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Made in gb
Leader of the Sept







Hi all. Had the pleasure of hosting the indefatigable Graphite last week for some hardcore dice rolling action. Narrative was forged, oh yes!

Game of choice was Stargrave, and the recent Quarantine 37 expansion. This was the first outing for both of us in the game, although Graphite has played Frostgrave in the past.
Graphite's crew described in graphic detail here: https://www.dakkadakka.com/dakkaforum/posts/list/60/797591.page#11236086

For my own crew, the crew changed a little bit over the 3 games we played as I found I couldn't use dogs effectively

From left to right: Mystic first mate, Roboticist captain with drone, hacker, chiseler



Then the robots: Shotgun trooper, Gunner and Grenadier


And then the supporting cast: 4 troopers and a robot puppy


First up was a standard versus game so we could get a feel for the rules. Both our crews had obviously come across this weird station at the same time and both found they had company in a rather eerie looking medical lab (Q37 mission 1, the Medical Lab). A firefight broke out while both crews tried to gather up anything that seemed reasonably portable. don't like the look of those biohazard markers though...






It all started relatively vanilla. Hacker got a handy terminal in his (its?) sights:


Some pot shots between the gangs but both sides more interested in covering their own duders for some top quality looting. The robot dog went for it down my right, and promptly got eaten alive in close combat by Graphite's Dok! RIP bestest doggo!

And then the moaning started! Shotgunner was rather surprised by the erstwhile content of a medical pod clawing its way out and biting its electrics out.


First mate was facing off against the Dok, 1st mate Simeon Borch and Koltrane the chiseler with a trooper to assist.


And with zombies in front and in the rear (oo-er) Graphite's Dok managed a perfect headshot causing my 1st mate considerable damage, and she was promptly finished off by the zombies.


On the other side of the battlefield, Kaptin Kash and his motley band were gathering for some carnage, and then a stray grenade hit one of the medial pods... oopsy...


The loyal squig got stuck right in! Da Red Gobbo rushed in to assist the loyal hound(?). And promptly got et!

Kaptin Kash was feeling frisky and also got stuck in... and also got et!


And with that, both teams had one data and one physical loot and basically scarpered from the ever increasing shambling horde.

So ended the first skirmish. My dog died, but everyone else was basically fine, although those who had manage to crawl away from the zombie face eating episode were feeling a little bit groggy to say the least!

Both captains then decided that maybe too much had been bitten off, and they should work together to fight back out from the station to the ships. So we played 2 coop games against the zombie hordes.

Next post!




This message was edited 1 time. Last update was at 2021/10/17 23:40:09


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in gb
Leader of the Sept







Next up, the crews needed to cross a cluttered cargo hold to reach some nice solid looking bulkhead doors that should hold off the zombie horde snapping at their heels. Oh bugger, they are also in front!



They were deifinately out there!


This was broadly following the Mission 2 rules (Zombie Shoot), but modified for 2 player coop. Rather than the hatches being in the middle, they were on the other side of the board, 15 zombies across the middle instead of 12 and all the zombie reinforcement results were basically doubled.

The might golden Piggy was again the central loot counter, with standard 2 each of physical and data loot across the board.

And then started what was basically a 4 hour slog through a never ending horde of zombies!

Given the restricted starting space, we each started off choosing a side of the board each, and then by god they came for us!



Stargrave combat results are so swingy, when you are being faced down by endless slavering hordes, its really hard to put things down for good. 3 or 4 of your guys could be up against a single zombie, and the dice just don't go with you and then someone gets zombie juice in their face.

With our backs against the wall, the first stage of the game was just damage control trying to stay out of reach while cutting the bad guys down to size. The Wellermen found they were being surrounded by newly arrived friends.




On my side the reinforcements were turning up a bit further away, and could be ignored for the time being. So after a bit I was able to turn some assistance to Kash and his boyz. However, in some cases no assistance was required as Dakkabot 3000 headbutted zombie after zombie into gory smears on the deck, and then gunned a few more down for good measure. Dakkabot definitely had enough love for everyone!

We found that the best tactics in close quarters was to have one guy as the lure, and line up 2 or 3 mates on either side. Then when the zombie moved in, they could force combat in support of the target and then gang up on the incoming zombie. We may have been playing it wrong, but it looked awesome so we continued to do this

For example, this zombie did not do well!


On my flank, while things were going OK, one zombie got a bit too close and everyone fluffed their shots. It was looking dicey for my captain, until my Grenadier managed to land a smoke grenade right at her feet, confusing the zombie which proceeded to wander off in the other direction in its turn.


finally we managed to break free and make some moves across the board.


