I haven't had the energy to write about much this week (preparing for a charity run - which was a great event this year. I managed to get my wife to beat her personal best. I'm actually a little scared to try and beat mine from 10 years ago (I don't want to know how out of shape I have got, it's already going downhill) so I am happy to help my wife with (unwanted) encouragement), but I'll give it a go.
Tuesday at the club saw my Ratskins successfully complete an Exploration Action. they managaed to get rid of all the Zombies and Scavvies and save four Settlers.
My gaming new KR Multicase arrived the next day, but I waited to the weekend to move things around. Now my Necrons have their own Double Aluminimu case, but the two Monoliths will continue to travel separately. The new case now houses my entire Menoth force with plenty of space for expansion. Taking up a bit of that empty space for the time being is my Infinity (Combined Army and Yu Jing) minis along with my Malifaux (Outcasts) minis. I still do not know how I can tidy up all the boxes of Dark Angels that are cluttering the back of my wardrobe. I have a GW case that holds a basic force (a couple of squads each of Deathwing, tactical, devastators, assault, several characters, all three dreadnoughts and a couple of tanks). I'd like to put the remaining 75-80% of the force on some sort of shelving some day, but I'll have to annoy the wife a little more by keeping them in the back of the wardrobe.
Also I'm still waiting for this month's Maelstrom order, but I'm not really impatient about it as I'm going to take a couple trips soon to Florence (wife birthday) and Samadet (visit the in-laws). I have some time to figure out how the incoming Avatar of Menoth, Knights Exemplar unit, Paladin of the Wall and Errant UA are going to fit in with everything else. So this coming Tuesday will be a couple more games of Necromunda in lieu of playing in the big, mega, massive final game that is planned. I'm just gutted I'll miss it. When I come back though, I think I'll concentrate fully on Menoth (and by the time I get back it'll be time to order more Protectorate goodness) and start messing around with the themed lists (which calls for a second unit of Zealots...) as much as I can before Hordes MKII comes out and I get to have an excuse to start a Skorne force (I've already decided that they are going to be mostly green and gold).
The story of my attempt to claim a victory on a somewhat regular basis thwarted by small six sided things!
Showing posts with label Ratskin. Show all posts
Showing posts with label Ratskin. Show all posts
Monday, 14 June 2010
Labels:
Combined Army,
Cross Gaming Club,
Infinity,
Malifaux,
Menoth,
Necromunda,
Outcasts,
Ratskin,
Scavvies,
Yu Jing
Wednesday, 26 May 2010
Defeat of Big Scary Black Things / Defeated by Big Scary Black Things.
What a good night on Tuesday! This was a double-header that saw mixed fortunes.
First of all, was a game of Warmachine against Carlos and his Cryx. We agreed on 35 points so I used the same Severius list (with just a small change) I’ve been using for a couple of weeks now.
Severius
Vanquisher
Blessing of Vengeance
Exemplar Errants (full strength)
Zealots (full strength and Monolith Bearer)
Choir (full strength)
Reclaimer
Exemplar Seneschal
Gorman di Wulfe (in place of a Vassal - Gorman would accompany the Zealots and aid them with his Rust and Black Oil grenades.)
Carlos fielded:
Pirate Queen Skarre Warcaster
Corruptor - Helljack
Seether - Helljack
10 Satyxis Raiders + Satyxis Raider Sea Witch
10 Mechanithralls
Skarlock Thrall
Warwitch Siren
Pistol Wraith
Necrotech
Scrap Thralls
I’m writing this a week after, so you won’t actually get a blow-by-blow account of the proceedings, but I’ll try to lay down the main flow of the game. I think that because of the way the terrain was set-up, Carlos’ force ended up in a bottleneck between patches of wooded terrain (which was good for me). I got my Errants to outflank him with Advanced Deploy which worked to a degree until I had to call them back to help protect Severius. Pretty much everything in my force performed well with the exception of Gorman. In Gorman’s defence, he did tie up the Necrotech plus I left him behind the Zealots which left out of range for the game. It might be a little easier for me to list the achievements unit by unit from here on in.
Severius: Performed well and managed to pop his feat at a crucial time (Skarre had been able to generate a horrid amount of Focus). He also utilised his BoV well, using it’s channelling bonus on Ashes to Ashes (I hit the first target, a Satyxis Raider, (now pow 13 because of the BoV’s bonus and Eye of Menoth) and then rolled a 6. All but one of the remaining Raiders survived their own pow 13 hits.) and being in the right place at the right time to channel Immolation a couple of times on Skarre.
BoV: Used it’s Bushwhack Imprint and Defensive Strike ability well when the Satyxis raiders charged.
Vanquisher: Strode forward and got in the way of the Helljacks coming towards it. It’s Flame Belcher was also effective against the Mechanithralls before it got taken down.
Errants: Advance Deployed on my right flank to pick off the Scrap Thralls with their Crossbows. Ran back to take on one of the Helljacks and stop it from charging Severius.
Choir: Very solid as they sang their songs of Prayer and kept giving my warjacks their buffs.
Zealots and Monolith Bearer: There will never ever be a reason NOT to take Zealots to the battlefield. As usual, they proved themselves taking out the Mechanithralls and putting a huge dent on one of the Helljacks (I can’t remember which one, they both had claws and were scary). The Monolith Bearer squeezed off his mini feat at probably the right time.
Reclaimer: Collected the souls of the Errants and Zealots that did die and ably gave them to my ‘jacks.
Exemplar Seneschal: Stayed behind everyone until the right moment where he took out one of the Helljacks in spectacular style. With all of his benefits (+2 for two or more Errants dying in his Cmd range, + 1 from Eye of Menoth, Weapon Master and his charge) the Seneschal boxed his opponent with 4d6+14 followed by 3d6+14 which was followed by his Smite chain attack for 2d6+14. Smite then knocked the Helljack back into Skarre, knocking her down. This made it easy for Severius to Channel Immolation through the BoV.
I was pleased how everything came together and pleased that I had worked on my forces synergies. I was caught unaware by Carlos’ tactic of Skarre bolting forward to cast Backlash (Warcaster suffers one point of damage when Warjacks in his/her battle group suffer damage) on BoV, and then getting the Satyxis Raiders to charge it. As the Raiders have Backlash on their whips, Severius was suffering two points of damage each time the BoV was hit. Severius took a lot of damage before I could shake off the raiders. Also I didn’t like the way Skarre was able to generate lots of Focus with Ritual Sacrifice which Carlos used to good effect. The Pistol Thrall scared me enough to take Gorman away from the Zealots and let them engage each other. All in all, I thought that this was a very good game and that both of us learnt a few tricks for our respective forces.
