Monday, May 9, 2016

Necromunda battle report: Orlocks vs Goliaths #02



Hello again!

The previous battle report turned out to be quite a success so here's another battle of the fresh campaign: Goliaths vs Orlocks.
As mentioned before we decided to modify some rules and add some other to make game more enjoyable and spicy. After last post I was asked to present gangs so here they are.
The game started with budget of 900 credits per side. We play 100% WYSIWYG so there're no heavy weapons, there's only one flamer on Goliath side. I think the fact there are mostly basic weapons, knives and grenades in use makes the game more exciting and brutal.

After last battle report I was asked to present the gangs so here they are.
Remember these informations are semi-classified so let's keep it just between us and rest of internet. Lucky me not many people reads my stuff...

In the first game both gangs lost a juve - Goliaths buyed it back (fattie named Pixie 2), Orlocks invested in some gear (infra red googles for Cancer and screamers in case of rescue mission, from my experience: if you can get screamers and stummers - take them!):



This battle is continuation of previous struggle:
during last match Orlocks managed to take over Chimera, but were not able to start it and leave the battlefield covered under vehicles thick steel plates.

So now the game set up and some home rules:
- scenario is based on normal gang fight mission (for purpose of gaining experience, bottle test etc);
- treachous conditions apply of course, TRUE playazzz fight on level hard biatch!
- Orlocks defend the haul so they start around the Chimera: one, randomly determined model doesn't fight - he is inside the carrier trying to start the engine;
- we have some general ideas about moving tank and performing actions but it's to be tested in the field first (might come handy later - I have another tank to use after all);
- Goliaths are ambushers - last time they bottled out only to reload shotguns and grab some more grenades, models can be placed along any table edges;
- Orlocks set up models first;
- starting player is randomly determined;
- I thought it's good idea to switch gangs (to make players avoid stupid, suicide actions) so this time I am running Goliaths; 
- mission objective: either killing each other (gang fight scenario) or starting the engine and driving Chimera off the battlefield;
- the idea is gangs didn't expect to find a tank not mentioning - in working order, so they rather want to grab it's (most probably tasty) content instead of blowing piece off; therefore there's no anti-tank weapons, melta bombs etc - nothing to destroy Chimera, the best you can get is breaking tracks with frag grenades (we still have to work out the procedure). On the other hand flamer should also be fucking deadly for tanks: burning gasoline getting into exhaust system or vents is just more than nasty...
- my bro dropped in when we were playing so he got some plague zomebies and scavviesto run NPC. The story is: something bad happened in toxic waste dump where scavvies had camp. Some glowy goo leaked from old drums straight into zombie farm making them pretty restless. Restless enough to make them runaway to the desert (surely they smelled fresh meat). Scavvy boss assembled partol which was sent to make sure they either come back where they belong or be put down.
Long story short: plague zombies enter random table edge in 2nd round, scavvy zombie-sitters - the following round.

That's more-less it.
Anorther new thing you're probably noticed are photos:
we spent some time working on photos taken, and my opponent did great work adding the background and special effects. There're still some bits to work out but I think we're going in the right direction. Let me know what's your opinion about the effect achieved.

The roll for treachous conditions for this time is long shadows - extra cover bonus for models behind cover (saved arses of my 2 gangers).


So here's the start:
my team started in the very middle of the board, around Chimera apc.
Cancer (ganger wearing strawhat) started inside the tank trying to start the engine somehow. There was no mechanic or anyone from tank crew so we decided starting the machine and making turn was after successful 5+ roll.



Goliaths were the ambushers this time:
they came from the ruins which provided lots of places to hide. They were really close - after round of advancing my men (and the tank!) would surely get withing frag grenades range.





I got the first round:
didn't expect to see much shooting from Goliaths but since there were only 7 men in the open field all moved either to get some cover or to get better shooting positions. Not mentioning the fact Cancer somehow managed to start the Chimera in the very first round of game and even made 90 degree turn toward edge, where driving was possible. At this point things were looking really sweet for Orlocks.
But there was some strange and reaaaly nasty smell in the air... What could it be?  
Probably just those damn savages, Goliaths, nothing to worry about... - said Orlock boss.








