Deployment: Standard
Strategy: Turf War
Schemes: Distract, Make Them Suffer, Murder Protege, Bodyguard, and Line in the Sand
Ricky
wins deployment and decides to let me deploy first. He said that
choice is easier in person because we always pick the side that is
directly in front of us, while on Vassal, there is a more tactical
choice to be made because we can really choose any side. I buck that
trend by choosing the right hand side! We rotate the playmat so that we
are still playing on our own sides though.
Neither of us reveals a scheme, but we each took Make Them Suffer (kill peon or minion models) and Bodyguard.
Turn 1

The
starting areas were pretty tight, so we each bunched up our crews, with
the exception of the Lone Marshall sitting off to the right in this
picture.
Ricky
wins initiative and uses Nino's rediculous 36 inch range to hit the
Gunsmith for some damage. The Captain goes next and pushes the Gunsmith
and one of the Mages out 5 inches, and then moves himself. I think
this next bit is where the game was won. Ricky activates Papa Loco and
gives his leader a buff, then moves Papa up a bit. His leader chain
activates, double walks straight ahead and fires at the Gunsmith. The
Gunsmith is now down to 1 wound. The problem is that I have 4 models
who have yet to activate, and call all get in range to attack his
leader. They activate one after another, and after a total of 7
attacks, his leader dies.
Turn
2 has us trading a little bit more damage, with Ricky trying to kill
the Gunsmith (my only minion) and me trying to kill the Brutal Effigy
(ricky's only minion). I use the Captain to push Papa loco out of the
6inch Turf War bubble, so I am the only one to score any VP.
Brody - 1, Ricky - 0
At the end of the turn, we drop the 4 guild guards down, each deciding to put them into melee with our opponents.
Turn 3
Not
pictured is the Gunsmith and the Brutal Effigy who are off to the left,
and the Lone Marshall who is off to the right. My mages get a buff by
standing close to each other, so this is the bubble you will see them in
frequently.
I
finish off both Guild Guards to earn 2 scrip, put some more damage on
his guys, and kill the Brutal Effigy, which will net me 1 point per
round (since he has no more minions or peons). Ricky manages to kill
one Guild Guard and my lead Mage (who avoided injury with a Black
Joker!) and spread some damage to my leader and a second mage, but my
Gunsmith is still alive with 1 wound left. I get the Turf War VP and the
Make them Suffer VP to bring the score to
Brody - 3, Ricky - 0
Turn
4 is where the game starts to turn back. I win activation and move my
gunsmith farther back to the deployment zone behind hard cover. I
didn't remember that Nino had unlimited range if he focuses, which is
exactly what he did. Ricky was able to guarantee a hit, and the
Gunsmith died, giving Ricky a VP for Make Them Suffer. I run my leader
back heading for hard cover (He had 1 wound and I had no low cards to
save him from injury), as well as one of my mages (he was my bodyguard
target). At the end of the round, Ricky reveals that the Lone Marshall
is his bodyguard target, so he scores 1 VP for that. I didn't realize
that my mage had to be 8 inches from my deployment zone, so I am unable
to get the bodyguard VP. I score another point from Make them suffer as
he still has no minions or peons (neither do I at this point)
Brody - 4, Ricky - 2
Turn
5 - I keep running my leader back, we trade some damage, ricky probably
killed something else. We each get 1 point from Make them Suffer and 1
from Bodyguard
Brody - 6, Ricky - 4
We flip a 10 for end game, so we keep on playing!
Turn
6 - At this point, everybody is hurting. Papa loco moves up into Turf
War, and the Mage promptly pushes him out of range. Nino kills that
Mage, and my 2nd mage (the object of my bodyguard), moves into the
middle of the table. I now have a card to save the captain in case he
dies, so he comes out of hiding, charges and kills the Lone Marshall.
This took Ricky's Bodyguard away, denying him another VP. At the end of
the round, only Nino and the Captain (1 wound left) are still
standing. Ricky picks up his final VP from Make them Suffer.
Brody - 6, Ricky - 5
We flip an 11 for end game, so we keep on playing!
Turn
7 - With no chance for VP, I win initiative and kill Nino. I attempt
to do some damage to the last guild guard in the hopes of some cheap VP,
but alas it was not to be.
We flip a 7 and the game ends.
In the end, Ricky got 4 scrip and I got 5 (and an injury)
One of my mages has to sit out a game, not too bad.
Thoughts
After
losing his Leader on turn 1, Ricky did a great job of getting VPs. I
won because I was able to control the middle of the table for 2 turns.
It was a blood bath, although both of our crews are designed to sit at range and kill people (and they did just that)
The game still took a really long time. Not sure why
No comments:
Post a Comment