The second part of the night saw my Ratskin gang take on big scary Spiders in their campaign action. After last week shameful attempt at exploring, they were ready to give it another go. Again, the objective was to kill 10 big scary spiders and then I would gain another territory (of which I am losing at a steady rate to the house gangs). Things started off well with the gang starting in groups of 3-4 attempting to use numbers in their favour. I think I got first blood, but then the kill ratio was quite even. Eventually the spiders upped their killing and caused me to bottle after I had killed seven of the arachnids. So no territory for me, but I did collect a decent bounty for each of the spiders killed. However, this bonanza of credits was spent on replacing the two Ratskins who had rolled a ‘Dead’ result on the Serious Injuries Chart (and this is despite Ratskins being Resilient).
So I now go into the next campaign turn making a third attempt at driving out the spiders.
First of all, was a game of Warmachine against Carlos and his Cryx. We agreed on 35 points so I used the same Severius list (with just a small change) I’ve been using for a couple of weeks now.
Severius
Vanquisher
Blessing of Vengeance
Exemplar Errants (full strength)
Zealots (full strength and Monolith Bearer)
Choir (full strength)
Reclaimer
Exemplar Seneschal
Gorman di Wulfe (in place of a Vassal - Gorman would accompany the Zealots and aid them with his Rust and Black Oil grenades.)
Carlos fielded:
Pirate Queen Skarre Warcaster
Corruptor - Helljack
Seether - Helljack
10 Satyxis Raiders + Satyxis Raider Sea Witch
10 Mechanithralls
Skarlock Thrall
Warwitch Siren
Pistol Wraith
Necrotech
Scrap Thralls
I’m writing this a week after, so you won’t actually get a blow-by-blow account of the proceedings, but I’ll try to lay down the main flow of the game. I think that because of the way the terrain was set-up, Carlos’ force ended up in a bottleneck between patches of wooded terrain (which was good for me). I got my Errants to outflank him with Advanced Deploy which worked to a degree until I had to call them back to help protect Severius. Pretty much everything in my force performed well with the exception of Gorman. In Gorman’s defence, he did tie up the Necrotech plus I left him behind the Zealots which left out of range for the game. It might be a little easier for me to list the achievements unit by unit from here on in.
Severius: Performed well and managed to pop his feat at a crucial time (Skarre had been able to generate a horrid amount of Focus). He also utilised his BoV well, using it’s channelling bonus on Ashes to Ashes (I hit the first target, a Satyxis Raider, (now pow 13 because of the BoV’s bonus and Eye of Menoth) and then rolled a 6. All but one of the remaining Raiders survived their own pow 13 hits.) and being in the right place at the right time to channel Immolation a couple of times on Skarre.
BoV: Used it’s Bushwhack Imprint and Defensive Strike ability well when the Satyxis raiders charged.
Vanquisher: Strode forward and got in the way of the Helljacks coming towards it. It’s Flame Belcher was also effective against the Mechanithralls before it got taken down.
Errants: Advance Deployed on my right flank to pick off the Scrap Thralls with their Crossbows. Ran back to take on one of the Helljacks and stop it from charging Severius.
Choir: Very solid as they sang their songs of Prayer and kept giving my warjacks their buffs.
Zealots and Monolith Bearer: There will never ever be a reason NOT to take Zealots to the battlefield. As usual, they proved themselves taking out the Mechanithralls and putting a huge dent on one of the Helljacks (I can’t remember which one, they both had claws and were scary). The Monolith Bearer squeezed off his mini feat at probably the right time.
Reclaimer: Collected the souls of the Errants and Zealots that did die and ably gave them to my ‘jacks.
Exemplar Seneschal: Stayed behind everyone until the right moment where he took out one of the Helljacks in spectacular style. With all of his benefits (+2 for two or more Errants dying in his Cmd range, + 1 from Eye of Menoth, Weapon Master and his charge) the Seneschal boxed his opponent with 4d6+14 followed by 3d6+14 which was followed by his Smite chain attack for 2d6+14. Smite then knocked the Helljack back into Skarre, knocking her down. This made it easy for Severius to Channel Immolation through the BoV.
I was pleased how everything came together and pleased that I had worked on my forces synergies. I was caught unaware by Carlos’ tactic of Skarre bolting forward to cast Backlash (Warcaster suffers one point of damage when Warjacks in his/her battle group suffer damage) on BoV, and then getting the Satyxis Raiders to charge it. As the Raiders have Backlash on their whips, Severius was suffering two points of damage each time the BoV was hit. Severius took a lot of damage before I could shake off the raiders. Also I didn’t like the way Skarre was able to generate lots of Focus with Ritual Sacrifice which Carlos used to good effect. The Pistol Thrall scared me enough to take Gorman away from the Zealots and let them engage each other. All in all, I thought that this was a very good game and that both of us learnt a few tricks for our respective forces.
The second part of the night saw my Ratskin gang take on big scary Spiders in their campaign action. After last week shameful attempt at exploring, they were ready to give it another go. Again, the objective was to kill 10 big scary spiders and then I would gain another territory (of which I am losing at a steady rate to the house gangs). Things started off well with the gang starting in groups of 3-4 attempting to use numbers in their favour. I think I got first blood, but then the kill ratio was quite even. Eventually the spiders upped their killing and caused me to bottle after I had killed seven of the arachnids. So no territory for me, but I did collect a decent bounty for each of the spiders killed. However, this bonanza of credits was spent on replacing the two Ratskins who had rolled a ‘Dead’ result on the Serious Injuries Chart (and this is despite Ratskins being Resilient).
So I now go into the next campaign turn making a third attempt at driving out the spiders.
Labels:
Cross Gaming Club,
Cryx,
Necromunda,
Ratskin,
Severius
Wednesday, 12 May 2010
Minor hit and major miss.
Well, last night was fun.
First up was a game against a newcomer to Warmachine.
Mark fielded a Khador force with the Butcher at it's head. He also took the very immense looking Behemoth, a unit of Assault Kommandos and a unit of Man-o-war Shocktroopers.
I took Severius along with the Blessing of Vengeance and a Vanquisher. This was supplemented by full-strength Choir, Exemplar Errants and Zealot (with Monolith Bearer of course) units. And following these were an Exemplar Seneschal, a Reclaimer and a Vassal. The game was a bit one-sided as Mark didn’t use all of his point allocation and I didn’t realise this at all (not being entirely familiar with Khador troops). So I won’t really chalk this up as a win, but I will take heart from the fact that I started to remember the order in which I should activate models.
