Strontium Dog Miniatures Game - Conspiracy! Part 6

Conspiracy! Solo Play Campaign Part 6

Introduction

The campaign which tests out my Solo Play rules for the Strontium Dog Miniatures Game reaches its climax with a huge showdown of heroes and villains! I follow my now traditional method of narrative sections being written in italics, while all other information is written in standard text. GFBF is a Go For Broke! Failure meaning that an attempt to return a Star Chip to the bag has failed.
Two Stix by Carlos Ezquerra
Copyright: Rebellion 2000AD Ltd

Scenario Background

Some hours after their battle, the Gronk has worked miracles and brought his friends back to a state approaching normality. Buell struggles to comprehend how well Wulf and Blubberlips have responded; they were close to dying from blood loss, yet now they are back on their feet and making jokes in his home. Suddenly, a series of explosions rock the streets around his home, and the whole band are jolted to their feet. 

"Rockets," Buell yells incredulously. "They dare to unleash artillery on our town?"

Red looks out of a window but she cannot see anything as the air is filled with dust. The roar of a shuttle engine is unmistakable however. The howl of the thrusters begins to dissipate as the shuttle lands and its engine begins to power down. Shouts from locals against the shuttles' occupants reveal that, thanks to the recent actions of the Strontium Dogs, the townsfolk have discovered that they have both courage and hope - and are challenging the occupants of the shuttle! 

"No," Red whispers, sensing the consequences.

Gunshots fill the air and, within moments, the shouts are silenced.

"Alpha," a gravelly voice roars. "Will kill more. Town will burn. Show yourself!"

The dust begins to clear and Johnny joins Red's side to peer out of the window. They see that a shuttle has landed on a ridge overlooking to the town. Several buildings are aflame. Stood outside the shuttle are Kansyr, Max Bubba, Billy Joe, and six other figures in duster coats. Before them are the scattered bodies of the townsfolk that confronted them.

"Stix," Johnny grunts, a sick feeling forming in his stomach. "They're the ones who're behind this 'organisation'. They've got the goons - the very scum they should be hunting - running a criminal cartel for them!"

"Then we gi'e 'em the severe Malky," Middenface says with determination.

"If you mean it's time we put the Stix and their sick scheme out of business," Red nods, "I'd agree."

"Looks like they want a showdown," Johnny says, grabbing his two blasters. "I'd hate to disappoint them."

Forces

Player Band
Johnny Alpha (hero mode)  19 Notoriety
Wulf Sternhammer               15 Notoriety
Middenface McNulty           13 Notoriety
Durham Red                         13 Notoriety
Maeve the Many-Armed       7 Notoriety
Blubberlips                            5 Notoriety    
Kid Knee                               4 Notoriety
The Gronk                             3 Notoriety
Total: 79 Notoriety

Enemy Band
Stix (leader)                          11 Notoriety*
Stix x 5                                  50 Notoriety
Max Bubba                           18 Notoriety
Kansyr                                   11 Notoriety
Billy Joe                                16 Notoriety

Total: 109 Notoriety  

*Using the Schemer home-brew rule as set out on my Stix post here.

Game Notes

Job: Takedown
Encounter: Showdown
Collateral: 100,000 each - spent on Armoury/Chicanery Cards

Special Rules: The Stix are ruthless killers. This is a fight to the death. The surviving band will win the campaign.

The Encounter

Overview of the battlefield. The shuttle has landed on a hill, the Stix gang are filing their way down into the centre of town.

Johnny and his friends make their way from Buell's home towards the enemy band. Buell himself rushes off to ensure no more townsfolk come anywhere near the showdown. Enough innocent folk have died here already.


On the opposite corner of the board, Johnny and his band spread out, readying themselves for the final battle.

"Have I got it right Stix?" Johnny asks.

"What's that," their leader replies.

"You're behind this 'organisation'?"

"Yes."


The view from Johnny's band's perspective.

"And instead of claiming bounties on outlaw scum, you realised they could make more money for you terrorising decent folks?"

"Yes."


The view from the Stix gang's perspective.

"And you came here now because word had got back that Wulf and I were smashing our way through your criminal enterprise here on Planet Alzir."

"Yes. Knew you'd ruin everything."


Confirmation of Johnny's band.

"Did you put the bounty on Middenface's head?"

"Yes. Needed bait. Wanted you."

"What for?"

"You killed kin. Honour demands it. Now this interference. Costly. You pay. In blood." 

"If you want Johnny, you'll have to go through us too," Red interrupts.

"Aye Stix," Middenface says, rolling his sleeves up. "We're aw up fir a stooshie! It's heidcases like youse that gi'e muties a bad name!"


Confirmation of Johnny's band (continued).

"Ja! Stix break vith Der Happy Stick!"


Johnny's Armoury Cards (4 + 2 additional cards bought with Collateral).


The Chicanery Cards at the band's disposal.


There are 6 Stix plus Max Bubba, Billy Joe and Kansyr up against Johnny's team!

"You're outnumbered. All will die."


Johnny and Stix face off.

"Maybe. But we're taking you to hell with us."


A Stix is first to activate - and first to draw! But he is out of range so his activation is wasted!

"Take them," another Stix hisses, grabbing for his gun!


Some of his fellow band members are caught on the hoof and Pinned - but he returns the Star Chip to the bag!

The Stix takes several members of his own band by surprise!


13. As are much of the Alpha band!

-but so too are most of Johnny's band! The Gronk has a heart attack on the spot!


Max Bubba activates.

"Gotta get to the tower! Nowhere for Alpha to hide from my blazooka!


Max Bubba makes a run for the tower - but GFBF!

But Bubba is delayed by a security panel locking the tower!


Maeve activates.


But has to Shake It Off! before moving.

Maeve moves forward to outflank the Stix gang.


Stix fires an Aimed Shot.

"Die Alpha," the leader Stix says, pulling the trigger.


But Johnny Evades!

"You first, Johnny replies, returning fire as Stix's shot whizzes past his ear.


Bullet time activates and both trade shot after shot but fail to harm the other!

Both gunfighters exchange volleys in a blaze of blaster fire but neither find their mark!


Kid Knees activates and passes a Cool test to remove the Pinned marker.

"Can't believe I'm putting my knee on the line for these guys but what the sneck?" Kid Knee laughs!


He Sprints to a nearby shack.

"Good idea Maeve," Kid says. "We'll catch 'em in a crossfire!"


Stix activates again and once again trades fire with Johnny!

Stix and Johnny's fingers are a blur as they pump their triggers! 


But again, neither is able to inflict any damage. GFBF!

Stix only succeeds in riddling the crate between them with hot blaster fire!


Johnny Moves to cover but his Snap Shot misses!

Johnny finds more solid cover and fires again upon the Stix but misses!


Another Stix activates.

"Outflank Alpha," one Stix says, striding forward.


And makes his way around the buildings, hoping to outflank Alpha! GFBF!

The Stix hopes that the smoke from the burning buildings will help conceal his approach.



Another Stix activates and opts for a more direct route to engage Alpha but has no line of sight! GFBF!

