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2014/06/29 05:10:32
Subject: GrimDork Hobby Time! A pair of wip ad-walls, and something else!
So (as always) I seem to be a few posts behind, but I love those walls. You've done some cool stuff lately with your terrain, and I think these posters are some off the cooler things you've done.
Wish I could join the discussion on the Infinity models, but I just don't know enough about them.
Ehh, aside from the distant future hope that I may someday play... its pretty much just a bit of armchair general attached to painting projects.
If it helps, the nomads are kind of a counter culture, in infinity there's some big AI that supposedly helps humanity out but the nomads think its a bad deal and they seceded from everyone else and float around in three really big spaceships. Bakunin is where most of my nomad dudes come from and its kind oof like sin city, trafficking in whatever is illegal wherever they're trading at the moment. Lot of crazy stuff like gene splicing, cat girls, genetically modified animal people underground pit fights and a specific division of gene modded cop to deal with it and so on.
The last dudes are Kaplans, an 'honorable' merc company that generally works within the haqqislam faction, which has some of the best biotech going for them.
Thanks . I like the ad-walls, they save me on dz tiles while keeping a little versatility, and seem to fit with the corporate creed. Need to get some gimp skills though and borrow from successful real life ads though.
Got some barrels and other scatter base coated tonight, gonna hold off on the dip for now. Will take pictures while gaming tomorrow, if convenient.
2014/06/29 08:52:40
Subject: GrimDork Hobby Time! A pair of wip ad-walls, and something else!
I use a few Infinity minis as specilaiists. Love the Ad walls as well.
"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!
2014/06/29 23:54:33
Subject: GrimDork Hobby Time! A pair of wip ad-walls, and something else!
Thanks Shas, I need to dirty them up a bit but they totally close off the buildings and let me move them further into the board to make more efficient use of the terrain I have. And then I can kick them off and put the buildings against the edge of the table for when I want to do some dramatic interior shots.
Ok, just got done playing two slightly modified games of Deadzone. I have much love for it. I need to clear the models and terrain away and take care of some stuff before the toddler gets back, then I have dozens of pictures I need to clean up and get posted. I'm sure half or more are blurry but most of them were of cool moments so I'm keeping many. Very many cool things happened, I hope I can get back in time to have a fresh memory of them all. BBS.
Automatically Appended Next Post: Alrighty. It's already slightly past my 8 hours of sleep before morning window. I think I'm going to take the better part of valor on this one and do the report tomorrow, or at least as early into the week as I can manage. Should yield better image handling, typing, and all that. I did manage to spend a few minutes in note pad filling a few paragraphs with the most memorable moments and the general flow of each game.
I only got to play twice, and one of those missions was the short intermediate mission from the campaign book, but damn I think I could grow to love the game. I'm hoping to get in at least a couple more games before I throw myself to the wolves at Gencon during the Jane's Gully campaign in which I'll be participating.
We avoided using the command action of our leader units, and we didn't bother with overwatch. There was only one time I considered using overwatch anyway, and not having it as an option led to a pretty cinematic and efficacious action instead. Not using the command option was more of an issue for me as there were two, or maybe three times which I thought another model taking an action would have been superior to my enforcer Sgt doing something himself, but oh well.
Actually, I've got to say, it was only two games but I think I've got a higher opinion of the Enforcer Sgt than most people. He isn't stellar, but I think he can do alright if you use him properly. Down at 50 points he was perfect, there was no way to take a 50 point strike team with five models, not having specialists would be lame. Instead, I had the three most expensive standard enforcers you can take (or close to it, not counting the uber expensive captain), and one basic rifle guy. I took the Sarge, sniper, defender, and that regular rifle dude. This four man team got to go first every round solely because of the Sarge, if I had used a sniper as my commander I could have only moved 3 guys at a time weakening my ability to concentrate effort, and potentially losing the initiative. Using the command action would have made him even more valuable (ordering the sniper to double tap... delicious). I almost wish I had two rifle guys instead of the Defender, maybe take an ammo item for each... but it was what it was. I feel like I missed out on the Enforcers' key ability to mass suppress the enemy force, even though I did do it a couple of times to good effect anyway.
