1st scenario Enemy Patrol |
Second scenario Breakout! |
So, the campaign has started. Six players played five game on Saturday, with the first game starting around 10:30 and the last game ending around 9pm!
Enemy Patrol
The first scenario while quick to play worked out to be tougher than anticipated. The randomly placed and moved patrols somehow managed to mess up the plans of at least one league per game and we played three games of this scenario. The other challenge was the event deck with only four colleague cards and eight patrol cards the odds were not always in our favour. In the game that I played I managed to consistently draw a patrol card, only once did I get a colleague card but was sabotaged by my opponents play of a card that nullified my successful plot point challenge.
The other games did not fair much better with guards encroaching on search markers at inopportune times. However the best spoiler occurred when one of the merchant marines failed his recovery check and was KO'd in the last turn of the game depriving the league of three victory points.
The Break out!
Another tough scenario, this was only played twice and was a tough fight in each game. The two games had very different results with no one escaping in the first game and everyone escaping in the second game but oddly that meant both games ended as a draw. The second game, pictured above and below, made use of the parked trucks to facilitate the leagues escape from the enemy camp. The second game saw the players remaining hidden for most of the game (aided by a decrease in line of sight to 6") In the end despite some skirmishes with each other and despite the French team tussling with the sentries, both leagues were able to drive off their respective exit points.
By turn two the first major plot point appeared |
The Royal Naval League was too much of a juicy target for the French to resist and soon they commandeered a truck & careened through the camp scattering the sailors! |
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