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Blurpy The RABID

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  1. All Marines start with cards in hand. Without cards in hand, the Marines can't take any actions. What good is the first round if the Marines can't move or attack?? =P
  2. If you're our of cards to flip and you need to defend yourself, then you must shuffle your discard pile to form a new deck; you then proceed to flip the top card from your deck and calculate damage. If you're stunned, then you don't bother shuffling your discard pile; you just eat the raw damage. After resolving that attack, however, then you're no longer stunned. If you're attacked again, then you'll be allowed to defend yourself. And since you don't have a deck in front of you, it's time to shuffle your discard pile and create a new deck. Got it? =)
  3. Welp, I finally did it. Check out this forum thread for my analysis of each Doom board game mission in regard to whether each one favors the Marines or the Invader. =D
  4. Greetings all, I wanted to post my thoughts on how balanced (or imbalanced) each mission is for the Doom board game. I've played this game rather extensively by myself, playing 4 Marines vs. the Invader, and I've come to notice how some maps favor one side over the other. There are some missions that can swing either way, of course, but it's the imbalanced missions that intrigue me the most. How can the imbalanced missions be balanced properly? How much of a handicap must be given to the unfavored side in order to make things fair? I haven't quite figured out the answers to these questions, but perhaps some of you have had experiences where you struck a balance on some of the imbalanced missions. Please feel free to mention your experiences and thoughts on this subject; I'm curious to hear what you guys think. So without further ado, here's my thoughts on each mission, which side (if any) it seems to favor, and any tactics that I've come up with that have helped me come to the conclusions that I've listed here. I apologize for the long-winded post - I'm a nerd for this board game, and I really enjoy it. You'll be able to clearly tell which missions I favor the most, as I'll have the most to say about them. Hopefully it'll provide an entertaining read for you guys, if nothing else. =P E1M1: Knee Deep In The Dead Favored Side: Marines (duh) My Thoughts/Strategies: This map is obviously more of an extensive tutorial level for the Marines than anything. The Imp Assault Invasion card's demon loadout is obviously too heavy on the Imp part, so the Invader is forced to rely on their Revenants, Cacodemons and the solitary Baron of **** to do any real damage. But even with the ol' focus fire tactic of picking on the most injured Marine until he drops dead doesn't prove effective enough with so many Imps. If you're playing the Invader and you want to have a fair match, avoid this mission like the plague! Play this mission only if you're okay with losing, as you're likely trying to get some new players acclimated to this board game. E1M2: Molten Retrieval Favored Side: Marines (again) My Thoughts/Strategies: This map is immediately set up to favor the Marines in the first round because of one major thing - the close proximity of the Chainsaw. It's literally 5 spaces around the nearest corner at the start of the mission. As I'm sure you all know very well by now, the Chainsaw turns the Marine who wields it into an unstoppable force. Any demon coming out of a blue or yellow portal will become fodder for the Chainsaw-wielding psychopath who will no doubt be rampaging through every room he steps into. The fact that there's only one red portal token on the entire map also greatly hinders the Invader's ability to really dish out any serious damage in a short amount of time. This forces the Invader to rely heavily on hit and run tactics for most of this mission. But even this is in vain, as there's also a Gauss Cannon on this map. There's no hiding from that frakkin' gun, and the Invader has no Imps or Revenants that can possibly dodge it. All of the demons are gonna die, and there's very little that the Invader can do to stop it. >_<;;;; E1M3: Spring Cleaning Favored Side: None My Thoughts/Strategies: This mission can swing either way, depending on how each side sets up their strategy. For the Marines, it'll depend heavily on which Class Cards they pick during initial setup; for the Invader, it'll strongly depend on how they manage their Threat Token supply. The Marines need to be highly mobile, and they have to be able to hit hard and fast with their attacks. Thar be Revenants, Cacodemons & Mancubi popping up everywhere, so they need to get to the Objective Tokens as quickly as possible to shut them down, and they need to be able to survive long enough to get to the last room in the lower-right area of the map. The best strategy for the Invader that I've come up with is to spawn demons from the red portal token IMMEDIATELY (preferably 2 Revenants), and then spend the next couple of rounds moving the Revenants up north so that they intercept the Marines at the second Objective Token. The Invader should just plan on letting the Marines have the first Objective Token, and then spending the next few rounds accumulating Threat Tokens and activating all of the inactive portal tokens. When the Marines reach the second Objective Token, start summoning demons from the portals near the first active teleporter in the lower-left area of the map; this lets you flank the Marines with your Revenants in front of the Marines, and a Mancubus, Imps & Cacodemons from their rear. Squash them from both sides to get your first frag and activate another red portal!! Once you've fragged the Marines once or twice, keep populating the room with the third Objective Token with more Revenants and Mancubi. Clog that room up, and the Marines have little chance of penetrating into that room and shutting down that last Objective Token. But beware, for this maps does have the BFG 9000! If the Marines are quick enough to grab this weapon early, the Invader is in for a tough fight! The fact that the BFG is right next to a teleporter means that the Marine that grabs the BFG will likely activate that teleporter. This brings the fight much closer to that room with the last Objective Token, and subsequently turns the rest of the mission into an uphill battle for the Invader. Strategy is key if the Invader wants to have a solid fighting chance in this mission! E1M4: Leaving The Nest Favored Side: None My Thoughts/Strategies: This escort mission is on one of the trickiest map layouts in the blue Operations Guide, but the Cruel Mayhem Invasion Card and the weapon placements seem to harmonize in a balanced battle for both sides. The Invader would do wise to stockpile their Threat Tokens and activate every blue & yellow portal token before beginning their summoning spree. When the demon horde starts to arrive, they should first be spawned as close to the blue Progress Token (i.e. the place where the payload needs to be delivered to) as possible, and then begin the march forward to intercept the Marines. Once the Marines have advanced into the large room with the Siphon Field grenade and the Minigun, start spawning Imps & Possessed Soldiers from the blue portal in the lower-right corner of the map. Again, always flank the Marines on all sides whenever possible. The Marines, on the other hand, need to work well as a team and be mobile. A Marine with the Ranger Class Card is gonna book it towards the Chainsaw; beware! Also, if the Ranger Marine is also toting a Static Rifle and the Minigun, then they're gonna be the Invader's worst nightmare. The Ranger Marine will have so many movement points that he could possibly get ahead and start activating all of the teleporters before the Invader's horde has become strong enough to fend him off! This mission can easily go in favor of one side or the other - it just depends on who gets lucky enough to pull their power strategies before the other side does. E1M5: Territorial Dispute Favored Side: Invader My Thoughts/Strategies: The thing about this mission that makes it unfavorable for the Marines is the fact that there are five demon types that the Invader can choose from, and four of them are of the more powerful variety. Usually, a mission will have a relatively high number of Imps & Possessed Soldiers, and a low number of the more powerful demons. This mission only has one blue portal option that includes a single Imp; every other portal option provides more powerful demons with much more effective abilities to use against the Marines. The Cacodemons are great for stunning the Marines. The Pinkies just eat all of the Marines' attacks and keeps pressing forward for more (gotta love the Armored Offensive Event Card set!). The Revenants wreak havoc with their missile barrages while dodging incoming Gauss Cannon attacks. The Mancubi waddle into a room and fill it with fire and pain. The only thing that the Marines have going for them is the fact that only one Invasion Card summoning option comes with any Argent Power; the Invader is going to need to discard Event Cards every round if they want their demons to use their nasty abilities. For the Invader, it's a key point to watch which portals they're activating during each Setup Phase of each round. Always start summoning from the portals that are furthest from the Marines, as it'll take a while to get your Mancubi to the front lines. Once you get 2 Mancubi, 2-3 Revenants, and a Pinky on the board, then start summoning from the portal stacks to the right side of the map. When the heavy-hitting demons start to fall, then start summoning again from the yellow & red portals to the left of the map. Keep the pressure on, and never let up! On top of all of this, the Invader's Event Deck consists of 3 of the nastiest Event Card sets: Power Overwhelming, Seek and Destroy, and Armored Offensive! These three card sets make any mission a painful experience for the Marines. The Marines are in for a nasty battle here, and there's not much that I can suggest to help them out if the Invader is playing their strategy right. E1M6: Breaking And Entering Side Favored: Invader My Thoughts/Strategies: This is the first map that gives the Invader the option to summon the dreaded Cyberdemon! But just because the Invader has that option doesn't mean that they should use it. The key strategy for the Invader to win this mission is to start off round 1's Setup Phase by placing 6 Possessed Soldiers & 2 Pinkies on the board. 