Showing posts with label 7TV. Show all posts
Showing posts with label 7TV. Show all posts

Saturday, 10 July 2021

7TV Vegatable Apocalypse

 

The club is back in action and last week we had Chain of  Command, Blood Bowl, Alien Squad Leader, a pirate game (the rules are called Donybrook), and this game of 7TV.


This armies were 66 ratings (points) each, which was the value of my recently painted army cast I was keen to try out. The mission was 'the ambush' from the Apocalypse set. I had a 'Military Mind' (star) and 'Dependable Deputy' (co-star), a marksman, bazooka and machine gun teams and two sections led by corporals. Clive had a 'Mad Scientist' and 'Rampaging Monster', both co-stars and lots of plant based creatures from the Apocalypse set. Most of the figures are made by Crooked Dice who also produce the rules.

The McGuffin, an especially valuable objective, was placed in the tower in the centre of the table.


 

On the first turn wind blown seed pods moved into my rear on both sides threatening my intended advance but a good round of shooting destroyed them all before they could hatch. 

A countdown card allowed Clive to switch the positions of his rampaging monster and my dependable deputy, who was quickly thrashed to death by creepers. 

 

The mad scientist found himself in sights of the bazooka team who took an opportunistic shot at him but he was  saved by a bulletproof umbrella from the gadget pool. The bazooka soon had another problem to deal with soon so didn't get another try.


The monster moved into the section on my left taking out several models. Then he used his ability to become huge and became an even bigger threat.

 


Three creeper hounds swiftly moved down the flank ready to attack the already busy soldiers but I used the machine gun on them instead of the monster and killed them all in one round.

 

 

The huge monster took out more soldiers and was shot at a great deal soaking up hits, it regenerated a lost wound and avoided another by some other means but it finally went down with the Brigadier dealing the fatal shot with his pistol.

 


Despite the distraction I had sent two soldiers on the tower, covered by the other section on the right. A creeper had already been up there to claim the McGuffin but had been shot down immediately. 


 

Now a soldier climbed up and grabbed it. The mad scientist used a zip wire to get to the tower too, but he was also shot down by the soldiers on my right side. This creeper was also swiftly shot before it could get involved.

As I brought the McGuffin into the safety of the other troops more seed pods blew in and were destroyed. These creatures advanced and were a little harder to kill. An explosion caused by a countdown card set some of my soldiers on fire, but I was able to put them out.


The game ended with two regular objectives each, I had the McGuffin worth D6 victory points and had lost a co-star and a handful of extras. Clive had lost both of his co-stars and hordes of extras. Having most of my troops able to activate as units allowed me to get everyone working and having plenty of plot points to boost my shooting, while Clive's army having no leaders or units was unable make their numbers count because half of them were being left behind.






Sunday, 18 October 2020

Cyberman v Sea Devils

 This is a 50 point game of 7TV using the Pulp rulebook and fan-made Dr Who profile cards from the 7TV Productions facebook group. All the models are from the old Harlequin range.


I had Cybermen. While the models depict 1960s Cybermen the stats are for the modern ones. They are very hard to kill and very expensive, I was outnumbered significantly. I had a Cyber-Leader and 5 Cybermen.Kev had the Master, the Myrka (a monster made from a pantomime horse which became an infamous example of bad special effects), a Sea Devil leader and a mixture of regular and elite Sea Devils.


 

The Scenario requires the Sea Devils to exit the table on my side carrying a 'Mcguffin'. The countdown cards left my central group unable to activate on the first turn, and the same group were knocked down by a blast on the second turn. The countdown card inbetween allowed my models a short free move but it soon became clear the Sea Devils were going to come to me as fast as possible anyway so the terrain wasn't going to have much effect.

 

A large group, forming a unit with their leader came down what I'll call the North of the the table. The two Cybermen did a great job. An early casualty was revealed to have been carrying the McGuffin which the Sea Devils crowded round to protect. With shooting and then despite being mobbed in melee I took out most of this lot.

 

The Myrka headed for my central group attacking the Cyber-Leader and one Cyberman. The Master tried to slip past but my Cyber-Leader was able to intercept him. Shots were fired, the Master was unable to use hypnosis against models with the Robot rule. We each had one gadget which now came into play, I moved into contact, the Master used a teleport ring to escape and I used a rocket pack to chase him!


At the South end of the beach it was one on one. After some shooting the Sea Devils charged, both were stunned and one then taken out with a second stun. A countdown card came up that required the next two cards to be drawn and played. One relieved everyone of statuses (like stunned), the other caused all Extras (non characters) to be knocked down. That was find by me, using an action to stand up delayed them exiting the board.



With time running out the remaining Sea Devils ran for the sea. One Sea Devil escaped with the McGuffin.

