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

  1. Mapping: roll 2 which is jungle-hill-jungle.
  2. Encounter: roll 25, none.
  3. Dice allocation: 2-2-2.
  4. Move: south to jungle, roll 6, take 1 health.
  5. Stealth: 3, 5 success.
  6. Rest: 4, 2 success.

A relatively successful turn, didn't make much forward progress, but neither went backwards.

Stats: 6-6-5.

Round 2

  1. Mapping: roll 6, paddy-village-paddy.
  2. Encounter: roll 64, find map with open field three hexes away.
  3. Dice: 2-2-2.
  4. Move: 5, 3 success, move to paddy.
  5. Stealth: 4, 4 success.
  6. Rest: 5, 3 success.

Another relatively successful turn.

Stats: 6-6-5.

Round 3

  1. Mapping: roll 1, jungle-swamp-swamp.
  2. Encounter: roll 36, no effect.
  3. Dice: 2-2-2.
  4. Move: roll 6,1 health to 4.
  5. Stealth: 3, 2, reroll since moved, 6, proximity 5.
  6. Rest: roll 5, 4 success.

Gotta watch the health.

Stats: 5-6-4.

Round 4

  1. Mapping: roll 6, paddy-village-paddy.
  2. Encounter: roll 11, Flash Flood, retreat to previous hex.
  3. Dice: 2-2-2.
  4. Move: roll 6, 4, choose 4 to succeed.
  5. Stealth: 2, 1, reroll 1, proximity 4.
  6. Rest: roll 6, 3, reroll 3 for 4, success.

Starting to get a bit nervous here.

Stats: 4-6-4.

Round 5

  1. Mapping: nothing open.
  2. Encounter: roll 46, no effect.
  3. Dice: 2-2-2.
  4. Move: 3, 1 for no movement.
  5. Stealth: 6,4 choose 4.
  6. Rest: 3, 2 lose 1 endurance.

Stats: 4-5-4.

Round 6

  1. Mapping: nothing open.
  2. Encounter: 36, no effect.
  3. Dice: 2-1-2.
  4. Move: 5, 1 success.
  5. Stealth: 2, proximity 3.
  6. Rest: 6, 6, reroll 6, endurance back to 6 health to 3.

Stats: 3-6-3.

Round 7

  1. Mapping: roll 4, clear-jungle-hill
  2. Encouner: Crash Huey per above, grab Flare Gun.
  3. Dice: 2-2-2.
  4. Move: 6, 3 reroll 4, move to jungle.
  5. Stealth: roll 4, 4 success.
  6. Rest: 6, 1 reroll 5, success.

Stats: 3-6-3.

Round 8

  1. Mapping: roll 2, jungle-hill-jungle.
  2. Encounter: 62, Crashed Huey, already have Flare Gun and 6 Endurance.
  3. Dice: 2-2-2.
  4. Move: 5, 3 success.
  5. Stealth: 4, 4 success.
  6. Rest: 6, 1, reroll 1, lose 1 health.

Stats: 3-6-2.

Round 9

  1. Mapping: roll 4, clear-jungle-hill.
  2. Encounter: Flash Flood, go back.
  3. Dice: 2-2-2.
  4. Move: 6, 1 health at 1.
  5. 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.


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