For a second hit-out Wyrm and I ran our 30 point teams again (Wyrm has the Avengers starter, I have Hawkeye, Black Panther, Daredevil, Elektra and Deadpool). This game ran a lot quicker than the previous, and by the end we were approaching it in a much more tactical way, thinking through actions and reactions for the characters.
We again used Zombicide tiles for the board, which results in a slightly oversized board, and the same collection of papercraft and toys I had bought last time. After last game, we decided to change up the terrain sizing slightly, to investigate what it would be like to have ‘permanent’ features (i.e. that Thor couldn’t throw) and to fit something that made more sense to us (i.e. at size three, Captain America can throw a car, which doesn’t feel right – stopping and moving a car feels OK, just not throwing it). With that in mind, we agreed:
- Size One: signs and barricades, parking cones, barrels
- Size Two: Traffic lights, phone booth
- Size Three: dumpsters, concrete barriers
- Size Four: cars, forklift
- Size Five: Trucks, helicopter
- Size Six: shipping containers
We chose to play “The Relic” scenario from the rulebook, which has two relics starting within 4” of the centre of the board and victory points gained for: first player to control both at end of round, first player to force a dropped relic, and having both relics in deployment zone at the end of the game. As an aside, it seems very difficult to generate victory points over the course of the game, which provides a nice challenge to the game.
Learning his lesson from our prior game, Wyrm created a strong centre presence, with everyone huddled around Cap to benefit from his Leadership ability. My plan was to use my two Infiltrators to grab the further objective and have Hawkeye Hook arrow into the closer one and move back with it (although in hindsight I should’ve used Daredevil for this given his ability isn’t once per game!).
I win initiative this round, and start executing my plan by activating Black Panther and using Pounce to get in contact with the objective. He then picks it up and completes a two POW move of 9” back towards the others, retaining one POW for defensive improvements.
Wyrm starts off with Thor, who moves up to Elektra and does an overloaded grab and throw on her. I use Defensive Improvements and Thor misses which is relieving. Thor completes the same action again (I’ve since realised that this is a once per turn action), throws her towards a nearby truck (which BW is hiding behind), dealing five damage and knocking her down.
Realising that Wyrm is likely going to be pounding Elektra with his whole team this round, I activate her next. She gets up and makes a Sneak Attack (once-per-game, three POW, three damage, melee 4” with Push/2) on Black Widow, which I overload. Even with Defensive Improvements up, Black Widow takes the hit, after Elektra uses her Master Fighter re-roll.
Wyrm reacts with Black Widow, who gets an extra POW from Cap’s Leadership ability, moves into contact with Elektra and overloads a Mixed Techniques (two POW, one damage melee attack with Distract/1 and Awkwardness/1) attack which hits. He doubles down but misses on the second try.
Daredevil is up next, and uses Grapple Sticks (displace 12” for 2 POW) to move up towards Thor, and uses Throwing Club (three POW, two damage, ranged 8” with Homing) which scores a critical hit.
Ironman activates next, getting the Cap Leadership bonus, uses a one POW move to get closer to Elektra, and makes an overloaded grab and throw on her. It’s successful, and he tosses her into a nearby concrete barrier, before following up with a Repulsor Blast (two POW, two damage, ranged 8” with overload +1 damage) which Incapacitates her.
Seeing Elektra get smacked down, Deadpool Bodyslide’s into contact with Black Widow and makes a Stab-Stab attack (two POW, two damage melee attack) which hits and he retains his last POW expecting some retaliation.
Cap makes a one POW move up to Deadpool, and attempts an overloaded grab and throw. Deadpool uses Defensive Improvements, with his remaining POW but it’s not enough to prevent Cap from tossing him into a nearby dumpster. Cap then makes a two POW move with Agile.
Hawkeye goes last for the turn, and uses his once-per-game Hook Arrow to displace 12” onto the relic, which he picks up and then makes a two POW move back 7” to get out of the way.
I score one victory point for having both relics at the end of the turn. Black Widow is in the pale zone, so has to make a Stamina check and is KO’d.
Wyrm wins the initiative this round, and nominates Thor to activate first. He flies forward to Hawkeye and makes a grab and throw action. I use Defensive Improvements for HAwkeye, but get thrown into a nearby set of traffic lights anyway, destroying them and seeing Hawkeye take a considerable level of damage.
Black Panther opens for me this round, completing a Pounce action to come to grips with Thor. I launch a Savage Strike attack which I overload for it’s Knock Down ability, and get the hit on. This is followed up by a Claw Strike, which sadly misses.
Ironman starts off with a three POW move action, flying up towards my deployment zone. He fires a Repulsor Blast at the downed Hawkeye, overloading for +1 damage and pushing Hawkeye into the red zone. Hawkeye then fails his Stamina check and is KO’d. Not content, Ironman fires a second Repulsor Blast at Hawkeye and Incapacitates him.
I select Daredevil next, who Grapple Sticks towards Thor, and uses a Billy Clubs attack which hits. I then attempt a Spin Kick (three POW, two damage, overload Push/3 melee attack) as well, but this misses.
Black Widow regains consciousness and groggily stumbles to her feet. She shoots at Deadpool (Who is knocked down) with Widows Bite (two POW, one damage, range 6”, overload Stun/2), and overloads it for Stun/2, which hits, dealing damage and knocking off two POW. She then moves away from me with a two POW move (8”).
Deadpool spring back to his feet, and uses his remaining POW to crawl up on to a truck, out of the way.
