Steedo had the militia and I had the bounty hunters in a kill/objective scenario (it didn't really matter to be honest.
The bounty hunters advance having initiative first.
I passed so that I could clear my stress markers - and the militia advanced in response.
First blood to Steedo as he took out the bounty hunters marksman - but the game switched around to the bounty hunters favour very quickly! The militia leader taken out and then two grunts in a single turn!
Below the bounty hunters' leader goes for the kill on the militia marksman!
The bounty hunters took out the militia medic then started rolling really badly so the Steedo could steal the initiative and shot the bounty hunters .... His marksman hunting them down one at a time.
The game is pretty quick to play once we got going (I have read the rules for months now) - we are pretty sure that we were getting the shooting and damage rules wrong as every hit seemed to cause a Out of Action (OoA), so no need to track wounds and pinned. We like the stealing initiative mechanic as this cause a couple of good rolls to be nullified! Also choosing when to try and steal the initiative is important as this with a couple of good rolls can put your opponent in a winning position ... Curses!
We also need to check the movement rules more carefully before the next game.
Reading online characters should be made with at least 30XP (otherwise they are anonymous grunts) - I also found some interesting ideas for "redshirts".
So I might have to do some repointing and have another go. These are a promising set of rules!
Morts
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