Today we switched to slow bogies for a change. We haven't played with them in a very long time and I guess we've learned a few things about team tactics since then because the bogies didn't stand a chance. We played 2 games and there were never any doubts that the team would get out.
So we decided we needed to change something.
We considered increasing the slow bogie save to 3+ but as we are aware that there are also problems with fast bogies we wondered about an increase in AP. Thus we increased the slow bogies to 2AP and the team to 3AP. This seemed to work rather well. So we wondered how it would go with the team at 3AP and fast bogies at 4AP.
We tried the 3AP/4AP on the v1 BBD map but it didn't help with the problem at the first junction. So we switched to the v2 map and had what turned out to be a rather interesting game:
The problem I described in my previous post (of the swarm being able to put 4 bogies into that first junction rather quickly) is made worse by the increased AP however it occurred to me (I was playing the team) that if the northernmost member of the team tosses a bomb into the north corridor then, provided the get 5+ on 2d6 they instant kill one of those 4 bogies and block the entrance with flames.
The team then have to rush for the junction and one of them is forced into melee. He lost (unlucky) however it drew the bogie out where I could shoot it, and I got 4 characters into the hallway. There were a couple of scary moments in the hallway when I thought it might turn bad but in the end I managed to get 4 characters out of the labyrinth.
We're too tired to play again today but we both came away from that last game thinking that we could have done better, or worse, i.e. it was not obviously biased one way or the other. Only more play will tell for sure.
i'm starting to think that the map in this scenario is just too restrictive to be used with fast bogies and that with the spwan rate of the bogies they will always be able to 'clog' up the intersections, so even if a few human units make it past the first they wont make it past
i think the scenario needs changing. the map needs to be opened/widened a little, or there needs to be less bogies to start.
I think your findings with the COD scenario are providing an interesting insight here and that perhaps 10 fast or 15 slow are the wrong numbers to use.
Debs and I will play a few more games of BBD with the increased APs to make sure we don't uncover any major problems. If we don't then perhaps we'll tweak the max number of bogies to find numbers that the team can only just about manage to deal with.