Ryan Shannahan
Member
I've completed around four campaigns of the Jovian Wars Prelude campaign. When I make it to the end I'm lucky to score a Defeat rating. A Major Defeat is a more common rating.
I love nearly everything about the game. My only complaint is that the game seems, well, soul crushingly difficult to succeed in when playing a campaign. I don't mind losing, but it turns into a bummer when I can see that defeat is inevitable when I'm only three missions in to an eight mission campaign.
Now I might just not be playing well, and I hope I get a few responses with advice that helps me improve my gameplay, even a bit. But here are a few problems I see with the campaign:
I absolutely love the game. But it's been a bummer considering the time involved in playing a campaign to see little to no chance of success near the beginning of the campaign.
So, anyone have any thoughts or advice? I hate using easy variants and houseruling things, so I'm hoping I can scare up some helpful advice or a new perspective here. I've perused the limited strategy discussions on BGG but haven't found anything that's worked for me.
I've got about 25 logged plays of SI on BGG (most of them campaigns) but I'm probably sitting around 30 plays total.
Thanks,
Ryan
I love nearly everything about the game. My only complaint is that the game seems, well, soul crushingly difficult to succeed in when playing a campaign. I don't mind losing, but it turns into a bummer when I can see that defeat is inevitable when I'm only three missions in to an eight mission campaign.
Now I might just not be playing well, and I hope I get a few responses with advice that helps me improve my gameplay, even a bit. But here are a few problems I see with the campaign:
- The enemy becomes more dangerous via Alert Levels as the campaign progresses. (Not a problem by itself, but...)
- The player is penalized in numerous ways for losing a mission. Not only does the player lose VP (not a complaint), but the participating and surviving soldiers don't gain as much XP for participating in a failed mission. Considering that the enemy will only get stronger without the player being able to counteract that, and considering that the improvements gained by experienced troops are rightly lost when KIA, it seems too harsh a penalty to the player that troops who survive a fail/abort mission receive less XP.
I absolutely love the game. But it's been a bummer considering the time involved in playing a campaign to see little to no chance of success near the beginning of the campaign.
So, anyone have any thoughts or advice? I hate using easy variants and houseruling things, so I'm hoping I can scare up some helpful advice or a new perspective here. I've perused the limited strategy discussions on BGG but haven't found anything that's worked for me.
I've got about 25 logged plays of SI on BGG (most of them campaigns) but I'm probably sitting around 30 plays total.
Thanks,
Ryan