For a start off I kept it simple quite simple.
2 x 2 playing area with scattered containers (translate Butter tubs)
Roughly equal ratings (points)
Two teams of Security Guards (good/villians) from rival factions (tba) square off over
Deployment was 6 inches onto the playing area.
Initial thoughts on Playing the game
Rules where quite easy to pick up. Game play seems very fast once you get going. Not all your force will activate each turn as only half of your force rounded up can activate/move etc each turn (certain skills can help with this but not used those yet).
What I struggled to get into my head was moving and shooting with each activated model before moving onto the next one. I'm a bit of a dinosaur when it comes to rules very much everything I've played previously was 'your go my go' and phases where everything moves shoot everything etc. I'm sure I'll get used to this.
I quite liked the fact you could fire then move with a model makes the game seem very dynamic.
Summary Of the Battle.
Both sides advanced on each other and traded fire down the left side of the table. The Good guys made lots of hits but hardly made any wound rolls. The villains made 50-50 of there rolls and over four turns reduced the good guys to 75% of there force at which point I ended it.
Sides and Deployment
13 Villainous Guards vs 10 Good Guards mixture of SMGs and Pistols. Both sides split into two groups and deploy on left and right flanks opposite each other
Brief Blow by Blow Account
Good Guys win Initiative.
Left group double move up left flank
Guards on left split and move up right flank and centre advance cautiously. Left flank group open fire taking out 1 good guy.
There was a tie for initiative Villains win as good went first last time.
Left group of guards open fire and take out 3 more good guys. Some guards double move down centre.
Remaining Guard on left flanks spray bullets hit but fail to wound. Couple of guards on right flank move towards centre.
Good Guys win Initiative.
Guard on left opens fire hits again but fails to wound (again) then back away into cover
Central Guards open fire on Villains in the centre and take out 1 (yay) 1 Guard advances up right flank
Group in centre return fire and take out another Good guy.
This reduce good to below 50% as there where no stars a dice is rolled and that number of models are removed from play I rolled a 1 reducing the Good side to 4 in number.
Good win Initiative.
1 Guard managed to take out 2 Villains from the left flank. (about time)
Central guards open fire and take another good guard. Another guard charges the good guard on the left flank in melee and take him out reducing the good to below 75% at which point I decided to end the game.
End thoughts where and Plans for Next game.
More scatter terrain, barrels crates. Terrain needs to be positioned to block some lines of sight especially on the smaller table. I think I will play a few more small games with lighter armaments just pistols as SMG's burst fire and with good dice rolls can decimate small forces quickly. Then need to add some Stars in for the next game to get head around morale better.
If any of you play 7TV any tips would be great.