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Wednesday, 17 April 2019

Pulp Alley - Caravan Attack


Not a comic book report this time, as too few pictures were taken. The game was an interesting game that pitted a regular league, The agents of OZ vs Frankie and her boys, a new league that I had recently made. The new league is a challenging league to play, one leader with no shoot or brawl, but 5D10 dodge,and the swarm ability and three Allies each with an extra ability (companions perk) , and each with either the goon or beast ability, and therefore no ability to complete plot points!



OZ agents started with a skimmer, which did not prove to be a major asset, but did help a little. In the scenario the major plot point was placed in the center (The priestess) and the four minor plot points (the beasts of burden) were scattered at least 6" away. Once a minor plot point was resolved, the plot point is then turned into a Queens guard. The major plot point becomes the captain of the Queens guard. Now the characters had to defeat these NPC's to gain the reward card.  But it did not stop there, as there was a "TRAP" card in the reward stack, draw that card, and instead of a reward, you get to fight another guard!


It was a scatter deployment for the leagues but they tended to stay close to their companions. The action started turn one with the sides exchanging fire!


The man eating plant proved to be an obstacle as any move over 6" became a peril test


The plot point on this hill became a guard that even when defeated, became another guard!


Ozzy, a BIG goon, up on the hill engaged the newly revealed Queens guard


Chip, a shooter specialist kept an eye out for danger

Gaby helps Frankie to defeat a guardsman


Dorothy was able to defeat Ozzy the big goon, then proceeded to engage the Queens guard. Fortune did not favour her as even when she defeated the guard, the reward guard she drew was the trap card, and therefore another guard appeared. This happen to her twice!

Gaby's brawling ability came as a surprise to the OZ agents but could not stand against a team up


Frankie works her magic and the captain of the guard swoons before her!



The agents start to move in on Frankie


In the end Frankie had gathered 2 plot points, including the major plot point. She then became the target of OZ. At this point her 5D10 dodge proved it's value as she avoided damage, and turned her dodges into 3" moves away from danger. So as each OZ agent moved in to attack  her she kept putting more and more distance between her and any other agents.

Dorothy remained engaged with a guard, so the other OZ agents had to chase after Frankie



Victory went to Frankie and her boys, even though by the end of the game the only member of the league still standing was Frankie herself.

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