Last Thursday I got in a game of Chain Reaction with Chris L. and Jeff P. Chain Reaction is the modern/sci-fi version of the NUTS! rules. They are fast, fun and very challenging!
SET-UP
In a post-apocalyptic colony world, marauding green skin thugs have captured the most favorite of destinations - Miss Trude's XXX Dance Emporium. The resounding loss of their home away from home has shocked several mercenaries into action - to aid Miss Trude in retaking the Dance Emporium!
I had a squad of colonial marines with some heavy weapons, Jeff had stellar gangers (
lead by Hellboy no less!), while Chris had Miss Trude, her band of lady warriors and a massive construction 'droid (
a very cool figure painted by Chris' brother Casey). The green skins were on autopilot (
no specific player - a neat feature of the rules) with a couple of squads and three armored walkers. The terrain was an excellent ruined urban environment built by Chris!
THE START
The green skins held Miss Trude's and the surrounding buildings. Our groups tried to rapidly advance up the middle and secure Miss Trudes but after horrendous casualties decided to go around the flanks instead.
Hellboy lead his gangers right up the middle only to watch most of them get taken out due to the deadly fire of the hidden orcs. So then it was the colonial marines' turn. They rushed up the flank through ruined buildings and heavy cover, only to walk into a hornet's nest of green skins well hidden in the rubble. Many marines fell before their leadership saw the prudence in falling back and re-evaluating.
On the far flank Miss Trude and her babes, along with the massive construction 'droid attempted to secure their flank. Unfortunately the 'droid kept drawing fire from one of the green skinned walker's over there and repeatedly withdrew to a safer position. Everyone was pinned down.
STALEMATE
With a stalemate looming, a band a colonial marines made a desperate dash along one of the ruined buildings, and despite withering fire from the dug-in green skins, managed to force the walker to flee with some well directed smalls fire.
With the walker on the move out of the area, Hellboy and his gang could now press hard up the middle. They made tremendous gains, and despite heavy casualties, reached to just across the street from the objective. Only with the fearless determination of Miss Trude and her ladies on their flank was the battle able to be turned. They first dealt with the walker that had found its wits, rallied and charged back into the fray (
of couse the plasma shot to the walker's back armor from Hellboy's group helped), then, through a series of daring dashes, managed to push their own droid right up to the walls of her establishment.
THE ENDGAME
Unfortunately, time ran out and the game had to end. One more turn would have seen the 'droid and Miss Trude smash through the walls, along with Hellboy and his group while the marines cleaned up the flank. In the end the gutsy mercs, colonial marines and exotic dancers were poised to recalim what was rightfully theirs - a haven of crushed velvet, satin couches and brass poles - not to mention the interstellar grog stores!
CONCLUSION
This was a great game! Very challenging in the first few turns, especially with the volume of fire the green skins were able to bring to bear on us. But with some perseverence, and a change in tactics, we were able to make some headway and get to the objective. I must note though, I have never played in a game where we were so capable of rolliing brilliantly for the enemy and so poorly for ourselves - ugh, I guess it is the same old story...
We agreed to look into expanding this scenario into more of a campaign game using the new sci-fi 5150 expansion to the rules. If you might interested in joining us let me know.
Until next time...
Dan