As expected, the sniper was ridiculously good compared to everyone else. And also as expected, I spent a lot of time dreading and reacting to the stage 2 plague guys. They're brutal. Though... stage 3s in the right situation can be rough too. In the second game he got excellent mutations, one s2 had agile allowing him to clear 3 cubes a round before movement cards. He also got an acid bite for one of his s3s which could completely negate enforcer armor in melee, and one had an acid spit that did the same at a short range.
Kind of along the same line as feeling the Sgt is better than I thought, enforcers can totally mix it up in melee. I mean, they should avoid it if they can, but deadzone boards are cramped and plague nasties can cross the entire board in 2-3 rounds pending deployment. CC is going to happen, having a Sarge or assault Enforcer around for counter charge purposes can win you the day. Even if that model ends up doing a heroic sacrifice (happened twice within three turns in the second game... but damned if I didn't pull it into a win), that may be all he needed to do. Just getting a second body into a fight helps your guys survive, and makes the Break Off action way more likely. You get your fighter tied up, preferably doing damage but entirely likely to wiff, and allow your shooter to break away (possibly with a strong enough success to get another action once they do!) to effect change elsewhere. Just get that shooter clear of being in an adjacent cube for when the big nasty kills the lone rearguard and starts looking to consolidate into somebody.
I'll save the rest for the report, but a final thought is that I love the exploding dice. Sometimes you just get to relentlessly bury some unit, other times a sure thing gets grounded out and you've got to scramble to figure out how to fix the problem. The 'sploding 8's typically trend towards making a sure thing surer, but these dice are even more fickle than usual and like to throw curveballs and upsets and random intervals. I had a second gen plague charge my sarge, the s2 wiffed and the sarge hit all his marks popping it's head in his powered glove. More commonly, several of his plague dudes (sometimes with the help of cards) totally shrugged off some particularly weighted fire against them.
Anyway lots of rambling. Pics tomorrow if I can help it, battle report as well if I have enough good shots and if my memory holds up.
This message was edited 3 times. Last update was at 2014/06/30 03:45:38
2014/06/30 08:06:26
Subject: GrimDork Hobby Time! A pair of wip ad-walls, and something else!
Sounds great, and I agree with the thoughts on the exploding 8s. I think my record is 6 successes from 3 dice, if I recall right it was to save an Yndij from a rampaging S2.
I too haven't played with the command actions yet, but I agree the sarge is nice to have, for the melee potential and command totals.
Like the new sig too, very cool.
2014/06/30 11:55:47
Subject: GrimDork Hobby Time! A pair of wip ad-walls, and something else!
Thanks, hoping to get a report or two up. Probably more of a general flow of the games than a specific action-to-action accounting, I won't remember that closely.
Also thanks about the sig, needed to do something.
Automatically Appended Next Post: Huh, just had amazon send me their usual crappy email about various things I've even sort of looked at, but it was Infinity this time. Got me to searching the place a little harder, there are more models and deals to be had than I originally thought, so I may be ordering an influx of nomads soon. No Qapu Kalqi starter for my Kaplans though
Automatically Appended Next Post: So I didn't get exactly what I had been planning to get next, but I did manage to nab 4 more infinity minis. $56 bucks, basically full price for two individuals and 15-20% discount on a two remote blister/box. Now, the individuals weren't a great deal, I admit. But one was the last moderator I needed to complete my set, and he was always gonna be at least nine bucks before shipping. The other was a Riot Grrl. I figure I'll get the loose one (pun unintentional, though potentially amusing ) and see if I like them better after I paint them myself. If so, it'll just cost me $30 to get the last 4 at minimarket.
