I run fun campaigns. They really, really help when life gets busy and I still want to keep up the pace.
Suffering a bit, I'd got a bit behind. I'd got these witches (6 mounted & unmounted) for my Halloween game. I found most of them. Good, now for an opponent. I have a pile of 50 odd (poundland) boxes (needing labeling and forever sorting) full of stuff. Early on I find the Nazis (well, most-) from my Moon campaign. That bit's easy, simple cut & paste. Witches take a bit of time, but no great shakes.
CP models have a HEAP of fun stuff: https://cpmodels.co.uk/product-category/15mm-ranges/fantasy-15mm-ranges/
Majority of buildings are from Alternative Armies, as are the zombies, topped up with Inkwen weapons pack. Tower & manor house are charity shop finds by 'er in doors. There's on hovels Vietnam building.
Tactical discipline Hard to
kill 3 wound chits. Crawl 1” Walk 2” Run 4” Sprint 6”
Daswrongtrousersfeurer
Leader1, Medic2,
Psi, Psi master3, Robotech3, Tech2 41
Telekinetic crush
(3) 5 12” los, armour-1 called shot destroy civy or dmg military
equip.
Telekinetic disarm 4
TN13 8” los weapon 5” away
Telekinetic push (3)
6 8” los up to 4”, end tgt TN13 or fall prone.
Telekenitic strangle
10 Tn14, 8” 2dam ignore armour & cover.
Telekenitic
trip 4 12”los, TN13 -1 against big, -3 huge, tgt knocked
prone. 29
Gestalt
Difficult target, Diminutive, Psi, Psi master3, 30 Crawl
1” Walk 2” Run 3” Sprint 5” -2 target.
Mindbolt (1) 5 -1
per 5” torso, ignore cover, armour, los.
Mind control 18
TN16 10”max. P58
Nightmares 10 -1
per 5” torso, ignore cover, armour, los. Morale roll.
33
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
We belatedly add a pistol to balance the points.
We belatedly add a pistol to balance the points.
Boomenbangentroopen
Adolf & Einrich Psi, Marksman1, steadfast3 18 2x stun
grenade 8
Shootentroopen
Boris, Fritz, Graf, Hans Psi, Marksman1, steadfast3 18 SMG
(4) 6
Pointystickgruptroopen.
Carl, Ivan Psi, Weaponmaster3, nonreactive, steadfast3 15
2 handed sword (3) 2
Witches Psionics
Total 201
Flight Pack 8”
per move, hover 2” (above combat) Free disengage. Land on rough
TN5
Brown Witch Difficult Target3, Leadership2, Martial arts, Psi,
Psi master, Stealth 2 39 Total 57
Flight Pack 8
Detect weakness within 12” +1 next attack that target. 2
Bolster no range, +1 morale one target. 4
Electokinesis Damage 2 ranged attack 4
Clean Witch Difficult Target3, Martial arts, Psi, Psi master,
Stealth 2 27 Total 54
Flight Pack 8
Electokinesis Damage 2 ranged attack 1
Mind control TN16 10”, LOS. P58 18
Green Witch Difficult Target3, Martial arts, Psi, Psi master,
Stealth 2 27 Total Total 56
Flight Pack 8
Electokinesis Damage 2 ranged attack 1
Tele Disarm Tn13 8” LOS Weapon goes up to 5” inc into
casters hand 4
Tele Push 8” LOS Dam 3 ranged attack. Push target up to 4”
any direction. TN13 roll or fall prone. 6
Tel. Strangle 8” LOS -4. Dam 2 ranged attack to head 10
Hippy Witch Difficult Target3 Martial arts ,Psi, Psi master,
Stealth 2 27 Total 34
Flight Pack 8
Encourage +1 Activation any distance 1 target. 1
Guidance +1 Reaction any distance 1 target. 4
Healing Removes 1 wound, temporary cripple or staggered within
4” -1 each inch over 4”
The Game. We are being lazy, I know. no complications. Basics, the initiative winner has choice of defending or attacking. I take the witches, win initiative with a 4 v 2. I decide to invest the tower and set up, handing over the initiative.
Adolf sneaks on, but gets spotted and "ranged" by y Brown.
Here comes Kaptain Redskull.
Green is the closest, she maneuvers for a shot. She tries telekenetic push, several times, with the aim of throwing him off the balcony & her friend. 4 fails.
Boss Brown takes a position on the rooftop and lay down the electokinesis, giving the evil Kaptain pins-aplenty. Try doing this with plastic figures.
Adolf sneaks on, but gets spotted and "ranged" by y Brown.
Others sneak on into the cover.
A long range zap!
Shoot & scoot.
General rush for the gate.
He teleports and graps the heaving bosom of the fair Ms Clean Wt. hons. He does the evil kinetic strangle, putting here OOA so he can have his evil Hun way with her, the swine!
Hippy witch flies to render medical aid.
Get up!
Leader runs away from the hail of bullets, which is sensible.
The troops move in. Hans gains the gate.
The Boss joins the hippy to render aid to the stricken Ms Clean.
Now it's Ms Green's turn to suffer the strangle -. The fiend!
The Hippy hops over and bump starts Ms Green then scoots for cover.
Adolf is up!
Once again attempts to throw the Kaptain - and fails.
She gets knocked down again - can you guess the result?
Second house-call from the medic.
Finally the kaptain goes OOA due to a 20.
That frees my forces up!
My boss goes hunting-.
Boris goes down!
Hippy restores Ms Clean to full health.
Green puts down Graf.
Fritz shoots green - and the result was-----.
Double tap.
Hans climbs the inside of the ruins. Ahah! A Hippy Witch! Natural enemy of the Nazi Zombie! A burst and she'd down, wounded.
He climbs up to check on the Kaptain and shoots poor Ms Clean. (Who never had an action or reaction all game - my most expensive figure!)
Brown moves to assist Green by putting Fritz down.
On reaction (he'd already primed) Adolf shoots Brown, clobbering all 3. That kills Green and puts Brown on the deck!
Brown's up!
Hans bayonets the downed Ms Clean and shoots the Hippy again. Brown zooms in and puts him down.
So it's back to Brown vs Adolf and the wheel has turned.
Fritz is up, tries for a shot at Brown- misses. So ends the game! That worked so well that I'm planning a campaign. Somewhen.
Gratuitous Wargaming Porn.
Today we are mostly drinking ginger beer.
Above, AA & Hovels (a good 10 years old)
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