The new campaign started off quite fiercely with three games played between the six players in the group (the seventh apparently decided not to join up after all), and there was a lot of blood shed on this fateful day.
The three matchups were:
- My Orlock Iron-Forge Union (Orlock) v. Jeff's 7th Ash Waste Rifles (Van Saar)
- Steph's Concrete Chaos Queens (Escher) v. Matt's Delaques
- Mike's The Brotherhood of Sorrow (Cawdor) v. Darien's The Cold Dawn (Orlock)
Our board setup featured several three-story towers with 12" long catwalks, as well as some secondary towers, wrecked Chimera hulls, and old ruins of habs mingling with ad-hoc fences and guard towers. I deployed the OI-FU in four groups; a static fireteam including my heavy at the edge center, two juve/shotgun ganger teams at center and far left, and a leader/lasgunner/juve team to the right, with a single lasgunner taking to the gantries above the ground as well.
My brother came on strong and moved to very advantageous positions. A team of autogunners and his heavy repelled the OI-FU's right-flank push, while his bolt pistoliers quickly took up position at the central area of the board, and a lasgunner team moved to repel my left flank push. My heavy and his backup found themselves out of visual range for much of the game (damn fog), but eventually made a difference towards the fourth and fifth turns.
Fortunately for me the 7th AWR suffered from some of the worst accuracy and worst firearm maintenance I've ever seen in a Van Saar gang, and I only started suffering bad casualties in the fourth turn. Once we both closed to within the 16" "nucleus" everything got real bad real fast, with gangers and juves going down left and right. Thankfully my Orlocks don't suffer the same klutz factor as my Cawdor, and they almost always kept their footing around platform/gantry edges.
The endgame finally rolled around on my third bottle test. I ran for it, voluntarily, as at that point I had 6 men OoA and 2 more Down, out of 12 total.
Yep, 75% of the gang could not fight anymore, and if I'd left it to chance, it was likely to be a total shutout, with all my gang bleeding on the floor trying not to die. As it was, I only had a couple injuries worth mentioning: a juve with an Arm Wound, a ganger with a Chest Wound, and one man Captured. The 7th AWR had a man Captured, and one man Dead, with a Chest Wounded juve. In his post-game territory rolls, my brother had a Chem Pit incident and ended up with a Horribly Scarred ganger. I could only work three territories, so thank goodness for my two Settlements and Drinking Hole.
I'll be posting up more accounts soon, as well as pictures but to be honest I have had a bit to drink tonight and my camera's gone missing (I hate moving...)!