Return to San Monique - Tales of Horror AAR

Following on from the previous game Settling Scores Tale of Horror AAR, we decided to rerun the scenario but move it from Colonial America to the 1970s. The Hunter and Necromancer leagues would be kept the same, but the weapons would be upgraded. So for the Hunter team, no more single shot muskets that needed reloading after every shot - instead Auto Pistols and Sub Machine Guns would be used.

The change in era meant that I could give my Geezers figures some time on the tabletop, with some familiar faces appearing. The Militia Men were replaced by Commandos, the Occult Specialist was represented by a well known secret agent. The Necromancer was represented by a 'Papa Midnite' type figure, the Acolyte was replaced by a well known Bond henchmen and the zombies were updated.

Using the same premise as before, this would be a fight to the death. Would the Zombies be as formidable as in the previous game? Would the Hunter team have more success?

The first two turns were spent advancing both sides through the woods from their starting positions.
The only notable action was the Necromancer casting "Shadow Walk" to move next to the cemetery.

I spy...

"My word is my Bond!"

By the start of the third turn, the Commandos had reached the cemetery walls, taking a defencive position around the corner from the Necromancer.. The Necromancer was having a bad game already with attempts to cast 'Shadow Walk' and 'Death Bolt' failing miserably.



By now the zombies had advanced out of the woods and headed towards to the nearest Commandos. The suave Occult Expert knocking down one zombie.

"What on earth?"

On the other side of the table, one of the Commandos inflicted a would on the Acolyte. Under cover of the advancing zombies, the Acolyte got up and advanced.

"It's only a flesh wound!"

The next turn saw the Commandos have success in hitting the zombies, however the success was tempered by the lack 'Out of Action' rolls.

"Got one! Oh!"

Despite hitting many zombies, the Commandos started to fall back from the zombies.

"Tough buggers aren't they?"

Instead of retreating, one of the Commandos decided to stay and shoot. This proved to be a mistake as the zombies were able to advance upon him, each attacking in turn. Elsewhere, zombies engaged another Commando in Close Combat only to be knocked down and pushed back.



Arguably the turning point of the game came when the Occult Expert took out the Acolyte with a long range pistol shot.

That's got to hurt!

The Commandos continued with their tactic and withdrawing for a turn and then shooting for turn. However, the relentless zombies would not be stopped. The Commando besieged by the three zombies eventually succumbed to his undead attackers.



The Occult Expert successful;y slowed down the advancing zombies.




The Necromancer finally cast a spell to resurrect the dead Commando as a zombie. Unlike the previous games, the Necromancer was essentially a bystander in this game with numerous attempts to cast spells failing and as a result leaving him far behind the zombie advance.

"Arise!"

Reaching the table edge, the Occult Expert and the remaining Commandos made a last stand. The zombies on the right flank being progressively eliminated.


Once the right flank had been cleared of zombies, attention was focused on the left flank, where the Commandos saw that two of their number had been resurrected as zombies. The Occult Expert becoming over zealous with his PPK and running out of ammo.


Left wide in the open after casting 'Corpse Call', the Necromancer was shot at and the normally reliable 'Lightning Fast' let him down.


The last remaining zombies advanced on the Commandos who did just enough to stay out of Close Combat.


After failing again to cast 'Death Bolt', the Necromancer found himself the centre of attention and with 'Lightning Fast' deserting him, the hits racked up until he was put 'Out of action'.


Only one zombie was left and he was dually dispatched. A close win for the Hunter Group who picked up the 5 renown points.

Conclusion

Zombies are still a worthy force. They soak up shots and can overwhelm with their numbers when fighting in close combat. To paraphrase a well known song "they get knocked down, they get up again!".

Although the Hunter team had upgraded weapons the game was still close up until the last couple of turns. The upgraded weapons were useful and welcomed but the biggest difference was the dice. The Hunter player rolled so many 10s on a d10 that we lost count. After being the star player in the previous games, the Necromancer was effectively sidelined by his inability to cast a spell - in fact only 3 spells were cast all game.

All in all a great game enjoyed by all that played.

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