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Tuesday, 4 June 2013

Battle Report - Judge Dredd Miniatures

Tonight was club night, specifically our Judge Dredd miniatures campaign. We've been playing this for a few months now, and it's getting to the point where some of the forces involved are getting a bit silly (in terms of their size relative to the others in the campaign). But due to the way the mercenaries system works you never wind up outnumbered by much (if at all).

I managed to get two games in tonight with my vigilante super-heroes, which is a disappointment compared to some of the early rounds where we were managing three or more games on each campaign night but still better than the others who struggled to get a single game completed. But given the size of the zombie horde Matt was fielding against Paul's beleaguered Citi-Def, that's not really surprising.

One of the tables we were using to represent Mega City One.
Unfortunately, not the one I was gaming on tonight.
Both games were against Adrian's renegade robots, a scary proposition at the best of times with his (frankly terrifying) demolition droid that can make a mess of any opponent in close combat. Add to that the fact that he's now equipped it with suction cups so that it can climb buildings, and you've got nowhere to hide.

Our first game was a bit odd, it was using the Scrawl War scenario from the Block War expansion book which requires each gang to scrawl their graffiti tags on various points across the scenery. When the game ends, whichever side has the most tags in place wins regardless of casualties taken. My heroes used their jetpacks to carry them easily to the targets and get their tags in place early, before opening fire and taking out some of the robot minions. Then Adrian's demolition droid got into play, along with his combat droid toting a missile launcher, and he really started to make a mess of me. I didn't last long, but because my tags were still in place I won on a technicality. Thankfully, none of the damage had any long lasting effects so we were ready to go again.
Adrian's renegade robots, before he started adding mercenaries
Adrian had used the credits earned from the last game to recruit another demolition droid, thankfully this one was a lower level than the other so it might be a bit easier to take on. The scenario this time was Turf Grab, played on a 2'x2' table each player needs to gain full control of 3 table quarters by eliminating all the enemy models in that quarter. A small table meant that we were going to start right on top of each other, so we packed it full of terrain and went at it.
The (somewhat cramped) table from the Turf Grab game
My heroes aquitted themselves well this time, but the real star of the show was the newest addition to the force. Dreddpool's new sidekick Nocturne spent the game taking flying leaps of the scenery to do over Adrian's combat droids in unarmed combat, along with mopping up a couple of robodogs who tried to assist. Dreddpool got lucky and survived several rounds of combat against both of Adrian's demolition droids, until it became obvious that they would be all that would be left of his force at which point Adrian called it quits and retired to mend some of the damage done.

At the end of game we worked out that we both had forces worth more than five times what they were worth at the start of the campaign, but that pales compared to what Matt will be able to field if he spends all his remaining credits on more zombies (84 models on the table in a small-scale skirmish game is just wrong). We should have some truly epic confrontations coming up soon.

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