Red Budapest

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Alex_Penzin
Posts: 1
Joined: 29 July 2020, 12:12

Red Budapest

Post by Alex_Penzin »

I think this scenario needs some extra color :D
For me this is the hardest one, harder then any black one.
What is your strategy for BUD?
Wathamwatjut
Posts: 1
Joined: 28 January 2024, 21:36

Re: Red Budapest

Post by Wathamwatjut »

I could really need some help myself. Unable to land in red BUD for MONTHS now! MONTH!!
We switch roles for every new game and use "working together" and "anticipation" as our special abilities.

We are getting crazy about BUD, please somebody help :cry:
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FlyEf
Posts: 1
Joined: 06 September 2024, 18:21

Re: Red Budapest

Post by FlyEf »

Yes, it is the hardest scenario, because you rely on dice throws the most from all scenarios. You dont get good throws, there is no way around it.
Generally, the promos are the least balanced in this way (Budapest and Dusseldorf being worst) .
What worked for us was Working together and Synchro (We use those in 99 percent of scenarios with abilities).
Took us ten tries though.
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Romain672
Posts: 1348
Joined: 05 April 2016, 13:53

Re: Red Budapest

Post by Romain672 »

I'm at 1/0 on it, maybe I got lucky.
Let me analyse your last game: https://boardgamearena.com/archive/repl ... s=84207926;

So you start at 5000 meters, which mean you can't reroll your dices, which are the hardest missions.

So firstly the 2 powers, I like some variety and not optimise them. Synchro is the best one in missions which lack coffees. Let's see here, you got 24 dices outside of axis and engines, need 12 on planes, need 7 on flaps, and 1 in brakes. So you have 4 coffees available which is average, but without reroll, that's pretty low. So I like synchro.
Since you start with no reroll token, Mastery look pretty nice, even if that makes the early game random.
Since you can lose in one turn without low, I like having adaptation.
You took working together and mastery.

At the start you have an enormous number of planes and need to move 1 and remove the planes. And have wind going, huh. You want to move 1 then move 0 and put priority on removing planes.
Nothing to add, that goes really well.

I think turn 2 you still would want the axis full right. Putting axis one to the right would let you advance, but with that much planes, that's scary.
It look like you swapped dices immediately, I would wait one turn. Your teammate should only play a 5 or 6 on axis already, and if they got a 6, you could pass them something else, like a low dice. You have a place to play your 6 here in the 5/6 landing gear.
Again everything is fine. Yeah it was a winning game, I though it was a losing one.

I checked until the end, but from there, it's realtively easy if you don't get unlucky.


There is just many random aspect, especially the no reroll token which make that mission hard.
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ArnakSentinel
Posts: 3
Joined: 08 July 2022, 11:46

Re: Red Budapest

Post by ArnakSentinel »

After lots of crashes in Red BUD i decided to share my abilities rankings for that scenario.

Working together: Great
The toughest challenge in Skyteam is the lack of information. This ability simply allows to play axis or engine from one side, and even more in later rounds. Auto pick ability for me, which often turns the worst numbers into the best for both players. The ability works during the whole game and is outstanding from its start until the end.

Mastery: Good
Reroll token shouldn't be overrated, but having one or two during the game makes your landing more comfortable. Since you have no access to reroll tokens from height track, you may like this ability. It synergizes with working together, and can be triggered quite often for nothing one cup of coffee.

Synchronization: Poor
In Red Bud you need clear plane and move 1 in round 1, then stop and clear in round 2. The wind tries to ruin your plan, adding to speed. This means the pilot should apply landing gear very soon, and the co-pilot should have 1-2 for flaps, 1-2 for board clear, 1-2 for engine and big number for axis. Seems very unreliable

Anticipation: Poor
This ability is a bad version of working together. Only one player can change the number with 1/6 chance to get no change at all. It is very hard to make right decision what to reroll with no other information.

Adaptation: Poor
YOLO ability. Play without ability at all, and if you succeed, you can perform an ultra move last round turn 1 into 6 on flaps or 6 into 1 on engine. Unreliable.

Control: Bad
The worst ability for Red Bud since you have to turn axis almost each round. This ability would give you no more than 1 coffee token.
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