playtest report

Judge Xombe

Mongoose
Didn't see the Karl Mooney scenario transferred to the latest playtest pack, but we wanted to try a judges vs gangs scenario, so we checked the stats, applied new rules and stats (advanced - with "alert" and such) and went for it.

I thought it might not work, but it did.

I ran the gangs and friend and a long-time miniatures player (who has never played GoMC1) was quickly told the rules and given the Judges to play.

The Judges entered the dense terrain from their edge (split up. one on each quadrant of their side of the board) and proceeded to approach the gang territory. The gang was pretty well holed up. Juves out front with cover and punks up on rooftops, 2 with zip guns.

The judges began shouting arrests and then were forced to approach. Mooney was up on a tower roof in the far corner. Half the punks on surrounding towers in one quadrant , all juves on the ground in the same walled complex with only a narrow entrance for the judges. a couple of the handgun toting punks were in the other quadrant, also up above the ground.

The juves on the ground and the left quadrant punks were going down fast and fairly easy to judge fire, but both Street Judges had suffered one hit each by the time they got to the gates of the compound. One from a lucky critical hit, the other from a last-ditch close combat charge from a juve at the gates.

The judges finished off all the punks/juves (a couple ran away from will checks) and had no real trouble with Mooney after that.

In the end, as the gang player, I felt there was a chance I could have won. I would do a few things a little differently next time.

The new player was pleasantly surprised with how fast and yet effective the system ran. (I agree. It was also much easier to quickly explain to a newbie and we both felt satisfied after playing.)

My group played GoMC1 for awhile with about 5 players and I have run the Last Stand scenario with the early closed playtest (v1 or 1.2 ) with one of them. I have to say I think it's getting even better with the v1.6 playtest changes. The move to the d10 seems positive.

Can't wait to see what's in store for new miniatures or perhaps nicely packaged scenarios or campaigns. Great job so far. Thanks for keeping the world of Dredd going for the non-rpg crowd.
 
We didn't clock it, definitely less than 90 mins. It felt like less than an hour to me. There were some moments of rules lookup around armour saves since I was rusty and unprepared with the new rules.

I think the scenario moved fast as well since the gang is predominently defensive, so slot of actions were spent waiting into alert status as the judges came close. I really want to say it took 40 mins. That's my guess.

I was hoping to wound the judges on approach with the ranged punks and then rush them with melée juves but it didn't work out as planned. :-)


System runs really fast.

Note: The judges never used their Heroic Rush (extra action once per game).
 
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