Monday, August 2, 2021

Water Guild Infestation Report

 Buddy J came over and we started what will be my (possibly limited) foray into the Hardware Store Campaign.


To see the draft of the scenario, please visit Water Guild Infestation for the rules.  

The basic idea is that both gangs are trying to make money by helping kill a Sump Beast hatching in the Water Guild settling ponds.  There are tentacles, taken straight from the old-floppy rulebook "Beast's Lair," and one Sump Larvae which acts pretty much exactly like the Khimerix from the Khimerix hunt in the House of Blades book.

My gang started at a max of 1500 credits (per the rules of the campaign) and I struggled to keep them below 1450 (which is what they ended up at).  The gang consisted of Queen Vivian, Deathmaiden Veill, Matriarch Gelena Ustvolkaya, Matriarch Jessica, Specialist Sister Pinto, Wyld Runner Piotrowski (with Phelynx Cat-friend BitBite), Sister Demmi, Sister Braidyn, Sister Vleiss, Sister Kanta Pasta, and last but not least, the Juve "Wardancer Twelve."

We started by setting up a battlefield that featured a zig-zag of gantries running across the 4x4 area.  Large structures included the ball-bearing factory:











My opponent played Orlocks, a good team of about 11 hard-edge fighters armed to the teeth.  They set up first on the blue gantry seen in the picture above to the far-left.  The heavy-bolter that was set up there was a persistent threat to my gang.  Knowing I was a "glass-cannon" kind of army, I avoided his firing lanes like the plague.  

The Heavy Bolter Gantry.  A constant threat to the Escher Gang.

Opening moves:  Sister Demmi dashes across the gantry to the ball-bearing factory.

The tentacles sense movement:  Orlock gangers open up on the tentacles and find they are surprisingly resilient.


Here's the thing about these tentacles.  I just grabbed the rules from Ye Olde Necromunda Rulebook, the one that came with the big-box set.  There was only one "Beast's Lair."  It is -2 to hit, T4, and three wounds.  It was amazing how hard these were to take down.  We talked about how our gangers were drilling bullets into the water-logged turf, like shooting at the beast in the trash compactor (but without the ricochet).  The tentacles were surprisingly deadly as well.  If you were in range, you were most certainly dead unless you came up lucky.  Look up those rules.  They're brutal.

The models I used for tentacles and the Sump Larvae.  The tentacles are from Shadows of Brimstone, and the larvae-octopus thing is from that-miniature-company-on-the-bottom-row-of-the-game-store.  


When the larvae finally showed up, it charged right into my Queen, Vivian.  She was brought down to T1 with 1 Wound left before she extracted herself from this situation.  However, she brought the creature's eyeballs home with her as a trophy and a victory condition for the scenario.


Orlocks help each other back to their feet, still showering their backfield with shot and shell to suppress the tentacles.



Orlocks make it into the ball-bearing factory and take up more superior firing positions.


Kraknow charges Galena Ustvolkaya on the gantry, screaming down with his jet-packs.  He laid in a flurry of attacks, but Galena rolled some amazing saves (a 5,6,6) and returned with a Stilletto Knife attack that took Kraknow out of action.  It was a brutal turn of events for the Orlocks who really needed the grenade launcher to stop lobbing choke-gas grenades at Angelica (the Orlock leader).

Orlocks on the gantry lay out rapid-fire suppression.



After action report


The game ended with the Eschers grabbing three of the loot caskets and the prize of slaying the larvae, and the Orlocks grabbing two loot caskets.  The Eschers sold the crates for 70 credits,  and received 40 credits for their territory (home base).  With this influx of money the Eschers hired and Apprentice Clan Chemist (Hanger-On) and then used her ability to buy some Chem Alchemy (hyper, liftin', blackout, and expansive).  The Eschers gained 4 reputation, and have 40 credits left in the bank.

Out-of-Action fighters included Demmi, 12 the Juve, and Vleiss.

Demmi:  Hand Injury, recovery, -1WS (oh good, she's got a stiletto sword, that'll help)
12 the Juve: Recovery, lesson learned, +1xp
Vleiss: Enfeebled, -1 toughness, in recovery.

My gang is up to 4 reputation.  Galena Ustvolkaya gained 2xp, Juve 12 gained 2 xp, and Queen Vivian gained 3xp.  All other gangers gained 1 xp.




Want to read more?  Probably pretty soon there will be a battle report from my worthy opponent in this battle.  See his gang and what he's got to offer here!












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