Friday, 31 January 2025

Battletech - The Invasion of Huntress, 12th March 3060 - The Game

 This was one of our biggest BattleTech games.  The Battle Value of each force was around 23,000 points, which may not mean much to most readers because I'm pretty sure they've changed the battle value system once, possibly twice since then.  My opponent liked his heavy and assault 'mechs, and squeezed a lot into his force!  I was fielding a garrison force, although they were old or less popular mechwarriors, they were equipped with heavy and assault 'mechs, albeit over half were second-line machines.  This was also my chance to try out some ProtoMechs.  I know that ProtoMechs have tended to get a lot of bad press, but I think they can work well in some situations.  They are certainly a very useful distraction when you use them against an unprepared enemy who hasn't previously encountered them, disrupting their plans as they try to deal with the unexpected threat.  Apologies for the unpainted models, I only had 20 or so Inner Sphere and Clan 'Mechs painted at this time and none of them actually made it into this game!  Scenery is a mixture of GW Space Marine game buildings, deodorant can cap "fuel tanks", cheap coniferous trees (10p each), cardboard roads, a few resin and plaster cast buildings.  Enough waffle, on to the battle...

Berserker Assault 'Mech

Clan forces

 Elemental Star (2 laser points, 2 machine gun points, 1 flamer point)

 ProtoMech Star (2 Roc Points, Minotaur Point, Satyr Point, Hydra Point)

 

Assault Star

Highlander IIC – Star Captain Ellis Kotare

Marauder IIC

Rifleman IIC

Executioner

Warhawk

 

2 Epona Pursuit Tanks

 

 

Inner Sphere Forces

 

Commando

Wolfhound

Strider

Hammer

Javelin

Jenner

Chameleon

Centurion

Komodo

Anvil

Gallowglas

Caesar

Spartan

Victor

Akuma

Highlander

King Crab

Annihilator

Berserker

 

The Inner Sphere objective is to destroy or capture an orbital defence gun located on an island at the edge of the Bahg Jana river west of New Andery.

The Clan forces were spread out, expecting attack, but unsure from which direction it might come. The space defence gun was defended by a Point of Elementals and a Point of Roc ProtoMechs, with a Rifleman IIC nearby, poised to provide close air defence if any Inner Spheroid AeroSpace fighters should try to strafe the installation. Three other static anti-aircraft emplacements were positioned around the island, along with two more Points of Elementals, and a Point of Minotaur ProtoMechs. The other Clan units were spread out amongst the woods and crumbling ruins between the river and the small town nearby. 

The battlefield.

 The Inner Sphere strike force moved in from the east, coming from the direction of New Andery. They were difficult to detect at first - an ECM pod was carried by at least one 'Mech, maybe more. A brief visual confirmation of their approach was enough though - the Clansmen began to prepare themselves to repel an assault from that direction. Two Epona GEV tanks rose on whining fans and began to glide across the river towards the town, while Elementals and BattleMechs alike moved toward the best positions their short warning time allowed. Fortunately, attack was difficult from any direction but this one, and so a basic defence had been planned out some time ago. How effective it would be depended on the tactics and composition of the Inner Sphere forces.

The enemy recon 'Mechs came in first, as expected. No-one could afford to send their heavy equipment straight into combat unless there were exceptional circumstances. To have your key units taken out by an ambush they were to slow to escape was not the best way to start a battle. In this case though, the Heavy and Assault 'Mechs were very close behind their reconnaissance screen - large, lumbering forms glimpsed briefly between the distant buildings even as the scouts filtered through the outskirts of the town. There were lots of them, and by coming in so soon after their recon elements, they gave the Clan troops less time to react to their plan of attack. This was obviously the Inner Spheroid intention - quickly check out the Clan deployment, then rapidly move up heavy units to an enemy weak point, supporting their recon units before they were cut off.

