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Post by Paroecia on Oct 26, 2011 12:29:46 GMT -5
As I said in the Necromunda! - duelofsteel.proboards.com/index.cgi?board=uniwargaming&action=display&thread=144 - thread, here's my gang: The Black ChamberTotal cost: 960 1000 1070 1170 1185 Total Exp: 351 593 849 1058 1260 Gang rating: 1311 1593 1919 2228 2445 Stash: 2 62 29 64 54 credits. Autopistol;; Blindsnake Pouch, Shotgun; Skull Chip, Weapon reload (invented), Hotshot Laser Pack; Autopistol Territories: Tunnels, Tunnels, Water Still, Settlement, Old Ruins;; Drinking Hole 'SwordMaster' R. S'Aar - Gang LeaderGave himself the honourific of SwordMaster after landing six wounding hits on a Swashraider heavy with his power sword/plasma pistol (and taking him out with pretty much all of them). Says he was crawling under the flames, and about to give the flamer wielder the traditional heavy treatment (above), except that Alan got there first. He was most definitely NOT moaning in pain on the ground, and would never do such a thing. Was so annoyed about the two successful (to a degree) attacks against his gang, that he led a counterattack, and has since threatened to kill anyone who suggests that they would have succeeded if he had put Al-Khalid in charge rather than himself. No-one knows what the R stands for, and he makes sure it is kept that way. Profile: 4- 456- 45-3-3-1- 43- 12-8 Equipment: Plasma Pistol, Laspistol, Chainsword, Knife, Ratskin Map (4 rolled), Power Sword;; Skills: ;Rapid Fire (Plasma Pistol); Injuries: ;;Old Battle Wound, Shellshock(-1I included). Exp: 79 130 135 154 169 Cost: 200 'Scarface' Shannon - HeavyNo one quite knows how he survived being on the receiving end of several Heavy Stubber shots with only scars to show for it, but they respect him for it. Profile: 4-3-3-3-3- 12-3-1- 89 Equipment: Knife, Heavy Stubber, Laspistol Skills: ;Medic; Weaponsmith; Armourer Injuries: Impressive Scars (+1Ld included);; Old Battle Wound Exp: 78 118 137 145 162 Cost: 195 'The Unwavering' Al-Khalid - GangerA rising star in the leadership stakes, he still wants to be a gunfighter. Has kept the gang going in situations where R.S'Aar would have failed, and private mutterings suggest he would also have done so on some occasions when their leader did not. Profile: 4- 345-3-3-3- 12-3-1- 79 Equipment: Autopistol, Laspistol, Bludgeon, Knife, Plasma Pistol;; Skills: ;;Fast Shot Injuries: ;Impressive Scars (+1Ld not included, as already maxed by that point); Exp: 31 62 82 93 107 Cost: 100 'Bomber' Vernam - GangerWas resting on his laurels after getting down/out 3 enemy gangers with one grenade, making them drop a loot counter (which meant I got it at the end) in the process. But pride comes before a fall, and in his case came in being utterly thrashed by the Swashraiders' (at that time a juve) Mad Norman, leaving him Shellshocked. Profile: 4- 343-3- 34- 34- 1 23- 32- 12-7 Equipment: Frag Grenades, Laspistol, Bludgeon, Chainsword, Knife;;Bludgeon Skills: Medic;; Armourer, Weaponsmith Injuries: ;Shell Shock (-1I, included); -1 finger, left hand (Hand Injury, -1WS included) Exp: 42 74 149 151 172 Cost: 120 105 'Quickfire' Rejewski - GangerIs taking the slow and steady approach to Exp, but already shows my gang's traditional Van Saar tendency towards close combat.Has now evolved into a lasgun expert, with a potential 4 3 shots a turn (only 3 due to house ruling). Has also managed to jam his lasgun the second time he tried this, although his accuracy has improved. Profile: 4-3- 34- 34-3-1-3- 12-7 Equipment: Lasgun, Knife Skills: Crack Shot;; Fast Shot, Rapid Fire(Lasgun), Marksman Injuries: - Exp: 31 46 83 103 132 Cost: 75 Scherbius - GangerMaintains that he was keeping the loot counter safe, not hiding in fear of his life after Carl was shot. He is now starting to mature into a close combat ganger, obviously having greatly enjoyed ganging up 4 on 1 against a Swashraider juve. Profile: 4- 34- 34-3-3-1-3- 12-7 Equipment: Shotgun, Bludgeon, Knife;;Man-Stopper Shells; Chainsword Skills: ;Combat Master; Parry Injuries: - Exp: 38 53 66 76 100 Cost: 80 85 100 Koch - GangerHas discovered that neither he nor R. S'Aar can hit targets at long range - insists that he would have hit if they weren't all the way over there. As his shooting ability with a shotgun is still terrible, R. S'Aar is considering giving him a lasgun, so that, being further away to shoot, he has more chances to hit.After persevering with shooting, he has a new lasgun, and is waiting to show that he has improved which he used to great effect in conjunction with Rejewski and Sacco (and an outrageous number of 6's. Profile: 4-3- 34- 34-3-1-3-1-7 Equipment: Shotgun, Knife;; Lasgun Skills: Medic; Fixer; Inventor Injuries: - Exp: 33 47 61 65 82 Cost: 70 75 Bob 'Playfair' Karn - JuveGangerInsists that Vigenere was eaten by a monster, which then repeatedly tried to eat him, despite