From: | Adrian Smerdon <adrian.smerdon@******.COM> |
---|---|
Subject: | Re: New Thread: Best Challenges |
Date: | Wed, 21 Oct 1998 10:13:35 +1000 |
>>actually care about playing the game....
>>
>>Challenges: The lifeblood of killing a Shadowrunning Team. We all
>>probably have a pretty good idea of what some of the toughest,
>>physically to fight, are. However, I'd like to hear what the
>>collective opinions are from those of you who play (or collect) as to
>>what the best challenges are for stopping Shadowruns, whether it be a
>>bully deck or a sleaze deck.
Though most people like the run stoppers, I tend to like the all runners
damaged challenges like:
Highway Showdown - 4 damage to all runners present.
The Big Chase - 3 AP damage to all runners present.
Sabotaged Controls - 2 AP damage to all runners present.
Minefield - X AP damage to all runners where X = numbers of runners present.
Of course I still have Booby Trap, Widows Trap, Maglocks etc., but I like
to see all the runners damaged or killed. This keeps all the runners tied
up for the next round healing. I usually have a Biotech Shaman running with
my team so that a big attack value challenge can be mostly applied to a
tough runner and then Bioteched off.
Often overlooked to stop sleazing is: Motion Detectors which I also use.
Regards,
Adrian.