Monday, February 24, 2020

Fallout Wasteland Warfare - Mission 3: The Water Treatment Plant



The following is a play-through of tutorial mission 3 from the FWW campaign book, it incorporates  the previous sections of the rulebook discussed in the two earlier play-throughs but adds interesting scenario mechanics and the use of drugs. You’ll also note if you are familiar with the scenario I am allowing several of the recurring characters to retain one item gained in the previous mission.


Who can forget in Fallout 4, heading over to the Weston water treatment plant on behalf of the robots at Graygarden and being woefully under prepared for what awaits, this mission I think pays homage to that minus, the army of Mirelurks..LOL.

Scenario-  After the events at Fort Davis, Nora was resigned to the fact that Hobbs and Silver were dead and in the Super Mutant Meat Bags, much to her Surprise when a week later both return to the settlement , wounded but alive with the Super Mutants , enslaved tech, Albert in tow.  Apparently the Mutants got sloppy and Albert made a run for it freeing Silver and Hobbs from their cages in time to slide away into the night.. .
Lack of Water is major concern at the Settlement and the timing could not be better,  the plan has been to reactivate the generators at the old Water Treatment  Plant and pump the water into the nearby settlement’s reservoir . With Albert and the others returning they now have the manpower to try this, although it means returning deep into the Super Mutant Territory.  Boss Ram of the Super Mutants is outraged at the escape of Albert and his food supply, He personally leads a party tracking the escaped prisoners in a effort to recapture them.

Objectives

Survivors- Pump 30,000 galllons of water
Super Mutants – Capture 4 models, or after 6 rounds the Survivors have not pumped the 30,000 gallons. 
Note: Recapturing Albert counts as “2” Models toward a Super Mutant Victory.


Super Mutants begin the game with the Advantage Marker. And again AI Cards with dictate the Super Mutants actions..


SURVIVORS

Nora,  Sole Survivor, Day One - 10mm Pistol, Jet , Baseball Bat
Silver , Settler- Assault Rifle
Hobbs , Settler- Assault Rifle-   Nuka Cherry. (shared whomever needs it 1st)
Dogmeat , Dogbite  .
Albert- Enslaved Tech, Combat Shotgun, Sturdy Leather Armor


SUPER MUTANTS
Boss Ram-   Brute with Sledgehammer, Nuka Cola and Psycho
Hound- Mutant Hound with Hound Bite
Viktor (Aviator)  - Bolt Action Pipe Rifle, Board,  Mentats
Hammer-  Bolt Action Pipe Rifle, Board,  Laser Pistol- Blood Pack (shared whomever needs it 1st)


MAP



ROUND 1

SUPER MUTANTS

ACTIVATION # ‘s
#1 Boss Ram
#2 Hammer
#3  Viktor
#4 The Hound

  
SUPER MUTANTS

TURN 1

 SUPERMUTANTS

AI chooses Hammer to Act First ,his AI roll is…single bottle or Recklessly  pursue the Objective, which in this case is get the “meat back in the meat bag!” the roll also dictates he will use melee combat. 
Hammer  moves twice ,  the middle of his second move he meets ladder  this isn’t a difficult as a free climb (so no agility test) but it IS  difficult terrain so Hammer continues a short way up the ladder  ending  half way up the ladder toward reaching Hobbs!


SURVIVORS

Hobbs is readied, Hobbs has no interest into returning to Super Mutant captivity he moves away from the Pump station as his first action until he has a clear shot at Hammer with his Assault Rifle.

For his second action he opens fire. He rolls (  7 , -1, bonus damage x 2, ) the 7 to hit becomes a 6 thanks to the -1 which is exactly what he needs., Hammer is looking at 4 Damage! His Armor can only block 1, we make an Armor Check and he rolls a ‘1”  - Hammer takes 3 damage…



TURN 2

SUPERMUTANTS

AI  Chooses Viktor to act next… his AI roll is an explosion, which mean he will Carefully Attack at Range. Viktor make a single to nearby cover and fire at Dogmeat , While both Dogmeat and Nora are in range they are elevated (significant edge cover) so Dogmeat being in Short Range he gets a better chance to hit.  Viktor fire his Bolt Action Pipe Rifle at Dogmeat Rolls (3, Armor Break and Bottle) …, Viktor needed a 4 but with -1 cover he needed a 3, so he just hits…the Armor Break wipes Dogmeats , Survivor faction Bonus Armor. And its now 2 damage from the rifle vs 2 armor for dogmeat…dogmeats armor check is a 1 so he blocks 1 damage and takes a wound..ARFFF..


SURVIVORS

Nora is readied I have Nora go next, while we have to start pumping water, I’ll have the next 2  do that..Nora has some Jet,  funny I never have my characters use Jet in the video game, but here it make no sense not to take it turn 3 then roll for addiction at the end of the game

Here there is no reason for Nora not to light Viktor up with her 10mm Pistol
He does, however have cover so Nora is looking for a “4”  she misses but picks up a prepared action (x, cog) , the Rolls is a (7) a miss on her second shot.





