Author Topic: Wastland Warriors - Zulus and Undead Meet in the Woods  (Read 55 times)

Bison

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The setting for our campaign world is taken directly from one of my favorite cartoons growing up.

The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man's civilization is cast in ruin!

Two thousand years later, Earth is reborn...

A strange new world rises from the old: a world of savagery, super science, and sorcery…


The quest to grow in power and influence in this strange new world is bringing bands of sorcerers, mutants, animals, robots, and even plants into alliances. Today a tribe of giant Zulu warriors led by the warrior Valdez met the powerful mutant Ax along with his skeleton horrors on the field of battle.

The goal is simple. There are rumors of ancient technological relics hidden in the ruins and their surrounding forests and scrublands. Both sides seeking advantage in this cruel world go in search of the lost treasures…

We are playing Fistful of Lead with Wasteland Warriors expansion rules. The warbands are each comprised of 5 post-apocalyptic warriors. The commanders of the forces are my 7-year-old boys. I will get to field my warband in the next scrum.




Bison

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Reply #1 on: Yesterday at 12:52:07 PM
The warbands…
Giant Zulu warriors led by Valdez and his trusty wolf…The Wolf…


Valdez has a Boomer Wand of Stunning. He can stun any target out 1D10+3 and within his wand’s blast radius. The Wolf is a mutant animal. He can regenerate his wounds and has a furious bite! The warriors are large and have nerves of steel which allows them to ignore the first stun of the game.
Ax’s Undead Warband


Ax is a giant hairy massive monster who wields a powerful two-handed ax. His skeleton lieutenant is known simply as Spear. Spear is a deadly dead-eye archer who gets to roll a D12 to range attack with a +1 bonus for his psychic dead-eye ability to find and locate his targets. The warriors are evil creatures with bone blades known as Graptors. Fearsome creatures which can only be attacked in close combat if your opponent first rolls a 5+ on a D10.



Bison

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Reply #2 on: Yesterday at 12:53:43 PM
The battlefield is a hilly forest with a river running through it. Forests, ruins, and the scrub lands are difficult terrain providing light cover at the cost of reduced movement. The river while fordable also reduces movement by ½ to cross. There are 3 sand bars that provide normal movement across the rivers. The fork in the river is impassible terrain. The scavenge points are the gems located in each of the major terrain features in the four corners.

The Zulus are the attacker and staged in the forest prepared to attack. (We decided you cannot scavenge in the starting quadrant)…The turn order is determined by playing cards. Each player receives 1 card per miniature on the field. Order of play goes K, Q, J, 10, etc…Aces are wild. If 2 of the same type card, i.e. 8’s are played then suit determines order. Spade, diamond, heart, and finally diamonds. Each model has equipment, traits, and because we are playing Wasteland Warriors possibly a mutation. They provide modifiers or rules qualifications. The rulings are easy to understand and are explained in the rulebook generally in a sentence or three. For example, dead-eye trait gives a model a +1 on shoot rolls or tooth and claw mutation gives a +1 on close combat rolls.




Bison

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Reply #3 on: Yesterday at 12:56:43 PM
Ax and his undead begin with the most aggressive maneuvers to attack. The Graptors make a flanking move to the right and climb to the top of the hill and its protective trees. Spear moves to setup for long-range support while Ax himself begins a flanking movement toward the ruins.

After several turns of movement trying to gain a position of advantage, the first major scrum of the game is undertaken. The Zulus choose to remain in a massed formation. The Graptors emerged from the woods and charged down the hills in a full frontal assault on the Zulus.


The odds seemed to favor the Graptors but the dice can be cruel at times. The Zulu’s repelled the assault and defeated all 3 of the Graptors but at a heavy cost. Valdez fell in battle.

Meanwhile Ax continued his movement through the ruins and pillaging as he went. However, his greed allowed the Zulus to reform, cross the river, and charge in for the attack.

This was a closer than it should have been combat. Ax could not hit with his ax but the Zulu attacks could not get pass his heavy armor. After several turns locked in combat, Ax slew 1 Zulu but was burdened by 2 stunned markers (-2 to attack rolls in close combat).

Ax was still in position to win. On the attack, rolling a D12 with a -2 modifier he simply needed to roll higher than the wound Zulu warrior with a D10 and a -1 modifier for wounds. Unfortunately, fate was not on Ax’s side today. He rolled a 1 on the attack, failed his armor save, and the Zulu rolled a 10 on the wound roll. He was immediately removed from the game and sent off to lick his wounds.

The final showdown was at hand. Both sides were down to a single warrior. Spear versus a wound Zulu warrior. Neither side wanted to back down and so the card continued to be dealt. Spear missed on 2 opportunities to remove the Zulu warrior from play with is bow. He rolled a D12 and had a +1 aim modifier, a +1 dead-eye modifier, and a +1 because the Zulu has the Large trait. Seriously, the die can be a cruel mistress some days and Spear could not hit the side of the great pyramid of Giza.

And so Spear finds himself locked into hand-to-hand combat with a giant Zulu. This is bad. Very, very bad for Spear. He only rolls a D8 in close combat but there is hope as the Zulu is wounded. However, the Zulu got the jump on Spear playing a Jack of Spades which gave him a +1 to close combat rolls. The Zulu struck down Spear and won the field for Valdez’ Zulu warriors.

The Zulu was able to scavenge 1 area and found a strange helmet that perfectly fit the head of a wolf…strange indeed…but next time The Wolf (he was taken out by a Graptor in the initial scrum) will dawn a strange helmet into the future. The helmet will provide him a +1 to armor save rolls.

And so the battle ended with the Zulus holding the fields and the band of Ax the mutant sent of to regroup and heal from their wounds.
« Last Edit: Yesterday at 01:10:17 PM by Bison »



Bison

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Reply #4 on: Yesterday at 01:03:52 PM
The game plays out fast. I think we played this battle in about 90 minutes. However, we used the restroom 10 times, got snacks twice, dealt with a head injury from an over-excited response to a dice roll, and having a cup of tea with a younger daughter during a very elaborate tea party. For a normal group of adults, it plays in about 45 minutes

Anyway, as you can see, we field any old miniatures and the rules support the eclectic groups superbly. We have also just done medieval knights, fought orcs, goblins, skeletons, and other fantasy classes fighters, wizard, and the like.

I will be doing a solo campaign using the fantasy rules and the random dungeon card deck in the near future.



Steelie

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Reply #5 on: Yesterday at 01:47:07 PM
Looks like a good time was had by all   :bigthumb:

Somewhere, somehow, I woke up in the wrong timeline. I'm pretty sure this isn't even my dimension.


thecommandtent

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Reply #6 on: Yesterday at 05:47:46 PM
Looks like a ton of fun!