Overview
My opponent for this session is my nephew. =)This was a larger version of the MEST Tactics :: Mythos scenario I presented at https://matter-energy-space-time.blogspot.com/2019/12/mest-sacrificing-mary.html
That first scenario was just 4 models per player (total 8 models) and was resolved using a 2x2-foot board. This version was much larger involving 17 models (8 vs. 9) and took about 3 hours from start to finish which is including two breaks (~30 minutes and ~45 minutes).
The overall time for game-play was therefore about ~100 minutes. Predicted time was 17 models x 5 minutes = 85 minutes.
I'll provide scenario details after all of the pictures below.
Pictures
These are the pictures in order according to the timestamp for the EXIF data on each file. My hands are shaky and so I needed to deblur many of the pictures.
Sister Maria, Sister Susan, and Abbot Price. The Abbot in this version of the scenario is aiding the nuns. |
A view of the starting position from the Cultists' side of the battlefield. |
Hmm. Sneaking up against one of the buildings. This is Turn #1. |
Another view of the position of the Cultists. |
Around Turn #3 or #4. All of the models are moving cautiously around that central building. At the left it can be seen that the Clancy Gang members are establishing fields-of-fire with their SMGs. |
A ground-view of the above. Spotty McGee is the Cultist with the torch and has been in Close Combat with Sister Primin Proctor. He acquired a Wound marker. |
A closer look at the Clockwork Automaton and the gang leader Mac Ausvald and his SMG. |
[blurry] close-up of the Clockwork Automaton. |
Scenario Configuration
Here's how the battle is set up for play.
Setting
The year is 1929 CE. Young Sister Mary Burns has been selected by the Abbot of the Church of Divinity yet again to be a vessel for the Outer God Yog-sothoth and needs to bring her to the Altar of Imdwelling. Mary's brother Stephen is leader of the Cult of Charazon and does not think that the time is right and therefore must rescue her from what he thinks may be a botched ritual incarnation. As a result, the Cultists must prevent Mary from being sacrificed and have initiated a rescue mission.
However, this information as to when and how to prevent such an occurrence is scattered across the Eastwick Village at five different locations. The Abbot and Brother Stephen each need to collect that information and either use it to summon Yog-sothoth or to defeat its arrival.
The Cultists can also win if they can escort Sister Mary off of their edge of the battlefield.
The Cultists can also win if they can escort Sister Mary off of their edge of the battlefield.
Play-aides
Provide 9 Objective markers [ OM ].
Optionally use the Resource cards, and allow End Game Triggers [ EGT ] to affect game duration.
Optionally use the Resource cards, and allow End Game Triggers [ EGT ] to affect game duration.
Layout
Arrange the small buildings and terrain into the four corners of the battlefield. Arrange the two medium buildings at the center and place walls and trees on each side of them. The idea is to make access to the central are of the battlefield cluttered and hard to traverse.
Place one OM at the center of the battlefield adjacent to a terrain element. Place one OM within each of the buildings. Doors are unlocked, windows are locked. Opening a door, locking, or unlocking it is 1 AP each. Place the remaining OMs at the center of each quadrant of the battlefield in base-contact with a terrain element, with one OM in base-contact with the entrance to the central building.
Place one OM at the center of the battlefield adjacent to a terrain element. Place one OM within each of the buildings. Doors are unlocked, windows are locked. Opening a door, locking, or unlocking it is 1 AP each. Place the remaining OMs at the center of each quadrant of the battlefield in base-contact with a terrain element, with one OM in base-contact with the entrance to the central building.
4' x 4' battle area
4 x small buildings
2 x medium buildings
8 x groves of trees
8 x stands of trees
6 x walls and other terrain
2 x medium buildings
8 x groves of trees
8 x stands of trees
6 x walls and other terrain
Environ
Visibility OR 4; it is "Night, Full-moon".
The Forces
There are two sides each controlled by a single player; the Cult of Charazon (the "cultists") and the Church of Inner Divinity (a "nunnery"). Abbot Price is in charge of the church and wants to take psychic vessel Sister Mary and sacrifice her at the altar of Yog-Sothoth (the "Altar of Imdwelling"). The Cultists' leader, Stephen Burns, actually is the brother of Sister Mary. He wants to get any of the cult members into base-contact with Sister Mary and escort her back to their starting side of the battlefield.
Cult of Charazon — 596 BP
Most of the models are Average Variant Commons character archetypes.
The leader model is Stephen Burns. He is psychic with a "Psychic Medium Auto Pistol" as a weapon.