TURN 3
.
SUPERMUTANTS

AI Chooses Boss Ram next, his AI roll is a double bottle or "Carefully" go for Objective in melee,  He makes a single move as his 1st action ,he can see the enslaved tech inside the pump station , He also sees he get the going thru dogmeat who's in his charge range.  Boss Ram, lets out a BATTLE CRY and Charges Dogmeat.
Boss Rams battle cry test is a “6” pass needs less that 8, Dogmeats is a 5 and rolls a 7 so he fails
Dogmeat is facing a ton of dice here Rams get Black bonus for his Strength a Green bonus for the charge and another black and green for the battle cry..plus the two standard yellows… he rolls (2, -1,-2, 2 bonus damage , 2 armor break.)Ouch!!  Dogmeat takes the 4 full damage and has a single health point remaining.



SURVIVORS

Despite Dogmeats  predicament ,its time to pump some water.  The Enslaved Tech is readied  goes to make a computer check and send some water to our settlement he needs an “8” or less,  roll (8) Success  , on the nose  6000, gallons is pumped,  We make second test for extra 1000 gallons he rolls a (cog) fails but picks up a prepared action.


TURN 4

SUPERMUTANTS

Only the Mutant Hound remains,  AI roll is a bottle and star (count as bottle)  which is recklessly attack (melee) interestingly enough I haven’t used mutant hounds yet and look pretty useful they can charge with LoS and the can leap (climb) as long as they don’t stop mid climb,  I have the Hound leap into the Pump station over the railing, since he has tons of room we can also call it a charge, the Enslave Tech’s prepared action gives him a change to unload his Combat Shotgun as the Hound leaps thru the window, He shoots (X, miss) but misses.  the hound picks up a black dice from the charge for the next rounds Close Combat




SURVIVORS


Silver is readied. I can have her pump additional water at 1000 gallons per try or try to take down the wounded super mutant Hammer climbing the ladder
We go with the latter , she has to move as her first action to get a clean shot, on second action she shoots but rolls (10) so its miss..


Dogmeat is readied, locked in combat with Boss Ram fighting for his life he gives it his all he rolls (Cog) so he picks up an action point,  Dogmeat can move on a action point not just prepare an action so I am going to try to have get the heck out of there.. Boss Ram gets a free swing,  rolls (7, -1, armor break and blank) damn that armor break seals the deal,  as while Dogmeat has 1 health he has 2 armor so he could potentially block both damage here but the Sledge does 2 damage and he could only block one due to the armor break,..so dogmeat goes down and goes into the meatbag!
Boss Ram bellows (  I  can’t resist )  “looks like meats back on the menu boys!!’
Dogmeat did get a chance to do much this game.

  

END OF ROUND 1

WATER PUMPED 6000 gallons
SURVIVORS CAPTURED , 1, Dogmeat.

Scene end of round 1


ROUND 2

Sides are tied so the Survivors have the advantage.

TURN 1

SURVIVORS

Strategy: lots of choices here, lets take a moment to look at the Survivors options

1.       Nora has a prepared action, prepared actions carry over turns but are removed when a model activates
So the in the chance that Boss Ram activates before I have to activate her , I want to get that extra shot off at him, because we are going to need it

2.       Enslaved Tech- with 3 health at his full his full and a  3 Melee stat, we don’t want him in Close combat with the mutant hound…with his Sturdy Leather Armor and armor boost..he  islikely survive the 1st round of melee, even with the extra charge dice.  Alberts best option is break away, risk the free attack and jump out pump tower and run  to a generator.  Jumping out the window isn’t a huge problem  while the jump is a yellow height meaning I roll a black die and +2 damage..so the damage is  potentially 2-4 for Falling…Jumping is resolved as one less so it Orange or just a black die..still he could take 2 damage worse case.
3.       Hobbs and Silver- Hammer is a half health..they can probably kill him if the can both go before he does.

I decide to risk #2, and get the enslaved tech out of there


Albert post jump from the Towers second floor, if there was an MVP its surely him., might have to plan a rescue mission.


Albert withdraws from combat with the Mutant hound facing at free strike,   Roll ,(6, bonus damage x 2, Black, Bottle)
Ok pretty bad the hound needs a 6 so it’s a hit and it’s a total of 4 damage, with armor boost Albert does have 4 armor
I make and armor check roll (4)  and holy cow he saves all 4 points of damage…lucky man…(thanks and good bye armor boost token) 

Albert now jumps out the window I roll a black die (1 damage)  His Armor is now a 3 I roll an armor check (2)  again his armor saves him, Albert survives unscathed

His second action he moves toward the white generator but just cant reach it


SUPERMUTANTS

AI Chooses #1  Boss Ram  , AI roll is double bottle, or carefully pursue the objective .
Interestingly enough Ram is set up perfectly to charge Nora battle cry and all, but with her prepared action I could have Jump away as well as shoot, Ram would sure realize this plus he can see Albert escape the hound..

