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Dave J McWeasely
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We sat down for a five player game. All rules were official, except we couldn't remember the erratta'd Scrouge text, so we played without it. I don't think it mattered

FFG FAQ v1.1 wrote:
The Zerg Scourge combat cards (#10-12) should read: "End of the Destroy Units Step: If your front-line unit was not destroyed, destroy it. If this happens, and your front-line unit is flying, it is also destroyed. This does not trigger any Splash Damage abilities."


Aldaris was "Sir Not Appearing in this Film".

Yours Truly was Arcturusk Mengsk, the villanous Red Terran. ("I'll get you, Red Terran!"). I played the part.



I stated out on a 2/2/1 world, and it was adjacent to only two other worlds, Tassadar's homeworld and an empty 2/1/1/1. Feeling no pressure from Tassadar, I went for the fast expand. There was a little problem though, as the Queen of Blades had a mobilize order underneath my orders. We negotiated a truce to split the world, each getting two regions, me, somehow being given the clearly inferior gas-1 in exchange for "peace" with the purple Zerg.



My plan was to pay a visit to Tassadar's homeworld, a juicy 1/1/2/2. It would have been a splendid little war, I'm sure. However, Tassadar mounted a Sicilian Expedition to the to other side of the galaxy, and placed all three of his Zealots in one space, where they were scorched out of existance by an avalanche of Overmind green zerg. Attacking Tassadar's homeworld when he had literally no military would have led to him being eliminated, and me jumping out as immediate leader. Then I would have instilled the ire of all the other races.

For some reason I completely overlooked that I could have invaded the Blue Terran Raynor. So that left just the Purple Zerg Queen.

I quietly researched Cloak and Nuke and Spidermines. Because of the pact, I had plenty of room to manuever with my cloakable Ghost, so with no way for it to die there was no reason to actually build the barracks-3 to get more ghosts.

When it came, the sneak attack campaign was swift and brutal: 3 zerglings and 2 Hydralisks nuked out of existance, only about 1 marine lost.

The Purple Zerg launched a counter attack, but spider mines were just too good, and all but a Queen perished. The Queen, however, would spend the rest of the game denying me the 2-mineral on that world.

The only ability of the queens was their Parasite, and I have to say I was really impressed by how handy it was. It kept me from getting swarmy with the cloaks and spider mines. Knowing the combat cards in advance removes much uncertainty. Next game I think I'll go to town on Queen upgrades. They're cheap and good, especially against the Vulture/Wraith combo.

An event card cut my opponent's transport link to this contested world, so the war was over, and I'd won. Further, the loss of the transport encouraged him even more to go after the Green Zerg Overmind, who at this point was dominating three worlds and pushing onto his fourth. I heartily encouraged this initiative, and the table consensus was that the Green Zerg Overmind had just gotten too big too fast from crippling the Yellow Protoss Tassadar.

For his part, Yellow Tassadar had had to hyperspace storm out of existance his Z-axis border with the Green Zerg Overmind. But after being left alone to craft an Archon, revenge was on his mind. He negotiated a reservation on Blue Terran Raynor's homeworld, so that he could wage war on the Green Zerg. Normally these arrangements are too cumbersome and break down almost immediately, but this alliance held. The reason was that it was a big planet - 4 regions, and one of the region was used by both factions as a neutral unit marshalling space for troops that would be almost immediately shipped off world.

Green Zerg Overmind, faced with assault on one side by Yellow Tassadar, and on the other by Purple Zerg Queen, decided to resist Purple Zerg Queen. That battle would flow back and forth over Victor V, with Mutalisks dominating both sides' orders of battle.