Ellis Kotare was already moving to cover the south flank, his Highlander IIC and the escorting Executioner shaking the ground as they strode into position. A point of Satyr ProtoMechs lurked nearby, waiting for an opportunity to use their speed and agility to the Clan's advantage. The Warhawk was holding her position by the bridge at the centre, while the Marauder IIC had begun to turn towards the north. The ruins of the old village there would make a good place for the Inner Spheroids to try and sneak forward, especially if they had Battle Armour with them. Amongst the rubble, Elementals and Hydra ProtoMechs were ready to counteract any attempts at unobserved infiltration, whether by 'Mechs or by infantry. There had been no sighting of anything except Inner Sphere 'Mechs so far, but there was no telling quite what might be hidden by their counter-measures.

Despite the jamming that made the Clan sensors for the most part useless, a picture of the Inner Sphere deployment was gradually forming out of the visual reports flowing from ProtoMechs, Elementals and BattleMechs. Slightly south of the centre, a Commando, Jenner and Javelin could be seen crossing the dual carriageway into the storage silos and spreading out. As they drifted south through the silos and nearby buildings, close behind them followed a Centurion, with a Wolfhound and fearsome 100-ton Berserker taking the centre of the field, backed up by an 80-ton Spartan. On the edges of the south flank, trailing the recon units, came 3 more assault 'Mechs - an Akuma, Highlander and Victor. Further behind this sledgehammer assault force, and slightly towards the centre, came yet another 100-tonner, an Annihilator. From this position, it would be able to lend firepower to either flank, directing a withering rain of fire from its four autocannon against anything that got in its way. Behind the leading Berserker and Spartan, a King Crab and Gallowglas anchored the very centre of the Inner Sphere line.

100-ton Annihilator looms in the distance.

To the north, a Strider and Hammer led the way, Anvil, Chameleon, Caesar and Komodo moving rapidly forwards behind them. Although lacking in huge and lethal Assault 'Mechs, the sheer number of 'Mechs concentrated in this tight grouping meant that they were potentially the greater threat. This became even more apparent when you took into account their speed compared with the lumbering Assault 'Mechs on the other flank.  This was an ideal fast flanking force.

All in all, it was a lot of firepower facing the Clanners, but they were not anxious. Although three of the garrison unit's 'Mechs were second-line equipment, they also had two OmniMechs, both of which were powerful assault-class machines. They still outclassed most of the Inner Spheroids on a one-on-one basis. It was a pity, then, that they were not fighting one-on-one. But then, that would have given less chance for glory, which was not the Clan way. It was certainly not the Smoke Jaguar way. Besides, the ProtoMechs should give the Spheroids a surprise or two…

This was already proving to be the case. Kotare sent a Protomech point up either flank to try and blunt the Inner Spheroid advance. Evading the enemy scouts moving through the silos, the point of fast-moving Satyr ProtoMechs sped forward acros the carriageway to engage the Highlander and Akuma. As the Inner Sphere 'Mechs stopped to deal with this distraction, the Victor was able to slip past the Satyrs, trying to maintain the momentum of the attack. Although the Victor was through, the Akuma and Highlander were forced to engage in a short but vicious battle with the recon ProtoMechs.

Victor sneaks past while Satyr ProtoMechs engage Akuma & Highlander.

Having never encountered anything like a ProtoMech before, they had no idea of their true capabilities. They just could not risk leaving the rapid-moving mini-Mechs to rampage freely through their rear echelons. Although their massive firepower virtually guaranteed victory over the Satyrs, this encounter delayed the two lead assault 'Mechs significantly. The Akuma backed up against a building to guard against any of the ProtoMechs trying to cut through its rear armour, and the Highlander paused several metres away, the Satyrs between it and the rest of the advance.

Satyrs take a beating from the Akuma.

The Victor was still moving forward, but was not fast enough to make up the lost ground. The Javelin and Commando had been their advance recon elements, and coming out of the silos and up against two Clan assault 'Mechs was more than they could handle - especially with the additional surprise of a point of Rocs. Both now lay in smouldering heaps of wreckage. The 95 ton Executioner had let loose with three large pulse lasers and four extended-range medium lasers, destroying both 'Mechs in less than ten seconds.

Inner Sphere Scouts fall victim to Highlander IIC & Executioner.

The supporting Centurion was a little more lucky, and although it took heavy damage, it was able to fall back behind the partial cover of the silos. The Jenner was able to halt its advance before it succumbed to the same fate as its companions, and with the damaged Centurion attempted to lay down suppressing fire to keep the Clanners contained until the Berserker could arrive.