I have Boss Ram turn around and pursue Albert, he is the main objective , after all.

Nora will use her prepared action to fire a shot off the Brute.  Roll (3.-1 , blank)  Nora hits with a 2, Boss Ram has 2 armor
Vs the 2 damage, and his Armor check is a “2” so he takes no damage!  Argh

Boss Ram moves twice getting very close to Albert.






TURN 2

SURVIVORS

Hobbs takes a shot at Hammer coming up the ladder with his assault rifle.  Roll (7, -2, Blank )  a hit with a 5 for potential 2 damage. Hammer armor is 1, and he rolls a 1 so he take 1 more damage he’s up to 4,


For Hobbs second action it’s a gamble, move away or try to finish him, I have Hobbs unload his AR again
Roll (4, -2, Armor Break) this time he gets lucky with the Armor break. Hammer will take the full 2 damage and falls to the ground , Out of Action.  That’s one for the good guys
Hammer was an Assault Rifle sponge.


SUPERMUTANTS

AI chooses #4 Mutant Hound next, AI Roll is double bottle or reckless attack, it cant reach Albert due to terrain and Ram being in the way , plus is faces and damage taking jump,  path of least resistance is nearby Nora who with a leap and charge is contact with her getting an extra green die from the charge next attack.


TURN 3

SURVIVORS

Silver is readied, she’s going to move and try to pump water she moves back to the terminal and makes a computer check  shes needs a 4 and rolls (a critical)  succeeding on pumping another 6000 gallons.

SUPERMUTANTS

Viktor remains for team Super Mutant, AI Roll is Reckless Objective
Some common sense comes into play here,  I have Viktor first action go retrieve an item he does
And he gets lucy with Supermutant  Heavy Gauntlets,
he then returns to cover to await the Hound vs Nora fight As if he she jumps to escape or loses, and Ram most like captures Albert . it a victory for the Super Mutants
Nothing to do?  grab some items, the chance to do so is limited in this scenario despite the amount there are



TURN 4

SURVIVORS

Nora is readied, in combat with the mutant hound, she has a baseball bat, but it still seems like a better deal to shoot her 10mm pistol in close combat -roll (critical, extra damage , -3)  nice hit for potential 3 damage,  Hound gets a bonus armor since shes shooting in CC.  making it armor 2, armor check is a  2 so it only takes a wound, second shot is a miss


END OF ROUND 2

WATER PUMPED 6000 gallons,  12000 total.
SURVIVORS CAPTURED , 1, Dogmeat.
SUPERMUTANTS  OoA, 1 Hammer

  
ROUND 3


SUPERMUTANTS have 3 and gain the Advantage.

TURN 1

AI chooses # 4 The Hound, which proceeds to attack Nora  roll ( Crit, 2 armor break, double bottle, single bottle, blank) Its hits with a double armor break, Nora’s armor is 4 which reduced to 2, her armor check is a “2” she saves the 2 damage

The Hound attacks again  roll (Crit (again! Come on!)  2 armor breaks and an explosion, same this and again Nora rolls a 2 so she save both damage BUT the explosion means she now has an injured arm and all skills are -2 including shooting!!
Ouch


SURVIVORS

Albert the enslaved tech has on chance here, he moves the Generator and fires it up. Albert needs a 8 or less.
Roll (7)  luck has it again The generator will now pump 5000 gallons a turn on its own and the Super Mutants Are not smart enough to know how to shut it down.


TURN 2

SUPERMUTANTS

AI chooses #1 . Boss Ram who immediately charges Albert with his Battle Cry that Albert has no defense against.
Ram rolls  2 yellow, 3 black ( 1 strength 1 charge, 1 battle cry) and 1 green (battle cry)
He rolls and its beyond brutal   to Hit 1, green -2 (thanks not needed)  3 armor breaks from the yellow, and 3 Bonus damage from the black!!!!  Alberts  3 armor is negated he takes 5 full damage against his 3 health..and is back in the bag!   One more kill and the mutants win!
just brutal, 5 damage in one go doesnt happen too much...

SURVIVORS

Nora is readied,  Nora uses her Jet.

Nora’s first move it too withdraw by Jumping off the walkway, again an Orange height fall one potential damage from the black die

The Hound gets a free strike , Hits again..but Nora again saves roll (3) both damage with her armor,  she also does take a damage from the black die on the jump but again Rolls(1)  shaking it off she then moves to get line of sight on the hound and gets a prepared action from the Jet ( if she was heroic jet would be great as she could shoot away with the extra AP) as it stands all she can do is single prepare.



