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- Joined
- Dec 17, 2007
- Messages
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"In the year 2025 human civilization makes first contact with not one but two alien civilizations. The Machine Empire and the Xenopods have been enemies locked in a death struggle for over 10,000 years. As the battle for control of the solar system and the earth rages with unimaginable fury, neither group pays the insignificant natives of the planet much attention. Within a month of first contact, 99% of the human race is exterminated by thermonuclear fire, kinetic weapons strikes, genetically engineered plague and starvation. The survivors scurry like cockroaches to stay out of the aliens’ way. A little over 20 years later the fighting stops as suddenly as it started. A shift in the tide of battle moves the front to other star systems and all that remains on the devastated planet are scattered groups of human survivors and the abandoned remnants of the aliens’ fighting forces. They have been left to fend for themselves until the system can be reoccupied and the stranded units withdrawn. The earth smolders like an ash heap and the once blue green jewel of the solar system has been transformed into a brown scorched wasteland.
That was 300 years ago…" - Vic Davis, Annals of the Wasteland.
Today a small, isolated outpost of The Empire of Man finds itself caught between the leftovers of the hideous Xenos scum and the relentless, alien Machine. Our only chance of survival is the destruction of the headquarters of both alien hordes.
Welcome to my first-ever LP.
Partly due to the nature of the game, and partly due to my limited experience, interactivity will be sorely limited. Actually, this will be more AAR & game tutorial than LP, except I've only played a couple of rounds ahead and like I said, I'm still an AE n00b.
I'm going to go into a fair amount of detail, because I suspect most of you haven't played the game, and since it's basically a complicated computer-based board game, some explanation is required to make sense of what's going on. I'll try to limit myself to explaining game mechanics in the italicised bits so you can skip them, but consider yourselves warned.
If you want to play along, you can pick up the demo here. Give it a try, it's great fun.
These are the game settings I'll be using:
Max Card Points: 175
Max Tile Points: 5
Map Size: Normal
Resources: Uncommon
Specials: Uncommon
Opponent 1: The Xenopods
Opponent 2: The Machine Empire
Before the game starts, each player lays down his tiles & HQ. When they're done, the game generates the remaining board tiles.
Map Generation:
I lose the roll to place tiles and go 3rd.
This is a low-point, medium-sized game, so the AIs and I are limited to 5 points worth of tiles. That's the price of the obligatory Staging Area tile, so each of us only have that one tile to place, and our HQs on top of it.
I know my enemies are located somewhere on both sides of me, I'm fairly confident I can extend the supply range of my HQ early on (there's a couple of ways), and the victory condition of the game is the destruction of the enemy HQs.
That means that by placing my tile & HQ as close to the centre of the board as possible, I not only maximise my supply range right from the get-go, I'm also keeping my HQ just about as far away from both Xenos and Machines as possible.
The four little coloured circles with the number 1 in them, is the amount of Human, Materials, Energy and Technology resources (respectively) the tile generates each turn. Tiles without those icons don't generate resources, and just to complicate things, you need to build a resource collector to actually get the resources a tile produces.
The vertical rectangle indicates a facility and the horizontal rectangle indicates troops. In this case, the vertical rectangle is my HQ, an Imperial Fortress. As everything else in the game, it has some advantages and some disadvantages. The disadvantages are that it is fairly vulnerable to sabotage, and can't house more than 3 upgrades. The advantages are that it's the only Imperial HQ choice that comes equipped with anti-air and anti-missile defences. Each has posed a thread to my HQ exactly once before, but it cost me the game both times, so.. By the way, all HQs collect 1 of each resource type per turn (if there's any to be collected).
The horizontal rectangle is a bit misleading in this case. Normally it denotes one or more armies, but in cases of bases I control, it may just be the shortcut to an empty garrison (as it is here). Also, different factions use rectangles with different logos & shades.
Turn 1:
Checking my opening hand before I gamble any resources on the initiative roll, I see I have the following cards:
Imperial Recon
The Emperor's Own
MA-32 Grom
Industrial Complex
Vincent Mugde
Sigmund Gordon
Vladimir Kost
Not too bad, and it means I can gamble 1 Energy unit without screwing myself too bad, so that's what I do. Unfortunately I came 2nd on the initiative roll.
Imperial Recon cards are incredibly useful. They're not just cheap enough to play right away, they also have some nifty features and play an important role.
