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Today, my two friends and I both played SCBG five times today. You must understand that this was our first time and we probably didn't understand all the strategy. Anyways we really loved it and will definetly be playing it again. This is just a quick synopsis of our idea of the game so if it stinks, please don't complain. Onto the review:
First Impressions: All being sixteen, no board game could peek our intrests more than one of our favorite computer game. Suprisingly after our first play it was very much like the computer game in our opinions. Of course you can't transfer over the same concepts and everything, but in comparison, they were both very good.
The Gameplay: So after our fist couple games we came to the solution that Protoss are incompariably strong. A first or second turn Reaver Drop with the increased capacity tears through anything like cheese. And there is nothing that you can do about it. The only units in the zerg army that can take a Reaver is guardian or ultralisk, which are much harder and more time consuming to get than the Reaver. And for Terran, there is only the seige tank or Battlecruiser that can effectively kill a reaver. Anyways, what I am trying to say is that the reaver should be harder to get.
One part we liked alot was the lack of dice. There is no luck. (Unless you count drawing cards) We Hate Dice. So that was a definite plus for the game.
Terran are second best. The fact that you can get a nuke turn one as Mengsk was very nice. Pair it with Bunkers and only other battlecruisers or carriers could stop it. The Terran gameplay is very straight forward. Unlike Zerg or Protoss, you could easily understand the game and create legitimate strategies with Terran.
The Zerg were an interesting army. I loved them. My friends hated them. They complained you couldn't take out enemy capital ships. I had no problem with that because I would rush enough to stop the progessive advancement to battlecruisers. Yet my friends couldn't get that through their heads. I personally loved the Zerg as Ultralisks with the Chitinous upgrade had amazing health, and could be built much quicker than carriers or battlecruisers.
The resources were a bit strange to us. We could never understand that you could mine the same field forever. In the computer game you are constantly searching for new resource fields, but in the board game, two or three expansions would last the entire game. Conclusively, we really enjoyed the game. With the modular board, the strategy was different every time.
Our Rating: 8
The premise of the game was amazing, the unit models were spectacular, the rules and rulebook were outstanding, but we felt some armies had to extreme of an advantage over others.
Thanks for reading.
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Stoffey wrote: The Zerg were an interesting army. I loved them. My friends hated them. They complained you couldn't take out enemy capital ships. I had no problem with that because I would rush enough to stop the progessive advancement to battlecruisers. Yet my friends couldn't get that through their heads. I personally loved the Zerg as Ultralisks with the Chitinous upgrade had amazing health, and could be built much quicker than carriers or battlecruisers. Nice review David, I'm not sure how they said that Zerg can't take out enemy capitol ships when that is exactly what the Scourge are made for. The force will be with you always, see you Monday.
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Also, its been my experience that one race isn't better than another but you have to use different strategies based on what you choose. Others may disagree though. The Protoss are strong but the cost much more.
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Quote: I'm not sure how they said that Zerg can't take out enemy capitol ships when that is exactly what the Scourge are made for. Well, if you have the carrier or battlecruiser card, its not hard to kill the scourge. When they were scourging something, I would always have the card. But I figured out you can scourge spam, which is just constantly building and sacking scourges so they run out of the cards.
Last edited on 2008-11-02 12:10:41 CST (Total Number of Edits: 1)
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Stoffey wrote: [quote]I'm not sure how they said that Zerg can't take out enemy capitol ships when that is exactly what the Scourge are made for.[/quote]
Well, if you have the carrier or battlecruiser card, its not hard to kill the scourge. When they were scourging something, I would always have the card. But I figured out you can scourge spam, which is just constantly building and sacking scourges so they run out of the cards. I had to go back and look at the game to remember, but yeah you're right it would be easy to kill the scourge with them but you can improve your chances and survive a good part of the time if you use improved carapace with them or have a queen as backup and use ensnare. The other way you could kill the capitol ships is by using a mutalisk with another mutalisk or a hydralisk as backup. You can even have more than one of these as backup each adding a +1 to your attack if you outnumber them and you do the attacking so you can set up the attacks. You could kill a ship this way but you may be right that the better strategy is rushing them so they can't get these ships up and going because the it takes a while to build those.
Last edited on 2008-11-02 00:26:08 CST (Total Number of Edits: 2)
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I don't see what's so hard to kill about Reavers. Spider Mines + assist Marine = Slug Salad!
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The thing about that is you have to draw spider mines after you purchase it, and the enemy can bust a reaver out first turn. And the deck cards for reavers are amazing, even without the techs.
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A few Mutalisks can probably take out a Reaver, and what's more, they can do so without any fear of being killed by the Reaver. If the Reaver has support from other units, then the Zerg would need to go on the offensive, so they can assure that the Reaver is on the front line to take the damage.
Sure, they have high defense, but all it takes is a couple +1's from support (perhaps even a few Zergling cannon fodder) to finish them off.
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Well, though mutalisks would destroy the reaver, you can build a reaver first turn. That's what I'm saying. They aren't so great late game when the enemy has mutas battlecruisers and carriers, but first second and third turn, they are the kings of the battlefield.
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If you're building a Reaver first turn, though, you probably don't have many Workers left for building NEW Workers, which means you're going to be at a little bit of a disadvantage down the road when you need to produce more stuff.
I think in the end, a player who builds Reavers too quickly will end up losing when everyone is experienced, because while they may get an early jump, they'll end up falling behind later.
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