no one else, from either gang present, seeing any sign of it. Charged an already down Delaque to earn promotion to Ganger status. Is still as bad at combat as when he started, although he does appear to have become harder to injure. Continues to charge down, helpless, opponents, hence his nickname (although he has recently charged one who was not down, and won!). Now tries to substitute quantity for quality of attacks. Profile: 4-2- 234-3- 34- 12-3- 123-7 Equipment: Autopistol, Knife;;;;Bludgeon Skills: ;Medic; Injuries: - Exp: 7 21 47 51 74 Cost: 40 50 Carl'Sureshot' Sacco - JuveGangerHas risen from the depths of juvehood to become one of the gang's lasgunners. Spent his first fight as such either pinned or down, and in the Raid fiasco was the one whose single lasgun shot sounded the alarm. He argues that no-one could have expected his target, going down, to empty his weapon loudly enough to raise the dead. Profile: 4- 23- 2 34-3- 34-1- 32- 12-6 Equipment: Autopistol, Knife;;Lasgun; Hotshot Laser Power Pack Skills: Medic;; Marksman, Weaponsmith; Fast Shot Injuries: ;;;Shell Shock (-1I, included); Old Battle Wound Exp: 7 18 41 94 Cost: 40 50 65 Dave Wallis - JuveGangerThe new guy. He left his home in the Settlement for a more exciting life. Complains that no-one gave him a chance to show what he's capable of, leaving him in the ruin where he started, away from the action. Maintains that he is being kept away from the action, but is becoming an expert with weapons (maintenance/construction). Profile: 4-2-2-3-3- 12- 3 45-1-6 Equipment: Autopistol, Knife Skills: ;Inventor, Weaponsmith Injuries: - Exp: 1 19 28 40 Cost: 40 Even Polybius - JuveGangerThe newest juve, whose His first battle saw the local water still destroyed. Has since grown proficient at shooting, and looks forward to taking Bazeries' Plasma Gun when he upgrades. Profile: 4-2- 234- 34-3-1-3-1-6 Equipment: Autopistol, Knife; Shotgun, Man-Stopper Shells Skills: Specialist Injuries: - Exp: 4 13 29 Cost: 40 50 Bazeries - HeavyThe gang's second heavy. Carries a shotgun whilst they scrape together enough credits for a bigger gun. Went out almost instantly in his first battle. But has improved, and upgraded to a Plasma gun, while he waits for even bigger weapons. Profile: 4-3- 34-2/3-3-1-3-1-7 Equipment: Knife, Shotgun, Man-Stopper Shells Skills: - Injuries: Arm Wound (Left ,-1S included) Exp: 66 72 99 Cost: 85 130 Deceased:Vigenere - GangerDisappeared whilst hunting for loot. Bob insists a monster ate him, but no-one else saw anything. Profile: 4-3-3-3-3-1-3-1-7 Equipment: Lasgun, Knife Skills: - Injuries: - Exp: 29 Cost: 75Alan'Fire-Beater' Feistel - JuveGangerIn his final act as a juve, before being personally elevated by a grateful R. S'Aar, he charged and brought down a flamer armed heavy who was trying to roast R.S'Aar and himself alive. What he hopes no-one else has noticed/remembered was how he ran and hid from the first shot, or that the flamer had stopped working by the time he charged. Has recently gained a (third-hand) chainsword, in recognition of increasing combat prowess (read: Vernam didn't want it any more).Somehow managed, despite outclassing his opponent massively, to be completely thrashed in a combat. On the other hand, he did manage to avoid any serious injuries from it. When R.S'Aar found a Power Sword whilst shopping, he gave it to Feistel, who used it to great effect in the next battle until he proved why you don't take a Power Sword to a gunfight. Afterwards (having gained 39 exp) he died post-battle, after refusing to accept having been dealt a serious (leg? arm??) injury. The profile below is from then - it was the second of two fights that evening, so everyone else has been updated for both together. Profile: 4-245-23-3-3-12-34-1-6 Equipment: Laspistol, Knife;; chainsword; Power Sword Skills: - Injuries: - Exp: 5 23 31 44 50 Cost: 40 65 80
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Post by Paroecia on Oct 26, 2011 14:25:19 GMT -5
Summary of battles so far, I will try to do subsequent ones better.
Game 1 - a 4-way Gang Fight. Everyone started in corners, which was probably the mistake, given that the terrain was more central - you could see right down the sides. Shannon is closest to a heavy with heavy stubber, who was before me in the turn sequence. Was pinned/down pretty much from the start, but got impressive scars out of it. A juve? (not sure who) was shot by two heavy plasma guns. Survived the first, out on the second. Koch also went down at one point, then got up again. In general, the gang advanced to get into range, but then all the gangs fled quickly for undisclosed reasons (we ran out of time) and the game ended a four-way draw. Post-battle: I received only the experience for taking part, but had no negative effects from out of action fighters. Whilst searching for rare items, R. S'Aar found and brought a Ratskin map.