First of all, most cards have a reconnaissance range of 0, so they can only see the hex they're occupying. The Imperial Recon has a 'recce S5 R1' special ability. Recce means reconnaissance, S5 means it adds 5 dice to observation checks and R1 means it can see up to 1 hex beyond the one it occupies.
Secondly, the Imperial Recon has 'stealth S5', which means it is extremely good at hiding, and thus very survivable despite its thoroughly shitty stats.
Observation checks are made whenever cards trying to hide from each other, or when they're in recon range, but not in the same hex. Obviously players aren't shown the observation check, just the effect (or lack of it).
Generally, the observer gets 1 die to make an observation check, minus a number of dice equal to the range (in hexes), minus 0-2 for terrain. The army trying to hide gets 3 dice, minus 1 die for every 3 cards in the army.
If the hiding card has the 'Stealth' special ability, it both halves the dice of observers (rounding up), and adds a number of dice equal to the strenght of its stealth, to its dice pool when observation checks are made against it.
In my case, the Imperial Ranger usually gets 5 against 3 dice to spot aliens (3 against 3 if they're stealthy), and 8 against 1 dice when it's trying to hide from aliens. As always, the one who rolls more success dice wins the roll.
It's also worth mentioning that stealth'ed & otherwise hidden cards & armies don't exert control over the hex they occupy. One the one hand, it means you won't be bothered by anyone in the same hex as you, but on the other, it also means you're not defending anything (like fragile little resource collectors) in the hex.
Thirdly & finally, the Imperial Recon is very fast. Most hero and battle-type cards can move 2 hexes per turn. Most stealth & scout-type cards can move 3. The Imperial Recon can move 4 hexes per turn. Especially early on when there's valuables lying around the board free for the taking, speed is critical.
I pay 1 Action Point, 1 Human, 1 Material and 1 Technology (henceforth AP, H, M, & T) to play the Imperial Recon card, and attach it to the "1st Stealth Recon" army.
Anything not serving garrison duty in a base or facility of some kind, must be attached to an army. It costs 3AP to establish an army. Armies can hold up to 7 cards +1 hero card, and a hex can hold up to 7 armies. You don't need to use an army when you create it, but empty armies have no movement and are automatically destroyed if they meet an enemy.
Most actions an army can perform costs 1AP for each card in the army. Hero cards don't count.
I pay 1AP to engage the Imperial Recon card's stealth, and another 1AP to send it scouting.
Gray-blue army icons denote Independents. According to the manual, the Empire of Man has the best chance of finding allies in the wasteland. Admittedly I haven't played a whole lot of matches yet, but in my experience Independents tend to be Xenos. Case in point, the Independents I just spotted are a couple of Xenos called "Tentacle Beasts". With 4 attack dice and toxin damage, these things are surprisingly nasty. I'm guessing I won't be fighting them for a while.
Turn initiative is important. When there's three players, the one who goes first gets 12 Action points, number two gets 8 Action Points and whomever goes last gets 6 Action points.
If I had won the initiative roll as I hoped, I would have started this turn with 12AP. That would have been enough to create another army and draw a new card. Unfortunately I went second so I only have 2AP left now, just enough to do nothing at all. So that's the end of my first turn.
Turn 2
After another glance at my hand, I decide to gamble 1T (technology resource) on the initiative roll. I can't afford to play any cards this turn, and next turn I think the best card I can play is Vincent Mudge, a hero administrator.
Typical. But I guess this is as good a time as any to mention that dice in AE are six-sided, with 2 possible outcomes. Sides 1-3 equals failure, sides 4-6 success. The size of a dice pool is always between 1 and 10.
This turn I have to decide whether to draw a card or create another army, and send the 1st Stealth Recon army scouting further.
I have the Sigmund Gordon hero card on hand, so I decide to forego drawing a card and create an army for him instead. He's the best scout in my deck, as stealthy as they come, and can capture enemy heroes. Captured heroes gives an AP bonus each turn, so getting him out hunting early is usually a good idea.
The 1st Stealth Recon sniffs around South-West of my HQ and discover...
An Independent base. Specifically, it's a ruined human Mecha Design Lab, leftover from the war 300 years ago. Cool. Even better, it's a level 3 lab (highest level), so if I can buy or capture it, it'll be a great place to research various nifty upgrades.