TURN 3

SUPERMUTANTS

Viktor remains AI Roll says  Bottle or recklessly pursue objective in melee, Just what Viktor wants to do with his new heavy gauntlets (+2 energy damage)  unfortunately after his 1st action his potential charge is just short so he has to make a regular move,  this movement triggers Nora prepared action and she fires  roll (2, -1, Bonus Damage)  a hit for up to 3 damage Viktor has 1 armor and rolls a 1 so stops 1 point and takes 2 damage from Nora


SURVIVORS

Silver is readied , From her spot at the terminal  Silver has a clear line of sight on  The Mutant Hound and Viktor
She fires her assault rifle at long range , at the Hound first  roll (crit, extra damage)   Hound has 1 armor and makes the save rolling a 1 so it takes 2 damage , She fires again but misses
Hound is just off the north edge of the photo , its still on the walkway near pump control 3 at this point.

Hobbs is readied, he cant move anywhere and get shot off, the massive water tank is blocking his LoS, he can see Boss Ram but he’s outside Assault Rifle range. Since we’ve already pumped I have him move twice over by Silver so we can maximize firepower next turn.

END OF ROUND 3

WATER PUMPED 5000 gallons,  17000 total.
WATER LOST  Enslaved Tech Not inside Pump area at start of turn – 2000 gallons
WATER NET  15,000
SURVIVORS CAPTURED , 3, Dogmeat. Albert, (Enslaved tech , counts as 2)
SUPERMUTANTS  OoA, 1 -Hammer
,

ROUND 4

Sides are tied at 3 , so the Survivors are in luck and gain the Advantage.

TURN 1

SURVIVORS

Strategy- Thanks to Albert the Generators will pump 15000 galllons of water automatically over the next 3 turns. Thu we do lose some without  him,  all the Survivors need to do is stay alive.


Nora is readied,  Jet is still kicking, Nora fires 2 shots at Viktor, the first misses, roll (8)  the second is Roll (crit, -1, bonus damage) for up to damage, Viktor fails his save and takes all 3, he’s down to 1 health.



Nora withdrawing after filling Viktor full of lead.,  Chems for the win here.

 Nora gets 2 extra moves thanks to the Jet and maneuvers over 2 piece of difficult terrain to put distance between herself and the Mutants.


SUPERMUTANTS

The AI unwisely chooses #1, Boss Ram to go first.  Ram is far away from the action and makes his toward it moving twice
He cant end a move touching a searchable marker and picks up some Iguana Bits on his way.

TURN 2

SURVIVORS

Silver is readied,  She fires her Assault Rifle hoping to put down Viktor, roll (3, armor break) and she does  Viktor loses his chance to make an armor save with the Armor Break and takes  2 damage, Viktor is OoA.

Silver fires  her second shot at the Hound and misses , roll (8)


SUPERMUTANTS

It the Hounds turn, the Supertmutants are down to Boss Ram and his pet.
AI roll is double bottle which of course mean recklessly attack, and the target is of course the wounded Nora.
The Hound leaps off the walk way it still incurs a black die as potential damage, roll ( 1 damage) it lands badly and is hurt its fails its armor save taking its 4th wound…it then even across the difficult terrain has enough room to charge Nora
It does picking up an extra Green die from the charge.



TURN 3

SURVIVORS

Hobbs is readied, Hobbs too leaps down from the walkway.  He get the lone black die and too rolls (1 damage) his armor boost is yet used, so he has 2 armor, his armor check is (1) so he saves the damage

His second action he shoots his assault rifle at the Hound, this risks hitting Nora but if he hits he will kill the hound and wont kill her, so its risk he’s willing to take  roll (x,cog, 2 armor breaks)  He misses but does get a prepared action moving into the next turn.


END OF ROUND  4

WATER PUMPED  5000 gallons, 20000 gallons total.
WATER LOSS- Zero , Generator  pumped Water
SURVIVORS CAPTURED , 3, Dogmeat. Albert, (Enslaved tech , counts as 2)
SUPERMUTANTS  OoA, 2 –Hammer, Viktor


ROUND 5

Supermutants are down to 2 units, the gain the advantage marker

TURN 1
SUPERMUTANTS

AI again chooses # 1 Boss Ram,  Ram keep making his way toward the action hitting another searchable marker on the way,  Oops it’s a Danger Card….turns out to be an electric shock, Ram takes a point of damage with no save, but picks up a Stimpak in the process , he’s now close enough he can probably get into the action next turn,

SURVIVORS

Nora is readied , she breaks away from the Hound taking the Free Strike..the Hound uses his charge dice..
Roll (crit,  2x Armor break, 2 x Bottle)  bottles don’t mean much here but the double armor break means Nora needs a 1 on the Armor check die and she rolls (1) …she does it again but this time she takes 1 damage

She open fires on the hound  Roll (5, -1, -1) the resulting “3” is just what she needs,  The hound can only block one damage , with one health left is goes OoA. Good job Nora.

Nora's last round of Jet here, she passed the addiction roll, and ended the turn with a prepared action, I just forgot to mark it.

Silver is readied, Silver going to try to pump an extra 6000 this turn and win it for the Survivors.
Roll she rolls (4) just what she needs success!..
For he second action she moves to walk way to be ready to shoot next turn.


Hobbs is readied, giving up his prepared action from last turn Hobbs moves to  a close searchable finds a Chain Dog Collar and moves to cover for the last round.

