I have some ideas for some new teams. They will
contribute to a campaign that can run as filler to allow me to work
on other things. I'm planning on using the basic Horde Of The Things
map structure with only 3 regular terrains. The rest will be a
“dungeon” setup. Hence this test. I have a D20 dungeon dice.
On an A1 sheet of hobby foam I divided the baseline into 6 to give
the starting point. We rolled the regular 3 dice, and reactions and
kept going until we had join-up. This time we set up as a very close
encounter.
To elaborate, I had the initiative and rolled the usual 3 dice. Tony rolled any fails as reaction. For every success the dungeon dice was rolled and mapped out. This represents the cautious advance of the parties in unfamiliar terrain. When the 2 met, there was a short, sharp meeting engagement.
Another way would be to do turn-about mapping, one at a time. Next we'll try mapping out then randomised starting positions.
There's a wealth of figure design talent here:
Ogrons are GZG's Alien Mercenaries with a Critical Mass alien on the Captains shoulder. 'arry is a Khurasan Road Warrior Mutant.
The other force are Irregular Miniatures colonials plus The Scene's survivalist Absolom Dick
Pulled out from the early days and reworked-
Crawl 1” Walk 2” Run 4” Sprint 6”
Captain
Ron Total 58
Big, Leadership (2) Marksman (1) Martial arts (2) Reactive, Tough,
Veteran
Plasma pistol, damage 4
Kevlar jacket jacket Torso 2
Kevlar jacket jacket Torso 2
'arry 16
Big, Martial arts (2) Tech (1)
Intrusion kit +2 tech roll
Monowire
scythe damage 3
Burt
Big, Marksman (1) Martial arts
(1) Reactive, Tough,
Plasma pistol, damage 4 Kevlar jacket jacket Torso 2
The
Dangerous Brothers 46 each
Big, Ampidextrous, Weaponmaster 3 , tough,
2xPlasma pistol, kevlar jacket
Facing them an “expeditionary” force:
Bounty Hunters
Tactical Discipline Blitzreig +2 initative roll &
-1 to take
Slug pistol (4) 5
Sir Archybald Fuckes 27 Fire into melee, Marksman 3, Reactive,
Veteran, Stealth1
Slug pistol (4) 5
Mortimer Bigguns Marksman2, Stealth1 15
hunting Needler (3) 12
Cpl Jones Marksman 2, Martial arts 2, Veteran, Stealth1 21
Assault rifle (5) 8
Fixed bayonet (3) 2
Pvt Walker Marksman 3, Martial arts 2, Stealth1 21
Assault rifle (5) 8
Fixed bayonet (3) 2
Asbsolom Dick Agile, Marksman 2, Martial arts 1,Reactive,
Stealth Weapon master1 13
Kevlar 6
Flamer (5) 8
Chainsaw (4) (force glaive) 6
The Game:
Cpl Jones comes face-to-face with a Dangerous Brother.
And gets put down. The other brother moves up.
Sir Fuckes goes down.
Sir Hugh puts down a Dangerous Brother.
Burt puts Sir Hugh down. That tash, beard & nose, an ideal Inspector Clustoe.
The body of the Dangerous Brother provides cover. Mortimer Bigguns lines up for a shot- a 1, silly M hasn't loaded his piece.
Cover works both ways-.
Shot in the head by Sir Hugh, 'arry reels back and down.
Bigguns shows him metal by running orf.
'arry decides to have a rest. I form a thin khaki line.
Burt is being ignored, so he takes careful aim and shoots Sir Hugh down.
'arry gets his breath back and goes after Absolom, who is crawling away. A quick bash-.
Burt guns down Cpl Jones, the cad!
Next on 'arry's list is bigguns, who didn't get a shot orf the whole game--.
But he runs wile a wabbit on laxatives, leaving Pvt Walker to make his own getaway. You can see that I got a fair number of (yellow) pins.
And Tony's. Captain Ron just left the others to it!
Quick and vicious. A useful trail for the future - watch this space.
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