Alright, so I feel like I'm definitely missing something here. These just seem impossible for the Citizens. I'm going to just make a bulleted list of how I'm thinking this works, I seem to be making these a lot on these forums for some reason:
- Their goal is to pick up 3 of the crystals and get them over to the points on two opposite sides of the map, or god forbid the second one where it's completely on the other side of the map and the hero one is literally right there.
- If only two opponents exist, you only get two turns each round. You can only make one person move per turn though, so of the 5 units you control, only 12 turns can be taken between all of them, since you get two per round for 6 rounds.
- Each turn you can only move a character 4 spaces at max, barring that two of them can be made with no elevation problems. There might have been a character with move 5? I don't remember though. Either way, this costs both of your actions each turn, but if you don't do it, I see no way to come even close to winning. And to me, those aren't very eventful turns. Baron Blade got the option to teleport, and had defensive options, and a decent reward for killing if he could get a 1-shot kill on someone. It seemed much harder to set up a one-shot kill with the citizens to even try that option.
- There's no penalty for being incaped. From what I read the incap statement just means you move with your crystal, if there's any push overkill. It didn't read like you were taking the crystal from someone, which would sort of make sense to me, but considering how hard it is, I'm glad it's not a thing you could do. The problem I have with this is, what exactly is the hero players trying to do? Those with push abilities make sense because they can push the citizens back and keep them at bay. (Glad no one played Beacon honestly.) Is everyone just attacking in hopes of getting push overkill to push the citizens back? That sounds really uninteresting on their part.
I've done the first mission twice, and we set up the second mission this recent time today, but it looked like the first mission except much worse so we just decided not to play it and skip to the third instead. We didn't have time to finish it but it seemed like a lot more fun. It felt good to actually have a full-sized card in front of me instead of a bunch of mini cards. It also felt good to be able to take a full turn, with a large amount of power options on my single character to choose from for that turn. I'm not a fan of the fact that Citizen Dawn only makes an appearance at the end of her Scenario book, while the other two characters are present throughout theres. It's probably just compounded by my frustration though, I probably wouldn't mind it if I found the first two more enjoyable.
I saw someone talking about using the shard toss a lot? I only was able to use it three times. I had two people standing range 1 from the shard stack, each picking up a crystal and throwing it to one of the characters at the front end of the starting area for the first round. Then each of those characters started moving toward the end zones for the second round. And I had to give both turns to them each round just to make it to the end points. Then I abandoned them at those points and threw a shard to the third character to run to one of the points but he barely got halfway there. (Once the second crystal made it I sent one of the last two citizens left, with crystals, to try to make it as well. To no avail though.) I dont' even think the heroes ever pushed one of my citizens. They incapped one a couple times, but he just got up and kept moving and they never overkilled him, so he never got pushed. Then they dropped a ton of hazard spaces in his way and he also only had like two turns left, because their were only two rounds left, so I couldn't figure a way to get him close enough to the other guy to get a shard throw in, or get to the other side himself.
Is there something I'm missing? I've had no problems having fair fights throughout all of Baron Blade's, and Omnitron's scenarios.