Unfortunately I failed to spot any defenders, so either my luck is made of finely distilled fail, or there's an especially nasty kind of hero guarding it. But it's an Empire of Man facility and I'm playing Empire of Man, so whatever it is might not be hostile. I think I'll check it out next turn.
Anyway, that's it for my second turn.
Post Script:
Holy shit this is a lot more work than I thought. I really hope you lot enjoy it, otherwise I'm going to feel just a tiny bit retarded. Questions & comments are, of course, welcome.
That was 300 years ago…" - Vic Davis, Annals of the Wasteland.
Today a small, isolated outpost of The Empire of Man finds itself caught between the leftovers of the hideous Xenos scum and the relentless, alien Machine. Our only chance of survival is the destruction of the headquarters of both alien hordes.
Welcome to my first-ever LP.
Partly due to the nature of the game, and partly due to my limited experience, interactivity will be sorely limited. Actually, this will be more AAR & game tutorial than LP, except I've only played a couple of rounds ahead and like I said, I'm still an AE n00b.
I'm going to go into a fair amount of detail, because I suspect most of you haven't played the game, and since it's basically a complicated computer-based board game, some explanation is required to make sense of what's going on. I'll try to limit myself to explaining game mechanics in the italicised bits so you can skip them, but consider yourselves warned.
If you want to play along, you can pick up the demo here. Give it a try, it's great fun.
These are the game settings I'll be using:
Max Card Points: 175
Max Tile Points: 5
Map Size: Normal
Resources: Uncommon
Specials: Uncommon
Opponent 1: The Xenopods
Opponent 2: The Machine Empire
Before the game starts, each player lays down his tiles & HQ. When they're done, the game generates the remaining board tiles.
Map Generation:
I lose the roll to place tiles and go 3rd.
This is a low-point, medium-sized game, so the AIs and I are limited to 5 points worth of tiles. That's the price of the obligatory Staging Area tile, so each of us only have that one tile to place, and our HQs on top of it.
I know my enemies are located somewhere on both sides of me, I'm fairly confident I can extend the supply range of my HQ early on (there's a couple of ways), and the victory condition of the game is the destruction of the enemy HQs.
That means that by placing my tile & HQ as close to the centre of the board as possible, I not only maximise my supply range right from the get-go, I'm also keeping my HQ just about as far away from both Xenos and Machines as possible.
The four little coloured circles with the number 1 in them, is the amount of Human, Materials, Energy and Technology resources (respectively) the tile generates each turn. Tiles without those icons don't generate resources, and just to complicate things, you need to build a resource collector to actually get the resources a tile produces.
The vertical rectangle indicates a facility and the horizontal rectangle indicates troops. In this case, the vertical rectangle is my HQ, an Imperial Fortress. As everything else in the game, it has some advantages and some disadvantages. The disadvantages are that it is fairly vulnerable to sabotage, and can't house more than 3 upgrades. The advantages are that it's the only Imperial HQ choice that comes equipped with anti-air and anti-missile defences. Each has posed a thread to my HQ exactly once before, but it cost me the game both times, so.. By the way, all HQs collect 1 of each resource type per turn (if there's any to be collected).
The horizontal rectangle is a bit misleading in this case. Normally it denotes one or more armies, but in cases of bases I control, it may just be the shortcut to an empty garrison (as it is here). Also, different factions use rectangles with different logos & shades.
Turn 1:
Checking my opening hand before I gamble any resources on the initiative roll, I see I have the following cards:
Imperial Recon
The Emperor's Own
MA-32 Grom
Industrial Complex
Vincent Mugde
Sigmund Gordon
Vladimir Kost
Not too bad, and it means I can gamble 1 Energy unit without screwing myself too bad, so that's what I do. Unfortunately I came 2nd on the initiative roll.
Imperial Recon cards are incredibly useful. They're not just cheap enough to play right away, they also have some nifty features and play an important role.
First of all, most cards have a reconnaissance range of 0, so they can only see the hex they're occupying. The Imperial Recon has a 'recce S5 R1' special ability. Recce means reconnaissance, S5 means it adds 5 dice to observation checks and R1 means it can see up to 1 hex beyond the one it occupies.
Secondly, the Imperial Recon has 'stealth S5', which means it is extremely good at hiding, and thus very survivable despite its thoroughly shitty stats.
