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Author Topic: Cache loops  (Read 940 times)

Colonel Kilgore

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Re: Cache loops
« Reply #15 on: December 23, 2016, 08:58:56 AM »
Complete cache loop packet now done. It will be on the Vietnam page!   all good things.......

And it now is - thank you Martin!


Leslie BT

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Re: Cache loops
« Reply #16 on: December 23, 2016, 03:53:00 PM »
Stewarts posted some great pictures of cache lopps elsewhere.

Great set of markers for the standard game and for the fire base game.

Lots of lateral thinking to create all the markers out of PP standard set of markers.

Peterloo

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Re: Cache loops
« Reply #17 on: October 10, 2017, 02:16:55 PM »
I don't quite understand cache loops - ok I'm a bit dim I know - but

The yank player can see where the No1 and High value caches are on the cache loop, so every time he searches he is going to pick one of those, its just he keeps plugging away until he gets lucky.
The VC player has no way of stopping this.

Is this right or am I missing something (like a brain)

Stewart 46A

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Re: Cache loops
« Reply #18 on: October 10, 2017, 03:15:53 PM »
Remember each player rolls a D6 (VC D6+1) so not that easy for white star to get the high value but if he does that unit then becomes the honey pot for the VC wasps and normally gets stung quite badly

Colonel Kilgore

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Re: Cache loops
« Reply #19 on: October 10, 2017, 04:32:58 PM »
The cache loop also offers the VC player some cunning opportunities to "ambush" the White Star player by deviating him onto some nasty surprises when he misses the high-value item.

Sean Clark

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Re: Cache loops
« Reply #20 on: October 10, 2017, 09:38:14 PM »
Yes, sneaky VC player! It's a great mechanic.