Wednesday, 12 April 2017

Quest 7 - Blood Red - AGAIN

Yes its true we appeared to have met our match. Last week we played this quest and failed. We just couldn't figure out how it was possible to achieve a win. So the DT retired to the rule book. We had been playing with all 36 Necromancers instead of just 6! Whilst this may have made us 'hardcore' it definitely explained the loss.

So this week would be different! Now we know the rules and have discussed the quest and examined our options. This week would be different. We dealt the survivors randomly only accepting ones that we had not played recently. The aim of the game is to get all the survivors to Ultra Red! Thats a lot of killing.

Things started well. We moved forward and opened a building and started searching. Some decent weapons began to appear. We even got a torch and passed it around, as you do. Then for the first time ever the Abominarat appeared. When it enters the game it is one zone away from the noisiest square. Big surprise for Gregoire and Lord Bazak!!!

Abominarat appears
Luckily, we were up to the task and really felt like we had dodged a bullet. We pushed on and then the Ablobination made a return. His long reach makes him dangerous.

Ablobiation enters the fray
Armed with the Vampiric Crossbow Lord Bazak dealt with the threat from range. This was quickly followed by the first entry of the Abominotaur. We were afraid of this guy. He can crash through buildings. Gregoire and Dr Stormcrow were very close. We had a quick read of the rules to make sure we understood how he plays.

Abominotaur says Hi
We were lucky because he does not smash ramparts and he was penned in. Scowl was dispatched to help. The Abominotour was a distraction though and soon we had a couple of Necromancers on the table. Grin managed to make it off the board (five entry points) but we finally dealt with the beast that is the Abominotour.

Then low and behold the Abominatroll paid us a visit! He gets three activations if he has line of sight so it is important to stay hidden.

Abominatroll joins in the fun
Evil Troy was also on the board and heading for an exit. We couldn't just charge out into the open or the Abominatroll would be on us. Things were certainly hotting up. We exited Yellow and entered Orange. The pressure was building. Steady, steady.

Its getting interesting
Evil Troy makes it off the board under cover of a hordes of zombies (six entry points). If another necromancer makes it off the board, its over. Enter the Queen. 

Gregoire heroically took down the Abominatroll and we took a breath. Fallstaff and Meriell took out the Queen. Sigh of relief.

This was it, the next couple of turns would decide it. We took a step back in case the zombies got an extra turn and drew the zombie cards.

'All standard walkers get an extra turn'

Phew we were glad we had taken that step back.

'All standard walkers get an extra turn'

Damn, damn and double damn. They were on us.

Incoming
Falstaff and Merrill were first to roll and phew they survived. Having armour and deflecting dagger proved helpful.

Scowl, Gregoire and Dr Stormcrow
However our second group was overcome. We took one more wound that than we had available and that was it. We were undone.

It had been a spectacular game. Truly, we had so many abominations to deal with and in the end it was the zombies that got us.

A little read of the rules in relation to abominations showed us that we had been playing them wrong. As with the necromancers we had all the cards in the deck and we should only be adding a select few.
We have been making this game a lot harder than it was supposed to be.

Adjustments will be made for the next game, but what fun we had. Spectacular. I have got to say that Zombicide Black Plague is just one of the best games ever invented!


1 comment:

  1. This is a great read and I am pleased that you have fathomed out what was going wrong - it did sound amazing though!

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