Game 2 - Given the first battle was really looking forward to actually shooting/attacking someone this time. The ratskin map rolled a 4, and we rolled 5 or 6 for the scenario, which I altered to be in the 7-11 range (I had the lower rating) and chose Scavengers. We had 5 loot counters. Initial deployment was interesting, due to my 2 sets of Tunnels, and my opponent having Vents and two Tunnels. I deployed Vigenere and Bob on one the left, to head through a ruin to one counter, Scherbius and Carl central, to get a counter right in front of them, and behind a barrier, whilst Rejewski and Shannon positioned (badly) on the center-right to either go forwards and up to a better shooting position, or to cover an objective/advance to it eventually. The others were in the Tunnels. My opponent deployed one model normally (center-left, ready to go to the objective nearest his end), and then proceeding to get first turn. Turn 1 His lone model ran forward, and grabbed the loot counter. The rest of is gang appear. His heavy, and two lasgun gangers appear at the top of the central building, looking down on the two loot counters I was going to run for in my turn. His leader and two others popped up behind a wall on the right, by the objective Shannon and Rejewski were meant to be watching, but due to my placement of them, couldn't see. The last three appeared on the central loot counter, inside the big central building. I roll for the monster, nothing. Vigenere and Bob run into the ruin towards the loot counter, whilst in the center, Scherbius runs up, grabs the loot counter, and steps out of line of sight from the heavy. Carl runs up next to him, behind then barrier, still in sight. Shannon and Rejewski move so they can see the right hand side objective, and I realise I can't go into overwatch having moved. Al-Khalid and Vernam pop out as close as they are allowed to m opponent's lone, original model, but away from, and out of sight of, the heavy - i.e. on the left of a building with the enemy on the right. R. S'Aar, Koch and Alan come out in a ruin/building on the right, ready to approach either group of opposing tunnel users. My opponent rolls for the monster. Two sixes later, and Vigenere was never seen again. Turn 2 His lone model on the left hides against the wall of the building between him and Al-Khalid/Vernam. The heavy uses his Heavy Stubber to mow down Carl, sustained fire, failing the ammo check. Scherbius breaks, and hides where he is. The two lasgunners go on overwatch on a window right next to the objective Bob is going to run to next turn. The central group + loot counter head towards the lone model to help him. The rightmost group has one model hop over the wall and back with the loot counter, and reposition themselves slightly. I roll for the monster, nothing. Bob runs to the loot counter, is shot by one lasgunner (other can't really see), but gets the loot. Al-Khalid and Vernam move round the far side of the building, to catch anyone heading that way. Scherbius stays hiding, and Carl stays down. Rejewski and Shannon move so that they might be able to shoot next turn, whilst R. S'Aar and Koch poke their guns through windows to take and miss pot-shots at the enemy leader's group. My opponent rolls for the monster - 6, but Bob doesn't disappear. Turn 3 On the left, his group from the center meet up with the lone model, who shoots, but fails to do anything. His heavy grabs his pistol and starts heading downstairs, while the lasgunners do nothing much. The leader's group position themselves with a juve closest, and shoot at Rejewski (he's closer) I think a grenade scattered, and he went down, but that was it. I roll for the monster, nothing. I pass my Bottle Test. Vernam moves into the building with the enemy round the corner, whilst Al-Khalid moves into the one between them and the far table edge. One grenade later, and I have failed the ammo roll, but three of the four enemy models go down, one of them dropping a loot counter. Al-Khalid shoots with his laspistol, with the net effect of me failing this ammo roll too. Bob stays where he is due to the monster. Carl and Scherbius stay put, but get up/recover nerve at the end of the turn. Shannon uses sustained fire, and I manage to get one hit on an enemy (a ganger - the juve was significantly more hidden), goes down, but the leader has the loot counter - and I fail the ammo roll. R S'Aar and Koch shoot and miss again. My opponent rolls for the monster, and Bob once more fights for his life. Turn 4 My opponent fails his Bottle Test, badly. Post-battle: Everyone recovers, and I roll three sixes for the loot counters, which leaves me with plenty of credits. Also Al-Khalid and Vernam gain +1WS, Scherbius +1A and Bob +1T. Rejewski gets Crack Shot, whilst Vernam, Koch and Carl become Medics (Carl had rolled fixer, so I had to re-roll). I also now hold captive one of my opponents gangers. Looking for rare items, R. S'Aar is offered a Power Sword, which he grabs with both hands, spending 50-odd credits in the process. With pretty much all the leftover cash, Al-Khalid gets a Plasma Pistol. Vernam takes R. S'Aar's old Chainsword, giving his Bludgeon to Al-Khalid, who puts his autopistol in the stash with the remaining two credits. Koch gives his Bludgeon to Scherbius, and they swap models to show this.
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Post by Adam on Oct 29, 2011 10:32:13 GMT -5
A power sword? Jammy git.