The game itself saw the Zealots reform well causing heavy damage on the Behemoth and then dying in order to become souls for the Reclaimer. The Errants protected my flank by taking out the Assault Kommandos (this could have been a lot tougher if Mark and I remembered that they were entitled to another attack each). But the Kommandos did enough to make sure the Errants stayed away from the main fight. The Vanquisher, aided by the Vassal made good progress on the Shocktroopers. Also, while engaged by the Behemoth at the end of the game, the Blessing of Menoth was not properly utilised. It did use it’s Bushwhack Imprint to Repel the Behemoth, leaving it open to a very effective Exemplar Seneschal (who himself caused a lot of damage). One thing about the Blessing I forgot to use was it’s affinity with Severius. Once in the game, I could have got a +2 bonus to damage with a channelled spell (this would be added to the +2 given by the Choir’s Battle hymn and +1 for Severius’ Eye f Menoth spell – a total of +5), Immolation would have finished off Behemoth leaving the Seneschal to take down the Butcher.
Speaking with Mark after the game, he definitely wants to take a cheaper heavy ‘jack (Kodiak for example) next time. He would also like to have been more offensive with the Shocktroopers (they could have put a dent or three in my Vanquisher) and Kommandos. Also, remembering to take the full allocation of points (the additional 11 points could have yielded another ’jack and maybe another unit) would have changed the whole complexion of the game.
But we will have a rematch in a couple of weeks to make it right. We probably want to look at having a 50 point game, in which I would probably take the same list and add another ‘jack and a solo or two.
The second part of the night saw me play my Necromunda campaign action. As the last exploration action was quite successful, I went for another one. This time I had to face giant spiders. All I had to do was kill 10 of the aforementioned creepy-crawlies. The spiders took the first turn and charged towards my Ratskins, leaving me to set most of them up on Overwatch. Second turn saw the Spiders charge. They took down three of my guys after everyone on Overwatch failed to cause a wound. I did manage to beat one of the spiders in combat leaving me with 9 more to go. The start of my turn saw me fail quite a few panic tests giving me a bottle roll, which I failed after coming up with a double 6! GAME OVER.
This was, to say the least, a very horrible way to finish the game. It’s like making my Necrons phase out after turn three. This was totally unacceptable, and the Ratskins will have to try harder next time.
Next time a the club I have a 35 point Warmachine game against Carlos who is also just starting out with the vile Cryx. I am looking forward to this as it will give me more practice with pSeverius. I want to use one specific warcaster for some time before trying someone else (I don’t know who will be next out of pKreoss, pFeora, the High Reclaimer and Vindictus). And having taken an extra two minutes (!!!) to look at the Forces of Menoth book, I think I can field some tiered armies currently which will make things a touch more thematic.
First up was a game against a newcomer to Warmachine.
Mark fielded a Khador force with the Butcher at it's head. He also took the very immense looking Behemoth, a unit of Assault Kommandos and a unit of Man-o-war Shocktroopers.
I took Severius along with the Blessing of Vengeance and a Vanquisher. This was supplemented by full-strength Choir, Exemplar Errants and Zealot (with Monolith Bearer of course) units. And following these were an Exemplar Seneschal, a Reclaimer and a Vassal. The game was a bit one-sided as Mark didn’t use all of his point allocation and I didn’t realise this at all (not being entirely familiar with Khador troops). So I won’t really chalk this up as a win, but I will take heart from the fact that I started to remember the order in which I should activate models.
The game itself saw the Zealots reform well causing heavy damage on the Behemoth and then dying in order to become souls for the Reclaimer. The Errants protected my flank by taking out the Assault Kommandos (this could have been a lot tougher if Mark and I remembered that they were entitled to another attack each). But the Kommandos did enough to make sure the Errants stayed away from the main fight. The Vanquisher, aided by the Vassal made good progress on the Shocktroopers. Also, while engaged by the Behemoth at the end of the game, the Blessing of Menoth was not properly utilised. It did use it’s Bushwhack Imprint to Repel the Behemoth, leaving it open to a very effective Exemplar Seneschal (who himself caused a lot of damage). One thing about the Blessing I forgot to use was it’s affinity with Severius. Once in the game, I could have got a +2 bonus to damage with a channelled spell (this would be added to the +2 given by the Choir’s Battle hymn and +1 for Severius’ Eye f Menoth spell – a total of +5), Immolation would have finished off Behemoth leaving the Seneschal to take down the Butcher.
Speaking with Mark after the game, he definitely wants to take a cheaper heavy ‘jack (Kodiak for example) next time. He would also like to have been more offensive with the Shocktroopers (they could have put a dent or three in my Vanquisher) and Kommandos. Also, remembering to take the full allocation of points (the additional 11 points could have yielded another ’jack and maybe another unit) would have changed the whole complexion of the game.
But we will have a rematch in a couple of weeks to make it right. We probably want to look at having a 50 point game, in which I would probably take the same list and add another ‘jack and a solo or two.
The second part of the night saw me play my Necromunda campaign action. As the last exploration action was quite successful, I went for another one. This time I had to face giant spiders. All I had to do was kill 10 of the aforementioned creepy-crawlies. The spiders took the first turn and charged towards my Ratskins, leaving me to set most of them up on Overwatch. Second turn saw the Spiders charge. They took down three of my guys after everyone on Overwatch failed to cause a wound. I did manage to beat one of the spiders in combat leaving me with 9 more to go. The start of my turn saw me fail quite a few panic tests giving me a bottle roll, which I failed after coming up with a double 6! GAME OVER.
This was, to say the least, a very horrible way to finish the game. It’s like making my Necrons phase out after turn three. This was totally unacceptable, and the Ratskins will have to try harder next time.
Next time a the club I have a 35 point Warmachine game against Carlos who is also just starting out with the vile Cryx. I am looking forward to this as it will give me more practice with pSeverius. I want to use one specific warcaster for some time before trying someone else (I don’t know who will be next out of pKreoss, pFeora, the High Reclaimer and Vindictus). And having taken an extra two minutes (!!!) to look at the Forces of Menoth book, I think I can field some tiered armies currently which will make things a touch more thematic.
Labels:
Coss Gaming Club,
Khador,
Menoth,
Necromunda,
Ratskin,
Warmachine
Wednesday, 28 April 2010
You will never believe this!
New venue, new luck? Maybe.
