Setup for this was the most fun. Making that ambush alleyway through the Underhive was genuinely one of the most fun things I've done
The
ability to make this a completely focused board gave me a headache, but was
great fun at the same time. Half of the stuff I own is Mortalis, with big
chunky blocks on either side of the tile. These are a little bit too harsh to
play this scenario on, as parking everyone round the corner from an arriving
caravan won’t make for a great scenario (may still have to play that one
however).
So I used
my open tiles to make the caravans approach be as tricky as possible to sneak
up on. This way, the defenders could target people crossing to the caravan, and
they themselves had room to manoeuvre.
I used a
pretty short pathway for caravan to traverse, with only a slight deviation from
a straight line to ensure that the scenario felt like a traversal, rather than
an ambush.
Then to
the high stuff. The main thing I picture with convoy heists is a good old
canyon! (think Indiana Jones etc)
Therefore,
I needed some good height to get some gunfire down on the caravan, but also
wanted it to be high enough so that the attackers only had a couple of easy ‘jumping
on’ points.
To that
end, I made sure there were only 2-3 places where the attackers could jump on
from on-high. Otherwise it would all be ground assaults!
The
board was good, and I even played 2 games over the board before we did the
convoy mission as well! The central bridge was a very dangerous place to be.
But control that, and you’ve got open angles to everything else.
I wanted
to make sure I was fairly balanced, the players in the campaign are a fairly
easy going bunch, and we take the rules lightly when it comes to deciding which
scenarios we play. With that in mind we generally play the scenario we want,
and randomise the attackers/defenders if there are any. When one of us starts
to excel, the other gets to be the side with the benefit. At this point both
gangs were fairly evenly split.
So, to
the mission then.
I used
the Mechanicus crawler model, and the containers. Lovely models and fitting for
this scenario. I would love to have some better Necromunda vehicles and a
proper ‘cab’ unit for the tractor, but this will do.
Before
the scenario started we also agreed to put a decent amount of cover on the unit
itself, and a pintle mounted heavy stubber, which wouldn’t suffer the unwieldy trait,
we used a random bit of metal found on my garage floor to represent that!
So, board
was set, objective was planned. Combatants were my Cults vs Van Saar team of
around 150-25 points lower difference.
We
rolled off. I think I secretly wanted to be the descending attackers, and the
Van Saar with low mobility and agility would be better defending?
Such is
luck and I WAS the attacker.
The scenario
deployment was a bit trickier for the attacker, whereby all models have to be
deployed 6inches from any board edge other than that picked by the Caravan.
This meant with the horde of boys I had (13 and one Chaos familiar) were able
to surround the caravan on all sides with the intent to take out the escort and
hop on board at the end. I therefore added a couple of boys near the terminus
of the caravans path to ensure that happened. Turns out that was a very good
idea!
The game
went heavily in my favour fairly early by interrupting and/or pinning the
majority of the big guns in the Van Saar gang.
Sadly
for the Van Saar they couldn’t bottle as per the scenario rules so had to tough
it out.
Great shooting
all round from my guys meant that the Van Saar were quite unfairly hammered.
Now onto
the looting, and this is biggie. GET ON THE CARAVAN ASAP!
Looting
the caravan is a simple action, and you get one counter. There is no limit to
the number of counters looted, and you don’t need to get the loot off the
board.
However,
its bloody hard to keep up with the caravan unless you intercept it. 6 inches
of movement means you’ll need to close on it fast, as 6 inches is often more
than a single gangers move. Because the caravan moves before everything else,
and it’s a single action to climb on, you don’t want to end your move near its
rear edge as you’ll not catch it in a single move.
You’ll need
to be in a position in its middle or front, to move up and hop on
appropriately.
Once you’re
on the caravan you can focus on looting. There’s no winners/losers for this
scenario, just a cash amount for all.
So I ‘only’
made around 200 credits from this scenario, but this could have been far higher
had I focused on the money rather than the mosh-up.
The next
scenario I’ve tried was the Archaeo Hunters mission. This one was a fairly easy
one to setup, and the use of an Iron Circle model as the automata was very
cool.
This
game was Escher vs the Cults again with Vault point in the centre of one long
edge, and the automata nestled in the centre of the board.
I was worried
about this one, my gang had a few upgrades but were fairly beaten up. Low
intelligence meant that I would struggle to control the automata, and the
Escher had the same and better movement than I did.
Thankfully,
infiltrate won me the day. Snuck my Disciple up on the bot and they clicked the
automata on as I won priority (still took 2 intelligence rolls…). With her
purpose done, she got torn apart by the incoming Escher, but I managed to move
the automata slightly closer to my incoming cults.
From
there, the Escher did a lot of hurt and without bodies I was fading fast. Luckily
near the end of the game my enemy failed a bottle check and started to fade
away. With possession of the automata I opened the gate and ran a couple of
guys in.
Stupidly
for me, I decided to get looting rather than trying to stop the last remaining
Escher in. Had I have stopped her running in after my cultists I could have
added a few more bodies.
With a
clever move, my opponent moved her last ganger into the vault, ending the game,
stopping me sending anyone else in, and nabbing herself some credits!
Good
fun, but Cults will not do well without infiltrators.
Next
scenario to try will be the Downtown Dust-up, with some bodies which have been
made.
I've sorted the board out too, a nice central square (which people will likely ignore completely).
Never annoy the early drinkers....
Thanks for looking, back soon...
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