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Post by Paroecia on Nov 1, 2011 16:21:07 GMT -5
Game 3 - Hit and Run: Blitz. Against the Swashraiders. The water still was set up on the top of the center building (right-hand near corner to my edge), and the loot at the bottom, in the far corner of the same ruin. I rolled 5 so had R. S'Aar, Shannon, Vernam, Al-Khalid and Rejewski. Shannon deployed by the still, aiming to cover most of that side of the board - my table edge. R. S'Aar deployed pretty much beneath him, on the ground. Rejewski was halfway up the other side of the building, whilst Al-Khalid and Vernam were on the ground near the loot counter. The Swashraiders managed to get a grand total of 4 models to take part. Both heavies (each with a heavy stubber), a juve by the name of Mad Norman, and a second juve. One heavy deployed in a ruin on the left, near my table edge, where it turned out Shannon couldn't quite see, and the other on a tower, also on the left, but towards the other end of the table. Norman was in the ruin to the left, and the other juve started in a ruin more central to my edge. Turn 1 Norman used is acrobatic skills to leap across to on the balcony below Rejewski, whilst the other juve run up to the base of the center building, 3 floors below the still. Both heavies then used sustained fire against my water still. Plenty of hits, but no damage done. In my turn, R. S'Aar ran across the street to the alley between the building the heavy near my edge was in, and the next door building. Vernam and Al-Khalid moved upstairs, and lined up their sights on Norman, and shoot him with no effect. Shannon shoots at the heavy on the tower, and I think did nothing. Rejewski shoots either Norman or the tower heavy, to no effect. Turn 2 Norman charges Rejewski, and the other juve continues towards the base of the center building. The heavies shoot again, to the same result, except the one on the tower fails his ammo roll. Norman Knocks out Rejewski, and jumps back to the other side of the wall. Scherbius and Alan come on from my table edge, and head through the streets to the juve. R.S'Aar runs into the ground floor of the building where the near heavy is, and in the center building Vernam moves forwards (trusting a chainsword, WS4 and pistol to win when charged), whilst Al-Khalid moves round a bit. Both shoot Norman, who survives, whilst Shannon brings down the tower heavy, but fails his ammo roll. Turn 3 Norman charges Vernam, and wipes the floor with him, while the remaining heavy shoots the still. Again no 6's to wound. Koch and Bob turn up, same place as Scherbius and Alan, who themselves run round the corner to where they can see the juve. R.S'Aar goes upstairs, and misses (or fails to wound) the heavy at point blank range. Shannon tries to shoot the tower heavy again, before realising that he had failed his ammo roll. Al-Khalid hits, and brings down Norman with his plasma pistol. Turn 4 Opponent passes his Bottle test. The juve charges Scherbius, who wins the combat, but does no damage. Norman crawls back to better cover (after attacking Vernam, he'd remained on the same side of the wall), whilst the heavy next to R.S'Aar opens up with sustained fire, only 2 shots, both miss. Carl arrives, again same edge. R.S'Aar charges the heavy, and in the combat phase, inflicts 6 wounding hits on him, taking him most definitely out. On the near left, Alan, Bob and Koch all pile in on the helpless juve attacking Scherbius. Bob attacks first, taking him out. in the center, Shannon heads downstairs to where his pistol might be useful, and Al-Khalid shoots his plasma pistol through the window at Norman, inflicting another down result, but failing the ammo roll. Turn 5 The Swashraiders voluntarily bottle; their first loss. Post-battle: Vernam was Shell-shocked from his attack by Norman, otherwise, all survived. A new Juve (Dave) came from the settlement (and took the spare autopistol), while for rare items, I rolled an Isotropic Fuel Rod, but was unable to afford it
Game 4 - Gang Fight, against a Delaque Gang As I had the Ratskin map, and had a rather more experienced Gang (or so I thought, working it out actually only put my rating around 100 higher - he had started with a lot of gangers) I offered to alter the roll so he could choose, but he was happy to do a Gang Fight. I deploy first, putting Shannon and Rejewski in the ruin central to my edge, as far on as possible, ready to move onto the walkway and dominate the small open area between them and the Shrine of the Aquila towards the center of the table. Dave deploys downstairs in the same ruin, with Koch and Carl to the left of the ruin. Everyone is coming by tunnel. My opponent has no such options, and deploys normally, most behind the far end of the Shrine (marked by some small old GW Gothic ruins), but with a few over to my left. I think he gets first turn (as in I didn't write it down, but from memory he must have). Turn 1 My opponent's models advance, up to the back of the Shrine, whilst those on the left also move forward. I don't think anything else happened. Koch and Carl advance towards my left, completely out of site of my opponent's models on that side due to a building. Shannon and Rejewski take up station on the gangway. At the end of the turn, Scherbius and Bob pop up at the corner where Koch and Carl are headed (my side of the corner), whilst Al-Khalid and Vernam come up to the left of the Shrine door. R.S'Aar and Alan come up against the Shrine wall at the corner to Al-Khalid and Vernam's left. Turn 2 Most of the Delaque continue to advance, with a group either side of the shrine. His heavy goes on overwatch looking at the corner where R.S'Aar is, and a ganger with autogun goes on overwatch on the Shrine door. One ganger takes a pot-shot from behind the tower at R.S'Aar, but misses. On the left, his gangers move round, ready to scale the side of the building between them and everyone else next turn. My left-most tunnel rats pop round the corner to take aim, while Koch and Carl move up to where they were standing. Al-Khalid and Vernam move slightly so as to shoot diagonally through the doorway without