ZynVaded!


My plan to solo test play all of the Missionz has failed. I only made it through the first three missions. It is my conclusion that ZynVaded! is a very fun game, but you must have a living opponent, as strategy is a key element in playing the game. The play test is over. 

ZynVaded!
ZynVaded! is a tabletop miniatures combat game created by John "Roughneck" Vogel of We Have Issues! Publishing at www.wehaveissuespub.com . The introduction to the game rules explains the game's basic premise:

ZynVaded!™ is a tabletop miniatures game unlike any you've likely seen before, because you literally fight battles on a table top (or desktop, or countertop, etc.)! In it, you assume the role of one faction of the Zyn, an inch-high, insectile alien race determined to conquer our planet, one cluttered surface at a time! You can choose to play as either the Kyll'al, the militant arm of the alien invasion, or the Sav'm, the rebellious faction looking to halt the invasion.

ZynVaded!™
The Zyn™ are one inch-high, insectile alien race determined to conquer as many worlds as they can. They sent a probe to Earth to find out about the resources available, and to gather information on the indigenous life. The probe landed and started to explore its surroundings, Taking a series of pictures to transmit back. It discovered many primitive life forms that appeared to be made out of metals or plastics, and were similar in size to the Zyn. When the report was received back on their home world, the Zyn monarch decided that Earth would be easy to invade and take over.

The one thing that the Zyn did not know was that the probe had actually landed on a gamers' table and had actually scanned some miniatures that were being used in a game! When the Zyn invasion force arrived on Earth, they were halted upon seeing humans actual size, and in the meantime have established a headquarters in the basement of a Chinese restaurant. The Zyn can not return to their home world with what few supplies remain on their ships, so they have decided to try to replenish their resources and return home to inform the monarch and return with more forces and better weapons.

Some of the Zyn do not wish to start a war, especially one that looks to be near-impossible to win, and would prefer to stay and remain undiscovered, so they have formed a splinter faction to try to stop the impending invasion. There is a constant battle going on beneath the feet of humans and they don't even know it. What the future holds for the Zyn and the humans is still up in the air.

Disclaimer
I am just a fan of the game. It fascinates me. All material on this blog is used without permission. No Copyright or Trade Mark infringement or challenge is intended. I have no financial interest in ZynVaded! or We Have Issues! Publishing. See the copyright notice below:


We Have Issues! Publishing
www.wehaveissuespub.com
  ZynVaded! ™ is produced by We Have Issues! Publishing™
This booklet is printed under the copyright laws of the United States of America. Contents Copyright 2010, We Have Issues! Publishing. All rights reserved. Copies of materials herein are intended solely for personal, non commercial use and only if you preserve any associated copyrights, trademarks and/or other notices.
 

The Basic Game
The ZynVaded! Game Starter Set includes:
1 Box - shaped like a Chinese Food Takeaway Container
2 Rules Sheets - Three-folded like a Chinese Food Menu, 8 1/2 x 11 inches, printed on both sides
1 Mission Pack Sheet (5 missions) -
8 1/2 X 11 inches, printed on both sides
2 Team Stat Sheets - 8 1/2 x 11 inches
1 Talents & Abilities Sheet -
8 1/2 x 11 inches
1 Tape Measure, 2 Ten Sided Dice, 2 Small Sharpened Pencils
3 Zyn Grub Models
6 Zyn Faction Team Models (1 inch tall) - 2 Sergeant/Leader, 2 Heavy Gunner/Support, 2 Sniper/Scout. The models are made of resin and come in two colors, one for each team, green and white. The grubs come in three colors, green, white and gray. The detail is very good and they only need cleaning around the bases. You can paint them, or play with them right out of the box.

There are plans to release additional Faction Team and Special Models. These will usually be sold individually, so you only need to get the ones you want.

Additional Models
Assassin -
(1 3/4 to 2 1/16 inch tall). 1 for each basic faction team. The Assassin is an alternate Scout Choice for the Sniper Model. The Green Assassin is a girl. The White Assassin is a male. Each comes with a Stat Sheet, that lists the Assassin's Talents & Abilities and Special Weapons - 1 Sheet - 8 1/2 x 11 inches.

G.N.A.T. Battle Pod - (2 5/8 inches tall). They come in two colors, Red and Blue. They are "vehicles" and must be piloted by a Zyn Model.
Each comes with a Stat Sheet, that lists the Pod's Talents & Abilities and Weapons - 1 Sheet - 8 1/2 x 11 inches. You also get a Mission Sheet (2 missions) - 1 Sheet - 8 1/2 x 11 inches.

