1972 The Lost Phantom (2)
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After my surprise win on my first game of this, I've decided I need to take another spin.
I doubt I will be as lucky the second time around, but we'll see.
Turn 1
- Mapping: roll 2 which is jungle-hill-jungle.
- Encounter: roll 25, none.
- Dice allocation: 2-2-2.
- Move: south to jungle, roll 6, take 1 health.
- Stealth: 3, 5 success.
- Rest: 4, 2 success.
A relatively successful turn, didn't make much forward progress, but neither went backwards.
Stats: 6-6-5.
Round 2
- Mapping: roll 6, paddy-village-paddy.
- Encounter: roll 64, find map with open field three hexes away.
- Dice: 2-2-2.
- Move: 5, 3 success, move to paddy.
- Stealth: 4, 4 success.
- Rest: 5, 3 success.
Another relatively successful turn.
Stats: 6-6-5.
Round 3
- Mapping: roll 1, jungle-swamp-swamp.
- Encounter: roll 36, no effect.
- Dice: 2-2-2.
- Move: roll 6,1 health to 4.
- Stealth: 3, 2, reroll since moved, 6, proximity 5.
- Rest: roll 5, 4 success.
Gotta watch the health.
Stats: 5-6-4.
Round 4
- Mapping: roll 6, paddy-village-paddy.
- Encounter: roll 11, Flash Flood, retreat to previous hex.
- Dice: 2-2-2.
- Move: roll 6, 4, choose 4 to succeed.
- Stealth: 2, 1, reroll 1, proximity 4.
- Rest: roll 6, 3, reroll 3 for 4, success.
Starting to get a bit nervous here.
Stats: 4-6-4.
Round 5
- Mapping: nothing open.
- Encounter: roll 46, no effect.
- Dice: 2-2-2.
- Move: 3, 1 for no movement.
- Stealth: 6,4 choose 4.
- Rest: 3, 2 lose 1 endurance.
Stats: 4-5-4.
Round 6
- Mapping: nothing open.
- Encounter: 36, no effect.
- Dice: 2-1-2.
- Move: 5, 1 success.
- Stealth: 2, proximity 3.
- Rest: 6, 6, reroll 6, endurance back to 6 health to 3.
Stats: 3-6-3.
Round 7
- Mapping: roll 4, clear-jungle-hill
- Encouner: Crash Huey per above, grab Flare Gun.
- Dice: 2-2-2.
- Move: 6, 3 reroll 4, move to jungle.
- Stealth: roll 4, 4 success.
- Rest: 6, 1 reroll 5, success.
Stats: 3-6-3.
Round 8
- Mapping: roll 2, jungle-hill-jungle.
- Encounter: 62, Crashed Huey, already have Flare Gun and 6 Endurance.
- Dice: 2-2-2.
- Move: 5, 3 success.
- Stealth: 4, 4 success.
- Rest: 6, 1, reroll 1, lose 1 health.
Stats: 3-6-2.
Round 9
- Mapping: roll 4, clear-jungle-hill.
- Encounter: Flash Flood, go back.
- Dice: 2-2-2.
- Move: 6, 1 health at 1.
- Stealth: 6, 3 reroll 3, health 0 and that's the game.
AAR
I've been taking all 6's, but I now figured out I didn't have to do that. For example, suppose I rolled 6, 6 for a move. I could choose not to move, in which case the 6 for losing health would not apply.
Also, I need to play the odds a bit better on allocation. 2-2-2 isn't always going to be optimal.