corrected in the errata. The scourge cards should read as follows: "If your front-line unit was not destroyed, destroy it. If this happens and your opponent's front line unit is flying, it is also destroyed. This does not trigger any splash damage abilities."
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