TURN 1
In my previous post I laid out of the scenario I concocted for Mar's Attacks. You can read that there. Now we dive into the action. But first, one point of clarification. I checked my notes and this is how Grenades will work in the scenario
Grenades
Grenades have the range and explosive effects as below. Only human players possess grenades in this scenario.
- Range is 8"
- Use the Small Blast Template (SBT)
- Attack as a Shooting Attack, hitting on a 4+
- Mercenaries have 4 grenades to share amongst themselves
- Bandits have 4 grenades to share amongst themselves
- Any model of these two factions can declare they are throwing a grenade instead of shooting in the Shooting Phase
Initiative Phase
Martians won the Initiative, meaning they will go first, followed by the Mercenaries and then finally the Bandits, this turn.
Movement Phase
The Martians stayed put whilst the Mercenaries, then Bandits moved their models.
Last of all, the Zombie Soldiers move towards to closest noise, or the nearest juicy looking live bait visible and in Line of Sight (LOS).
Zombies spot the Mercenaries
Whilst other Zombies spot the Bandits
Fight Phase
As no one was within melee range, no fights took place this phase.
Shooting Phase
A Martian grunt peers through the broken windows of the abandoned factory and spies the Bandits. Having partial LOS to the Bandit Leader, the Martian decides to try to ruin his day and shoots.
Ach, Ach? (Martian for, who's got line of sight)
Ach, Ach! (Martian for I see movement.)
Ach, Ach, hehehe (Martian for Take that! <laughing>)
Martian heat rays need a 4+ to successfully hit
Whilst the Bandit Leader needs to roll 3 dice and score 5+ to survive.
The Bandit Leader hears the sound of the Martian heat ray...
...but suddenly turns to ash
Next, the Martial Leader decides not to be outdone and takes a shot through the window at the Bandits clustered around outside. Suffering four hits, the targeted Bandit fails his survival rolls and swiftly joins his Leader as a pile of ash. This causes four of the Bandits around these hapless victims to fail their Rattled Test and they dive for cover.
One flash, and your ash!
Hit the dirt!
At this point, I forgot it was the Mercenaries turn to shoot next and moved straight on to the Bandits shooting. Given that the Mercs were on the other side of the board, this really didn't matter much for this turn.
Of the Bandits, only one un-Rattled Bandit has a LOS on any of the Martians, whilst another Bandit has LOS on some Zombie Soldiers who are meandering from the road towards the factory compound.
The first Bandit tosses a grenade at the Martians, two of which are on the ground floor and a third is on a mezzanine catwalk. The grenade explodes doing a total of 3 hits on the two Martians on the ground floor (the one on the catwalk just misses the blast radius). The Martians both roll their Survival roll and get two successes; however, both score an 8 for one of their die rolls meaning they get to roll and additional die for the critical success. The extra die roll for both Martians sees them gain another success. With a total of 3 successes each, they survive! As they don't have to rely on their armour to save them, they also don't even get rattled by the blast. Definitely badass!



The second Bandit takes a potshot at the closest Zombie Soldier shuffling towards the chain-link gate and scores a single hit. The Zombie rolls for its Survival roll and scores three 8's on the dice roll. The additional three dice rolled due to the critical successes sees another three successes. With these many successes, the Zombie doesn't even flinch. Should have shot for the head. For the Zombie, it was a no-brainer!
Now I remembered the poor Mercenaries out there all on their own.
The two Mercenaries in the lead of the two columns of Merc's are the Merc Leader (on the grass in the photo above) and his 2IC (kneeling on the road taking aim). A couple of Mercs have LOS to the Zombies and the two leaders decide to take the first shots, one at each of the two Zombies approaching them.
The Merc leader shoots at the Zombie, scoring three hits. The Zombie, needing a 4+ on its Survival roll, doesn't! Blamo, the shambling brain fried former human collapses as its head explodes.
The Merc 2IC then takes aim and shoots, rolling four dice for (with the help of an 8) a total of 4 hits. The Zombie, even rolling an 8 itself, only manages to Survive a total of 2 hits. Blamo! Its head explodes also. Two Zombies down.
Well done lads! Always remember to hire professionals, kids. And with that, turn 1 comes to an end.