Saturday, 18 June 2022
Rat Pack Update
Sunday, 12 June 2022
Deadzone: Battle for Magnetar City - Breakthrough
In the latest (and last) of our Magnetar City campaign games we played out the Breakthrough scenario. This sees both sides trying to cross the map and get off the other side. Extra VP's are scored for getting off the table before the end of round 5.
In order to mix things up a little I deployed the Marauders to take on the Forge Fathers in the final game of the global campaign. These are the first faction I played when I started Deadzone so I have a soft spot for them, they also have plenty of solid options.
Saturday, 4 June 2022
Deadzone: Battle for Magnetar City - The Tide is High
For our second game of the bank holiday weekend Mr T joined me again, this time to continue with the current Deadzone campaign. This weeks fight was set in the port district so instead of following the suggested additional rules I went with something home-brew. The Nameless are up to something in the port district which is changing the weather patterns, I suspect this is in order to submerge more of the planet under water.
For this fight the Nameless have activated some infernal device and the water level is rising rapidly so starting at the end of round 2 the sea level rises by one cube and anything on the level that is submerged is counted as being killed. This put's a hard limit on the number of turns the game will last as eventually there will be no safe cubes to be in. It also means the fighting area will be shrinking as the game goes on. I also put out 4 * 1 VP objectives on the lower levels and 2 * 2 VP objectives on the higher levels.
Thursday, 2 June 2022
Carnevale: Bank Holiday Brawl
To welcome the long bank holiday weekend in style I was joined today my Stu from Cirencester and the very local Mr T for a game Carnevale. We went with a 1v1v1 brawl and the guests got to choose a pre-prepared force of around 80 ducats each.