4 Possessed Soldiers should be summoned from the blue portals closest to the Marines, and the other 2 Possessed Soldiers should be summoned from within the big central room with the red portal token in it. The Pinkies should be summoned next to the BFG and the closed door at the lower middle area of the map. The Pinky & Possessed Soldiers nearest to the BFG are to guard the BFG and keep any Marines from grabbing it. The tight quarters and Event Deck composition will aid the Invader in making this happen. The first round is going to be brutal for the Marines; be sure to always use the Possessed Soldiers' Overwatch ability whenever possible! Keep the Possessed Soldiers well-stocked with Argent Power! The Invader should only activate 1 portal token every round; since round 1 already gives you 4 activated blue portals, you don't want to run out of portals too quickly. Trickle in your demons slowly. When all blue portals have been removed from the board, summon Barons of **** from each yellow portal. Once all yellow portals have been removed from the board, it's time to decide how to spend that last red portal. Do you summon another Baron and some Possessed Soldiers? Or do you bring in the Cyberdemon and clean house? That'll depend on how well (or poorly) the fight is going for you. If you still have 2 Barons on the board when you're forced to use the red portal, bring in the Cyberdemon. If one Baron has died and you're struggling to kill the Marines, then summon another Baron and some Possessed Soldiers. Remember, the Marines have to kill every demon on the board to win, so the more demons, the merrier. If you're on the brink of getting your last 2 frags, then bring in the Cyberdemon and snuff out the Marines! E2M1: To Whom It May Concern Side Favored: Marines My Thoughts/Strategies: This mission is quite the challenging one for the Invader, as they'll spend most of the time attempting to chase down the Marines in hopes of slowing them down before they remove all of the Objective Tokens from the board. More often than not, this mission always boils down to a showdown for the final Objective Token near the BFG 9000, as any smart Invader will certainly want to keep the Marines away from that dreaded death cannon. The smarter Marine players will realize that they don't necessarily need to engage with the demons - they need only to remove the Objective Tokens. So they'll be busy doing laps around the Invader's horde while the Invader is busy trying to intercept them along the varied paths that the Marines decide to sprint in. It can get downright frustrating at times! Due to the nature of how the Assault Threat card rules work, the Invader must be VERY mindful of how they're spending their Threat Tokens to summon more demons. If the Invader chooses to blow his load in the first round and summon demons from the Red Portal Token, the Invader will be spending the rest of the mission trying to keep consistent pressure on the Marines. If the Invader instead chooses to spend a round or two by saving up on Threat Tokens and only activating every Portal Token before summoning demons on Round 3 or 4, then the Marines will most certainly have cleared out the 3 Objective Tokens at the center of the map, and could possibly have taken out the Objective Token in the upper-right area of the map! The Red Portal Token's position isn't in an advantageous location if the only remaining Objective Token is in the lower-right room of the map with the BFG; your biggest demons need to hustle their butts into that room and barricade it so that the Marines can't just slip by and remove the Objective Token. This mission feels like a real struggle against the clock for the Invader. E2M2: All You Can Eat Side Favored: None My Thoughts/Strategies: This mission packs some real heavy hitters for the Invader to play with. This mission also has the nasty Rocket Launcher & Minigun right around the corner from the Marines' initial spawn point, so they'll be heavily armed right from the get-go. The difficulty of this mission steps up a few notches with each room that the Marines need to clear, depending completely on the Invader's strategic use of cover & terrain layout and key Event Cards when choosing & moving about the demons. It's absolutely imperative that the Invader pay attention to the map's layout to determine the most strategically advantageous way to bring the pain to the Marines. If the Invader lets up at all, then the Marines will easily plow through each area of this mission. My Invader strategy for the first "area" of the mission usually involves summoning a Pinky near the southernmost closed door, a Mancubus adjacent to the Gauss Cannon, and a Baron of **** from the Yellow Portal Token (who will also be the Objective Token carrier). Keep the Baron of **** in the Gauss Cannon room and chuck Grand Fireballs from afar; if a Marine begins to approach across the Difficult Terrain room, meet them as they come within reach and tear them apart! March the Mancubus forward (or sprint, using Demonic Speed) into the southern hallway to use Flamethrower, and smother the Marines in the Mancubus' thicc chubby rolls of love. ( ͡° ͜ʖ ͡°) While this is going down, have the Pinky dart down that long hallway, sneaking out from behind the red Obstacle tile to chomp at the Marines as they grab the heavy weaponry before retreating back down the hall. Use the Pinky's Armored Hide ability and to eat up the Marines' counter-attacks. The Marines will kill off the demons in this area, but that's to be expected. The goal in the first area is to soften them up and maybe get 1-2 frags before they open the doors to the next area. For Area #2, I usually make a Revenant carry the Objective Token. Depending on how injured the Marines are, what Event Cards I have in-hand, and how many spare Argent Power tokens I have on the Invasion card when the Marines open a door, I'll either summon another Pinky & Mancubus like before (Pinky in front to soak up some of the Marines' better attacks while the Mancubus waddles to the front line) or 2 Mancubi (so that the closest Mancubus can rush in and kill off the wounded Marine(s) before it gets eradicated). Always keep the Revenant towards the upper-right corner of the map, darting out to help finish off a wounded Marine with Homing Missile attacks. Use Demonic Speed to get adjacent to a Marine and attack once, play Ferocity to hit 'em again (which Stuns the Revenant), and then fire off a third attack (a la the Revenant's Assault ability). Note that the third attack will shake off the Revenant's Stun condition; play Demonic Speed to help get the Revenant to retreat further into the upper-right area to force the Marines to move in to flush the Revenant out. Aim to get 2-3 frags out of the second area. Once the Marines open up the final area with the Red Portal Token, the Invader must make another tactical decision - what to summon from the Red Portal Token? It'd be wise to summon another Revenant from the Yellow Portal Token because they're so frakkin' mean; that's a no-brainer. If the Marines are in bad shape and the Invader only needs 1-2 frags to win, bust out the Cyberdemon!!! BUT - if the Marines are close to having full health and the Invader still needs 2-3 frags to win, then bust out the two Barons of ****. Give the Objective Token to one Baron, and make him retreat back towards the Gauss Cannon room. Let the other Baron and Revenant do all of the pounding, using Event Cards to maximize the demons' attack output. E2M3: Collect Call Side Favored: ZOMG INVADER!!!!!!! My Thoughts/Strategies: This mission is VERY unfair for the Marines. EXTREMELY unfair!!! I've played this mission so many times in an attempt to find a winning strategy for the Marines, and I simply can't do it. The Invader strategy that I've come up with is just so ruthless, and it exploits the bottleneck choke point at the northern bend of the map so well that NOTHING can get by. The only things that I didn't experiment with were on the Invader's side of the setup, such as changing the Invasion Card to something other than Cruel Mayhem, or changing up the Invader Event Deck card sets to something other than Infernal Sorcery, Armored Offensive & Seek And Destroy. My strategy goes as follows: Round 1: Summon 3 Imps from the Blue Portal Token in the lower-left room on the map and march them all northward towards the choke point. Summon 1 Imp & 1 Possessed Soldier from the Blue Portal Token in the upper-left corner of the map near the choke point; move the Imp and stand it atop the inactive Teleporter that's closest to the Marines' starting point, and move the Possessed Soldier eastward as far as he'll go. This Teleporter location is key to keeping the Marines from advancing forward; ALWAYS have a demon squatting on top of it so that the Marines can't activate it easily. Round 2: Summon 1 Revenant & 1 Possessed Soldier from the Yellow Portal in the lower-left room on the map and march them northward behind the first Imp group (who will reach the choke point this round). Summon another Revenant & Possessed Soldier from the Yellow Portal Token in the Minigun room. Move the Possessed Soldier towards the upper-left corner of the Minigun