Berserker rushing to aid damaged Centurion.

On the northern flank, the Inner Sphere advance was far more successful. Here, a ProtoMech strike force of Hydras tried to break up the strong Inner Sphere thrust, while a supporting point of Elementals sought cover in some trees at the edge of the ruins. As they moved forward, the Inner Spheroids rapidly deployed their forces to counter this unexpected ProtoMech threat. The Caesar split off to the north to move round the far end of the building, leaving the other large 'Mechs - Chameleon, Komodo and Anvil - to meet the Hydras head on. The Komodo with its 10 medium lasers designed for anti-Elemental work, and the Anvil with its two large pulse lasers, were probably two of the worst units the Hydras could have come up against - especially at the near point-blank range at which they now found themselves.

Hydras surrounded and in trouble.

The two Inner Sphere scouts responded in different ways - the Hammer turned to help against the Hydras, but the Strider kept moving forward down the battlefield… and right into the line of fire for the Marauder IIC, which sliced into the recon 'Mech with extended-range particle cannon. Desultory return fire spattered the Marauder IIC, causing little damage that the pilot need note. In front of the Marauder, an Epona skimmed forward, but the Gallowglas chose this moment to enter the fight, destroying the accelerating GEV tank with a single volley of fire. As the back of the tank exploded, the burning wreckage nose-dived and ploughed a long furrow, grinding to a halt only metres from its destroyer.


The second Epona had kept its distance, in order to take full advantage of the range advantage its twin LRM20s provided. Unfortunately for the Jaguars, a lucky volley smashed through the front armour, missing the air skirts but sending shrapnel spraying through the plenum chamber, lift fans splintering themselves against the fragments. The GEV grounded heavily, but the crew - though shaken - continued their job. Having lost their mobility, they were a sitting target - but on the bright side, they were in a near-perfect position for defending the bridge. Taking the most of this opportunity, the Epona's crew prepared to let loose their LRMs against any hostile target which presented itself, sending 120 LRMs towards the Inner Spheroids in less than a minute.

Back on the south flank, the Jenner and the Centurion kept up their fire, while the Berserker and Spartan swung towards them from the centre. The Rocs kept to cover, while the Warhawk moved in to support the Highlander IIC and Executioner.

Action on the South flank.

Further towards the centre, the Wolfhound darted further forward, before breaking left as if to flank the forward Clan 'Mechs. It was brought up short when, unexpectedly, a point of Elementals sprang from the trees as it passed. Nearby, a point of Minotaur ProtoMechs had appeared, and were spreading out into a skirmish line.

Things were not going well for the Hydras. Caught in a crossfire from the Komodo, Chameleon, Hammer and Anvil on one side, and the Caesar from the other, the ProtoMechs were completely overwhelmed. The Inner Spheroids sustained light damage, but closed in to extreme short range to complete the destruction. After teaming up with the Komodo to take out one of the Hydras, the Hammer left its larger companions to finish the others, catching up with the damaged Strider and taking cover from the Marauder IIC behind a ruined factory. The Chameleon and Caesar claimed one Hydra apiece, while the Anvil's large pulse lasers tore apart the last two.

Hydra ProtoMechs wiped out.

To the south, the badly damaged Centurion pulled back out of sight of the Clanners, onto the carriageway, and across behind the silos. The Jenner was not so lucky - it was unable to disengage before being destroyed by the Rocs, although it managed to take one of them with it. The Berserker came charging through the silos, trying to close the range between itself and the two Clan Assault 'Mechs, and the Victor came ever nearer down the far south flank.

Clan assult & ProtoMechs try to stall the Inner Sphere advance.

As the remaining Rocs began to move out to block the Victor, their smaller ProtoMech companions finally met their fate, three Satyrs at the hands of the Akuma and two to the Highlander - which managed to slice the legs from its victims, immobilising them before finally destroying them. Stepping over the smashed and broken Satyr remains, the two Assault Mechs resumed their advance, breaking into a run to try and make up for lost time.

