Friday, April 29, 2011

Incursion on a Saturday Afternoon

Hi bloggers,

So Saturday Max came over and we had another game of Incursion. We played the third mission and I decided to take an APE Blazer for the first time to try them out (a flame-thrower). Now unlike Space Hulk he's not limited in his fuel, this bad boy came to fight. With enough Action Points (AP) and Command Points (CP) you fill the board around you with flames and help to halt the advance of zombies.

So for those of you unfamiliar with Incursion it works quite similarly to Space Hulk. Each action a model takes costs a certain number of points; moving forward is 1 AP, throwing a grenade is 2 AP and so on.

Each model has an AP value determining how many actions they can take normally, now this can be altered by the cards you draw each turn or added to by CP. CP is a pool of points, determined by how large the mission is, which you can allocate to your models to take them far beyond what they can normally do. At the beginning of a turn you can secretly bid your CP to allow you to take your turn first but obviously this leaves you without them during that turn win or lose. CP can additionally be used to "kill" cards that are played either as events or on characters (both yours and your opponents).

Everything started off fine with the flamer effectively shutting down Max's ability to bring on zombies as they would be melted down into Tyler Durden's favourite source material as soon as they stepped into the flames. But since my APEs are so slow compared to Ilsa and the Blitzhund they were able to get moving away from the flamer. Since you can control the shape of the flame within line of sight you can ensure you are able to block off a room's entrances.

The Blazer slowly advancing forward managed to take down the Blitzhund (who had been shot previously by the APE by himself) and wound Ilsa. Unfortunately for me Max had a hidden tunnel card and set one up right behind me and ran zombies at all my APE suits managing to take a wound off the APE supporting the Blazer. I then beat them back in my next turn expending my CP to ensure I would be safe during his turn only to have a Booby Trap card played against the same APE and with Max only rolling sixes whenever he tried to wound me he pulled down my APE suit.

After Ilsa grabbing the Pinger (the Mission's objective is to get it off the board) more zombies raced towards the isolated APE from the Trap Door and without the fire support from the now extinct APE they managed to pull him down under the weight of their attacks. So down to just the Blazer I had to knock out the Trap Door and focus on pulling down the much more nimble and deadly Ilsa.

After doing so with a possible victory in my grasp Max played a brilliant series of cards meaning I just couldn't bring Ilsa down before she could win the game for Max. As a Cave In occurred blocking the Blazer's line of sight Ilsa also had Blaze of Glory played on her meaning if I or the flames I had lit were to kill her she would instantly activate and have a full turn of AP to spend on her before she died meaning she could sprint off the board no matter what happened.

After bidding everything I had to take first turn I killed her Blaze of Glory with a SNAFU but Max drew and was able to play it again thanks to Ilsa's ability to draw an extra card every turn. This was the final nail in my coffin as Ilsa was able to stroll off the table to victory.

 Max's final hand of cards.

With Ilsa stacked with 3 wound counters a Blaze of Glory ensured her victory unless I could strip it before her death. Alas it was not to be.

Again this was another great game and just cemented with Max and I how good this game is. I will have to get a start on assembling my models once the expansion SNAFU gets here with all of its other goodies!

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