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Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Wednesday, 17 December 2014

Down into the depths we go...

So, I've had to come home from work feeling like crap... sore throat just in time for Christmas. Ain't that typical? I should be putting more paint on some models for the painting challenge, but I think that's probably a very bad idea right this second.

I decided it was probably less taxing to try out Shadows of Brimstone, so here's a tale of woe, followitng the exploits of our intrepid band of lawmen. No photos I'm afraid as I was just using card tokens to represent the heroes and monsters as they are either still on the sprues or partially assembled.

In our party we have:
- Jackson Swift, a US Marshal (Hardened resolve, spectacles and dynamite)
- Fred Smith, a Lawman (Iron Will, Weathered hat, dynamite)
- Reverend Jones, a local Preacher (Missionary, Cure, Weaken, Lucky Charm, bandages)
- Doc , a Gunslinger (Pistol fanning, Concealed flask, dynamite)

Jackson Swift had been sent out to Brimstone shortly before the town imploded, to bring in the Scafford gang. Having deputised some local law enforcement he's been on their trail ever since. This day, Jackson had seen signs of them entering this particular mine... Doc knew this was one of those days he should have stayed in bed, but had no clue how quickly it wold become apparent.

After passing into the mine, the party see a room full of pipework and skulls. Lots of skulls*. Sadly, Fred slipped on one and started a large cascade, causing lots of wounds and sanity loss to everyone as they are buried in the landslide! (And a growing dread card as they search). The avalanche of skulls unblocks a narrow cap in the roof of the room, letting in a shaft of light. Reverend Jones takes this as a good sign and starts to sing a small sermon, raising everyone's spirits and healing one of his wounds in the process. After all the excitement calms down, they discover a clue as to where the Scaffords went.

For some reason Doc was dawdling a bit, giving Reverend Jones a chance to heal some more wounds. Gazing through the next doorway they spot the second clue... and a room full of monsters! To top it off, the walls are dripping with gore... we can only assume this is what is left of the Scaffords.

(The red Threat card that I drew said to draw two Mediums. The first of these was for 3 Tentacles, 2 corpse piles and 3 undead *gulp*. The Second said to draw two Easy.. no fair! The first of these was 1 Night Terror and 4 void spiders. the second was for another night terror and 5!! Stranglers). Just as well I've got lots of dynamite and it's only my second room!

Doc opened the fight by skillfully throwing some dynamite at one of the Stranglers, which was standing between a couple of tentacles and a corpse pile. The resulting explosion took out one of the Hungry Dead, a void spider,a tentacle and 2 stranglers! Fred thought this was a great idea and followed suit, taking out two stranglers, two void spiders and a tentacle. Things were starting to look a little less worrysome... but only marginally.

The remaining stranglers then got to attack Fred, between them only causing 1 unsaved wound. Before the tentacles got to attack, Jackson let loose with his shotgun and managed to blow one of the corpse piles apart, removing that threat from the board. Unfortunately Fred was paying too much attention when throwing his dynamite as one of the night terrors lumbered across the room and ripped him apart. So much for his lucky hat! This left a free path through to Doc for a tentacle, who bludgeoned him to death too. Things are not looking quite so good.

Summoning his vengeful wrath, Reverend Jones proceeded to Weaken the tentacle and banish it back to wherever it came from.

With only two of them left, and the monsters closing in, Jackson threw his dynamite towards the newly spawned Hungry Dead, blowing it, the corpse pile and the last Strangler apart and seriously wounding the two Terrors. With no way through, the Terrors just had to stand at the back and wait for the remaining undead to either do their job, or to collapse and make way. The Reverend manages to weaken one of the dead enough to cave in it's skull with his holy book, only realising afterwards that that was a dumb move as there was now space for the terrors or a void spider to come through instead.

Thankfully initiative order saw the spider skitter through  to get in the way, even though it did cause some damage. Jackson raised up his shotgun and thought of his responsibilities as a Marshall (+2 attacks), which he dutifully used to remove the undead next to him and then open up on the terrors, taking one out completely and allowing another shot at the Terror behind it, bringing that one down very low as well. The remaining terror barged through the gap and tried to savage our valiant hero, which he shrugs off. The poor thing is nearly dead anyway... it's probably just waving some bloody stumps around at this point.

The reverend manages to fend off the spider for another turn, while valiantly keeping the darkness at bay once more. Jackson finishes off the last Terror and causing some extra damage on the last spider. It doesn't last the rest of its following turn...

With the monsters out of the way, Jackson and the Reverend can tend to their collegues and get the heck out of dodge along with a few pieces of Darkstone each.

Jackson finished with an impressive 160 XP and 1 piece of darkstone
Fred finished with 105 XP and 1 piece of Darkstone.
The Reverend finished with 90 XP and 2 pieces of darkstone
Doc finished with 170 XP and 1 piece of Darkstone

Fred managed to gt a Slashed Leg (-1M) from being KO'd. Doc had his arm crushed (normally -1 Combat), but he's already on Combat 1, so I think that stays the same.

During the course of the journey back to town everyone starts to have Dark Dreams which everyone takes to heart:

Johnson: -4 Sanity next game
Fred: -6 Sanity next game
Reverend: -5 Sanity next game
Doc: -5 Sanity next game

Geeze, these guys really didn't like their dreams did they? Thankfully they manage to avoid any corruption form the Darkstone shards

As the adventure was really really short, they didn't actually find any treasure, so no-one has anything to sell, so it's one night in camp to pay a visit to a few different locations and see what they do.

Johnson goes to the saloon to see if there is anyone causing trouble and ends up in a bar fight instead, which ends with him getting a slashed leg (-1M).

