No, this post isn't about arguing with relatives. It's about me revisiting Fallout Wasteland Warfare and busying myself with a few games (well, a campaign) to re-familiarise myself with the game and especially the solo rules.
In order to do this, I revisited the tutorial campaign from the boxed set as it slowly introduced rules and limits the amount of variables involved.
Each scenario has fixed forces and pre-selected equipment (some of which are odd choices) and from game to game the only impact of who won or lost would be narrative.
I'm not going to get too detail as this will already be a fairly chunky post. Also, there are lots of tokens in the pictures, this is because in the solo game you really need the to keep track of what is happening and I didn't want to faff about moving them all the time.
1. Troubled Beginnings
Having woken up in Vault 111, Nora heads out into the wasteland. Joining a group of Settlers, they come across a group of Super Mutants checking their traps with a dog caught in one of their snares.
Nora decides to act...
In a rage, Nora empties her clip into the Brute, ending its miserable life.
The dog survived and joined Nora, who names it Dogmeat. The Settlers lead the lair to their encampment, staying wary now the knew that there were Super Mutants in the area.
2. Fort Davis
Nora decides to stay with the Settlers for a while and joins an expedition to the ruins of Fort Davis to search for a rumoured weapons cache.
As the Super Mutants burst towards Nora, she fires off a few parting shots before retreating with the Settlers and their meagre haul.
3. Water Treatment Plant
The few weapons retrieved from Fort Davis had helped a little with providing security in the camp, but there were other concerns, such as a water shortage.
An expedition, included a Free Tech, was launched to head to an old water treatment plant to see in the mechanisms could be repurposed to pump water to the camp.
With the job finished, and embattled Nora broke free and retreated with the rest of the Settlers.
4. The Lost Journal
Returning to camp, the group learn that an injured member of the Brotherhood of Steel, Aspirant Goddard, had been taken in after searching for information on a compound that would reverse the effects of the F.E.V. and destroy the Super Mutants.
Realising that this could ensure the settlement:s safety, Nora dons the man's power armour and leads a party to the junkyard to locate the safe containing the lost journal.
The only problem: the junkyard is Super Mutant territory.
This gave Nora the space she needed and she shouldered her way through to the safe, retrieving the journal just as more Super Mutants appeared at the edge of the junkyard and thunder could be heard in the distance.
There was a storm coming. It was time to get under cover.
5. The Coming Storm
The journal was revealed to be worthless, but Aspirant Goddard was grateful for the help and offered his assistance to the Settlers.
A huge rad-storm was on the horizon and the group had decided to move their encampment to some nearby caves to wait it out.
Nora, Goddard and a few others would go on ahead to clear the caves of any threats before the rest of the caravan arrived.
Aspirant Goddard faced the last member of the Super Mutant gang, an Enslaved Tech. He offered the man a chance to join the Settlers, or even come to work for the Brotherhood.
With his captors dead, the man eagerly agreed and he was welcomed into the group. The rest of the settlement arrived just in time to avoid the storm which Nora watched from the cave mouth, musing on the death of Dogmeat.
Fortunately she knew that, once the storm had passed, she could head up into the hills near Vault 111 and find another dog without any problems. She had no idea why this was the way the world worked now, it just did.
***
All in all I've really enjoyed playing through the campaign and I'm going to play some more linked games of Fallout Wasteland Warfare, either another pre-written campaign or having a go at Settlement Mode. I'm not sure which.
There were a couple of issues which probably stem from the tutorial games not specifically being written with solo play in mind. Sometimes the objectives in the scenarios were unclear and quite hard for A.I. controlled Super Mutants to achieve. Also, some of the weapon loadouts made no sense for the Super Mutants (e.g. the Brute never makes ranged attacked under A.I. control, but was given a plasma rifle in the last scenario). These are issues I need to consider if I start designing my own forces.
***
Other than playing a LOT of Fallout Wasteland Warfare over the past few days, I also, predictably was given a few wargaming bits and pieces for Christmas.
Not too much, but enough to keep me happy;
- A Mumakil for MESBG (including 13 Haradrim);
- 5 Foreign Delegates for my Carnevale Patricians;
- 2 Lesser Ugdru for my Carnevale Rashaar!
- A book of fantasy backgrounds by John Hodgson;
- A wet palette (finally).
No comments:
Post a Comment