being seen by the ganger on overwatch. On the left, Scherbius misses, and Bob fails to wound, and R.S'Aar matches his foe's accuracy. Al-Khalid downs an enemy with his plasma pistol, but fails the ammo roll. Shannon uses Sustained fire to take out the Delaque leader to the right of the Shrine. Turn 3 The gangers just shot at by Scherbius and co ascend the building, and both fail to hit Shannon with their shooting. A heavy with flamer wounds Alan (he has 2), and downs R.S'Aar, neither of whom catch fire, although Alan runs around an inch to hide in the corner. Some Delaque move into the Shrine and shoot out the doorway. An autopistol does nothing to Vernam, but Al-Khalid is brought down by a shotgun blast. I pass the Bottle test (Shannon's Ld 8, not that it mattered, but it would be my leader and Ld9 ganger to go down first) On the left, everyone follows up the building, and shoots (where allowed), with only one man down to show for it - who I think was actually hit by Rejewski. Vernam chucks a grenade at his attackers, wounding one, the other being unfazed. Shannon also hits, but I forgot to write what. Al-Khalid goes out, R.S'Aar stays down, and Alan regains his nerve. I also realise that I have completely forgotten Dave since deployment. Turn 4 The Delaques pass their Ld7 Bottle. On the building to the left, the Delaque back away, the one that is able to do so, hits, but fails to would Bob with his autogun. The flamer heavy attempts to start another Van Saar barbecue, but fails to wound either of R.S'Aar or Alan, and fails the ammo roll. An autogun armed ganger shoots through the Shrine window to miss Shannon, whilst on the right, one with an autopistol hits, but fails to wound Vernam. In my turn, Alan charges the now flamer less heavy, Bob charges the already down ganger on the building, whilst the others there draw their sights on the remaining Delaque. Vernam charges the model who just shot him. Between them - think it was Shannon - Shannon and Rejewski bring down the autogunner who had just missed Shannon, whilst on the left, again I fail to wound. All my chargers win their fights, taking out their opponents. Turn 5 The Delaques voluntarily bottle. Post-battle: As I had only 2 models out, to my opponent's 6/7 I managed to take over a Drinking Hole. Al-Khalid gains useless Impressive Scars, R.S'Aar recovers fully. Alan and Bob make ganger. I was offered a bioscanner, but didn't get it, saving a further 30 credits.
Note: Writing these, I suddenly realised that in the above battles, my opponent and I forgot pinning entirely. In the second, this almost certainly benefited me more, as on the left both sides had a ganger close by, and repeated omission on both sides probably cancelled. With Vernam, he almost certainly benefited (I probably would have failed an I2 test, and I can't remember if he hit and failed to wound someone first turn, although the gangers on the left did automatically pass their leadership test, we noted later), but if he was able to throw the grenade, then things would likely have ended how they did. Alan definitely benefited (unless Shannon/Rejewski shot and failed to wound the heavy) as otherwise he would not have been able to charge.
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Post by Paroecia on Nov 10, 2011 13:31:33 GMT -5
Game 5 - Rescue Remember the captive I took Game 2? Now his gang try to rescue him I place the captive on the top of the center building, and end up with only two models allowed to guard him. R.S'Aar starts off by the door at the base of the building (South-East), Scherbius in the far (ruined) corner (North-West). My opponent rolls a double 6, so his entire gang appears, coming in from the edge to the East. He splits into three groups, one heading round the North, one round center-South, and one North-center. Turn 1 My opponent's models all advance across the table. I roll a 3 for R.S'Aar who doesn't move, and a 2 for Scherbius, who my opponent moves 1" towards the West edge (away from everyone). Scherbius ends up roughly facing where he had come from. Turn 2 Again my opponent continues to move his gang in. R.S'Aar gets a 1, so heads towards the South edge, and ends up facing away from everyone. Scherbius has a 2, so also heads away from the enemy, and ends up facing away too. Turn 3 One of the groups of opposing gang members moves behind a ruin near the South edge, the center group continues to wait out of sight, and the North group moves behind a bulkhead up behind Scherbius - heavy cover, but can be seen through. I get a 5 for R.S'Aar, so he heads back towards the center, still not seeing anything. Scherbius also gets a 5, and makes a beeline for the group of enemies behind him...except that he is facing exactly the opposite direction - cue discussion about moon-walking sentries. Turn 4 The two models from behind the bulkhead charge Scherbius, whilst the South group move into the open, but far enough away so that R.S'Aar will not be able to see them next turn. The center group stays out of sight. Scherbius is then taken out in the ensuing combat - we both rolled a 6, but Scherbius's WS was halved, so the enemy attacking won due to charging. However, a 1 is rolled for the sound of the fight, and the alarm is raised. Karn, Al-Khalid and Vernam come on from the West edge, and take up positions behind a barricade. R.S'Aar runs inside the center ruin. Turn 5 The two models who took out Scherbius move up, one pins R.S'Aar, while the other shoots at, and misses Karn. The center group moves round their cover towards the door into the center building. The enemy Leader runs out of the South group, to right next to the center building, while everyone else moves to see, and then shoots at and misses, the new arrivals. Shannon, Rejewski and Carl appear from the South edge, and take up positions in a ruin just over 8" away from the nearby foe. To the West, everyone starts to move towards the center. Rejewski shoots the nearest enemy, taking him out, whilst Carl brings the next one down. Shannon hits his target with his laspistol, but fails to wound. Vernam tries a grenade, but the range is too long, while Karn shoots down the juve