TNT Campaign

A forum for the discussion of This Is Not A Test (TNT), a Post Apocalyptic skirmish game in the vein of the Fallout series.
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Primarch
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TNT Campaign

Post by Primarch » Sun Jun 26, 2016 9:16 am

This thread is for the discussion of the NagoyaHammer This Is Not A Test Campaign, or the NH:TNTC for short. :D

Having played a few campaign games in the past, I think a few ground rules are in order to ensure that everyone has a good time and a fair chance.

1. Players are limited to 1 campaign game per month. You can play more games if you want to, but your results from that game aren't applied to your gang. (No card draws, injury rolls, experience etc).
E.g. Player A plays Player B as their campaign game for the month. Player A later plays Player C, who hasn't played their campaign game for the month. At the end of the game, Player C records his results, but Player A doesn't.
2. Players should make it clear at the beginning of the game whether it is their campaign game for the month or not. No take backs should you get massacred.
3. Players are free to run multiple warbands if they want to, in which case they are limited to 1 campaign game per warband per month.
4. If you have multiple warbands, you can't play against yourself.

If anyone has any other ideas, speak up.

TNT uses a set of playing cards to determine the post-game results. Once a card is drawn, it is removed from the deck permanently. Please post in this thread which cards have been removed after your campaign games and I will update this first post.
The following cards are no longer available:
Joker
Red
Hearts
2
3
4
5
6
7
8
Ace
Diamonds
3
4
5
6
7
8
10
Jack
Queen
Spades
3
4
5
6
7
10
Queen
Clubs
1
2
5
7
8
10
Jack
King
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

Hopeful_monster
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Re: TNT Campaign

Post by Hopeful_monster » Sun Jul 03, 2016 10:15 am

Pre match

The word had gone out that Nimes had a rad zombie problem, and had set out a bounty on every zombie killed and nest destroyed. Two groups answered the call, the newly reformed peacekeepers The Night Watch, and the … independent contractors the Trixie Chix, lead by Roxi.
The Night Watch, headed by Capitan Vimes, arrived first from the west and found a zombie nest in an abandoned two story building. Meanwhile the Trixe Chix arrived from the east finding another nest in an bunker. A third nest was located in the railway building works between the two groups. Their arrival coincided with a visit from Chu-ki, the local great bear.


The battle
Though both groups were aware of each other, both decided to focus their efforts on the nearest zombie nests. The Trixie Chix opened up with a hail of automatic weapons, but due to a combination of poor aim and poorly maintained weapons that seemed to jam ever other shot, failed to do any damage to the zombies. The Watch, on the other hand, started taking down three of the pests and getting in position to take down the nest.

All this fighting riled up Chu-ki who ambled to the east, and on seeing both zombies and the Chix charged over there to drive them off this turf. Capitalising on their earlier success, the Corporal Angua destroyed the nest and the rest started to move towards the next nest. The Chix however were fighting for survival, and while they were holding their own, they failed to turn the tide agents the irradiated horde. For every one they killed it was replaced by another emerging from the nest. Turn after turn they held off the glowing ghouls and only lost a member to Chu-ki (who had taken down a zombie previously giving him a higher vp score than the Chix at the time).

By the time Chu-ki finally fell both factions were at a standstill, unable to progression the nests but taking no losses, until Constable Visit got to close to an overactive Zombie and was knocked out. He was soon avenged by Constable Dolf ( who missed most of the match as he forgot he was supposed to fight).

By the end of the match both teams were one man down, but the Night Watch won with 16 zombies put down and destroying one nest, while the Trixie Chix put two in the heads of 15 zeds and failed to take out any nests, and interestingly not a shot was fired at the opposing team.


Post match

After both sides picked up their downed comrades both were found to be alive but the Chix’s champion was a bit banged up, however fortune favoured the bold Constable who had a close call but nothing more. The various leaders awarded their troops according to performance and Outrider Montoya gained skill with her rifle ( with 8 confirmed kills) and Corporal Colon became more resourceful. Liff, a raider youff, also gained skills despite nearly taking out on of here own.

As both groups returned to their bases the Watch found 57 bottle caps to add to the 36 they got for the zed hunt, and found some clean water, but as Corporal Angua was making her way back with the news the Chix found it and fouled it by skinning and cleaning the bear pelt. The Chix also found 60 BS and one member came across a rival raider with a flamethrower, but was unable to win the fist fight that followed and ran off wounded.


Cards used
Clubs- Ace, King, 7
Diamonds – 10, 7,5,4
Hearts 6

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Mushroom Kid
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Location: Gifu

Re: TNT Campaign

Post by Mushroom Kid » Tue Jul 05, 2016 3:34 am

The chix stand by their decision to load up on chems and go in with everything on full-auto. They may not have hit anything but there were lots of pretty colours.
Models painted 2016

Black Powder: 72
Warhammer 40K: 12

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Primarch
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Re: TNT Campaign

Post by Primarch » Sun Sep 04, 2016 10:00 am

My Peacekeepers had their second campaign outing today against Yellowstreak's hi-tech Preservers. The two warbands had decided to get together and settle things once and for all, just as a terrible storm blew in throwing debris everywhere. Both sides could barely move and could only see a few yards in front. The battle was joined when the Peacekeeper's Sacrificial Lamb attacked the head of the Preservers with a baseball bat. Sadly the power armour worn by the technophile was to prove highly resistant to such a low tech device. Seeing the lamb 'make a run for it' Judge Rudy flicked the switch on the remote, detonating the lamb's explosive harness. Sadly this barely scratched the paint on the Preserver's armour. In retaliation, Judge Rudy was blasted to the ground in a hail of laser fire. Several shotgun rounds and a frag grenade weren't enough to slow down the menacing forms of the Preserver leader and his Paladin bodyguard. Thankfully both their hi-tech gizmo guns decided to jam taking them out of the action somewhat.
Elsewhere, the Preservers did a good job of keeping the Peacekeepers on the back foot. Between some highly accurate shooting and a couple of guys getting hit by chunks of concrete thrown about by the storm, the Peacekeepers took a hammering, with only the valiant Quarter Master left standing.
After the battle, the Preservers raided a cache they had heard about and made off with over 100 BS worth of loot. After they departed, the Peacekeepers stood up and dusted themselves off. The battle and the storm had distracted the Preservers from what the Peacekeepers had uncovered, a fully functioning, though somewhat psychopathic droid. In exchange for reattaching a few vital wires, the droid agreed to help bring some old-fashioned 'justice' to the wasteland.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450

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