In the second episode "The 8.15 to Eastbourne", the Home Guard are trying to stop Hauptmann Kurtz and his vampires spreading along the South Coast by train.
Kieron and James' German villains began on the opposite side behind Jones' butchers shop.
The Home Guard leadership rushed to the station and boarded the train before its departure whilst Fraser led the Reservists unit around the houses towards the Germans. Swarms of bats and crows, along with Totganger zombies, slowly processed while the Half Bloods started moving towards the railway lines.
Hauptmann Kurtz controlled the swarms in a pincer movement and started picking off the Reservists. Flushed with his success he charged into the unit, killing another Reservist.
Unfortunately Fraser had a butterfly net - an incredibly powerful gadget which instantly stunned Kurtz who was then unable to defend himself from the subsequent charge assault and follow up fight attack from Fraser, and was immediately wiped out in a single turn.
As the Third Act began, the train moved into the last third of the playing area, and the Home Guard prepared to take their turn surrounded by Germans.
The Home Guard had an incendiary device which could be planted on the gasworks and would explode the following turn wrecking the railway track and preventing the villains from escaping. Since the Home Guard had the initiative in the game (due to their victory in Episode 1) they controlled the Countdown Cards and so were able to take the first turn in the Third Act. But they were only going to get two turns (unless the villains were particularly generous/naive) so they had to plant the device straight away. There were rules for boarding the moving train but not for leaving it.
If we said the Home Guard had to use the same rules for jumping off the train, and their second action was moving to the gasworks, they wouldn't be able to plant the device. So their whole game strategy would be suddenly wiped out. But if we allowed the Home Guard to move off and straight into contact with the gasworks, they could then set the device, and in the following turn the best the villains could do was move to the device and pick it up. So the device couldn't be prevented from blowing up, and the villains strategy would be toast.
It looked like a rules discussion was going to resolve the game conclusion which was very unsatisfactory. That's not what we wanted, we wanted a resolution through gameplay.
So we got rid of the device and decided to fight it out instead. The Home Guard promptly threw grenades at the gathered Half Bloods and Totgangers, pretty much wiping them all out.
Although one Kommando failed to jump on the train and attack Wilson, the surviving Half Blood and the other Kommando did board the train and attacked the Home Guard, killing Walker and panicking Mainwaring in the last turn, using all the remaining plot points to roll an eleven!
Our thoughts on this scenario:
- The initial initiative in this game appears to make a game-winning difference in the Third Act. If the villains had the first turn in the Third Act, they would have boarded the train, engaged the Home Guard and scuppered any plans for the gasworks to be blown up. Since they didn't, the Home Guard could either have disembarked and blown up the gasworks unopposed, or (as we played it out) the Home Guard obliterate the villains patiently waiting in groups alongside the track. An alternative might be for the Home Guard to try to press on for the gasworks during the Second Act, and plant the device earlier. But this Special Rule didn't work for us and we couldn't quite see how to fix it.
- With Mainwaring's Leader 2 ability and Fraser's Unit Leader ability, the entire Hero side can be activated with just three plot points. Again contrast with the Germans, who effectively have to leave a large number of extras doing nothing simply to generate plot points for the remainder. Kurtz can helpfully operate the bat swarms but the lack of any leadership or group ability hampers the villains. In the core rulebook, activated Zombies can Moan to bring on a couple of allies 2", so that might help if we added that to the Totganger. Another thought was whether they should automatically just shuffle towards the enemy, only requiring plot points to actually do an attack. Zombies are always in crowds in the movies and we'd like to try and get that feel with them.
- We also reduced range to 12" again given the fog in the scenario description.









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