Day 3
Another board, cos why not. Some houses on one end, depot and wilds on the other (not quite finished setting up in this pic but the rough layout is there).
The APC arrives through the residential area.
Opposite the depot I made a 'lake/pond' (wishing I hadn't dulled the lino after all... maybe.) as it was silly just as trees. I could potentially make some more water features - perhaps just small cuts of canvas with paint and silicon like 'the river'. Or resin-topped something somethings.
The depot was busy enough.
Mission 6: Get to the Supply Depot
Narrative: "The APC runs out of fuel not far from the industrial warehouse. They must have hit something spikey while smashing through the zombies. There is a fortified supply depot nearby, go there and find some fuel."
Specs: Get to the Depot. Find fuel.
The team has 8 turns available. [finally! a little more time!]
There are 6 HS. At the start of each turn (except turn 1) the HS may trigger automatically (d10, roll a 10 = trigger. Then roll for random hostile type with no adjustments). The team can trigger HS normally if they want to. Hostiles spawned automatically are part of the regular activation queue on the turn they arrive (with no 'bonus' actions).
The team needs to get to the smaller structure in the depot (the one with the roller door).
Booting up the road...
The HS at the lake triggers just as the team passes (of course it does!)
Mutants (the 'hardest' hostile type on my roster).
One gets taken out early. Another makes it to Charles at the depot gate. Bob aims and shoots the yowie, killing it). But Two more leap through the bush and pounce on Charles.Derek aims and shoots one (only one wound) then lobs a grenade over the scuffle. Both yowies take hits (one dead, the other +1 wound) and Charles fails his armour (yep, that is going to take some explaining later! Apparently their new mate Derek is a bit of b@stard).
Alphonse dispatches the remaining mutant and quickly patches Charles up. [and presumably stops him shooting Derek.]
The team sets up an overwatch and Charles lobs a bolt, triggering the HS at the depot (better than having them jump out entirely at random, plus there's still a little time left). Bandits. These were dealt with easily but I think Derek might have taken a wound (another medkit down).
Oh, and there was an anomaly at the lake HS - a whirlwind - which we had no chance of reaching and exploring. Everyone ducks into the safety of the security structure.
That was game 1 done. lots of running, some combat. Seems to be the way of things.
Mission 7: Get Fuel to the APC
Narrative: "As they pass through they see that the depot's fuel dump is locked up and it would take a while to cut through safely.
"No, you may not throw a grenade at the fence Derek! It's fuel!!"
However the security structure the team is in has a mechanism that opens a gate. Yhay! No fiery death inferno."
Specs: Get fuel and carry it to the APC.
There are 6 HS, same position but all reset with potential hostiles (and the same automatic trigger rules). The team has 9 turns.
One team member is the designated fuel carrier and has 1 less activation per turn (Charles).
As they exit the depot the HS at the lake triggers (again...) (of course it does!).
And this time there are bandits (the second hardest hostiles on the roster).
Two are taken out by Derek before the bandit with an assault rifle tags him. Bob remained up on the depot roof and takes him out with a clear shot from on high and also the final melee bandit. Turns out there is a second anomaly at the HS.
Charles salvages a little then check both anomalies (Alphonse is right there beside him, ready to medkit him back to health) but Charles makes four anomaly-class Will checks in a row like a boss. Artifacts for everyone [except probably Derek]!!
The team heads toward the APC and a HS triggers along the way (of course it does!!)
Dogs. Potentially annoying with Charles lagging behind with the fuel. But they're taken out before they can reach anyone. [The HS is behind the house so hostiles have some cover, though this made it a longer distance to reach the team. Was a design choice.]
Alphonse uses some orders to encourage Charles down the road quicker, and the team reach the APC by the end of turn 6. Called it there, not really interested in hitting up more HS at this stage.
And that was game 2 done...
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...with turns to spare. I'm so unused to more than 6 turns apparently, hahaha.
Anyway, I'm gamed out now. It was enjoyable but I'm in no rush to set up another board.
I think the overall story arc fit together ok.
Like I said previously I play very conservatively - probably more like an RPG than a wargame. The team is not expendable, one-shot units. Not cos I like them, but because I want the story to continue if possible.
I actually find the combat difficult - if the critters can reach or shoot you then there's a good chance you're going down which just munches your activations mercilessly (medkit'ing, recovering from pinned etc), pretty brutal really.
- - -
So I was contemplating 'movement', again and how it still seems like a huge drain even on a 4x3' board... no way I'd set up a 6x4' for this, except as a display board or similar.
The thing is, if you're playing one vs one rather than solo you only really need to get half-way across the board to make effectively contact (i.e. 2' or 1.5' which is relatively negligible), rather than actually having to boot 3' or even 4' to your objectives or adversaries (and potentially back). Not a criticism of the rules or anything, just an observation specifically regarding this play style. I wouldn't necessarily add i.e. a free movement action per turn, but having more turns definitely helps (if you can roll anything other than a 1 !!)
I liked having the APC as a usable device. Was nice having one character chew up their activations for the sake of the other character's movement, rather than everyone wasting a full turn moving up individually.
- - -
Probably no games for a couple/few days. So...
Until next time...