Battle Report: Coastal Raid of New Iberia

Background
the-bayouIn the year 2285 the small Louisiana town of New Iberia is now coastal property, thanks to the floods after Eruption Day. The location is far enough east to avoid the wasteland temperatures of the desert, and surprisingly wealthy from pelt hunting of rare bayou dinosaurs. A ragtag group of ex-sailors and dino hunters have established themselves as the Coastal Defense Force. Their leader is Ronan Cioni, a descendant of the Cioni family who were the original post-Eruption reclaimers of the town.
Although their wealth is not advertised in a flashy or grandiose way, one eager and angry man knows all about it. Dash Cioni, the only brother of Ronan, was exiled from the Coastal Defense Force and the town of New Iberia after a messy situation deep in the swamp that resulted in the death of a travelling merchant and his family. The details are hazy and rumors are whispered behind Ronan’s back about the split.
But now Dash wants revenge, and he has used the promise of New Iberia’s riches to lure Captain Pellham and his Murkfoul Raiders, a rough band of pirates and poachers.

Table Setup
I decided for this battle to use my new naval ocean looking cloth from Sails of Glory to represent the watery swamp along the outer coast of New Iberia. I used the underside of this very same cloth for my last Christmas battle report. The downside is my camera gets a bit confused and tries to balance the colors to a yellow/orange tinge, which you’ll see in the pictures. Just think of it as the gross, unbearable humidity of the southeastern USA coast.

For the table setup I went with an open ocean on one edge, where the Murkfoul Raiders would have their small sailing ship. Then inland from that a series of shoals and sandy beaches. I setup an old iron cannon on a high cliff surrounded by sandbags, which ended up looking great. Then the rest of the map is scattered islands, old ruins, a mishmash of bridges, and eventually the Coastal Defense Force “clubhouse” that is a rundown, swampy looking shack.

I decided to start this battle after the Murkfoul Raiders had left their ship and successful taken the cliffside cannon. Meanwhile the Coastal Defense Force would be responding and further out from their bayou shack. This meant a slightly modified Deep Corner deploy, in that each posse could deploy up to HALF the table width. Which made for some immediate, deadly fights.
For Features the water is Populated Water (2A-2D CTN 7 attack if you end in it). This wouldn’t affect dinosaurs who are used to living in the swamp environment, but would somewhat dissuade characters from entering the depths.
To balance this and still allow mobility I did a houserule that if you could move from island to island (across the water) you could basically “jump” and ignore the Difficult Terrain. This meant all the middle islands were easily traversable as you could hop from landmass to landmass.
For Objective I considered something fancy, but went with a straight up Shoot Out (aka kill ’em all). There is a Turn Limit of 5 for this battle.
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Posses
The first thing you might notice with the two posses are they have a lot of money, to the tune of $3,000 each. The reason for this is to play the rarely utilized “top tier” dinosaurs of Titan and Longneck. The Titan would be represented by the old crocodile toy I bought for the Battle to Seattle campaign, and the Longneck would be the Papo Brachiosaurus from the same campaign.
I can imagine the Titan crocodile swimming alongside the Murkfoul Raiders skiff, then bursting from the depths to bite an enemy in half. Similarly the Longneck would be at home in the swampy terrain, with it’s long legs carrying passengers clear of the muck.

