Deep under the ground lies the lair of the Doctor. No, not some evil mad scientist, but what some call “humanity’s last hope”. When he’s not fighting Moloch in the mines, he dedicates all his energy to controlling the Partisan network and inventing new types of weapons and tactics.
Welcome to the newest army for Portal Games excellent Neuroshima Hex game. Are you ready to take control of the wastelands?
The Partisans are unique in that they are the first (and only I think) army for Neuroshima Hex that’s only available in their digital app. So if you are a strictly cardboard player then this army won’t be for you.
The uniqueness of The Partisans lies in their trap ability. Once per turn, the Parisian player may activate their HQ to launch a trap in a straight line from the trap launcher on their HQ. Traps are played face down and when an enemy places a unit on a hex with a trap, the trap is flipped over and resolved. As you might expect, these are all bad for the enemy player. If the Parisian player wishes to place a unit in a trapped hex, the trap is disarmed and returned to their supply.
New armies for Neuroshima Hex can be a little challenging to review. For the most part, unless they do something really weird (see Dancer), using them is simply a matter of figuring out how best to use their focus. Some armies are highly mobile, while others excel at going first in initiative. So what makes the Parisians tick is clearly their trap ability.
The Parisians are all about board control. They have 8 traps (7 are unique), and the key is that your opponent won’t know what trap you have placed until it is sprung. The most straightforward is the Mine. It destroys any unit placed there. Always useful for you and scary for your opponent.
However one of my favorites is the Rabies trap. When tripped, the activating unit receives the Friendly Fire ability. This means a well-placed unit can destroy its own tiles in combat. It can be tricky to pull off effectively, but when you
Read more on boardgamequest.com