WATER PUMPED 11,000 gallons,  31000 gallons total.
WATER LOSS, Enslaved Tech captured – 2000 gallons
WATER NET, 29,000 gallons
SURVIVORS CAPTURED , 3, Dogmeat. Albert, (Enslaved tech , counts as 2)
SUPERMUTANTS  OoA, 2 –Hammer, Viktor

ROUND 6

Supermutants are down to Boss Ram  so he gains the advantage marker

SUPERMUTANTS

AI roll is a single bottle or Carefully Pursue the objective, not much chance of that now, I have Ram hit the pyscho
Make a double move ending on searchable token, which is blank. Thanks to the Psycho Ram gets 3 armor boosts this round.


SURVIVORS

Sliver is readied, Silver move as first action to get into short range with her Assault Rifle and then shoots at Boss Ram, she misses
Game end...Ram probably would have won if we went another turn and he could have got into it with say, Hobbs

Hobbs is readied  fires from cover at the corner of the building his first shot misses but on the second shot he  rolls (crit, -2)  Ram’s looking at 2 damage and has 3 armor , he rolls a 1, blocking a single point…Ram has 2 wounds.
Nora is readied,  She moves to a nearby searchable marker  finding a .44 Revolver and done

WATER PUMPED 5000 gallons,  36000 gallons total.
WATER LOSS, zero all Generator pumpeds
WATER NET, 34,000 gallons
SURVIVORS CAPTURED , 3, Dogmeat. Albert, (Enslaved tech , counts as 2)
SUPERMUTANTS  OoA, 2 –Hammer, Viktor

SURVIVOR VICTORY – The Water pumped will make life easier until the next rains, unconscious and wounded  Dogmeat was recovered
34,000 gallons of water pumped
Items recovered  .44 Revolver, Chain Dog Collar

SUPERMUTANT LOSS- Albert has been recaptured, Boss Ram is happy but Humans must pay the price this area is under Ram’s Authority
Items Recovered : Heavy Gauntlets, Iguana bits, Stimpak

A nice comeback for the Survivors hanging in there and not giving up getting another membered captured. Albert absolutely won the game by getting that generating going before getting recaptured.
The AI (well,  luck of the dice really ) did the Super Mutants no favors having Boss Ram go first on two of those turns where the advantage of going in the 1st turn of the Round ,really could have helped the Super Mutants,  Viktor could have used the Blood Pack, for example if he just got the chance , the Mutants do recover some nice items thou.

Next up……The Lost Journal


Sunday, February 2, 2020

Fallout Wasteland Warfare - Mission 2 : Fort Davis







The following is a play through of tutorial mission 2 from the FWW campaign book, It incorporates the third section of the rulebook “searching the wasteland” and brings in the use of skills, expertise and discovering items hidden throughout the wasteland. I am also using all of the  fourth section “ready for action” as well and adding things like “battle cry” into this game.

Scenario description - Winter is approaching ,  Survivor’s and Super Mutants compete for resources and items around the area of Sanctuary Hills,  Scouts report that the nearby ruins of Fort Davis abandoned for who knows how long  still seem to be loaded with items for the taking!.  Both teams decide to investigate , meet  and chaos ensues!

Section of the ruins of Fort Davis ..

Objective- Eliminate the other team while gathering  more items than your opponent . 
The game will end after 4 rounds

Note: both sides have a bump up in general weaponry, the Super Mutants have and extra man making each side starting with 4, the Super Mutants begin the game with the Advantage Marker.
AI Cards will dictate the Super Mutants actions..


SURVIVORS

Nora,  Sole Survivor, Day One - 10mm Pistol
Silver , Settler- Assault Rifle
 Hobbs , Settler- Assault Rifle
Dogmeat , Dogbite   .



SUPER MUTANTS

Mawg-  Brute with Sledgehammer
Gore- Hunting Rifle, Board
Viktor (Aviator)  - Hunting Rifle, Board
Hammer- Hunting Rifle, Board


MAP

Tons of items and things to investigate while trying to kill each other  Is 4 rounds really enough time?, we will see.


ROUND 1

SUPER MUTANTS

ACTIVATION #
#1 Aviator
#2 Hammer
#3  Mawg, the Brute
#4 Gore

TURN 1

AI chooses # 4, Gore  Roll (STAR)  Melee Attack ,Nearest

Gore, seeing the Survivors  decides to recklessly make a melee attack against the nearest foe, which is Dogmeat
Who coincidentally the one who took him down  in Scenario 1.
“its that Stoopid Dog, ArghGrrr”  Gore moves twice toward Dogmeat and his turn ends
  



SURVIVORS

Dogmeat is readied,  he takes Gores bait runs toward the mutant hiding behind a barricade with a double move




TURN 2 

SUPER MUTANTS

AI Chooses # 3 Mawg the Brute  Roll (2 X Bottle)  = Carefully move toward Objective,


Mawg makes a single move , and has TWO investigation markers within his GREEN Awareness
He gets to look a both for free before continuing,
The are both Weapons Lockers, Mawg grunts “GUNS” moves to the nearest underneath the guard tower

Pulling the first two weapons from the Wasteland Deck,  he gets a .44 Revolver and a Pipe Pistol.