who had taken out Scherbius, and the nearby ganger runs. Al-Khalid shoots his plasma pistol, maximum power, but misses. Turn 6 My opponent passes his bottle test. His leader enters the center building, and goes up one floor. He then shoots R.S'Aar, taking him out. The broken ganger regroups, and in the East, the rest of the gang continue to move in. No-one else appears, Karn charges the down juve, while Al-Khalid and Vernam move up to, and take cover behind, the ruined wall at the West end of the center building. Carl runs across the street to some other cover and Rejewski moves forward to a window. Shannon shoots and brings down his target, whilst Rejewski misses. Turn 7 My opponent passes his bottle test, and his Leader runs upstairs to free the captive. His heavy shoots at Carl needing 6's and all 5 shots miss. The previously broken ganger shoots at, and takes out, Karn, but Al-Khalid doesn't break. The two gangers with the heavy (the rest of the center group) miss Carl with their lasguns. Feistel, Dave and Koch turn up at the North of the board, so I have them appear on the Eastern side of it, hoping to catch the enemy as they leave. Shannon and Rejewski move through their ruin towards the enemy edge as well, whilst Carl runs in the open, down the street towards the enemy group. Shooting up over the wall he's hiding behind, Al-Khalid takes out the ex-captive with a high-power plasma pistol shot. Vernam similarly hits the enemy leader, but fails to wound. The enemy leader then passes his pinning test. Turn 8 My opponent fails his bottle test. Post-battle: Rolling for injuries, R.S'Aar is captured. Using one of my many medics, I re-roll, leaving him merely with an old battle wound. Karn and Scherbius make full recoveries. I bring in 31 credits, and then splurge this, and quite a bit of what I already had, to get a Lasgun for Carl, who had just made ganger with BS 4, a bludgeon for Feistel, and a new Juve, who received Carl's old autopistol.
Game 6 - Hit and Run: Blitz. Against Ridley's Rangers. On the scenario chart, a 10 was rolled, so I used the Ratskin Map to make it a 12 for double exp. The scenario was then Hit and Run, with choose rolled. My opponent chose Blitz, reckoning on a meltagun to make short work of the still. The Water Still was set up on the top level of an average height building towards the South of the board. I can't remember where the loot counter was. I start with 6 models, Shannon in the North-East of the roof/balcony of the building with the still (it was up a floor, in the North-West corner), Vernam on the same floor below the still. Scherbius was on the ground floor between them, and R.S'Aar on the ground in the South-West corner. Rejewski was in the South-East corner on the roof of the tall center building, overlooking the one with the still, and Carl on top of one to the West. My opponent deploys his heavy, and another model in the ruin to the South of Carl, level with the still, while the rest deploy on/behind a building to the East of the still. Turn 1 To the West, a ganger pins Carl, and the Heavy misses Vernam with 5 shots. From the East, another lasgunner brings down R.S'Aar, whilst the rest hide or approach the ruin. Scherbius charges the ganger who took down his leader, and Vernam hops over the wall to the other side, to get cover from the heavy. Rejewski, Shannon and Vernam all shoot at the enemy on the Eastern ruin. Scherbius wins the combat by one, but fails to wound, and R.S'Aar crawls to a less visible position. Turn 2 The ganger on the Eastern ruin moves to its North-West corner, as it provides a bit more cover. The other nearby men head towards their target. In the West, the same ganger pins Carl again, before the heavy shoots him and brings him down. The Eastern shooting has the ganger on the ruin pin Shannon, whilst a shotgun hits, but fails to wound or pin Vernam. Scherbius this time loses by one, and his opponent fails to wound. Al-Khalid appears from the North edge, far away from everyone, and begins running towards the action. Rejewski inflicts a flesh wound on the nearest ganger in the middle of the street, and Vernam charged down a floor into the meltagun wielding enemy - the leader. In combat, Scherbius gets a double 1, and his opponent a 6. 7 hits and 4 wounding hits later, he is out. Vernam however manages two 6's, which, with the opponent fumbling, leads to 8 hits, and 4 chainsword wounds, 2 laspistol wounds. he then consolidates into the model who had taken out Scherbius. Turn 3 Shannon is hit and pinned again, but the model shooting at Rejewski misses. The heavy opens up on the still with his heavy stubber. 3 shots becomes 1 hit and no wounds. In combat, after parrying with his chainsword, Vernam forces a draw. Koch, Karn, Feistel appear from the South, and head towards the enemy heavy. They shoot, Koch and Feistel failing to hit, and Karn failing to wound. In the East, Rejewski misses a ganger in the open, with both shots. Vernam then suffers 3 wound in combat to go out, and R.S'Aar gives up the fight to go out as well. Turn 4 In the West, the heavy shoots the new arrivals, wounding Koch, and making Feistel flee forwards to cover at the far end of the ruin. The ganger shoots Karn, who goes out. In the East, Rejewski is missed again, and Shannon is charged, suffering a wound in the combat. Both juves turn up, from the North edge, so run after Al-Khalid. Rejewski hits twice with two 6's, passing both ammo rolls and bringing down his target. In the combat, Shannon is hit 5 times and receives two wounds, going out. Feistel does not regroup. Turn 5 Two gangers shoot Koch. One misses, the other pins him. The heavy shoots at the still, 5 shots, 3 hits and a wound - the water still is destroyed. Game ends and I Lose. Post-battle: Due to double experience, Vernam almost double his total experience, and there are a number of advances. I got 30 credits income, and brought a third lasgun - for Koch, a Mung Vase for 20 credits, which sells for 2, and Man-Stopper shells for Scherbius. A Blindsnake pouch is invented. Over on a different table, the Swashraiders also brought a Mung Vase for 20 credits, but they managed to sell for 25.