Another takes a more direct route towards Alpha.


Blubberlips activates.

"Gotta help Johnny," Blubberlips exclaims.


And makes two Moves to get into position in one of the houses.

He rushes into a home and kicks out the window, angling himself into position.


Kansyr activates and has to use Shake it Off! He returns the Star Chip to the bag...

Kansyr growls and reaches out with his mind for a victim...


And reactivates! This time using his Mind Warp to try to turn Durham Red to his will...

He senses Durham Red and tries to steal control of her mind!


But he fails! He does return his Star Chip to the bag though. The Gronk is forced to activate but cannot move due to suffering from fright as the guns started blazing!

But Red is well prepared for Kansyr's mind games and easily repels him!


Durham Red activates and passes her Cool test.

Red gives the Gronk a gentle shake and he stirs. 

"Hey there, don't give up on us yet," she smiles. "We'll need your help."


She revives the Gronk, rushes into cover and returns the Star Chip to the bag.

She rushes forward...


She activates again and opens fire at Stix!

...and fires on Stix!


...but a Chicanery Card saves him! She returns her Star Chip to the bag though!

She hits him! But he barely reacts - just looks at the wound like it was a bee-sting!


Johnny activates and again looses two Snap Shots - another Chicanery Card saves Stix from the first...

Johnny backs Red up and tags him twice!


...but the second wounds him!

The Stix's eyes widen as he is wounded by the crossfire!


Red makes two snap shots.

Red follows up Johnny's attack with more of her own!


More Chicanery!


...but the second hit stuns him!

But the Stix only looks stunned by further hits!

"The big lug doesn't know when to die," Red thinks.


Kansyr attempts to take control of Red again...

Kansyr senses her frustration and strikes at her mind again! 


...and fails again! GFBF!

"GET OUT OF MY HEAD," her mind screams and sends Kansyr reeling! 


Another Stix activates.

Yet another Stix moves forward.


He passes his brother and gets into position behind some crates. GFBF!

Striding through the smoke and flame of the burning homes, he joins his brother as they close in on Alpha.


Safely behind cover, Johnny ignores them and fires upon their leader!

Johnny senses that two Stix are almost upon him - but he ise so close to taking their leader out of the equation! He fires again!


Another Chicanery Card saves the day!

Johnny lands another hit from his blaster...


But he is wounded again!

...and another, wounding the Stix again!


Johnny activates again!

Knowing he has their leader on the ropes, Johnny tries to finish the job!


Another Chicanery Card is burned and the Stix, somehow, soaks up Johnny's last shot!

But once again, this Stix seems impervious to blaster shots!


Johnny's luck finally runs out with a GFBF!

Johnny ejects an empty cartridge and slams in a fresh one as enemies close in around him!


Middenface activates but is forced to Shake It Off! before moving.

"Johnny's arse is oot the windae, Big Yin! It's up tae us tae help him!"


He gets into position and returns his Star Chip to the bag.

He rushes forward, spotting the Stix brothers on Johnny's flank.


Another Stix activates.

A Stix draws his gun and advances...


He advances behind cover and fires at Red.

...his blaster flashes as he moves into position behind cover...


She Evades the attack! The Stix suffers a GFBF!

...but Red anticipates the attack and ducks down behind cover!


Middenface activates.

Middenface knows that the Stix are expert gunslingers so makes a break for more cover!


Middenface is out of range of the two Stix. He closes in and shoots - but misses!

He makes it into cover and looses a snap shot! His shot fails to find its target though!


The final Stix activates...

The last Stix moves forward...


57. He has to Shake it Off! before moving into cover. The Star Chip is returned to the bag...

...and joins his brothers in their face-off against Alpha and Red.


Wulf joins the fray!

Concerned that Middenface is getting himself into trouble, Wulf sprints forward!


A Chicanery Card helps him as he Sprints forward!

Lungs almost fit to burst, Wulf runs at full pelt!


He rushes past Middenface to another house - but there is danger all around!

Sure he saw another Stix skirting around this house, Wulf moves to investigate...


He activates again and rushes to attack!

Flames explode from the home as Wulf rushes onward! 


Wulf Moves and then Fights the Stix.

The Stix is caught off-guard by Wulf's speed and stunned by the attack!


...before activating and Fighting again!

Wulf swings der Happy Stick!


This time he inflicts a wound!

He inflicts one wound!


And then a second!

And then another!


Billy Joe activates.

Billy Joe hears the commotion...


But fails to get close enough to join the battle! GFBF!

But their sense of urgency goes against the two muties - who are trapped in the one body - as they are slightly out of stride with each other, failing to reach Sternhammer!


Middenface fires an Aimed Shot...

"Oi, you," Middenface shouts. "Here's yer lumps!"


...inflciting 2 words on a Stix!

The Stix cries out as McNulty's blaster tears a large chunk of flesh from the his shoulder!


Stix activates and fires twice at Red!

Once of the Stix behind the crates targets Red again...


Two Evades!

...but she dodges both shots!


GFBF!

The Stix curses Red's seemingly supernatural speed!


Concerned that Wulf could quickly run into trouble, Middenface charges but underestimates the distance his enemies are from him! He is totally exposed! As this is the last chip out of the bag, no attempt is made to return the Star Chip.

"Aw naw," Middenface gasps as he makes a stumbling charge towards the tow Stix!


Overview. End of Turn 1.


Turn 2. Stix has the drop on Middenface! He fails his Cool test and fluffs his shot! Let off for Middenface but the Star Chip is returned...

The Stix laughs and fires at Middenface - but inexplicably misses!



Blubberlips fires an Aimed Shot

Blubberlips takes his time before taking a potshot at the Stix leader...


...and incapacitates him!

...and the Stix staggers back and collapses! Blubberlips laughs and blows a huge raspberry at the defeated leader!


Stix re-activates and makes two Snap Shots at Middenface, first inflicting three wounds!

Stix shoots at Middenface again - and again!


...and incapacitating him!

And takes the Tartan Terror down!


The Gronk realises his friends are in danger and Sprints...

"Oh dearses! It sounds like Mr McNulty needses my help!"


...but he is so small, he doesn't get far!

Unfortunately the Gronk has short legs and cannot get anywhere near Middenface!


A badly wounded Stix activates and attempts to Fight Wulf.

Still reeling from the effects of Der Happy Stick, the Stix tries to fight back!


But doesn't even stun Wulf!

He has heightened strength but he is so badly wounded that even that can't harm his attacker!


Kid Knee enters a shack and fires at more Stix brothers!

"In here Maeve," Kid Knee says as he storms inside the shack.


His snap shot misses!

He takes a potshot at the Stix as he moves into position but his shot goes astray. The Stix don't even blink and stand completely impassive!


Billy Joe springs into action. He whips Wulf once, then twice - but only inflicts a single stun!
Note: the Solo Play rules indicate Billy Joe would charge. I up the A.I. by deciding that 2 Fight attacks would be more punishing than a Single Charge. Always feel empowered to change an action if you think it will benefit the enemy model; the flowcharts work well overall but they work better if you can adapt them to the situation. If you are happy with the flowchart action though, you are not obliged to improve the situation for the enemy.

