As always I did petition the house for aid and... they send me ANOTHER Juve... I had REALLY hoped it would be an arms shipment and I could pick up a bunch of equipment for the Champion I was hoping to hire after this game... then I had to spend some of that money to tool up this stupid kid that wants to play at being a ganger...
I pretty much knew this was going to go poorly for me. I had a starting crew of five - despite the home turf advantage (rolling two dice for bottle tests and discarding the highest. A pair of anything higher that five means I bottle after taking only ONE injury, and it would just get worse after that. I did get reinforcements... but only two. Amanda, on the other hand, had TEN fighters trying to take back their captured ganger.
Amanda sorting out where her gangers were going to go.
Initial deployment of my gang. The sentry rules are kind of interesting. cards are drawn randomly whenever it is my turn to activate someone, we then roll and then the highest roller gets to move them and at the end of the move they can attempt to spot one of the sneaky infiltrators (on a tie, the sentry moves in a random direction). More often than not, Amanda would win that roll and sent my gangers off into the open facing the corner which none of her gangers were entering from!
Before the first turn, she had a card that allowed a few of her gangers to take a full move, so a bunch of them started very close to a few of my gangers!
Two of them started down a hall beyond some locked blast doors - they'd have to bypass them and Escher gangers aren't known for their smarts - so I felt pretty secure that this pair wouldn't get TOO far TOO fast!
Her champion and a ganger lurk down another corridor, hoping the sentry at the end of it would turn away...
Three Juves sneaking in through some wrecked walls.
Another ganger carfully sneaking past the Promethium stash - no lho sticks!
once a few of the sentries were looking the other way, her leader "Mad" Donna charged the closest sentry hoping to take him out before he could act and raise the alarm...
Apparently taking out a dude with a freaking CHAINSWORD doesn't make THAT much noise!?
Another ganger stepped out and took a shot at one of mine with a lasgun. She tried to play a tactics card called "look away" - if a sentry spotted an infiltrator the card meant they would simply turn away and not be seen... she'd misunderstood the sentry rules... shooting at someone doesn't just meant they SPOT you... it RAISES THE ALARM!
So... Alarm raised on round one... She still had a significant advantage in numbers and most of my gangers were totally in the open now... and they STILL didn't get activation counters until next turn and she still had gangers to activate!
And activate them she did! Paula moved up and took a shot at Mutatio, pinning him.
At the end of the turn, as the alarm had been raised, my reinforcements arrived - my gang leader Atrifex, and the new Juve he was showing the ropes to (Neo47231)
To avoid getting shot in the back by my leader and his protege, Kat H. and Jo N. charged around Mutatio's little barricade and assaulted him... somehow he managed to survive Kat's Attacks...
AND Jo's attacks!
Artifex and Neo47231 follow them up the corridor.
Rotis chucked a smoke grenade out into the open to give the Delaque Gangers some cover - they can see right through smoke with their photogoggles - so Neo65395 ran out into the smoke thinking no one would be able to see him there while blazing away at a couple of the Escher gangers... he pinned one... and then got blasted by "Mad" Donna's plasma pistol... yeah... kind of forgot SHE has photogoggles too!
The following turn Artifex Joined in the Melee. Rutubulum had run up and tried shooting into it eh previous turn, missing all involved (ore maybe he his Jo N...? and she got a Flesh Wound...? I can't remember now...) and then got Shot by Paula's shotgun.
Kat sliced up Mutatio, and then, as she was no longer engaged, Rutabulum stood up and shot her again, pinning her. Paula took another shot at Rutubulum hitting and pinning him and knocking him into the Sludge Vat (where he found something floating in there worth 4 credits!? so weird...)
With Rutubulum out of the way, the three Escher Juves sprinted across the open to the captive! None had an action left to try and free her, but collectively they SHOULD have had no trouble doing so. Also, Tina and Dee had made it through the first blast door and were just on the other side of the second one - if they could get it open, they'd all have a quick short path off the table!
And then my gang bottled... and I used a Delaque Tactic card to make them all just Vanish...
So... lost another game... and two more reputation (so... I'm at -4 now...). All three of my gangers that were taken out of action (Orraculum, Mutation, and Neo65395) were previously injured and ill miss the next game... at least it wasn't a critical injury - or a permanent injury - or superdeadness!
I did get to collect income again and brought in another cool 100 credits! I will totally be bringing in a new Champion next game! One of my gangers was also up to 6 XP and got to take an advance (increased Cool)...
Amanda's gang is now at 9 Reputation. One more and she can hire a second hanger-on! She hired two new gangers after the game...
Coming Soon to Tim's Miniature Wargaming Blog:
Well... what now?
So much of the last four or five months has been focused on getting ready for this past weekend... that didn't really end up happening... what do I do now?
According to the PLAN I was to spend a couple weeks finishing off a few Necromunda projects (last of the Escher Gangers, Orlocks and Van Saar gangs, and a handful of others...) but that kind of assumed I'd have finished up the Ratskins and Zombies and John's Vermyn last week... which I didn't, because I ran out of steam and interest when pretty much everyone bailed!
Do I try to finish off the rest of the Necromunda stuff over the next four weeks and then start in on the Hellboy stuff as planned... do I take an extra week or two to finish up the Necromunda stuff in hopes of running a new campaign in the new year (and a narrative campaign weekend in February) or do I say Fü¢kit and just move on to bellboy, because no one is really all that interested in playing Necromunda anyway...?
Either way, I should have a painting update in a day or two... I have a few things I've finished and haven't posted yet, and I'm sure I'll finish up a few more things...
I do hope I'll at least be able to convince the family to play a few more games of necromunda and bring our Bronze Gates Campaign to a reasonable conclusion... (Instead of just letting it fizzle out!).