This looks to be quite a tough mission. Should be good fun to work at beating the board! The key to this one seems to be targeting the shields early and taking a little more time to meet your goals before advancing the main plot. I like to see a co-op game with significant difficulty.
Agreed. I should have done more sidequests and exploration to begin with rather than progressing the main story. The game also seems balanced better for 4 rather than 2 so if i was to start again id go four different directions and open the map, that way id have a great deal more choice with the first camp icon. Still its a good sign that the scenarios aren't easily beaten. More replayability
@@TheLuckyRoll I actually just played this mission one-handed with the NCR Ranger and I lost it in the very last turn. Felt like I played pretty well and had a good time. I really enjoyed the solo experience with the atomic bonds expansion. It’s pretty tense and you really need to complete extra objectives to get a little bit more time.
@@CriticallyThoroughDM Fair play, the NCR ranger is always my solo favourite. I need to play another couple of scenarios to make a final judgement but im along the same line of thinking as yourself, the goals are a great addition to the game as its a reward and incentive for doing the side quests
Great video! I read on BGG that people seem to this that Atomic bonds is better balanced for 4 players (which would be a shame as I'm a solo player and can't cope with that many characters), but I'd be interested in hearing your perspective on it. Seems like the board is in a very sticky situation right now.
I was thinking the exact same thing Eric. The two shield icons is quite relentless per round and the board advanced a lot more quickly than i thought. On this scenario at least two players isnt enough, and four players is a lot of admin. It might be worth homebrewing the rules though with the two characters having two turns as opposed to just one to balance the pace a bit more. Less admin on the parts of solo players like ourselves and a more forgiving time restriction. Or a different idea is just advance the faction once per round of cards and simply activate the token icons when they pop up
@@TheLuckyRoll The biggest wish from most players seems to be giving us the ability to move the enemy shield down to reduce their advancement. There needs to be optional side missions for each scenario that allow you to pause or move back the enemy shield icon to help balance the game out. People also seem to want cards that you read post end game like the ending slides from the Fallout video games.
I just bought the whole set and now im wondering if i got in over my head. Theres just so many rules, nuance and idk if i can manage it the correct way for a game 😬
@@TheLuckyRoll it was pleasure to watch the game. Have a question. How should be played the New California scenario with Atomic Bonds extension. How to include the new cards and mechanics??
You lost at 42:40 because the Enemy Marker moves when you die.
I liked your Game anyway and it really helped me to learn the Rules.
Thanks simon, the videos were a great experience for me as it helped me learn the particulars of the game myself.
This looks to be quite a tough mission. Should be good fun to work at beating the board! The key to this one seems to be targeting the shields early and taking a little more time to meet your goals before advancing the main plot.
I like to see a co-op game with significant difficulty.
Agreed. I should have done more sidequests and exploration to begin with rather than progressing the main story.
The game also seems balanced better for 4 rather than 2 so if i was to start again id go four different directions and open the map, that way id have a great deal more choice with the first camp icon.
Still its a good sign that the scenarios aren't easily beaten. More replayability
@@TheLuckyRoll I actually just played this mission one-handed with the NCR Ranger and I lost it in the very last turn. Felt like I played pretty well and had a good time. I really enjoyed the solo experience with the atomic bonds expansion. It’s pretty tense and you really need to complete extra objectives to get a little bit more time.
@@CriticallyThoroughDM Fair play, the NCR ranger is always my solo favourite. I need to play another couple of scenarios to make a final judgement but im along the same line of thinking as yourself, the goals are a great addition to the game as its a reward and incentive for doing the side quests
Great video! I read on BGG that people seem to this that Atomic bonds is better balanced for 4 players (which would be a shame as I'm a solo player and can't cope with that many characters), but I'd be interested in hearing your perspective on it. Seems like the board is in a very sticky situation right now.
I was thinking the exact same thing Eric. The two shield icons is quite relentless per round and the board advanced a lot more quickly than i thought.
On this scenario at least two players isnt enough, and four players is a lot of admin.
It might be worth homebrewing the rules though with the two characters having two turns as opposed to just one to balance the pace a bit more. Less admin on the parts of solo players like ourselves and a more forgiving time restriction.
Or a different idea is just advance the faction once per round of cards and simply activate the token icons when they pop up
@@TheLuckyRoll The biggest wish from most players seems to be giving us the ability to move the enemy shield down to reduce their advancement. There needs to be optional side missions for each scenario that allow you to pause or move back the enemy shield icon to help balance the game out. People also seem to want cards that you read post end game like the ending slides from the Fallout video games.
I just bought the whole set and now im wondering if i got in over my head. Theres just so many rules, nuance and idk if i can manage it the correct way for a game 😬
You'll do fine. Take it slowly, build up experience & don'r be afraid to make mistakes with the rules (like we often do!). Enjoy!
on around 33minute the opposite force should be move back by two, because the target (the workshop ) was completed.
Thanks Radek
@@TheLuckyRoll it was pleasure to watch the game. Have a question. How should be played the New California scenario with Atomic Bonds extension. How to include the new cards and mechanics??