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Post by Adam on Nov 13, 2011 20:27:48 GMT -5
Allow me to provide the batrep for our game today: Turn 1 - Steve murders me (three down/dead in one turn!), but fortunately his ganger who can fire three or four times a turn depending on how you interpret the rules runs out of ammo. Turn 2 - I kill a couple of dudes with lucky shots and manage to scare off another three. What. Steve gets into melee with a couple of my guys, to no conclusion. Sirene gets shot at, and I get scared, but fortunately she takes no damage and passes her pinning test. Turn 3 - Sirene scores 11 wounding hits in one round of combat. One of my gangers gets KO'd, but Penny actually does something for the first time ever and carves up some dude. Steve charges a WS5 chainsaw wielder into a bog standard ganger with a shotgun only to have Meat Boy elbow his combat master in the face, and Penny gets another kill, both thanks to Steve managing to roll two sets of snake-eyes. Sirene gets shot at again, but fortunately the dude rolls a 1. Turn 4 - Sirene prepares to pounce on the unfortunate fool who had the temerity to shoot at her, but I roll a 9 on a bottle test and run the hell away. Oh well.
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Post by Paroecia on Nov 26, 2011 15:39:58 GMT -5
2 weeks worth, as I never got around to putting the others up. Game 7 - Raid, R.S'Aar leads the attempt at retaliation for the successful rescue. The Gateway is in the center ruin, and the 2 sentries deploy nearby. Taking part are R.S'Aar, Rejewski, Sacco, Al-Khalid, Scherbius, and 3 others (I had double 4, for 8 total). Turn 1 Sentries wander around, my raiders move up closer. Turn 2 The sentries continue to amble about, I advance a bit, and then Sacco shoots down one sentry. He goes down, but I roll 11 for the noise, and the alarm is raised, Turn 3 2 opposing gangers, and a heavy with heavy stubber appear to the North (I was coming from the East). It's decided that entering the table does not count as moving, so the heavy enters, but does not move, sitting with my lasgunners in sight. He gets 4 shots, with 2 6's to give him 2 hits, leading to both Sacco and Rejewski being wounded and downed. R.S'Aar proceeds to fail the Bottle test on a 9 - if only Al-Khalid had been in charge... Post-battle: No-one died, but can't remember much else about what happened.
Game 8 Against the Swashraiders, can't remember the scenario. See post above, for Adam's summary. Some minor additions are that I held on thanks to Al-Khalid's leadership (R.S'Aar appearing from tunnels not quite entirely in cover, and being shot down), while Feistel (WS5 chainsaw wielder) rolled double 1, to his opponent's 6, he parries (he can only roll lower, and less hits mean more chance of survival), Adam rolls another 6. This was also the game when my new heavy went out almost instantly. Post-battle: Everyone survives, but I didn't record what happened.
