Ambush Alley time again. Playing the Lawyers, Guns and Money scenarios
I got the PDF version not the boxed setScenario 1: AMUSH!
I'm using my Colonial Marines and Crusties instead of Contractors and Insurgents. The Marines with a bigwig (dependent) start out in top LH corner, their vehicles just got blown up. They have to leg it to the building in the bottom RH corner
It's a tight squeeze between the buildings. The team with the bigwig has to haul it to get to the target building, they only have 3 turns to get there otherwise they score no victory points
Its enough cover to protect Marines from counter-fire, but the Marines 10mm AP tear through the shack taking down crusties
Buts its not enough, three turns expire, no VIP in the building (honestly, without a run move it was almost impossible to do)
A reserve Crusty unit enters and tries to pin a group of Marines
Run Marines Run!
More reinforcements appear
I'm using my Colonial Marines and Crusties instead of Contractors and Insurgents. The Marines with a bigwig (dependent) start out in top LH corner, their vehicles just got blown up. They have to leg it to the building in the bottom RH corner
It's a tight squeeze between the buildings. The team with the bigwig has to haul it to get to the target building, they only have 3 turns to get there otherwise they score no victory points
Its enough cover to protect Marines from counter-fire, but the Marines 10mm AP tear through the shack taking down crusties
Buts its not enough, three turns expire, no VIP in the building (honestly, without a run move it was almost impossible to do)
A reserve Crusty unit enters and tries to pin a group of Marines
I've only played AA a couple of times, but the mission objectives for the regulars (non-insurgent) side usually seem heroically difficult.
ReplyDeletePretty cool tire pile. Is that a single piece casting?
A great report. My Ambush Z rules have been lost in a NAS failure so I'm trying to get a replacement. Ambush Alley is a really good game.
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