Satyr ProtoMechs also destroyed.

In the centre, the Wolfhound found itself taking on 2 minotaurs and 5 Elementals. Luckily, its path crossed that of the Spartan, which paused to lend its firepower to that of the Wolfhound. Elementals began to fall as the Assault 'Mech's guns mowed them down. Then it turned to the Minotaurs… To the rear of the Wolfhound, the Gallowglas strode past the burning Epona, trading fire with two other minotaurs, destroying one of them. Behind it, the huge shapes of the King Crab and Annihilator could be seen crossing the carriageway. Fortunately for the Clanners, the trees and buildings still blocked their line of fire.

The fight for the centre.

The Executioner and Highlander IIC seemed to be holding their own on the south flank. With no clear targets of its own, and wary of any Inner Spheroids trying to break past behind it, the Warhawk slowly began to back up, retracing its steps to the bridge while keeping its guns pointing towards the battle. It had taken the odd hit, but the damage was slight, little more than cosmetic at this stage. As it drew level with the immobilised Epona, it halted, waiting for an enemy to present itself.

Seeing the demise of the Hydras in the far distance, the Rifleman IIC began to move forward. If any of the Inner Spheroids got through the main Clan force, they would need to be intercepted as soon as possible. Activating jump jets, the 'Mech leapt partway across the river, landing on the narrow peninsula where the river split into two. Just to the North, the second point of Rocs leapt from the Orbital Gun the whole way across the river, ready to try and replulse the Northern Inner Spheroid thrust. They rapidly moved forward, away from the river, taking cover in the farm and nearby ruins.

Their opponents flowed around the smashed Hydras, the massed weaponry of the Spheroids easily dispatching a point of Elementals in the trees to the left of their line of advance. The Komodo led the way, running down the far northern flank, Caeser close behind it, follwed by the Chameleon, then the Anvil. This was clearly the greatest threat to the Smoke Jaguars; abandoning the hiding Strider, the Marauder IIC paced backwards a short way, then turned to its left, keeping the fast-moving Inner Spheroids in sight. The Chameleon split off, moving around some ruins to face this 85-ton Clan 'Mech, and a few seconds later, the Caesar followed suit. Having been slightly ahead of the Chameleon, this brought it out on the other side of the ruins, forcing the Clan pilot to split his concentration. As the distance between the Komodo and the Rocs rapidly decreased, lasers began to flicker between them. The flare of a medium laser ablating armour away from the torso of a Roc gave a hint of what was to come.

Marauder IIC facing off against Caesar & Chameleon

South flank; trying to gain a breathing space, the two Clan 'Mechs turned and strode back behind some nearby trees, the Berserker in hot pursuit with hatchet raised ready to strike. As the Highlander IIC came round the copse and into the Spartan's field of view, the Inner Spheroid broke off its attack on the Minotaurs to take on this more dangerous enemy. The ProtoMechs had been softened up, and hopefully the Wolfhound could handle them now.

A brief exchange of fire between the Assault 'Mechs ended abruptly when the Highlander IIC's fire touched off the ammunition stored in the Spartan's torso. The Spartan's body burst apart in a ball of flame, shrapnel defoliating several nearby trees and raining down over a wide area, pattering off the scarcely damaged Smoke Jaguar's armour. Through the smoke, the huge, hunched shape of the King Crab could be seen, as it loomed around the end of the silos. Further towards the carriageway, the Centurion cut back between the silos, following the Berserker's route. A different angle than its previous advance, this kept it out of sight of the Clan Assault 'Mechs - for the moment, anyway.

Spartan succumbs to Minotaurs and Highlander IIC.

The Victor, slightly delayed by the Rocs, moved slowly forward towards the retreating Clanners, while its two companion Assault 'Mechs came charging up behind it. The Victor shrugged off the ProtoMech attacks, concentrating on the Executioner in the distance. The Executioner returned fire, but was starting to look uncomfortable. Through various circumstances, it had borne the brunt of most attacks so far, and had lost virtually all armour across the whole of its body, arms and one leg. In stark contrast, the Highlander IIC was in almost pristine condition. The Rocs were in worse trouble than the Executioner though - the combined firepower of the Highlander and Akuma cut down three of the Rocs, and the lone survivor cut away from their line of fire, moving to the side and going to ground near the Jenner's wreckage. As this last Roc moved out of the Highlander and Akuma's sight, the Centurion emerged from the smoke between the silos, heading almost straight for it...