Billy Joe activates and lashes at Wulf, but does nothing more than stun him!


He is able to reactivate and attack afresh.

He launches into a spinning attack, allowing both and Billy and Joe alternate lashes upon Wulf!


And manage to wound Wulf! Star Chip goes back to the bag again!

"Verdampt coward! Come and fight me like a man!" Wulf yells as the las-whips cut him. 


Again!

Billy Joe may be a coward but he is crafty too! He can see from the condition that the Stix is in not to engage Sternhammer at close quarters - and so continues lashing Wulf with his las-whips from a safe distance!


And again!

"Arrrghhh," Wulf cries! The constant lashing is taking its toll, and Wulf is on the brink!


Maeve activates and joins Kid Knee in the shack.

Maeve follows Kid Knee into the home and joins him in firing upon Stix!


She brings her multiple blasters to bear on a Stix and inflicts a wound!

She hits - and wounds one of them!


Billy Joe activates again and he lashes and breaks Wulf who passes out in pain. GFBF!

Joe's eyes glitter with malice as he sees Wulf staggers in pain. He lashes out and delivers the coup de grace - with a cry, Wulf crashes to the sand!


Johnny activates and uses his Weird Eyes ability to fire his variable blaster through intervening blocking cover but only inflicts a stun! GFBF!

Johnny uses his alpha rays and the variable setting on his Westinghouse to fire through solid cover -  but only stuns a Stix!


Kansyr reaches out with his mind...

Sufficiently dissuaded from trying to get into Durham Red's head, Kansyr searches for another victim...


...and takes control of Maeve! She turns her guns on Kid Knee!

...and finds one in Maeve! Gleefully, he instructs her to fire upon Kid Knee!


She takes a Snap Shot and inflicts a wound!

She shoots him, inflicting a flesh wound on his leg, less than an inch above his head!

"Arrrghhh," he howls. "What the sneck? You could have killed me Maeve!"

"It's not me," she cries. "It's Kansyr!"

Kid rushes to grapple with Maeve but doesn't have enough limbs to restrain her!


Kansyr returns the Star Chip.

Kansyr laughs from the hilltop at the distress and confusion he has caused.


Durham Red passes her Cool test and makes two Snap Shots!

"We're being outflanked," Red warns. "Gotta take down these Stix!"


Another Stix is incapacitated!

Her shots find their mark - scratch another Stix!


She returns her Star Chip!
Note: The Pinned marker had not been removed when she passed her Cool test, but I realised the error and removed it before this had any effect.

"You Stix've got this coming!"


The last Stix standing by the crates activates and fire an Aimed Shot at Red...

"Die," the Stix responds, squeezing off an aimed volley at Red. 


But she Evades and returns fire with her Gunfighter ability!

Red is too quick for Stix! She dodges and returns fire!


Stix is saved by cover but suffers a GFBF!

But she only shoots up cover!


Red activates and fires two Snap Shots but fails to wound the remaining Stix! She does return the Star Chip to the bag.

She follows up with more shots but still fails to wound the remaining Stix!


A Stix activates but has to use Shake It Off! to remove the Pinned marker.

Another Stix activates and moves forward to close in on Alpha.


He closes in on Johnny but the suffers a GFBF!

Alpha is almost in touching distance!


Red fires another two Snap Shots.

"I've had enough of this," Red says through gritted teeth and fires again at the Stix!


The first volley inflicts two more wounds...and the second removes him from the fight!

This time she finally defeats him!


She sends the Star Chip back to the bag! Her attention turns to Johnny and the Stix bearing down on him! Reactivating, she fires two Snap Shots.

"Johnny, watch your back," she shouts, firing her blasters.


Her first shot misses while the second finds its mark, but the Chicanery Card nullifies the hit against Stix!

But she only manages to damage the Stix's duster coat!


GFBF!

"You gotta get outta there Johnny!"


Kansyr activates again...

"Come here you weak-minded fool," Kansyr thinks as he targets Maeve again!


...and once again Maeve shoots Kid Knee!

"Die," Maeve shouts involuntarily as Kid struggles with her! 


He is fortunate to escape with only a stun!

His exertions limit her to only stunning him - it could have worse!


Kansyr suffers a GFBF.

"Still they try to resist the inevitable," Kansyr thinks. "Imbeciles!"


Stix activates but has to use two Shake it Off! actions to clear Pinned and Stunned markers.

Badly wounded, the Stix opts to take a breather for a few moments.


It seems sensible not to attempt to return the Star Chip as he has 2 wounds.

He needs more time to recover!


Max Bubba Sprints inside the tower...

Max overrides the lock and gains access to the tower.


And gets into position with his blazooka. GFBF!

He rushes up the spiral staircase and finally gets into position with a clear view of the town!


Overview of the battlefield at the end of Turn 2.


The view from Johnny's side of the board.


Kansyr's view of the town.


Turn 3. Billy Joe runs forward.

Billy Joe pushes forward in search of more S/D Agents.


And sends his Star Chip back to the bag.

A grin spreads across his face as he spots Alpha himself!


Maeve activates and removes herself from the shack.

Terrified of what she may do next, Maeve opts to run away from Kid Knee!


She fires at Max Bubba.

Having exited the house, she spots Max Bubba in the tower!


He uses a Chicanery Card to nullify the wounds suffered.

Somehow he seems unperturbed by her blaster blast! 


Billy activates.

"Joe lashed that bearded norm to death Alpha," Billy says. "Now I get the pleasure of doing the same to you!"


Billy Fights and lashes at Johnny!

As they storm forward, Billy lashes out with the las-whip!


But Johnny evades the attack, and retreats!

Johnny ducks and rolls out of the way!


Joe Fights again...

"I'll show you how it's done," Joe sneers, and lashes out at Johnny again!


...and Johnny Evades again! Joe sends the Star Chip back to the bag.

Once again Johnny dives clear of the deadly las-whips!


Johnny activates and has to use Shake it Off to clear a Pinned marker.

Johnny assesses the situation as Billy Joe bears down on him!


He moves inside the shack and returns the Star Chip.

He rushes inside and takes cover!


Blubberlips activates and opts to Overwatch, waiting for Billy Joe to pass by.

"Come on you ugly snecker," Blubberlips grins. He has the drop on Billy Joe if he tries to enter the small home.


Kid Knee clears a stun and moves...

Though badly wounded, Kid realises that he has to get close to Alpha to help.


...headed to help Johnny and Red out.

His wound slows him however! He isn't in much of a position to help anyone!


Max Bubba activates in the tower.

With a malevolent grin, Max raises his blazooka!


Passing his Cool test, he targets the building where Johnny and Blubberlips are taking cover.

Bubba spots Blubberlips waiting at the window to shoot Billy Joe!


Bullseye! It blows the side off the building and injures Blubberlips, breaking his Overwatch! GBBF!

Whoompfff! Bubba blows the side of the building apart and Blubberlips cries out!


The Gronk Sprints inside the shack.

"Oh dearses, I's coming Mr Blubberlips," the Gronk cries, running inside the burning building!