room and use Overwatch whenever possible. Move the Possessed Soldier from Round 1 into the Rocket Launcher room; you'll want him to eventually guard the Medikit in the lower-left corner of the Minigun room. Attack the Marines with the Revenant's Homing Missiles, then pull back the Revenant to the lower-right corner of the map tile with the first inactive Teleporter (i.e. the one with the Imp squatting on it); note that this is an impassible terrain square - this'll keep the Revenant safe from Glory Kills. Round 3: Summon 1 Imp & 1 Possessed Soldier from the Blur Portal Token in the lower-right room near where the Marines spawned; use these demons to flank the Marines (who are probably in the Minigun & Rocket Launcher rooms at this point). Make the Revenant near the Teleporter pop out, attack, and then retreat to one of those impassible terrain corners (yay Flying ability!). Move the Imp horde into the area around the Teleporter; place one Imp on the nearby Medikit, and keep all Imps at least 2 spaces away from one another. If a Marine kills an Imp standing on the Teleporter or Medikit, move another Imp to take its place. Keep the second Revenant behind the choke point and use peek-a-boo attacks when possible. All Possessed Soldiers will use Overwatch to punish Marines for attacking; the Possessed Soldiers are spread out enough that they should cover any area that the Marines may want to attack from. Round 4: Summon 1 Possessed Soldier & 1 Baron of **** from the Yellow Portal Token in the Minigun room. Move the Baron towards the Objective Token next to the Siphon Field (upper-right corner of map) for some guard duty, and break any Marine that gets too close. Round 5: At this point, you can do whatever you want. As long as you keep the choke point occupied with demons, and you don't let the Marines get that first Teleporter activated, you're golden! Even if they DO manage to get that first Teleporter activated, you still have that Red Portal Token to summon whatever reinforcements you need to keep the choke point clogged. The Marines are screwed, and there's NOTHING they can do to overcome your forces! E2M4: Out Of The Frying Pan Side Favored: None My Thoughts/Strategies: This mission is a lot of fun, but it requires that the Marines do their damned best to collect EVERY big weapon on the map in the first couple of rounds if they don't want to get overrun by the demon horde. The Chainsaw is KEY to giving the Marines a fighting chance; without it, they won't have the mobility necessary to keep the demons from taking out the Objective Tokens (which give the Invader 1 frag for each Objective Token removed). If a Marine can somehow bolt down the right side of the map and ****** the BFG 9000 before too many Mancubi & Barons of **** clog up that corridor, then the tables will be turned in the Marines' favor. Here's my Invader strategy broken out per round: Round 1: Summon 3 Imps from the Blue Portal Token in the lower-left corner of the map, and move them so that they'll attack (from a distance) any Marine running towards the Chainsaw. Summon 1 Imp & 1 Baron of **** from the Yellow Portal Token at the southernmost part of the map, and get them marching northward ASAP. Round 2: Summon 1 Imp & 1 Baron of **** from the Yellow Portal Token in the lower-left corner of the map, and move them northward towards the front lines; continue moving the other Baron northward, as well. Summon 2 Imps & 2 Mancubi from the Red Portal Token at the southernmost part of the map, and get them marching northward ASAP. Round 3: Summon 1 Cacodemon from the Blue Portal Token in the hot smelting room on the right side of the map; move it forward and stun any Marine(s) guarding the nearby Objective Token. Continue moving all of your big heavy demons forward, and keep the other Imps scattered so that any Marine that did grab the Chainsaw would have to do a LOT of running to cut them all down in a single go. Continue peppering the Marines with Imp fireballs whenever possible. Round 4: At this point, you need to watch which Portal Tokens you summon from. If you attempt to summon from a Yellow or Red Portal Token before any Mancubi or Barons of **** have died, then you'll end up wasting that Portal Token 'cuz you can't have more than 2 Mancubi or Barons on the board at a time. Wait until the Marines have picked off some of your big fatties before proceeding to summon from your Yellow & Red Portal Tokens. Keep the pressure on, and wipe out those Objective Tokens for easy frags! E2M5: Bringing Down The House Side Favored: None My Thoughts/Strategies: This mission is a blast, and it can swing in favor of either side. The Invader's strategy is to overwhelm the Marines with large numbers of weaker demons and get that first frag; once a Red Portal Token becomes active, that's when things start to get really hard for the Marines. The key to this strategy is to always maintain 3 Threat Tokens in the Invader's piggy bank AT ALL TIMES so that once a Red Portal Token activates (which only happens whenever the Invader kills a Marine), the Invader can summon some heavy-hitting demons from it IMMEDIATELY. But if the Invader isn't careful, the Marines can knock out the Invader's heavy hitters and then continue popping the weaker demons with Glory Kills, making this Priority Escort mission a walk in the park. Use the Armored Offensive Event Cards to keep your demons alive for as long as possible until you get that first frag! There's no time limit to this mission like a Guard Duty mission has, but the Marines will need at least 7 rounds to push the payload to its final destination at the southern point of the map. Here's my play by play for the Invader: Round 1: Don't summon ANYTHING; use 2 Threat Tokens to activate 2 Blue Portal Tokens & 1 Yellow Portal Token. Lure the Marines into a sense of concern at how you're not doing anything. Round 2: Don't summon ANYTHING; use another 2 Threat Tokens to activate the last 2 Yellow Portal Tokens on the map. The payload will move within the "+" intersection map tile at the end of this round. Round 3: Time to start the party! Spend 2 Threat Tokens to summon 3 Imps & 2 Possessed Soldiers from a Yellow Portal Token that's furthest from any Marine that happened to grab the Chainsaw. Spread 'em out and use attack & run tactics to pepper the Marines. Use the Possessed Soldiers' Overwatch ability to punish any Marines who attack your forces; make sure to keep the Possessed Soldiers at opposite corners of any room that they occupy so that their Overwatch attack ranges overlap. Round 4: Spend 1 Threat Token to summon 2 Possessed Soldiers from the northernmost Blue Portal Token near where the Marines spawned; move them southward and flank the Marines from behind. Spend another Threat Token to summon a Pinky from another active Blue Portal Token of your choice (be wary of any Marine with the Chainsaw!). Charge into the fray, do some damage and soak up some attacks with its Armored Hide ability, Demonic Resilience & Unstoppable Event Cards. Remember to focus-fire on the most injured Marine so that you can activate a Red Portal Token ASAP! Round 5: If you haven't managed to activate a Red Portal Token yet, use 2 Threat Tokens to summon more Possessed Soldiers & Imps from a Yellow Portal Token. Spread out this cluster of demons and keep focus-firing on whichever Marine is injured the most! Just keep your demons out of reach, and KEEP SHOOTING!!!! If you HAVE activated a Red Portal Token before this round starts, then assess the Marines' well-being and determine if you want to summon a Baron of **** & 3 Possessed Soldiers in front of or behind the Marines' current locations. The payload is getting a bit too close to its final destination at this point, so it's time to block the payload's progress as much as possible. Round 6: If you haven't gotten a single frag by now, you're probably screwed. But if you just got your first frag during Round 5, NOW is the time to bring in the Cyberdemon!!! Summon the Cyberdemon from the southernmost Red Portal Token, and move the big guy southward so that he's standing on top of the two Medikits near the BFG 9000; make sure that the Cyberdemon is turned so that he's facing northward so that he's standing on top of the payload and completely blocks the area leading to the payload's final destination. This'll force the Marines to stop and fight the Cyberdemon head-on if they want to be able to push the payload at all (it costs too many movement points to move through the Cyberdemon's location and stand next to the payload underneath its feet). If a Marine somehow manages to pass through and land behind the Cyberdemon and next to the payload, slaughter that sumbish with your Rail Cannon! The Rail Cannon attack resolves before determining if the payload can be moved (which requires a Marine to be standing on or adjacent to it). So if you manage to kill that Marine with the Rail Cannon attack, then the payload stays right where it is! Round 7+: If you've lasted this long, then it's time to conserve at least 1 Threat Token and build up your piggy bank stash to let you summon from another Red Portal Token. Spend only 1 Threat Token to summon whatever you like from the last active Blue Portal Token on the map. If you survive to Round 8, summon something big from your Red Portal Token! E2M6: End Of The Line Side Favored: None My Thoughts/Strategies: This mission can go either way, as well, but it does tend to go in favor of the Invader ever so slightly. The last area with two Red Portal Tokens is brutal to fight through, especially if the Invader decides to summon all of the Revenants. Admittedly, I haven't played this mission as much as the others, so I might be incorrect in my assessment of this mission. But what do you guys think?
  5. I'm working on writing up a post to cover this subject. I'll let ya know when I've posted it so that you can check it out.