The grown-ups (committee members) at the club have seen fit to move the club away from the suit-filled Bell and Compass at Charing Cross, to the cosier St Christopher's Inn at London Bridge. Both are on my way home, so it doesn't make it harder or easier for me to get to. The staff seem to be friendlier and understanding and their basement is somewhat closed off from inquisitive drunk grabbers. The food and the loos (while they are exclusively ours (or rather belong to the basement/function room), they seemed to lack soap and paper towels (maybe a small oversight)), are just as good. The room itself is not as stuffy and there is marginally a bit more space to navigate around the tables. Overall, I think people like it a lot more than the previous establishment.
So, back to the gaming. After the last game, where I had my arse handed to me by several fleet-footed zombies, I had gained more than 50% casualties leaving me with only five (5) gangers to pick from. The only way around this was to pick have a Shoot-Out with someone, I didn't particularly want to be outnumbered two or maybe three to one. It just happened to be my luck that I only get two ramdonmly chosen gangers while my opponent (Donald and his Enforcers) got four. To add insult to injury, my randomly chosen gangers both had Move or Fire weapons meaning that they couldn't really shoot while edging towards the enemy (I've just had a thought on this, wouldn't it be fair to say that these aforementioned weapons would already be loaded and ready to fire? They just wouldn't be able to reload if they moved next turn). It was safe to say that my two Ratskins lost the fight. After doing all the post game stuff, I could now go into my next game with a full compliment of Ratskins.
I had decided to replay last turns failed Exploration move. Having fought the zombies once before, I knew what to expect. Instead of playing for loot, I played for settlers this time. I had to rescue as many as I could as this would decide what territory I could get. The game started of at a good pace with Seeawee started off Frenzied (as opposed to every other game where he suffered from Stupity) and took the fight to the Zombies. The rest of my gang tried to sauntered up behind Seeawee, watching in amazement as they saw thier brother's violent streak for the first time! The first settlers were encountered, but so were the undead. The first two settlers showed that they didn't actually need rescuing as they both took down a Scavvie and a Zombie each. this was distraction enough for my gang to rush forward in packs and dispatch with the foe. With the zombies falling everywhere, the settlers actually managed to simply canter off towards my table edge (although the first settler actually died while escaping) handing me victory. It also handed me a Settlement for a territory, which I couldn't keep so I was forced to sack it. this was no bad thing as it gave me a shed load of credits with which to replace the losses in my gang.
Going into the game in groups of four of five proved to be really useful, a total opposite of the last time where the zombies ganged up on me. I didn't feel the need to to shoot first, which was a good thing as I don't really trust Handbows. The Rat of the Match award would have to go to Seeawee, whose Head Wound actually became useful for once, as he managed to polish off two Scavvies and three Zombies. Mostly everyone else picked up at least one kill each which is always good for experience. Post game saw a couple of gangers gained a stat increase and my leader gained Infiltrate. But then the gruesome would start to happen and there may be a few mutations due to the Campaign rules. And it is these Campaign rules which made Seeawee wander off into the depths of the Underhive, never to be seen again.
So, I won. At last. I'm so relieved. So maybe it is a case of New Venue, New Luck!
The grown-ups (committee members) at the club have seen fit to move the club away from the suit-filled Bell and Compass at Charing Cross, to the cosier St Christopher's Inn at London Bridge. Both are on my way home, so it doesn't make it harder or easier for me to get to. The staff seem to be friendlier and understanding and their basement is somewhat closed off from inquisitive drunk grabbers. The food and the loos (while they are exclusively ours (or rather belong to the basement/function room), they seemed to lack soap and paper towels (maybe a small oversight)), are just as good. The room itself is not as stuffy and there is marginally a bit more space to navigate around the tables. Overall, I think people like it a lot more than the previous establishment.
So, back to the gaming. After the last game, where I had my arse handed to me by several fleet-footed zombies, I had gained more than 50% casualties leaving me with only five (5) gangers to pick from. The only way around this was to pick have a Shoot-Out with someone, I didn't particularly want to be outnumbered two or maybe three to one. It just happened to be my luck that I only get two ramdonmly chosen gangers while my opponent (Donald and his Enforcers) got four. To add insult to injury, my randomly chosen gangers both had Move or Fire weapons meaning that they couldn't really shoot while edging towards the enemy (I've just had a thought on this, wouldn't it be fair to say that these aforementioned weapons would already be loaded and ready to fire? They just wouldn't be able to reload if they moved next turn). It was safe to say that my two Ratskins lost the fight. After doing all the post game stuff, I could now go into my next game with a full compliment of Ratskins.
I had decided to replay last turns failed Exploration move. Having fought the zombies once before, I knew what to expect. Instead of playing for loot, I played for settlers this time. I had to rescue as many as I could as this would decide what territory I could get. The game started of at a good pace with Seeawee started off Frenzied (as opposed to every other game where he suffered from Stupity) and took the fight to the Zombies. The rest of my gang tried to sauntered up behind Seeawee, watching in amazement as they saw thier brother's violent streak for the first time! The first settlers were encountered, but so were the undead. The first two settlers showed that they didn't actually need rescuing as they both took down a Scavvie and a Zombie each. this was distraction enough for my gang to rush forward in packs and dispatch with the foe. With the zombies falling everywhere, the settlers actually managed to simply canter off towards my table edge (although the first settler actually died while escaping) handing me victory. It also handed me a Settlement for a territory, which I couldn't keep so I was forced to sack it. this was no bad thing as it gave me a shed load of credits with which to replace the losses in my gang.
Going into the game in groups of four of five proved to be really useful, a total opposite of the last time where the zombies ganged up on me. I didn't feel the need to to shoot first, which was a good thing as I don't really trust Handbows. The Rat of the Match award would have to go to Seeawee, whose Head Wound actually became useful for once, as he managed to polish off two Scavvies and three Zombies. Mostly everyone else picked up at least one kill each which is always good for experience. Post game saw a couple of gangers gained a stat increase and my leader gained Infiltrate. But then the gruesome would start to happen and there may be a few mutations due to the Campaign rules. And it is these Campaign rules which made Seeawee wander off into the depths of the Underhive, never to be seen again.
So, I won. At last. I'm so relieved. So maybe it is a case of New Venue, New Luck!
Thursday, 8 April 2010
A Very Cinematic Loss
Tuesday night saw my Ratskins involved in a truly brilliant scenario. Despite losing (what a surprise!) I really had a fun game. I had chosen to go for an Exploration move as I needed to gain Campaign Points. The scenario was called "Left For Dead" and involved plenty of Zombies (I can't imagine how they came up with that one!). It started of with my gang facing 20 randomly moving counters which consisted of 5 Loot, 10 Zombies and 5 Scaly's). I wouldn't know what these are until I came within 8" of them. The object was to kill all Zombies and Scaly's or move off my able edge with all 5 loot counters.