Stix activates...

Stix slowly raises his gun and fires at Johnny inside the burning building!



And Intimidates both Blubberlips and Johnny! His Aimed Shot fails to penetrate Johnny's cover. He returns his Star Chip.

Wounded from the blazooka attack and with the building aflame around him, Blubberlips starts to panic! Even Johnny is beginning to despair at their current predicament! 


Johnny activates and passes his Cool test to clear the Pinned Marker. He then fires two Snap Shots at Stix!

"Is there any end to you creeps?" Johnny grimaces, loosing more volleys from his Westinghouse.


A Chicanery Card nullifies the effects of the first shot.


...but the second inflicts two injury markers! Johnny returns the Star Chip!

Johnny's shot wounds Stix but he is not out of the fight.

"And none of you know when to go down," Johnny grunts.


Billy Joe activates.

"We've got 'em now, Billy," Joe laughs.


Billy Joe rushes forward. Entering the shack, he lashes Blubberlips against the burning window! He returns the Star Chip...

"Eat lash Stronty," Joe shouts and cracks his las-whip at Blubberlips! 


...and reactivates, lashing Blubberlips again and incapacitating him. As he turns to lash Johnny, the Gronk distracts him and he flails wildly. The Star Chip is returned...

The S/D Agent wails as he is lashed against the burning window and crumples to the ground!


...and Billy Joe reactivates! He whips the Gronk first, causing an instant heart attack for the timid creature. His second attack inflicts two wounds on Johnny!

Billy and Joe launch more spinning attacks which send the Gronk back into cardiac arrest - and cuts up Johnny! 


Johnny spins around and rushes Billy Joe!

Rage overwhelms Johnny and he rushes Billy Joe!


He hits the outlaw with Electronux!

"Eat this," Johnny grimaces, an Electronux glowing in his hands. 


But is thwarted by the enemy band's final Chicanery Card!

Billy Joe is too fast and somehow, almost inexplicably, blocks the Electronux strike with his las-whips!


An expert Brawler, Billy Joe counter attacks and inflicts another wound! Exhausted, Johnny suffers a GFBF!

And lashes back at Alpha!


Billy Joe activates and lashes Johnny twice, inflicting another wound! He returns the Star Chip again!

Johnny reels from the attack and Billy Joe presses his advantage, lashing him time and again!


And lashes out again! This time Johnny cannot escape and, he too falls under Billy Joe's las-whips!

Johnny has nowhere to go to escape the never-ending barrage of attacks. Eventually is lashed to the floor and lies still!


Billy bursts out of the shack and lashes at Durham Red but she Evades!

Billy Joe then bursts out from the house to attack Durham Red, but she leaps out of the way!


...and manœuvres herself towards the shack as she rolls to safety! Finally, a GFBF for Billy Joe!

She has to get inside the burning building to have any chance of saving her friends!



Kansyr activates but as he fails his Cool test, he is unable to make any attack!

Kansyr growls in triumph as he sees the S/D Agents in utter disarray. They are lost!


Stix activates and fires an Aimed Shot at Durham Red.

Stix opens fire at Durham Red!


She Evades and returns fire. The shot misses and Stix returns the Star Chip to the bag.

Red trades fire with Stix but neither find their mark!


Durham Red activates and plays a Medpac Armoury card as she rushes inside the burning house!

Red pulls a medpac from a her belt and charges into the burning building.


There she revives a furious Johnny Alpha! She returns her Star Chip to the bag...

Johnny howls as the medpac quickly goes to work and the gaping tears in his flesh are miraculously woven together.



Stix activates.


He is reduced to using two Shake It Off! actions clearing Pinned and Stun Markers. No attempt is made to return the Star Chip as he is wounded.


Johnny activates.

Red takes a step back as she senses Johnny's rage.

"THEY WILL ALL PAY," he roars. 


Johnny rushes out of the shack...

"A-Alpha!" Billy and Joe cry at once.


...and Fights Billy Joe - twice! The first attack stuns Billy Joe but the second defeats him! Johnny returns the Star Chip...

Johnny kicks Billy Joe in the stomach before cracking his skull with the butt of his Westinghouse!


A Stix activates and makes two Move actions...

Badly wounded, a Stix moves out from cover.


Closing in on Alpha. He returns the Star Chip...

...and manÅ“uvres himself into the best position to finish Alpha!


...and, reactivating, opts to Overwatch for Johnny making a move.

He trains his guns on the corner of the house, waiting for Alpha to show his face!


Johnny activates. He could use his Weird Eyes to shoot Stix through the wall.

Thanks to the powerful alpha rays his eyes omit, Johnny knows that Stix is waiting for him.


He leaps forward and, as he Evades Stix's overwatch, returns fire...

But that isn't his style! Unlike the scum he hunts, he fights with honour! He dives out and Stix fires, missing him by fractions. Johnny makes no mistake with his shot...


...and takes his attacker down! Johnny closes in on another Stix. He returns the Star Chip again!

Stix is shot through the head! Before his body hits the ground, Johnny is already closing in on another of his brothers!


A casual Snap Shot puts another Stix down!

A heart-shot silences another Stix as Johnny continues on his charge!


He pushes forward again - and returns the Star Chip again!

Only one Stix is still standing - though already wounded! 


Reactivating, he moves on.

Johnny closes in on the last Stix, locking eyes with his fellow S/D Agent. 


And shoots him down!

Johnny's Westinghouse blaster roars, blowing a huge hole through Stix's torso!

"Sneck," the Stix gasps as he clutches at the gaping wound and crashes to the sand.


Red is last to activate. She revives the Gronk but makes no attempt to return the Star Chip.

Durham Red revives the Gronk and drags Blubberlips from the flames as the Gronk's feet. The furry alien will be able to save him. There are several other Dogs needing aid, she hopes none have died...


End of Turn 3.


Johnny's band came very close to losing that turn, but the battle has been completely turned on its head!


Recognising that their masters, the Stix, have been defeated, Kansyr and Max Bubba decide that escape is the best option now. 


Johnny realises Wulf is still alive so, rather than pursuing Kansyr and Bubba, stays with his friend until the Gronk can heal him. The battle is over and 'the organisation' beaten - but it was so very nearly the opposite outcome! Johnny feels no sense of triumph - only total physical and mental exhaustion.


Kansyr and Bubba escape in the shuttle!


Remaining Armoury and Chicanery Cards.


Aftermath

Despite suffering serious injuries, all of Johnny's heroic band of Strontium Dogs survive the final confrontation - thanks to the Gronk. After a few days' rest, Buell visits them as they prepare to leave Planet Alzir behind.

"By eliminating all of those Stixes, 'the organisation' is defeated," Buell explains. "With their bribes no longer coming in, our cops are no longer under their sway - but I've a huge job to do to clean up our act. The people of the town will demand it. My hope is that some face prison time but it'll be a long, hard road to get to that point."

"What about Bubba and Kansyr?" Johnny asks Buell. "Did you find out where they were headed?"

"Sorry, our sensors could only monitor their shuttle until they jumped system."

