scotherns
Mongoose
Pictures at:
http://picasaweb.google.co.uk/scotherns/GOMC1_Game202
The Gangs:
Team Turtle (Rep 21) vs The Wild Bunch (Rep 11)
The Wild Bunch: Bilson, Sparky, UT, Seymore, Annie. (Wulf has been taken hostage, Sam is out with an injury)
Team Turtle: Turtle, Scope, Carla, Billy-Bob, Fast Eddie, Nick, Purdy, Jenna
Scenario:
After a highly successful first battle, the Team Turtle have decided to look for richer pickings in the more affluent areas of their sector. However, the badly mauled Wild Bunch are back, and looking for revenge!
Set-up:
Team Turtle set up first, spreading out across the plaza and around the rail station, trying to cover all the territory. The Wild Bunch enter from the north in a tight group, with UT taking cover behind a nearby hovercar to cover their approach.
The Game:
Team Turtle make the first move, with Scope leading one group up around the train and through the station, while Carla takes another across the plaza to cheekily take cover behind a handy H-Wagon. (The Improved Leadership and additional Lieutenants acquired after the last game mean that 6 gangers can be moved!). Turtle moves up to make sure everyone is still in shouting range for next turn.
Bilson takes Annie and Seymour down the main street, using a handy set of vid-slug despensers as cover. UT and Sparky stay put to cover the rear.
Billy-Bob dashes out from the cover of the train, and takes cover behind the signals. UT is ready for this, and blasts away with twin handguns, both of which miss. Billy-Bob returns fire, and manages to down UT with a well placed volley from his Double Barrelled Stump gun (Team Turtles first shot of the game!). Scope moves up to assist Billy-Bob, while Purdy and Carla move up to the edge of the building. With UT out of the way, Fast Eddie charges up the side of the building without the need for cover. Nick stays in the train station (and remains there for the rest of the game, probably trying to get a few credits out of the ticket machines
Seymour dashes up beside a handy van (preventing the Alert Jenna from taking a shot at him), and fires both handguns at Carla, missing badly. Bilson also edges forward to get a clear shot at Carla, but also shoots far wide of the mark. Annie moves up the street, but can't get into a shooting position.
Scope, Billy-Bob and Fast Eddie all sprint forward towards Sparky's position, but are careful to keep out of his line of sight. Jenna shifts position to see past the H-Wagon and get a shot at Bilson, which connects and takes off a hit. Luckily, Bilson is tougher than the average punk, and is still in the fight. Carla's double barrelled stump gun fires wildly, and although Bilson is hit, no serious damage is done.
Bilson and Seymour return fire, and again fail to get any shots on target (as usual
) Annie doubles back to take a shot at Fast Eddie, and manages to hit, but only succedes in ruffling Eddies hair (minimum damage rolled, for the only shot the Wild Bunch get on target in the entire game!).
Purdys next shot with her double barrelled stump gun proves devastating at such a close range, and Bilson is blown apart by a perfectly aimed shot to the body. Carla proves to be an equally good shot, neatly taking down Seymour shortly after.
Fast Eddie zips round the corner, into close combat with Sparky. Despite only being armed with a knife, Sparky manages to hold off the club wielding Eddie, leaving the pair locked in combat. Scope follows Eddies example, and charges straight at Annie, his shiney new cleaver quickly taking her out of the fight. Seeing that he is the last of the Wild Bunch standning, Sparky fails his WtF test, and runs for his life.
The Winners:
Team Turtle are victorious (again)! Not a single hit was taken by Team Turtle!
Afterward:
Team Turtle once again prove that they are fast learners - three more traits are accquired. As before, Improved Agility is the favoured option. Another hostage is taken (Seymour). They have now secured ownership of the Tween Block Plaza, which will bring them an extra 750 credits per punk. Their earnings this round are enough to buy a shiny new Spit Gun!
The Wild Bunch are now in a very sorry state, and seriously considering retirement. Sparky is promoted to the new Top Dog. Their meagre funds are just enough to scrape together three more Juves to replace the many dead/wounded/hostaged gangers they have lost. Their only chance for long term survival will be to try to rescue their captured comrades (or call in the Judges!). Sending in a bunch of untried Juves against an experienced, Spit Gun wielding foe will be messy, but it just might work!