The End Draws Near
Turn four ended with me, Red Terran, and Green Zerg Queen in the lead for victory points at 11. The Stage 2 deck had but 7 cards left in it. We entered the fifth turn with the assumption that it would be the last. Everyone carefully reviewed eachother's Special Victory Conditions and came to the following conclusions:

Green Zerg Overmind had two safe bases and could probably build a third if we let him out of our sites.
Red Terran Mengsk was in good position to take complete control of two planets - indeed had almost controlled them totally all game.
Yellow Protoss Tassadar was still extremely far from his SVC, owing to his early loss of Zealotry to occupy spaces.
Purple Zerg Queen could fairly easily get a third conquest point, but would have to build a transport somewhere to do so.
Blue Terran Raynor needed just a mineral patch here or there to win. He'd been peaceful all game, and had a huge pile of vultures, marines, and even a few Siege Tanks.

My plan was to take two worlds, but not include in that the world which everyone was expecting, which bordered three other major powers including the crouching tiger Blue Terran Raynor. Instead, I would blitz onto Purple Zerg Queen's world and take it, and hopefully see the inevitable pile of orders rain down on a world I no longer cared about.

That's pretty much how it happened, but speak of the devil, I got a 4th VP that turn for my troubles, and since Normal Victory comes before Special Victory, I won.

Good thing I got 15 VP too, since at least two other players had also furfilled their SVCs.
________________________________________________________________

Cool things that worked well for me this game:

1) The early Nuke/Cloak combo. Due to the R&D Event Card, I had the nuke cloak combo in hand at the start of Turn 2. Does even an archon really want to mess with a ghost with room to run and a finger on the button? No. This makes playing with Arcturusk kind of fun. That ghost is a powerful defensive deterrent to people without Detector, and had they gotten detector deployed I would just have built Bunker too.
2) Vultures with Spider Mines. These things are just crazy good. I think their deployment forced Purple Zerg Queen to go fully to the air track.
3) Putting a garrison marine on every back-country region. It prevents any unfortunate event card "surpises", and means you're just not as susceptible to the wild swings in the game.
4) Not getting too far out in front. I left that to Green Zerg Overmind, and he payed a heavy price for it. Consolidation of position is the order of the day in the midgame.

Ideas that probably weren't so great:
1) Buying the second Nuke. Before I could get it in hand the ghost got killed by Green Zerg Queen. I'm not about to tech back up there to get another.
2) Getting obsessed with Battle Cruisers I spent turn 4 teching to Battle Cruisers, and only ever built one of the beggars. It was handy for beating up Mutalisks, to be sure, but an extravagence. For the same money I could have had 3 goliaths and saved two actions. Those are also quite solid versus Mutas.
3) The early pact which I violated. This is surely going to haunt me in later games.
4) Failing to see the freakin adjacency I had to the Blue Terran's homeworld! Duh.

Overall it was a good game. The only sad things I feel are remorse that Yellow Protoss got so screwed in the opening, that Blue Terran never saw combat all game(!) and that I broke that pact with the Purple Zerg.

But the game did have a lot of cool things. Most people went Big Air. The two Zergs and I saw heavy combat. The combat outcomes were mostly predictable, which I take to mean we're getting more experienced as a group at the game.
________________________________________________________________

I'm sure others in the group will chime in with their stories this gets approved. We've got a photo of the map coming too.
Last edited on 2008-08-24 20:43:32 CST (Total Number of Edits: 4)
magic gecko
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Sounds fun.

The things I got out of this are.
1) No Aldaris. :meeple:
2) Turn 5 win by Victory points beats 2 SVC.
3) Tassadar had no chance.


How did you know there were 7 cards left?
Did you count them? (is that allowed?)
Did you count the Event Graveyard?

(I am still impressed with the War of the Ring rule that says this is not allowed.)
Petras Ražanskas
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magic gecko wrote:
How did you know there were 7 cards left?
Did you count them? (is that allowed?)
Did you count the Event Graveyard?

(I am still impressed with the War of the Ring rule that says this is not allowed.)


Counting to yourself in your thought is something that will only be prohibited when we live in "1984" world, I imagine.
Dave J McWeasely
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magic gecko wrote:
The things I got out of this are.
3) Tassadar had no chance.