 

 In my last turn I had a great round of shooting, killing three more Sea Devils. This took Kev below half strength.  In his next turn the survivors  would have had to take morale tests, possibly running away, and I would have gained another victory point. However I'd chosen to take two countdown cards rather than one to end the game there and prevent more models escaping, so Kev didn't have another turn. This resulted in a draw. It was great to get these old models into a game at last and 7TV is always fun.






















Sunday, 5 April 2020

7TV Apocalypse

Lincombe Barn Wargames Society is of course on hiatus due to the coronavirus outbreak. So here are some pictures of a game we had last year using 7TV Apocalypse from Crooked Dice.



We had four players in two teams and 50 ratings (points) per player.  There was one moveable objective in a ruined temple in the centre of the table.

Pete's Mean Machine leads his followers forward

This was my team which included and Action Hero and Monster Hunter as it's stars.

The Simians were slow to get moving as they had no unit leader, Nathanial complained "we're monkeys, we're not organised eneugh for this sort of thing".

On of Clive's savage types scales the temple with a grappling hook.

We don't want to fight that thing hand to hand so we ran it over with the truck

This truck was equipped with a machine gun which had just mown down a bunch of Clives savages. I was determined to take it out, which took a lot of models some time.

More car-nage as we attempt to stop the enemy getting the objective off table.

Single combat between opposing stars. The soldiers joined in. My medic failed to arrive in time to save Clive's character.

My Monster Hunter kept finding herself in the wrong place to carry out any slayage. Here she fails to reach the all star melee before the game ends.

The other side won. This was a fun game with plenty of mayhem and monkey related banter. 7TV is popular at the club with the original spy-fi version and pulp also being played.




Thursday, 9 March 2017

Otherworldly Invader vs Department X


Anghenfil Estron has been exiled to the primitive planet Earth for conducting disturbing experiments. Accompanied by his ‘guard dog’ and his chief scientist, he struggles to continue his work. One day he will return in triumph to his home world and regain his seat on the high council.


We played a 75 point game at our club, Lincombe Barn www.bristolwargaming.co.uk with a heroic cast under Carol and Clive against my villainous cast.  I have an Otherworldly Invader (swapping Spy for Large), a Mad Scientist (swapping Repair for Alien), a Jackbooted Sadist and a Rampaging Monster. My extras are a spy, doctor, technician, 12 minions plus a leader, and some cavemen. Why cavemen? Well they just happened to be to hand when I put my force together on the day.


A mysterious alien satellite has come down in the west of England and parts of it are now scattered around a village. Department X scramble to investigate and finds the brainwashed employees of the alien also searching .


After deploying we each had a Spy placed close to the central objective. The first countdown meant my Spy was knocked down, giving her opposite number a head start to grab the objective.  


I rushed my Jackbooted Sadist and a Minion driver up the road, then stole the Initiative (reversing the turn sequence and allowing me to take 2 turns in a row). I grabbed the objective but was faced with an advancing column of X-Commandos coming up the road. I sent the character to face them hoping to set fire to the special weapons team with a ‘rocket cigarette’ from my gadgets deck (and failing). Meanwhile I also grabbed the objectives behind the houses and in the crop fields.


I expected my Jackbooted Sadist to be killed by the advancing column of X-Commandos coming up the road, but after being untouched by the advanced heavy weapon I started using plot points and a ‘bulletproof umbrella’ as she was shot at by another six figures and survived with one hit. As the churchyard filled with enemies my Spy and a Minion started to harass them but were unable to stop them gaining the objective. A bunch of Minions deployed from their van on the other side of the road, but without a unit leader they were slow to get much done.


On my left the main Minion group headed for an objective and were met by Hugo Solomon who set about neutralising them in various ways. The others started firing at the X-Commandos and were eventually wiped out leaving the objective for Solomon.


My forces at the church were killed and the Minions took up the firefight. Another group clustered around the Mini Moke, taking out the X-Commando’s leader who rushed in. The Rampaging Monster eventually charged some enemies behind the hedge, killing one, before a ‘capture balloon’ picked him up and carried him back to my table edge. Reasoning it would take four turns to get back into action I left him there. On my right the cavemen crossed the road, went round the back of the houses and mobbed an X-Commando.


My leader spent most of the game in a back garden rather than walk into a hail of gunfire to fire his pistol, but he emerged at the end to join in. A countdown card revealed my Spy to be alive after all and I advanced her up in time to get a shot off at the heroic characters who had now crossed the road from the church. Dr Cephalopodis fired his experimental weapon at them to no effect.


At the end (as determined by the countdown cards) I had won due to taking 3 of the 5 objectives and with my characters more intact, despite losing masses of minions. The game was a lot of fun.