Stats are as follows:
Name
|
Move
|
Close Combat
|
Ranged Combat
|
Defence
|
Other
|
Aphid
|
6”
|
2W+1R
|
3W @ 12” weak
|
3W+1reroll
|
+1 to avoid pinning
+1d6 to solve puzzles
|
Nuclein
|
6”
|
3R
|
-
|
3W+3rerolls
|
|
Tiger Girl
|
9”
|
2W+1R+1reroll
|
-
|
3W+1reroll
|
Loses red d6 on attack if it is highest dice rolled.
|
Leather Lass
|
6”
|
3W
|
3W @ 3” weak
|
3R+1 reroll
|
|
Ore
|
9”
|
3W weak
|
3W @ 6” weak
|
2W +1R
|
Hinder
|
Converter
|
6”
|
3W weak
|
3R @ 12”
|
3W
|
|
Barry
|
6”
|
3W
|
3W @ 12”
|
3W
|
+1d6 to solving puzzles
Gadget
|
Blue Ghost
|
9”
|
2W + 1R
|
-
|
3W+3rerolls
|
Flight +1 to unpinning
|
Zol-Torr
|
9”
|
4R
|
4R
|
4R
|
Adapt – extra d6 against a particular opponent.
Massive - +1 to unpinning
|
As you can see, Zol-Torr is indeed mighty.
Splash page! Zol-Torr approaches the communications array with only the Alliance between him and the end of life on Earth. |
Everybody attack! Ore is the first to be bashed about. |
Most of the Alliance are left to bash at Zol-Torr ineffectively, but they pin and distract him long enough for Converter to wolf down a Mac Attack! |
Zap! Converter unleashes with 3 sixes! Zol-Torr can't roll enough defensive dice. He's down! In turn 4! |
I actually expected the Alliance to take a few more hits than that, and on reflection 8 heroes was too many for this scenario. Most were pretty ineffective, but Nuclein and Converter have some pretty awesome hitting power if they roll well. Nuclein didn't, but Converter almost took down Zol-Torr by himself. Only swiping one hero at a time, Zol-Torr was like a man batting at mosquitoes. The other thing this game would have benefited from was some sub-plots, as it did very much become a stand up stoush.
The short game was probably quite good considering I don't think the 7 year old daughter was giving this her full attention, and I will probably play it again in the future with a reduced cast list and some sub-plots added.
Nate
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