How The Game Plays
The rules are very simple and the game plays rather quickly. You have to think about tactics and the role of each model as a part of the Faction Team. If you just run out there you will be slaughtered.

Each Faction Team has three models; 1 Leader, 1 Support and 1 Scout. You usually deploy across the "Table" from each other. What exactly your goal is depends on the Mission. Your models can improve with experience. Models receive Evolution Points for killing other models, surviving the mission, and for performing special mission specific tasks.



FAQ
(Unofficial, Jan 2011)
1. Each player in the game controls one Faction or Sub-Faction of Zyn.

2. Each Faction or Sub-Faction may have no more than 3 Models on the game table at any one time.

Note: The “Grub” is technically a model, but as it does not do anything but sit there, it is counted as an “Object” or a “Mission Objective”.

Note: The “G.N.A.T. Battle Pod” is technically a model, but is really a “Vehicle” and requires another model to pilot it. The pilot model is considered to be inside the Battle Pod and is, itself, removed from the table as long as it is inside the Battle Pod.

3. Each Model must be a member of one of the 3 “Classes”. Each Faction may only have one member of each Class on the game table at any one time.

When another model is piloting the “G.N.A.T. Battle Pod” , the Battle Pod is considered to “fill” that model’s “Class Slot”.

4. The 3 “Classes” of models are “Leader“, “Support“, and “Scout“.

5. Each Class may contain one or more model choices. Only one model choice from each Class may be used, by a player, on the game table at any one time.

Note: The “Grub” and the “G.N.A.T. Battle Pod”  are special and will only be used if the Mission calls for their use. 

6. The current “Class” model choices are:

Leader: Sergeant
Support: Heavy Gunner
Scout: Sniper or Assassin (choose one model only)

“Vehicle”: G.N.A.T. Battle Pod

“Mission Objective”: Grub

New Models are scheduled to be added to ZynVaded!. Please see the ZynVaded! Modelz page for those that have been released (and that I have in my collection).

7. Clarifications on the use of the Holo Field Talent in Melee Combat:

A model with the Holo Field Talent can leave Melee Combat, one time only, by the use of this talent. Remember that the model must be successfully attacked before it can use the Holo Field Talent. All other rules governing its use still apply.

Source: “It's also a nice way for the Sniper to cheat his way out of Melee Combat!”
(ZynVaded! Author: John "Roughneck" Vogel, Forum Post, 2 March 2011)

8. Clarifications on models in Mass Melee Combat:

If a model is engaged in Melee Combat with another model, they cannot break from that combat and gains cover (from attacks by models not in the melee). The models can attack anyone in their Melee range, they don't have to lock-in on the model they started with. Remember only the Sergeant (SpAb: Fall Back) or another model with that Special Ability can leave melee combat or mass melee combat. (See Holo Field Talent for an exception.).

Source: “The models can attack anyone in their Melee range, they don't have to lock-in on the model they started with, if that was the thought there.”
(ZynVaded! Author: John "Roughneck" Vogel, Forum Post, 2 March 2011)

ZynVaded! Modelz
The ZynVaded! models are made of resin and come in several colors. The detail is very good and they only need a little cleaning around the bases. You can paint them, or play with them just as they are.

The Basic Game Modelz
These models are included in the ZynVaded! Starter Set.
  
3 Zyn Grub Models - The grubs come in three colors, green, white and gray.

6 Zyn Faction Team Models - (1 3/4 inch tall). The models come in two colors, green and white, one for each faction. The Kyll’al Faction models are white. The Sav’m Faction models are green.

2 Sergeants are Leader choices.
2 Heavy Gunners are Support choices.
2 Snipers are Scout choices.

Additional Modelz
Assassin - (1 3/4 to 2 1/16 inch tall). 1 for each basic faction team. The Assassin is an alternate Scout Choice for the Sniper Model. The Green Assassin is a girl. The White Assassin is a male. Each comes with a Stat Sheet, that lists the Assassin's Talents & Abilities and Special Weapons - 1 Sheet - 8 1/2 x 11 inches.