Cap is last to activate this turn, and makes a two POW move up towards Thor to even the odds against Black Panther and Daredevil who are double teaming him. He uses his once per game Avengers Assemble special power, which sees everyone move up to 4” towards him and allows a handy re-position for Wyrm’s team. He then makes another two POW move with Agile, and attempts a Shield Bounce (details) on Daredevil which misses.
End of the round, and Wyrm receives one victory point from forcing me to drop a relic. Thor and Black Widow have KO rolls to make, and, amazingly, both of them fail.
I win initiative this turn and go all-in on Thor, with Black Panther making two Claw Slash attacks which both hit. I declare a third Claw Slash and Wyrm wakes up at this point, using Bodyguard on Cap and Shield Block which cancels the attack.
Despite the damage dished out by Black Panther, Thor recovers, although only comes to with four POW available. This is just enough for an overloaded grab and throw to be made against Daredevil, but with his Defensive Improvements it misses.
Daredevil grabs the nearby relic and then uses Grapple Sticks to displace 12” before making a two POW move to increase the distance between him and the Avengers further.
With a three POW move, Ironman flies after Daredevil, making contact with him and makes an overloaded grab and throw on him. I use Defensive Improvements with Daredevil’s remaining POW, but it’s insufficient to prevent Ironman lifting him and tossing him into the nearby DeLorean.
Deadpool activates and makes a two POW move over to Ironman, launching a Stab-Stab attack, which unfortunately misses despite his Master Fighter re-roll. He then picks up the relic Daredevil dropped.
Cap makes a one POW move to get into contact with Black Panther. He makes an overloaded grab and throw, easily hefting him into the air before hurling him at the DeLorean. He then makes a second one POW move after Black Panther and delivers a Meteor Kick (two POW, one damage melee attack) which misses narrowly.
Black Widow is the last up this round, and recovers from KO before making a two POW move towards the Relic then makes a Bullet Barrage attack (two POW, one damage range 12” with overload +1 damage) on Black Panther, which she overloads for +1 damage. It easily hits the knocked down Black Panther, dealing two damage.
No victory points scored this round, and Black Widow once again loses consciousness.
Wyrm wins initiative, and makes a one POW move with Thor to the relic and picks it up. He sits on his remaining four POW not being able to move again this round.
Deadpool lines up an Armour Buster attack (details) on Ironman, overloads it but still misses. He follows up with a Stab-Stab attack which scores a critical hit.
Ironman makes an overloaded grab and throw on Deadpool, easily hitting and throwing him straight at the TARDIS phone box. Ironman then sidles over to the relic and picks it up.
Black Panther gets up, makes a two POW move and makes a Savage Strike attack on Thor, overloading it for knock down in an attempt to shake the relic free. It misses by a wide margin.
Black Widow activates, but fails her Stamina roll, remaining KO’d for the round.
I use one of my passes at this point, wanting to see what Cap Will do before Daredevil activates.
Cap makes a one POW move towards Black Panther and overloads a grab and throw action. He scores a critical hit and throws him back into the DeLorean again. Black Panther is into the red zone by this stage and fails his Stamina roll, becoming KO’d.
Daredevil springs back to his feet and makes a Grapple Stick action to move next to Cap and launches a an overloaded Spin Kick at his head. Cap casually raises his shield and bats it away, with Shield Block cancelling the attack.
End of the round and Wyrm scores a victory point for having both relics, pulling ahead 2-1.
I win initiative this round, and select Black Panther, although it seems he’s had enough, failing his Stamina roll and remaining KO’d.
Cap makes an overloaded grab and throw on Daredevil, and whilst I use Defensive Improvements he still hits easily and throws Daredevil into Black Panther, who is Incapacitated from the further two damage from Daredevil.
Daredevil quickly gets up after the throw and moves to Black Widow, making a Billy Clubs attack on her. Cap swings his shield over her just in time to prevent Daredevil from finishing her off, but Daredevil isn’t able to make contact with Cap. He launches a second flurry of Billy Clubs, but Cap is again there and unable to be hit.
Ironman makes a three POW move towards Cap and fires a Repulsor Blast at Daredevil which hits easily. Daredevil hits the red zone at this point, and fails his Stamina roll becoming KO’d. Ironman makes a second Repulsor Blast attack and hits again.
Deadpool gets up and does a two POW move, but is unable to get close enough to the action, so retains the rest of his POW.
Black Widow regains consciousness this turn, getting up and launching a Mixed Techniques attack on Daredevil, hitting. She does the same again and scores a critical hit, pummeling his unconscious body and seeing him Incapacitated.
Wyrm scores a further victory point for holding both relics, and the strain of beating on Daredevil takes it’s toll, seeing Black Widow KO’d again.
Wyrm wins the initiative here, and sends Cap after Deadpool, who takes a Shield Bounce to the face, putting him into the pale zone. He fails his Stamina roll at the end of the round, and with my team KO’d I lose the game.
Well, that was brutal. My dice seemed to drop off considerably in the second half of the game, whilst Wyrm’s picked up pace. The key lesson I took from the game was that my guys need to stick together and double team the bigger guys, especially if they move apart. Additionally, popping my once-a-game special powers early on left me a little stranded later on in the game. With the situation I faced here, I would’ve been better off moving Deadpool in to the relics then Bodysliding out to a far corner if only to get Wyrm to recommit his forces there. Plenty of learning still to do around how each of our teams work together and against the other, but I feel we’re gaining confidence and starting to develop combos and tactics to use in the game. There haven’t been any major rules or mechanics issues to date and the game feels very thematic with a large number of cinematic moments occurring through the games I’ve played.