The game started off just fine. Picked off a Scaly of two along with a couple of Zombies in h2h. I even managed to shoot one (there rules concerning shooting were if you took a shot, you had to roll 2d6 and add the weapons strength. If this added upp to 10 or more, it would alert all the undead on the table and even bring on a few Zombies per turn). Things were going great until I got brave enough to take a second shot. This one did alert the rest of the horde and all the remaining counters were revealed. I now knew where the loot was. All I had to do was barge my way past the undead. The zombies were clever and, in true b-movie style, started to surround my Ratskins. Several went down and out but I was determined to fight on. I managed to regroup my remaining warriors and push for the loot. I grabbed a couple of counters and could have grabbed more. the Zombies kept coming and picked off more Ratskins. This put me in a dangerous position as I needed to make a bottle roll. I made the first but, in the next turn, I failed the second.
As a result I lost the game. No loot or territory were gained and two of my men died. But it doesn't matter. The game played out just like a good (or bad) zombie movie.
The game started off just fine. Picked off a Scaly of two along with a couple of Zombies in h2h. I even managed to shoot one (there rules concerning shooting were if you took a shot, you had to roll 2d6 and add the weapons strength. If this added upp to 10 or more, it would alert all the undead on the table and even bring on a few Zombies per turn). Things were going great until I got brave enough to take a second shot. This one did alert the rest of the horde and all the remaining counters were revealed. I now knew where the loot was. All I had to do was barge my way past the undead. The zombies were clever and, in true b-movie style, started to surround my Ratskins. Several went down and out but I was determined to fight on. I managed to regroup my remaining warriors and push for the loot. I grabbed a couple of counters and could have grabbed more. the Zombies kept coming and picked off more Ratskins. This put me in a dangerous position as I needed to make a bottle roll. I made the first but, in the next turn, I failed the second.
As a result I lost the game. No loot or territory were gained and two of my men died. But it doesn't matter. The game played out just like a good (or bad) zombie movie.
Wednesday, 31 March 2010
Success off the tabletop, and failure on the tabletop (again).
Last weekend, I managed to do something that happens to be improbable. I successfully sat down to paint. I got my 14 Ratskins painted to a very basic standard, although not completely as there are still some white bits. Once done, I'll probably give them a wash and then finish the bases and leave it at that. I don't have an incredible hunger to paint, but I have to get them finished. I actually want to move onto painting my new Infinity stuff. It will be nice to see some different models. After that I want to finish painting my Warmachine models. Then and only then, will I start to tackle my Imperial Guard and Dark Angels.
Last night's visit to the club involved a bit more Necromunda. While my campaign action was postponed, I looked for a casual game. I found one against Pete and his Van Saar gang. We opted to play a Shoot-out scenario which are always good for a laugh. When rolling for how many gang members would participate, I rolled only two while Pete rolled four! This wasn't looking good to start with. As our groups shuffled towards eaach other on the tabletop, we kept rolling to see whose nerve would break first. It turned out that Pete's gang lost it first, which was good for me as it meant some more experience at the end. We established the order of shooting, which saw my two Ratskins shoot second and joint third. Pete's first ganger missed with his shot and then so did mine. My other Ratskin failed to shoot which left them both at the mercy of the Van Saar's Heavy Stubber. This jammed after two shots (Pete rolled five shots for sustained fire) which didn't change things as it took my guys out. One of my Ratskins did get up only to be put down again.
This was a very quick game indeed. One of my Ratskins, Eecheyakee, picked up multiple injuries but survived, but both gangers picked up a stat increase. I also picked up a bit of income which enabled me to buy another ganger a Blindsnake Pouch which is always useful.
I now have to wait a week for my next game (my exploratory campaign action involving ZOMBIES) and my first taster of Infinity. I shall be reading the rules (for once) and will let you know if I like it.
Last night's visit to the club involved a bit more Necromunda. While my campaign action was postponed, I looked for a casual game. I found one against Pete and his Van Saar gang. We opted to play a Shoot-out scenario which are always good for a laugh. When rolling for how many gang members would participate, I rolled only two while Pete rolled four! This wasn't looking good to start with. As our groups shuffled towards eaach other on the tabletop, we kept rolling to see whose nerve would break first. It turned out that Pete's gang lost it first, which was good for me as it meant some more experience at the end. We established the order of shooting, which saw my two Ratskins shoot second and joint third. Pete's first ganger missed with his shot and then so did mine. My other Ratskin failed to shoot which left them both at the mercy of the Van Saar's Heavy Stubber. This jammed after two shots (Pete rolled five shots for sustained fire) which didn't change things as it took my guys out. One of my Ratskins did get up only to be put down again.
This was a very quick game indeed. One of my Ratskins, Eecheyakee, picked up multiple injuries but survived, but both gangers picked up a stat increase. I also picked up a bit of income which enabled me to buy another ganger a Blindsnake Pouch which is always useful.
I now have to wait a week for my next game (my exploratory campaign action involving ZOMBIES) and my first taster of Infinity. I shall be reading the rules (for once) and will let you know if I like it.
Labels:
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Tuesday, 16 March 2010
Erm... fail better!
My latest game at the club saw my Ratskins pursue a campaign action against those muscle-brained Goliaths. I was hoping to get my first win this year (not an uncommon wish for any game that I play) and to do that I had to remember things. Those things included: remembering the fact that my leader (The Great White Rat) has got a Blindsnake Pouch (which stopped him from getting hurt a couple of times), remembering the fact that all games involving Ratskins are subject to Treacherous Conditions (I rolled for Toxic Fog which helped reduce the vision of the Goliaths) and remembering that some of my gang have been armed with move or fire weapons. Marcus (the Goliath owner) was otherwise occupied with a game of Warmachine, which I also have to get back into at some point, so a guy called Fishy (Ben) stood in for him. We set up for a Gang Fight scenario and I was hoping to (once again?) take advantage of my numbers – 14v9.
Having played two games with my hunters, I got a better idea on how to group my gang. I put the move or fire weapons in one group hoping to have them race towards the enemy and another of fairly reliable weapons (lasguns) coming up behind them. They were separate from my three infiltrators, who looked to spring a surprise.