The remotes I got for basically the same price as you would at miniature market, so that wasn't bad at all. And now, I can do my powerpuff themed half-spider killer robot team
This message was edited 2 times. Last update was at 2014/06/30 12:34:42
2014/07/03 03:34:37
Subject: Re:GrimDork Hobby Time! Deadzone Battle Reports Incoming, picutres on the way
So ok, finally got the pictures cropped to remove too many details of my opponent or my living room, though a few artifacts remain since cutting them would have killed important parts of the shots.
Overall, I'm fairly happy with how most of the pictures turned out given the total lack of tripod, proper lighting, and all that. Some of them are blurry... but I kept those which were pertinent to me telling the stories. I may try to type these up a bit nicer, a bit more professional, but as I've already added paintbrush notes and pew pew lazors in places... probably not too terribly professional
The first bit was a solid plague victory, something of a smash and grab...
As you can see, some of the terrain needs just a bit of finishing, but i felt that more was better, even if it wasn't entirely done. This was the intel mission from nexus psi, unmodified, which gave us both 50 points to spend on our teams. Being the host, and knowing the rules, i made both strike teams from my painted collection, and set up the terrain. We got the opposite corners deployment type, with plague set to go first. The only win condition for this mission (aside from a wipeout, i guess) was to secure the intel, in one of the 8 white cargo crates. Being that the stage three, s3, plague are fast and can move another cube than my guys, and that there were as many of them as the enforcers --not to mention their big hulking stage twos, s2-- i felt a bit of a disadvantage was at work. When three of the four randomized crate positions ended up on the plague end, i knew i'd be fighting hard to eke out a victory.
Now, a few atmospheric shots displaying the initial set up of the enforcers in greater detail.
I didn't get a lot of shots of the plague set-up, my opponent was too busy rushing them at equipment crates going for the win! Just ammo! Note the roaring s2's mutation, acid bite! Very deadly, that one.
The other s2 got rapid metabolism, making him just as fast (and twice as terrifying) as the s3's. Here, you can see my opponent getting ready to make an important discovery...
But to add suspense, here's another shot of those nasty s2's converging.
Oh, look! It's the solitary game winning objective, the precious intel! Too bad it was well behind the middle line and near the plague start zone, especially bad for me that this particular s3 had the vestigial wings mutation and dynamically glided down to snatch up the vital intelligence package!
The s3 'general' mutant leader has a command of 2/2, allowing up to 4 plague to move per initiative step, within the first turn of the game, my opponent already had me bouncing off the ropes. But hell, this was my first proper game of released deadzone, and I was gonna come off those ropes swinging! To that effect, I quickly mobilized my entire strike team (i also had a 2/2 command leader, but only 4 guys in total) in an effort to leave that dastardly plague mutant a smoking crater!
I moved my rifle enforcer forward out of the relative safety of his cover in order to gain a clear shot on the plague mutant. Unfortunately, the damn thing was tough and the nearby cover managed to help counter my extra dice.
Weep not, however, for I had brought along what is likely the most fearsome profile within the enforcer ranks, the dreaded sniper! And snipe he did! This wasn't one of those 8v0 success super kill shots or anything, but the sniper rifle's armor piercing charge and the shooter's skill successfully brought the mutant down! I admit, the chalk line is a bit of a dramatization, but that mutant went down hard, leaving the objective temporarily unclaimed!
Here you can see my defender rounding the corner to put some much needed fire down the field, I was hoping to push the s2 back and knock him down to alert status, instead of his combat enhancing enraged level.
However, it was a long shot and s2's are very durable, he doubled the shoot roll with his survive and negated the knockback effect, ending my turn.
hooo-boy, a nasty s2 plague mutant and he's way, way, too close to my lines for comfort...
My sergeant surveys the incoming rush with cool dispassion, being on an armored walkway without an expedient access from the ground level has nothing to do with it...
Here you can see my opponent reaching for his s2, remember when I mentioned that s2 had the fast rule for this game?
