Well let me put it this way. My opponent is about as gracefull whenever things go his way (and EVERYTHING went his way this game) as a hippo riding a unicycle.... He will rub the most minute thing in your face and when your gangers falls over at the drop of the hat and your "sniper" finaly gets a hit but fails to hit because the dice fail to roll anything higher then a 1.... Out of the 5 shots I hit twice and failed to wound twice. In my first turn two of my gangers (one with 2 wounds and the other with 3 wounds) both got 2 wounds. MY sniper even lost all 3 of his wounds to 1 round of shooting my 1 man (his heavy) because he failed to hit the guy when he was right in the open...
All of those things add up and start to exceed the word annoying really really soon...
Fact that ive had to play against excessive odds for 3 games in a row doesent add much fun to these games either. 3 games ive had to play with a handfull of gangers against (2 times) almost full gangs. My gang suffers from "i cant hit the broadside of a hive primus wall" to begin with and I get a handfull of my gangers to start the games off with... I dont mind losing the game because im outplayed or made a tactical blunder then because of horrible dice or terrible 1 sided scenario. Heck I think this is my first loss in a long time. The games just felt like losses though as half my gang was shot down and im only winning because my opponents fail their bottle tests before I do...
Guess what im saying is that id rather lose a straight up fight badly whilst giving them a run for their money then win a meatgrinder (while beeing on the receiving end) because my opponent manages to roll 2D6 badly at the start of his turn after I manage to make 2 of his gangers stub their toes...


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Suffice to say my gangrating increased from 2445 to 2724!! Ive gained an auto repairer, silencer, medi-pack and managed to buy a mung vase for 20 credits which gave me back 90 credits!!
When my reserves came in I essentialy had 2 locations left to place my models. Smart placement by Fawful's tunnelers had ensured that both were right in the open and between his forces and not really good places to be... Fawful beeing a good sport that he is he allowed me to bring some models in from my table edge rather then using the vents. I only placed Leo in a central ruin and let Alex run up the table. I let Jennie run up to Jose to support max and Jose himself if he ever got up from his wound!
) Duncan hit the same target again but did manage to wound this time! During combat Bill managed to put a wound on Ash! That doubling of your attack charactersitics for frenzy really saved the day! Oh almost forget, JJ was down to a flesh wound, so would be able to get up in next turn if he wasent shot at again! I moved max to ensure he could make the initiative test 
JJ got up and fired at stuff (think Fawful's gang leader) but he missed. I think Jose finally succumbed to his injuries at this point and he was out of action. Grenade launcher fired again but got a downright miss at this point (10 inch scatter if I recall right) Duncan shuffled abit and fired at Fawful's heavy but missed. In the combat phase Fawful used his leap back skill to move Jansen out of combat. Good move of his as next turn it was his turn!
luckily he missed though!! In combat, Fawful won by 1 but failed to wound!!
In combat Shorty lost by 1, but Niels' ganger failed to wound. 
) I tend to get a huge XP advantage over the others.
I got one my powersword from the big zombie bash we did (well the zombies bashed us...) and bought the other one after my first game (old gang leader died though) and Dennis got his from his inventor as well!