by Graf
I playtested your mission this evening. Congratulations, Bobby and Penny, you‘ve created a great mission that is nearly perfectly balanced. I loved the way how your mission is getting more and more intense, with enemies upgrading from stage to stage and with Boomers and Grinders emerging in your back. This mission recquires some fine tactical coordination and a lot of teamwork; the key to winning is chain-passing the civilians from COG to COG. „Follow“-orders and the „Teamwork“-action-card are essential to succeed in this mission.I played with three COGs (Fenix, Dom and the Cole Train) and had a lot of luck picking the map tiles: In both level 2 and 3, I picked the shorter map tile first, so both civilians were close to the Junker area. This is my only recommendation for improvement: It has a massive impact on your mission‘s difficulty which map tile is picked first in level 2 and 3. So you could define that the civilians appear at the exit spaces of level 2 and 3 (or at the Ammunition/Grenade-area closest to the exit space). This would equalize the difficulty, no matter what map tile has been picked first. As a matter of course, this would be setting the difficulty to the higher degree, but I think this would be alright. In the „shorter“ map I played, evacuating the civilians was rather a little bit too easy, so a decent increase of difficulty would be fine.
The first part of the mission was rather easy. We managed to save the first civilian very fast. However, saving the second civilian got very intense, with our COGs running out of ammunition. A main difficulty of that mission is generated by the instance that level 1 is a long straight tunnel, offering a devastating fireline for Boomers, Grinders and Drones. So your COGs should always pay attention to clean all ranged attackers – but this will come at the cost of ammunition...
All in all, this is one of my favorite missions. I‘m looking forward to seeing more custom missions from you, Bobby and Penny!
One last question:
bobbypen wrote:
Spawn a Grinder at the Junker area. (In a 3 or 4 player game, spawn an additional Grinder at an emergence hole on tile 14A.)
In our session, we had sealed all emergence holes on tile 14A. What will happen then? We decided that no second Grinder will emerge as the COGs succeeded in blocking the path for hostile reinforcements. Is this correct? Or should a second Grinder arise from the emergence hole closest to tile 14A?