The Exiled Tribes brought three squads of Pariahs each of seven men, two squads carry rifles with a single support repeater and the third squad has repeaters and a single destroyer, all squads of Pariahs are classed as basic. They also had a single squad of five Afflicted, which are elite troops armed with grenades.
The Hegemony had four squads of five B-Grade Synths. Three of the four squads have rifles, one with grenades and one with a destroyer. The fourth squad carried repeaters, one with grenades and one with a destroyer. All the Synths were classed as regular.
Every game needs a decent scenario especially a solo one otherwise you do run out of interesting choices to make, so using the old Deathzap 1 scenario generator I rolled for two objectives. I got Assassinate – Kill the opposing leader and MacGuffin – which is steal an objective in the centre of the board and carry it off your home board edge. Either side will score 3 victory points for each objective and 1 for each enemy unit they destroy. If neither side makes it off of the board with the MacGuffin I’ll give the side in control of it at the end of the game 1 point. I’ll play for four turns and then the winner is the side with the most points. In this instance I chose to ignore the current rule that if a side loses half of its unit it automatically routs.
Hegemony turn 1 was a lot of advancing and firing, they failed to cause any casualties, but poured a lot of fire into the Afflicted.
The Exiled Tribes’ first turn played out predictably at first, advancing and firing. Then the Afflicted activated and made it into Close Assault range of multiple Synth units, so I thought I’d go through the assault step by step.
At this point the second Synth unit chose to withdraw as it contained their officer who would likely die in the ensuing assault scoring the Tribes 3 victory points.
For Synth turn 2 the Afflicted squad sat in the centre certainly posed the biggest threat, not only were they sat on the MacGuffin, but they posed a huge Close Assault risk to any unit nearby. I thought the best defence here would be a good offence and tried to swing another Synth unit into the assault as they also had grenades:
However the casualty they had suffered actually caused them to fail their activation roll. So to clear out the Afflicted I was going to need to use the Officer’s squad.
The final Synth squad activated and advanced, but failed to really do anything else.
Exiled Tribes turn 2…
The Exiled Tribes won 7-0. 3 dead Synth squads, 3 points for killing the Synth Officer and 1 for being in possession of the MacGuffin (the last Afflicted grabbed it).
I really think I failed as a Synth commander but succeeded as an Exiled Tribes Warlord, which is always the case with solo games. I learned the importance of positioning figures within a unit before heading into a close assault, it really is a game within a game and that maybe a 2×2 is a little tight for games of Deathzap 4, since units can move a foot to enter into close assault.
It was all a lot of fun though and made me think a lot too.