Saturday, September 8, 2018

Mini-Campaign: Da Final Race

The mobs line up one last time

The final scenario of the mini-campaign was, as had become customary, a race between the four mobs.  I had finally earned enough teef to take all my spiffy new (though sadly still half-painted) gubbinz, which made my big trakk quite the imposing figure on the racetrack.  I also had my trusty flamecar, which I had made fasta earlier in the campaign.  Urzig had decided to go with two bikes as his entries, which meant that the Nob had to watch from the sidelines this time.

The bikes and the trakk buggy take an early lead.

Right out of the gate, the bikers took an early lead, with Gabby and Toast keeping pace in their trakk. 

The bikes pull out ahead

My big trakk, unfortunately, barely managed to lurch a full car-length forward before a thruster malfunction.

Marvolork pulls along side Grizwoad's Big Trakk

Seeing an opportunity, Marvolork quickly moved against Grizwoad.  As the bikers flew past us, Marvolork's big trakk pulled along side Grizwoad's, a somewhat risky move considering how my big grabba had made short work of his vehicle earlier in the campaign.

Marvolork boards Grizwoad's trakk in full Mega-Armor

Unfortunately for Grizwoad, Marvolork was able to drop a boarding plank and stomp aboard his trakk in full Mega-Armor, which he had won during the previous race.

The Bikers Avoid the deadly tar pit on the far side of the racetrack

Meanwhile, the bikers were scrambling to avoid the tar pit on the far side of the first curve, a considerably more deadly hazard than the usual cacti.  At this point, one of Urzig's bikers had pulled ahead of the pack, out of range of Toast's skorcha which meant that the spanner had to pull out his trusty shoota to have an hopes of taking him out.

Marvolork hurls Grizwoad and his mob out of their trakk

Back at the starting line (none of the trukks had even managed to get to the first turn at this point), Marvolork had made short work of Grizwoad and his crew.  Even with their new squigs, the Morkers  were, sadly, no match for Mega-Marvolork.  Grizwoad was skragged and Slash was hurled unceremoniously onto the racetrack.  Grubmitz, who was still driver despite Spike's many attempts to get his position back, was also knocked out of the trakk.

Grizwoad's track turns and crashes, blocking the narrow pass

With its driver incapacitated, the track drifted forward aimlessly, crashing into the steep canyon walls and blocking the narrow pass leading to the first curve.  This meant that Marvolork and Chad would have to take their vehicles around the outside of the track, making it even less likely for them to catch up with Urzig's bikers.

Urzig's biker pulls out ahead, avoiding the gun emplacements.

By this point, the lead biker had pulled far ahead of Gabby and Toast, making full use of the free thrust that bikes get.  The gun emplacements shot wildly at the speeding biker, but couldn't hit him.  He would make sure that this was the only shot they got, zipping well out of their range by the end of the next turn.

Marvolork heads for Chad's Trukk

With little chance of making it to the finish line, Marvolork went full-Urzig, charging toward Chad's trukk (which had spun around backward, still within spitting distance of the starting line).


With the biker now long gone, the gun emplacements turned toward Gabby and Toast, who fared far worse than Urzig's boy.  Gabby was blasted out of the vehicle, dashing any hopes of stopping Urzig's mob from taking first place.

Urzig's Biker crosses the finish line first

The biker crossed the finish line with no competition.  The big vehicles were still in a jumble by the starting line and every other racer had spun out or crashed and was still trying to recover.  Although my mob still won the campaign by a considerable margin, Urzig's decisive victory in the race gave him plenty to brag about.

And thus ended our Gorkamorka Not-So-Mini-Campaign.  I think that all of the rule tweaks we made between the two campaigns really helped balance things out, allowing my mob to come back from being in dead last to having a huge lead, though even that didn't stop my mob from getting trounced now and again.  I think we overdid it a bit on the racing.  Ending every session with a race was probably too much, though I think a lot of that has to do with the fact that we've increased the diversity of available scenarios a lot since we first started playing. Now there's plenty of other scenarios that can easily match Da Big Race in terms of hilarious orky mayhem.  The Tellyporta scenario was a blast, despite (or perhaps because of) the massive casualties each mob took.  I was also impressed with how well balanced the rescue mission was.  Despite having a triple-digit advantage in mob rating, I only just barely managed to hold onto my prisoner.

Next time I'll have to make sure I have a proper fort built...

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