I wrote a new gang list to give Mike a break from the Spyrers and to give me more to do in the game. I went with a ranged leader to try and ensure she's always around for bottle tests. I had debated a plasma gun for my heavy, but in the end took the reliable heavy stubber. I had a juve and ganger to go with each. Juve as a shield and ganger with some basic weapons. Then I took two more CC oriented groups. A juve & ganger armed for CC, plus a ganger with a lasgun to provide some reliable fire support.
TABLE SETUP
I tried to make sure there were more walkways in use so we wouldn't need to adjust for whatever we rolled on the treacherous conditions table. this worked out well as we ended up rolling acid rain and started most of our guys with something overhead to protect them - as you can see by the deployment pictures later.
north end
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INITIAL DEPLOYMENT
Escher deployment - I deployed first, picked the south end. Everyone but my heavy and her juve human shield were deployed under walkways or roof to avoid the acid rain.
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Delaque deployment - Mike deployed second in the north end and followed my lead keeping most guys with a roof over their head except for his heavy stubber and supporting ganger. Just before we started we rolled for the acid rain. Mike's lasgun guy was hit, but survived it and gained Impressive Scars (+1 Ld)
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TURN 1
The delaque heavy stubber & supporting ganger went on overwatch, while the rest of his gang ran forwards to get good positions.
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TURN 2
Hilarity (well for me) begins this turn. We rolled for the gas cloud and it shrunk. Mike's two delaques were partially under the template - using necromunda rules I needed a 4+ to hit them.
Both were hit, neither resisted the gas - his heavy getting pinned by visions of bugs crawling all over him.
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TURN 3
We start once again with the gas cloud, it doesn't change at all, this time just pinning the lasgun delaque with visions of creepy crawlies. His heavy runs away from the gas cloud. The rest of the delaques advance more slowly.
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In my turn the delaques once again resist the effects of the gas cloud, however my gang stepped up and caused damage on their own. My orange hair takes out a lone delaque juve standing in the open.
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TURN 4
The delaques pass their bottle test and hang around, the gas cloud has no effect on the lasgun delaque still in it's area of effect. His flamer armed heavy takes advantage of his "Hip Shooting" skill (MONSTROUS on a flamer. Run 8" and fire! The -1 to hit has no effect) to rush my two closest CC gang members and roast them both (one "man down", one straight "out of action").
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TURN 5
Mike makes his bottle test. The gas cloud finally drifted this time, totally catching the same lasgun ganger who'd been traumatized by it all game - luckily he resisted it's effects again. The delaques advance slowly trying to work their way forward to shoot from cover. Mike's heavy uses his shotgun and wastes the juve in the open near his flamer.
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In my turn I pass my bottle test. My juve who avoided his two heavies charges his flamer guy. Another juve runs to get within her initiative distance to spot his two hidden juves. My heavy shoots one of his previously hidden juves with her stub gun, taking him "man down" and causing the other juve to flee into hiding.
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TURN 6
We continue to pass bottle tests. Mike's flamer roasts my newly risen CC juve, while the rest of his gang miss. He decides to use his down juve's 2" crawl to roll off the walkway, suffering a S3 hit, but allowing his other broken juve to protect him.
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TURN 7
Mike finally bottles and the game is mine.
It was a bloody affair with something like 7 casualties on his side and 5 on mine. Post game a shotgun armed delaque dies outright, while one of my gangers suffers multiple injuries (including an old battle wound and a leg wound) - to add insult 2 more of my gangers suffer leg wounds. A quarter of my gang is now M3! Luckily for the most part, I was able to move equipment around between gang members - making the M3 gangers my supporting fire. On the plus side I did get a couple wound increases (very nice!) and one of those got a toughness increase as well (hard as nails!). We both rolled captured for one gang member, so we just did a straight trade to keep things easy.
I REALLY lucked out with my territory rolls. An archeotech (2d6*10) plus two d6*10 territories, and even a settlement. This has given me a great inflow of cash post game - and luckily I've had enough gangers I could even send one to assist my leader looking for rare items.
We played a short second game - but were running out of time so no pics. Mike will be a little disappointed as he thoroughly trashed my gang in this fight. He took all my girls out of action for not a scratch on his guys. This was package run from Anthony Case, which was quite fun and we'll for sure be including it in the future. Mike captured one of my juves, but I did luck out after the second game and my settlement provided a free juve!
1 comment:
Great report! I really love the structure and pictures.
Thanks for the overiew of the terrain...it was much easier to follow the action!
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