Tuesday, September 25, 2012

sefadu vs. FCC, then vs. Texico



 Maurice's FCC glamour shot

Couple weeks back, finally got in some more Mercs. We used the scenarios available here on the forum, and I admit it improves the game. Looking forward to seeing it I took a few notes, but realize now they're pretty boring, so I will let the pictures do a lot of the work here.



 Table layout. Second game, we just switched deployment zones.

 First game my sefadu rolled Elimination, and FCC rolled Deliver the Package. my corporate agenda was the Lions Run, and really, the other two are... situational at best. sefadu is always about the run and gun game, so why not pick that one?

 Enemy sighted down 'Firing Lane Alley.'


The blue die above represents how long the Ice Grenade kept these two frozen in the middle of the board. So painful. The both survived the game, but were essentially useless after they got stuck in place.

Sabotage!

My first time using the Gunner was a learning experience. The FCC-ified USCR Sniper delivered his package to my deployment zone with time to spare.



This is approximately my Sniper's line of sight, where I delightfully spot the FCC Boomer through the door jamb. 


Meanwhile, the gunner finds out he has company. And they didn't RSVP first.

But the Grenadier shows up to even the score.

Oh, right, that USCR dude, still creeping around.

Both Maurice and I complete our objectives, and points were even. Meaning it's decided by blood, and I just barely eke out the win on that regard. Love the close games.

And despite me not having a lot of experience with Mercs, we still have time to sneak in a second one.

Game two: Texico shows up. We both roll Recon, and decide we're both after the big empty building in the middle. Bounty is named on my Berserker (who replaces the Gunner from last game. It's kind of a coin toss between the two.)


sefadu, roll out!

Six turns fly right by. Seriously. Spears are flying left and right. My Sniper isn't getting anything done. I get the Medic to recon the building in turn three, but there's really an uphill struggle to get him safely back towards the deployment zone.



Oh, and the Recon building. a.k.a. the hallway of death. I do manage to get the room recon'ned, and surprisigly enough prevent Texico from dong the same due to some delicately-applied violence. We do actually end up with the Berserker in close combat with the Jaguar, but the latter proves too much for our sefadu hero (he does survive until the last turn, though.)

We achieve an embarrassingly low number of points. I get one, yes, one Recon point, since the Medic is alive, if only barely on my side of the board. That plus a second take of Lions Run gives me the W again.

So yes. Totes ready to pick up my ISS at some point in the near future, and maybe after that, KemVar? Heh.

2 comments:

  1. Replies
    1. It is a good game. It's refreshing to have a game stick to a more limited scope both in playstyle and world-building, when so many other games just try to expand and expand and expand. I'm curious to see where they take it next once they flesh out the megacorporation factions they have laid out already. And the rules strike a nice balance between complex and fast-playing, rewarding planning ahead and thinking tactically, instead of throwing dice at a problem. It's neat.

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