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Z War One: Damnation» Forums » Sessions

Subject: Play Testing Chapter 13 "Cold War" rss

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robert butler
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Last night's play testing of Chapter 13 "Cold War" had me the most tactically perplexed I have been playing Z War in a long time. Mission starts out with a running battle down the streets, then into a barricaded and defensible facility, then a "skin of the teeth" escape.

Getting into the building was challenge enough, with spawning newborns charging down the street and on you in 1-2 turns. Once inside you have a weird "eye of the storm" moment where all the bad guys are outside clawing at the barricades while your team are doing the mission & hunting for weaponry in the building, all the time dealing with heavy room spawns, it's almost like playing a separate mini game, with the time limit being the barricades.

Then the time comes to make an escape, the barricades (which we wired with C4) collapse, massive explosions take out pretty much everything on the board, but the BFZ is still standing! He's finally cut down as we charge out of the building and off down the ally, stuff's flying in from every angle, the ammo with gathered is just about spent but it looks like we are going to make it...

Then the BFZ gets up, a second BFZ roll has him charging, Sam and goose cant quite make the exit. On the last turn before exit the BFZ reaches Sam and grabs... The grab is fails but Sam is still knocked prone inches from the exit. Next turn he has just the right amount of AP to get up and sprint off the board.

An epic finish to one of my new favorite missions
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Mirlitho -
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Nice. Can't wait for the next chapters.
But take your time, the perfect balance of the missions is the greatest thing in this game (and this is so rare in the KS boardgame industry!).
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