So the Sin of Alacrity has been reclaimed by the Onorevoli Boarding Teams and guided gently back to the relative safety of the Onorevoli’s security perimeter tentatively surrounding planet Tredici XIII. Any sense of accomplishment in the Alacrity’s reclamation has been quickly subsumed under the looming presence of Iron Warrior Cruisers and what appears to be an impending invasion. As hasty preparations for the assault begin in earnest, what little manpower can be spared has been sent to the Alacrity in order to squeeze whatever information might be gleaned from its disastrous four-year mission.
With regard to Game Two, here’s WHAT WENT RIGHT: From the Onorevoli point of view, the second game went quite well primarily because I had a plan and didn’t lose focus. I’ve been trying to become a more “proactive” player and less “reactive,” which means that I must have a clear design on what I want to accomplish (and how I want to accomplish it) before the game starts. For this game, I decided to pool my teams and try to apply the entire weight onto the relatively potent Iron Warrior threats. By collapsing my two strongest Teams into the Central Corridor, with the third waiting just on the margin, the Onorevoli presented a threat that the Iron Warriors couldn’t approach with one bold action.
WHAT HAPPENS NOW: The next game or two will be from the Planetstrike expansion. Again, this is deliberately meant to push our boundaries a bit and give us an excuse to play a few more unconventional games. On top of that, each Objective we claimed will have a lasting effect in the ongoing campaign, with more of the same as the campaign continues. We wanted these extraneous effects to be both quirky and potent, specifically designed to upset whatever semblance of balance and/or fairness debatably inherent to the greater game. So far. So good.
THE FILTRATION ROOM: Poison!!! The squad discovers (with perhaps accidental consequences) a peculiar virus that has been introduced into the water system, hinting to part of the mystery surrounding the Alacrity's missing crew. Upon disturbance, the adjoining Barracks shamble to life with infested Zombies or heretics. Profile: WS3 S3 T4 I3 A2 W1 Sv3+ (poison=always wound on a 4+. No A bonus for charging. Fearless). This squad of 10 is controlled by activating player for his first turn, and by either player winning roll off at the beginning of each new turn, or the player that did not control them previously in case of a tie.
+ uncontested control of this objective at the end of the game allows the player to utilize one unit of 10 Zombies (or Heretics as appropriate) in the next three battles. Free.
THE BRIDGE: Although seemingly dormant, the Alacrity’s passive external sensors and cogitators have ceaselessly and inexplicably been collecting staggering reams of information for over four years. If the Central Spine is the Alacrity’s nervous system, the Bridge is its brain and promises untold access to all manners of strategic information should that information be collected and suitably sifted.
+ uncontested control of this objective at the end of the game allows the player to ignore the “fog of war” on the turn map for the entire campaign. Moreover, he will have full access to army lists and points value in advance (ie: before the composition of his own army lists) for each battle of the campaign.
+ uncontested control of this objective at the end of the game allows the player to re-deploy (in a legal manner) either three units in a single game, or one unit in the next three games of the campaign (friend or foe).
Game Three coming up soon. It’s going to get interesting.