G.N.A.T. Battle Pod - (2 5/8 inches tall). They come in two colors, Red and Blue. They are "vehicles" and must be piloted by a Zyn Model. Each comes with a Stat Sheet, that lists the Pod's Talents & Abilities and Weapons - 1 Sheet - 8 1/2 x 11 inches. You also get a Mission Sheet (2 missions) - 1 Sheet - 8 1/2 x 11 inches.

Captain - (1 3/4 inch tall). 1 for each basic faction team. The Captain is an alternate Leader Choice for the Sergeant Model. The White Captain is a girl. The Green Captain is a male. Each comes with a Team Sheet (Captain - Rocket Trooper - Assassin), that lists the Captain's Talents & Abilities and Special Weapons - 1 Sheet -
8 1/2 x 11 inches.

Rocket Trooper - (2 inch tall). 1 for each basic faction team. The Rocket Trooper is an alternate Support Choice for the Heavy Gunner Model. The Green Rocket Trooper is a girl. The White Rocket Trooper is a male. Each comes with a Team Sheet (Captain - Rocket Trooper - Assassin), that lists the Rocket Trooper's Talents & Abilities and Special Weapons - 1 Sheet - 8 1/2 x 11 inches.

ZynVaded! Missionz
BatReps
You really need to own the Zynvaded! Basic Set and to have read the rules to understand these Battle Reports. You can buy ZynVaded! and Additional Models from We Have Issues! Publishing at www.wehaveissuespub.com

I plan to (solo) test play all of the Missions, as this is officially a Beta Mission Pack and they want feedback.

BatRep: Mission 1: Rumble

Mission 1: Rumble.
Nothing fancy here. Two Faction Teams of 3 models each. No special rules. No EVO Bonus. The player with the last surviving model wins.

Table Set-up:
The Breakfast Table ( 2'10"x2'9" ). Two place settings. Place mats. Coffee cup and saucer, medium plate, butter knife, fork, and spoon. Triangular folded napkins under utensils.

Deployment:
Standard

Turn 1

 Initiative: White (W).

White (W).
All move up. W. sniper into coffee saucer (cover).

Green (G).
All move up. G. sniper into coffee saucer (cover).

Turn 2

Initiative: White (W).

White (W).
W. sniper shoot G. sniper - miss.
W. HMG shoot G. sergeant - hit. 2 BP.
W. sergeant shoot G. sniper - miss.

Green (G).
G. sergeant shoot W. sniper - miss.
G. HMG shoot W. sniper - miss.
G. sniper shoot W. sergeant - critical hit. 2 BP.

Turn 3

 Initiative: Green (G).

Green (G).
G. sergeant shoot W. sniper - miss.
G. HMG shoot W. sergeant - miss.
G. sniper shoot W. sergeant - hit. 2 BP.

White (W).
W. sergeant moves back.
W. HMG shoot G. HMG - hit. 3 BP.
W. sniper shoot G. sniper - miss.

Turn 4

 Initiative: White (W).

White (W).
W. HMG shoot G. HMG - miss.
W. sniper shoot G. sergeant - critical hit. 2 BP.

Green (G).
G. sergeant moves back.
G. HMG moves up. Throws grenade at W. sniper - hit. 1BP.
G. sniper shoot W. HMG - miss.

Turn 5

Initiative: Green (G).

Green (G).
G. HMG charges W. sniper. Melee. - hit. 1BP.
G. sniper shoot W. HMG - miss.

White (W).
W. HMG charge melee (use Sugar Rush). Attack G. HMG - hit. 1 BP.
W. sniper melee with G. HMG - hit. No damage.

Turn 6

 Initiative: Green (G).

Green (G).
G. sergeant moves up.
G. HMG melee with W. sniper - critical hit. 2 BP.
G. sniper shoot W. sergeant - miss.

White (W).
W. sergeant moves toward melee.
W. HMG melee with G. HMG - miss.
W. sniper melee with G. HMG - miss.

Turn 7

Initiative: White (W).

White (W).
W. sergeant charge melee. Attack G. HMG - hit. No damage.
W. HMG melee with G. HMG - hit. No damage.
W. sniper melee with G. HMG - miss.

Green (G).
G. sergeant charge melee. Attack W. HGM - miss.
G. HMG melee with W. sergeant - critical hit. 2 BP.
G. sniper shoot W. sergeant - hit. No damage. 

Turn 8

 Initiative: Green (G).

Green (G).
G. sergeant melee W. sniper - miss.
G. HMG melee with W. HMG - hit. 1 BP.
G. sniper shoot W. sergeant - hit. 2 BP. WHITE SERGEANT DEAD. G. SNIPER gets 1 EVO Point.