  6. Thanks, yo! I appreciate the compliment, and I'm glad that my guide was helpful to you! There's still so much more involved in putting together a solid strategy in this game as the invader, but one needs to have a foundation to start from if you wanna succeed at all. I feel that this guide is a great building block for invader players who want to give the Marine players a run for their money. I've been considering maybe putting together a general invader strategy guide for each mission, but there are some missions that are just designed to let the Marines win. The Marines have to actively throw the match in order to let the invader win on some missions, so I dunno if it'd be worth writing such a guide. I'd want my guide to help out for every mission, but I just can't figure out what to suggest in those Marine-friendly missions. Bleh... XP If you ever have any questions, or if ya wanna share strategies or experiences playing Doom, feel free to message me! I love this game a lot, so it's a great pass time to me to just talk about it. =D
  7. Hey! That's my thread! I'm glad that you found it to be helpful! =D I've played this game with 1 marine, 2 marines, 3 marines and 4 marines. In my experiences, playing with 4 marines on a well-balanced mission will result in a well-balanced match. I'd say that either side (marines vs. invader) has a 50% chance of winning. The selected mission plays a key factor in determining if the invader has a fair chance at victory. Playing with 3 marines is the setup that I've had the least experience with, admittedly. Still, the game feels relatively balanced. Focus-firing on the wounded marines is still the fastest way to an invader victory, but the marine who gets to perform 2 main actions each round is the dangerous element that invaders should be very cautious about. Get too cocky, and the marines' team leader will wipe out your heavy hitters in one turn! Playing with 2 marines gets tricky. Sure, it's easier to focus-fire since there's fewer marines, but they got more health and they both get 2 main actions per turn! Hold no punches, and use every dirty trick you got f you want to win as the invader! The game is much more in the marines' favor here. Playing with only 1 marine is a waste of the invader's time. You're gonna lose. Your only hope is to slow the Solo Operative down. Only by having almost every figure on the board as you can manage and then hitting the marine with the Cyberdemon's Rail Cannon EVERY ROUND can you have any chance in Hell of actually defeating the Solo Operative. I have yet to manage a single victory against the Solo Operative, and I'm pretty sure that he's UNSTOPPABLE. o_O;;
  8. Indeed. Mobility is key to the Marines' ability to survive. As an invader, I have killed many a Marine who couldn't make a run for the nearest health pack or staggered demon because they chose to stay put and dish out some heavy damage. Action cards like Reposition, Charge (from the Static Rifle) and Spin-Up are crucial to any Marine with a heavy weapon and an itchy trigger finger.
  9. Heh heh heh!!! The good ol' Execution card! It's a pain sometimes to get things set up so that you can actually play that card. But when things work out in your favor, it's soooooo satisfying!! >=) I'm glad that you enjoyed the post! I hope to hear of more of your endeavors in wreaking havoc on the Marines. Rip and tear, good sir! >=D
  10. I reclmmend checking out my general demon strategies for pointers on how to use each demon type effectively. There's no one all-around perfect demon type; each demon type has its strengths and weaknesses, and need to be used together in a coordinated attack to ensure victory. Imps are terrible if used only by themselves; they serve much better as a harrassing nuisance that compliments stronger demons' attacks. Imps require too many resources to dish out any real damage on their own. A charged fireball combined with Hellish Power and Demonic Strength can be as nasty as a Gauss Cannon attack (except in range and its ability to ignore Shields), but those event cards would be better spent on a larger demon's attacks. Imps are better used for delivering Crippling Strikes right before a larger demon activates. Imps' attacks generally do lousy damage already, so dropping one red dice to stun a marine won't really make a big difference in regard to the expected damage output. What you want to do is make the marines fear when the Imp horde goes into motion. The Imps are like a swarm of wasps - they're easy to swat down if they get within reach, but they're evasive little bastards that distract the marines while the big boys move in to beat some ass! >=D
  11. Greetings all, I figured it would be worthwhile to post my write-up on general Invader strategies for the new Doom boardgame. I originally wrote this up on another boardgame forum, so my apologies if you've read this before. I've come to a point as an Invader player where I seem to win. A lot. It's kinda scary, actually. I've even tried playing against myself without bias, but to no avail (I'm starting to wonder if an advanced set of rules should be applied to this game when dealing with experienced Invader players...). I got this good by using the strategies listed below.So you’ve bought the newest Doom board game and have played it with friends a few times. Each time you decide to burden yourself by playing as the invader so that you can entice your buddies to give the game a try. And they do. Being new to the game yourself, you may have lost as the invader your first 1-2 times playing this game as the invader. But that’s all good, for good times were had by all…But then the more you play, the more callous the marine players become. Trampling all over your fragile demon horde while laughing maniacally. Rubbing salt & vinegar into the fresh wounds that they keep ripping into your ego as they make a joke of your attempts to take them down. You grow spiteful with a thirst that can only be quenched with the blood of their marine characters.Welcome to Tooth And Claw 101, my write-up on how to play as the invader and have a good chance of winning against 4 marines. Note that this write-up isn’t geared towards the near-impossible-to-stop Solo Operative 1v1 match-up; only use these guidelines when dealing with 3-4 marines at a time. Also, this is gonna be a looooooooong post, as there's so many moving parts for the invader to manage. You have been warned.-= General Strategies =- ========================- Rule #1: BE RUTHLESS. Any time that you have an opportunity to attack a marine, take it. Any time that you have a damage-enhancing or “+1 extra attack” event card to play, play it. If you ever get that rare opportunity to play a Cyberdemon’s Rail Cannon twice in one round (read on to find out how), TAKE IT! Don’t hold anything back when dishing out the pain to the marines, or they’ll hit you back twice as hard!- Rule #2: BE RELENTLESS. Never let up on your constant barrage of attacks to let the marines collect themselves. The moment that you let them catch your breath will be the moment that the marines turn the battle against you, so never EVER stop attacking them!- Rule #3: BE PREPARED. Seriously, playing as an effective invader takes a lot of preparation, planning, strategy and a decent amount of good luck. Play some of the missions on your own ahead of time to figure out what strategies work and which ones don’t. Each mission is a different scenario, and a strategy that works well on one mission won’t necessarily work well on another. I’ll need to write up another strategy guide for each of the Operation Guide’s 12 missions, so keep your eyes peeled.Your victory stands upon a four-legged stool; the four legs of this stool are your demons, Argent Power, your event deck, and strategy. If you're missing any one of these four elements, your stool is gonna fall over and your victory will shatter all over the floor. Victory sucks when it gets smashed due to your lack of preparation. Seriously, it's like a broken fluorescent bulb - just jagged painful shards everywhere. Ugh, it sucks... -= The Demon Horde =- =====================Your demon horde is the firepower that you’ll use to shred the marines to kibble, so it really pays to know how to use each of them effectively. Please refer to my write-up on Demon Strategies below to learn the basics on how to use each demon type to its fullest potential: As a rule of thumb, the fastest way to victory is to focus on killing the weakest marine on the field before focusing on another marine. Focus your horde’s attacks on the bleeder and crush him under your heel! Then focus on the next wounded marine. If you spread out your attacks among the marines evenly, they’ll stand a better chance of surviving your onslaught. Remember - what you lack in defensive ability can be made up for in sheer demonic quantities. Keep the horde well-fed with reinforcements so that the marines can never catch a break. OVERWHELM AND CRUSH THEM!!!- Summoning GuidelinesAlways, Always, ALWAYS have demons on the board whenever you can help it. Aim to have multiple figures of each active demon type on the board so that you have more options available whenever an invader initiative card gets flipped from the initiative deck. You need to keep the pressure on at all times, as that is your sole path to victory!Be mindful, however, of how many of each demon type you have on the board as you’re plotting out your summoning sequence! For example, if you’ve got a Mancubus on the board now, and you see an opportunity to summon two additional Mancubi next round from a single red portal token, you won’t be able to summon those two extra Mancubi ‘cuz the game only comes with two Mancubus figures. Summon some lesser demons from a blue portal until the marines kill off your active Mancubus.