SURVIVORS

Silver the settler, readies and moves,

Moves once to a clear LoS on Super Mutant “Gore”  Silver now has an Assault Rifle which doesn’t quite have the range
Of a Hunting Rifle, Gore is out of Range..she continues here move stopping behind the Pick Up truck for cover

She can see an investigation marker in the back of the pick up truck thanks to her Green Awarness.
She see a searchable container, but cant reach it at this point as shes used both actions.

TURN 3

SUPER MUTANTS

AI Chooses #1  Viktor (Aviator)  he also can see the nearby investigation marker and can tell there is weapons locker
He rolls (1 x bottle)  which means he is to recklessly go for an Objective.

 Viktor  twice across difficult terrain (his yellow move is reduced to orange) straight to the locker and even with the rough ground he reaches it finding a  Pipe Wrench and a Bolt Action Pipe Rifle.

SURVIVORS

Hobbs, Settler, readies and moves.

Hobbs moves X 2  in a straight line toward a large searchable crate on his way to the building, unfortunately  Hobbs inst so lucky on his move across the rough ground and he cannot reach the searchable container.


  TURN 4

SUPER MUTANTS

AI Chooses Hammer # 2  Rolls (1x Star)  recklessly attack nearest…that being the only survivor he can see..Hobbs!
Hammer moves x 2 towards Hobbs ending  his move near Gore.

SURVIVORS

Nora, Sole Survivor.

Nora moves of to her left with lots of cover she sees to searchable containers on the rough ground near the fence
Unfortunately her Move x2, does not get her into contact with either marker this turn.

ROUND ENDS


END OF ROUND 1


ROUND 2

Teams are even so Advantage goes to the Survivors!

TURN 1

SURVIVORS

Silver is readied and up against the pickup truck has a clean line of sight on Supermutant Gore ,

She Fires her Assault Rifle  which is along range  and get a black damage die  roll (cog, 2 bonus damage),
Unfortunate miss due to the bonus damage, but she  gets and action point
2 action fires again this time a critical (or a 1) on the hit die, a bottle on the black (nothing here)
So  she hits for 2 damage, Gore gets a save as he can block up 1 damage here but fails and he takes
2 damage.



Silver uses her action point to prepare “an action”  for the Supermutant turn.

SUPERMUTANTS

AI chooses  #4   Gore who was just shot… roll (star)  AI card says he will recklessly melee attack nearest , which is fitting since its Silver who just shot him.

Gore Moves toward Silver for his 1st action.

This allows Silver to use her prepated action to shoot again she does..this time its short range and add a green accuracy die. Unfortunately she Rolls (X) on the to hit dies so it’s a miss

Gores is now in Charge Range so for his  2nd action, he does and picks up a bonus green dice as a result….Not what Silver was hoping for..


TURN 2

SURVIVORS.

Dogmeat is readied,  Dogmeat seeing Silver in trouble  charges Gore from the rear..
Dogmeat  gets a boatload of dice here ,  his Dogbite attack is a Blue, Yellow , and Green dice, he picks up a Black Die from the Charge and then another Green die because now Gore is outnumbered!

Roll ( to hit = 4, Blue - Bottle, Green , -1, Armor Break,  Yellow  2 x Armor break,  Black- Blank.
Well Dogmeat needs a 5 to hit the 4 ends up a “3”  then he breaks 3 armor… no extra damage and if Gore had an action prepared (he did not) he would have lost it.  Gore gets no save and takes 2 more Damage.


SUPER MUTANTS

AI Chooses #1  Viktor (Aviator)   He rolls the Explosion icon on the Blue die which means he will carefully attack the nearest at Range,

He can only see Hobbs  But his line of sight and the Hunting Rifle is in long range , his shot will cross over some area terrain (broken trees) giving him a -2 penalty, making his Perception 4 “to hit” a 2..while that seems bad, the hunting rifle at long range is very accurate giving you 2 bonus green dice so the chance is still decent depending on the green dice.  Roll (8 , -1 to hit, Bonus Damage) unfortunately the 7 is miss!  And shot wizzes by Hobbs….

Viktor Fires again (5, and 2 bonus damages!)  to bad its still a miss….Viktor is mad….




TURN 3


SURVIVORS

Hobbs is readied,  Survivors know they are currently down 4 items to zero..despite being under fire Hobbs 1st action is to move to nearby crate and search it …it empty! Damn  he 2nd action is move out of the rough terrain
He does so, and a see an investigation marker revealing a searchable item

With that Hobbs is done.