Goliaths time! Time to get back what's ours! There is ammo and fuel in the tank ahead!
Whole gang advanced fast and swiftly, finding fine cover behind bushes and ruins (well, not exactly whole gang: Sinatra got head wound during previous battle so for most of the time he was staggering in the corner building or just babbling to smart looking stones).
Stiglitz, Jason and Pixie 2 moved closer on the steel walkway. They were damn close and well covered - the next round I could expect clusterfuck raining down on my positions.  





Round 2 began with a surprise: group of villagers came from the side Orlocks were heading for. They must have been pretty tired and hungry. And probably injured... 
They were walking kinda weird... And dirty for sure... That smell...
- Boss?
- Yeah?
- Is it just me, or is that villager in the front missing half of his head?
- What the fuck are you babbling about? What... The... Fuck...
- ...
- PLAGUE ZOMBIES AHEAD!!!

That doesn't require comment: those things were coming. Really quickly (modern time zombies after all) and extremly dangerous. And that's not because we forget a bit about their special rules and decided only head shot can take them down: total immunity to pain.
Definitely result of toxic goo accident... Damn Scavvies...



There were lots of targets for Orlocks to choose:
main threat were zombies getting closer and 2 Goliaths on the hill preparing frag grenades. Spectre (guy in the crater) aimed at the first deader while Sanders and Bad Larry moved out from tank's path and tried to deal with advancing savages.
I was lucky again - tank driver not only managed to make successful turn but also advanced slowly. I was hoping to simply run over plague zombies next round and leave the battlefield shortly after.
Rest of my men prepared for the coming battle - 2 gangers moved into the ruined building, the other 2 were waiting for Goliath boss to appear on the top of it.







Spectre aimed well and put a bullet straight into closest zombie's head - this one ain't gonna bite anyone ever again. Guys close the Chimera were less lucky - both missed!
I was hoping the grenade shrapnels would scratch at least one model to cause panic test but apparently I run out of my share of luck for this engagement.







Golaths attacked with all they had. That was just horrifying!
Stiglitz and Jason attacked from above but they only made my juve pinned! And Jason run out of grenades! The boss was trying to finish my model off but this time long shadows came in handy - another miss! There's no way to finish the game nice and easy...
Gangers threw frag grenades on men - first one hit the tank and damaged only, rusty track, Chimera was now immobilized! The other Goliath was less lucky - grenade slipped out from his hand and exploded. Model was pinned but nothing worse happened.



On my back Pantera was trying to take down either Orlock boss or his living shield... eee... sidekick, but his manstopper shell missed. High time for Orlocks to regroup and run for the hills when all gangers are still alive and able to run...





Time for Scavvies to move:
at the beginning of the turn 3 zombiesitters arrived - straight ahead of the smoking tank. They were quite smart so all took cover behind ostropests after advancing cautiously.



Zombies weren't into more tactical moves though:
all the rottenbrains shuffled towards warm meat - 3 of them put their damn dirty hands on Gravel and Spectre, the others weren't so fast. This round...





The result of that charge was quite easy to predict: Orlocks are way better shooters than melee fighters. Worst thing was I had to roll for infection during post battle sequence, but both gangers were clear. Not mentioning serious injuries...
Shit got pretty thick for Orlocks: enemy getting closer and not much chance for safe escape. 
Bad Larry pulled out stub gun trying to take down Dexter (on the hill), Cancer left the tank and also aimed Goliath scums, the boss and his aide aimed at command team on the floor.



I had some more dirty tricks for this time:
Prozak left the building taking enemy from behind - autogun and grenades will be more than useful, while Gillian fired at Pantera. Was deeply hoping to get rid of half on Goliath gang withing seconds and make them flee.





Everything started really nice:
grenade tossed on the floor missed but scattered only 2" away: Golath boss got hit and went down, ganger standing next to him fucked nerve test and runaway.
Sanders fire at Pixie2 - he was hit, wounded, failed initiative test, fell down, got another autohit and was taken out of action. Phew!
As the same time Gillian fired from the building and wounded Pantera, his buddy was pretty controlled and refused to runaway. Bastard...







The same time Prozak put a bullet in the back of Goliath chick head.
Those bastards were hit pretty badly so I was hoping they will either leave the battlefield voluntary or screw bottle test - the leader was down after all.



They didn't.
The test was passed so Goliaths decided to take as much opponents to hell as possible, before plague zombie wave consumes all.
Haig finally got opportunity to give flamer a try: the shot costed whole fuel supply but nearest zombie got hit and started burning! Field medic, Angel, tried to unleash shrapnel hell but grenade turned out to be dud.
In the centre Rip charged Bad Larry taking him down with ease. Bloody savages...



