The Firefly's Campaign Log
Posted: Thu Mar 21, 2019 10:31 pm
I started off with the following 125 pt crew:
Survivors: Tom (38), Patrick (20) and Tara (32).
Equipment: 2x Tire Iron @10pts ea (20), Fire Axe (15).
Campaign Round 1: The Day After the Night Before…
Success for the Fireflys! We managed to get to the objective without taking any casualties whilst snaffling a few supplies on the way. I wasn’t best impressed when the first supply card drawn was a Booby Trap – I mean, who in their right mind starts Bobby Trapping stuff on Day 1 of the Apocalypse…? From there on in, it wasn’t too bad. No crippling events and a fortuitous Car Alarm to draw the zombies away from the objective all helped.
By the end of the game, I had secured 3 Supply Tokens, so +15 pts.
The Supply Tokens also netted me an Ammo Reload (8) and a set of Bandages (5). The Booby Trap only gave me a rigging in my ears and a couple more knicks on my Tire Iron after having to fend off the subsequent attention of the zombies.
A reasonable territory roll (ie. not my normal Blue Dice roll ) in the post-game sequence roll gave me +2 territories (neither of which were Danger Zones!!!), so a further +10 pts this round.
My plucky Survivors managed to get through without too much of a scrap or scratch so they each get themselves a red dice of experience and their cost increases by 3pts each. Between them they also killed a total of 4 zombies (shoddy dice rolls) which was pretty poor. A bit disappointed my main bruiser could only knock over Walker Penny and not properly club her to her final death.
Post-Game Position:
Survivors: Tom (41), Patrick (23) and Tara (35)
Equipment: 2x Tire Irons (20), Fire Axe (15), Ammo Reload (8), Bandages (5)
Pts available to Spend: 25
Firefly’s Total: 172 pts
Zombies Killed: 4
Enemy Survivors Incapacitated: 0
I’ve now got a little bit of time to try and decide what (if anything) I spend my additional 25 pts on and how I allocate my Experience dice.
Lessons Learnt (or remembered): Controlling the Threat Level is key.
Survivors: Tom (38), Patrick (20) and Tara (32).
Equipment: 2x Tire Iron @10pts ea (20), Fire Axe (15).
Campaign Round 1: The Day After the Night Before…
Success for the Fireflys! We managed to get to the objective without taking any casualties whilst snaffling a few supplies on the way. I wasn’t best impressed when the first supply card drawn was a Booby Trap – I mean, who in their right mind starts Bobby Trapping stuff on Day 1 of the Apocalypse…? From there on in, it wasn’t too bad. No crippling events and a fortuitous Car Alarm to draw the zombies away from the objective all helped.
By the end of the game, I had secured 3 Supply Tokens, so +15 pts.
The Supply Tokens also netted me an Ammo Reload (8) and a set of Bandages (5). The Booby Trap only gave me a rigging in my ears and a couple more knicks on my Tire Iron after having to fend off the subsequent attention of the zombies.
A reasonable territory roll (ie. not my normal Blue Dice roll ) in the post-game sequence roll gave me +2 territories (neither of which were Danger Zones!!!), so a further +10 pts this round.
My plucky Survivors managed to get through without too much of a scrap or scratch so they each get themselves a red dice of experience and their cost increases by 3pts each. Between them they also killed a total of 4 zombies (shoddy dice rolls) which was pretty poor. A bit disappointed my main bruiser could only knock over Walker Penny and not properly club her to her final death.
Post-Game Position:
Survivors: Tom (41), Patrick (23) and Tara (35)
Equipment: 2x Tire Irons (20), Fire Axe (15), Ammo Reload (8), Bandages (5)
Pts available to Spend: 25
Firefly’s Total: 172 pts
Zombies Killed: 4
Enemy Survivors Incapacitated: 0
I’ve now got a little bit of time to try and decide what (if anything) I spend my additional 25 pts on and how I allocate my Experience dice.
Lessons Learnt (or remembered): Controlling the Threat Level is key.