Ben rolled and got the first turn in which nothing much happened. My turn saw a rather bold forward action as everyone ran towards the enemy. My infiltrators popped out of their hidey-hole and opened up on a pair of Goliaths. This turned out to be a little futile as last week’s bad dice appears to be still with me. Ben managed to get one of his gangers to throw a Hallucinogen Grenade. Although this did not have any effect on my Ratskins, it still moved around the table much like Seeawee (still suffering the effects of Stupidity, just kept moving aimlessly across the board until he got taken Out Of Action). I started to take casualties at a frightening rate while at the same time I wasn’t causing them. The gang stood their ground when it came to taking Bottle tests. It got frustrating when, not only were the few shots that actually fired failing to wound, the Goliath who threw the Hallucinogen Grenade took Flesh Wound after Flesh Wound getting up after each. At the end of the game, he took one too many and went Out Of Action.
I did manage to force Ben into a Bottle test, but he passed. In the subsequent turn, I failed mine making me lose the game. I did feel that I was onto a winner here and could have earned some campaign points for my Ratskins. It wasn’t meant to be.
The post game stuff saw my gang get a few useful skills which I can put to good use in my next game. No-one died or prematurely retired which was a good thing. My next game should be better (I’ll be looking to explore my surroundings and try to expand my territories in order to gain more Campaign points).
Having played two games with my hunters, I got a better idea on how to group my gang. I put the move or fire weapons in one group hoping to have them race towards the enemy and another of fairly reliable weapons (lasguns) coming up behind them. They were separate from my three infiltrators, who looked to spring a surprise.
Ben rolled and got the first turn in which nothing much happened. My turn saw a rather bold forward action as everyone ran towards the enemy. My infiltrators popped out of their hidey-hole and opened up on a pair of Goliaths. This turned out to be a little futile as last week’s bad dice appears to be still with me. Ben managed to get one of his gangers to throw a Hallucinogen Grenade. Although this did not have any effect on my Ratskins, it still moved around the table much like Seeawee (still suffering the effects of Stupidity, just kept moving aimlessly across the board until he got taken Out Of Action). I started to take casualties at a frightening rate while at the same time I wasn’t causing them. The gang stood their ground when it came to taking Bottle tests. It got frustrating when, not only were the few shots that actually fired failing to wound, the Goliath who threw the Hallucinogen Grenade took Flesh Wound after Flesh Wound getting up after each. At the end of the game, he took one too many and went Out Of Action.
I did manage to force Ben into a Bottle test, but he passed. In the subsequent turn, I failed mine making me lose the game. I did feel that I was onto a winner here and could have earned some campaign points for my Ratskins. It wasn’t meant to be.
The post game stuff saw my gang get a few useful skills which I can put to good use in my next game. No-one died or prematurely retired which was a good thing. My next game should be better (I’ll be looking to explore my surroundings and try to expand my territories in order to gain more Campaign points).
Wednesday, 10 March 2010
The strangest game I've played!
Last night I played the strangest game of Necromunda in my life. It certainly left me baffled as I couldn't figure out how it could have happened. I couldn't even put it down to me getting used to my new adopted gang (only their second fight under my leadership). I just... it went... the dice... what!
I went down to the club after French class as usual to get my Ratskins some more experience. The challenge I made couldn't happen as my opponent was already taking on another player. So I had a casual game against Carlos and his Pit Slaves. This probably should have been fun as long as I didn't get into close combat with them. We rolled for the scenario and chose The Hunters, in which I was to be the attacker. We would set up our models just like in the Gun Fight scenario, except that I would get all my gang available while Carlos got to take d6 of his gang. He rolled a one! As two of my guys had the Infiltrate skill, it looked to be twelve against one (although Carlos could deploy the rest of his gang on the table edges). After making the Initiative rolls it was clear that the odds were against the lonely Pit Slave the order of shooting put all of my Ratskins first. So we started the game and our respective gangs started to move towards each other. Eventually the shooting kicked off. What happened next would shock anyone.
Out of twelve Ratskins, only eight could shoot (one failed a Stupidity roll from a Head Wound and three others had move or fire weapons). The eight Ratskins that could shoot all failed to hit or failed to would. This was awful. The lone Pit Slave (a Servitor with the Bulging Biceps skill) opened up with it's Heavy Stubber. It took out my Leader and pinned three others. Three Ratskins fled the scene when the leader went down. And that was before Carlos took his turn.
Carlos brought the rest of the Pit Slaves forward. Out came another Servitor with Heavy Stubber and pinned those who were not pinned or fleeing. Two Pit Slaves came out and charged two of my fleeing warriors, and promptly put them Out Of Action with their awesome Buzz Saws. This triggered a Bottle Roll on my behalf which I promptly failed. GAME OVER!
That's right! GAME OVER!
I had the advantage but was let down by the dice. They failed to work for me yet again. Having said that, the dice made up for it in the after game by giving some nice skills and characteristic upgrades to the majority of my warriors (I now have another Infiltrator, two Ratskins have the Evade skill which could prove useful and one warrior has a full compliment of wounds).
That was possibly the most WTF game I've played in any system. Nothing went right at all and there was certainly no explanation as to why. The most annoying thing about the game was the fact that my leader was taken out right at the first minute yet again. The who should be the best Ratskin in my gang, could not even take the chance to show it. What an absolute disappointment. I just hope for the next game he can actually stand up for much longer than he has done so previously.
I went down to the club after French class as usual to get my Ratskins some more experience. The challenge I made couldn't happen as my opponent was already taking on another player. So I had a casual game against Carlos and his Pit Slaves. This probably should have been fun as long as I didn't get into close combat with them. We rolled for the scenario and chose The Hunters, in which I was to be the attacker. We would set up our models just like in the Gun Fight scenario, except that I would get all my gang available while Carlos got to take d6 of his gang. He rolled a one! As two of my guys had the Infiltrate skill, it looked to be twelve against one (although Carlos could deploy the rest of his gang on the table edges). After making the Initiative rolls it was clear that the odds were against the lonely Pit Slave the order of shooting put all of my Ratskins first. So we started the game and our respective gangs started to move towards each other. Eventually the shooting kicked off. What happened next would shock anyone.
Out of twelve Ratskins, only eight could shoot (one failed a Stupidity roll from a Head Wound and three others had move or fire weapons). The eight Ratskins that could shoot all failed to hit or failed to would. This was awful. The lone Pit Slave (a Servitor with the Bulging Biceps skill) opened up with it's Heavy Stubber. It took out my Leader and pinned three others. Three Ratskins fled the scene when the leader went down. And that was before Carlos took his turn.
