Friday, 29 March 2019
BSF - for real
last night we played some BSF at FLGS (top ryde). This was the first time i've played BSF non-solo.
It really changes the dynamics of the game imo, and in a positive manner.
Was just two of us playing - 2 explorers each, dividing up the admin tasks, and basically ignoring the 'leader card' aspect.
[playing the second combat map. helps to have a nice big table for all the moving parts... the author obviously inspired by fantasy flight...]
Playing solo definitely helped with learning the rules (as did investigating rule clarifications on i.e. boardgamegeek) but not having to control everything to keep things moving along created some stark differences to the solo experience. This is not to say that solo is bad or not worthwhile.
i) You don't have to remember to do everything yourself, someone else can pick up on missed steps, or side/caveat rules or conditions.
ii) which leads to being able to think about using character tricks and strengths more effectively (or at all) rather than just falling back on the most expedient way of conducting a combat,
iii) a second point of view regarding the strategy/plan is a good thing (even if it's just them egging you on to rashly use that last destiny dice to try to kill that recalcitrant critter rather than getting back into cover).
iv) more responsibility to remain combat effective / (conversely) if you're playing solo then it's possible to care less or get somewhat gung-ho if/when you start getting bored.
anyway just some post-session thoughts.
after the game we discussed how we envisaged playing with even more people might work.
we kinda concluded/guessed that it might be a bit 'hands-off' and thence less engaging.
too many cooks, too much sitting back waiting for things to play out perhaps.
could be wrong but it seemed to work surprisingly well with this format and worth a try if you have the opportunity.
it was also suggested that if we had three players it might be worth one person running the 'admin/hostile' role for a given combat card and then swapping roles for the next card etc.
this was our final disposition from the evening. only one clue, but bobot got inspired and a perma-inspire card for the rogue trader was found (who sadly was not on the table to make use of it). no wounds which was nice.
we played a combat map, then 2 mini-quests in a row, then another combat map. and that's all we had time for. might consider playing on from this position next time.
probably the stand-out character of the night was pious flamethrower who crispy-crittered hostiles with almost casual disdain. she was unlucky not to get inspired given the number of casualties she caused but most hostiles were only in groups of 2 (and she needs 3 in a hex).
bobot was surprisingly effective, notably with the power claw and also as a wound soak.
sniper pixie and krootons were effective with 'jump out, shoot, jump in' sniping duties and running on discovery markers and maglifts.
all fairly standard tactics.
a reasonably conservative mindset was maintained so lots of hiding in no-LOS positions and good use of cover helped keep wounds down. the 'blackout' twist was also helpful in suppressing incoming fire and handy if you happen to get it (combat 1).
we did use up two of the ship resources (something to remember is we carry on from this state) mainly as a 'last-game-we're-likely-to-play-now' situation.
Until next time...
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