Recommend
11 
 Thumb up
 Hide
3 Posts

Abaddon» Forums » Sessions

Subject: 4: Critical Escape rss

Your Tags: Add tags
Popular Tags: [View All]
Cedric Chong
Singapore
flag msg tools
comic style
badge
comic style
mbmbmbmbmb
































Background
Having played mission #1, #2 and #3 a few times each, I felt ready to move on to the next mission. From the mission briefing, mission #4 sounded interesting and different from the previous missions. The objective of the Satellite City States was to run across the battlefield pass the forces of the Commonwealth Alliance and escape off the board. The objective of the Commonwealth Alliance was to wipe out all 4 Infantry units.

Since all previous missions involved dealing damage, I was immediately drawn to the SCS objective. I volunteered to play SCS. I had a strategy in mind...

The Game
SCS got to deploy first. My strategy was to split up my Infantry 2-2 down both left and right flank. The two Recon Links had faster movement speed. My intention was to use both to escort one flank all the way through. But since CA was next to deploy, I could not place both on the same flank. So I deployed the two parts symmetrically, with the plan to move one of the Recon down the right flank.

The game started without much gun fire. Almost immediately the effect of not having all 4 types of units were felt. Both of us were rolling activation dice where only four out of six sides were useful. Two of the six results were wasted. For my case, I did not have Medium and Heavy Links, so all red and black results were ignored.

As my right flank went into combat range of my opponent, I maneuvered my Recon Link to protect the Infantry behind. Also, as a strategy, I wanted to make a run for the other end of the board. So I avoided range combat as much as possible. This was because if I open fire at range, enemy would have a chance to fire back and inflict damage. That I did not want.

My Infantry and Recon double-teamed the Heavy Link and scored a Critical Hit. System Malfunction! Rendering it to become a d6 unit, basically useless.

My hand was terrible on the target cards, but I did draw quite a number of Anti-Missile Missiles.

Round 4. When I had the chance based on the activation dice rolled, I started to move out my other Recon and Infantry unit.

My opponent took out the Hero Recon Link. But by then, my Infantry had already made it half-way across the board. Decided not to open-fire.

Doomsday bolt was played. Good that I had a handful of AMMs. Used it to counter.

Then my Infantry was double-teamed by the Medium and Heavy Link. Since my Infantry was in full health, I decided not to use AMM, and battled... Bad mistake! My Infantry was took out in one fight! 4 damage! No!!! All my efforts until now were wasted!

I got hold of myself, and decided to try again with my second Infantry. I made a mental note that I would not take any chances this time round.

Round 6. I moved out and took out the Heavy Link. And in a weird turn of event, I defended the Medium Link's attacked with a Critical Hit. Took out a full-health Medium Link!! Suddenly the entire flank was open! There was nothing between my Infantry and my objective at the end of the battlefield!

I moved out as much as I could. My opponent pulled both remaining units from the left flank to the right! I quickly advanced my remaining Recon Link forward to block movement and Line-Of-Sight of my enemies. Hoped to open a path for my Infantry!

Round 8. I was down to two cards. The Heavy Link took out my Recon in melee combat. And the Medium Link fired at my Infantry. Not taking any chance, I used my last AMM.

Round 9. 3 sectors away from victory! I needed it badly.. and rolled two! Not bad. Moved my Infantry to the corner of the battlefield. 1 more move to victory! Need to hold my ground and stay alive for one more round!

Enemy Heavy Link scored 2 damage. Down to 2 life! Next up was Medium Link's close combat. I had the advantage of rolling two d6 and choosing the higher result.. but Medium Link got a "1", Critical Hit! Please, please, please, not let it be the card that could take out two life... And yes! Full Throttle! Only 1 damage!

Round 10. I needed just one activation die. I prayed to all Gods that I knew.. and rolled exactly 1! I took the game!





Aftermath
Oh my god, this game is so fun! I'd like to think that my strategy plays a huge part to winning. But I have to admit, rolling several critical hits and taking out a full-health Medium Link makes it easier.


p.s. And this is also a very long session report. 16 pages! The longest I'd made yet! I hope the next game will not be so long. Talking about the next game... Got to go!


------------------------
1: Doom Bolt of Death
2: The Big Reboot
3: The Bomb From Nowhere
4: Critical Escape
5: Fast Battle & Furious Damage
------------------------
A Geeklist of all my comic-style "stuff"
11 
 Thumb up
7.00
 tip
 Hide
  • [+] Dice rolls
Toy Vault Inc.
United States
Kentucky
flag msg tools
publisher
mbmbmb
I'm really enjoying your session reports! Keep them up!

2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
John O
United States
Louisville
Kentucky
flag msg tools
Two men walking abreast.
mbmbmbmb
I was inspired by your reports to get this game. Should be here next week.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.