These single player scenarios let you play as both Germans, US and UK troops. The card system is still used, but each scenario comes with instructions on how to build an appropriate deck of specific cards and then you flip cards at the start of each turn and either play them immediately according to instructions in the mission briefing or save them for later (you are allowed to save up to 2 cards in this scenario for instance).
In this scenario most cards included in the deck are "bad cards" meant to eat away at your command point supply, limiting how far you can move and how much you can do each turn to
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The crazy von X family have bred an unstoppable werewolf, and it has been hounding a platoon of US APE soldiers in the narrow tunnels of Gibraltar. As the scenario starts there are only 3 guys left. The Sarge and two Grunts. In pursuit a steady swarm of 6 zombies per turn will enter the board through random entry points (there are 3) and of course the unstoppable "Blitzhund".
The Blitzhund uses the regular Blitzhund character card, but his
Killing the unstoppable Blitzhund is the objective of this scenario.
“Unstoppable”: AAR
Turn 1
At the start of each turn the human player rolls 1d6. On 1-5 the allies have initiative, on a 6 the Germans go first that turn. APE’s remnant squad wins the initiative and rushes onto the table. Using all their command points to move further into the complex and set up a nice overwatch covering all tunnels leading towards their current location. The few zombies that enter this turn are quickly cut down by overwatch fire.
Two cards are flipped and both are bad, the allies cough up the command points necessary to negate the worst one “V
And so it does, and of course it is generated in one of the top locations close to our heroes, quickly rushing like mad towards them. Private Young covering assigned to the rearguard see the devilish creature round a corner and leap towards him. Clenching his teeth and trying to focus on his target, the tracers home in on the werewolf which gets cut down just a few feet from him. Looking back the Sarge mutters “that’s that, time to haul ass”.
Two cards are flipped, a minor injury gets applied to Sarge, and a medic kit gets put aside for later use. Sarge presses on, private Wright covering him while private Young decides to create a distraction and runs down another tunnel where he sets up a nice view of the long empty space – waiting with his finger on the trigger in overwatch. The tunnels echo with a chilling howl, meaning the damn beast is back on its feet. It rushes down the tunnels, following the scent of the person who put it down minutes ago.
The creature appears and private Young triumphantly raises his machinegun and gets a very nasty surprise. He’s out of ammo! The wolf wastes no time, rushes towards Young, as it crosses the opening space to the room where Sarge and private Wright are holed
Turn 4
Two cards are flipped and a serious penalty towards the leading model is posing a threat. Not being able to play command points on the leading model would be the end of them, so the command points are used to pay away the effects after which Sarge moves closer towards the generator room and then positions himself so that
Two cards are flipped, and the Sarge sighs in relief, two cards
Sarge gets another lucky break as the Blitzhund only rolls a 1 on his additional action point D6, and 7 action points only brings him as close to his last victim as it possibly can but there are no action points left to spend on clawing at his opponents face!
Using the Allied Initiative, not taking any chances, Sarge pays off the bad cards that are flipped and then mows down the approaching creature after which he turns around and sprays the power generator with bullets until it explodes and rips the Blitzhund to pieces. Leaving bits and pieces of it sprayed on the walls and the floor.
The menace had been stopped. At least one of them, the moans of the undead closing on in his position got closer and closer. Sarge pulls out his “Victory cigar” from his satchel, lights it, and then raises his gun towards the open doors leading into the burning generator room with one hand while clenching his fire ax firmly in his other.
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