- Know Your DemonsDemon types can be broken down into two tiers - the lesser demons, and the greater demons. Each demonic tier is made up of four demon types; take note of their Special Defense bonuses: Lesser Demons: Demon Type Special Defense Bonus Avg. Damage Output Per Activation - Imp Dodge 2 damage (~3-4 damage Charged Fireball) - Possessed Soldier +2 Shields 3-4 damage - Cacodemon +1 Shield ~3-4 damage (5 damage Chomp) - Pinky +3 Shields 3-4 damage (~4-5 damage Bullrush) Greater Demons: Demon Type Special Defense Bonus Avg. Damage Output Per Activation - Revenant Dodge ~8-9 damage (~4-5 damage x2) - Mancubus +1 Shield ~4-6 damage (+2 damage Flamethrower) - Baron of Hell +2 Shields 4 damage (+~4-6 damage Grand Fireball) - Cyberdemon +3 Shields ~5-6 damage (+2 damage Missile Barrage x 3; +8 damage Rail Cannon) - Attack StrategyIn general, lesser demons should use “peek-a-boo” hit & run tactics - they should hide behind cover and stay out of the marines’ attack range. When they attack, they should move just within attack range to strike and then retreat back to safety. If they’re not mindful, they’ll become health piñatas for the Glory Kill-hungry marine who comes moshing into your horde with the frakkin’ Chainsaw.The greater demons (with some exception to the Revenant, who should also play hide & seek to increase its longevity) are generally the largest high-priority targets on the field. They’re easier to hit (the Large Figures ignore the rules for Cover), and most of them have Toughness, which automatically applies +1 Shield whenever they’re defending. Being large and in charge, they’re designed to absorb damage while they move into the battle. Once they’re in the fray, they use their powerful attacks to wipe the floor with the marines. Get in there and do some damage!- Regarding The Fc#kin' Gauss CannonA special note about the Special Defense bonuses on your event cards - NONE of them have a Dodge icon in their upper-right corner. Some event card sets have more Special Defense icons in their upper-right corners than other event card sets; these card sets are invaluable when it comes to dealing with a marine toting the dreaded Gauss Cannon.Only two demon types stand any chance against the formidable Gauss Cannon - the Imps, and the Revenants; note that these two demon types are the weakest of their respective tiers. All of the other demon types are generally screwed whenever a marine targets them with a Precision Bolt attack. The marine who wields the Gauss Cannon will most likely focus his Gauss Cannon attacks on the most problematic demons on the board. Use your dodgy demons to do your dirtiest work, as they’ve the best chance of actually avoiding the damned thing.-= Argent Power =- ==================Where your demons are your firepower, Argent Power is the ammunition that you load into your demons to wreak havoc on the marines. Argent Power is absolutely vital to getting the biggest bang out of your demons, and thus should be taken into high regard when carrying out your plans to eradicate the marine nuisance.You NEED Argent Power, and you need it all the time. Sometimes demons come with Argent Power tokens when you summon them; more often than not, however, you’ll usually be forced to discard event cards to acquire Argent Power. Since you’re forced to give up your valuable event cards for Argent Power, you’ll want to manage this expensive resource responsibly.As a quick guideline, here’s a list of the demon types in the order from low to high regarding their need for Argent Power, and how much they typically need per round: Demon Type Argent Power Priority (Amount Per Round Req’d.) - Imp Low (0-1 Argent Power per figure) *- Possessed Soldier Low-Medium (1 Argent Power per figure) - Cacodemon Low (0-1 Argent Power per figure) *- Pinky Medium (1-3 Argent Power for all figures on board to share) *- Revenant Medium-High (1-2 Argent Power per figure) - Mancubus Low-Medium (1 Argent Power per figure) - Baron of Hell Low-Medium (1 Argent Power per figure) *- Cyberdemon High (3+ Argent Power per figure) * = Demon types that should take priority over others when assigning Argent Power tokens. - General Guidelines To Managing Your Argent Stash- Unless you’ve got the perfect set of cards in-hand, aim to discard 2-3 event cards every round to acquire Argent Power.- It really pays to invest Argent Power for the next round by placing 1-2 Argent Power tokens on your invasion card. Do this every round so that your demons are always receiving some Argent Power.- Don’t stress over how you can’t supply every demon figure with Argent Power; unless you’re playing with the Infernal Sorcery event card set, you’ll always be starved for Argent Power. Use the lump three feet above your ass to figure out which demon types are most deserving of Argent Power (hint: give it to the demon(s) that will bring you victory!).- When appropriate, choose the summoning options on your invasion card that come with additional Argent Power tokens. These summoning options usually involve you having to summon fewer/weaker demons in order to gain that bonus Argent Power. Use these summoning options to supplement your already-active demon types with more reinforcements; since they also come with Argent Power, they’ll be a very welcome addition to your active horde!-= The Event Deck =- ====================Your event deck compliments your demon horde’s efforts to bring down the marines through indirect effects. It’s what allows you to strengthen your demon’s attacks, boost your demons’ chance of survival, and generally make life harder for the marines. It’s also your primary source of Argent Power, which is essential to maximizing your demons’ potential.The key strategy with your event deck is to only keep event cards in-hand that you plan on using for the current round, and play EVERY in-hand event card EVERY round. Cycle through your event deck as rapidly as possible to ensure that you’re always applying pressure to the marines!The following section will give an overview of each event card set (as I’ve interpreted them). Each event card set will be ranked based on the following criteria:- Purpose: What the intended purpose of this card set is designed to fulfill (at least, what I think it is; this is a how-to guide, not a board game design document =P).- Defensive Value: How much defensive value this event card set will bring to your event deck. I provide a range because Special Defense bonuses will vary depending on the demon that’s defending during any given attack. The higher the value, the better.- Composition: Which cards make up this card set, and how many of each there will be.- Throw-Away Cards: My suggestions on which cards to generally discard (unless you can foresee a situation where these cards can immediately help you).- Tactics: When & how to use each card in this card set; this section will also recommend when it’s best to discard a certain event card for Argent Power rather than hold onto it, when applicable.NOTE: When it comes to Defensive Value, I’m referring to how valuable the event card set is in providing decent defensive bonuses when you’re defending a demon. The potential results are +0 (blank), +1 shields, +2 shields, +3 shields (yeah Iron Skin!), and Special Defense (Sp. Def.). Since Special Defense varies depending on which demon is defending, I’ve listed each card set’s Defensive Value as a range.In general, the higher the Defensive Value, the better your chances of flipping a non-blank event card whilst defending a demon from an attack.-= Armored Offensive =- ----------------------------- Purpose: To assist in defending your demons from attacks & Glory Kills.- Composition: Demonic Resilience (x2), Iron Skin (x1), Unbreakable (x2), Unstoppable (x1).- Defensive Value: SOLID (+9 Shields total; avg. +1.5 Shields per card).- Throw-Away Cards: Any duplicate cards, and Iron Skin if you don’t have any Large Figures on the board.- Tactics: Demonic Resilience: Play this card to help keep any demon from suffering more damage.Unbreakable: It’s generally a good idea to play this one every chance you get it.Iron Skin: An invaluable defense card, but only useful if you’ve a Large Figure on the board. Discard it whenever you don’t have Large Figures in play.Unstoppable: Play this card whenever your tougher demons (i.e. Pinkies, Barons & the Cyberdemon) or your Revenants are attacked. It’s not really worth using on Cacodemons & Mancubi, though it can occasionally help you get out of a pinch.-= Blood Rush =- ---------------------- Purpose: To make it harder for the marines to get the jump on your demons.- Composition: Ambush (x2), Darkness (x2), Demonic Speed (x2).- Defensive Value: Low - Medium (+6 - +10 Shields total; avg.+1-1.67 per card).- Throw-Away Cards: Extra copies of Darkness & Ambush.- Tactics:Ambush: Play whenever you can! This helps to let you get the first turn(s) of the round, ensuring that you can do your damage before the marines put an end to your fun!Darkness: This effectively turns the terrifying Super Shotgun into a melee weapon by reducing its range to 1. This also changes most marine attacks (which usually sport a range of 5) to a range of 3 or less. This’ll make it much harder for marines to land their attacks effectively.Demonic Speed: Get your demons where they need to be NOW! Whether it be giving your Pinky enough movement points to do a drive-by skewering, or whether you need to hustle your chubby Mancubus into the fray, Demonic Speed will get you there. Discard extras of this card only if you don't have a need to hustle your demons along, or if you're desperate for Argent Power.-= Infernal Sorcery =- ---------------------------- Purpose: To supplement the invader with additional Argent Power & event cards.- Defensive Value: Medium to High (+8 - 11 Shields total; avg. +1.33-1.83 Shields per card).- Composition: Dark Pact (x1), Death Curse (x1), Devious Schemes (x2), Soul Harvest (x2).- Throw-Away Cards: Extra copies of Devious Schemes & Soul Harvest. You’ll want to keep damage-enhancing & defense-boosting cards in-hand, so feel free to dump extras of these cards.