Had a quick try last night with some kleggish special forces (read - three minion kleggs and one level 1 hero klegg-sergeant with Tough and Duck and Weave) versus a humungous mob of juves with zip guns (33 of them, to be precise!), both weighing in at about 670 creds worth.
The Juves launched an ambush from a crowd of citizens, hoping to take down the klegg patrol before they could react and summon help.
The Kleggs opened up on turn 1, using Spray to get create quite a wall of fire, but the juves being reasonably spread out, and finding a little soft cover from the crowds as they launched their attack, as well as their +1 agility, means that only about half the attack dice hit (although any hit was sufficient to take the juve down instantly).
Nevertheless, with two shooting actions, eleven were killed. 1/3 of the gang had been slaughtered in the opening few seconds. To make matters worse, the weedy range on the zip guns left the survivors with no choice but to keep charging forwards, not stopping to shoot.
The worst thing was, that in closing into range, the juves had to bunch up just as much as before. The second volley from the Kleggs was even more horrific, this time butchering another ten, leaving only twelve in the field.
The juves opened up with their zip guns, splitting their fire roughly half-and-half against the Kleggs at the fronts and rear of the line, and successfully turning them both into chopped crocodile meat. No-one bothered shooting at the Klegg-sergeant at this point - with Agility +1. duck and weave, the juve's Shoot -1 and the hard cover of the wrecked vending machine he'd courageously dived behind for protection, the juves would need to beat his dodge roll by a faintly ridiculous 5 to land a hit.
With the zip guns on the edge of their range, charging with the Kleggs wouldn't reach then enemy. Besides, the Klegg-sergeant was having fun machine-gunning the dumb humans. Two more Spray bursts each, and nearly half the remaining juves were gone, leaving just seven. No-where near as many kills from the bursts this time, as the targets were starting to thin out markedly.
The juves were now at a stage of needing to make Will To Fight tests, which remarkably all but one of them passed. The six juves fired again, killing the last Klegg-trooper after eleven bursts of zip gun fire. The last juve fired his zip gun for the second time at the Klegg-sergeant, who ducked out of the way without any trouble.
At this point, the Klegg-sergeant also had to take a Will To Fight test - and failed it, utterly. Seeing his three minions taken down, he yelped in alarm, dropped his gun and scampered off in the direction of the barracks, zip gun bullets whizzing past his head, desperately radioing for backup.
The juves celebrated their victory, picking up the oversized spit guns and sauntering back towards their home block, trying hard to ignore the fact that about three-quarters of the gang had just been wiped out. They managed to find their cowardly seventh member, and were claiming that they'd get that fourth croc next time around when they heard the unmistakeable sounds* of a Klegg battlecruiser flying in their direction. Deciding that discretion was the better part of valour, they bravely legged it and hid....
All in all, a good fun game. Heavy spit guns on Spray are, I've decided, truly horrific (although that's perfectly acceptible, given what they cost!) - although it does seem odd that you only roll one shooting die; walking fire this way and that seems like it should hit some targets but not others. I suppose that's covered in the agility roll by the targets; this game was fairly odd in that almost all the Klegg fire rolled either a 2-3 or an 8+, so their agility checks were almost a forgone conclusion, and the bursts either killed everyone or no-one.
The Klegg-sergeant was a bit of a let-down. He should have been able to take a ridiculous amount of punishment, and in the end legged it without even a snout-wound. Just goes to show, I suppose, that Brave would probably have been a better choice than Tough. I was leery of Will To Fight skills because I thought that any 'natural leaders' (e.g. Inspire) would just get shot first. On the other hand, Kleggs can take a lot of bullets, especially with Agility +1 and a fifth Hit for being a hero.
Quick query, by the way - to create the Klegg-sergeant I took off the price of his heavy spit gun, doubled the remainder then added the heavy spit gun back in. Is that right, or should I have doubled the whole lot?