The Cultists also have a Clockwork Automaton which has a new [Tethered] trait (see below). At the start of its Initiative, if it is in base-contact with an Attentive Ordered Friendly model; it may perform actions against any target within Line-of-Sight (LOS) of both itself and its handler, or to continue a prior action against a target it had already encountered. It may not otherwise begin new actions on its own. For example, if it is attacked by another model it may continue to fight that model. Or, if is tasked to make base-contact with another model or terrain element originally within LOS; it may continue to pursue that task until completed.
- Spotty McGee 222|222|223
Average Cultist 222|222|223
Insane.
49 BP. 63 BP with Large Basic Torch. - Dunnigan Crux
Average Cultist 222|222|223
Insane.
49 BP. 79 BP with Light Revolver. - Foster Frieds
Average Grizzled 222|222|223
Grit.
40 BP. 70 BP with Light Revolver. - Lem Stanley
Average Outsider 222|222|223
[Solitary].
27 BP. 57 BP with Light Revolver. - Maury Kellers
Average Outsider 222|222|223
[Solitary].
27 BP. 57 BP with Light Revolver. - Opie Nilson
Average Shooter 222|222|223
Shoot.
35 BP. 65 BP with Light Revolver. - Stephen Burns
Leader 222|322|223
Tactics 2. Leadership.
94 BP. 154 BP with Psychic Medium Auto-pistol. - Clockwork AutomatonClever Armored 300|024|416
[Tethered][Beast+]. Armor 5. Brawn 2. Expendable.
15 BP. 51 BP with Long Sword and Heavy Chainsaw Claw.
Church of Inner Divinity — 603 BP
All of the models are Average Variant Commons character archetypes.
The leader model is Abbot Price who also has been assigned the Fight trait.
Sister Mary is psychic with a "Psychic Bolt Action Rifle" as a weapon. However, Sister Mary needs to be within Cohesion of a Attentive Ordered Friendly model in order to use her weapon for an attack.
- Abbot Price 222|222|223
Average Tactican
Tactics.
44 BP. - Sister Susan 222|222|223
Average LeaderLeadership.
39 BP. - Sister Maria 222|222|223
Average Shooter
Shoot. Brawn.
35 BP. 65 BP with Light Revolver. - Sister Primin Proctor 222|222|223
Average BrawnyBrawn.
42 BP. 61 BP with Basic Lantern. - Sister Mary the Innocent 222|222|223
Average Coward 222|222|223
[Coward].
21 BP. 49 BP with Psychic Bolt Action Rifle. - Big Boi
War Dog 2-3|-32|122
[Beast!]. Sprint. Surefooted. Stealthy. Detect 2. Bite. Chase. Pack-mentality.
51 BP. - Mac Asvalt
Average Outsider 222|222|223
[Solitary].
27 BP. 98 BP with Light Submachine-gun. - Blarmie Gaggers
Average Outsider 222|222|223
[Solitary].
27 BP. 98 BP with Light Submachine-gun. - Sheffield Stern
Average Outsider 222|222|223
[Solitary].
27 BP. 98 BP with Light Submachine-gun.
Deployment
Forces start within 8 MU of opposite corners of the battlefield, with the Cultists setting up first.
Victory Conditions
The game-length is 6 Turns.
- Collection (+1 VP to most OMs collected)
- Elimination (+1 VP if have fewest KO'd or Eliminated models)
- Escort (+1 VP to Mission Defender if an Objective Marker identified as the “Coveted Asset” has exited the battlefield with a Friendly character.)
- Aggression (+1 VP to the Side with the most models crossing mid-line of battlefield during the course of the game. If there is a tie in the count; award each count +3 Resource Points. Award the Side which had a character cross first an additional +1 Resource Points.)
- POI (+1 VP to the Side “In Control” of the Point-of-Interest. A Friendly character within Cohesion of the center of the POI but with no Opposing models within Cohesion of that character is considered to be “In Control”.)
Special Rules
Here are some clarifications;
These are newly introduced traits.
- The Cultists are the Mission Defenders.
- At the center of the battlefield is a building which contains the Altar of Imdwelling; it is the POI and awards +1 VP.
- The character "Sister Mary the Innocent" is a Coveted Asset for the Cultists and is worth +1 P.
These are newly introduced traits.
- [Tethered] — On its Initiative, it may not start new actions not already assigned to it. At the start of its Initiative, if it is in base-contact with an Attentive Ordered Friendly model; it may be assigned a new set of action and perform them against any target within Line-of-Sight (LOS) of both itself and its handler, or to continue a prior action against a target it had already encountered. It may not otherwise begin new actions on its own.
- Psychic — See Psionic. Any Armor, Equipment, or Tool may be prefixed with this classifier as part of its name and will function as though the character has that item.
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