29 April 2018

A Zombicide Start To The Weekend

So it turned out there was an Exit guardian!

I haven't played ZOmbicide Black Plague in some time. We reckon it's probably been at least six months which, considering it's our go-to game, is strange. I haven't played Green Horde since it arrived at Christmas, I only opened the box to get a look at the models up close.

That all changed this weekend.

Friday at work, being the last Friday of the month, was Free Project Friday and Team Social Afternoon. We ended up playing Zombicide Black Plague in the meeting room – an 8-player mash-up with many first timers and all the big monsters. It was fun, took a while and realised I'd forgotten a lot of the details in my absence from the game. There was lots of cheating in the end to ensure we won, but it won over a couple more admirers so no doubt more gaming in the future.

An opening win with Green Horde, by the skin of our teeth

To be honest that was the warm up, because the morning after myself and Bull travelled to the now very shiny Awdry Towers to get our first taste of Zombicide Green Horde. I'd heard lots of tales about how the new version plays but you never know for sure till you try it yourself.

We managed to get through the first game with a win, but it was touch and go at the end. The game felt claustrophobic and the swaggering confidence often seen when playing Black Plague was gone. The hedge and water mechanics were good additions – don't end the game in the water end of a map, it's a nightmare. The trebuchet was awesome, though it didn't see any action in our opening game.


Game 2 was a challenge indeed. So much so we had to press the restart button after a few turns in as we had made some fatal mistakes in our early strategies. Take 2 was going swimmingly. We had got to the trebuchet and were pretty much owning the board. However, as we confidently headed towards a second victory, fate stepped in to slap us in the face. We ran out of runner models, meaning all runners on the board get a second go – combined with a 'runners get an extra go' card flip we were wiped out in a single turn within reach of the finish line.

Our problem was two-fold. We were using just the contents of the Green Horde starter box, so no fancy weapons and limited zombie models. It meant we didn't have the volume of dice when attacking to clear out the masses of zombie models coming at us. The majority of weapons were only hitting on a 4+ at best, so even a handful of dice was only going to get you so far.

Needless to say we all had fun and thoroughly enjoyed a re-introduction to Zombicide.
There will be more to come!


18 March 2018

Imperial Assault – 3 Player Battle



Thursday this week saw a reintroduction to Imperial Assault, as Ryan and I showed Rich the ropes –He took to it like a duck to water!

We hastily put together three Skirmish armies – Imperials, Rebels and Scum (sorry, mercenaries). Using the 4-player Hoth board layout, we lazily chose the deployment areas nearest to our seats. We were concerned that Rich would be piggy in the middle and get battered on both sides, but we needn't have been concerned – he just went gunning for Ryan who realised he'd chosen an awful deployment zone and was boxed in completely.


Rich got the honour of using the newly acquired Boba Fett mini for the first time. He was one of the stand out characters of the game, able to inflict a lot of damage and heal himself quite nicely too. The Wampa and Nexu also proved to be intimidating, even if the former was something of a one-hit wonder – Fugs taking it down with prejudice after it scored its first kill.


The Nexu on the other hand was having a whale of a time, actively looking to Cleave as many Rebels as he could. The Rebels were gradually losing number under a devastating assault by the Mercs – Fugs just couldn't get out of his deployment zone and ended up retreating to where he started.


In the meantime the Imperials, led by the simply awesome Vader, marched slowly from the opposite end of the board. Rich had left a couple of Tusken Raiders to hold a console in his deployment zone, and these were both dispatched by Vader in a single attack.


The Mercs were getting low on numbers now, after the Rebels rallied. But just as Fugs thought he could see some light the Imperials arrived, strolling past Boba Fett to take up the fight with the Rebels. Seeing that things were about to go south quickly, Fett took the opportunity the fall back and ensure he would at least survive the game.

The Imperials had been nicking the points along the way, finishing off units that were already on the ropes. As such it didn't take long to Vader to claim victory, with the Rebels on around 18 points and the Mercs on a misrepresented 6.

It was a great way back into Imperial Assault, all in preparation for us starting a campaign game next week. Stay tuned!

12 March 2018

Necromunda: Opening Exchanges


We'd had a week or so to prepare, and now it was time to see how this new edition of Necromunda actually played!

Last Monday I had a day off, so Bull and I arranged to have a gaming day. We managed to get three games in as well as the post game bits. I'd brought my new MDF terrain, and it made a superb centrepiece to the gaming table.


Game 1 was a very cagey affair. Bull had his heavy on the mdf silo tower which gave him excellent line of sight to pretty much the entire board. My guys were hunched at the bottom of the stairs, preparing for a three-pronged attack (though no idea how that would actually pan out).


My two big shooters – Ganger and Boss both with Grenade Launchers – made their way up the stairs to the main platform, flanked by a couple of Gangers in support. My Hammer-wielding Champion went left, supported by a couple of Juves. The remainder went through the middle and to the right.

The mission was simple to kill the other guy, without taking too many casualties yourself. I was having the expected day – lots of awesome shooting, knocking guys down, but nothing going through to cause any concern to my opponent.


We managed to knock the Orlock Heavy on his backside, right after he ran out of ammo. Then my Grenade boys managed to deck (almost) the entire Orlock gang thanks to blast templates!


One of my Juves was hit badly, then hit again and went out of action. Not long later a second dropped. I managed to take out one of Bull's Gangers before the Orlocks pulled out.

One of my Juves missed game 2, the other was going to have to see the Doc – but he wanted to charge me more than the Juve was worth, so we let him die and recruit a new Juve!! No mercy!!

Game 2 was a "Defile the Relic" mission, but we hadn't got more than a handful of turns in before both Gangs failed bottle tests!!

Still, more xp and cash going into the pot.

We rolled for game 3 and got Sabotage. The Orlocks would be defending a piece of terrain in the middle of the board and my Goliaths (with their huge bulk and 32mm bases) would be sneaking in to destroy it hoping the sentries didn't detect them.

In fairness, despite a lack of any kind of strategy, my boys got quite far in before the Orlock Juve got the fright of his life, walking round a corner to literally fall over the Goliath Boss!


Once the alarm was raised it all kicked off – my boys were trying to shoot the terrain piece, the Orlocks trying to shoot us! Eventually the terrain piece blew and I had to survive the rest of the turn so I could Bottle out and escape. It was a blood bath. No inch was given. It really was a free for all. I was lucky to escape with a couple of casualties, both of whom will miss my next game. Bull also lost a couple, with similar end results.

We went our separate ways, after totting up the cash and xp, to contemplate how to spend our winnings. I blew through a lot of cash, upgrading key models. I also managed to get a Move increase for my Boss and a Toughness increase for one of my Gangers. I have no doubt Bull has done the same, so the next game will be ramped up to a new level.

Have a read of Bull's perspective of the day

…as we prepare for round 2!!