SUPERMUTANTS


AI Chooses # 2 - Hammer   AI roll is a Bottle which means Hammer will carefully go for an Objective
There is Searchable item he just passed by Round 1
Uses his 1st move action to go to it
Revealed it’s a Computer expertise skill check
Hammer says “Me don’t have No Computor skill!”
He then moves towards the next closet objective
Which the investigation marker in the center of the battlefield, His awareness allows him to see that is also a searchable container

Hammers turn ends

TURN 4

SURVIVORS

Nora  is readied.  Despite  Gore, battling Silver and Dogmeat  close by, Nora knows she not so great in Close Combat. She moves across some rough ground to nearby searchable  container which reveals  A lock pick test,  if she succeeds she gets an item, IF she fails we draw a danger card which must be resolved When that is resolved she then gets an item

Lockpick test  She needs a 6 or less, Roll (8) she fails! So we must draw a danger card
Danger Card is a “Protective Molerat”

I don’t have any Mole Rats, yet so I get out a normal painted rat I have as a stand in.
The rat is placed in CC with Nora and it attacks but Rolls (x) so it misses

Nora 2nd action is attack back, she can shoot he 10mm in CC(page 24)  taking a -2  and giving the Rat and extra armor
If she shoots I’ll be looking  for a “3” or less but I get a bonus green and black die and the base is 2 damage ,
If I attack in CC with my pistol as an Improvised weapon, I hit on a ‘4” with a green die and 1 damage,..
I go with shooting hoping to get lucky..Nora rolls 3 bonus damage but a damn “8” on the to hit die so she misses
And this combat continues.

SUPERMUTANTS

AI Chooses # 3 Mawg the Brute, now packing a pair of pistols as well as his huge Wrench (Sledgehammer)
Mawg rolls an explosion at Full health that means he recklessly attacks  the nearest or only survivor he can see HOBBS
Luckily for Hobbs after a yellow move, The Brute is still out of charge range so he just makes a second move toward  him


ROUND ENDS


ROUND 3

Things are not looking great for the survivors!,  this round, as teams are still equal, Super Mutants have the advantage.


TURN 1

SUPERMUTANT
AI chooses # 2 Hammer, we roll a explosion for his action this mean he will attack carefully at range.
Now Hammer from his current spot has LoS to NO SURVIVORS
So as his 1st action I have him move toward the investigation marker he uncovered last turn
Reaching it he finds an item and it’s a Laser Pistol! (man the Supermutants are cleaning up on Weapons and items overall)
He can now see Hobbs and has clean line of sight to shoot, his laser pistol is out of range, so he shoots with his Hunting Rifle that is just in long range, He Rolls (6, plus an armor break and extra damage) but his shot crosses some cover so he needed a 2 or less to hit and those accuracy dice needed to come thru and did not a miss!



Laser Pistol! Score

 Hammers turn ends.


SURVIVORS

Hobbs  is readied, hes under attack from 2 Supermutants  Survivors are behind on items 5-0 
As his 1st action he moves to the searchable investigation marker hes uncovered.
He reveals it and it’s a danger card..ooff these guys aren’t getting a break

Hobbs found a combat rifle, but had a very rough game.


Danger Card is “clockwork trap”  , he has no lockpick skill to disarm it ,so all he can do is brace himself (picking up +1 armor) the bomb goes off rolling a yellow die and it’s a double armor break wiping out his bonus armor
He takes 2 energy damage, he still has 1 resistance to energy base , he saves rolls a 2 , failing , so the damage is applied.
His 2nd action he moves inside the building and finds another searchable marker this time he is in luck He finds a Combat Rifle…and his turn ends..


TURN 2


SUPER MUTANTS

AI chooses  #4  Supermutant Gore who  is in close combat with Silver and Dogmeat.  After resolving the close combat the AI roll says he will recklessly attack at range, IF he’s free of the Close Combat

1st Action  attacks Silver with his Board Roll (7, Green -2, Black Bonus Damage)  Here , the “7” would normally miss but the accuracy die from the charge’s  “-2” make its 5 and a hit…Super Mutant is 6 or less in Melee
Bonus damage makes it 3 physical to Silver she has on armor boost and making her save a ‘2” she rolls a 2 and blocks 2 of the 3 points, for 1 damage…her armor boost is gone however.

2nd Action Gore  attacks Silver again this time he does get the bonus green die as the charge bonus has been used.  He Rolls (critical and bonus damage) Oooffff, Silver faces three damage and can only stop 1 with her save, she rolls a 3 fails her save and takes 3 damage, She only has a 4 health so she is removed from play.

Silver gets beaten to paste here

SURVIVORS


Dogmeat is readied, Dogmeat Rips into Gore
1st Action  he Attacks  rolls a Cog, so he gets an action point
2nd Action  he attacks again Rolls a (3, and armor break, a -2 and a star)
The armor break means Gore with 2 health left is done for he doesn’t even get a save
Gore is removed from play and Silver is avenged

Dogmeat, takes out Gore two games in a row!
The star means Dogmeat  gets another action point
Dogmeat now  has 2 Bonus actions
Dogmeat can fortunately move with action point on his turn so he moves the charges the Mole Rat attacking Nora Picking up a black die…unfortunately he cant attack.

