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.


I took a mix of solid shooting options and decent melee, with the speed 2-3 Mawbeasts being useful for covering ground across the table as well as getting into the face of the enemy.

1 * Commando Sergeant
3 * Commando
1 * Commando with Flamer
2 * Commando with HMG
3 * Mawbeast
1 * Gruntbot
2 * Ripper Rainmaker


I haven't got Mr T's exact list but he did drop the very expensive Iron Ancestor to include some extra Brokkr's and a Militia, otherwise I think it was the same as in previous battles. This gave him a few more models and I had one less so the numbers were about even.



We both started off by moving forwards conscious of the bonus 1 VP per model for getting a model off the other side, but also wanting to kill the enemy to both earn VP's and stop them from earning them for exiting the table.


Having played another 2 games in town since this one the details are a little hazy but I don't recall much killing happening in the first turn.



In the second turn a melee broke out on the Marauder right flank that sucked in plenty of Forge Fathers but whilst it raged I couldn't make the most of my Ripper suits shooting. In fact they didn't really do much for most of the game so I don't think I got the points back on them.


On my right the combination of a Mawbeast and the Gruntbot did sterling work and they managed to kill off the Steel Warrior Huscarl and then the Steel Warrior with autocannon. They may even have killed a Militia as well.



The Forge Fathers had started to chew through the Marauders on the right so I decided to start making a run for it instead of trying to fight it out.



My leader did almost make it across the board before he fell to a Brokkr on the last but one turn.



We both ended up with a few models that could make it off on the last turn and as the smoke cleared it had ended 22 VP's each so the game as a draw. So a good fun game to round out the campaign for us both.


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