I often forget about tactical disciplines. I used them below and one had a real effect, determining a course of action that would not usually happen in a one-off game*. I gave the Nazi's Blitzkrieg, but it didn't work, I won both the initiative and got the first grab. The brains got Gestalt, again no great surprise. So the boss had an easy time encouraging a figure, but then the first one died. Everyone got stressed and the whole party started to slow down.
This the second trial game for my upcoming campaign. Worth doing, some tinkering, painting and lettering to do. I thought the coloured flightstands would show up enough for identification. Wrong.
I rolled for the
mission- 3, bodyguard. Each side had a non combatant brain thing ready for such use. Here's the Nazi one (paint on base still wet) in the campaign it's the gestalt creature from which a segment inhabits the zombie shell, animating and controlling. This gives the Nazis the incentive to capture and recruit.
I'd already decided to use Crystal forest and got complication 2 (yes I rolled!) -1 psi. I took that as another effect of the forest. Being "tuned in".
I'd already decided to use Crystal forest and got complication 2 (yes I rolled!) -1 psi. I took that as another effect of the forest. Being "tuned in".
This is one of those rare occasions when all the figures used are from one supplier, Alternative Armies. Both new releases that pushed my silly-buttons. I got a couple of the Inkwen weapon sprues to good avail, providing SMG's, boomenbangen and pointysticks. Although there's this one (no, I haven't finished painting) that will be used in the campaign that's (bottom) half GZG.
Brains from
Uranus. Gestalt tactical discipline.
Indigo
Difficult target, Leader1, Marksman 1, Psi, Psi master3, 35
Bionic Body
+1 armour, electrical weapons +2 Bionic Arm +1 armour, 1
attack Crunch in unarmed combat if hits by 2 or more, destroys hand
held or other equipment plus damage 1. 11
Sonic pistol (2)
built-in 7 Ignores armour unless sealed. Bolster 1 +1
morale when linked
Encourage 4
+1 activation when linked Guidance 4 +1 reaction
when linked 65
Green
Difficult target, Marksman 1, Psi, 13 Bionic body & arm 11
Sonic pistol (2) built-in 7 31
Orange
Difficult target, Marksman 1, Psi, 13 Bionic body & arm 11
Sonic rifle (3) built-in 8 32
Purple,
Difficult target, Marksman 1, Psi, 13 Bionic body & arm 11
Sonic pistol (2) built-in 7
Yellow Difficult
target, Marksman 1, Psi, 13 Bionic body & arm Laser pistol (4)
Flamer pistol (5)
Detect weakness 2 within 12”, +1 damage. 43
Zombie Nazis.
Cult. Tactical discipline Blitzkreig
(I hope you appreciate my attempts at historical accuracy!)
(I hope you appreciate my attempts at historical accuracy!)
Kaptain Redskull
Leader1, Psi, Psi master2, Masksman1 Reactive 28
Blink 6 when hit,
dodge Tn15 moves 2”, fail, 1 stress +1 damage
Encourage 4+1
activation when linked
Guidance 4+1
reaction when linked 65
Kinetic strangle 10
Tn14, 8” 2dam ignore armour & cover.
Mindsceam 10 roll
everyone 5” 1pin, 1 stress, wound if critical. No endure.
Teleportation 8 -2
carry load, D20 distance 42
Boomenbangentroopen
Adolf Psi, Marksman1, steadfast3 18 2x stun grenade 8
Shootentroopen
Psi, Marksman1, steadfast3 18 SMG (4) 6
Boris, Fritz,
Graf, Hans
Pointystickgruptroopen.
Carl, Psi, Weaponmaster3, nonreactive, steadfast3 15 2 handed
sword (3) 2
The Game. I won the initiative, despite Blitzkrieg, so Tony had the VIP and set his troops in place.
"You lose it here unt iche bein und whole world of hurt".
A very quick encounter, my lead runs smack into Kaptain Redskull.
He tries to dodge but fails. But is able to heroicly teleport out of harm.
My troops gather. The reason why the Kaptain didn't use Mindscream becomes clear later.
Pop!
Adolph lines up his Boomenbangen but misses at point blank range. Twice.
Graf gets got. He's down and in a bad way.
Now comes the hero. Boris stems up.
Encouraged by the boss, yellow steps up to get 5 straight fails including a 1. That allows Boris to put Purple down (I think there's a song in there?)
Boris is pummeled by sonic weapons, Boris goes down, leaving Adolph as the front line. But he puts Yellow down but not out.
A long shot from Hans destroys Oranges weapon. So it decides* to drag the wounded Yellow out of line of fire. They eventually make it off-table.
3 attempts by the Kaptain to kinetically strangle Green all ends in failure. Fritzis called up to replace the downed Hans.
Indego faces down Adolph, covering the retreat.
Fritz downs Green with extreme predudice. With the wounded getting off board that just leaves Indego.
Adolph uses the Boomenbangen as a blunt instrument.
The Gestalt emerges with its bodyguard.
Fritz rushes in, but gets clobbered, but that allows Adolph to pummel Indego down!