More Fantastic Scuffles playtesting - Two necromancers walk into a graveyard...
Another of our Fantastic Scuffles playtesters, Marc, has send this next report in from the States:
Two necromancers walk into a graveyard... There's a joke in here somewhere. 😀
Bones and his Rattlers are looking to loot this particular precinct of the necropolis for an ancient artefact of great power. Meanwhile, Mumm-Ra and his Remnants are merely passing through, being the only crew willing to take an important message through these haunted acres.
Bones sets up in the corner nearest the treasure. The plan is simple - his crew will hold off the enemy while he searches the pyramid.
Mumm-Ra sets up in the next corner over to minimize resistance on his path across the board. Mumm-Ra plans to take the message himself, being the fastest member of his band (and the one whose survival he cares about the most). Meanwhile, his zombies will try to stop Bones' looting.4
On the first turn, the pieces are set in motion. Only Bones' skeleton archer gets in any action, sticking the opposing flesh golem with an arrow.
Turn two features more of the same - the archer continues to pepper the flesh golem while the other figures advance.
The carnage starts on turn three... Bones' massive skeletal minotaur heads off the flesh golem at the intersection of burial plots and dispatches the wounded construct. Meanwhile, Bones gets busy looking for the loot. Mumm-Ra has a clear path to the exit, but the loss of his golem does not bode well for victory. He stops to being summon a zombie to reinforce his diminished crew.
On turn four, Bones finds the precious artefact and begins heading for home base. His minotaur covers the retreat while a skeletal axeman holds up the two remaining zombies. Mumm-Ra makes his escape while his summon advances under fire.
Turn five sees both leaders exit the board and complete their objectives. Mumm-Ra's zombies finally finish off the skeletal axeman, while the minotaur squashes the summoned zombie into green paste with a mighty swing of his hammer.
At this point, the battle is lost for Mumm-Ra. His zombies would have to advance into arrow fire and take down both the archer and the terrifying minotaur. They may be mindless, but they aren't stupid. :)
Final Score: Bones 6, Mumm-Ra 4.
Thoughts:
In retrospect, I should have had Mumm-Ra stick with his Mindless zombies and give them two activations for a couple of turns before peeling off to deliver the message. They needed more more movement to get to the treasure.
An armored and Bloodless fighter is pretty great at holding the pass - he took a lot of hits before going down.
Bones didn't cast any spells at all, and Mumm-Ra only summoned. These parties needed another non-Mindless character to fulfil the objectives so the necromancers could do their thing - maybe a quick little rogue graverobber or something.
Also, I forgot that the rest of the party flees when there are no more characters, so the choice to stop at the end of Turn 5 wasn't really a choice at all!
***
Two necromancers walk into a graveyard... There's a joke in here somewhere. 😀
Bones and his Rattlers are looking to loot this particular precinct of the necropolis for an ancient artefact of great power. Meanwhile, Mumm-Ra and his Remnants are merely passing through, being the only crew willing to take an important message through these haunted acres.
Bones sets up in the corner nearest the treasure. The plan is simple - his crew will hold off the enemy while he searches the pyramid.
Mumm-Ra sets up in the next corner over to minimize resistance on his path across the board. Mumm-Ra plans to take the message himself, being the fastest member of his band (and the one whose survival he cares about the most). Meanwhile, his zombies will try to stop Bones' looting.4
On the first turn, the pieces are set in motion. Only Bones' skeleton archer gets in any action, sticking the opposing flesh golem with an arrow.
Turn two features more of the same - the archer continues to pepper the flesh golem while the other figures advance.
The carnage starts on turn three... Bones' massive skeletal minotaur heads off the flesh golem at the intersection of burial plots and dispatches the wounded construct. Meanwhile, Bones gets busy looking for the loot. Mumm-Ra has a clear path to the exit, but the loss of his golem does not bode well for victory. He stops to being summon a zombie to reinforce his diminished crew.
Turn five sees both leaders exit the board and complete their objectives. Mumm-Ra's zombies finally finish off the skeletal axeman, while the minotaur squashes the summoned zombie into green paste with a mighty swing of his hammer.
At this point, the battle is lost for Mumm-Ra. His zombies would have to advance into arrow fire and take down both the archer and the terrifying minotaur. They may be mindless, but they aren't stupid. :)
Final Score: Bones 6, Mumm-Ra 4.
Thoughts:
In retrospect, I should have had Mumm-Ra stick with his Mindless zombies and give them two activations for a couple of turns before peeling off to deliver the message. They needed more more movement to get to the treasure.
An armored and Bloodless fighter is pretty great at holding the pass - he took a lot of hits before going down.
Bones didn't cast any spells at all, and Mumm-Ra only summoned. These parties needed another non-Mindless character to fulfil the objectives so the necromancers could do their thing - maybe a quick little rogue graverobber or something.
Also, I forgot that the rest of the party flees when there are no more characters, so the choice to stop at the end of Turn 5 wasn't really a choice at all!