Saturday, September 8, 2012

Rebel patrol.

Mission type - Patroling rebel squad vs Star Army. 

The mission starts well with the rebel squad holding it's own against the SA squads that are resolved. Then three rebels are killed and two leave the battlefield. One full squad of SA is attacking the three remaining rebels. Luckily they are standing next to a spider hole with another one on the other side of the table.

I decide to test my house rules allowing the rebels to use the spider holes. The rules I used. It takes one turn of activation to enter or leave the spider hole. Roll 2d to check if enemy discovers the spider hole. Pass 2 spider hole is discovered, Pass 1 spider hole is discovered but a booby trap is triggered. (Roll for grenade damage), Pass 0 spider hole is missed. Normal movement applies with a marker on the table to track movement.

The rebels successfully enter the hole and start moving toward the exit. Next a Star Army soldier triggers the booby trap and is killed while checking for the spider hole. Alerted the remaining squad heads toward the entrance and the rebels move further underground.

Next the SA squad enters the spider hole and the rebels miss an activation. Above a PEF(Possible Enemy Force) moves toward the exit of the spider hole. The SA squad moves into the tunnels and the rebels miss another activation. What seemed like a clever idea is starting to become suspect.

Finally the rebels reach the exit and have to wait one turn of activation to exit. The SA army squad is still at least two turns away from reaching the rebels. The rebels exit the spiderhole and are forced to resolve the PEF.  The PEF resolves into a bombing run and two rebels are killed with the star just barely escaping the battlefield.







Here I was thinking that allowing rebels access to spider holes would give them a bit more of an advantage against Star Army troops with a high investment level. I am starting to sympathize with Browncoats even more. Mission failure.

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