... I got my butt kicked.
"You really need to go on a diet, Mongo" |
That photo pretty much sums up the episode: a frustrated Marvin, hauling an exhausted Mongo out of battle, with collateral damage in the background.
Sigh. Yes, our motley crew suffered their first scenario loss. The debacle was a combination of bad decision making, ill-timed 'null' cards, and a failure to take out the Shaman early on. The bugger kept healing himself and the surrounding guards. In addition, on the way to the camp, Marvin lost one of his hard-earned checkmarks, putting him in a foul mood from the get-go.
Mongo's 10 cards |
Mongo started with a decent hand ... and the first few turns went as expected. Mongo wiped out one of the guards, while Marvin kicked open the closest door to reveal another guard. My initial plan was to send Marvin ahead as quickly as possible to the plot point "1" ... but I was a little concerned about the Shaman and Archer double-teaming team him to death. And that's where the trouble began ...
One guard dead, 9 million to go |
Mongo jumped ahead to tackle the Shaman, but by then, it was too late. More guards had spawned, and Mongo was quickly surrounded.
Uh-oh |
1 health and 1 turn left for Mongo |
Gee. This is not a great place to stand. |
With 1 turn left, Mongo finally made it to the doorway of the final room - and had the opportunity to go down swinging - using the Attack 6 from Overwhelming Assault. As long as nothing worse than a -1 modifier appeared, he could effectively take out the middle guard who had 5 health remaining.
You're kidding, right? |
Don't worry .. it'll all be over quick |
First up, Marvin summoned some more unsuspecting victims. This time, it was a lady and her two annoying children, who had recently been kicking the back of Marvin's seat at a movie theatre. He plucked them from their quiet, countryside home, and plopped them between a couple of ticked-off Inox dudes. There was screaming and crying and mayhem, as the innocent trio took a serious beating.
As a token gesture, Marvin ran up beside the family to offer '1' heal, bringing them to 2 health total. Then ... on the same turn, with the Shaman and a guard standing close by, he unleashed the Flame Thrower. Marvin's intentions were solid, of course, but by putting himself in harm's way, the outcome was predictable. The guards closed in and smacked Marvin for serious losses - namely 2 more of the cards in his hand.
Even with the Shaman and the adjacent guards finally succumbing to their wounds, Marvin was left with zero ammunition. He had 3 cards in his hand, and none in the discard pile. Enough for 2 turns to deal with 3 enemies. Success ... was not an option.
FAST FACTS
Scenario Time: 1 hour, 28 minutes
Experienced Gained: Mongo 9, Marvin 9
Gold Looted: Mongo 2, Marvin 4
Checkmarks Earned: Mongo 0, Marvin 0
Stuff I learned:
- Marvin's lack of mobility is troubling. With nothing greater than move 4 available and not a single 'jump' in his hand, he is having trouble getting into prime position. Exploring/advancing the map is difficult as well, and that is a key component to Gloomhaven success. If/when I defeat this scenario, I'll be spending some gold to get proper footwear.
- Mongo is too weak to be left alone. At level 1, and without proper control, Mongo is still too fragile to stand next to more than one hard-hitting enemy. Even with Marvin's potential healing close by, Mongo is a sitting duck more often than not.
- The Inox Camp really is a tough one. The key is to eliminate the Shaman quickly, but getting to him is easier said than done.
Stay tuned for attempt #2 ...