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I placed my hero, Zeratul (Dark Templar), on my home planet in the area where the Warp Gate was located so I could warp him off planet if need be during an end of turn regrouping phase. Turn 3 saw the appearance of the Stage II event deck and during the end turn Regrouping phase everyone chose to play their "Hero" Leadership card.Ī Hero has abilities specific to that faction and the following additional abilities common to all heroes, immunity to splash damage, immunity to mind control, and immunity to technology card abilities that destroy units outright. Nevin and Mark fought to a standstill on Dylar IV while I managed to defeat most of Mervyn's forces on Hydrax. Turn 3 saw more fighting between Nevin and Mark, and Mervyn and I. I can't blame him as that was the only logical expansion route off his home world, Braken. Mervyn did not attack my home world but he did contest Hydrax. After the "Navigational Error", Mervyn had "backdoor" access to my home world, Halcyon.ĭuring the turn 3 planning stage, I told Mervyn I was going to trust him not to invade my home world so I could consolidate my holdings on Hydrax. After a second round of battle, on the following turn, this left Mervyn with a lone isolated unit on Antiga Prime and Mick with a gleam in his eye thinking of future clean up operations on Antiga Prime. Mick's initial battle went badly forcing him to retreat to an empty area of Antiga Prime but at the end of the turn a "navigational error", played by Mick, caused Mervyn to lose his way back to the planet when Mick swapped the Z-axis end points between Antiga Prime and my home planet. Mick would land on the land portion of Erebus Station where we would maintain a truce until turn 5. While Nevin and Mark waged war against each other, Mick and Mervyn fought on Antiga Prime allowing me to expand to Hydrax peacefully and eventually the space area of Erebus Station. In the beginning, Mark's Overmind token allowed him to take the lead in Conquest Points but it did not take long before Nevin's units invaded and destroyed the Overmind taking away Mark's bonus Conquest Point ability. In one front, Mark and Nevin would be the major combatants and in the other Mick, Mervyn, and I would fight over planets. The set up of the map dictated where the early battles would be fought and in this case it was divided along two major "fronts". The View from the Trenches - During Turn 4 Planning Phase, I believe Nevin's special victory condition was going to make it tough for any of the other players to win and increase the game's playing time. When executing it, he could chose to use it as a Mobilize, Research, or Build order and he could chose to treat it as a special order provided he fulfilled the other requirements for using special orders. This allowed him to use the star order token. Mervyn chose the "Storage Facilities" which gave him 3 resource tokens at the start of the game and allowed him to collect up to 3 more resource tokens at the start of the Regrouping Phase provided he had unused workers remaining in his worker pool (this is a nice ability for the Protoss whose units are expensive). I chose the "Warp Gate" which let me move all units in the area with the Warp Gate to any other area that was friendly to me or empty at the end of the Regrouping Phase. Mark chose "The Overmind" leadership card which gave him an extra Conquest Point every turn as long as the Overmind was in play. Nevin would win by accumulating 15 Conquest Points or win at game end by default. Nevin was the only one to chose his special victory condition requiring all the other players to accumulate 20 Conquest Points to win the game. At the beginning of the game, every player must chose one of his Stage I Leadership cards to start the game with.