Monday, 4 November 2024

Paying The Toll

Tonight was the fourth game in the Warkromunda campaign, and the first of the second half. My Wyld Kats once again played N's Orlocks, the Cold Steel, again, looking for revenge. I didn't get a victory, but I did kill one of his jetpack juves, so that'll do.

We played Settlement Raid, with me challenging for his Toll Crossing. Initially I had a pretty solid plan - to use the terrain to scoot down the flank, avoid his heavy bolter, and pick off his fighters in small batches. It quite rapidly unravelled, though...

Table layout, view from my side. All the terrain is N's, it's TT Combat stuff I think. Really nice stuff.

End Turn 1 - no casualties as yet, just some pinning and manouevering. I took a risk and brought my first batch of reserves, the Juves Wildsnake Bliss and Li'l Septem, on in position to jump Doug Jr at the start of the next turn...

End Turn 2 - unfortunately N got priority (this would happen in all but one turn) and immediately threw a demo charge at the poor juves, putting Wildsnake down with a Serious Injury and pinning Li'l Septem. Meanwhile Machine Gun Sally lit up my ranged Gangers and took Tia Venom out with a hail of bolt shells. Over to the left, my Queen, Matriarch, and both Death Maidens continued advancing to threaten the Orlock flank.

End Turn 4 - Turn 3 was so hectic I forgot to take a photo! Incendiary charges turned my flanking attack with my reserves into a mess of burning and injured Escher, while my attempt to use Jezebel Mourning to take out N's reserves who'd come on behind my flank attackers fell flat when I rolled a 1 to wound with a plasma pistol. She was then just straight up deleted with SIX injury dice following a burst of combat shotgun fire! To add insult to injury, Losse de Grey charged in to attack the juve that'd thrown the incendiary charge and rolled four 1s out of five dice. She only needed 2s! I did at least do in Doug Jr with Vikki Vicious though. Machine Gun Sally took out Sinnamon Kane, ending my feeble base of fire over on the right. But I passed all my bottle tests.

End Turn 5 - things have gone from bad to worse. While I've managed to finally get Losse de Grey into combat, Penny Diamond got heavy bolter shells for her trouble, while all my Juves were now either Out of Action or Seriously Injured. On the plus side, the mere threat of my Death Maiden and chem-thrower did mean N's leader continued to run away like he'd been doing ever since his plasma pistol ran out of ammo...

Game End - six of my gang were out of action, two of the remaining four were on fire, and only Losse de Grey was still really in fighting condition. I did however manage to put Jazz Out of Action at the very last with a needle pistol shot from Losse de Grey, so that was a nice little morale boost! And it was a Memorable Death result, so she got a bonus pip of XP too!

What was left of my gang - that damn hand flamer on Hot Pete was a real nuisance!

In the post-battle phase I managed to roll some very jammy results on the Injury Chart, with only one serious injury - Enfeebled, on Sinnamon Kane. Everyone else was either Out Cold or otherwise unaffected. I also made a fair chunk of change, which I then immediately spent on some Mesh Armour and a Phelynx for my Wild Runner to pal around with. I should probably have spent the Phelynx creds on more Mesh Armour, but - meh. That's not as cool! Or cute. At least now my three most valuable members have an armour save. Who knows, it might even help them a bit...

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