Well, regardless, he totally had it, and he totally closed distance with the sniper in a rush of bony plates and twisted flesh! The sniper isn't any worse than a normal enforcer at melee, however they aren't very good by default... and the s2 is a combat specialist. Let me show you the dice roll...
I think his abilities, enraged status, and charge action started him with six dice, at least a couple exploded...
... just like the sniper.
here's the other important thing to note about that turn...
my very next activation was to move my rifle enforcer to where he could get sight of the enemy cube so I could go for a delay via suppression...
I think i got him down to pinned, but pinned wasn't quite good enough. Here, you can see my defender trying to slow up the other s2, but to no avail.
At this point, the fight as pretty well over, I decided to go with a daring clear shot head shot on that dastardly s2... but yeah that was more or less a wiff.
Things turned out ok though as the s2 wiffed it's own attacks when his activation came around... only to be met by just exactly enough successes to overcome his toughness and deliver two points of injury, and people say the sarge can't fight... anyone can get lucky
/dance, who want's some!?
Oh, well crap. My sarge managed to keep his head for the round, but my opponent's next activation got his intel-carrying s3 to alert from pinned, and then off the board in a hurry.
So, yeah, I was pretty much doomed to failure on that one when the box ended up on my opponent's side. If it hadn't be so close to the liquid storage tank, I might have had better luck. At least I managed to get us to round 3, if I had done nothing, the plague would have had the intel off the board on the first turn!
Thanks for reading folks, I think the second report is a bit more exciting... it was a really close call with quite a few dynamic maneuvers going on. The images are in my personal gallery, something like deadzone batrep2. I'll try to get that one up tomorrow or by the weekend, but for now I've got to sleep.
Oh, yeah, so not only did I blow out my amazon bonus points on more Infinity models, but since mantic decided to throw out a 25% off discount code for today only.... I went ahead and picked up three iron ancestors, and the three pack of jotum hailstorm cannons. I may have to rethink redoing my marine tanks and just take 3 not-dreads and 3 thunderfire cannons in my space dwarf not-spacemarine list
This message was edited 1 time. Last update was at 2014/07/03 03:50:29
2014/07/03 08:31:59
Subject: GrimDork Hobby Time! Deadzone Battle Reports Incoming, picutres on the way
Nice battle report , really excited to get into the game myself from reading it. Also noticed how nice it is with your clear bases you put on your models. I've been considering doing that lately as I dislike basing, especially when you choose a style that doesn't mesh well with your opponents board. "I'm looking a you snow covered terrain board "
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
2014/07/03 11:55:57
Subject: GrimDork Hobby Time! Deadzone Battle Reports Incoming, picutres on the way
I skipped the dz IA's because they were almost the same price as a standard ancestor, though the different arms would be considered as free. Its a good unit in current warpath, subs well as a rifleman/standard/potentially mortis dreadnought if I ever try to play 40k with my not-marines, and looks like a pretty decent kit overall. Ball joints and stuff, so some flexibility. The jotums were probably the excessive part, thought i could count-as them for 3x thunderfire cannons
Also... free shipping, i had to get free shipping, cause bumping my order by 40 bucks of jotum to get up to the free shipping limit to get rid of the five dollar shipping rate.... totally worth it...
I'm pretty sure that mission is meant to be over pretty quickly, it's small and the crate deployment can very easily hand victory over to one side. But i think you tend to play that mission inbetween your other missions trying to get the temporary buff that winning it gives your strike team, so it's kind of meant to be quick and such.
Our next game was regular deadzone, though we kept the two 50 point strike teams and agreed to lower the VP win condition to 8 instead of 10. I found that game more interesting, it was definitely one of those close-calls for sure.