Victor, Highlander & Akuma charge forwards.

Finally able to catch its foe, the Berserker swung its hatchet in a glittering arc, slamming it into the Executioner's shoulder. The Smoke Jaguar returned the compliment, with a blaze of laser fire biting into the Inner Spheroid. It was clear who had come off worst - the Executioner's left torso had been completely caved in by the blow, the arm falling away, depriving the Assault 'Mech of its three large pulse lasers. It would clearly not last much longer - the only question was how much damage it could dish out and how long it could hold the Berserker before it was overcome.

Berserker cripples the Executioner.

Past the smouldering wreckage of the Spartan, the Wolfhound had been overcome by Minotaurs and Elementals, its body smashed, its pilot dead - revenge for the Minotaur it had destroyed before succumbing. The two minotaurs and lone surviving Elemental had no time to celebrate though, the King Crab emerging from the smoke in front of them, twin 20mm autocannon levelled. Behind the nearby trees, the Gallowglas had started to retreat, moving back past the Epona wreckage, trying to maintain optimum range for its guns and keeping the enemy ProtoMechs away. The tactic paid off - unable to weather the Gallowglas's attack, another Minotaur lay broken and unmoving between it and the Strider and Hammer, which were now emerging from behind the factory ruins. With the Marauder IIC occupied, these two light, fast 'Mechs were once again free to try and advance towards the bridge.

Clan and Inner Sphere assult 'mechs face off.

The Marauder IIC was indeed occupied, trading fire with the Caesar and the Chameleon - so far with little damage from their combined attacks. It had its back to the bridge, as did the nearby Warhawk and Epona. With the Marauder to the north of the bridge, and the Warhawk to the south, there was a clear route for the Strider and Hammer, between the trees and straight onto the bridge. The Marauder may not turn to try and stop them, facing two enemy 'Mechs already, but even if unable to intercept, the Warhawk and Epona were free to reposition themselves to deliver a powerful attack…

Even if they were able to get past the Smoke Jaguar Assault 'mech bridge guardians, there was the as yet undamaged Rifleman IIC to contend with. In its position on the far end of the smaller island, it was an equally good position whether it wanted to support the Rocs with covering fire, or enfilade the bridge. 3 points of Elementals stood ready to oppose anyone who crossed the bridges onto the islands, and although they had been easily defeated in earlier encounters, this time there would be no-one to back the light 'Mechs up…

 And sadly, that was as far as we got.  It was a great game, lots of standout moments.  The massacre of the Hydras who were unfortunate enough to be surrounded by a heavily armed anti-Elemental Lance.  The Satyrs fast attack on the Highlander and Akuma, streaking across the board to catch them not far off their start line.  Obviously doomed, but their delay was critical in breaking up the Inner Sphere's southern push, resulting in the slaughter of the unsupported Recon Lance.  The sudden and unexpected death of the Spartan at the hands of the Highlander IIC.  I was really pleased how the ProtoMechs fared.  Their use was psychological as well as physical.  My opponent hadn't encountered them before, so was understandably nervous about their capabilities.  Pausing to deal with them allowed me to eliminate a lot of the lighter elements of the Inner Sphere force on both sides of the board.  Minotaurs still pack a nasty punch as well, with their paired ER medium lasers being a real threat to enemy Light 'Mechs.  The Eponas were a bit of a disappointment, but this wasn't really a battle that suited their design.  I'm sure that in a less crowded battlefield, their speed and firepower would work well for flanking moves.


City to the East.

The battle could have gone either way.  In the centre, the Executioner probably wouldn't have lasted much longer against the Berserker, especially with the other Assault 'Mechs closing in.  The Minotaurs might have managed to do a bit of damage before the Gallowglas and King Crab wiped them out.

Centre of the action.

