I've played two games of BP since getting the base game last December. The game plays quite a bit different than the original. Winning strategy seems to be more about managing wounds than trying to keep your distance from zombies, which is a great switch-up. We were able to win both games we played.
I played my first BP with full KS-goodies game with friends last night. I have every "want cabbages with that?" add-on for the game. wondering if there's anyone else out there that has tried to play the game with everything. We played the "Evil Twins" mission from the Wulfsburg expansion.
Here's the issue. The spawn deck is so stacked with abominations and necromancers now, that there's not a point where there's NOT a necromancer on the board, and at one point I was out of necromancer spawn tokens because there were so many. The rules say that as soon as there's 6 spawn points on the board and a necromancer exits (including necromancer spawns), the game's over. In this 9-tile mission, one or more necromancers are immediately spawning from the opposite side of the map. In our case there were 5 over there before we were in yellow. As soon as you spawn 2, you're in imminent danger of losing. Normally I'd say that you get a part of your team to split up and bolt toward the necromancers as fast as you can because often when we play it takes us most of the night to get to the other side of the board..and one of those necromancers is going to exit by then. HOWEVER, trying to get over there is an exercise in futility since, as soon as you hit yellow, abominations are spawning/activating about as much as regular zombies. I see 3 main ways of combating them. One, a character with super strength (which we had - Xuxa), two, the push or rescue ability, or three, dragonbile/torch. With more equipment in the search deck, dragon bile and torch was not appearing as much as abominations were spawning. Even with having all those things in our arsenal, (and the healing spell) we had to move as one big group or we were going to get killed. Well, moving as one big group is slow, and you can't get across the board to take out the necromancers in time. The necromancers are spawning so often that, essentially, as soon as one exits you've lost because there *will* be 6 spawn points on the map.
I've played quite a bit of Zombicide, and have submitted my own missions to the mission contest, so I'm pretty familiar with being able to figure out how hard a mission will be by just reading it. After playing this one, with all the variables at play, this medium difficulty mission seems nearly impossible.
I'm wondering if anyone else is experiencing this. Did they get carried away with too many cool zombies and in the process throw the spawn deck way out of balance, or am I missing something here?
I played my first BP with full KS-goodies game with friends last night. I have every "want cabbages with that?" add-on for the game. wondering if there's anyone else out there that has tried to play the game with everything. We played the "Evil Twins" mission from the Wulfsburg expansion.
Here's the issue. The spawn deck is so stacked with abominations and necromancers now, that there's not a point where there's NOT a necromancer on the board, and at one point I was out of necromancer spawn tokens because there were so many. The rules say that as soon as there's 6 spawn points on the board and a necromancer exits (including necromancer spawns), the game's over. In this 9-tile mission, one or more necromancers are immediately spawning from the opposite side of the map. In our case there were 5 over there before we were in yellow. As soon as you spawn 2, you're in imminent danger of losing. Normally I'd say that you get a part of your team to split up and bolt toward the necromancers as fast as you can because often when we play it takes us most of the night to get to the other side of the board..and one of those necromancers is going to exit by then. HOWEVER, trying to get over there is an exercise in futility since, as soon as you hit yellow, abominations are spawning/activating about as much as regular zombies. I see 3 main ways of combating them. One, a character with super strength (which we had - Xuxa), two, the push or rescue ability, or three, dragonbile/torch. With more equipment in the search deck, dragon bile and torch was not appearing as much as abominations were spawning. Even with having all those things in our arsenal, (and the healing spell) we had to move as one big group or we were going to get killed. Well, moving as one big group is slow, and you can't get across the board to take out the necromancers in time. The necromancers are spawning so often that, essentially, as soon as one exits you've lost because there *will* be 6 spawn points on the map.
I've played quite a bit of Zombicide, and have submitted my own missions to the mission contest, so I'm pretty familiar with being able to figure out how hard a mission will be by just reading it. After playing this one, with all the variables at play, this medium difficulty mission seems nearly impossible.
I'm wondering if anyone else is experiencing this. Did they get carried away with too many cool zombies and in the process throw the spawn deck way out of balance, or am I missing something here?