@ToT it kind of makes the thing a bit more childish, but i'm ok with it
@Theophony what you've said is a lot of the reason i've opted for clear bases... ease of use, always look like you belong, and if you go with the thinner kind like me you only run up about 15 bucks for a pack of 100. If i ever make it over to affton to check out miniature market, i could totally bring my dz set up if you aren't already playing by then. Of course, it's usually much easier for me to do such a thing in the winter due to work...
@Cam thanks, it's been forever/never since i've gotten to play a wargame with fully painted models and terrain... well i guess a couple of my pieces are still in the process of getting painted but it was close!
This message was edited 1 time. Last update was at 2014/07/03 12:10:10
Still haven't gotten a good chance to dump the other 30-40 photos for battle 2 and do the write up, probably this weekend? I did want to show off my latest supply drop though:
the latest ''free'' infinity purchases with my amazon store credit, so now the powerpuff girls nomad remotes theme is totally going forward, i've also gotten the last moderator i want/need for a full link team. The riot grrl is for me to paint up to see if i like working on them, the 5 grrl link sounds awesome in game, but i'll have to make sure i want to paint them first you'll also see the final supply drop for that project mainlining in my other plog.
Thats all, just a supply drop, the second report should be soonish.
Must resist infinity, though if the rules are good I could always sub models that I already have. Oh and I shamelessly stole your barrel idea and made 9 of them this morning. I have many pages of cool stuff to dig through your thread to steal ideas from.
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
@cam kind of bummed about not doing the 'throne' comp, but those daleks above need painted along with 6 other Who minis, along with 4 little display sets, as well as a foot tall tardis display box... simply no time to push any kind of limits while i'm already working on that. for shame. The models corvus belli makes for infinity are just rotten with detail and awesomeness, i only started liking one or two factions in their range but now i'm pining after half a dozen =/
@paradigm teletubby daleks? Seems like they have a different site for various locations but it was from http://www.blacktreedesign.com/home.html , they do dr who stuff for the 8 original doctors i guess, along with lots of side characters, and some other things. I'm not terribly sure i like a lot of what they produce, but they do decent daleks which were otherwise difficult to find.
@adamsouza
Thanks!
Excellent.
Hmm?
Check out Litko, or let me know if you find somewhere better
@Theo i never got to play necromunda, but i did read the rulebook once through. I'd say that's the closest thing i've read to help describe infinity, 4x4 board or so, complex rules for moving fast or not fast, prone, hiding, shooting at things that are hiding anyway via speculative shots... The game seems to have a ton of nuance, from using misdirection to fool your opponent into not knowing which mini is your leader to all kinds of sneaky tricks with movement, hacking, shooting out markers and deploying repeaters to make hackable deadzones to bottleneck and disrupt enemy heavies and robots, models pretending to be other models, even more... i would really like to get into it but i've got nobody to play around here.
I shamelessly stole the barrel idea myself, i don't even remember from where, maybe one of the infinity terrain posts somewhere, just be sure you steal mr Souza's tip to put a bit of paper/card inside them to give you a chunkier place to put the glue. Enjoy the blog, and be sure the check out Adamsouza's blog, it has all kinds of cool terrain stuff, I keep finding ideas to steal over there.
Ok, i've got a minute... gonna try to belt out that second battle report, so if someone's around to bump i'll post it as soon as it's done, otherwise i'll post it as soon as someone says something so it'll display on the new post.
@paradigm teletubby daleks? Seems like they have a different site for various locations but it was from http://www.blacktreedesign.com/home.html , they do dr who stuff for the 8 original doctors i guess, along with lots of side characters, and some other things. I'm not terribly sure i like a lot of what they produce, but they do decent daleks which were otherwise difficult to find.
By Teletubby Daleks, I refer to the garish primary colour ones introduced to much nerd-range a few series back and slowly phased out and replaced by the old ones, presumably to placate angry fans Horrible, horrible designs! The older ones like you have are way better!
Bump , I've been checking out Adams blog too, its like a little revival of cool things happening lately. Lots of older modelers popping back in, or at least me checking more threads out . Anyway more battle reports chop chop.