White (W).
W. HMG melee G. sergeant - hit. No damage.
W. sniper melee with G. sergeant - hit. 2 BP.

Turn 9

 Initiative: White (W).

White (W).
W. HMG melee G. sergeant - miss.
W. sniper melee with G. sergeant - miss.

Green (G).
G. sergeant move out of melee (use Fall Back ability) with W. sniper. Shoot W. sniper with pistol - miss.
G. HMG melee with W. HMG - hit. No damage.
G. sniper shoot W. HMG - miss. Move 6 inches toward the melee.

Turn 10

 Initiative: Green (G).

Green (G).
G. sergeant shoot W. sniper - miss.
G. HMG melee with W. HMG - miss.
G. sniper charge melee. Attack W. HMG - miss.

White (W).
W. HMG melee G. HMG - miss.
W. sniper melee with G. sniper - miss.

Turn 11

 Initiative: White (W).

White (W).
W. HMG melee G. HMG - critical hit. 2 BP.
W. sniper melee with G. sniper - miss.

Green (G).
G. sergeant shoot W. HMG - hit. No damage.
G. HMG melee with W. HMG - miss.
G. sniper melee with W. sniper - miss.

Turn 12

 Initiative: Green (G).

Green (G).
G. sergeant shoot W. HMG - critical hit. 2 BP.
G. HMG melee with W. HMG - miss.
G. sniper melee with W. sniper - miss.

White (W).
W. HMG melee G. HMG - hit. 1 BP.
W. sniper melee with G. sniper - miss.

Turn 13

Initiative: Green (G).

Green (G).
G. sergeant shoot W. HMG - miss
G. HMG melee with W. HMG - miss.
G. sniper melee with W. sniper - miss.

White (W).
W. HMG melee G. HMG - hit. No damage.
W. sniper melee with G. sniper - miss.

Turn 14

 Initiative: Green (G).

Green (G).
G. sergeant use Task Master talent (mark as used) on G. HMG. Shoot W. HMG - miss
G. HMG melee with W. HMG. 3 attacks - miss, hit, critical hit. 3 BP
G. sniper melee with W. sniper. 3 attacks - all miss.

White (W).
W. HMG melee G. HMG. 2 attacks - hit, critical hit . 2 BP
W. sniper melee with G. sniper. 3 attacks - 2 miss, hit. No damage.

Turn 15
Initiative: Green (G).

Green (G).
G. sergeant charge and melee W. HMG - hit. No damage.
G. HMG melee with W. HMG. 2 attacks - miss, hit. 1 BP
G. sniper melee with W. sniper. 3 attacks - 2 miss, hit. 1BP.

White (W).
W. HMG melee G. HMG. 2 attacks - all miss.
W. sniper melee with G. sniper. 3 attacks - all miss.

Turn 16

 Initiative: Green (G).

Green (G).
G. sergeant melee with W. HMG. 2 attacks - miss, hit. No damage.
G. HMG melee with W. HMG. 2 attacks - 2 hits. 1 BP
G. sniper melee with W. sniper. 3 attacks - all miss.


White (W).
W. HMG melee G. HMG. 2 attacks - miss, hit. 1 BP. GREEN HMG DEAD. W. HMG gets 1 EVO Point.
W. sniper melee with G. sniper. 3 attacks - all miss.

Turn 17

 Initiative: Green (G).

Green (G).
G. sergeant melee with W. HMG. 2 attacks - all miss.
G. sniper melee with W. sniper. 3 attacks - critical hit, critical hit, miss. W. sniper uses Holo Field talent (mark as used) to avoid first critical hit. Second critical hit is good. 2 BP. *Executive Decision *. I did this wrong. WHITE SNIPER DEAD. G. SNIPER gets 1 EVO Point.
   
White (W).
W. HMG melee G. sergeant. 2 attacks - miss, hit. No damage.

Turn 18

Initiative: Green (G).

Green (G).
G. sergeant melee with W. HMG. 2 attacks - 2 hits. No damage.
G. sniper melee with W. HMG. 3 attacks - critical hit, critical hit, miss. 2 BP. WHITE HMG DEAD. G. SNIPER gets 1 EVO Point.
End of Game

Victory Green:
The Green Sergeant gets 1 EVO Point for surviving the battle.

