Posted June 17, 2016
8hrs and 28 games in, I "win" for the first time on Normal. I used the Medic, the Specialist, the Mechanic and the Commander.
I took my time and analysed every move. You have to judge every single die carefully: Put it into research? Special ability? Repair? There were so many moments where a decision made in one turn makes or breaks another turn. Like for example, saving up six research dice, then finding yourself in a situation where a module has -3 Ship 23 repair points and THREE different injury dice, and there just happened to be a 6D6 research boost that blocks injury dice.
Really, keep building up a research combo rather than dumping all dice into repairs, you really need to have a few tricks up your sleeve if you're going to beat the incredible odds in the last four turns!
In the last turn all crew were at 100% stress, 1-3 HP, 1-2 Dice. The ship had 1 HP and there was no food, so I was really riding on the edge of oblivion in every way possible. I killed the Commander in order to feed the remaining three, not knowing what the last turn of the game would look like. Turns out there was 3 incoming damage and a -1 HP, so it looked like I was going to lose the ship AND the crew unless I could unravel the knot.
I took a gamble on the Specialist pushing for the Command module and managed to turn on "no novement penalty". The medic pushed into the Command module and boosted her own and the Specialists HP up to 3.each. The Mechanic stayed behind in Maintenance at the back of the ship and used his +1 Ship ability and used the module to repair 2 Ship HP, putting the ship at 4 versus the 3 incoming damage.
As you can tell from the attached screenshot, the Specialist and Medic landed on mars each while the ship was abandoned in orbit with only 1 HP thanks to the sacrificial heroic action of the Mechanic.
Wonderful game when you want to pass 20-30 minutes without getting too invested. Looking forward to anything else the studio might put together in the future!
I took my time and analysed every move. You have to judge every single die carefully: Put it into research? Special ability? Repair? There were so many moments where a decision made in one turn makes or breaks another turn. Like for example, saving up six research dice, then finding yourself in a situation where a module has -3 Ship 23 repair points and THREE different injury dice, and there just happened to be a 6D6 research boost that blocks injury dice.
Really, keep building up a research combo rather than dumping all dice into repairs, you really need to have a few tricks up your sleeve if you're going to beat the incredible odds in the last four turns!
In the last turn all crew were at 100% stress, 1-3 HP, 1-2 Dice. The ship had 1 HP and there was no food, so I was really riding on the edge of oblivion in every way possible. I killed the Commander in order to feed the remaining three, not knowing what the last turn of the game would look like. Turns out there was 3 incoming damage and a -1 HP, so it looked like I was going to lose the ship AND the crew unless I could unravel the knot.
I took a gamble on the Specialist pushing for the Command module and managed to turn on "no novement penalty". The medic pushed into the Command module and boosted her own and the Specialists HP up to 3.each. The Mechanic stayed behind in Maintenance at the back of the ship and used his +1 Ship ability and used the module to repair 2 Ship HP, putting the ship at 4 versus the 3 incoming damage.
As you can tell from the attached screenshot, the Specialist and Medic landed on mars each while the ship was abandoned in orbit with only 1 HP thanks to the sacrificial heroic action of the Mechanic.
Wonderful game when you want to pass 20-30 minutes without getting too invested. Looking forward to anything else the studio might put together in the future!
Post edited June 17, 2016 by Sufyan