The first time you faced cult #1

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The first time you faced cult #1

Postby ORYLY » Sun Apr 06, 2008 3:58 pm

I just came from a game against the first cult in a small map. In my deck, the only combat-worthy units I have is a group of 10 Imperial Marines. I killed off the machines with a salvaged trident nuke and haven't found the mutant HQ yet. But, I do know where the cult base is.

After finally drawing a scientist, 7 units of marines led by Starke are finally equipped with lasers. They're prepared for the assault, they're in a forward base within range. But before the drop, the Fist surprises me with an air assault of his own at the forward base! Despite their fancy armor and the air assault, they're not real marines: we beat them flawlessly.

It's not over yet though, the mutants take advantage of the chaos and try to assassinate Starke. He barely escapes, with only one hitpoint left. The best way to escape the assassin? Air assault on the Fist's fortress of course!

The battle goes well with only one casualty from a tac nuke. I notice that the Fist has equipment on him. A suitcase nuke?! It's a good thing I have a bounty hunter nearby, if he gets away and tries to nuke my base, I'm sure I can catch him. Unfortunately, I didn't expect him to set it off when he died. More than half of the marine corps died that day, and so did Starke (two units survived).

Scouts later found that the mutant HQ was within air assault range of the Fist's fortress. The remaining marines assembled at the place where their comrades had died then launched the assault that ended the game.
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Re: The first time you faced cult #1

Postby Ian » Mon Apr 07, 2008 2:34 pm

The first time I faced the Fist really made me realise what a good job Vic had done with making the Cults work so that they'll screw your normal tactics around a little. I'd found the Fist by stealth and recon but usually my tactics are pretty slow burning.

Build up a defence force enough to protect myself while building up my HQ and resources. I ventured out to capture an indepent base and the Fist were upon me with their air assaults and caned my little army I'd sent out. I can't remember whether I won the game or not, I don't think I did, but it was the way I knew I'd have to change my tactics in future that I really remember from the game.
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Re: The first time you faced cult #1

Postby stabbyjones » Mon Apr 07, 2008 10:22 pm

The first time i saw the cults i was too drunk to remember much except we assassinated fist in the first 15 turns.


since then i've only beaten the cults a couple of times. i love how much more attention it requires. you can't just enter away and wait for enough resources to get your awesome unit.
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Re: The first time you faced cult #1

Postby kuthkuth » Mon Apr 28, 2008 8:36 pm

I just faced them last night playing the Imperials.

I had a pretty nice opening setup, a couple of resource tiles with the trident submarine only 3 tiles away. I was pretty spread out because I had to protect my HQ and 2 bases and was having a hard time just getting enough unit draws to cover them. I was able to scout the Fist base pretty early on, exacly 4 spaces from my HQ. My jaw droped when I looked at the stats on the Fist units, Suitcase Nukes, Tac Nukes and chain guns Oh My!. About 4-6 turns after scouting them four infantry units air jumped directly to my HQ where I only had the Bounty hunter as a general, a Maurader, an Elephant and a Leapord. I didn't even have the ability to generate tactics yet. I thought I was completely dead.

The battle commenced and I gained a little hope because they had no hero so they wouldn't use fate. I gained a little more when I saw they only had the chainguns and no tac nukes. I got initiative and attacked with the Elephant, nada, great attack they wiped out the Leapord....Attacked with the Marauder, awesome roll, 5 hits for 10 damage brought the odds back into my favor. The battle lasted about 10-15 rounds becuase there were a lot of tie attacks on both sides, but in the end the Marauder was still standing with 3 HP and the Elephant untouched. I think the +1 defense from my base helped alot, had that not been there all of the ties it would have been 2 damage instead of 0 and the Marauder would have went down pretty early. The Elephant may have been able to survive on it's own, but it would have been pretty low in HP.

I was elated to survive the assault and what should I draw on my next turn but a nice little stealth bomber. Now.....what can I do with that.... I know! I can attach that Trident warhead that's been sitting in my hand most the game! I launched the jet with a prayer that a freaky AA roll wouldn't take him down...Yes! he survived, "Detonate City Killer" and Fist fell victim to one of the classic blunders, the most famous is to never EMP a Monstrosity, but only slightly less well know is this: never go in against an Imperial when nukes are on the line! Ha ha ha ha ha ha ha! Ha ha ha ha ha ha ha! Ha ha ha... (Mutants marched a 8 unit war party to my HQ two turns later and through the luxury of tactics, conquered me)
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Re: The first time you faced cult #1

Postby Bullwinkle » Mon Apr 28, 2008 10:34 pm

That's very funny.
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Re: The first time you faced cult #1

Postby stabbyjones » Wed Apr 30, 2008 4:13 am

The Vicinni is strong with this one.

the cults have really screwed me as far as deck tactics go. i don't get a chance most of the time. i've been tweaking decks in vanilla games then trying cults just to get a better idea of how the cards play. but most of the time and especially with fist i don't get more than one unit that might defend a base before i get slaughtered.

also since GTA 4 has come out though i've been sleeping in front of my 360 and have been at work only half the time i should be so my deck construction pace has slowed a bit.
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Re: The first time you faced cult #1

Postby Indricotherium » Fri May 02, 2008 7:59 pm

I really enjoyed that story, especially the ending.

Princess Bride references FTW!
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