XCOM: THE BOARD GAME
by Fantasy Flight Games
Commander handles the flow of credits and commands interceptors - XCOM's aerial defense.
Squad Leader has specialized soldiers that carry out important missions and defend the XCOM base against ground assaults.
Central Officer dispatches satellites for orbital defense, as well as for some logistical actions. Also the CO is tasked for handling the app...
Chief Scientist is the one that makes sure that these few assets are not the only help that the players have at their disposal. This role takes care of research, which is a vital part of the game. New technologies give the players new abilities that will be imperative for surviving the game.
The starting assets are otherwise the same in every game, but one is different based on the location of the XCOM base. In this game, the base is located in North America. This allows the commander to build some interceptors for free, but if I let the panic in North America to increase too much, I will lose this asset...
Three UFOs also appear to the skies of North America, looking to cause panic and destruction!
There are reports of a solitary UFO over South America as well.
Other two are sent out for a special mission with a Skyranger transport aircraft. Three are on another mission and one is taking part in the officer training program.
High precision Plasma Cannons are now ready to be fitted into interceptors - while useless against UFOs, these cannons can be used to destroy alien
ground units very efficiently.
With the support of two interceptors - armed with the new Plasma Cannons - the squad resolves the mission and considerably eases the panic in North America.
Also, two of the UFOs that survived the aerial combat are shot down from the ground.
The Satellite Nexus is once again used to draw UFOs away from the other continents, though one is left in South America.
The Central Officer only has a limited supply of satellites with which the UFOs can be lured away from their initial targets.
Once the Ethereal begins to gain upper hand, interceptors with Plasma Cannons show up to blast the alien away. No need to play fair when the future of the whole humanity is at stake...
The trooper survives.
A few new soldiers are recruited, and an elite Sniper comes back from the officer training facility.
The scientists there are using killed aliens and salvaged alien technology to speed up their research. They are looking for means to generate more resources, and find Elerium - the 115th element. It will provide additional power for XCOM, and power equals resources.
Two of these soldiers are Elite. So far the Squad Leader has managed to keep all of his Elite troopers alive.
Asia and Australia are also panicking, which will affect negatively to the next month's budget... XCOM is running out of time...
Countless UFOs are attacking all continents of the Earth, and XCOM only has a few interceptors to send against them.
One is sent to Australia and two to Asia.
A squad consisting of the best XCOM soldiers is sent to attempt the Final Mission... They must succeed - the defense forces can't hold the invasion back for another month.
The so-called Final Mission can't change the outcome anymore...
Still, a nice game that was interesting to the very end.
I'd say that FFG very elegantly crams in all the necessary things to make for a strong alien invasion experience, and the companion app offers some nice new tricks and mechanics. The game is very strategic, and the limited time for decision making adds a lot to the theme: The Aliens are doing the best they can to destroy you, they're not about to grant you all the time you need to carefully weigh your options...