Wednesday 13 December 2023

Lurkers from the Deep: Issue 4

The US Navy offered long range fire support to the forces engaged in the Battle of Marshport, but the storm raging all around them blinded them to the fact that the warship was drifting dangerous close to the jagged coastline.

Seeing the danger from the shore, Murdoch's Marauders, a small force of US Rangers, were dispatched up the headland to signal the ship of the peril it was in.

Finding an old sewage pump house overlooking the sea, Captain Murdoch opted to blow it up to signal the warship.

However, eldritch forces were converging on them, alerted by unknown means to Murdoch's plan, intent on preventing the Rangers from denying their master his prize.


Turning Tides is the fourth scenario in the Lurkers from the Deep feature pack for 7TV and sees a group of US Rangers trying to ferry fuel to increase the size of an explosion, whilst a range of Lovecraftian horrors try to stop them.

As usual, Matt woul be commanding the forces of law and order, Murdoch's Marauders:

Captain Murdoch - Star
Rugged Veteran - Co-Star
US Ranger Sergeant - Extra
6 US Rangers - Extras
US Ranger Sniper - Extra
Army Medic (Doctor) - Extra


Again I would summon the devotees of Kutulu to do my bidding:

Eldritch Horror - Star
6 Fishfolk Devils - Extras
4 Triggermen - Extras
2 Protoplasmic Horrors - Extras

The Protoplasmic Horrors will not feature in the action below as they are so slow moving I decided to simply use them as a plot point battery and not bother trying shift them.


The aim of the battle was simple. Matt had to move barrels from the shed to the pumping station and I had to stop him. At some point during the finale, the bomb would go off and we would both score points based on how many barrels of fuel had been added.

We made the decision that we would play to the end of the countdown deck rather than to the explosion as it meant that the explosion might actually effect proceedings by injuring models.










What initially seemed to be a bit of a turkey shoot for the Rangers took a nasty turn when they lost their Sergeant early in the fight. This meant Matt was unable to use the Rangers as a unit and was restricted in what he could achieve.

Also, the random weather table negatively affected Matt by preventing him shooting on the first turn slowing him down two turns in a row after he picked up the barrels. This meant that my forces were able to reach him without take too much damage.

I really liked the arrival of the Eldritch Horror late in the game (Matt was less keen) as it really captured some of the essence of Lovecraft's tales with situations going from bad to worse to "oh my god it's a giant formless horror with gribbly bits and it's eating my soul!" My favourite moment was dominating the Rugged Veteran and making him jump in the sea for the fun of it.

The final score was 4-1 to the forces of Kutulu, which means I'll go into the final battle with an extra Fishfolk Devil in my cast, aiding my attempt to complete an unholy ritual without interruption.



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