Friday, February 9, 2018

Mini-Campaign: Squig Hunt

Perhaps not unexpectedly, our mini-campaign last fall ended up being a larger affair than we had originally envisioned.  Our one-day rumble in the desert might be turning into another year-long quest to see who's da meanest mob of Orks on Gorkamorka.  Not that I'm complaining.  The main goal of the "mini" campaign was to test out the tweaks we've been making in our house rules to try and make them more balanced and ensure that different strategies are still competitive.  So far the results have been quite positive.

The only downside, is that I have a ton of pictures to sort through, so in the interest of actually getting them posted, I'm going to tackle the first session of the campaign in thirds.

Once again, we decided to start the campaign off with a cooperative game to hopefully get everyone that first important win to up their Nob's leadership and open up more options in Mektown.  This time, however, instead of trying to round up a bunch of mangy squigs, we set our sights higher.  Our four mobs embarked upon Da Hunt fer da Great White Squig.


Da Great White Squig

This scenario used the Rollin' Road rules.  In addition to our normal weapons, each of our mobsters was armed with harpoons.  The basic idea is to drive up as close as you dare to the giant squig and try to get as many harpoons in him as you can, then slam on the breaks.  If you can slow him down and drag him off the trailing edge of the table, you win.  If he escapes off the leading edge, you lose.

Four mobs of Orks on the hunt in the desert.

Easy, right?

As the mobs chase the Squig, one of the vehicles spins out.

Unfortunately, my big trakk that was carrying most of my mob spun out on the first turn and ended up facing backward.  As the other mobs were closing in on the White Squig, Spike was trying his best just to stay on the table.

The various Ork mobs converge on the White Squig

As I tried my best to make a giant U-turn, the other trukks converged on the squig.  While the squig itself was pretty dangerous, we found out that the bigger danger was simply trying to drive so many vehicles in tight formation.

Gabby and his Firecar come up to join the others

On the far side of the table, Gabby was catching  up to the rest of the pack in his little wartrakk.  Unfortunately, he didn't have any passengers to throw harpoons, so there was little he could do except to fire wildly at the squig's legs and hope that a lucky shot might put a slug through its thick hide.

As the Great White Squig neared the edge of the table, the other three mobs desperately tried to get enough harpoons stuck in it to slow it down. As the bikes and trucks swerved around each other, Marvolork's big trakk slammed on its breaks.  Sadly, it wasn't enough to stop the squig, which continued forward, snapping the tow lines and sending the trakk spinning.  Marvolork was thrown high into the air, landing with soft thud in the desert sand.

Marvolork catches a ride on Gabby's vehicle and heads for the squig

In a surprising turn of luck, Marvolork happened to land right next to Gabby's vehicle.  The Dook of Skwag pulled himself on to the flame-less flamecar and ordered his fellow Morker to "Follow dat Squig!"

Gabby was so excited to be back in the game that he switched on the thrustas and shot forward like a flash...

...right into a cactus.

The Firecar crashes through a cactus, knocking Marvolork off.

Gabby and the car managed to get through the cactus unscathed and continued to charge excitedly toward the squig.  Unfortunately, Marvolork got a face full of poisonous spines and was once more knocked out of his vehicle and left face down in the desert.

Grizwoad's mob tries to catch up as the squig escapes off into the distance

Meanwhile, on the far side of the board, Grizwoad and the rest of the gang manage to finally get the trakk going in the right direction, just in time to see the White Squig escaping into the distance.

So the first round is a loss for everyone involved.  As with the previous campaign, I go into the second round firmly in last place.  The second round pits me against Urzig, who despite coming in second to Chad and his boyz last campaign, managed to soundly thrash his opponent in nearly every encounter.  Fortunately, there are more scenarios in the rotation this time around and since I have the lower mob rating, it ends up falling to me to pick the scenario.  I choose "Da Chase," another rollin' road scenario that as a Morker, would hopefully give me a slight edge, even with my lower mob rating.  I also had two vehicles to Urzig's one, so even in a worst case scenario, he would have to choose which of my vehicles to beat the crap out of.

Urzig Spins out as Grizwoad's boyz make a run for it

Naturally, I tried to maximize my advantage by deploying my two trakks far apart.  My opponent countered by placing a bunch of barriers on the far side of the only sand dune on the table, taking away the only advantage that my trakks had over his trukk, which was faster.  Fortunately for me, a bad roll on the thrusta busta table sent him spinning, allowing both my vehicles to escape, fully loaded with scrap.

Grizwoad and his boyz score a major haul, taking all the scrap with them


So unlike last campaign, where an early loss tended to put you permanently behind the other players, underdogs really do have a chance of winning a big upset.  There's also scenarios that favor both Morkers and Gorkers, so when the underdog gets to choose the scenario, it's actually pretty helpful.

This big haul gave me plenty of teef to spend back in Mektown, as well as a victory to bump up Grizwoad's leadership.  This time, however, I wasn't going for a small gang with super-fancy cars.  In fact, I was going in the opposite direction.

I was getting me some grots.

No comments:

Post a Comment