Once again, the game took about 1h 15 min, not including terrain set up and post battle buying and trait selection (about 2h altogether). It seemed much quicker whilst playing, and was lots of fun.
Steve
http://picasaweb.google.co.uk/scotherns/GOMC1_Game202
The Gangs:
Team Turtle (Rep 21) vs The Wild Bunch (Rep 11)
The Wild Bunch: Bilson, Sparky, UT, Seymore, Annie. (Wulf has been taken hostage, Sam is out with an injury)
Team Turtle: Turtle, Scope, Carla, Billy-Bob, Fast Eddie, Nick, Purdy, Jenna
Scenario:
After a highly successful first battle, the Team Turtle have decided to look for richer pickings in the more affluent areas of their sector. However, the badly mauled Wild Bunch are back, and looking for revenge!
Set-up:
Team Turtle set up first, spreading out across the plaza and around the rail station, trying to cover all the territory. The Wild Bunch enter from the north in a tight group, with UT taking cover behind a nearby hovercar to cover their approach.
The Game:
Team Turtle make the first move, with Scope leading one group up around the train and through the station, while Carla takes another across the plaza to cheekily take cover behind a handy H-Wagon. (The Improved Leadership and additional Lieutenants acquired after the last game mean that 6 gangers can be moved!). Turtle moves up to make sure everyone is still in shouting range for next turn.
Bilson takes Annie and Seymour down the main street, using a handy set of vid-slug despensers as cover. UT and Sparky stay put to cover the rear.
Billy-Bob dashes out from the cover of the train, and takes cover behind the signals. UT is ready for this, and blasts away with twin handguns, both of which miss. Billy-Bob returns fire, and manages to down UT with a well placed volley from his Double Barrelled Stump gun (Team Turtles first shot of the game!). Scope moves up to assist Billy-Bob, while Purdy and Carla move up to the edge of the building. With UT out of the way, Fast Eddie charges up the side of the building without the need for cover. Nick stays in the train station (and remains there for the rest of the game, probably trying to get a few credits out of the ticket machines

Seymour dashes up beside a handy van (preventing the Alert Jenna from taking a shot at him), and fires both handguns at Carla, missing badly. Bilson also edges forward to get a clear shot at Carla, but also shoots far wide of the mark. Annie moves up the street, but can't get into a shooting position.
Scope, Billy-Bob and Fast Eddie all sprint forward towards Sparky's position, but are careful to keep out of his line of sight. Jenna shifts position to see past the H-Wagon and get a shot at Bilson, which connects and takes off a hit. Luckily, Bilson is tougher than the average punk, and is still in the fight. Carla's double barrelled stump gun fires wildly, and although Bilson is hit, no serious damage is done.
Bilson and Seymour return fire, and again fail to get any shots on target (as usual

Purdys next shot with her double barrelled stump gun proves devastating at such a close range, and Bilson is blown apart by a perfectly aimed shot to the body. Carla proves to be an equally good shot, neatly taking down Seymour shortly after.
Fast Eddie zips round the corner, into close combat with Sparky. Despite only being armed with a knife, Sparky manages to hold off the club wielding Eddie, leaving the pair locked in combat. Scope follows Eddies example, and charges straight at Annie, his shiney new cleaver quickly taking her out of the fight. Seeing that he is the last of the Wild Bunch standning, Sparky fails his WtF test, and runs for his life.
The Winners:
Team Turtle are victorious (again)! Not a single hit was taken by Team Turtle!
Afterward:
Team Turtle once again prove that they are fast learners - three more traits are accquired. As before, Improved Agility is the favoured option. Another hostage is taken (Seymour). They have now secured ownership of the Tween Block Plaza, which will bring them an extra 750 credits per punk. Their earnings this round are enough to buy a shiny new Spit Gun!
The Wild Bunch are now in a very sorry state, and seriously considering retirement. Sparky is promoted to the new Top Dog. Their meagre funds are just enough to scrape together three more Juves to replace the many dead/wounded/hostaged gangers they have lost. Their only chance for long term survival will be to try to rescue their captured comrades (or call in the Judges!). Sending in a bunch of untried Juves against an experienced, Spit Gun wielding foe will be messy, but it just might work!
Once again, the game took about 1h 15 min, not including terrain set up and post battle buying and trait selection (about 2h altogether). It seemed much quicker whilst playing, and was lots of fun.
Steve