With Ric da Hutt gallivanting around back East, Kent and I were left to our own meager devices. Ultimately, we decided to try the 2-person version of galactic domination where Hutts are neutral.
We quickly realized that without the threat of Hutt offensives, we could concentrate on collecting sectors. As Rebel Leader, I attempted to concentrate Hutts in a few useful garrisons, leaving the remaining few singletons to be snarfed up on my first turn. That would deny the Empire any easy Hutt faction cards.
But sometimes the ol' strategy doesn't work out quite the way one planned. Two Hutt garrisons (rolled by Sith Lord Kent) survived. In the end, there were lots of Storm Troopers and still the Empire received a faction card for knocking off the last easy Hutts.
From there it was downhill for the Rebels. With the Force Meter out of balance (it's initial position), the Imperial advantage in faction cards was telling. In four turns the Rebels were eliminated.
Just for fun, we switched roles and tried again. Even with improved use of the Hutt garrisons to frustrate our opponents, the faction card advantage quickly built up and the Rebels were again destroyed.
Note to self: 2-player Star Wars Risk needs to be reworked to provide balance. As for now, the 3-player version is the best of the lot.
Tuesday, October 2, 2012
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