A massive spike in COVID cases in our area put the Deadzone campaign on hold for a couple months, but we were finally able to restart.
This is my… third? time playing Deadzone. I cannot convey how quick this game gets you into the action. Like turn 1 bullets are flying! Here’s deployment:


You can see his sniper is in perfect position, camped next to VPs, and with great LOS to my troops when the ambush is sprung. Oh, and he won init, had AP ammo, and he rolled an extra shoot action with his command dice… So the game begins, before I’ve even done anything, with 13 attack dice raining down on my strike force…
And nothing happened! Defender Shields! Medic! Bastion! Survive 4+! And some bad rolls on my opponent’s part meant the Enforcers just shrugged off the Ranger’s shots. I think by the end of the turn I had one Wound on a model but I found a MediKit and quickly patched them up.
But relief quickly turned to sorrow as the GCPS Rangers and Monocycles were able to sweep out and snag all four objectives on the first turn. (The action is fast and furious in this game!) Since we were playing with only 125 points each, my opponent racked up 8 out of the 14 VPs needed to win right out the gate. Eeep!
But I still had a shot. Frankly, I did not see a path to victory, but I did think I could pull off a draw, with both teams hitting 14 VPs on the same turn. So I moved my troops up for a turn 2 assault that would put everything on the line…


And wow did it pay off! Good command dice got me almost everything I wanted. My Peacekeeper Captain leaped into hand-to-hand with the Ranger on the left flank and… it was ugly.

Despite the AP3 Thermal Mines, Capt. Dagwood was unscratched. The Ranger not so much. Then an Advance command got Dagwood to the Marine Monocyclist on the adjacent objective and *<splatter noises>*. 2 enemies down and two objectives captured in a single activation is pretty great.
On the opposite side, my Incinerator-toting Enforcer, “Hot Dog”, set a poor soldier on fire.

Meanwhile, Pvt. Hämrye rocketed over to the other GCPS Monocycle and decapitated the rider.

Thanks to dice luck and a lot of Armor, only Hot Dog took a wound in return fire. At the end of Turn 2 the score was 10-9! I was catching up! Heck, could I even win it?

On the third and final turn, my Captain ripped a Tactical Drone apart giving me another 2 VPs. And I currently held 6 VPs worth of objectives… And my Assault Enforcer was in position to kill the sniper and snag 4 more VPs! If I’m really lucky I can win 21-10! Dare I hope?
As the turn went on, that margin got smaller and smaller. First my Assault Enforcer, Lt. Reuben, landed next to the Ranger, who stuck a Thermal Mine on Reuben’s chest and kicked him back off the ledge… OK, well I can still win 17-13. Then the GCPS leader assaulted my other Assault Enforcer, Pvt. Hämrye, on an objective with yet another Thermal Mine and I whiffed on my rolls. Hopes dashed. The turn ended 15-17.

Fun game, crazy fast and intense, big luck swings but still tactical and accessible. Good times. And I was very happy to end up with a draw in that matchup.



























