What is That Humming Noise? – EH1 Necrons

Game 1: Wow, what excitement. Let’s be honest, the Harlies and Necron both knew each others capabilities, since they played a friendly game before, so the first four turns were Harlequins moving to close combat and trying to stay hidden or covered and the Necrons NOT moving, and staying hidden. The tension was palpable. Finally, on turn 5, Necrons moved from being hidden to attempt potshots at the Harlequins. The Necrons would get hits (what no 1’s this time? Must not be playing with the green dice!) and score wounds (holy cow, things are looking up for old Gil!), but they resulted in only flesh wounds on the injury roll! The Laughing God came through again, the wounded Harlequins would pick themselves back up, not matter how many wounds the Necrons caused (5 exactly, only one going down, luckily another being taken out, the other three all flesh wounds). Having taken damage in the process the Harlequins closed in and proceed to cause havoc on the Nectrons’ sensitive and apparently very fragile metal carapace. They took out, two bots to being down and smacked in close combat (so much for 1-3 flesh wounding….). The Necrons ultimately bottled out, but not before we both suffered losses, and we both rolled captured for one of our outed guys…. Which lead to something kind of fun….

Game 2: So… What do two players do if they both had models captured and both want to play the rescue mission?
Tom: Hey Terry Glidden, have you ever seen that movie Bridge of Spies with Tom Hanks?
Terry: No, but what are you thinking?
Prisoner transfer! This was actually a lot of fun, with a mix of rescue and Kill Team Fight. We built the bridge in the middle of the board, 12 inch deployment zones, and had our “escorts” meet in the middle of the bridge with the “captives”. Couple special rules: move at the slowest speed in your party (so the clowns were slowed to cron speed for prisoner escort) and after a successful transfer, we would roll off against our leadership at the top of each of our turns to see who “has an itchy trigger finger”. Start at full leadership (10 for both of us) and decrease it by 2 every subsequent turn. We made the hand off, and by the third turn Terry missed his trigger finger roll off and gunned down two of my crons. Realizing my friendly neighborhood killer boots from space lost the upper hand, they decided to run for home at the cost of voluntarily failing bottle. I really liked this twist to the rescue mission, although in the future I think it needs some tweaking to the rules. Worked really well considering we made the scenario in about 5 minutes as we rolled for subplots 😄. My downed dudes recovered, but one got a vicious head wound (fried circuit board?) So he will be looking for fights from now on. Over all great day of dice rolling!