Fred also goes to the saloon, tells some tall tales that no-one believes.

The Reverend decides to go to the Church and preaches the faith. Sadly it seems to be a heathen town, so there's no-one there to pay attention to his diatribe.

Doc goes to the bar as well, but unlike the others, seems to have a great time and comes out of it $10 richer.

Everyone gets a good night's sleep at the camp site, ready to head off into the wilds looking for the Scafford gang again.

* Was this mine designed by GW or something?!

Monday, 21 April 2014

Assault on Complex Alpha

It's a bank holiday, Claire is hiding under a duvet, ill, and I have a clear dining table. What could be a better opportunity to give Strange Aeons it's first spin? As I'm still terrain-less I decided to give the Achtung! Cthulhu tiles a spin instead.

The mission...
 For a while there have been strange rumours floating around of a Russian complex, codenamed Альфа, or Alpha.What is happening in here is anyone's guess, but locals and prisoners of war have been seen going in, but never coming out. The Russians may currently be allies, but our mystics tell us that there is definitely something powerful happening within the underground bunker and it cannot be good for anyone. Captain Harris and his small team have been dropped up the coastline a bit and are tasked with getting into the complex and stopping whatever is happening in there.

In order to get some equipment for my commandos I had to go up to 16 points, which still ony gives me three soldiers to send on their daring raid...

Additional mission rules:
Guard patrol. Guards on patrol do not get to be moved via any specific orders, but will remain on watch throughout their turn. IF they are alerted to the enemy's presence they will open fire and raise the alarm. Each turn, roll a scatter dice to determine their facing. Each turn the guards may attempt to notice a sneaking enemy by rolling above the distance to the enemy on a D6 if they are within their side arcs; if in the rear arc there is a -1 penalty to the check. IF they are facing an enemy who is either in the open, or less than 10" away, they will automatically spot them.

Sneaking. Threshold team members may attempt to sneak. By sneaking they halve their movement rate, but gain +2 to distance checks to be discovered (e.g. if they are 2" from a guard, they would count as 4" away; 3" = 5" etc. If they manage to make base contact with a guard undetected then they cound as charging and gain a bonus of +1CC for the first round. IF this succeeds, the enemy doesn't get to fight back this turn as they have been surprised. IF the attack fails, the defender has noticed them out of the corner of their eye and raises the alarm, releasing everyone from their Patrol state.


MI57 Forces:
Captain Harris (9 points)

Knife, .45 handgun, Thompson, Armoured vest
M Dex Con A W Res Skills
5/4 3+ 6/7 3 2 3+ Command

Sergeant Jones (3 points)

Knife, .45 handgun, Bolt action rifle
M Dex Con A W Res Skills
5 4+ 6 2 1 4+

Sergeant Smith (3 points)

Knife, .45 handgun, Bolt action rifle
M Dex Con A W Res Skills
5 5+ 6 2 1 4+ Accurate

Lurker forces:
The Russian guard detail is led by Serzhánt Anatol (cult leader with Thompson) and 6 soldiers with bolt action rifles. They seriously outnumber the commandos (and slightly out-point them), but they are on guard duty so cannot move to attack yet.


Setting up.
Anatol starts in his command tent with two guards outside. One guard is on the boat, two guard the bunker entrance and one guards the weapon stores. The remaining two are asleep in the bunk house



Harris and his team manage to scale the side of the boat and now need to work out the best way of approaching the bunker...

In typical sneaky commando fashion, they opt to try and sneak along the side of the boat to take out the guard on watch from the raised deck. Smith decides to duck through the wheel house as the guard is looking int he wrong direction. He has to hope that the guard doesn't turn in the wrong direction and spot him... After some careful maneuvering, Smith managed to get behind the guard and successfully took him out without a sound. 1 Guard down.


One of the guards on Anatol's tent seemed to have some inbuilt compass as to where the team was on the ship as he was staring straight at them for quite a while. If it wasn't for the fact that they were sneaking and on the ship, they would have been scuppered. Quietly they dropped from the side of the ship as soon as his back was turned and prayed that he wouldn't turn back and spot them now they were in the open.

Luck was with them and they made it to behind the command tent without being detected. They still needed to sneak down here though as Anatol was asleep on just the other side of the thin canvas wall... just as they duck into cover behind the barrels next to the text, something must have awakened Anatol as he spotted them; maybe something brushed against the wall or a twig snapped... who knows, but he is now awake and aware that something is wrong. He rushes out of the tent and alerts his guards... the game is afoot!

With the alarm raised, the commandos opened fire on the guards by the bunker door. In their haste and darkness, failed to do anything.

The Russian guards rounded the edge of the tent and opened up on the commandos, taking Sergeant Jones out of the mission with a lucky burst from the thompson. The return fire from the remaining commandos took out two of the guards.



Ducking behind cover, Anatol opened fire again with his thompson and dropped Captain Harris, leaving  Smith all on his own ineffectively firing from behind a barrel. Unfortunately barrels aren't all that great at stopping automatic fire, so he wasn't too far behind Captain Harris in meeting his doom...

It looks like the Russians get to keep their secrets for another day and the valiant agents of MI57 slowly bleed out in the snow...
 

After game actions

Recorded MI57 Kills:
Harris: 2
Smith: 1

Captain Harris now has Teratophobia (fear of all Lurkers!)
Sergeant Smith makes a full recovery
Sergeant Jones is now Hemaphobic

This isnt going well for their first outing!

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That was Really TenseTM while the commandos were sneaking around... and then the firefight began and everyone died... very quickly! I suspect that I need to try that again with a monster or two instead of a mob of angry Russian guards