Post by okumarts on Sept 6, 2010 20:47:21 GMT -9
I have already posted this on the WWG site, but thought there might be some interest here as well. I'm playtesting a game I'm working on called Urban DK. I have been recording a few battles, but this is the first turn by turn battle report I've done.
Most of the Minis are rebased Horrorclix or Heroclix.
The game is similar to Necromunda, but set in the near future on a forgotten island off the coast of West Africa. I have had some campaign play going on with some players and I'm struggling to make the scenarios 3+ player friendly.
Here is a playtest I ran to help work out some issues.
1. Set Up.
Two gangs are basically out to get each other. Nothing fancy here. One gang starts on the street and the other gang starts on a boat!
2. Turn One
The Coatsmen win initiative and approach the dock at night.
3. Turn One and Turn Two
The Gangers hit the streets, looking for their rivals. The game uses a d6 to indicate action points available for each turn. The Gangsters roll low and basically creep along the streets.
4. Turn Three
The Coatsmen disembark.
5. Turn Three
Gangers keep it fresh and see if there are any keys in the ignition.
6. Turn Four
The Coatsmen move through the tunnel and are spotted by the Gangers at the end of their Game Turn. They COULD fire, but they'd be at -2 for rushing an action and -1 for range. Since they only have a 3 ability meaning they'd just be wasting ammo at this point.
7. Turn Five
The Coatsmen roll very well for activation and take down a Ganger in the first shot of the battle.
8. Turn Five
The Gangers panic and scatter for cover. One Ganger succeeds his morale roll and returns fire (hitting nothing)
9. Turn Six
The Coatsmen dive for cover and only one has enough morale to stand her ground and return fire.
10. Turn Seven
The Gangers drag their wounded comrade to safety.
11. Turn Eight
The Coatsmen roll a one to activate and creep along the alley.
The Gangers continue along, moving their friend out of harm's way.
12. Turn Nine
One of the best things about using TLX is the fact that figures can run into buildings and interact with what is inside. The Coatsmen decide that using the cover of buildings would be a good idea and begin running to cut off the Gangers.
13. Turn Ten
The Gangers keep moving.
14. Turn Eleven
The Coatsmen keep moving.
15. Turn Twelve
The Coatsman Swordswoman spots the Ganger through the store window, but the Ganger fails to spot her.
16. Turn Thirteen
17. Turn Fourteen
The Gangers get spotted by the Ganger rear guard and a horrible gunfight ensues.
18. Turn Fifteen
The Swordswoman hides behind some racks of clothing.
19. Turn Fifteen
The Gangers return fire under cover and one enters the shop.
20. Turn Sixteen
Guns a blazing, the Coatsmen miss everything.
The Swordswoman remains hidden as a Ganger runs into the shop.
Meanwhile, outside... One of the Coatsman falls.
21. Turn Seventeen
The Swordswoman moves to cut off the Ganger...
The Coatsmen on the street succumb to the Ganger attack. The gangers were too well hidden by the minivan and the Coatsmen were sitting ducks on the sidewalk.
22. Turn Eighteen
The Ganger in the store falls to the Swordswoman's attacks.
23. Turn Nineteen
The Swordswoman is unstoppable! Another Ganger falls.
24. Turn Twenty
25. Turn Twenty One
That's enough of that... The Coatsters win, but only just...
Most of the Minis are rebased Horrorclix or Heroclix.
The game is similar to Necromunda, but set in the near future on a forgotten island off the coast of West Africa. I have had some campaign play going on with some players and I'm struggling to make the scenarios 3+ player friendly.
Here is a playtest I ran to help work out some issues.
1. Set Up.
Two gangs are basically out to get each other. Nothing fancy here. One gang starts on the street and the other gang starts on a boat!
2. Turn One
The Coatsmen win initiative and approach the dock at night.
3. Turn One and Turn Two
The Gangers hit the streets, looking for their rivals. The game uses a d6 to indicate action points available for each turn. The Gangsters roll low and basically creep along the streets.
4. Turn Three
The Coatsmen disembark.
5. Turn Three
Gangers keep it fresh and see if there are any keys in the ignition.
6. Turn Four
The Coatsmen move through the tunnel and are spotted by the Gangers at the end of their Game Turn. They COULD fire, but they'd be at -2 for rushing an action and -1 for range. Since they only have a 3 ability meaning they'd just be wasting ammo at this point.
7. Turn Five
The Coatsmen roll very well for activation and take down a Ganger in the first shot of the battle.
8. Turn Five
The Gangers panic and scatter for cover. One Ganger succeeds his morale roll and returns fire (hitting nothing)
9. Turn Six
The Coatsmen dive for cover and only one has enough morale to stand her ground and return fire.
10. Turn Seven
The Gangers drag their wounded comrade to safety.
11. Turn Eight
The Coatsmen roll a one to activate and creep along the alley.
The Gangers continue along, moving their friend out of harm's way.
12. Turn Nine
One of the best things about using TLX is the fact that figures can run into buildings and interact with what is inside. The Coatsmen decide that using the cover of buildings would be a good idea and begin running to cut off the Gangers.
13. Turn Ten
The Gangers keep moving.
14. Turn Eleven
The Coatsmen keep moving.
15. Turn Twelve
The Coatsman Swordswoman spots the Ganger through the store window, but the Ganger fails to spot her.
16. Turn Thirteen
17. Turn Fourteen
The Gangers get spotted by the Ganger rear guard and a horrible gunfight ensues.
18. Turn Fifteen
The Swordswoman hides behind some racks of clothing.
19. Turn Fifteen
The Gangers return fire under cover and one enters the shop.
20. Turn Sixteen
Guns a blazing, the Coatsmen miss everything.
The Swordswoman remains hidden as a Ganger runs into the shop.
Meanwhile, outside... One of the Coatsman falls.
21. Turn Seventeen
The Swordswoman moves to cut off the Ganger...
The Coatsmen on the street succumb to the Ganger attack. The gangers were too well hidden by the minivan and the Coatsmen were sitting ducks on the sidewalk.
22. Turn Eighteen
The Ganger in the store falls to the Swordswoman's attacks.
23. Turn Nineteen
The Swordswoman is unstoppable! Another Ganger falls.
24. Turn Twenty
25. Turn Twenty One
That's enough of that... The Coatsters win, but only just...