LZBravo

LZBravo

Sunday, July 12, 2020

Into the Unknown

Warfighter - Into the Unknown

The local Maquis have reported strange activities around an old fortress on the town’s outskirts. This along with reports of elite enemy troop movements, and the occasional bizarre sightings of odd looking soldiers is what have earned Sgt Charlie McD his special assignment. Since this assignment included playing with some secret OSS gear, he was happy to accept.

The mission was a simple get in and get out Raid. Grab some intel and get back in time for chow. Two Partisans offered to lead Charlie into the compound.




As they edged around the compound, a squad of Stragglers came up behind them. This drew the attention of another character laying in Ambush. Add that to the sounds from inside the compound and Charlie felt this mission was a Platoon short of a full hand....


Charlie ordered he team to clean off the jump off site before entering the compound. His M2 MMG doled out some “how do you do” fun to the stragglers. Taking advantage of the commotion, Rika slipped into the Shadows, and ambushed the ambusher with for trusty steel toothpick.



Seeing the carnage, Titania could not keep up her charade any longer. The Turncoat began yelling “For the Fatherland” as she sprang at Rika.

But Rika, having suspected as much and purposefully asking Titania to join the foray, shived her up close and personal like. Charlie emptied a belt of MMG ammo. clearing the Generator room as the two prepared for a fast exit from the noxious fumes coming from the Generator.


Rika led the way out of the Generator Room into the Vats Chamber. Unfamiliar with the fighting intricacies of his MechSuit, Charlie continued burning thru fuel and ammo supplies covering the Maquis’ advance. A pair of cockamamie looking axe Men proved to be tough hombres. And a half squad of riflemen just made things even more interesting. Rika lobbed a grenade at the axmen hoping to discourage their assault.


Having mowed down the Rifle team, Charlie drew return fire from a Jerry MG42 that popped up. “Hitler’s Buzzsaw” rattled several rounds off the mech suit’s armor.


The pair agreed, the joint was getting too hot to loiter around any longer.  Bashing in the final door immediately looked like a meatball maneuver. Jerrys leapt out from every crack and crevice. Only three soldiers were in the Objective. While the Vats had guards and stragglers galore. Not to mention, some crazed hog looking critters. 

In order to blow this joint, they’d need to hose all these low lifes.


Rika Advanced in and used her last grenade.


Charlie followed. The two worked hard trying to maneuver the enemy into favorable fire zones but ammo and time was working against them. Rika was down to her last magazine. 


Time to go. Charlie’s suit was running on fumes. Juking past the Guard Hog Dogs they needed to still deal with the last axman. Charlie opened up. Shots rang off Vats. He burned extra fuel and unloaded his MGs again. More Vats were punctured, but the axman appeared undaunted.

Charlie was out of fuel, grabbed his grease gun and ditched his machine, kicking it into a vat hoping to keep it from misuse.


The two hasted for the exit. Realizing that eliminating any witnesses was not going to happen, saving their necks and reporting back became the priority.


Aftermath.
The two made it back to friendly lines. The mission was a “gamer”-qualified success. A traitor was eliminated. Charlie learned the strengths of his power suit. Tho’ he was already missing it.

In this mission, having the Turncoat flip on turn one cost the team a lot of actions. This made for a much harder slog. We did more shooting and scooting than usual. We wanted a tougher run, feeling like our plays weren’t challenging enough. Adding Elite Hostiles, and the FrankenStiles having high cover ratings were exactly what we needed.

We were less dependent on action cards, which was also different and enjoyable. To help keep the expansion fresh longer, we merged random FrankenHostiles with normal Hostiles, and randomly drew just a few locations. This, plus grabbing the Maquis for help, was good. Hand to hand indoors was great!

As we dive deeper, we’ll become more dependent on the FrankenDeck. The Maquis Turncoat mechanic was cool. Keeping the trait “secret” from the other two players made it better. Too bad it isn’t always an unknown when wielding the Maquis. It can be a fun surprise twist.

Great Mission. Great Fun. Great Game!

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