"What about those Steelkreeg robots we asked you to look into?"

"Yeah, it's weird that one. Steelkreeg was said to be a one of a kind but that's not true-"

"Ja," Wulf exclaims. "Ve know old cucumber! Ve fought them!"

"-but we've no information on the source of these new Steelkreeg robots."

"So someone out there is manufacturing more of them," Johnny says. "Those things are lethal killing machines. The galaxy could be thrown into chaos if they were to be mass-produced."

"So the question is 'who' is building them," Red interjects.

"Ach, that's a question fir another day," Middenface shrugs. "Ah jist want tae get back tae the Dughoose fir a wee dram!"

"Well you started something here," Buell smiles. "You muties are all right by me."

Buell seems somewhat confused at the S/D Agents response as they ignore him and make their way on to the shuttle. Wulf is last to go but gives Buell a disapproving look. For the briefest of moments he seems to consider swinging Der Happy Stick in anger, but he too files on to the ship.

Inside, everyone straps themselves in to their chairs. In such cramped conditions, it will be a long journey.

"Everyone set?" Johnny asks rhetorically. "Like Middenface said, let's get back to the Doghouse for a well-earned rest!"

The shuttle blasts off, and within minutes makes the jump to hyperspace. The Conspiracy is over.  

Closing Reflections

I deliberately left the biggest battle until last and fortunately it provided to be a suitable climax to a great campaign! With several bullet time incidents, endless exciting combats and the balance of power shifting numerous times, this was a real nail-biter.
Things started out pretty well in Turn One with Johnny's band dealing out most of the injuries. Middenface was in an exposed position but other than that, I was reasonably happy. A few timely Star Chips drawn would enable Middenface and Wulf to run amok but Turn Two did not go to plan! Both of my close combat specialists quickly fell and Johnny Alpha was outflanked! Turn Three almost resulted in outright defeat when Billy Joe went on a crazed rampage and countless activations which saw him incapacitate Blubberlips, the Gronk and Johnny. It was only Red being able to use the medpac to resurrect Johnny that saved the day - that and another crazy run of Star Chips, this time for Johnny! I could have continued for another turn to see if Johnny and co could also bring Bubba and Kansyr to justice but it felt like it was the right time to bring the game to an end. The S/D Agents had suffered a lot so I was satisfied that they'd allow Bubba and Kansyr to make their cowardly exit without challenge. The main thing was that the Stixes were eliminated - no easy feat! Top performers were: 
Billy Joe - who was brutal in how he took apart Wulf in particular. 
Johnny Alpha - after Red resurrected him and he went on a rampage claiming Billy Joe and three Stix all in one turn.
Durham Red - she was able deal damage consistently when activated, was able to Evade and retaliate with her Gunfighter ability - plus she saved the entire mission from failure by administering the medpac on Johnny!
Billy Joe and Johnny were fortunate to have just so many Star Chips returned, so I would have to say that Durham Red was the best performer overall. I've always taken Middenface over Durham Red because of my attachment to Middenface as a character but I think Durham Red will be getting selected a lot more in the future!

Looking back over the campaign overall, all of the games were great fun which is testament to Andy Chambers and Gav Thorpe's excellent system! If there's anyone still thinking about buying the game, I can highly recommend it! The rules are very flavourful to the source material and the Chicanery Cards in particular create fun, unpredictable and memorable moments when playing scenarios. The miniatures are stunning and I only regret is that my painting skills don't do them justice. If you're inspired, you can buy the game and add-on miniatures packs at the Warlord Games online store here.
And if there's any players who've never read the source material, you're missing out! Check out the graphic novels available now from the 2000AD store here!
I'm somewhat relieved that - a few minor tweaks aside - my Solo Play rules performed well. I hope anyone who is struggling to find an opponent gives them a go! As always, feedback welcomed!





Strontium Dog Miniatures Game - Outlaw Team Tactics

Following on from the S/D Agents teams post, it's time for a look at some Outlaw bands for the Strontium Dog Miniatures Game. I've set this out with notes on how to make best use of your band, suggestions on alternatives for the band and also how you can add to the band to increase it to 60 Notoriety (this being the amount of Notoriety I personally prefer to spend for scenarios).


The Bubba Gang:
Max Bubba                               18 Notoriety
Impetigo Jones                           6 Notoriety
Brute Mosley                              6 Notoriety
Low-Down O'Phee                     5 Notoriety
Skull                                           5 Notoriety
Kansyr                                      10 Notoriety
Total: 50 Notoriety

Notes: I'd be surprised if any player hadn't tried out the Bubba Gang at some point because they are the gang featured in the game scenarios. Kansyr usually costs 11 Notoriety, but since Bubba is the leader with a similar ability to have an extra Chicanery Card if he is leader, it essentially means that Kansyr's No Cure is nullified, therefore his cost is legitimately reduced by 1. Bubba is best used by camping from afar and using the blazooka to rain all hell down upon the enemy band. His gang should be regarded as meat shields for Max and Kansyr. In general, the gang is best kept at long range to play to their strengths. Remember that Low-Down and Skull's long range is 24" as per the errata post. Keep those two close by Max to protect him with his What The Sneck? ability. Kansyr should sit out of sight using his Mind Warp to try to have enemy models turn on each other! This gang is incredibly cowardly but it fits perfectly with their characters as portrayed in the strip!
Options: Stix is really the only option (instead of Kansyr) available to bring the band to a round 50. Note that it is perfectly legal to use Stix even though they are S/D Agents as Stix will team up with virtually anyone! A Stix may be more engaging and enjoyable to play than Kansyr who can be a fairly passive character when played to his strengths. Another option would be to replace Kansyr with two Howlers. This would take you 2 Notoriety over the 50, but most reasonable opponents would allow you to do so.
60 Point List: As with the core list, adding a few Howlers or a Stix would provide a good boost to the band.


Most Wanted:
Max Bubba                               18 Notoriety
Billy Joe                                   16 Notoriety
Steelkreeg                                 15 Notoriety
Total: 49 Notoriety

Notes: This is a tricky band to use because there are so many points wrapped up in only three characters. Much like the S/D band "Doghouse's Finest" on the previous post, this crew will live or die by success or failure in attempting to return Star Chips to the bag. Remember to be very wary that enemies may attempt to use Time Bombs against Steelkreeg which he will struggle to Evade (remember every model gets +1 Evade when a blast weapon is used against them)! Assuming things do go your way, Bubba and Steelkreeg's heavy weaponry will weaken enemies for Billy Joe to deliver the coup-de-grace with his famous dual las-whips!
Options: Because Steelkreeg is so vulnerable to attack, it may be an idea to drop him in favour of two Bad Boys.
60 Point List: Add Kansyr or 2 Howlers to the band.