Towards the river, the Marauder IIC would have engaged in a slugging match with the Caesar and Chameleon, I'd like to think it would have come out on top of this.  The Rocs to the North would not be likely to come off so well against the Komodo and the Anvil, but the Rifleman IIC would have made the Inner Sphere units suffer in return.  The Warhawk's 4 ERPPCs and Epona's LRM20s would have caused the Hammer and Strider a lot of pain on their run for the bridge, before shifting their aim to try and whittle away the King Crab's armour before it was close enough to use its twin AC/20s.  The Highlander IIC would have its hands full trying to hold off the four rapidly approaching Inner Sphere Assault 'Mechs, and would no doubt have fallen eventually.

The way to the bridge.

The Elementals on the island would be a worry for the Hammer and Strider if they got through, but wouldn't be much worry for any Assault 'Mechs.  That said, I still have fond memories the time a point of Elementals swarmed an Atlas which punched itself in the head whilst trying to brush them off, killing the pilot, or the time they swarmed a Highlander and managed to kill the pilot.  Maybe they'd have got lucky!

Island defences to the West.

So, there we have it, a battle from more than 2 decades ago, the first where I took some photographs with the idea of writing a battle report!

Thanks for the suggestions on Alpha Strike in the comments on my previous post, I'll definitely be giving it a go.  It should be easier to run a game of that with the kids than full-on rules-heavy BattleTech!

Now to try and hunt down my 'Mechs.  A lot of mine are painted now, I'll see if I can get a few photographs of the participants from this battle.

Wednesday, 29 January 2025

Battletech - The Invasion of Huntress, 12th March 3060 - Operational Briefing

The Invasion of Huntress

 

19th February 3060:

DEST commando teams are the first Inner Sphere troops to land on the Smoke Jaguar homeworld of Huntress.  They spend several weeks conducting covert intelligence-gathering operations.

 

12th March 3060:

Inner Sphere BattleMech units begin dropping onto Huntress.  Forces land at various locations across the surface (see attached map).

 


Eridani Light Horse – Mount Szabo/Lootera region

Fox Team – Falcon Eyrie, Eastern Mountains

Knights of the Inner Sphere – near New Andery, Shikari Jungle

Northwind Highlanders – Factory Complex near Pahn City

Lyran Guards – Bagera

 

While the Knights of the Inner Sphere take on the main part of the forces in the Shikari Jungle and pressing on towards New Andery, another small force has also been landed nearby.  Their mission is to destroy or capture an orbital defence gun located on an island at the edge of the Bahg Jana river West of New Andery.  This emplacement is believed to be well guarded, although the DEST recon operations were unable to determine the exact nature of the defenders.  The safety of further landings may depend upon the success of this mission…


 This was the initial briefing for a battle I organised in August 2002 with my regular opponent Matthew.  We had a lot of great BattleTech games in the late 1990's/early 2000s, including a Com Guards vs Clan Nova Cat space battle (BattleSpace) followed by an opposed landings, a short 3 player campaign of 5 linked battles (mercenaries vs Clan Nova Cat along the Draconis Combine/occupation zone border), and a Mechwarrior campaign.  Our games vaguely followed the timeline of the novel series, all of which I bought and then lent to Matthew.  The invasion of Huntress was probably one of the last big games that we had.  After this, life, jobs and families intervened and we only managed 3 or 4 games over the next 10 years.  I'll post the battle report in the next few days, one of the first for which I actually took photographs, using my first digital camera, a Fuji Finepix S602 Zoom, 3.1MP (cost me over £500 back then, now available second hand for a tenner!).  Sadly, the 'Mechs are all unpainted, and the pictures aren't all that good, but it was a start!

Thursday, 9 January 2025

Escape from New York board game

 Our friend Graham came round again recently for a game of Escape From New York by Pendragon Game Studio, based on the 1981 John Carpenter film of the same name.  Graham has a Kickstarter version with various extras (figures, extra cards etc).  The aim of the game follows various parts of the film plot to rescue the president, find "The Tape" and/or escape.

You take the part of one of the 4 main characters in the game.

There are lots of little models with the game including 4 cars, the Gullfire glider, rescue helicopter and the Cabbie player's cab.

The detail is very good - the Cabbie is even leaning out of his window with a Molotov cocktail!

