Fall of Helmawr - Week 5 (Catch-up)

The Setup

Work got busy in the back half of March, so Week 5 ended up as a catch-up game at Exiles on April 6. It was a three-player game, with the Drongos up against The Downhive Tempest (Escher) and Shadows (Spyrer Hunting Party).

We basically played last man standing, with visibility rules in play that shut down most of the long shots across the table.

The Game

The Escher and the Spyrers found each other early and got stuck in. Once they were both committed neither could really pull back, so the Drongos stayed in our corner and let them get on with it.

Dakk had the big moment for the Drongos. A Spyrer stepped out where he could see it, just the once, and the heavy bolter put it down on the spot. The Spyrers were a lot more careful about where they stood after that.

Looking out over the board

The best moment of the night didn't involve me at all. An Escher Death Maiden who had infiltrated with a grav-chute jumped off her perch and charged a Malcadon, with no support on either side. Somehow she failed to put the Malcadon down, and it took her out the next turn.

The middle of the game was the Escher and the Spyrers grinding each other down, while the Drongos kept moving up without much getting in our way.

Late game

By the time the Spyrers were wiped out, The Downhive Tempest only had two fighters left. The Drongos were still mostly intact and in good positions, and we ran out of time before the Escher could turn around and deal with us. The game was called on time and the Drongos took the win.

How It Played

I barely had to fight for this one. The visibility rules and the three-way setup did most of the work, and being patient was worth more than firepower. Apart from Dakk's one shot, my contribution was mostly a slow walk forward while the other two gangs fought it out.

It's not the most heroic win I've had, but it counts the same. The gang picked up more reputation and goes into the Finale without having taken any damage.

Post-Game

  • No casualties on the Drongo side again.
  • +250 credits from the scenario, then another 130 when the cycle ticked over (including 20 from Juic3 selling back his Frenzon).
  • +5 reputation, taking the gang to 15. That's +3 for the win, plus +1 each for facing two gangs I hadn't played before.
  • Another player gave Dakk a Grapplehawk for free.

Advancements

Dakk had the biggest XP haul with 5, from the serious injury on the Spyrer plus the scenario and underdog bonuses. Everyone else picked up a couple each, and it all got spent straight away:

  • Dakk: Nerves of Steel (6 XP) and +1 Movement (5 XP), using all 11.
  • Hamm: +1 Initiative (5 XP).
  • Juic3: +1 Movement (5 XP), with 1 XP left over.
  • Nal the Spud: +1 Toughness (6 XP).
  • Varn: +1 Ballistic Skill (6 XP), with 1 XP left over.

Hiring and Trading Post

No new fighters this week. The credits mostly went on armour:

  • Hamm: photo-goggles (35c). After a game where nobody could see anything, it seemed worth having one fighter who can.
  • Nal the Spud: armoured undersuit (25c) and stimm-slug stash (25c).
  • Ludgo: armoured undersuit (25c).
  • Stubbs: armoured undersuit (25c) and brute cleaver (20c).
  • Varn: armoured undersuit (25c) and incendiary charges (40c).
  • Juic3: Frenzon (20c), which I changed my mind about and sold back the next day.

Dakk also did a deal with the Escher player for a full Servo harness. It's listed at 160 credits in Munda Manager, but the actual price was 30 credits paid under the table. It went through on April 9, just in time for the Finale.

That left 190 credits in the stash, and the Gang Rating is up to 2170 from 2000.

What's Next

Three days later the campaign wrapped up with the Fall of Helmawr Finale.