When was the last time I had dozens of figures on the table?
Here is a case in point. Notice the scenery. You've seen this base mat used in many, many wonderful ways but here is how I had originally intended.
Last week, working out the game I noted that I had enough letters-on-base figures (I've lots more, needing upgraded painting) to do another side. Now I wasn't particularly busy betwix the Thursday game and Sunday, so could have done more. Note to self, can do better.
The first side I've already done and I only needed to review 3 of the second. I could lie and say that's good planning. The problem is, these were 2 superb games where grenades actually worked as they should!
PAU
Sergeant Veteran Leader2 Marksman, Reactive Weaponmaster 32 Total 49
Assault rifle (5) Automatic, 2 hand 8
Fixed bayonet (2) Primitive, 2 handed 2
Frag grenade (3) 5
Troopers A E D H Marksman, Reactive, Weaponmaster 14 Total 28
Assault rifle (5) Automatic, 2 hand 8
Fixed bayonet (2) Primitive, 2 handed 2
Frag grenade (3) 5
Tactical discipline Brawlers 10 roll failed melee attacks. Crawl 1” Walk 2” Run 4” Sprint 6”
Su Ying
Martial Arts2, Tough1, Veteran, Leader 24
Light combat dress 14 Forcesword (4) 6 20
Tinga Ying
Marksman1, Martial Arts2, 14
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23
Zeel Ying
Marksman3, Martial Arts3, 24
Light combat dress 14 Vibroblade (3) 4 Zap pistol (3) 5 23
MuGerrila
Huge, Nonreactive, Tough2, Weaponmaster3 21
Power armour 36 Power gauntlet x2, 10 Zap rifle built-in (4) 8 54
The Game.
Tony took the PAU and, amazingly ( after 2 double rolls of 5 on D20's) got the initiative.
He got a lot of triple moves, building up the stress until he gave up the initiative.
So I get to move up-.
Chokepoint is gained.
Flanking on reaction.
Lurker, just for colour.
Grenade goes Boom! No-one dead, one wounded all knocked down.
Good SOP, runs in starts trying to find weak spots. Now the pins mount up. And up, and up!
Grogily Su Ying gets up and goes to help as a good leader should. But that works both ways.
Bringing a sword to gun & grenade fight isn't the wisest move. And when you're wounded and outnumbered. A quick try then retreat.
A takes the brunt, loses his weapon, jumps back. That allows D to shoot-.
A reaction! Quick retreat mode.
A grabs his weapon (spends one action) checking it, runs in and shoots. Yes, he got 4 actions.
Su Ying does down!
Zee Ying, his little zap pistol outclassed, tries a couple of shots and moves forward with caution.
Tinga Ying gets up. Getting closer prevents grenades-.
D jumps on the monster and probes with his bayonet. He disconnects the gun and fends off a couple of attempts to grapple.
Remember Star Wars? E finds the flaw in the power armour. Probably an exhaust port that allows a shot to go right through and rattle around the inside of the helmet. Got the image?
Tinga Ying goes down. That leaves one-.
That was a lot better than I deserve. Good game.
Game 2 Swapsies and he gets the initiative again!
Yes, bunch up-.
Oh look a choke point!
I get some reactions, leader forward.
2 down, Zinga Ying is dead! Our first grenade death I think?
Tinga Ying groggily gets to his feet.
Nice grouping if I do say so.
Tinga Ying proves that zap pistols can kill.
Here comes Mr Big.
Grenade misses, must have bounced off something.
Hah hah! Hail of fire. Repeated until they're all dead. Brutal modern combat.
First grenade at the big guy.
He's behind you!
Better run away, then! Chased by ineffective shooting.
And he's up, the next one-.
Another miss.
He's down-.
The hunters move in. They can finish him off with grenades at their leisure.
Another great game. Comprehensive win, plus we had an interesting talk on the mutant. Would it leave or carry on?
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