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
Oh those! I was wondering what you could possibly mean... they don't look thaaaat bad do they? In either case these will probably be fighting the 9th or 10th doctor so i'd have to use the older scheme either way.
Excellent, bumps for all! Now, for battle report 2:
Deadzone battle report 2, standard once off, reduced to 50 points from 70 for time constraints, victory conditions reduced from 10 to 8 points. I think we managed in about an hour and a half, and mostly because we'd only played once before and i'm terribly slow at making important decisions.
We kept the same setup as game 1, but we got opposite long edges which gave us both reasonably close high points. According to standard deadzone rules we did not know eachother's objectives, he had to infiltrate his guys across the board with no other way to earn points so it was that or to wipe me out, and i had to control (have a guy on, and no enemies adjacent to, the cube containing the objective marker) objectives. Since we reduced the points, i would be able to win by just holding two, i think he would have had to successfully infiltrate every single model on his team to win that way, which is probably why he started coming right at me instead. I got the first turn.
The initial enforcer deployment, you can't see the objectives from here but the defender and sniper are right across from one, and the other two are poised to climb and make a dash for the central objective marker. So glad i made those addwalls, they amuse me to no end.
Enforcers got the first turn of the first round, the sniper wasted no time in using a climb action to get into a better position. The door controls were stuck, but his enhanced physique made a mockery of the cheap settler grade materials.
The standard rifle enforcer, we're gonna call him stock for now, hopped once space up the building, he couldn't run and he couldn't climb, so he had a somewhat limited movement. The sergeant decided to take the low road and patrol around the flank of the abandoned marine HQ node, eyes on the prize.
One note, we had decided to skip using both the command order ability, and overwatch to help simplify this game, a couple of times i would have liked to issue commands, but things worked out.
The defender has advanced under the watchful gaze of the squad's designated marksman, he's very close to an objective marker, but holding one will do no good. That crate at the right just happens to be in the same cube as well, wonder if there's anything good to be had?
Final enforcer advancement as of round 1, moving everyone in one go means the enforcers will get to go first next round as well.
extra shots of things you've already seen, but less important to the flow of the battle:
Spoiler:
This may be considered as a showcase as well as just a battle report, huh? This is the first recruitment adwall in all of it's glory, fittingly mounted on corporation marine building, ignore the unfinished roof barricades and double wide walkway.
A true pro would probably keep his barrel from poking out of the window, but this guy has powered armor and wanted the best line of sight possible.
Heads will be shot liberally and in good measure!
With the enforcer turn and round finished, now we turn to the vicious plague mutants.
Remember that we were using the yellow suited plague with the hmg as the plague s3 general instead. Also note the ap1 razor claws on the lunging s3, and the acid breath on the blue/green clothed plague s3 in the back. You can also now clearly see the objective in the center of the board, one which the enforcers desperately need.
Forget the s2's and you'll be dead before you know it, here they are so we can keep that from happening, soldier.
I find this particular aspect of his deployment curious, i'm assuming my opponent had figured his mission nearly impossible given the circumstances (surely i would hit at least one of them if they tried a refused flank and started bolting). The hidden mission objectives are really cool though. Once both players have more experience, i could totally see the plague player huddling up in a corner to draw the enforcers out, only to jump everyone at his leader due to drawing the assassinate mission, and vice versa.
This objective is deep within enemy territory, i'd have a better chance of wiping the enemy force than getting over here, the general and standard s3 advance cautiously forward eying that crate with more than a little greed.
The next round goes pretty quick, and several things happen packed into the next few images..
Holy crap! Those second gen plague are deadly, and when they pull a rapid metabolism mutation? Really, really bad. It took all four enforcers shooting to make this happen, the sarge's pistol did nothing, the defender's shotgun and even the sniper's fire were shrugged off thanks to that damn cover cube. Finally, the rifle enforcer turned and blazed away at the monstrous thing, combining a blaze away card with his weapon's weight of fire, and the fact that the s2 was already in cover and more likely to go to ground there, it was still close. In hindsight, i should have opted to do that first, and left the others to try to do something else, but y'know.