Carlos brought the rest of the Pit Slaves forward. Out came another Servitor with Heavy Stubber and pinned those who were not pinned or fleeing. Two Pit Slaves came out and charged two of my fleeing warriors, and promptly put them Out Of Action with their awesome Buzz Saws. This triggered a Bottle Roll on my behalf which I promptly failed. GAME OVER!
That's right! GAME OVER!
I had the advantage but was let down by the dice. They failed to work for me yet again. Having said that, the dice made up for it in the after game by giving some nice skills and characteristic upgrades to the majority of my warriors (I now have another Infiltrator, two Ratskins have the Evade skill which could prove useful and one warrior has a full compliment of wounds).
That was possibly the most WTF game I've played in any system. Nothing went right at all and there was certainly no explanation as to why. The most annoying thing about the game was the fact that my leader was taken out right at the first minute yet again. The who should be the best Ratskin in my gang, could not even take the chance to show it. What an absolute disappointment. I just hope for the next game he can actually stand up for much longer than he has done so previously.
Monday, 8 March 2010
My new adopted gang.
My own Ratskin models arrived in the post and I can now say that I can field Bill's gang without Bill's models. I got them out of the padded envelope they arrived in and took a closer look. I realised that a lot of the models do not correspond with Bill's gang roster. This is only minor and I can work around it, I'll only have to raid my bits box..
Thursday, 25 February 2010
Another game, another loss, another round of run!
Despite my first game of Necromunda in well over a decade ending in a rather bad loss, I had fun reliving the past. I was amazed that I remembered anything from that time at all and didn’t need much help remembering certain rules.
I turned up at the club, which was quite busy as all of the table were booked, all excited like my old teenage self. I put my coat and bag down and got my self a pint of bitter (I was a little early). I got to talking to another gamer who is selling pretty much all of his models (he is leaving the country soon). We had arranged for me to buy some Necrons from him (this little lot takes my army total to nearly 6000). Once I bagged my purchase, I watched some of the other Necromunda games being played. I actually missed my opponent playing his first game, but I caught his post game (rolling for injuries, generating income, etc). Once Dezul (real name Chris) had finished, he called me over to begin play.
Now Bill (the guy who dropped out of the campaign) had forgot to leave his Ratskins behind. This meant that I had to use a handful of zombie models to use as proxies to add to the few models that I had received from evilBay. Once I established which model was which ganger (the zombie with the bone club has a lasgun while the zombie with the green trousers has a shotgun), we got down to setting up. I had challenged Dezul and his Eschers to a Loot and Pillage scenario. This meant that he had to set up just a few of his gang (the remainder coming on as reinforcements) and set up the loot tokens which I would be after. I then set up my large gang (14 members) in 4 smaller groups in the hope that if one was hurt, their buddies could still carry on the fight.
To start off, the only thing I could do was to race towards the lovely loot. Then Dezul took a pot-shot with his leader (she was on overwatch) and took out my leader straight away. He also failed his reinforcements roll.
The next turn saw more running on my part. Those Ratskins that were under fire had frozen and pinned by enemy fire, couldn’t shoot back because they were mostly carrying muskets and blunderbusses (very short range weapons). This time Dezul managed to get some reinforcements to come on. They came on behind on behind my leaders’ group and toasted them with a Flamer! Just one Ratskin was left standing from that group, amazed that he survived. The amazement didn’t last long as he was taken out by the flamers’ buddy. Dezul’s Wyrd took shot at the Ratskins on the other side of the table and missed. His leader did much better and took out another scout.
I raced forward some more and grabbed some loot. Dezul’s turn saw some more reinforcements enter play. This brought another flamer, which in turn brought some pain to a couple more of my gang.
One of my braves then raced forward to grab some more loot, while two of my guys took out the newly arrived flamer and pal. This time Dezul’s Wyrd performed a little better and used his telepathic power to knock out one of my guys. Then the Escher leader had the best shot of the game where she shot one of my guys at long range. While this only caused a flesh wound, it was enough to make him fall two stories onto another one of my gang (thankfully he wasn’t hurt).
I spent the next turn trying to retreat back to my table edge in order to regroup. My shooting was ineffective. Dezul then led a charge with his Eschers. The first hand-to-hand combat of the game ended with a draw.
With the vast majority of my gang either down or out of action, I decided to tactically ‘bottle it’. It was clear that I wasn’t going to get anything more from the game.
So we both did our end of game stuff. I had a bit of bad rolling on the Serious injuries chart with two Dead results, one Capture and a couple of Head Wounds. With everything updated, my gang (Bill’s gang) were looking a little shell-shocked. There were unlucky to have a flamer sneak up behind them, but it didn’t retract from the fun. I later learned the Ratskins are resilient. This means that they can re-roll on the serious injuries chart. I can actually save my dead Ratskins and maybe get rid of the head wounds. One thing that I’ve agreed not to re-roll is the captured result as Dezul and I had already resolved the issue (he gave me back the brave in return for the loot I took). Any changes to this would prove slightly chaotic for Dezul in his next game.
But still, it was great to get back into the game. It has been a long time, but the wait was worth it. One good thing about this campaign is that the players can add some back story to it. So everyone has been writing some fluff for the narrative. I wrote a piece for the game against Dezul. I think I will centre my writing on two of the gangers (they are twins) rather than the exploits of the leader. The first piece was of fluff was about harmony within the warband and how it is disrupted by other gangs in the underhive. It has also shown a disruption in the harmony between the two brothers. Hopefully I can keep the fluff going in order to enhance my gaming experience.
I turned up at the club, which was quite busy as all of the table were booked, all excited like my old teenage self. I put my coat and bag down and got my self a pint of bitter (I was a little early). I got to talking to another gamer who is selling pretty much all of his models (he is leaving the country soon). We had arranged for me to buy some Necrons from him (this little lot takes my army total to nearly 6000). Once I bagged my purchase, I watched some of the other Necromunda games being played. I actually missed my opponent playing his first game, but I caught his post game (rolling for injuries, generating income, etc). Once Dezul (real name Chris) had finished, he called me over to begin play.
Now Bill (the guy who dropped out of the campaign) had forgot to leave his Ratskins behind. This meant that I had to use a handful of zombie models to use as proxies to add to the few models that I had received from evilBay. Once I established which model was which ganger (the zombie with the bone club has a lasgun while the zombie with the green trousers has a shotgun), we got down to setting up. I had challenged Dezul and his Eschers to a Loot and Pillage scenario. This meant that he had to set up just a few of his gang (the remainder coming on as reinforcements) and set up the loot tokens which I would be after. I then set up my large gang (14 members) in 4 smaller groups in the hope that if one was hurt, their buddies could still carry on the fight.
