The intent was to test the new bits of rules, and in particular:
- Fire when moving
- Numeric cover/save ratings (so can be combinatorial)
In the end I played the scenario through twice, once with the EDF clustered as two pairs, and once with each EDF pair starting from opposite ends of the base line.
In the first run through EDF kept failing to spot the ILR man on the container roof, and in the end the critter had to open up on a reaction roll before the EDF disappeared into her blindspot. EDF rapidly returned fire and took her out. Her colleague then took a morale check and decided it was "death and glory" time and charged out into the open firing at the nearest EDF, caused a wound but was brought down in a hail of bullets.
Second time round the she-rabbit was spotted immediately. Both EDF teams dashed forward (no real suppression option) and the boss caught a wound but shrugged it off and hunkered down in cover. The right hand team got close enough to use their UGL and after a first overshoot scored one hit. Then a second miss (this one almost taking out the 2nd rabbit), and the fourth on target and one dead rabbit. Her colleague took a morale test again, and this time thought better of it and retreated back off the table.
All in all the new rules worked well. I'd like to see a few more factors on spotting, and something around character pose/stance, but could probably fix that and a few other things with some house rules. The card system works so quickly and smoothly I think you'd then have the best skirmish set on the market - and I haven't even started with the zero-gee and blowing holes in walls rules yet!
|The set up, 4 EDF walking into a 2 critter ILR ambush|
|The boss checks her iPad|
|EDF almost underneath the ILR and still haven't spotted them!|
|Rain of fire to the top of the ISO and one rabbit down!|
|Bullish Morale draw and the remaining rabbit charges out, guns blazing!|
|ENDEX just as the rabbit falls|