Yes, no chance this game after the initial Pearl Harbor'ing. However, next game people will think twice about crossing him.

magic gecko wrote:
How did you know there were 7 cards left?
You know The Count from Sesame Street? We counted like him.
1!...2!...3!...4!...5!...6!...7!...Ah ha ha ha HA HA! :D

...

Seriously, we were just trying not to have a surprise (incompotence-inspired) ending like in every other non-house-ruled game we've ever played.

Ah, rereading the session report, I forgot the important information that Purple Zerg got eliminated (but for an occupied base) on the last turn, and so he drew many event cards with his leftover orders.
Last edited on 2008-08-24 10:14:19 CST (Total Number of Edits: 1)
David H
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As the Green Zerg I started in a great position... I started in the middle of a loop of 3 planets. One end of the loop connected to the Purple zerg and a planet that was then linked to the Blue Terrans and the Protoss. In the other direction I had one planet between me and the Protoss homeworld. This essentially left me all alone in a long corridor while the rest of the universe was sitting right on top of each other all interconnected. My initial transport had me heading towards the Zerg. Moving after the Protoss I saw that they were making invasion plans to the planet between us. With that knowledge my 1st turn orders were to build twice on my homeworld and mobilize twice. I sent a single zergling to the planet next to the zerg to capture the victory point there as there were none on my homeworld. The Protoss had moved in on the world next to me and had left all 3 of his zelots on one space. I sent the maximum force that I could and the world was awash of zerg, I luckily got the best mix of cards I could have hoped for and was able to wipe the protoss off the world.

With a large pile of Zerg now on the planet right next to his homeworld that was fortified with a lone zelot the protoss player in fear of the wave of zerg that was soon approaching managed to sever the z-axis navigation that connected the worlds. He connected his homeworld to the Blue terran world instead and in the process connected the world that he had just been eradicated from to a small world next to the Blue Terrans homeworld. This world had not yet been occupied as the Terran had gone exploring in another direction. The planet corridor that I was in was now 4 planets long. The second turn seeing approaching marines and zerglings I built up the infrastructure for Mutalisks since I anticipated that the splash damage would be very useful. I also built a base on the planet that the Protoss had tried to claim, and pushed forward capturing the VP on the planet next to the terrans. I did jump out to a slight VP lead of 5, but with the large number of 2 VP planets held by other players My VP lead was only 1. At this point the corridor that had been created and all my worlds brought the wrath of the table upon me. The Protoss were so inflamed by their loss that they negotiated with the blue terran a peaceful existence on his homeworld so he could get back at me to strike his revenge. It took several turns but he was able to kick me off the planet next to the terran homeworld in turn 4. I had made no effort to defend it leaving it garrisoned by a single zergling and hydralisk. My long term plan for that world was to let him take it back and then as soon as he landed troops strike again from the planet he had tried to take initially with ultralisks. It never came to pass the game ended before it was necessary. Instead the purple zerg and I fought back and forth over the world between us, A battle that in the 5th turn I ultimately won building a base there for my special victory conditions. He was besieged from the other direction of his homeworld and as a result was fighting a 2 fronted war where I was able to fight in one direction. This game me the economic advantage I needed to capture the planet from him.

Unfortunately I didn't have the VP needed to win so I lost to the Red Terran. The unfettered access to planets that I had as well as the dramatic beating I put on the protoss 1st turn turned the table against me so from the 3rd turn on I only had access to 2VP/turn and I quickly lost my lead in the victory point count. The purple zerg did a great job keeping me from the 3rd VP I needed to stay ahead and the battles were fought were fantastic, unfortunately he was not able to sustain the 2 fronted war and ultimately was completely eliminated in the 5th turn.

I started strong I just couldn't sustain it for the win. Occupying 2 planets first turn was a bold move but I felt I had to do it since my homeworld didn't have any VP of it's own. It was the first 5 player that I had played and it was a lot of fun.
Dave J McWeasely
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updated with new image
matt dalrymple
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great report! quite impressed with your ghost hunting! I have never seen one (or heard of one) used to any great advantage! cool that you did!
 
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