Today I will be continuing on with the movie scenarios for
Legendary Encounters: Alien; I will be talking about the Alien 3 scenario.
The best characters for this scenario are: Scout, Mercenary, Medic,
Executive, Synthetic.
There are some very important notes for all players to keep
in mind.
1) This is the first scenario with “sacrifice” cards. These
cards are “killed” to use a special ability. This is only for using the special
ability, it can be just a basic card otherwise.
2) There are several coordinate cards in the deck that
should be purchased by the other players not focused on that card type. These
are “The company’s orders” and “Whatever it takes” The reason for other players
getting them is so they can coordinate with the player. For instance on the
medics turn other players coordinating with the “Whatever it takes” cards can
make it so the medic has up to 9 cards to play with, triggering whatever
specials their cards can do. The medic and scout should be buying sergeants in
place of their own type cards (or the other player’s type card.) All players
should be coordinating to buy cards.
3) There are no technical cards in this deck so don't even bother looking at the Technician Avatar for this scenario.
Tywin Lanister is in this! |
Scout player you should be the first player. Buy sergeants
and “Whatever it takes” cards. “The company’s orders” should be purchased by
other players to coordinate with you on your turn. Your best cards are “Bar
code” because you absolutely must keep scanning rooms! “Autopsy” becomes very valuable later in the game
because players will be constantly killing character cards.
Badass badass |
Mercenary should be right after the Scout. You will be
following up on the scanned rooms with massive amounts of damage against the
xenomorphs. None of your cards have purchase power so buy the cards mentioned
in the important player point #2 above. "Reeducation" is super important. Use it
to kill off your starter cards (remember to include your discard pile.) “Bait
for the beast” cards are important for the high damage capacity and you will need to use the
sacrifice ability late in the game. These can be amazing if you can get the “Remember
the dead” card too. “I wanna get this thing” cards are why you go after the
scout, since you cannot use them to scan. You will be putting out high damage
so you can take care of any facehuggers and other xenomorphs that come up.
The Medic is very important to have. Focus on getting as
many “medical attention” cards as possible. “Part of the family” are the cards
to get for dealing damage. Out of all the players you will be most likely to
purchase the high value cards (7 to 9 purchase power.) Do so!
The Executive will mostly want to buy the “Internal exam”
cards. These will help purge starter cards from the player’s decks. The mercenary
will be doing this for himself with his cards so focus on the remaining players
(including yourself.) “Eulogy” is a decent card but the cards in important
point 2 above are better. Only buy "Eulogy" if the other cards are not available or to get other cards into the HQ for the other players. “It’s his
IQ” is decent since early on in the game you can opt to discard any starter
cards to get the attack value. Once you get a good enough deck you can begin
triggering the ignore ability.
The Synthetic should only be used as a 5th player.
Buy all of the coordinate cards you can and work at building the other players
up. Be the supportive synthetic role the Alien movies feature.
The first objective “Where are the brothers” is
surprisingly hard. The event cards cause strikes to be drawn (extra if revealed
in the combat zone) meaning the medic is very important very quickly. The xenomorph
threats are runners which can enter the combat zone very quickly (they move ahead
an extra space when revealed) and the first event shuffles three facehuggers into
the Barracks (the card store.) This adds a new dimension of threats into the game.
The two "brothers" you need to find are best purchased by the Medic and Mercenary
but don’t be too upset if they die. They are just basic 2 attack value cards.
In the second objective “The beast is out there” you need to
find Bishops head and set it up in the complex. The higher up in the complex
you can get him the better but since it changes scanning to purchase power it
can be added anywhere and be useful. The event cards for this objective are
disruptive but not too bad. Causing the next player to discard a 1+ value card
from their hand. The second hazard on the other hand causes 2 random dead
enemies to jump back into action directly into the combat zone. Depending on
their strike value this can be deadly.
The third and final objective “Nobody can stop it” is
extremely hard. First of all the big bad adds all revealed event cards under
it. This is the number of times he must be killed. Since there are at least 2
events per objective he will be around for a very long time. Remember to kill
other threats to ensure this guy doesn’t end up in the combat zone. If he does
the Xenomorph guardians in this objective make things pretty much impossible
(adding +3 combat strength to all other aliens in the combat zone.) If Micheal
Weyland shows up in the combat zone he adds chestbursters to your deck instead
of strikes. Kill this guy mercilessly, his threat potential is massive. The final
hazard causes all of the characters in the HQ to be killed. Then the hazard is
added back into the hive. Now this can be devastating depending on what cards
were in the HQ but if you remember the facehuggers that were added to the barracks
in objective one; you will realize how big of a threat this is. And it just
keeps on happening. The one saving grace is the leadworks. It kills all enemies
in the combat zone. Save it for when things are going really badly in the combat
zone. This is the hardest objective in the game thus far.
Check back soon for the fourth and final installment of the
Legendary Encounters: Alien strategies when I go over the Alien Resurrection
movie theme.
Until next time, remember when you start this game you’ll
play… you’ll die.