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 Post subject: Doctor Who Miniature Game
PostPosted: Sun Aug 05, 2007 9:40 pm 
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I got the chance to get together with a friend from the World Works Games Forum lostearthmother this past weekend. I brought my son and her husband and his son and us had a go at the Doctor Who Miniature Game.

The rules are free quick and simple and a heck of a lot of fun! We played two games with U.N.I.T. and Torchwood vs. the evil Daleks. This will not be a play by play as I was having too much fun to take notes. I will summarize the game and place some of the rules so you get a feel of the game.

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lostearthmother provided the terrain from World Works Games Streets of Mayhem, Mayhem Armory, Mayhem Industrial and Bits of Mayhem.

Initiative is done with 1D6 every turn.

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The Daleks get the initiative and move forward! This is before we read up on the RUN rule on page 3. This worked to U.N.I.T.'s advantage as their weapons have a longer range then the deadly Dalek's.

U.N.I.T. set up in a few areas around the Tardis

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One squad of heavy weapons moves forward and shoots at the Daleks! 4+ (5+ since weapon is fired at more than half its range pg. 04) to hit then you need to roll and see if you damage (Taking a Hit pg. 05) by comparing the Strength (Str) to the Defence (Def). This meant the Heavy Weapons U.N.I.T. have a 5+ on 1D6 to damage the Daleks. Not and easy thing to do. That means I have to roll 5+ twice to hit and damage! However any Doctor Who fans can tell you that Daleks are not easy to kill. They have Dalekinium Armour which gives them a special save. If they can roll above the attacking Str of the weapon then it does no damage. In this case a 4.
*Note: at this time we had not read the Burst Rules on page 07

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Next round saw much victory for our U.N.I.T. troops having a Tank on our side did help and the Daleks at this time did not know they could run :laugh: So U.N.I.T. still had them out ranged. The Tank has a Blast radius of 4" and a Str of 8 so 3 Daleks went down! The goal was for U.N.I.T. to get a piece of Dalekinium off the board or in the Tardis. The Daleks needed to exterminate everyone or capture either the Doctor, his Comapanion (Rose for this game) or the Tardis.

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Next two rounds has U.N.I.T. taking a bunch of Dalekinium. It also has me killing my own troops with friendly fire as I forgot (in my excitement and enthusiasm) that the Tank has a blast radius! I killed the Dalek and the two soldiers with the Dalekinium. Much fun was had about the American and friendly fire :whistle:

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This round definately went to the Daleks. As soon as they closed with U.N.I.T. it was a slaughter as they exterminated everything they targeted! The Exterminate ability allows each Daleks to shoot twice but they are unable to aim (pg 24). They where unable to destroy the tank.

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More U.N.I.T. rushed forward to grab the Dalekinium and running (yeah we finally read that part by now) with it to the Tardis. You can see the 10th Doctor with his Sonic Screwdriver opening the door. However the Daleks get there as well and stun the Doctor! More U.N.I.T. soldier rush in and two soldiers grab the Doctor and two grab the Dalekinium.

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The soldiers get in but the Tardis is LOCKED! Not to fear, Rose runs in with a key and unlocks the Tardis allowing the soldiers to run in with the Doctor and the Dalekinium. Rose however was not so fortunate as she got stunned by the Daleks and dragged away.

So we agree its a tie game as the Doctor will not be happy when he wakes up!

To Be Continued....

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