Be safe my friends
Wargames & miniatures, my art work along with my worlds I create and enjoy
Be safe my friends
after the fist few games I decided to see how far I could take whats on the table when playing Verrotwood, and the terrain auras I wanted to explore, they give dice rolls and effects to the game table, some advantage some disadvantage some quite deadly.
I first game laid out my table and sorted the terrain into basic areas , then noted on some plexi squares what it denoted and the area effect, making it more easy to see what was and where. I tried the basic number 1 scenario get 3 objectives and rolled the monster which was the madman. The cult was the same as few games from my HATE collection of miniatures, first turn I was delighted the terrain reminders made the whole game very different , the scrub i treated as poison, and an easy roll determined the effect, and a small counter reminded me. the cult entered and easy found the objectives the Madman was activated twice a turn but seemed content near his trees, Bork the huge fighter engaged and quickly removed his threat, the rest of the cult were spreed out collecting objectives, and i looked over and decided to up the challenge placing 4 reanimated on a random roll on the table, this altered everything, the Cult leader came close to the old mine and heard whispers to call him to enter, he was then engaged by an un-dead and failed the wicked roll and vanished into the mine. Talika the spear wife was surrounded by the corpses and tried to fight them off the rituals working and the good old mushroom healing but she fell and Brock found him self with 2 un-dead he fought and sent them both back to the ground and got off the table with Melissa the blade wife.
I pondered the game it was very different the wicked terrain area and others altered the whole outlook.
So next game rearranged the terrain and added another wicked area. Also decided to pit 2 Cults against each other and worked out a new cult to fight over the 3 objectives, the Monster was "Some thing in the woods" and was randomly placed in the right side wood. the Cults placed on the table edges and off it went.
The activation cards make life easy and the cults set off to get there prizes, the new Cults fighter Skull got close and was jumped by the thing in the woods and was taken out by the monster, I had a new mounted cult leader he attacked the thing in the woods and a fierce fight broke out. Brock get an objective , while the rest of his cult got into the center of the table, Karkas the first cults leader got close to a wicked terrain piece a well who called for him to enter and yes he was succumbed and jumped into the darkness of the well Red of the new cult shoot her bow then got close to Melisa after a fight Red slaying the cultist. Biosan seeking the objective her next activation card she rolled for the Well and followed Karkas. turn 5 and I checked the victory condition, the old cult won by 2 objectives,
The second game, I found was very paced and fun the terrain made it again a challenge, on after thoughts I would only use 1 piece of wicked terrain it is deadly and loads of fun, the combat is fast and the thing in the woods is very lethal to any cultist..
Loads of fun and expanding some game table effects and making it easy to remember works..
Pictures of both games for effect, be safe my friends.
One of Skynets time devices has phased out of the lab and appeared in the wastelands. the Resistance spot this and send a unit to destroy the device, Skynet responds and controls some ground forces to stop anyone doing anything to the device till it can be recovered by heavy gear.
laid out my 3x3 and placed the forces as the scenario, the bomb carrier cannot fire and has a limited time to place the device, on a roll of 3+ on a D6 it starts and turn one it starts to time out, was not going to be easy.
The Terminators got the first activation and started to secure the center, the resistance moved slowly not getting the cards, the bomb carrier covered by her companions tried to get close being held down by the advancing terminators who even being shot down just got up and advanced relentless. The turns soon added up and by turn 3 the device was at 10 not good as 15 was the score for it to go off. the Terminators kept advancing slowing the resistance even moving the shot distance to the device. turn 4 and the D6 roll was 4 so this was it!, a do or die, the terminators still around but a path was clear to the device, the resistance got first action card and the bomber went for it she placed the device and backed off, the next terminator card was a joker so BOOM!!. the resistance did it only just.
Loads of fun and as before I love the rules there fast and tactical, the scenario proved it. I recommend anyone giving the rules a go and the scenario book is a great source, more to come. Pictures of the game, be safe my friends....