But then everything ground to a halt again as more reinforcements started arriving right in front of us


We managed to grab 4 of the 5 loot tokens, but couldn't face the slog of getting that last data loot. Even my drone got in on the action. My captain unlocked it remotely and the drone swooped in and grabbed it before turbining (its like legging, but for drones without legs) away from the following shamblers.


After some fancy footwork and cooperative turn planning, everyone finally left the following zombies behind and made it to the hatches and safety (for now).



And at this point we were both knackered and gave it up for the night.

The final part was left to the morning!




Automatically Appended Next Post:
The next morning dawned with our crews having spent a crummy night hiding from the horrors and checking out the shinies they had found. I ended up with a fancy lightweight carbine and comms set for my first mate and a long range shotgun for my robot trooper. Handy stuff.

However, safety was still on the other side of a docking bay:


This was a modified version of the coop mission Get to the Lift. And so we had to get to the lifts...

Based on the slog of the night before we started with double the normal number of zombies and toned the reinforcements down to normal levels.

The luscious Golden Piggy again graced the centre of the board, with more loot tokens in each corner.

And so it began. This time there were zombies with guns! so cover became a necessary precaution.



Oh yeah, Da Red Gobbo had found some combat armour somewhere on the station and gleefully got strapped in (old skool orky Dreadnought).

Based on our experience of the night before we managed the initial zombies with limited problems and pushed out from the starting zone:


The gun zombies were actually much easier to deal with than the walkers. If they have a target they don't move, and therefore don't get closer. You can easily hide the closest target in super hard cover and tank the shots, while they don't use cover in return so are relatively easy pickings.

Looks like the last picture I took was about halfway through the game as we needed to motor on so GRaphite could get home



Needless to say, our brave crews managed to sweep through the resistance and shashay into the lifts with no further casualties. A few more shiny geegaws were had.

Da Red Gobbo greatly enjoyed kerb stomping zonbies in his powered monstrosity, and Dakkabot 3000 gave out much love to all in its way.

On my side, we found that smoke grenades were super handy in controlling the actions of the zombies. Grenades and rapid fires were definitely the way to go in putting the beasties down.

On the whole, it was an awesome time rolling dice and worrying about getting your face bitten off.

I really enjoyed how the game played. As each combat engagement is based on a single dice roll by each side, its a world away from the 40k style of tending toward the average. in a turn, your guy can save and save and save and then a single critical comes in and they are dogmeat.

However it means its super quick to play. We found it helpful to have the game summary tables and suchlike posted on the wall to refer to easily. The standard crew sheets are also not super easy as you have 3 A4 bits of paper to shuffle around. I think I'll gin up an alternate version to bring it down to 2.

However, the games are fast to play broadly (when you don't have a million zombies to kill). And while your guys can get taken out relatively quickly in some cases, death is rarely fatal and there are free options so you can always bring your crew back up to full strength for the next game if you have a run of bad luck.

So I can definitely recommend having a go at a bit of a story mode. Looking forward to chapter 2!

This message was edited 3 times. Last update was at 2021/10/18 00:20:52


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

This was an absolute blast, and many thanks to Flinty for hosting.

Some of my own shots from the Debacle At Station 37, where we disturbed that which should remain undisturbed:

The Wellermen line up to get some lootin' done. Just this other crew to drive away from the good stuff, should be a good payday.



The first of (many, MANY) zombies lurches from its cryopod



(On which note, particular kudos to Flinty for the excellent terrain)

The Red Gobbo and his pet squig faced off against a zombie, which... went poorly. Lessons, however were learned and from this point on the Red Gobbo (a runner) became a zombie killing machine, even before he got his power armour



We elected to stop rolling for zombie infection early in Mission 2. There was quite enough going on.

After deciding that cooperation was the way forward, the lads bravely elected to get the doors open and escape while Flinty's crew faced off against the shambling horde





Then we lined up for our final push to the lifts...





EVERYBODY PEG IT!



Stargrave and Frostgrave obliviously have a lot in common, but feel different. In Frostgrave it feels like your wizard and apprentice should be casting all the time, while powers in Stargrave are something to be used as alternative to shooting when necessary. The different types of loot, with different methods of unlocking, is a really nice touch and gives a strong incentive to take looting specialists rather than just trying to beat the hell out of the other gang.

As Flinty says, the combat feels relatively swingy, but it's bloody quick.

All in all, excellent games, and we'll need to work out a second round!

   
 
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