Monday 13 April 2020

Planet-610 Test Game 1


With all the equipment finished off i thought i'd have a trial game utilising and reviewing the scale-based adaptions to the rules etc.

This is the board and bits set up and ready to go.

On the left is an investigator and two imperial guardsmen. On the right is a chaos cult magos and four chaos cultists.  The guardsmen have slightly better stats, though i haven't worked out the points precisely at this stage, so just went with a 2:1 list.

The following is a quick run down (quasi-battle report). There were 9 turns all up.

No one has moved yet.


End of turn 1: Both side move up at full speed. 2x move actions. Speed value now 40mm for all characters.

End of Turn 2: On the lower portion of the board (lower) the chaos magos and two cultists are ganging up on one guardsman. On the upper portion of the board (upper) the investigator and one guardsmen are facing 2 cultists. 

End of Turn 3: The cultists (lower) provide ranged fire at the guardsman and the magos closes for close combat. The investigator (upper) moves forward for close combat and the cultists use ranged attacks - investigator takes some damage causing breaks later in the game.

End of Turn 4: The guardsman (lower) breaks and runs away as the magos charges. The other cultists move toward the fighting at top of the board. The investigate (upper) breaks one of the cultists.

End of Turn 5: The investigator kills the second cultist at the top of the board. The cultists from the bottom of the board start ranged attacks against the investigator. The magos moves up toward the remaining guardsman.

End of Turn 6: The investigator charges a cultist and breaks them. The magos charges the guardsman causing wounds but can't break them.

End of Turn 7: The investigator breaks from ranged attacks. The magos kills the remaining guardsman.

End of Turn 8: The investigator and magos face off, but no definitive result leaves them locked in combat. The last cultist circles looking for a shot at the investigator (can't attack as locked in combat). 

End of Turn 9: The investigator breaks and runs off the board.

The final character sheets. The magos was still healthy enough and the final cultist was not wounded at all.

And that was that.
Most of the rules worked as expected. A couple of minor tweaks and clarifications. Overall the game flowed very smoothly, was done in about 40 minutes.

Need to review the scale-relevant rules changes and get that written up.

Until next time...

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