Game 9 Hit and Run, Grudge match, I'm defending. Loot was on the ground-floor of the center structure, North end, with R.S'Aar and Feistel nearby. Rejewski deployed on the roof, with nice lines of fire, Shannon suffering from his Old Battle Wound. There were 4 attackers. The heavy deployed on the walkway linking the center building to another one, able to see Rejewski easily (he did have cover though). The rest approach from the East - the attacker's edge. Turn 1 The gang members to the East approach, bringing Feistel down, and pinning R.S'Aar with their shooting. The heavy similarly brings down Rejewski. My down gangers try to move out of sight (this must have involved Rejewski crawling to hug the wall, so getting closer to his attacker). Feistel goes out of action in the Recovery phase. Turn 2 The approach from the East continues, the leader bringing down R.S'Aar. The heavy charges Rejewski, taking him out automatically. Sacco enters on his own from the East, and takes a potshot at one of the ground-floor enemies. He goes down, the other two next to him don't break. Turn 3 I'm sure I remember something that changes the attacker's bottle rules, but can't find it on the page*, so we assume it must be a different scenario. As such, my opponent takes a Bottle test, and Bottles out. *Print-out of the pdf from the Games Workshop site, having noticed in the pdf on the computer whilst writing this that it was this scenario that it changed to 50%, I can only conclude that I was looking at the wrong second page, and that I'm sure another enemy would have brought down before they got away (actually better for me, assuming they don't get away, as more of my gang members gain experience). Post-battle: Rejewski fully recovers, Feistel has something, which one of my many medics has re-rolled to a full recovery. My inventors both turn up trumps, giving me a Weapon Reload (see my question in the other thread), and a Skull Chip. I find and buy a second Power Sword, which is given to Feistel, and his chainsword passed to Scherbius, whose bludgeon is stashed.
Game 10 Gang fight, The Black Chamber on their own, against the same gang as in 9, 7, 5 and 2, which was teamed up with the gang of another player, who had only had a couple of games (we wanted all three of us playing). To start with, R.S'Aar fails his Old Battle Wound, leaving Al-Khalid, complete with his higher leadership, in command. Shannon and Sacco deploy in a building in the South-East (my edge being South), Shannon on the small very top part, Sacco downstairs, poised to move up to a better position first turn. Rejewski and Koch are in a more central building, again waiting to move to better firing positions. Bazeries and Wallis (I later realised it was actually the model for Even, but they are equipped the same), were to the West, inside a shorter structure. All the others taking part were in the tunnels. The newer of my two opponents deployed (first?) with his heavies on the top of a tower, a pair of models immediately to the tower's East, and others behind other buildings, mainly to the West of the tower. The other gang, having dropped to only 9 models by a death, were all coming in by vents/tunnels. Turn 1 To the West, Bazeries and Wallis move through the building, while my lasgunners move up their respective buildings to firing positions behind the barriers on the roof edges (although Koch doesn't get there until next turn). My two Marksmen, along with Shannon, shoot across the board. One of the models East of the tower goes down, and I might have pinned a heavy, but I'm not sure. Feistel and Vernam pop up out of sight in a building to the North-East, Scherbius and Karn in the center. Al-Khalid and Even appear in an Eastern building, again out of sight of the enemy. They move, might have pinned Shannon with a heavy - he was pinned by them at some point. The rest turn up. Vents put the heavy and two others on top of the tall center building, with excellent views over my shooters, Another three appear to the West, and I can't remember where the remaining three went. Turn 2 Scherbius and Karn start to climb the center building, and Bazeries and Wallis move up to a window. Koch moves upstairs, and he and Rewjewski adjust positions to shoot the new arrivals. 5 lasgun shots, and an abnormal number of 6's later (I needed 5/6 to hit, and got 6's), and the heavy and one of his companions were down. On top of the center building, the down fighters edge along to try and get out of charge range of Scherbius and Karn. The remaining model shoots Koch (he's closer), I don't recall the result, but he is running about later. The Western group half cross the distance to the other end of the center building, whilst the other gang's heavies continue to shoot, and other models move. Turn 3 Karn charges the down model he can reach, and Scherbius joins him on the roof. Between them, Bazeries and Wallis bring down one of the other group. The gang that arrived by vents bottles (voluntarily), before anything worse happens. At this point we decided that they could abandon their allies, and agreed that I would get the experience for facing the combined gangs, whilst the gang left would also get underdog bonuses for fighting me, as if on his own.
I didn't make rigorous notes of what happened when, so a summary would be that an opposing heavy failed his auto-repairer roll for his grenade launcher (as ammo roll is auto), the other downing most of my ranged shooters. Up in the North-West, Feistel charged and took out an opponent, but faced a number of guns worth of return fire from the rest, which led to him going down. Vernam's grenades didn't manage much, nor Even's shooting, having run over to help (Al-Khalid stayed safely out of sight, determined to show that they would not run on his watch). In the center, Scherbius and Karn made there way downstairs while Bazeries and Wallis ran up towards, shot and, and were brought down by a trio of opponents (one of whom was downed by the shooting). Thanks to this, Scherbius and Karn were able to get close enough to charge (yes Karn charged an opponent able to fight back), and brought them down as Koch got to a position, after a couple of terms of moving, where he could shoot them. Thanks to models going down (and R.S'Aar's absence), I was taking, and Al-Khalid calmly passing, Bottle test for a couple of turns, until I finally made my opponent have to take one. He chose to bottle out, content with the experience from being an underdog. Post-battle: Feistel rolled a serious injury (leg? arm?) which I re-roll thanks to my many medics. Instead, having gained 39 exp (inclusive of the D6), he dies. Everyone else survives, and Even reaches ganger status. This leaves me with 6 gangers to get income, and two 6's later (one thanks to Fixer) plus the underdog bonus, leaves me with 330 income -> 100 credits, which I splurge on a Plasma Gun and a Hotshot Laser Pack.
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