- Tactics: Dark Pact: Play Dark Pact whenever you need extra event cards. Play this card right after playing Devious Schemes to get the cards you really want! Just don’t make a Dark Pact with a marine who’s toting heavy weapons like the Gauss Cannon or Chainsaw. Note that once the Activation Phase begins, you can’t discard anymore cards in exchange for Argent Power; use Dark Pact to get yourself some more cards in-hand to do some more damage this round!Death Curse: Play this whenever ANY demon dies, and stick it to the marine with the most injuries. Make that marine your priority target, and punish them for letting their buddy kill one of your minions.Devious Schemes: Play this card before you play Dark Pact to set yourself up with event cards that you actually want in-hand for this round. If the next 3 event cards are not what you’re looking for, stick ‘em on the bottom of your deck. Then play Dark Pact and fetch your cards (the marines almost always accept your sinister deal >=D).Soul Harvest: Did something die? Profit from it!!! Note that you can play this card when a marine dies, as well! Gaining 2 Argent Power when anything dies can only help your cause!-= Power Overwhelming =- ------------------------------ Purpose: To hit the multiple marines HARD all in one go!- Composition: Hellish Power (x3), Explosive Blast (x2), Onslaught (x1).- Defensive Value: Low - Medium (+7 - +9 Shields total; avg. +1.17-1.5 per card).- Throw-Away Cards: Explosive Blast, and maybe Hellish Power.- Tactics:Explosive Blast: This card should only be played if the marines are foolish enough to stand adjacent to one another. Otherwise, discard it for Argent Power. This card is also completely useless if you’re playing against the Solo Operative.Hellish Power: Use this card whenever you see that you have a clear shot at the healthiest marine(s) on the board. Discard any duplicates ONLY if you don’t foresee any opportunities to play this card more than once per round.Onslaught: This is a safer variant to Ferocity in that it doesn’t involve one of your demons having to get close to a marine, and it doesn’t involve your demon becoming stunned. You must, however, target a different marine with your additional attack. This additional attack can be used against an adjacent marine, and you can move in between these attacks if you’ve the movement points to spare. This card is ideal for use with Revenants. Wreak havoc on the marines! This card is useless, however, if you’re playing against the Solo Operative.-= Savage Strength =- --------------------------- Purpose: To bring the Pain Train to the station situated right up the marines’ nacho chutes! WOO-WOOOOOO!!!- Composition: Demonic Strength (x3), Execution (x1), Ferocity (x2).- Defensive Value: LOW (+4-+6 Shields total; avg. +0.67-1 per card)!- Throw-Away Cards: Extra copies of Demonic Strength, and Execution (usually).- Tactics:Demonic Strength: This card is a damage-enhancing card, and you should use it often. Combine it with Hellish Power to make for a really mean opening attack against the healthiest marine! Whee!!!Execution: This card lets you kill ANY marine (even the feared and hated Solo Operative) if they’ve suffered 8+ damage, AND it rewards the lucky demon with some Argent Power! It’s tough to use this card unless you’re able to corner the most injured marine, but MAN is this card satisfying to play!!! Discard it if you draw it in the first round, as you usually won’t be able to dish out that much damage so early in the game (unless you play your cards right).Ferocity: This card is arguably one of the NASTIEST event cards you can play! But it comes at a risk - the attacking demon will become stunned after it performs its additional attack. This makes Ferocity the “balls to the walls” attack card; use it when you’re willing to risk losing a demon to ensure that a marine dies! Note that you CAN move in between these attacks if you’ve got movement points to spare, so be creative in how you plan to use this event card.Play Ferocity with a demon that can dish out a lot of damage - especially if it’s near death. If it’s gonna die, you may as well let it go out in a glorious flurry of swipes and kicks!Ferocity is just like Onslaught except that you’ve the option to attack the same marine again! Use it as your “double-tap” to make sure the wounded marine dies!Like Onslaught, you can also attack another marine after playing Ferocity. Ferocity doesn’t say that the additional attack must target an adjacent marine figure, so let your Cacodemon belch a stunning Plasma Tether attack at another marine after you gobbled up his buddy!Use Ferocity to let your Revenant squeeze off a THIRD attack! Just be sure to get your Revenant out of harm’s way before its activation ends!Use Ferocity to let your Pinky strike a target twice with its Bull Rush damage (it’s legal as long as the target wasn’t adjacent to your Pinky when it activates!).Use Ferocity to get an extra melee attack out of your Baron of Hell when it’s moving in for the kill.The nastiest thing you can do with Ferocity is allow the Cyberdemon to fire its Rail Cannon TWICE in one round! If your Cyberdemon has at least 4 Argent Power, then do everything in your power to end its activation adjacent to another marine. At the end of the round, target the adjacent marine with its Rail Cannon attack, and THEN play Ferocity!!! You’ll be able to fire the Rail Cannon again, most likely targeting another marine (Rail Cannon is VERY difficult to survive!).-= Seek And Destroy =- ---------------------------- Purpose: To make hitting marines with your attacks easier (and to get the Metallica song of the same name stuck in your head).- Composition: Crippling Strike (x2), Demonic Precision (x3), Paranoia (x1).- Defensive Value: Low - Medium (+6 - +10 Shields total; +1-1.67 Shields per card).- Throw-Away Cards: Demonic Precision.- Tactics: Crippling Strike: This card will serve you well when using your demons' weaker attacks (including the Cyberdemon's Missile Barrage). Use this whenever an Imp attacks a marine! Imp attacks are pretty negligible in most circumstances, so turn them into your ranged tazer units! Also, use this card when you have no Cacodemons with Argent Power on the board.Demonic Precision: Only really useful if you’re having bad luck with your dice rolls today. Otherwise, discard them for Argent Power whenever possible.Paranoia: Use this card to hide a marine’s action card on the bottom of their deck if it’s got a high defense bonus, or if it’s something you really don’t want them to have in-hand when they activate again.-= In Conclusion =- ====================Well, there you have it - my long-winded set of recommendations and general strategies for playing as the invader. Granted, I could never hope to think of every possible scenario and come up with a strategy for this post (it'd also take me forever to write it up). So experiment with these ideas and combine them with the things you've already learned on your own. This is by no means the end-all be-all of how to play an invader; I'm sure some of you have probably thought of better strategies than what I've written here. Feel free to post your favorite strategies here for others to learn from!Good luck out there, and GIVE 'EM HELL!!!
  12. Greetings all,It was suggested that I put together a post of some of my best demon attack strategies for the new Doom boardgame. So here it is. Sorry if it's a bit long-winded, but I figured it'd be a fun read for anyone who's passing the time while on break at work and such.If you guys have any favorite strategies, or if you think I'm missing the point with a certain demon type, please feel free to comment. Let's have fun discussing how to kill off them pesky marines. -= Imps =- ----------- Role: Light Harassment; Hit & Run Distractions.- Strengths: Imps gain a speed boost after they attack. They've also got a Dodge icon for their Special Defense. This makes up the totality of their durability - Imps are best left unscathed and out of the marines' reach.Imps also have a Charged Fireball attack which you can use to remind the marines that they shouldn't disregard the Imps entirely.Lastly, Imps have numbers; Imps usually spawn in groups of two or three. The more Imps you got on the board, the more l'il bastards that you have to annoy the marines.- Weaknesses: Imps are fodder, plain and simple. Any kind of damage that they take will stagger them if it doesn't outright kill the l'il *****. They're ideal sources of Glory Kill cards & free health for any marine wielding a chainsaw. It's a bad day for an Imp who can't get away from a marine.On top of this, the Imps' attacks are pretty lousy. Most of an Imp's attacks will be negated by the marine's defensive card reveal, so some marines may just choose to ignore them. A Charged Fireball is only a slight improvement over the Imp's regular fireball attacks.- Argent Power Priority: Low or Medium. Unless you have a metric ****-ton of Imps on the board, don't spare any more than 2 Argent Power on the Imps. If you DO have a metric ****-ton of 'em, then 4+ Argent Power should probably do you good for starters.- Recommended Event Cards: Crippling Strike, Hellish Power, Demonic Strength, Onslaught.- When To Activate: Early. Use the Imps early in the round to pester the marines and re-position themselves behind cover before they retaliate.- Tactics: Imps aren't the most efficient demons to inflict damage with. Imps serve better as delivery systems for certain event cards, like Crippling Strike. Use Imp attacks to stun the marines so that their attacks are weaker, or in anticipation of a follow-up attack from a bigger demon.If you've a large horde of Imps, alternate between having one Imp stun a marine, and then another Imp hitting the stunned marine with a Charged Fireball. Add damage-enhancing cards to make this sucker-punch attack hurt!ALWAYS keep your Imps around 6-7 squares away from the marines. You want to move them in only close enough to attack at their maximum range, and then retreat back to safety behind cover. Hiding Imps amongst Possessed Soldiers is a solid deterrent for keeping pursuant marines at bay.-= Possessed Soldiers =- ------------------------- Role: Suppressive Fire; Out-Of-Turn Punishment.- Strengths: The primary strength of Possessed Soldiers is their Overwatch ability. Attacking marines in response to their attacking any of your demons is invaluable given the shoddy nature of your horde's health plan (they don't have one).Possessed Soldiers have the Muscle Memory ability, which lets them re-roll any single dice during their attacks. Use this to boost their damage output (hint: always re-roll the black dice).