The Fur and the Fury:
Kansyr                                       11 Notoriety
Bubo                                          14 Notoriety
2 x Bad Boys                             14 Notoriety
2 x Howlers                               12 Notoriety
Total: 51 Notoriety

Notes: I've always thought that the Bad Boys and the Howlers bear more than a passing resemblance to each other so I usually think of them as all being part of the same species or clan. For that reason I thought it might be fun to have a fur-list. Kansyr does his mind control business with two Howlers to provide him long range cover with those 24" range Stormers, allowing Bubo and the Bad Boys to run riot in search of close-quarters combat!
Options: You could swap Bubo for Darkus but that weakens the band as Bubo's skill in sending Bad Boys chips back to the bag is a great one. Equally, two Bad Boys are better than one Darkus in my book.
60 Point List: Add Darkus but play him as another Howler for 6 Notoriety and throw in a kidnapped Gronk who is forced into serving the gang for 3 Notoriety. Alternatively, you could break from the "furry" theme and add Skull and Low-Down O'Phee to the band.


Dirty Tricks Crew:
Max Bubba                                18 Notoriety
Steelkreeg                                  15 Notoriety
Kansyr                                       11 Notoriety
Impetigo Jones                           6 Notoriety
Total: 50 Notoriety

Notes: With this motley crew you will start the game with an extra Chicanery Card, your opponent starts with one less than they usually would and you have Kansyr using Mind Control to turn enemies against each other!
Options: There aren't many options if you stick with the core three characters who use their abilities for underhand gain as set out above; really all you could do would be swap Impetigo Jones for Brute or a Howler.
60 Point List: Add Low-Down O'Phee and Skull to swell the numbers (cannon-fodder to cover Bubba in particular).


Lowest of the Low:
Kansyr                                       11 Notoriety
Impetigo Jones                           6 Notoriety
Brute Mosley                              6 Notoriety
Bad Boys x 2                             14 Notoriety
Howlers x 2                               12 Notoriety
Total: 49 Notoriety

Notes: This list is optimised to bring the largest Outlaw group possible to the table. You can expect to suffer a lot of casualties by fielding only one character with a Cool of 4 but if the opponent isn't fortunate with their Star Chips, your strength in numbers will count big time!
Options: You could bring Low-Down and Skull to the band at the expense of others, but you do (on paper) have the optimal band for numbers set out above. What is good about Skull and Low-Down is their excellent range and good Resist so they are solid for defence so I do think they are worth considering depending on the Scenario you are playing.
60 Point List: Add Low-Down O'Phee and Skull to the band. Alternatively, you could play them in place of Impetigo and Brute - and bring Bubo into the ranks as his ability could greatly assist the Bad Boys for 61 Notoriety...



What are your favourite outlaw bands? Comments welcomed!


Read the graphic novels! Available now from the 2000AD online store!

Strontium Dog Miniatures Game - S/D Agents Team Tactics

Since the Strontium Dog Miniatures Game tactics guides have come to an end with all of the characters reviewed on an individual basis, I thought it might be fun to put some band lists together. On this post I'll look at bands for S/D Agents with notes on how to make best use of your band, suggestions on alternatives for the band and also how you can add to the band to increase it to 60 Notoriety (this being the amount of Notoriety I find most satisfying to play).


Doghouse's Finest
Johnny Alpha (Hero Mode) 19 Notoriety
Wulf Sternhammer               15 Notoriety
Middenface McNulty           13 Notoriety
The Gronk                              3 Notoriety

Notes: This has to be every fan's go-to list at as they are the characters who feature most prominently in the 2000AD Strontium Dog strip. They have opposite strengths but thanks to the "Look Out Johnny!" rule for Wulf, it's no bad thing to keep Johnny in close proximity to his partner; his higher Resist stat and Berserker ability allow him to take far more punishment than Johnny. Don't treat Wulf as mere cannon fodder though, he is absolutely devastating in close combat and can cut through weaker enemies quickly and without fuss. The same too applies to Middenface so this force are best when used offensively. Keep the Gronk somewhere out of sight, but preferably somewhere not too far away from the action i.e. in cover. When the battle starts taking its toll on the heroes, they can retreat to the Gronk's sanctuary to get patched up. The Gronk aside, all of these characters have Star Chips so with a little luck, this crew can really run riot! This is a double-edged sword though, you can just as easily fail to send chips to the bag and find yourself outgunned by an opponent with a large number of weaker enemies.
Options: Drop The Gronk from the list and play Johnny as a highly effective coward for 22 Notoriety by keeping him out of sight, maximising use of his Johnny Weird Eyes Ability and Variable Blaster to reduce those cover modifiers. You could also swap Middenface for Durham Red for more defensive play as she is excellent for ranged combat.
60 Point List: Lose the Gronk and add Durham Red for the ultimate dream team!


Hiss and Stix
Hiss Weerd                          10 Notoriety
4 x Stix                                40 Notoriety

Notes: Hiss is a useful leader as his Schemer ability provides the band with an extra Chicanery Card. Hold him back while the Stix close in wreak mayhem in enemy ranks with the Intimidation ability! With the Stix being well-equipped to suffer damage, Hiss' Double-Crosser rule is less risky if you want to boost your creds in The Pay-Off! Again, all of these characters have Star Chips but in this gang you get a full 5 Star Chips rather than the 3 you enjoy with the Doghouse's Finest! Very powerful!
Options: Drop one Stix in exchange for Cuss and Silent Weerd.
60 Point List: Add another Stix!


Dirty Dogs 
Hiss Weerd                           10 Notoriety
Cuss Weerd                            7 Notoriety
Silent Weerd                          1 Notoriety
Fly's Eyes Wagner                12 Notoriety
Slabhead                                 4 Notoriety
Dervish Dogs                          6 Notoriety
Stix                                        10 Notoriety

Notes: This is list brings a good number of models to the table and still boasts 4 Star Chips, plus an extra Chicanery Card and bonus Armoury Card! This group is best employed at range as that is where the strengths of most of the characters lie. Silent Weerd and Slabhead make good cannon fodder to cover your more powerful characters. Fly's-Eyes Wagner in particular is best kept furthest back as he is so susceptible to becoming Pinned. The Dervish Dogs are utterly deadly if you can get them in amongst the opposition so do not underestimate their usefulness - try to keep them out of harm's way until your opposition is drawn closer then watch them fall like nine pins when the Dervishes go to work!
Options: Lose Slabhead and his Dervish Dogs and replace them with Blubberlips and Kid Knee if you favour the whole force sticking to ranged combat.
60 Point List: Add Blubberlips and Kid Knee to the squad.


Guns and Tricks
Hiss Weerd                           10 Notoriety
Johnny Alpha                       19 Notoriety
Fly's-Eyes Wagner               12 Notoriety
Cuss Weerd                            7 Notoriety
Silent Weerd                           1 Notoriety

Notes: This band is set up purely for ranged combat and will provide you with 4 Star Chips, 4 Chicanery Cards and a whopping 5 Armoury Cards!
Options: Replace Johnny Alpha with 2 Stix; you'll lose one of those extra Armoury Cards but have good firepower, 2 Star Chips for the 1 Johnny has and you'll be able to use Intimidation to tie the enemy in knots! Alternatively, drop Johnny in exchange for 1 Stix plus Slabhead and his Dervish Dogs! Or, again at the cost of losing an Armoury Card, drop Fly's-Eyes for the far more reliable Durham Red! 
60 Point List: Add a Stix or Slabhead and the Dervish Dogs, both are excellent options!