The bottom field objective team lives to see another turn, but it took everything the enforcers had to make it happen.
Here we have some plague advancement, still playing it a bit safe, nabbing some ammo while the enforcers are recovering from their apparent panic fire. Don't forget about the other s2, and the rest, they're moving around too, but temporarily off camera.
So now we make it to round 3, while we didn't know everything at the time, we were both likely sweating our objectives, i would have to nearly wipe his troops out to hold two of mine, and with his s2 down there was no way he could get off the board, whether we knew it or not we were headed towards mutual eradication!
Boldly advancing forward, the defender moves to spread himself out from the sarge (hindsight says that may have been less than ideal) and to take a clear shot with his riot gun, in an attempt to move the second gen further from enforcer lines and the objective. The pinned (shook off suppressed in his own turn) s2 managed to do really well on his survive roll and didn't budge.
The sarge was considering a counter charge, but if he failed to kill the s2 outright he would reset it's status to alert and have to fight it again in the next turn. This would have been a great time to make an order but since we weren't doing that i believe the sarge went with get mean instead.
This is one point in which i'm a little fuzzy, i think the shotgun may have scooted the thing afterall... i remember him being suppressed for the next round as we had a discussion as to whether or not you could use the courage card followed by get mean (seems like that should be legit if you can move + move card), but either way the sarge did little this turn but the sniper and stock enforcer did plenty.
Thinking he had a secure position, the plague on the industrial building had been blazing away at the sniper to no success, however the stock enforcer adjusted his position and took a clear shot. I'll spare you the photo of the dice, but there were 8 successes.
Yeah, nothing left but wound counters
This was another time i would have liked an order, but things worked out. I threw a move card at the sniper and he used his jump pack to pop down a cube, giving him moderate visibility on the s2 sneaking past the los of his high perch by way of the bridge. I like to think he took the shot while gliding down from the open doorway of the tower, using any recoil from his weapon to help push him to his final position. More likely he just jetted down, took aim, and fired, believe what you will.
The defender tried again to shoot the downed s2 but to no luck, and i believe the sarge had a similar fail, bad luck for those two soldiers all round in this match. Ahh, i've just remembered a couple of things too, when that defender moved to get that first crate? Well, it was only going to be ammo but it wound up drawing the booby trap card from the plague player, which pushed him back a spot. Also one of the plague managed to pin both the defender and sarge in the previous turn when they were huddling up trying to defend against the s2, they both got mean at that point and that's part of why less happened with that s2.
Though he was suppressed, thanks to a courage card and the get mean action, the stage 2 managed to get into the fray, though he was missing the extra dice from only being alert instead of his usual enraged. The defender managed to hang in there without taking damage, but it was close.
The plague general used the twisted card to get a brutal acid bite ability, and the other s3 got another ammo crate.
This sneaky s3 found a frag grenade off to the side!
Here's a snapshot of what the plague are doing this turn, so far it's looking kind of ok for the enforcers, aside from that s2 barely held in check by the defender.
Which you can now see, basically no way i'm getting the objectives without thinning the herd, but he's already incapable of infiltrating a win so it's still annihilate or bust.
The newly mutated general used a move card and hopped up to take a bite out of stock enforcer, ap2 is bad business!
Then, probably because things were looking somewhat grim for his team, the other s3 lobbed his frag up into the mess! Surprisingly, it rolled low enough and the two targets rolled high enough to completely shake off the effect, must have been a dud.
This second gen was deadset on holding the sniper with a blaze away, but the stoic figure would have none of it, the first enforcer action of the next turn is what gave him his wound counter, from the same sniper he was attempting to suppress.