*The principle sound being gunfire as the battlecruiser blew hover-wagons, meg-way overpasses and small blocks out of its way rather than bothering to manoeuvre around them.
The Juves launched an ambush from a crowd of citizens, hoping to take down the klegg patrol before they could react and summon help.
The Kleggs opened up on turn 1, using Spray to get create quite a wall of fire, but the juves being reasonably spread out, and finding a little soft cover from the crowds as they launched their attack, as well as their +1 agility, means that only about half the attack dice hit (although any hit was sufficient to take the juve down instantly).
Nevertheless, with two shooting actions, eleven were killed. 1/3 of the gang had been slaughtered in the opening few seconds. To make matters worse, the weedy range on the zip guns left the survivors with no choice but to keep charging forwards, not stopping to shoot.
The worst thing was, that in closing into range, the juves had to bunch up just as much as before. The second volley from the Kleggs was even more horrific, this time butchering another ten, leaving only twelve in the field.
The juves opened up with their zip guns, splitting their fire roughly half-and-half against the Kleggs at the fronts and rear of the line, and successfully turning them both into chopped crocodile meat. No-one bothered shooting at the Klegg-sergeant at this point - with Agility +1. duck and weave, the juve's Shoot -1 and the hard cover of the wrecked vending machine he'd courageously dived behind for protection, the juves would need to beat his dodge roll by a faintly ridiculous 5 to land a hit.
With the zip guns on the edge of their range, charging with the Kleggs wouldn't reach then enemy. Besides, the Klegg-sergeant was having fun machine-gunning the dumb humans. Two more Spray bursts each, and nearly half the remaining juves were gone, leaving just seven. No-where near as many kills from the bursts this time, as the targets were starting to thin out markedly.
The juves were now at a stage of needing to make Will To Fight tests, which remarkably all but one of them passed. The six juves fired again, killing the last Klegg-trooper after eleven bursts of zip gun fire. The last juve fired his zip gun for the second time at the Klegg-sergeant, who ducked out of the way without any trouble.
At this point, the Klegg-sergeant also had to take a Will To Fight test - and failed it, utterly. Seeing his three minions taken down, he yelped in alarm, dropped his gun and scampered off in the direction of the barracks, zip gun bullets whizzing past his head, desperately radioing for backup.
The juves celebrated their victory, picking up the oversized spit guns and sauntering back towards their home block, trying hard to ignore the fact that about three-quarters of the gang had just been wiped out. They managed to find their cowardly seventh member, and were claiming that they'd get that fourth croc next time around when they heard the unmistakeable sounds* of a Klegg battlecruiser flying in their direction. Deciding that discretion was the better part of valour, they bravely legged it and hid....
All in all, a good fun game. Heavy spit guns on Spray are, I've decided, truly horrific (although that's perfectly acceptible, given what they cost!) - although it does seem odd that you only roll one shooting die; walking fire this way and that seems like it should hit some targets but not others. I suppose that's covered in the agility roll by the targets; this game was fairly odd in that almost all the Klegg fire rolled either a 2-3 or an 8+, so their agility checks were almost a forgone conclusion, and the bursts either killed everyone or no-one.
The Klegg-sergeant was a bit of a let-down. He should have been able to take a ridiculous amount of punishment, and in the end legged it without even a snout-wound. Just goes to show, I suppose, that Brave would probably have been a better choice than Tough. I was leery of Will To Fight skills because I thought that any 'natural leaders' (e.g. Inspire) would just get shot first. On the other hand, Kleggs can take a lot of bullets, especially with Agility +1 and a fifth Hit for being a hero.
Quick query, by the way - to create the Klegg-sergeant I took off the price of his heavy spit gun, doubled the remainder then added the heavy spit gun back in. Is that right, or should I have doubled the whole lot?
*The principle sound being gunfire as the battlecruiser blew hover-wagons, meg-way overpasses and small blocks out of its way rather than bothering to manoeuvre around them.