Necromunda Campaign Game 2

Yesterday I went down to the club for my second outing with ‘Tech Noir’. I was drawn against Mark’s Escher which I knew would be a tough fight as they have poisoned weapons. Lots of poisoned weapons. The only real counter to them is to be tough, tougher the better… something my pencil- necked techno geeks aren’t.

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Tech Noir lined up before deployment on to the table.

For the second cycle of the campaign the scenario was predetermined to be ‘The Hit’ with elements of the stronger gang trying to take out the leader of the weaker gang. Reading through the set up details I thought it was as good as it could be. The Escher would have to come to me and I would just try to put as many shots as I could at the as the advanced.

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We played in the bottom half of this 4 foot by 8 foot table. I set up in the tallest tower roughly in the middle of the full table.

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Taking the high ground and deploying in all round firing positions.

I set up on the high ground as is my preference and waited the onslaught. Mark being the canny player that he is pegged my Rad Cannon armed Champion, Popov, as the biggest threat on the table so took him out with the first shot of the game with his sniper. Slumping wounded Popov fell off his lofty perch and plummented downwards. In the rules you take damage for falling, and falling 10″ would hurt most people. Fortunately one of the upgrades I bought after my first game was grav shutes for key personnel. This meant- although seriously injured he suffered no further damage from the fall.

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My ganger, Egor’ev,  who came on as reinforcement tries to take out the pesky sniper. Whilst he could pin him it never converted into any damage.

I moved a ganger, Ferzen, down to aid Popov’s recovery as the posioned wapon shots gradually took out my gangers. The Rad Cannon Champion and the assisting ganger were both taken out of the game by a poisoned knife. However Smirnov, my other Champion, took out one of his opposite numbers with a well aimed shot.

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Here you can see the Escher (Mark is using Dark Elsar as proxies) about to charge two of Tech Noir.

At the top of the tower Ozerov, my leader, realising that the Escher Gang was gunning for him decided that it better the run away and live to fight another day moved out of the way of the sniper who was itching for a shot. The ganger I’d left up their to defend him proved to be pretty effective in keeping the Eschers from getting up to that level of the tower.

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At game end- the middle sees my remaining champion stuck in melee whilst at top left Ozerov hides whilst protected by the ganger Rodionov.

I was getting plenty of hits on Mark’s gang but getting that converted to taking people out of the game is something I struggled with my low powered weaponary. As it was both Mark and I needed to take bottle tests to see if we would continue fighting. Careful use of a tactics cards gave me the edge and I passed my roll.; Mark failed his which meant he called off the hit on my Leader. I scraped a win, I had 4 fighters down so it was something of a pyrrhic victory.

That said the cash, reputation lift and Rogue Doc that has now joined my gang will be useful for future fights. I think a challenge match is in order though to get some more experience for my gang as though I’m two wins for the campaign my gang is small compared to the others.

I will have to see what I can get sorted for next week.

 

By the way I took a shot of the club space. As you can see it has plenty of room and tables. Currently four are given over to Necromunda, with two for Infinity and one for the Batman game.

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Cheers,

 

Pete.

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Air War Campaign Plans

Evan and I have been playing quite a few Air War games recently. They are quick to set up I suppose and you can fit a couple of small games into an evening so they suit our purposes well.

Often we try out a small combat just to see how the rules (a Victor Frankenstien like creation that has pulled in bits for everywhere) will handle a given situation. Evan has just finished painting up some 1/600th Me262 so we have been trying them.

The first game saw three Me 262 taking on a box of four B17s, they are hard hitting planes and their 30mm cannon will certainly make a mess of anything that they can hit.

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As always the defensive fire of the B17s should not be under estimated. Getting this balance right has taken quitea few games and we are still not sure if it has been achieved to everyone’s satisfaction yet.

 

The second games was to try out something that we had both read of: Bf109s trying to keep US fighters off ME262s as the try to gain speed and alititude. Of the three that took off one exited the table with the other two turning back with damage. However the cost to the attacking Americans was heavy.

Sadly I took no pictures of that game; I find that 1/600th aircraft don’t photo too well with my limited skills and equipment.

 

Evan and I have talked about a campaign game for the new year. Hopefully it will be a crude approximation of the diofferent approaches to air combat the Germans and US took. The German player is trying to get 30 kills for his Ace pilot where as the US player has to get 30 kills for his entire squadron (who will start with no Ace pilots). The game will be played in groups of three games US versus generic German force, German versus generic US force then a head to head against both squadrons. I’ll post more details of the campaign system when I have written them.

 

Cheers,

 

Pete.