Game day came around again, and it was time to try out my new terrain, a new gang and my counters.
So my Brutal Cities buildings need a lot more work, and I'm still iffy on the mat, but the table is looking a hell of a lot more like a city right now. With some more scatter, posters and street art, we should have something very cool to play our games on. After playing the game, I also think I need more Light cover, as currently, there's little reason for gangs to break out of Heavy cover for games, but I already have some stuff for that in the pipeline as well.
Game one saw my newly finished Vatican Judges against Andy's classic Brian Ansell Blockers in a Demolition mission. The Blockers have to get to a central objective and perform a series of Special Actions next to it to prepare the explosives and win the game.
Both Andy and I deployed in and around the new buildings, hoping to get to play them through a little and get a feel for them. The Blockers had a range and numbers advantage, so they would hope to keep the Judges pinned down while some Punks made a run for the central objective. I needed to use my superior armour and good short-range fire to whittle away the Punks and have them make Will to Fight Checks.
The first clash comes as the leader of the Brian Ansell Blockers spots a Judge moving through a building. Some wild Spit Gun shots fail to do much against the holy armour, so the fighting gets up-close and personal pretty quickly. The fearsome chainsaw proves no match for the trusty daystick though, and the Blocker leader is laid low and sent to the cubes.
The Judge's victory is short-lived, however, as he mounts the stairs to get a view of the street, he is shot down by a barrage of Spit Gun fire from the opposite building. In truth, it was quite a few shots, as I kept rolling good saves, but my luck ran out before I could activate him again and get into cover.
Further down the street, the punks are making a break for the objective, but the law is not far behind. Before he can bring his Lawrod to bear, the Judge fails to arrest the Punks, who fire back, but the hard cover proves too tough for them to crack.
Leaving the lone Judge to the tender mercies of the Heavy Spit Gun covering the street, the Punks make a break for the objective, only to encounter the Psi Judge waiting for them, who quickly mops up the criminals with an explosive round. As numbers on both sides dwindle, the Judges have taken the centre of the table, but the constant barrage of fire is a serious threat.
The Psi Judge climbs to the top of a nearby building, where he uses his powers and Lawgiver to slowly pick off the remaining Punks in the area. The last Street Judge picks his way through a building to take care of a feeling Juve, and with that, the game goes to the Vatican Judges. We probably dragged this one out a little too long; we forgot the turn limit, but I had it won basically from the first turn. One of the reasons I really want to get a campaign going is that on a mission like this, the Street Gang would probably withdraw after it became obvious they wouldn't get the objective. I also learnt that the Lawrod is underwhelming, so I'm working on some Vatican reinforcements before I get them on the table again.
Game two was a straight-up Street Brawl between my Renegade Robots and Andy's City-Def. I started out a little on the backfoot, as one of my two Junkers broke down before the game started, making things about even, numbers-wise.
The game started out much the same, with Andy's gang hunkering down in cover and mine picking their way through cover.
Call-Me-Kermit was the MVP of the match, taking out three of the four City-Def team with lucky shots, but the best moment of the game was when Vendi, my Junker, decided to attempt to jump between buildings to save the time of climbing down and back up again. I had about a 50/50 chance, but failed and the fall was enough to take Vendi right out of the game. However, Junkers have a Saving Throw whenever they lose their last hit that can put them back in the game. I got lucky on the save and Vendi stood right up again to get back into the fight.
The game ended as they tend to, with Haro-2-Goodbye ripping some poor human apart. These weren't the best games I've played with Andy; he was overly conservative and some sections dragged as he tended to go for the option of shooting twice rather than taking a shot and a reposition. I think in future we'll need to push more objective-focused scenarios and probably get some "soft" cover to fill out the streets and make it a little less risky to cross them. I think I'll also be boarding over some windows in my buildings so that they're less effective as bunkers.
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