Posse: Coastal Defense Force (310 IP, $3,000)
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DC-Coastal-Battle-0011As mentioned this posse is lead by Ronan Cioni. I wanted to get the “pelt hunter” feel so I went with my newish scale cloak wearing pistol and warhorn guy, in this case a Carbine and Totem.
Ronan’s two closest friends also happen to be brothers, just ones who are on better terms than Ronan and Dash. Arnold Bridgers is a sniper who is very far from his Neotechnoist home. In his travels south Arnold discovered a bit of a medical leaning, so he has Triage. The Try Again trait he also has fits pretty well with the “all or nothing” 1 Attack rifle. Luke Bridgers is the opposite of a sniper, preferring an Enforcer Shotgun and a bit more toughness. I could see the two of them having a storied past from their ~1,700 mile trek from New Haven. Also a note on miniatures, I LOVE the old Space Marine Scout sniper that I used for Arnold, he reminds me of a Ghost from Starcraft, and I’d really like to get and paint a new one. I can’t strip the old one because it has so many memories (playing cards on the shoulder because I was obsessed with 58th Wild Cards in Space Above and Beyond, kill markers on the gun barrel cause that was 1990s cool, bright green nightvision because what other color would I ever do, cliche camouflage cloak, etc.).
The next member is an old timer named Donato the Blue who is the one true sailor, having built and used his own ships for decades. His nickname is from his love of the ocean. He uses a decommissioned Rotary Rifle found in an abandoned silo, and keeps a Clark Airgun handy to push foes away if they get too close to him and the gun.
The final member is Ali Paek, an ambitious youngster from New Iberia with plenty to prove. He wields a hand-me-down Ultra Repeater and tends to be the happiest and most motivational of the group, thus the Get In There! trait.
For the dinosaur the Coastal Defense Force got a Longneck, rightly named Queen of Iberia. I could see this gentle beast covered in streamers and flowers while parading down main street. She’d be fiercely loyal and have many years of experience hunting smaller dinosaurs as part of the New Iberia pelt trade.
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Posse: Murkfoul Raiders (310 IP, $3,000)
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The Murkfoul Raiders have a loose ship crew feel to them with various named ranks. Captain Pellham is the natural leader with a Rustler Revolver (a suitable pirate/bandit-y gun), and wears extremely sturdy armor as a sign of his station.
First Mate Quinn is older than the Captain, but still loyal and happy with his lot in life. He mirrors the Captain by using a powerful Stampede Pistol. Somehow after years raiding and pillaging and living in muck and swamps Quinn hasn’t died yet, so the Lucky trait fit well. Speed Reload seemed like a neat story point in the sense of a quiet, unsuspecting old man who can rapidly load a gun out of reflex from some past military service.
Quartermaster Hank is potentially more loyal to his Laserbow 80, lovingly named “Starfire” from some sci-fi book he found as a child. Hank is the prime poacher in the group, preferring to use Attack – Surprise and a single arrowbolt to kill a foe in one shot.
Officer Russell is a disgraced serviceman who is dour and unhappy as he drifts from one depressing raid to another. He uses a Superior Bronto Gun, wears a dark, grumpy cape and big Witch Hunter style hat.
The final member is Dash Cioni, who motivated the Murkfoul Raiders in the first place to attack New Iberia. Unlike his brother Dash focuses on melee with an aptly named Feudbreaker. He’s ripped the Harpoon Gun from the Murkfoul ship and plans to skewer the first enemy he sees. His combination of traits is set to work WONDERFULLY in the swamp, as cliffs will be no problem to climb, especially in combination with his faster-than-a-dinosaur base Speed of 8″.
And as mentioned the dinosaur is a Titan named The Deep One (very Cthulhu vibe), carrying a swarm of ravenous young on it’s back as it waits to feast on entire villages after the Murkfoul Raiders attack.
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Game Summary
Instead of turn-by-turn notes I wanted to highlight some fun parts and then show a bunch of pictures.