Bare-Knuckle Brawlers
Wulf Sternhammer              15 Notoriety
Middenface McNulty          13 Notoriety
Slabhead                                4 Notoriety
Dervish Dogs                        6 Notoriety
Fly's-Eyes Wagner               12 Notoriety

Notes: Chaaaaaarge! This force is designed for one thing - close combat! Most of your band will engage in all out attack! Slabhead is best employed to provide the Dervish Dogs with a second action. While Fly's-Eyes isn't quite as powerful in close combat compared to the rest, he is still pretty decent but you can easily adjust if you want to use him for shooting support instead. His additional Armoury Card is helpful also. One downside is that you only have 3 Star Chips to go in the bag with this list, and that should be a bit of a concern unless you are facing a large number of weak characters.
Options: You could drop Fly's-Eyes for a Stix and Silent Weerd but this would be at the cost of that extra Armoury Card and would waste 1 point of Notoriety. Silent would be there purely as cannon fodder.
60 Point List: Add a Stix to the team and Pin enemies at the time when the rest of your band are getting into close quarters with the enemy! 


Clearly there are a lot more options available than the 5 bands set out here but hopefully these lists give you some food for thought! Comment below to share your own lists here!




Judge Dredd Roleplaying Game

This arrived today - which can only mean one thing, more reading and less writing! First impressions are that the rulebook and GM screen are beautifully presented. The Robot Wars is a soft-back book but the presentation on this is great as well!

This will be part of the shape of things to come on the blog as I hope to start running a new RPG group with this in the very near future and document their stories here. I'll post up again soon about what I think about the rules once I've read them. I do have some experience with running D6 systems so I'm hoping that I'll pick this up pretty quickly - we'll see!

Strontium Dog Miniatures Game - Game Tactics Guide

Game Tactics

I've been playing the Strontium Dog Miniatures Game on a fairly regular basis since its release last year and feel that my understanding of the game has developed enough to be able to provide some advice on how to best play the main game. Note that this post does not take into consideration the myriad of Scenarios and Encounters you can play - there's 18 different possibilities - but, instead deals with general gameplay. I'll post my advice in the same order that the rulebook explains the various rules - so it may be handy to have it to hand when working your way through this article!

Before we start, there are people who play the Strontium Dog Miniatures Game who have never read the strip. While there is nothing wrong with this, my advice is that to best enjoy the game you need to get a proper feel for the characters and universe in which the game is set. If I had to boil it down to reading one story before diving into the game, I'd recommend The Killing which appears in the S/D Agency Files 2. All of the books are fantastic so you can't go wrong (unless you start with The Final Solution) but the S/D Agency Files 2, is the indispensable Strontium Dog collection - you can find it and all of the graphic novel collections here on the 2000AD Store

That's the preamble dealt with...on with the tactics!

Johnny Alpha and Wulf Sternhammer by Carlos Ezquerra
Copyright Rebellion 2000AD Ltd
Star Chips: The odds are in your favour if Going for Broke provided you have a current Cool of 4+. This does not mean it is always desirable to to attempt to do so; if you have a character like Steelkreeg whose main armament is a heavy weapon which requires a Double Action to fire, a failure to return a Star Chip to the bag results in a Pinned marker, and a failed Cool test in the following turn will prevent you from firing upon reactivation. Of course, if you are unable to fire on that activation, you could Go For Broke and, if successful, you will still get the opportunity to fire that turn when the Star Chip is redrawn! Equally, another failure means that the cycle of being unable to fire your heavy weapon rolls on for turn after turn and you find yourself in a situation of never being able to fire that heavy weapon!

Actions - Single Actions v Double Actions: While there may be an expectation that Double Actions are better than Single Actions, there is no hard and fast rule as to which is best to use, it really is all situational. There's a few actions which can be directly compared to one another.

Move v Sprint: You want to be the person in the game who is shooting the most frequently so it's crucial to get into the right position as quickly as possible. If you know that you will not be able to get into position to fire at an enemy on a Single Action, use Sprint to maximise how far you can travel and make it harder for enemies to hit you. Also, if at all possible, move your model so that it finishes its Move or Sprint touching intervening terrain to provide a bonus to your Resist against enemy attacks. You still get a bonus to Resist if you aren't able to reach the terrain but put an obstacle between yourself and an enemy. Note that the problem with the latter is that both you and your opponent will both receive the Resist bonus. In general terms, only Sprint if you have to, you want to be attacking every activation if possible in this game.

Snap Shot v Aimed Shot: On the face of it, you'd think Aimed Shot should be your default option for firing. If you are going to be using an Aimed Shot, you really want to be putting the extra two Combat Dice into the damage end of the two rolls. Consider this though; two bonus damage dice isn't as good as landing two Snap Shots on target; two Snap Shots with a Power 3 weapon will give you a total of six Combat Dice as opposed to five if you use an Aimed Shot, while the same for a Power 4 weapon will deliver eight Combat Dice as opposed to six! Also, if I have poor Shoot, should I really add dice to the roll to hit rather than damage? Here's how I would decide:-

If you have a Modified Shoot of 1, putting both of the Aimed Shot bonus dice into rolling to hit increases your chances of hitting from 50% to 88.5%. 2 Snap Shots would have a 75% chance of at least one hitting the target but only a 25% chance of both hitting. Aimed Shot is best bet with bonus dice added to Roll to Hit, but putting one dice into rolling to hit and one on to damage is a great option also.

If you have a Modified Shoot of 2, you have a 75% of hitting the target. The odds of hitting are firmly in your favour so Aimed Shot bonus dice are better employed in the damage end of the equation. The chance of both of your Snap Shots landing is 56.25%. You are marginally better gambling on 2 Snap Shots at Shoot 2 but I think the surest option here is for an Aimed Shot with the bonus dice added to Damage, particularly if your weapon is Power 3. At Power 4 you have a bigger pay-off for your damage rolls so I'd be slightly more inclined to go for two Snap Shots!

If you have a Modified Shoot of 3, you have an 88.5% chance of hitting your target and a 78.3% chance of both shots hitting. In terms of rolling to hit, it should be Snap Shots all the way if your modified Shoot is 3 or more! The one caveat to this is would be if your target has a High Resist and is claiming Hard Cover; fewer Combat Dice for Damage may struggle to inflict any damage.

Fight v Charge: When I started playing, I initially thought that Charge was more desirable because of the +1 to Power. In actual fact, Charging is far less desirable in relation to Fight than Aimed Shot is to Snap Shot. You should only ever use Charge if you aren't close enough to the target to instigate a desired Close Combat, otherwise 2 Fights in one activation are always better than 1 Charge attack.

Other Actions: The remaining actions cannot be compared so I've dealt with them one by one.

Throw: This can be a dangerous action to undertake! I wouldn't mess around with this unless I had a modified Fight of at least 2 (75% chance of throwing the object where you want it). You do not want to fumble a Throw with a Time Bomb if you are close to the target - you could end up with it scattering right back at your feet!