Knowing it would not be without risk, the defender used the ally-in-cube bonus granted by the sergeant to break off from the fight, he did so with a double or better result which left him an action.
I'll let you figure out what that action was This does well to illustrate that even the shotgun can kill things, but it needs bonuses like clear shot and to be within optimal range to have much luck.
This is where stock enforcer starts rolling well and kicking butt, ignore the suppressed marker it doesn't belong there. Stock managed to make a doubled break off action leaving him free for a clear shot at the general's back, boosh.
By this point, the plague mutants were absolutely furious with the sure shooting sniper, so instead of going for what would likely be a guaranteed kill on the wounded stock enforcer, the acid breath s3 uses a move card to get into position for a shot!
But luck was not with him, and the rolls didn't result in any damage, which was lucky for the sniper since his armor would have done little good.
The plague general spent a moment to use get mean to go back up to enraged (being hit by a doubled shoot reduces your aggression level) and charged right back into the stock enforcer, though he didn't manage to hurt him.
The s2 engaged with the sarge had a bit of better luck... The sarge went down hard, and the free action from that doubled fight let the furious s2, now freshly enraged from inflicting damage, hop into the adjacent cube to duke it out with the defender. The defender manages to hold the charge, again, just out of pure luck.
Back to enforcer control, this is turn 4-5 maybe, hoping to get away to clear the sniper to shoot, the defender makes a break off attempt, but the dice are against him and the additional ap of a failed break off leaves him splattered on the neocrete.
The defender was thinking about his team the whole time though, and even though he didn't successfully complete his action, the results were the same. The sniper still had a clear shot...
Even though he'd just heard the very real potential consequences of the action screeching over the comms, stock enforcers best option was still to break off, and it went just as well for him this time as it did the last. I spent at least five minutes agonizing over whether he should shoot the wounded general or the arguably more dangerous acid spitting s3, caution won out, however, and he targeted the general with his doubled break off short action...
...doing a single point of damage with the clear shot, so i feel justified in my choice
Things were really getting down to the wire for the plague player and the game in general, the enforcers have a clear advantage at this point, but it was entirely possible for the plague mutant to get a quick kill and flee off the building from the sniper in hopes of coming back for him later. Fortunately for him, stock managed to survive the acid spit by rolling his only 3 dice for the test as successes, taking zero damage, surviving by zero margin. The mutant figured on bad chances against two enforcers so he tried to take the stock enforcer in a fight, but managed no damage there either.
The enforcers probably could have killed the acid breath s3 by shooting it dead, but i figured they would do things by the book if possible, so the sniper hopped down and over to claim objective yankee for 4 points.
An extra turn passes off camera as i reposition the enforcers, stock manages a just passed break away allowing me to play a distract card on the spitter keeping him locked in place for the duration.
Stock enforcer managed to claim objective zulu for the win.
If the spitter still had coherent thoughts, i think they would be thus.
And finally a bit of a diagram for the last round of action.
Hope you guys enjoyed reading the report as much as i did writing it, or even a bit more perhaps, though unlikely you did as much as we had playing it... anyway
Really had fun with that one, it was close for most of the game, with lots of turn arounds and surprising rolls, rolling up definitely makes things interesting. Whenever i get to play again, i'll try to make another report, thanks for watching and happy hobbying!
This message was edited 5 times. Last update was at 2014/07/05 13:08:41
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
Updating last post as I can, toddler keeps running into the officeand ddragging me out, apparently watching Diego is a team sport. Over halfway done now, hope to sneak the rest in before we do the cookout and fireworks thing.
Automatically Appended Next Post: Ok, got the last images and comments up, enjoy.
This message was edited 1 time. Last update was at 2014/07/04 22:27:01
The small size is both convenient and claustrophobic. Its totally on purpose, to kind of induce that bit of panic from cramped quarters and so on. Further drawing on boardgames, there are counters and cards too, and no measuring. It was billed as a hybrid though its more of a small skirmish with a few BG elements.