- Weaknesses: Possessed Soldiers, like Imps, are instant health piñatas for any marine sporting a chainsaw. They're also slow, making them a little difficult to keep away safely from the marines.- Argent Power Priority: Medium. As long as there is at least one Possessed Soldier, you should always keep it stocked with Argent Power. Use Overwatch religiously!- Recommended Event Cards: Any.- When To Activate: Early in the round. Keep the Possessed Soldiers out of the marines' immediate reach, and set them up to maximize their area of effect with Overwatch.- Tactics: Always have Possessed Soldiers loaded with enough Argent Power to wear down any marine with an itchy trigger finger. Keep your Possessed Soldiers out of easy reach (just like your Imps), and make sure that each Possessed Soldier can provide cover fire for your other demons.Place Possessed Soldiers in each corner of a room to create a "safe zone" where other demons can retreat to. Any marine that comes barreling in with guns blazing will be shot up repeatedly by your Possessed Soldiers. Make them fear shooting their weapons brashly!-= Cacodemons =- ----------------- Role: Floating Stun Bombs; Coup-De-Grace Delivery System.- Strengths: Cacodemons have the Flying ability, making movement a breeze. They also pack a NASTY Chomp attack (as powerful as a Cyberdemon's primary attack!). Be CAREFUL - using the Chomp attack requires your Caco to get real close to a marine. Take a bite out of a marine's ass ONLY IF you think you can kill him off!Their Plasma Tether ability allows them to stun marines whenever they attack. Use this to set up the marines for your heavy attackers!- Weaknesses: Cacodemons are still on the weaker end of the spectrum; chainsaw-wielding marines froth at the mouth when they spot injured Cacos floating about. On top of that, their ranged attack damage is kinda meh (equivelant to an Imp's Charged Fireball). Rolling 2+ blanks is never a fun time.- Argent Power Priority: Low to medium. Spamming Cacos' Plasma Tether will prepare the marines' anuses for a proper fisting that only your stronger demons can provide. But don't put all of your Argent Power on just the Cacos; remember, they're still quite squishy.- Recommended Event Cards: Hellish Power, Demonic Strength, Onslaught, Ferocity.- When To Activate: Right before you activate your heavy-duty demons. Stun 'em good!- Tactics: Keep your distance, and pelt the marines from your maximum range. Use Plasma Tether when you're planning to hit a marine with another bigger demon; make sure that the marine has already had his turn so that he can't shake the stun effect!If you've multiple Cacos, stun a marine with one Caco, then move the other Caco in for a Chomp attack! Use the Ferocity event card to Chomp him twice if he's really close to kicking the bucket!When the marines come a-chargin', then retreat into solid red obstacle territory to avoid Glory Kills. Lead the marines into a Possessed Soldier ambush, if you can manage it.-= Pinky Demons =- ------------------- Role: Pain Train; Bullet Sponge.- Strengths: Pinky demons are TOUGH. Their Special Defense is +3 Shields, and their Armored Hide adds another +2 Shields. Play the Unstoppable & Demonic Resilience (+1 Shield) event cards along with the expenditure of an Argent Power, and your Pinky just shrugged off 6 damage! Pinkies can literally shake off the damage suffered from a Rocket Salvo attack! That's frakkin' NUTZ!!!On top of this, Pinkies hurt! Their Bull Rush ability increases their damage when they go running in for an attack. Pinkies are bad news for the unwary marine.- Weaknesses: They've got **** for range (1 square). This means that you have to put your Pinky in the line of fire in order to dish out damage. This can be bad for your Pinky's well being, especially if it's wounded or staggered.Pinkies are also a drain on your hand of event cards. Keeping them alive is expensive at times, so you'll need to be very mindful of your resources when deciding whether or not a Pinky should charge in and risk taking a pounding.- Argent Power Priority: Medium. Make sure your Pinkies always have a reserve of at least 2+ Argent Power. It'll help them survive the pummeling that they'll likely bring upon themselves.- Recommended Event Cards: Demonic Resilience, Unstoppable, Hellish Power, Demonic Strength, Ferocity, Demonic Speed.- When To Activate: Before your heavy hitters activate. Draw away the marines' heavy attacks so that your bigger demons can get closer to work their magic.- Tactics: Put your Pinky behind cover to avoid any early attacks. Use hit & run tactics to perform a drive-by attack; duck back behind cover after Bull Rushing a marine, if you can help it. Use Demonic Speed event cards to help your Pinky haul ass back to safety.Use your Pinkies to draw marine attacks away from your heavy hitter demons by harassing the **** out of the marines. Be sure to increase your attack damage with damage-enhancing event cards. Always have defensive event cards in hand to assist in protecting your Pinkies from harm.-= Revenants =- ---------------- Role: Raging Lunatic Neighbors In The Apartment Next Door Who Have Nightly Moshpit Parties At 3 AM!!!- Strengths: Revenants are your trump card. They're like wasps - they **** **** up wherever they go 'cuz it's their job. And they LOVE the work that they do!Revenants fly, just like the Cacos. They also have the Assault ability, which lets them attack twice per activation. Revenants are great for focus-fire attacks on a wounded marine, or for spreading the love and hitting two separate targets in one go!Their most devastating ability is their Homing Rockets attack! It sets up a marine for failure so that your next attack will hit right where it hurts. Wheeeee!!!- Weaknesses: Revenants only have 8 HP, so they're glass cannons. And given the amount of damage they can do in one go, they're usually high priority targets. Keep them hidden behind cover if you want to keep them alive!- Argent Power Priority: Medium. Homing Rockets are soooooo good! Use 'em with abandon!- Recommended Event Cards: Any (especially Onslaught).- When To Activate: When it's time to ruin a marine's day. Revenants are great for opportunistic strikes, as they excel at making their attacks count.- Tactics: Peek out of cover, crack open a can o' whoop-ass, duck behind cover, repeat. Let your imagination run wild with how you want to inflict a Revenant's onslaught! Stun attacks, enhanced damage, all of the above! Be a real prick with your Revenants. Just take care to keep them alive so you can do it all again next round! >=D-= Large Figures =- -------------------This section is universally applicable to any demon type that's considered to be a Large Figure. This applies to any demon type whose base is larger than one single square on the map (i.e. the Mancubus, Baron of Hell, and the Cyberdemon).- Strengths: Large Figures can throw their weight around to displace smaller figures, as well as ignore most terrain-based obstacles. They're also tough, getting an automatic +1 Shield every time they defend against an attack.- Weaknesses: Large Figures never gain the benefit of cover when being attacked; the attacker need only to confirm line of sight when targeting the Large Figure for an attack. This reduces your chances of lessening a vicious attack in the case where you flip an event card with little to no defensive value.Large Figures can only move orthogonally (not diagonally), which can be quite a nuisance when you're trying to get your Large Figure within attacking range of a marine.A downside to being able to displace smaller figures is that all of your demons will be adjacent to one another. Beware when a marine sporting a Super Shotgun, grenade, Rocket Launcher, or BFG 9000 approaches, as his one attack will almost certainly hurt/kill many of your demons!- Tactics: Use Large Figures to block off doorways and hallways, making it difficult for marines to pass through and escape. Have Large Figures end their movement on top of smaller figures so that you can push your lesser demons into an advantageous area; use the same tactic to try and displace marines into a corner.If you're not ready to face the music in the arena, keep your Large Figure out of the marines' line of sight! No cover = no extra chances to defend a Large Figure's giant ass.If your Large Figure is severely wounded and/or staggered, it may be hard to get away. If such is the case, prepare to lose your Large Figure in a last-ditch attack where you go all out. It's better to die swinging than it is to die running like a big baby. =P-= Mancubus =- =-------------- Role: Area Denial; Slow-Moving Wall Of PAIN!!!- Strengths: In addition to being a Large Figure, the Mancubus has formidable firepower. Their regular attack is pretty decent, and the ability to re-roll any number of dice really helps to increase their damage output. Just be sure that your target isn't adjacent to you when you attack!The Mancubus also has its Flamethrowere ability, which covers a 6-square x 6-square area and inflicts 1-3 damage to every marine that couldn't get away fast enough to avoid this attack! It's bad news when a Mancubus enters the room.- Weaknesses: In addition to being a Large Figure, a Mancubus is sloooooooow. If they start off too far away from where the fight is, it'll take the Mancubus at least 2 rounds to join the party.- Argent Power Priority: Low to Medium. It depends on how close to the marines that you can summon your Mancubus. If your Mancubus can start off close, then give him 2+ Argent Power. If it starts off too far away, give it only 1 Argent Power.- Recommended Event Cards: Iron Skin, Onslaught, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.- When To Activate: Middle to late in the round. The Mancubus tends to block off pathways for smaller demons, so let the little guys get into positions first before letting big fatty do his tap dance on the marines' asses.