Jump/Climb: Costing a double action to use, try to avoid this action if at all possible as it slows progress considerably.

Shake It Off!: Obviously only use this when necessary. 

Overwatch: This is useful action in certain situations but sacrificing 2 Snap Shots for 1 is not a winning strategy. Also, the fact that you can lose Overwatch fairly easily is worthy of consideration, especially if your opponent has some long range weaponry in their arsenal.

Hunker Down: Again, you'll only ever use this when in need. In practice, I find it's not really worth doing unless you have suffered 3 Injury Markers. Of course, if you are playing the Gronk, use this action where you can since you can heal all wounds for allies!

Combat: The most important aspect of Combat, the rolls and the damage you can inflict are covered in the actions above but there is more to consider.

Dodging Hits: Evade is great to have but it is far from reliable! The odds of you successfully evading are 16.67% if you have Evade of 1, 30.56% for Evade of 2, and even Johnny Alpha can only expect to Evade 42.13% of the time!

Resisting Hits: One of the reasons it's key to inflict as much damage as possible in the game is that there is a higher chance of your hits causing damage than there is of your Resist soaking up damage. As mentioned in the Move/Sprint action tactics, the bonus 2 Resist dice for claiming Hard Cover is a huge bonus and should be taken advantage of as often as possible. 

Multiple Guns/Close Combat Weapons: They only serve to increase your chances of hitting but conversely reward your enemy with +1 to Resist. Only use these if your modified roll to Shoot or Fight is 1. Remember also that just because your character may be equipped with two or more weapons, it doesn't mean they are obliged to fire more than one in an attack - it is always your choice to do so.

Back Shot: It doesn't come up too often but the -1 to Resist that your enemy suffers if shot from behind his front arc is handy! It's always satisfying when you can get your outlaws into the position to make use of this sneaky thematic rule!

Pinned: Being Pinned is a major pain! The odds are only slightly in your favour of passing the Cool test at the start of an activation if you have a Cool of 4. On top of that, it effectively disables Gunfight and Brawler Abilities. One thing I always forget about being Pinned is that if someone attacks you in Close Combat, they get a +1 on their roll to hit you. Basically you never want to be Pinned but if you are using characters of Cool 4, you will be Pinned on a frequent basis due to failures when Going For Broke!

Gunfighter: This is a good skill to have, and due to the fact that it will be triggered by a Special result either when making an Evade roll or on any Resist dice, there's a reasonable chance you may get to make use of it. The big question is whether Gunfighter is so good that it is worth avoiding Going For Broke and potentially Pinning yourself which prevents Gunfighter from activating. The answer probably lies in how much incoming fire you expect your model to endure; if it's maybe going to attract fire from more than two enemies, perhaps it is better not to Go For Broke. My personal feeling is that you are always better being the one taking the actions rather than relying on this activating. If you're lucky in returning your Star Chips to the bag, there will be times in the turn when you are not Pinned and Gunfighter can activate. I have to mention that it's always great fun when Bullet Time kicks in; I had Johnny and Stix exchanging about four volleys of blaster fire in the one attack in a recent game (somewhat appropriately Johnny prevailed)!

Brawler: While it's nice to have, the Brawler skill only comes into use when you are attacked by an enemy in Close Combat. The problem is that if you have Brawler skill, you are more than likely pretty powerful in Close Combat so it isn't exactly like enemies will be rushing in to fight your Close Combat specialist! The most likely use you will find from it therefore is after you engage enemies, if you do not incapacitate them immediately in the fight, when they inevitably fight back, the Brawler has a good chance of coming into use (your opponent's only alternative is to flee the combat which usually gives you a free attack). If you find your Brawler engaged in Close Combat, it may well be a good move not to Go For Broke, particularly if engaged by multiple enemies.

Mounted Models: Bear in mind that while mounted, your models are fast moving but easier to hit. In general terms I'd use them to get you where you need and then dismount. It's worth having a look at the strengths of your characters if you are thinking of using morks or skimmers in your game. Clue: Johnny Alpha is best employed on a skimmer, Wulf on a mork! 

Flame Weapons: It's very easy to forget that these weapons ignore modifiers for cover - note that this applies to Kansyr's blister effect Hand Blaster. In addition to that, Steelkreeg's firepak can also scatter and automatically stun enemies if it pins them - that's on top of any damage inflicted! Nasty!

Blast Weapons: Another thing I always forget is that targets of Blast Weapons gain +1 to their Evade, even if they have none. Note to self: this means Steelkreeg does not automatically die if a Time Trap is thrown at him, he does have a (small) chance of survival! 

Heavy Weapons: It's a serious dilemma when you're carrying a Heavy Weapon whether to Go For Broke or not - to the point that I almost feel like the best thing to do with Heavy Weapons is to give them to models without Star Chips! Be mindful that your Heavy Weapon may not necessarily be the best option. Take Max Bubba: you'd think you'd always want to use that Blazooka but his gun is more effective unless you are outwith blaster range or you have a nice group of targets to fire at. If the opposite is true, either an Aimed Shot or Two Snap Shots with his blaster are better options than the Blazooka itself. Also, think very hard about where you position any model you have that is only armed with a Heavy Weapon. You need it to be in place to fire immediately otherwise you will not be able to shoot when you activate. Once you've played Steelkreeg a few times, you'll know what I mean!

Armoury Cards & Chicanery Cards: These are so variable that it would require an entire post on each to deal with the myriad weapons and tricks. First to mention is that they're great fun and succeed in bringing a lot of the flavour of the strip to the table. Note that Cartridge Armoury Cards cannot be played by any named character other than Johnny Alpha. You'd need to create your own characters with a cartridge blaster to use them with anyone else.

The best advice I can offer is to take your time reading what the effects of all cards you are dealt are before the game starts and try to keep them in mind throughout. They are all useful in their own ways but T-weapons in particular are deadly. Medpacs and any Chicanery that revives characters or can return Star Chips to the bag are very powerful too. Pray your opponent doesn't have any of these! 

General Game Tactics: 

1. Be clear how you want to operate each of your characters in your band ahead of play. For example, you will want to use Johnny Alpha for ranged combat, while Wulf should be engaging enemies in Close Combat. There is a tactics guide for every named character in the rulebook on this blog, these can better guide you how best employ your characters.

2. Keep your models a good few inches apart. Bunched groupings attract fatal T-Weapon or Heavy Weapon attacks.

3. Get into position as quickly as possible and attack as often as you possibly can.

4. Target enemies at the closest range (easiest to hit) and pick off the weaker ones (lowest Resist) first. The faster you reduce the number of guns firing upon you, the quicker you will achieve victory!

5. Make use of additional Armoury and Chicanery Cards but do not become obsessed with doing so!

6. Don't forget the Scenario goals - it's easy to get drawn into a straight up fight which may be fun but a savvy opponent could exploit this by, for example, stashing Cache markers in a Hold-Up.

7. Have fun!


Coming Soon: Tactics for S/D Agent bands and example S/D Agent bands.
Two bands prepare for battle in a Showdown! scenario I recently played!











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