Vanguard League Season Two – part 1

With our normal organiser getting too busy, the second season was delayed slightly – and then taken up by a new organiser. Me!

I always said that if no-one else organised leagues or tournaments in Bristol, I would have to do it myself. So here I am.

I kept the two divisions from the first season – there were a number of drop-outs, and a bunch of new players, which roughly evened out. Division One was a player short, so each round someone has to sit out and do nothing but it’s all equal and they’ll get the same number of games.

For this league, I’m going to be taking the Z’zor. I find that I usually get better at playing a team if I take them in a league, so my aim is to work out how these bashy teams work (while sticking with my familiar “Skill 5+” style).

Game One – Merrick

We started with the best of intentions – we both turned up on time. To different venues. We weren’t able to reschedule, so I put it down as 0-pts each. Technically, we did both turn up and nobody won the game.

Game Two – Adrian’s Rats

This game went fairly well – I scored a few 3-pointers but so did the Rats. Fortunately, they dropped more strike attempts than I did so I squeezed out a 3 point lead (could have been 4, but for a last minute score by the Veer-myn).

The highlight for me was one Z’zor Striker scoring an achievement by throwing a 9-hex pass to another Z’zor Striker, and having it be caught. It took both coaching dice, but he made it! It only got a single cheer pip, but that’s not too bad.

After the game, one of my Strikers got Grizzled on the Extra Coaching table (which makes him extremely hard to hurt) and the Guard got Quick Recovery on the S2 advance table, on the off-chance that he actually gets hurt. I chose the S1 Extra Coaching table since 4 of the 6 options are attractive to a Z’zor Striker – Can’t Feel A Thing essentially means “choose” in addition to the normal “choose” option, Lucky is universally useful and a Skill improvement is definitely welcome for 5+ players. So it stands to reason that he should gain Grizzled instead. At least I can be sure that he won’t get damaged when I come up against the two Marauder teams near the end of the league…

Game Three – Stuart’s S2 Corporation

This game was nail-biting – by turn 6 I was 5 points down, but my Guard was moving up the pitch knocking out anyone standing in the three-point zone. Unfortunately, no player went out for more than two turns and my defence was almost empty, making it easy for Stuart to score three points most turns. From that halfway point, I got lucky and scored a four-pointer for each three-pointer scored against me until I actually had a point in my favour. Unfortunately, in rush 12 he scored 3 to bring the score to two in his favour, I missed my four-point shot in rush 13 but to balance, he missed his three-point shot in rush 14.

So the game ended as a loss, but I made it as tough as I could (and I’m amazed that Z’zor Strikers can score four-pointers…) We tried out the Achievements rules again, and since I was mostly beating up human Jacks I got a lot of “triple-Slam” results. Unfortunately, most of these (and my fan checks in general) ended up being events. With an extra Coaching Dice, maybe I’d have won…

After the game, my second Striker gained a Skill advancement (again, on the S1 Extra Coaching table). And I’m aware of the counter-intuitiveness of complaining about not having enough Coaching Dice and then spending one to roll on an advancement table. Don’t judge me.