Observation checks are made whenever cards trying to hide from each other, or when they're in recon range, but not in the same hex. Obviously players aren't shown the observation check, just the effect (or lack of it).
Generally, the observer gets 1 die to make an observation check, minus a number of dice equal to the range (in hexes), minus 0-2 for terrain. The army trying to hide gets 3 dice, minus 1 die for every 3 cards in the army.
If the hiding card has the 'Stealth' special ability, it both halves the dice of observers (rounding up), and adds a number of dice equal to the strenght of its stealth, to its dice pool when observation checks are made against it.
In my case, the Imperial Ranger usually gets 5 against 3 dice to spot aliens (3 against 3 if they're stealthy), and 8 against 1 dice when it's trying to hide from aliens. As always, the one who rolls more success dice wins the roll.
It's also worth mentioning that stealth'ed & otherwise hidden cards & armies don't exert control over the hex they occupy. One the one hand, it means you won't be bothered by anyone in the same hex as you, but on the other, it also means you're not defending anything (like fragile little resource collectors) in the hex.
Thirdly & finally, the Imperial Recon is very fast. Most hero and battle-type cards can move 2 hexes per turn. Most stealth & scout-type cards can move 3. The Imperial Recon can move 4 hexes per turn. Especially early on when there's valuables lying around the board free for the taking, speed is critical.
I pay 1 Action Point, 1 Human, 1 Material and 1 Technology (henceforth AP, H, M, & T) to play the Imperial Recon card, and attach it to the "1st Stealth Recon" army.
Anything not serving garrison duty in a base or facility of some kind, must be attached to an army. It costs 3AP to establish an army. Armies can hold up to 7 cards +1 hero card, and a hex can hold up to 7 armies. You don't need to use an army when you create it, but empty armies have no movement and are automatically destroyed if they meet an enemy.
Most actions an army can perform costs 1AP for each card in the army. Hero cards don't count.
I pay 1AP to engage the Imperial Recon card's stealth, and another 1AP to send it scouting.
Gray-blue army icons denote Independents. According to the manual, the Empire of Man has the best chance of finding allies in the wasteland. Admittedly I haven't played a whole lot of matches yet, but in my experience Independents tend to be Xenos. Case in point, the Independents I just spotted are a couple of Xenos called "Tentacle Beasts". With 4 attack dice and toxin damage, these things are surprisingly nasty. I'm guessing I won't be fighting them for a while.
Turn initiative is important. When there's three players, the one who goes first gets 12 Action points, number two gets 8 Action Points and whomever goes last gets 6 Action points.
If I had won the initiative roll as I hoped, I would have started this turn with 12AP. That would have been enough to create another army and draw a new card. Unfortunately I went second so I only have 2AP left now, just enough to do nothing at all. So that's the end of my first turn.
Turn 2
After another glance at my hand, I decide to gamble 1T (technology resource) on the initiative roll. I can't afford to play any cards this turn, and next turn I think the best card I can play is Vincent Mudge, a hero administrator.
Typical. But I guess this is as good a time as any to mention that dice in AE are six-sided, with 2 possible outcomes. Sides 1-3 equals failure, sides 4-6 success. The size of a dice pool is always between 1 and 10.
This turn I have to decide whether to draw a card or create another army, and send the 1st Stealth Recon army scouting further.
I have the Sigmund Gordon hero card on hand, so I decide to forego drawing a card and create an army for him instead. He's the best scout in my deck, as stealthy as they come, and can capture enemy heroes. Captured heroes gives an AP bonus each turn, so getting him out hunting early is usually a good idea.
The 1st Stealth Recon sniffs around South-West of my HQ and discover...
An Independent base. Specifically, it's a ruined human Mecha Design Lab, leftover from the war 300 years ago. Cool. Even better, it's a level 3 lab (highest level), so if I can buy or capture it, it'll be a great place to research various nifty upgrades.
Unfortunately I failed to spot any defenders, so either my luck is made of finely distilled fail, or there's an especially nasty kind of hero guarding it. But it's an Empire of Man facility and I'm playing Empire of Man, so whatever it is might not be hostile. I think I'll check it out next turn.
Anyway, that's it for my second turn.
Post Script:
Holy shit this is a lot more work than I thought. I really hope you lot enjoy it, otherwise I'm going to feel just a tiny bit retarded. Questions & comments are, of course, welcome.