The Green Sniper gets 1 EVO Point for surviving the battle and 3 more EVO Points for 3 kills. The Green Sniper evolves (+1 SPD) and still has 1 EVO Point in the bank.

Comments:
Playing time was two hours.
Sorry there are no pictures. I don’t own a camera and do not know anything about them. I’ve never been bitten by the photo bug.

It will get faster as I learn the rules. As you can see I am still the King of the Bad Dice Roll. Less “Miss” and “No Damage” results would speed things up. I kind of messed up the use of “Holo Field”, but made an, on the spot, Executive Decision that seemed fair, and went on with the game. The game was really very close and could have gone either way.

Once the Zyn are in melee; it is combat to the death. They can’t leave, except the Sergeant, who has a special ability that lets him retreat for 1 ACT. Most have multiple melee attacks so it can be over pretty fast (unless you roll bad dice). Once in a mass melee I let models switch between different opponents. This is incorrect. The model must stay with its original opponent until that fight is finished. Live and Learn.  

On to Mission 2: Recon.

Note: The HMG Gunner is now called the Heavy Gunner. 

BatRep: Mission 2: Recon

Mission 2: Recon. Very fancy. Two Faction Teams of 3 models each. Several special rules. EVO Bonus possible for both teams. 

Special Rules: Low Light: Models more than 5 inches away are -1 RCA. All models move at half speed.
Stealth: Recon Force is in stealth mode at start of game.
Motionless: OpFor Force can not move until Recon Model is detected and may only engage detected models.
Motion Sensor: One OpFor Force model has a Motion Sensor with a 10 inch range. 

Victory: Recon: Get a model off the opposite side of the table.
OpFor: Eliminate all Recon models. 

EVO Bonus: Recon model exit field in Stealth for 1 extra EVO Point. OpFor model with Motion Sensor gets 1 extra EVO Point if it detects all Recon models while they are in stealth mode. 

Table Set-up: The Breakfast Table ( 2'10"x2'9" ). Two place settings. Place mats. Coffee cup and saucer. Covered sugar bowl in the center of the table. 

Deployment: OpFor Team sets up first anywhere on its half of the field. Recon sets up second in Standard Deployment.

White Team is OpFor. White Sergeant has Motion Sensor. Green Team is Recon.


Turn 1
Initiative: Green (G) automatically goes first (Mission Rules).

Green (G).
All move up. White Motion Sensor in range, but fails check. All undetected.

White (W).
No Actions.

Turn 2
Initiative: White (W).

White (W).
No Actions.

Green (G).
All move up. White Motion Sensor in range, but fails check. G. Sniper is detected anyway. G. Sgt and G. HvG undetected. 

Turn 3
Initiative: Green (G).

Green (G).
G. Sniper (detected) moves.
G. Sgt moves. undetected.
G. HvG moves and is detected. W. Motion Sensor fails all checks.

White (W).
W. HvG shoots G. HvG (detected). Range is 5+ inches, -1 RCA. Miss.
W. Sniper move 3 inches and shoots G. Sniper (detected). Range is 5+ inches, -1 RCA. Miss.
W. Sgt moves toward G. HvG (detected). 

Turn 4
Initiative: Green (G).

Green (G).
G. Sniper (detected) moves off the field. 1 EVO.
G. Sgt moves. undetected. W. Motion Sensor is out of range.
G. HvG (detected) shoots W. Sgt. Range is 5 inches exactly. Miss.

White (W).
W. Sgt shoots G. HvG (detected). Range is 5 inches exactly. Miss.
W. HvG moves toward G. HvG (detected).
W. Sniper moves toward G. HvG (detected). 

Turn 5
Initiative: White (W).

White (W).
W. Sgt shoots G. HvG (detected). Range is 5 inches exactly.Hit. 2 BP.
W. HvG charge G. HvG (detected).Melee. +1 MCA and +1 PRC. Hit. 2 BP.
W. Sniper moves toward G. HvG (detected) and shoots. Range is 5+ inches, -1 RCA. Miss.

Green (G).
G. Sgt moves. W. Motion Sensor is out of range.He is detected anyway.
G. HvG (detected) melee W. HvG. 2 attacks. All miss. 

Turn 6
Initiative: White (W).

White (W).
W. Sgt moves toward G. HvG (detected). Shoots with pistol Range is less than 5 inches. Hit. No damage.
W. HvG melee G. HvG (detected).Melee. 2 attacks. All hit. No damage.
W. Sniper shoots G. Sgt (detected). Range is 5+ inches, -1 RCA. Hit. 2 BP.