I had some ideas about coming future but it was Scavvies turn:
zombiesitters advanced hoping to deal some damage with their shotguns (whatever Scavvies carry) while plague zombies charged towards fresh meat engaging Rip only.
We all know Scavvies aren't marksmen gang, but it was no problem for Spike - he took my ganger off the tank in big style.



Rip was pretty experienced fighter but he only managed to defeat only one zombie, the other one managed to inflict serious bite taking ganger out of action. Facing those enchanced zombies were fucking nightmare!







Orlocks turn:
the boss lokked around, saw half of the gang bleeding so the only wise decision was leaving the battlefield. It's a campaign game - sometimes it's better to drop extra 10 experience points to avoid even more serious injury tests.
So below the field of glory from the necro-drone. The game was fun, I am hoping for revenge shortly.
Also hope you like new enchanced photos.






That's it - till the next time!

Monday, April 18, 2016

Necromunda battle report: Orlocks vs Goliaths #01



Greetings from the desert!
Greetings from toxic wastes, where the only thing more precious than water is full magazine and where all you can find is sorrow, pain and death!

That's right: Necromunda campaign has begun!

It's good to be back - even it that means fight for scraps in toxic wastes around hive city.
This game was quite unique, kinda "new beginning":
it's probably our first game played on finished battlefield using fully painted models!
Aaaaand because I slightly upgraded lights in the gaming spot photos didn't turn out total crap! At least most of them were quite acceptable.

As for the campaign:
we are veteran players so decision was made to make rules more enjoyable and practical. So we added aiming, modified overwatch, modified weapons stats, scenarios and some other minor changes.
Another thing I wanted to test was taking pics: it turned out taking nice game photos isn't such a piece of pie as I was thinking initially. It also turned out some beckground would be nice so there's endless desert on the horizon instead or my bike or pile of bricks...
(If you have any ideas or experience with using background I'd be grateful for any tips and suggestions, really. I think simple large cardboard sheet with painted sky, enchanced with GIMP / Photoshop kung-fu, should do the trick but it's just very first thought here).

But on topic:
the scenario was basicaly gang fight between Orlocks (scavengers and mecenaries) and Goliaths (degenrerates and cannibals). Apart from standard victory conditions we placed my previous customized Chimera personnel carrier in the middle:
alternative victory condition was hijacking the vehicle, which meant getting on the top and spending whole round opening the hatch - trying to avoid bullets flying around same time. If a gang takes control over tank - the next scenario would be delivering it to safe place.

The table has been set up, sides chosen, treachous conditions determined: it turned out I had sun behind my back so enemy models had -1 to hit modifier aiming at my side. This combined with the fact I was choosing table edge (old ruins and hill) meant very good start.


So here's the field of glory: my cellar with gaming table in the middle.
Because of logistic problems this time we played on 4 modules instead of 9 as planned:



Goliath cannibals came from the west - hiding behing deadly plants.
Too bad they haven't been living in the desert for long enough - advancing straight against rising sun is just stupid idea. On the other hand only half of the gang had range weapons.



Orlocks started in the ruins and behind the hill:
the basic plan was using elevated position to pin Goliaths with autoguns, flank them by close range assault group and while everyone are more-less busy: capture the tank.
Yes, Orlocks are veteran mecenaries so they actually had the plan for coming encounter:




Orlocks used tactical advance and solid training (yeah - I rolled better...) to start the game.
On the right: the boss - Bishop together with another ganger and squad medic advanced closer towards vehicle to secure ruins.
In the middle: autogunners moved to get best view on the sector.
On the left: remaining gangers armed with shotguns were trying to get close the Chimera from northern flank. No shots so far. It was quiet... Too damn quiet...



Apparently Goliaths spotted enemy getting closer - they spreaded formation, got even better cover and some of them advanced in cover.
Still no shots fired. Not even envenomed arrow from Pixie's short bow...



