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[i][b]Enter the Dragon[/b][/i]
Mutant Campaign, Scenario 5 of 20
13 CA 6/14
The main force of the Xenopod army has been drawn away from their genetic proving grounds, leaving the back door open, so to speak, for a small special operations squad to infiltrate the dragon holding pens. As the commander of the special ops forces, your orders are to locate and free the captive dragons. Trained dinosaur riders will accompany you, but your best hope lies in stealth and speed. You will have no infantry or giant support, and you will not have time to build barracks or facility infrastructure. Upon infiltration of the dragon holding pens, you are to muster such force as you can and fight your way through the Xenopod forces to rejoin the main mutant army.
If you cannot release the dragons, you have orders to ensure that they cannot be used against you by the Xenopods.
[i][b]Scenario Objectives [/b] [/i]
Win the game!
Deploy all your cards (run through your deck without discarding)
[b][i]Card Limitations [/i] [/b][ul][*]Mutant deck
[*]Dragon (including Ravager and Outrider), Support, and Team (special ops) units only
[*]No Giants, Mutant, or Artillery
[*]All Heros and Strongholds are allowed
[*]Intel Center is only allowed facility card
[*]Minimum 40 cards and 175 points
[*]5 tile points if Complete Failure on Scenario 4
[*]7 tile points if Defeat, 9 tile points if Victory, 10 tile points if Convincing Victory or higher
[*]Cannot discard a card once it is in your hand (hint: think twice before accepting some recovered supply cards from the field)[/ul]
[i][b]Scenario Rules [/b] [/i] [ul][*]225 point decks
[*]10 tile points
[*]Map size -- normal
[*]Opponents -- 2 (Xenopods plus an opponent of your choice!)
[*]Resources -- rare
[*]Specials -- rare [/ul]
[i][b]Scenario Length[/b][/i][ul][*]n/a[/ul]
[i][b]Results [/b] [/i]
[i]Complete Failure [/i]
You lose the game and have 20 or more cards left between your deck and your hand.
[i]Defeat [/i]
You lose the game.
[i]Victory [/i]
You win the game.
[i]Convincing Victory [/i]
You win the game and have 6 to 10 cards left between your deck and your hand.
[i]Complete Victory [/i]
You win the game and have 1 to 5 cards left between your deck and your hand.
[i]Crushing Blow! [/i]
You win the game and have zero cards left (either in your deck or your hand).
*****
The scenarios are collected on my web page (see link in sig below), along with (soon) some additional questions and answers about the scenarios I've received from folks playing them. And I've "corrected" some of the scenarios based on the feedback, so they may not exactly match what got initially posted here on the forum.
The direct link to the mutant campaign page is: [link=http://home.comcast.net/~aempires/mutants/campaign/index.html]http://home.comcast.net/~aempires/mutants/campaign[/link]
Please (please!) keep the comments and suggestions flowing, and I'll keep the older scenarios updated and new ones coming.
(Plus, of course, incorporating the Cults into the scenarios once I've had a chance to play with them a bit more!)
~ Greg D.
Toxic Bog -- AE Scenarios and Such
[link]http://home.comcast.net/~aempires[/link]
I played this one through last night to a Crushing Blow, though I believe I got lucky in that several resources were available close by me while my opponents (the Xenos and Imperials) were not so lucky. In addition, Nod came out early and I was able to use him to decaptitate the Xeno command structure and essentially paralyse them until I was ready to walk in and finish the job.
I deliberately put technologists and geneticists into the deck with the idea of using my enemies facilities after knocking one of them out and though the concept worked perfectly (I smashed the Imperials early and thus gained access to their labs, no academy though...) I never actually did a lick of research. Just didn't need it what with Nod doing his Dirty Harry thing.
I like the idea of needing to play through your whole deck in this scenario but feel that you'll only get Complete Failures, Defeats or Crushing Blows out of it. IMO, no-one in their right mind would finish their second opponent off before drawing all of their cards.
I did really enjoy playing this style deck though, a lot of fun with the idea of being a mobile force. Though the more I play with the hero assassins and saboteurs the more unbalanced they seem to get. Espionage is really fun though. But that is a discussion for another thread.
Onto mission 6!