- Tactics: Get your Mancubus' fat ass in the middle of as many marines as possible, and BURN THEM ALL!!!!!!! Remember, the Mancubus is too slow to do any elaborate footwork. Just choose the most direct route towards the nearest marine(s), and get waddlin'!If possible, let your lesser demons set the marines up with stun attacks, and have your Mancubus pound 'em into the pavement. It'll make the Mancubus' job MUCH easier.Use event cards like Explosive Blast to help spread your Mancubus' chubby looooove all over the marines' asses. ( ͡° ͜ʖ ͡°) Damage-enhancing cards will make the marines appreciate the Mancubus' warm embrace, as it's quite easy to do as much damage as a Gauss Cannon here.At the end of the Mancubus' activation, be sure to spend an Argent Power and set the entire room on fire! Mwa ha ha ha ha haaaaa!!!!-= Baron of Hell =- -------------------- Role: Bruiser; Big Bully; All Around ****-Kicker.- Strengths: In addition to being a Large Figure, Barons of Hell pack a helluva punch! Their melee attack deals as much damage as the dreaded Magnum Shot. If the Baron starts its activation next to a marine, it can discard all of its movement points to pummel the marine twice in one activation. OUCH!The Baron also sports a Grand Fireball, which is rather significant. It's as deadly as a Mancubus' ranged attack. And since it's an Argent Power ability, you can use it in addition to the Baron's regular melee attacks.One of the Baron's biggest advantages, however, is its Vengeful ability. Every time a Baron gets attacked, it gains 2 movement points that it can use right then and there - even though it's not the Baron's turn to act!- Weaknesses: In addition to being a Large Figure, the Baron lacks ranged attacks unless it has Argent Power. This runs the ever-existing risk of having to be too close to a marine to attack, which also runs the risk of becoming a Glory Kill patron.- Argent Power Priority: Low to Medium. Depending on how many Barons you have on the board, you'll only need to assign 1-2 Argent Power per Baron at the time of summoning. Keep him equipped with at least 1 Argent Power per round if he makes it to round 3+.- Recommended Event Cards: Iron Skin, Ferocity, Onslaught, Execution, Explosive Blast, Hellish Power, Demonic Strength, Demonic Speed.- When To Activate: Whenever you can beat down on a marine or two.- Tactics: It's the mudder-flubbin' Baron of Hell!!! The first boss demon of the original Doom series! These guys can take a beating, and they dish it back out in dividends!Whenever the opportunity presents itself, move the Baron closer to the nearest marine. This applies in ALL circumstances. The Baron of Hell can do the most damage possible if it can begin its activation adjacent to a marine.If a marine attacks your Baron and your Baron is not staggered, then use the Baron's 2 free movement points to close the gap between it and the nearest marine(s). Chuck Grand Fireballs while you're moving your Baron towards the marines during every activation. Always be doing damage when your Baron is active.Speaking of which, ALWAYS use damage-enhancing event cards whenever possible to maximize your Baron's damage output per attack. Bring the PAIN!!!If you can begin your Baron's activation next to a marine, follow this attack combo in this order:1.) Open up by smacking the marine with the Baron's standard attack (2 Black dice).2.) Use the Baron's Beatdown ability to perform a second standard attack (+2 black dice).3.) Play the Ferocity card, and perform a third standard attack against the same marine (+2 black dice) (NOTE: your Baron will become stunned after this attack).4,) Finish off your nasty combo by spending 1 Argent Power and throwing a Grand Fireball into the marine's face (+4 red dice, -1 red dice due to stun)!!! This will shake off the stun effect (if you didn't already have another marine to attack via Onslaught, that is).5.) Optional: If another marine is within reach, play Onslaught and slap that marine, as well!!!This attack combo will ruin a marine's day if he somehow survives it. Use it often to strike fear into the marine players whenever they see you summon Hell's bruiser brother, the Baron of Hell!!! >=DIf a marine attacks your Baron and your Baron IS staggered, then use the Baron's 2 free movement points to keep your distance! Remember, the Grand Fireball has a range of 6, so you can have your Baron hang towards the back of your demon horde and pelt marines with its nasty fireballs!-= Cyberdemon =- ----------------- Role: Big Daddy Dreadful; The Game Ender; "OHSHITLOOKOU-"- Strengths: In addition to being a Large Figure (the biggest, actually), the Cyberdemon is the most devastating demon in the horde. It also has the most attack options, making the Cyberdemon your trump card to ruining the marines' plans on winning the game.Its standard attack is nasty; it hurts like a Super Shotgun, and has a range of 2. It also has a Missile Barrage attack (costs 1 Argent Power) which can strike up to 3 targets.Lastly, there's its Rail Cannon ability. For 2 Argent Power, the Cyberdemon can make an attack at the end of the round which will usually outright KILL a marine in a single shot!!! Big Daddy's not f*cking around anymore, chumps!- Weaknesses: In addition to being a Large Figure, the Cyberdemon is guaranteed to be the marine's top priority to bring down ASAP. The Cyberdemon's sheer size makes him the easiest thing to hit next to the broad side of a barn. Expect to have the marines pummeling your Cyberdemon as soon as you place it on the map.Also of note, the Hologram is the Cyberdemon's worst nightmare. How, you may ask? It's simple - if a Hologram is near your Cyberdemon at the end of the round, it won't be able to target a marine with its Rail Cannon attack. You could certainly use the Rail Cannon to destroy the Hologram, but that'd be a terrible waste of such an overpowering attack.- Argent Power Priority: High! This demon requires a lot of Argent Power to use to its fullest potential. Make sure it has a minimum of 3 Argent Power at the beginning of each round.- Recommended Event Cards: Ferocity, Onslaught, Execution, Crippling Strike, Explosive Blast, Hellish Power, Demonic Strength,.Iron Skin, Demonic Speed.- When To Activate: Whenever you can damage as many marines as possible; preferably later in the round when at least a couple of marines have already had their turn. This'll keep them from being able to run away from your Rail Cannon attack!- Tactics: Whenever you're not activating your Cyberdemon, use your other demons to distract the marines from attacking your Cyberdemon as best as you can! You want your Cyberdemon to survive long enough to pull off his big attacks.I've found that the best set of actions for the Cyberdemon is as follows:1.) Move to within 4 spaces of as many marines as possible, then hit them all with a Missile Barrage.2.) Move to within 2 spaces of most injured marine(s) as possible, and hit 'em with the Cyberdemon's standard attack.3.) If you've any remaining movement points, position the Cyberdemon so that he'll likely be within line of sight of as many marines as possible when the end of the round occurs.4.) At the end of the round, hit any marine with light to moderate damage (or the marine with the Gauss Cannon and/or the BFG 9000) with the Rail Cannon!!!There are little tricks to each phase of the Cyberdemon's attack to maximize your Cyberdemon's efficency. Read on to see what I mean.In regard to the Missile Barrage, use event cards to enhance this attack! By itself, the Missile Barrage actually sucks; it usually does little to no damage on its own. It's the strategic use of event cards that make the Missile Barrage a terrifying tactical strike.Play damage-enhancing event cards to make it do some actual damage. Play Crippling Strike to stun the least-injured marine. Play Explosive Blast if two marines are adjacent to one another. F*ck 'em up!!!When you move your Cyberdemon in for his standard attack, hit the marine that you stunned with the Missile Barrage & Crippling Strike combo for maximum damage! If you have Onslaught & Ferocity, play those event cards so that you can hit more marines with your devastating standard attack! Show no mercy!!!Lastly, be mindful of where you place your Cyberdemon at the end of its activation; you want to maximize your visibility so that you can hit someone with your Rail Cannon!Just be wary of the marine with the Hologram; make sure you activate your Cyberdemon AFTER that marine has had his turn! If he had his turn before your Cyberdemon activated, use one or two of your Missile Barrage attacks to destroy it before you use your stronger attacks on the marines.Well, there you have it. I've been working on this post for a little over a week now. I hope that it didn't drag on for too long. Let me know what you think, and I'll make changes where appropriate. Also, share your own favorite tactics! =D
  13. My preferred loadouts will vary depending on the type of mission that I'm playing. My favored loadout would be the Static Rifle & Burst Rifle. The Static Rifle serves 3 purposes at once. First, it lets me dig through my deck for another action card that I might want. Second, it lets me move a LOT. Third, the Charge > Charge > Discharge combo makes this weapon hurt as much as a single Rocket Launcher blast (albeit without the nasty splash damage). The Burst Rifle helps out with serving 2 purposes. First, its Three-Round Burst cards have a range of 6, which allows you to attack a Possessed Soldier without worry of triggering its Overwatch ability. The second purpose is the Magnum Shot; there's nothing like giving a big F.U. to the dirtbag demon that decided to attack you! >=D If the mission calls for Guard Duty or something where more firepower is needed over movement speed, then I'll go for either of the Shotguns in my first weapon slot. My second weapon slot will depend on what my other marine buddies are toting. If someone's already got the Heavy Assault Rifle or Super Shotgun, then I'll grab the Plasma Rifle (yeah team combo attacks!). If not, then I'll settle with the Heavy Assault Rifle or Burst Rifle.
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