TURN 3

SUPERMUTANTS

AI Chooses #1  Viktor (Aviator) he’s at full health and rolls a double bottle on the action die meaning he will recklessly go for an objective there is a searchable container right in front of him..he can reach on 2 yellow move actions and he does
Its revealed to be a danger/ item  so he’lll need to resolve a danger card then he gets and item
He draws “rogue eyebot” an eyebot flys out of the crate and zaps him…he can make a perception test to avoid the blast,
He rolls a 5 failing (need 4)  he take 1 energy damage plus a black die..black is nothing so he’s facing 1 energy damage he gets a save but fails…taking the damage
Inside the box he finds some Mentats
“these make Viktor  SMART!’ he chows them down.

SURVIVORS

Nora is readied, she needs to get rid of this molerat attacking here
1st Action Shoots…rolls (crit, 2 x armor break, bonus damage)  Just what she needed that Molerat explodes in bloody mess! Taking 3 damage (2 health)  Nora draws an item card finding Sturdy Leather Armor. Unfortunately he vault suit is better but its great for one of the settlers.

2nd Action  Nora moves out of the rough terrain… and cant do anything else.

TURN 4

SUPERMUTANT

AI Chooses Mawg the Brute  and rolls a bottle which  means carefully pursue the objective, being the supermutants are so far ahead and he was hunting hobbs and can see hobbs in the building I have him
1st Action move to door
2nd Action charge Hobbs, he picks up a green die.

Hobbs has a very bad day here.

ROUND ENDS


ROUND 4

Last Round

Super mutants are up 5 items to 2, but Each is down a man so the Advantage is back to the SUPER MUTANTS 

TURN 1 

SUPERMUTANTS

AI Chooses # 3 Mawg the Brute , ( of course it does! Haha)  roll is a bottle again or carefully go for the objective .The objective here is of course crushing your opponent 

Mawg has a Bonus Green Die from his Charge , a black one from his Strength AND he uses his Battle Cry, no normally many units can resist battlecry and there is an opposed test , but here Hobbs has no such ability so he takes another Green and Black die!! (this going to be bad)

1st Action Pound on Hobbs…Roll ( roll 3, double armor break, -1, -2 ,  2 x bonus damage  blank)  the armor break means no save- Hobbs is toast taking the 4 damage from the Sledgehammer. He has only 2 health remaining   Hobbs drops his combat rifle as he is smashed against the wall.
(not sure if The Brute can take this as a free action so we leave it for now)

2nd action  he moves into the back of the building  and see another investigation marker which is revealed as another weapons Locker, fortunately for the Survivors he cant reach it


SURVIVORS

Down to Nora and Dogmeat

Nora is readied, 
1st action  Nora climbs into the back of the pickup truck and searches the item finding a Baseball Bat
2nd action fires here 10mm pistol at Hammer but misses


TURN 2

SUPERMUTANTS

AI Chooses  # 2 Hammer and rolls a double bottle again reckless Objective,

1st Action Shoots at Nora in back of pickup truck misses but gets an action point
2nd Moves to Searchable behind the caution barrier and finds some Bourbon
Hammer prepares an action with his action point
"What is this??? Bourbon!!"


SURVIVORS

Dogmeat is readied, 
1st action Dogmeat leave the difficult terrain , moving behind the pick up truck out of LoS of Viktor who still needs to go..
2nd Action Dogmeat cant reach Hammer on the charge and would face reaction fire if he did…
So I leave him be
Nora, time to go , Woof Woof


TURN 3

SUPERMUTANTS

AI Chooses #1  Viktor (Aviator)  rolls a bottle, again reckless Objective
He could shoot at Nora but the cover penalties are two steep
He instead
1st action  moves toward another nearby investigation marker and can see it’s a searchable container
2nd action moves into contact with but its revealed to be locked and he cannot pick a lock
Viktor trying to get more items, damn skill tests.

ROUND and SCENARIO ENDS

Game End.

Nora and Dogmeat retreat on this one losing to the Super mutants on both item count 7 to 2
And Kills..2 to 1…

End Result
 SUPER MUTANTS WIN
And now have a good deal of weapons and a stable supply of food and prisoners to barter with.
Boss Ram will be pleased.

Items gained

Laser Pistol
44 Revolver
Pipe Pistol
Bolt Action Pipe Rifle
Mentats
Bourbon

SURVIVOR LOSS
Losing Silver and Hobbs was tough  the Super Mutants are here to stay in this area , Water Shortages were already a concern and now this!

Items gained

Sturdy Leather Armor
Baseball Bat

Conclusion – Tough loss for the Survivors we needed to be more mobile and got bogged down in the difficult terrain trying to get items, the bad luck of multiple danger cards didn’t help, Settlers go down like flies vs Super Mutants, they need more firepower.

Rules Questions

AI Decisions..am I doing what I am supposed to? Not sure but it works for a solo game I like the way the AI Plays
Picking up a dropped item , free action? Cant find it anywhere…

Next up: The Water Treatment Plant.


 

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