The board features the Library in the centre as the starting point. Above and to the left is the World Trade Centre with the Gullfire Glider on top.  The red cards are POI (Points Of Interest) where important items for winning the game might be found.  The city is revealed by drawing cards as you explore.  Each tile has a single vertical road linking to a tile above and below, and 2 horizontal roads linking to 2 tiles on each side.  Some roads are blocked by the barricades.  Having the columns of tiles offset works really nicely, a bit like having hexes, but it's much easier for the roads to line up.  I might try something like this if I make some terrain tiles of my own some time, it would certainly be far easier to cut out square tiles instead of hexagons, and easier to mark on the terrain features to match up between tiles.

Every player has 2 personal objectives: 1 object and one means of escape.  Ways to escape are by helicopter (once it arrives), in the Gullfire glider (assuming it hasn't been destroyed by prisoners), by raft (hidden under 3 or 4 of the question mark markers around the edge of NY) or across a bridge (which requires a diagram of the bridge, found during the game).  Objectives include things like "The Tape" and the "President's Bracelet".  As you play the game, you can "level up" by killing prisoners and/or collecting equipment. At Level 1, you can choose one of 3 extra-special action cards to add to your hand.  At Level 2, you can add an extra card and change one of your personal objectives (can be handy if game events affect your existing objectives).  When you reach level 3, you can change a personal objective and are also able to win a "lone victory" by having the object required and the appropriate exit route.  Alternatively, you can win a "collective victory" by escaping as a group across one of the bridges, but more on that later...

Many of the roads through the city will have barricades blocking the way.  These can be broken through to clear the way, flipping the barricade marker to show this.  The detail on these is fantastic!

As you explore, you find equipment (green supply crates), ammunition (piles of bullets) and prisoners (2 varieties of red figure who will attack you during the game).

Our characters were the Cabbie, Snake and Maggie.  I started the game in my cab which grants some extra abilities.  Cabbie isn't shooty like Maggie or Snake, but can run people over instead.  Yay!

You hold a hand of action cards, 2 of which can be played each turn.  Actions generate noise, the more noise you make, the faster things happen in the game, the more difficult it will get and the more likely you are to be unable to Escape.

Off I go in my cab.  Action cards allow you to do things like attack, or in this instance, to move onto an adjacent tile and reveal another adjacent tile.  The tiles contain 2 markers, either a prisoner (place a prisoner on the tile), an event (draw a number of event cards equal to the event level, which increases during the game), an equipment crate (draw an equipment card), a sewer grate (certain cards allow movement between another sewer grate as if in an adjacent tile), a car, or a building which might provide healing, protection, equipment or ammunition.  Driving my cab means that when I end the turn in a tile with no prisoners, I can move to another adjacent tile, then reveal a tile adjacent to that.

Snake moves to a Point Of Interest and finds some equipment.

Maggie moves to another POI and discovers Romero.  The "Boss" characters often have some important item that gets dropped when they are killed, so you have to eliminate them in order to get some of the items you need to escape.  They are much tougher than the ordinary prisoners.

My Cabbie vrooms into another tile, and his action card allows him to swerve into the prisoner and deal 2 damage by running him down.  Prisoners usually have only 1 wound, so he is killed.

Action cards allow Maggie to do a lot of damage to Romero and the prisoners in her tile.  If you have a gun, you can spend bullets in your turn to do extra damage in addition to any caused by the action cards you have played..  With all opponents killed, Maggie retrieves one of the 4 cases hidden about the board.  These cases contain items vital to the heroes' escape.  This one contains a "Diagram of Bridge 4" which would allow us to cross it together to score a collective victory, as long as we have the President with us.  Now, where is he hiding?

I move into a POI - turns out that I've found the President! But uh-oh, a lot of extra prisoners appear...


1 extra prisoner is added to each surrounding space once this card is revealed.  But at leats a get a model of the President to put next to my character card!  I also reveal all the other red POI tiles, land the helicopter on the helipad marker in the park.  Now that we have the president, we can try to complete a collective victory.  You may recall that my means of escape for a Lone Victory was the helicopter, so it's useful that it has arrived.  One of the action cards in your hand allows you to steal an item from another player (the card is then discarded, so it's a once-only chance) which might be useful for securing a Lone Victory!