  • Like a cheesy horror movie the upbeat and hopeful whippersnapper died first. In this case Ali Paek got charged by The Deep One on the first turn and died in a single hit. Thematic as heck, but sad to be Ali!
  • Donato the Blue then had an ongoing battle against both The Deep One and Dash Cioni. Dash failed a 2″ Charge up a cliff, which was hilarious. Even more so when Dash was STILL trying to be greedy and Charge (1A-9D Feudbreaker to 2A is so tempting) and failed AGAIN. Basically Donato survived an extra turn or two thanks to Dash’s ineptitude. Eventually Donato did get cornered in melee with The Deep One and couldn’t use any of his guns (minimum on Rotary, and Push wouldn’t work on a dino in melee), so he tried to escape combat and died to a Snap Attack. Donato did at least mow down Dash first.
  • The middle of the map was a bit of a positional shoot out, with Ronan doing his best to fight there while still supporting his right flank. He was against a mix of Quartermaster Hank and Officer Russell (who also split his attention until The Deep One had the situation near the shack under control).
  • Quartermaster Hank missed his Attack – Surprise shot that could have done 12 damage, and died soon after from Ronan’s Carbine.
  • Since the big dinosaurs had deployed on opposite sides of the table they didn’t end up in a massive fight. Instead they did huge damage to the lowly humans. Both were more or less ignored for return fire and took less than 10 damage apiece.
  • Arnold Bridgers the sniper was the most sniper-y sniper I’ve seen in a while. He stayed planted on top of the hill he deployed to and consistently hit his Lever-Action shots. Near the end as The Deep One closed in (after killing the entire left flank) Arnold even busted out his shotgun. By that point BOTH his guns ended up needing a Reload, but that was right at the turn limit so he survived.
  • Luke Bridgers had less luck than his brother, taking an early shot from Captain Pellham and then scrambling the rest of the game to reload, heal, and survive. He didn’t get to use his Enforcer Shotgun to it’s full potential unfortunately, as the Murkfoul Raiders had such a commanding position to assault on the right flank.
  • Captain Pellham was fearless the whole game, moving forward TOWARDS a Longneck dinosaur to secure the kill on Luke Bridgers, then Fleeing melee after getting Trampled by the dino, only to heal using his Small IRP and survive a whole extra turn. Him Fleeing was especially beneficial as the Rustler Revolver has a minimum range of 1…always keep a way to shoot people in melee! Eventually the Captain was sniped by Arnold though as revenge for the death of his brother.
  • First Mate Quinn had the best use of Lucky I’ve ever seen, although he still did eventually go down. After being engaged by the Longneck the Quartermaster managed to turn a 1-hit kill into surviving with 1 Hitpoint thanks to Lucky. Quinn even managed to Flee and keep away well enough to survive (with 1 HP) until the end of the game.
  • As for the “special weapons”, the Harpoon Gun of Dash was never used (sadly), and Ronan’s Totem was but failed to hit enough to trigger Terrify. The Rotary Rifle (in combination with Attack – Dire) did a terrific job of consistent damage though. The Bronto Gun, even with the post-BTS-campaign nerfs, was excellent as always, especially in these higher level battles with more Defense.
  • The Populated Water resulted in the only damage Officer Russell suffered. The underwater dinosaurs also tried to bite Dash Cioni (after he failed to Charge up the cliff) but didn’t manage to hit him. Jumping between islands work wonderfully and meant the middle saw lots of movement and action.

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Conclusion
In the end the turn limit was reached before a decisive victory either way. The Coastal Defense Force was down to Arnold Bridgers (unwounded but with two empty guns) and the Queen of Iberia with 27/37 HP. The Murkfoul Raiders had First Mate Quinn on 1 Hitpoint, Officer Russell with 7 HP, and The Deep One relatively untouched at 28/32 HP.
So a technical win to the Murkfoul Raiders for having more survivors, or really to Quinn for escaping death that whole time. I think given another turn or two Arnold would have been eaten, Quinn would have been shot, and the dinosaurs would have ended up duking it out. That would have been an interesting fight, especially since both still had their Attack – Inspire left (they could eat/stomp a character with it and recover HP) and the Longneck’s lower damage profile was balanced by her Big Game Hunter trait.
Regardless the Murkfoul Raiders broke through the Coastal Defense Force just enough to grab a bit of loot and damage the clubhouse shack, but certainly not enough of a rout to completely pillage New Iberia.

Anyway the game was lots of fun and I liked the varied terrain and background story (amazing how much a little story adds to the tenseness and excitement of a situation). I had these posses built over the holidays and meant to play back-to-back with my Christmas report, but didn’t find the time. So I’m glad I got to the battle report pretty soon after.

v2.6 rules are feeling terrific, no glaring changes that I want to do. I might have finally tweaked and modified the game to it’s final state?! What does that mean for this blog? Well…an exciting announcement soon will shed some light on that.