The guy closest to the tank at the moment was Haig - Goliath specialist armed with flamer:
his task was either to get inside or cook alive each and everyone elese stupid enough to get there before him:





Orlocks were advancing according to the plan: shotgunners got better positions on the flank ready for another leap next round:



Bishop and Gillian got behind the solid wall while the squad medic moved into ruins - closer Chimera:



While Prozak and Spectre remained on overwatch one of those damn savages - Pantera, appeared at the gunpoint... They both fired scoring only one hit, sadly inflicting only flesh wound. Better then nothing, besides this guy was armed with shotgun and grenades so it would be dangerous to get him any meter closer:



Goliaths spreaded even wider -assault group o the left decided to reach the tank while knife masters on the right moved into ruins to organize some human bbq for the lads.
Da boss - Stiglitz, remained in center supporting team with leadership and autopistol cover.
In the meantime Gillian (that nasty b!tch stading next to my boss) made clean shot straight in the Pixie's head, it was that fattie with short bow and lucky charms, acting as walking shield for Goliath boss.
And probably as reserve supply of fat-rich food if something goes really, really wrong during post battle sequence...





Goliath flamer operator rushed forward to get some cover behind the wreck and oil drums but he was hit and pinned from shotgun fire from overwatch - flanking group was doing their job just fine. The cannibal offensive slowed down a bit, which made me quite happy, a single flamer shot from that position could actually torch half of my men!
Another Goliath full of compassion for freshly hit buddy dived into crater to get better (and safer) shooting position. Autopistol at close range is just killer!
Savages on the hill tried to take down my "snipers" but since the shells have 18" range - all they got was scaring Prozak until measuring was done.
Hmmm... It's rather weird he actually got scared: after all he's not only battle hardened ex-commando but also psycho...
As for main mission objective - my medic just got himself prepared to jump on the tank during next activation. That's right - it's that merry fellow with purple umbrella in the ruins:



Bishop decided to fnish the part: the plan for round was reaching the Chimera hatch under heavy fire cover from both flanks.
Squad medic swiftly jumped on the tank trusting his own life to gang bros. Bishop and Gillian tried to take care of bbq party gettin dangerously close to ruins but those bastards remained well under cover. The best thing to do for now was moving closer the enemy, behind wall to deal with them at close range next round. Shotguns and grenades should be useful...
As the same time autogunners and flanking squad shot all they had so Campbell (dude on tank) can do the job. Some hits were scored but it wasn't such a success I was hoping for:
flamer specialist and one of juves went down but that was just it. All Goliath shotguns remained unharmed as well as fucker with autopistol and grenades crawling in the crater:




After shooting all they had guys on north side advanced waiting for coming retaliation:



Cannibal leader has just realised 3 of his men went down, for one ghastly moment he's been considering leaving the battlefield but passing bottle test (roll of 8 on Ld 8 actually) made the vision of coming victory clear as ever:



Close combat party got in the ruins under watchful eye of the boss. Grenades were prepared - I've just realised I didn't hide my models well enough... *gulp!* 
Stiglitz remained on overwatch in case my leader decides to flee from close combat annihilation. Or do anything silly:



Time for revenge!
3 cannibal shooters got clean positions for taking deadly shots: first shotgun shell easily hit my man on tank blowing his head of the neck. At least he didn't suffer at all. 
And costed only 25 credits + gear...
Other Goliaths weren't such lucky: they were really close but aiming against the sun made them both miss!




One of Goliaths in ruins spotted my boss hiding just behind window so threw there frag grenade immediately. Another Orlock was hiding behind the wall so there was shade of chance to get her too in the deadly cloud of shrapnels.
Grenade missed the target but at such range it really didn't matter - Stiglitz got under template but no wound was inflicted. It was high time to finish the child's game:



Orlock boss recovered from pinning and threw frag grenade behind the window:
there were 3 guys inside but only one was taken out of action, the other got down bleeding to death until post battle sequence:



In the centre gangers advanced opening fire towards Goliaths on the hill:
one of them got down from the first shot which made Pantera flee behind cover 7" away.
Stiglitz realized huge shit hit the fan so he made the best decsion possible: commanded retreat. It would be silly to risk loosing more men in just after the first game of campaign.



 

The Orlocks won this match. It was fun for both gamers.
It was good to be back to ash wastes after month-long break for Kult CCG, it was also good idea to give a try to some test rules. I hope try some more during next game.

I am also quite satisfied about phots quality - most of pics I took were acceptable and thank to new lights in the gaming spot no GIMP manipulation was needed.
Next time I'll try to take either more aerial shots or close ups, so there's no cellar in the background.
Till the next time!