I haven't mentioned yet, but after each individual player's turn, "The City" has a turn where you track how much noise they have just made (marked on the action cards) and either discard or draw a card from the City deck to find out what happens.  Prisoners in adjacent tiles might move into the tile where the player has finished their turn, indicated by arrows showing the directions from which they arrive. Roadblocks prevent the prisoners moving from certain directions.  In this case, they all pile into me!  When you take injuries, you lose random action cards from your hand.  When your hand runs out, you reveal the top card from the "Master Life Clock" deck which moves the game forward in various ways, eg increasing the number of event cards drawn when an event occurs.  When the Master Life Clock cards run out, you lose the game.  The Master Life Clock cards also get turned over when you have made enough noise to move The City noise tracker far enough, so the more you try and do, the faster time runs out for you.

Maggie uses one of her action cards to enter the sewer grating on her tile and re-emerge from the grating next to mine, then shoots several of the prisoners.

On my next turn, I use a special action card that lets me move from one POI tile to any other POI tile on the board that has already been revealed.  Because they were all revealed when I found the president, that gives me a good choice, so I flee across the board.  Unfortunately, 2 Boss characters have also ended up nearby...



Snake has killed the prisoner driving one of the cars.  He can now jump in the empty car and take advantage of the advantages it brings.  You can drive a car into a roadblock to destroy it (though Snake has an action card that lets him move through roadblocks, which is very handy), take a willing passenger with you on your move, or at the end of your turn, if in a tile with no enemies, you can take an extra move and reveal another tile.

Maggie returns through the sewers and emerged next to Slag, then attacked him.  Luckily she's on a tile containing a Police station which stops her taking any damage while she occupies it.  Boss prisoners can take varying amounts of damage, so Slag is still alive.

Earlier in the game I found a baseball bat with nails in it from an equipment marker.  This will add 4 to any damage that I do using an action card.  I select the action card that allows me to swerve into the tile and crash into Slag, doing a total of 2 + 4 for 6 damage which is enough to finish him off.


With Slag dead, I get to pick up the briefcase he has dropped.  Next turn, I swerved into Duke's tile and eliminated him too, though he never dies, just re-spawns on his home POI tile.


Snake suddenly finds himself outnumbered as he explores the far left side of the board.  We need that last briefcase!


My Cabbie uses his special card to travel to another POI on the far right of the board to get the final briefcase.

In the briefcases I've just collected, I have the President's bracelet and a diagram of bridge 2. 


I've got enough to level up to Level 3.  I choose to change my personal objective object from "The Tape" to the "President's Bracelet".  This POI is quite close to the helicopter, if I can make it there, I can score a lone victory and escape!  No need to wait for the others to make a Collective Victory.

Snake makes a break for it to get away from the prisoners.

He makes it to the roof of the World Trade Centre, eliminates the prisoner there and because he has the right object and means of escape available, he uses the Gullfire to escape for a Lone Victory!  It was lucky that we only drew a single card adding a prisoner to the roof of the WTC, when you have enough there (4 or 5 I think it was), the Gullfire is destroyed and lost as a means of escape.

The game was really fun, lots of neat mechanisms that ratchet up the tension and replicate various events from the film.  Using your hand of cards as your "life force" provides a great way of ensuring everyone stays in the game the whole time, but penalises you by reducing your options during your next turn or forcing you to refresh your hand by accelerating the game timer.  I've already mentioned that the offset column layout of game tiles is very ingenious.  Some of the game cards have multiple uses, for instance the action cards that "The City" plays when you've made noise are marked on the reverse with a picture of a city tile with arrows showing which direction prisoners move from into your tile.  This random movement means you never know quite which of the 6 adjacent tiles someone will come from - if unlucky, it could be most of them!

There are extra game options in the Kickstarter expension pack, including Police objectives and Police figures that are used to carry them out.  Apparently there are other expansions that incorporate other John Carpenter films such as They Live! (collect spectacles etc as you go round the map) and Hallowe'en!