To start off, the only thing I could do was to race towards the lovely loot. Then Dezul took a pot-shot with his leader (she was on overwatch) and took out my leader straight away. He also failed his reinforcements roll.
The next turn saw more running on my part. Those Ratskins that were under fire had frozen and pinned by enemy fire, couldn’t shoot back because they were mostly carrying muskets and blunderbusses (very short range weapons). This time Dezul managed to get some reinforcements to come on. They came on behind on behind my leaders’ group and toasted them with a Flamer! Just one Ratskin was left standing from that group, amazed that he survived. The amazement didn’t last long as he was taken out by the flamers’ buddy. Dezul’s Wyrd took shot at the Ratskins on the other side of the table and missed. His leader did much better and took out another scout.
I raced forward some more and grabbed some loot. Dezul’s turn saw some more reinforcements enter play. This brought another flamer, which in turn brought some pain to a couple more of my gang.
One of my braves then raced forward to grab some more loot, while two of my guys took out the newly arrived flamer and pal. This time Dezul’s Wyrd performed a little better and used his telepathic power to knock out one of my guys. Then the Escher leader had the best shot of the game where she shot one of my guys at long range. While this only caused a flesh wound, it was enough to make him fall two stories onto another one of my gang (thankfully he wasn’t hurt).
I spent the next turn trying to retreat back to my table edge in order to regroup. My shooting was ineffective. Dezul then led a charge with his Eschers. The first hand-to-hand combat of the game ended with a draw.
With the vast majority of my gang either down or out of action, I decided to tactically ‘bottle it’. It was clear that I wasn’t going to get anything more from the game.
So we both did our end of game stuff. I had a bit of bad rolling on the Serious injuries chart with two Dead results, one Capture and a couple of Head Wounds. With everything updated, my gang (Bill’s gang) were looking a little shell-shocked. There were unlucky to have a flamer sneak up behind them, but it didn’t retract from the fun. I later learned the Ratskins are resilient. This means that they can re-roll on the serious injuries chart. I can actually save my dead Ratskins and maybe get rid of the head wounds. One thing that I’ve agreed not to re-roll is the captured result as Dezul and I had already resolved the issue (he gave me back the brave in return for the loot I took). Any changes to this would prove slightly chaotic for Dezul in his next game.
But still, it was great to get back into the game. It has been a long time, but the wait was worth it. One good thing about this campaign is that the players can add some back story to it. So everyone has been writing some fluff for the narrative. I wrote a piece for the game against Dezul. I think I will centre my writing on two of the gangers (they are twins) rather than the exploits of the leader. The first piece was of fluff was about harmony within the warband and how it is disrupted by other gangs in the underhive. It has also shown a disruption in the harmony between the two brothers. Hopefully I can keep the fluff going in order to enhance my gaming experience.
Tuesday, 23 February 2010
Necromunda! I'm back!!!
Tonight’s the night for reliving my teenage years. I get to play Necromunda after such a long, long time. This time it will be in a pub basement with other grown men. It won’t be on a large slab of MDF supported by two trestle tables in my best friends room.
When Necromunda first came out, we played practically non-stop. We played with the Orlocks and Goliaths from the box. We didn’t know any other gamers and, most of the time, couldn’t be bothered to go to a Games Workshop to play. So we played each other, over and over again. We would usually disband our gangs from time to time and start again. This kept things a little fresh. In the end, we both brought ourselves a new gang each. I plumped for Van Saar while The Dude bought Cawdor (he also got a Delaque gang too). This saw the rising of my Reservoir Frogs and The Dude’s Witch’s’ End Receptionists. As per usual with the other games that we played (it’s also true today), I was mostly on the losing end. Mr Brown could not get his Van Saars to hurt the likes of Beelzebub and Barabbas in a truly bad way. In fact, Barabbas became a one-man gang in the end. He was a highly skilled machine just loaded with weapons (including a Mono-sighted Missile launcher)! The Dude’s tactic was usually sit back with everyone except for Barabbas, who would race forward and severely bruise my jump-suited wimps.
But tonight, it will be like starting over again. It’ll be like opening the box to reveal the cardboard scenery and those static-looking Orlocks and Goliaths with anticipation of this new game. Except that beer would be involved this time. There’s about a dozen players, including myself, in this campaign. I’m having to take over from another player who will be away for the next couple of months. I’ll will be using his Ratskins which should be fun as I’ve never played with an Outlaw gang before. It shouldn’t be so different, but this will be someone else’s miniatures. They will have a little character already as they have gone through a couple of preliminary missions. They will most likely have been painted already. As mentioned in the previous post, I will be getting my own Ratskins so that I may carry on with them after I give them back to Bill.
But still, the next couple of months might give me the impetus to bring the Reservoir Frogs name out of retirement. Hopefully this time, they can actually do the bruising.
When Necromunda first came out, we played practically non-stop. We played with the Orlocks and Goliaths from the box. We didn’t know any other gamers and, most of the time, couldn’t be bothered to go to a Games Workshop to play. So we played each other, over and over again. We would usually disband our gangs from time to time and start again. This kept things a little fresh. In the end, we both brought ourselves a new gang each. I plumped for Van Saar while The Dude bought Cawdor (he also got a Delaque gang too). This saw the rising of my Reservoir Frogs and The Dude’s Witch’s’ End Receptionists. As per usual with the other games that we played (it’s also true today), I was mostly on the losing end. Mr Brown could not get his Van Saars to hurt the likes of Beelzebub and Barabbas in a truly bad way. In fact, Barabbas became a one-man gang in the end. He was a highly skilled machine just loaded with weapons (including a Mono-sighted Missile launcher)! The Dude’s tactic was usually sit back with everyone except for Barabbas, who would race forward and severely bruise my jump-suited wimps.
But tonight, it will be like starting over again. It’ll be like opening the box to reveal the cardboard scenery and those static-looking Orlocks and Goliaths with anticipation of this new game. Except that beer would be involved this time. There’s about a dozen players, including myself, in this campaign. I’m having to take over from another player who will be away for the next couple of months. I’ll will be using his Ratskins which should be fun as I’ve never played with an Outlaw gang before. It shouldn’t be so different, but this will be someone else’s miniatures. They will have a little character already as they have gone through a couple of preliminary missions. They will most likely have been painted already. As mentioned in the previous post, I will be getting my own Ratskins so that I may carry on with them after I give them back to Bill.
But still, the next couple of months might give me the impetus to bring the Reservoir Frogs name out of retirement. Hopefully this time, they can actually do the bruising.
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