7TV – 29/12/2011 (Tom & Nick)

The Refinery

We usually do something a bit different for our game between Christmas and New Year, and this year it was 7TV – Tom agreed he’d play Nick and I’d umpire – still, a game’s a game! I’d managed to paint up enough figures to give 2 casts of around 300 points each and I took the stat lines straight out of the wonderful 7TV rulebook, as I was too busy cooking turkey to spend time generating my own.

Nick was the Dr Evil team, starring the Guru, ably assisted by Kali and the Man in the Lead Suit, a scientist with 2 Fembots and a security detail of 5 men led by a captain (Jack in this case).

Evil Stars

Tom was Mr Good – his star, The Man From 2000, had Professor Plantagenet, Pandora King and Major Red co-starring, and they were backed up by a Spectrum security detail of 5 men led by Captain Blue.

We played a “Gather” scenario, where everyone is looking for bits of equipment strewn across the board (counters numbered 1 to 6), but the twist is that you add up the value on the found equipment counters at the end of the game and score a victory point for each complete 5 points. You also get VP for killing enemy stars & co-stars, leaving them stunned or captured and also for controlling table quarters – everyone forgot the last one in the heat of the moment of the frantic last turn of course.

Good Stars

After we had distributed 4 event cards each and both sides got to pick their gadgets, they deployed. With evil having 3 figures who could deploy anywhere on the board (2 with a natural ability and 1 with a Disguise Kit gadget), I was worried that the game might end quite quickly because the last turn would be the one when the last of the 6 gadgets were picked up. On to battle…

Due to their Infiltrate ability, The Man in Lead Suit and Pandora found themselves adjacent to each other by an objective on top of the nuclear reactor.  Tom won the initiative and tried to see through Lead Suit’s disguise as they were within 2″ of each other. A roll of 6 meant Pandora could see him for the freak he really was, so she first picked up the objective then lashed out at Lead Suit but missed. Tom spent the rest of his activations moving his troops forward from his baseline. Nick then activated Lead Suit, who stunned Pandora on the second attempt after she had dodged her way out of any damage from his first punch. This meant an interesting decision for Lead Suit – he could take a wound off Pandora as she was a lesser strength than him, so he could invoke the Killing Blow rule to turn a Stun from a brawl into a wound. However, if good won initiative, then Pandora could charge him and as she was rolling 2 dice to both hit and wound due to various abilities. He took the chance and stunned her, hoping she wouldn’t be able to roll off the stun status off in the end phase – this proved to be a good choice, as Pandora spent most of the game stunned!

Evil extras - the Captain and his Gang

Kali started the game beside an objective on the pipeline walkway due to her Infiltrate ability, and picked it up with pre-game First Strike ability. For her first activation she jumped on to the nuclear reactor and fired her blowpipe at The Man from 2000 – he ended up having to spend a Luck token to ward off the deadly rolled up piece of jotter paper. The rest of evil’s activations advanced his minions towards the remaining objectives.

Good extras - Captain Blue and his troops

On turn 2, evil won the initiative. Lead Suit captured Pandora and whisked her back to the evil baseline and spent the remainder of his actions moving his minions into position. Tom mostly moved, apart from a few wayward rifle shots from the Spectrum troopers. His big moment came when Prof Plantagenet donned the Brain Swap Helmet gadget and dominated Kali despite all her attempts to wriggle free. So with Pandora captured and Kali dominated, both sides were a co-star down.

Fembots and controller

Evil again won the initiative on turn 3, and in a touch of genius, Captain Jack of the evil security team captured Kali and brought her back to her own baseline in an attempt to make her see sense – it worked, as she shook off the domination in the end phase. It was a brilliant turn for good though, as the Spectrum security detail downed the evil scientist and a security guard with their rifles. As the game degenerated into a firefight in the middle of the board, the Man from 2000 went on a rescue mission and teleported close to Pandora in the evil deployment zone. Pandora had singularly failed to become un-stunned and was still captured, guarded by 1 inept guard.

Spectrum to the rescue

Luckily, Tom won initiative next turn, and charged and killed the minion with 2000, only to find that the rules didn’t seem to allow him to free Pandora as she had to shake off the captured status herself (and she was still stunned – damn). The Spectrum marksmanship continued, as another security guard and Lead Suit fell to their bullets – not only did Lead Suit have the Unlucky trait, but Tom played the “Terribly Bad Luck” event on him as he was about to make a luck re-roll after his bullet-proof vest save failed him – there’s just no saving some people. On the evil turn, Captain Jack barrelled into 2000 and took him prisoner as well, so good had lost 2 heroes to the evil brig. Every evil shot, including the ones from the Guru, went well wide of the mark, much to Nick’s frustration – even Audience Appreciation tokens can’t do much with a fistful of ones!

Kali & Pandora

However, as Tom had now killed enough evil figures to make him 50% of his original strength, evil had to take a Shaken morale test in the End phase. Tom played the “No Faith in the Plan” event on top of this, so Nick needed a 6 on a D6 to stay in the game, which he duly produced with no Luck needed! On to what would be the final turn.

Tom’s first action was to turn over the last objective counter in the bunker, which meant that this would be the last turn. More inept shooting by both sides and to-ing and fro-ing with much capturing and then freeing of 2000 and Pandora on evil’s baseline ended up with Pandora being confused at the end of the game, but 2000 alive and kicking. Even Kali’s Concealment ability couldn’t stop her being confused by 2000’s 14″ Mind Blast due to his massive 7 intelligence, costing Nick another VP.

Major Red is covered.

Tom had been really lucky in the tokens he went for, and ended up with 14 to Nick’s 7 – that, along with the VP for killing Lead Suit and reducing evil to 50% gave good a comfortable win.

The Fembots had been ineffective, mainly due to their inability to run (move 6″ in each action), so ended up lumbering across the board at 6″ a turn when Nick bothered to activate them. Their SMGs were quite effective, but only got to fire once or twice. Tom didn’t even bother wasting an action to try and send them out of control as he didn’t see them as much of a threat.

We used Audience Appreciation to influence a random roll – this is wrong and is mentioned in the FAQs which I looked up later. Basically, Kali thought 2000 and Pandora would escape capture so shot a blowdart at them, but because they were in base contact with Captain Jack, we randomised the hit. Nick rolled a 1 which would have been Jack, but modified it to a 3 and hit 2000. The whole issue of shooting prisoners was discussed and we’ve agreed that it will not be allowed in future games. If you want to execute a prisoner, you have to devise a convoluted method to do it, then assign a particularly inept guard to carry it out…episode 2 to follow at Easter.

Major Red and the Professor

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