A Home Raiders Solo Play and Solo Learn Experience
The First Battle
The rules state that everyone must be deployed within 6″ of their portal. I’ve taken this to mean completely with so the whole of their bases are within this, not just the closest edge. The game does not say who deploys first. It appears everyone deploys at the same time. Perhaps I am missing something?
Some models have the ability to push light terrain. What can and cannot be pushed should be decided between the players before play. in this game I have decided that the dice cube, Zombie Dice, board eraser, giant pen and the bag of cheesy biscuits (They were very nice!) can all be pushed.
Round 1
First out of the bag (Or a freshly washed sock as it was all I had) was a brown gem for the Gremlins so the Ragmen did a double move (Everyone gets 2 actions per turn and can perform the same action twice if they want. Attached officers do not have to do the same action as their unit, but everyone with a unit must do the same action at the same time). Then another brown gem came out so the Ragman Brute also double moved. And another so the Gremlins advanced. How badly did I shuffle these gems? No one could get people in to range of their weapons so they tried to stay back out of enemy ranges.
I later discovered that you can shoot outside your range by removing the best dice from your pool. This is something I will definitely have to remember in the next game
Then I pulled out a clear gem for the Mercenary so Mortimer moved up and shot one of the Gremlin Technicians doing 1 damage (Everyone has 2 hit points, unless they have a special rule. One hit, no matter how good, can only ever do 1 damage).
Then finally a blue gem comes out so the EGGS move forward and open fire on the Gremlins, damaging a different model within the unit (You can never target a unit leader with your guns while other unit members are still alive. The target must always be the closest model within the unit to the model shooting).
Then RAF the Pilot and then the Guards double moved in to a better position, because I forgot they could extend the ranges on their guns at a penalty.
And that’s the end of turn 1. Nothing exciting, but it flowed well.
Round 2
Mortimer got to activate so he moved up and hit RAF for 1 damage. The Gremlins moved up and landed 2 hits on one of the EGGS, killing him. The Ragman Brute has a 2″ range (Everyone else needs to be in base to base contact to punch them) so moved up and hit Mortimer for 1 damage. RAF tried to finish off Mortimer with two attacks, but failed (As people get injured they lose dice from their abilities). The Ragmen did a double move to get in to position. it wasn’t clear if the Guards were weaker in melee or ranged, but the Brutes have no ranged attacks. They do have better defences when in B2B contact so I was sure to maintain that, although I think I forgot to take this in to account later.
The surviving EGG shot a Gremlin and then retreated to avoid dying instantly when anyone activated. The Guards hurt 2 different Ragmen and Sheffin moved up. The Guards landed 2 more hits, killing one Ragman on their second action.
Round 2 over.
Round 3
The Ragmen hit the Guards with both their actions, injuring one and killing another. Mortimer attacked RAF, killing him on the second attempt. The Remaining EGG moved up and killed one of the Gremlins. The weakened Gremlins moved up and shot back, missing everything. The Guards moved in and killed a Ragman and the Ragman Brute stepped in and murderised Mortimer.
End of Round 3
Round 4
The EGG killed a gremlin and then moved towards his allies, using terrain defensively. the Ragmen attacked the Guards to no effect. The Gremlins shot at the EGG, but cover and their weakened state prevented them being effective. When the Guards activated Sheffin healed one of them (He has a special rule to do this) while the unit moved up. They then killed the remaining Ragmen and Sheffin advanced towards the enemy. The slow Brute did a double move towards valid targets.
Round 5
The Brute moved up and landed one hit on the EGG. The Gremlins finished him off, despite him gaining cover from the Brute. They then advanced to cover to make it awkward for the Guards to finish them off. The Guards advanced and got some good rolls, landing 3 hits and killing both of them.
Round 6
Final round of the game so everyone ran for Objectives. The Lilliputians could get B2B with the 2 by the cheesy biscuits, and the Brute managed to get the 1 behind the deck box, both after double moves. I then remembered that it takes an action to control an objective, not just being base to base. This means that no one scored any points and the game ended without a victor. A tad anticlimactic, but a lot of lessons learned for next time.
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