Green (G).
G. Sgt (detected) moves.
G. HvG (detected) melee W. HvG. 2 attacks. Miss. hit. 1 BP. 

Turn 7
Initiative: Green (G).

Green (G).
G. Sgt (detected) moves off field. 1 EVO.
G. HvG (detected) melee W. HvG. 2 attacks. Miss. critical hit. 2 BP.

White (W).
W. Sgt charge G. HvG (detected). Melee (swarm). +2 MCA and +2 PRC. Hit. 1 BP.
W. HvG melee G. HvG (detected). Melee (swarm). +1 MCA and +1 PRC. 2 attacks. Miss, hit. No damage.
W. Sniper moves into melee  (swarm). +1 MCA and +1 PRC. Miss. 

Turn 8
Initiative: Green (G).

Green (G).
G. HvG (detected) melee W. HvG. 2 attacks. Hit. No damage.

White (W).
W. Sgt melee G. HvG (detected). Melee (swarm). +1 MCA and +1 PRC. 2 attacks. Hit. 1 BP.
W. Sniper melee G. HvG (detected). Melee (swarm). +1 MCA and +1 PRC. 2 attacks.Miss, critical hit. 2 BP.
W. HvG melee G. HvG (detected). Melee (swarm). +1 MCA and +1 PRC. 2 attacks. Both hit. 2BP. G. HvG IS DEAD. 1 EVO. 
End of Game

Victory Green: Green Faction Team. Green Sniper and Green Sergeant each get 1 EVO Point. White Heavy Gunner gets 1 EVO Point. No Bonus EVO Points were awarded. 

Comments: Playing time was one hour, fifteen minutes.
Sorry there are no pictures. I don’t own a camera and do not know anything about them. I’ve never been bitten by the photo bug.

With all the Special Rules I thought that this would be a long game. It really didn't take that long. The Green Heavy Gunner really was not fast enough to escape, once he was detected.  The Motion Sensor was a failure. In other circumstances it could have been more help. The OpFor bonus EVO conditions were impossible to meet. Moving at Half Speed was a great handicap, but would have been much worse, if not for the Low Light rules. 

On to Mission 3:Rescue.

BatRep: Mission 3: Rescue

Mission 3: Rescue. Two Faction Teams of 3 models each. Several special rules. EVO Bonus possible for both teams.

Special Rules: Grab the Grub - friendly models can pass the grub freely between themselves.
Medic - one Rescue Team model is a medic and may treat the grub’s injuries.
Nano Bomb - one Base Force model controls a remote explosive planted in the grub.

Victory: The mission lasts five turns. Then roll a D10. This is how much longer it lasts. The Medic must treat the grub by the end of the last turn or it dies.
Rescue Team: Get the grub model (alive) off any side of the table.
Base Force: Eliminate all Rescue Team models or keep them from rescuing the grub.
If the nano bomb is used everybody loses.

EVO Bonus: The Base Force model controlling the remote gets one extra EVO point if the Nano Bomb goes off. The Rescue Team model gets one extra EVO point if it gets the grub off any side of the field.

Table Set-up: The Breakfast Table ( 2'10"x2'9" ). Place three small soup bowls (bunkers), 1 ½ inches high, in the center of the table two inches apart. This is the Base Force’s makeshift base. The Gray Grub goes in the center of the three bowl cluster.

Deployment: Base Team sets up in the center of the table within two inches of the grub.
Rescue Team may have up to two separate deployment zones.

White Team is Base Force. White Sergeant has Nano Bomb control. Green Team is Rescue Team. Green Sniper is Medic.

Turn 1
Initiative: Green (G) automatically goes first (Mission Rules).

Green (G).
All maximum move toward bunkers and grub.

White (W).
All charge into melee. (+1 MCA, +1 PRC).
White Sgt attacks Green Sgt. Miss.
White HG attacks Green HG. Critical Hit. G. HG takes 2 BP.
White Sniper attacks Green Sniper. Critical Hit. 2nd attack misses. Green Sniper takes 2 BP.

Turn 2
Initiative: White (W).

White (W).
White Sgt attacks Green Sgt. Hit. Miss. Green Sgt takes 1 BP.
White HG attacks Green HG. 2 Hit. Green HG takes 1 BP.
White Sniper attacks Green Sniper. 2 Hits. 1 Miss. Green Sniper takes 1 BP.

Green (G).
Green Sgt attacks White Sgt. 1 Hit. 1 Miss. White Sgt takes 1 BP.
Green HG attacks White HG. 2 All Miss.
Green Sniper attacks White Sniper. 1 Hits. 2 Miss. White Sniper takes 2 BP.

Turn 3
Initiative: Green (G).

Green (G).
Green Sgt attacks White Sgt. 1 Hit. 1 Miss. White Sgt takes 1 BP.
Green HG attacks White HG. 1 Hit. 1 Miss. White HG takes 1 BP.
Green Sniper attacks White Sniper. All Miss.

White (W).
White Sgt attacks Green Sgt. 2 Hits. Green Sgt takes 1 BP.
White HG attacks Green HG. All Miss.
White Sniper attacks Green Sniper. 1 Hits. 2 Miss. No Damage.

Turn 4

Initiative: Green (G).

Green (G).
Green Sgt attacks White Sgt. 1 Hit. 1 Miss. No Damage.
Green HG attacks White HG. All Miss.
Green Sniper attacks White Sniper. All Miss.

White (W).
White Sgt attacks Green Sgt. 2 Critical Hits. Green Sgt takes 4 BP.
White HG attacks Green HG. 1 Hit. 1 Miss. No Damage
White Sniper attacks Green Sniper. All Miss.

Turn 5
Initiative: White (W).

White (W).
White Sgt attacks Green Sgt. 1 Hit. 1 Miss. No Damage.
White HG attacks Green HG. (White Sgt uses Task Master on W. HG). 1 Hit. 2 Miss. No Damage.
White Sniper attacks Green Sniper. All Miss.

Green (G).
Green Sgt attacks White Sgt. 2 Hit. White Sgt takes 1 BP.
Green HG attacks White HG. 1 Hits. 1 Miss. No Damage.
Green Sniper attacks White Sniper. 1 Hits. 2 Miss. White Sniper takes 1 BP.

Roll a D10. The Mission lasts 2 more turns.

Turn 6

Initiative: Green (G).

Green (G).
Green Sgt attacks White Sgt. All Miss.
Green HG attacks White HG. 1 Critical Hits. 1 Miss. White HG takes 2 BP.
Green Sniper attacks White Sniper. 2 Hits. 1 Miss. White Sniper takes 1 BP.

White (W).
White Sgt attacks Green Sgt. 1 Critical Hit. 1 Miss. Green Sgt takes 2 BP.
White HG attacks Green HG. 1 Critical Hit. 1 Miss. Green HG takes 2 BP.
White Sniper attacks Green Sniper. All Miss.
GREEN SGT IS DEAD. White Sgt gets 1 EVO point.

Turn 7 (Last Turn)
Initiative: White (W).

White (W).
White Sgt charges into melee with Green HG. (+1 MCA, +1 PRC). Also SWARM RULE applies. (Total is +2 MCA, +2 PRC). 1 Critical Hit. Green HG takes 2 BP.
White HG attacks Green HG. 1 Critical Hit. 1 Miss. Green HG takes 2 BP.
White Sniper attacks Green Sniper. All Miss.

Green (G).
Green HG attacks White HG. 2 Hits. White HG takes 2 BP.
Green Sniper attacks White Sniper. 1 Critical Hits. 2 Miss. White Sniper takes 2 BP.
WHITE SNIPER IS DEAD. Green Sniper gets 1 EVO point.

THE GRUB IS DEAD.

End of Game

Victory White Faction Team:
Green Sniper and White Sergeant each get 1 EVO Point for killing another model. White Sergeant, White Heavy Gunner, Green Heavy Gunner, Green Sniper get 1 EVO Point for surviving the mission.. No Bonus EVO Points were awarded.

GREEN SNIPER EVOLVES. +1 RCA.

Comments: Playing time was forty-five minutes.
Sorry there are no pictures. I don’t own a camera and do not know anything about them. I’ve never been bitten by the photo bug.

This game was really a failure for both teams - the grub died. But the victory conditions did not say that the grub had to be alive in order for the Base Team to win. The Rescue Team’s strategy failed. The models became mired in melee combat and time ran out. Overall a very frustrating experience and an easy, if bloody, victory for White.

On to Mission 4: Recruit

BatRep: Mission 4: Recruit
Solo play test has failed. End of Mission testing.









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