The second Mission: Take the Money And Run
Kind of looks like the first, Contractors plus VIP stuck in top LHS corner need to get to bottom RHS corner in 6 turns. Also, there are less contractors as you get only survivors from mission one and ammo is running low. Mmmm, remind me why I bought this...
Stuck in the top LHS corner, need to leg it for the building on the bottom RHS. Sure, been there, Done thatAnd, we are out of Time. End of Turn 6. Crusties firmly in command of the objective building, Contractors shot to bits. A Med check on the VIP reveals he's alive, but wounded
Could they still push? Sure, but they have still lost the game, and with the wounded VIP, the campaign.
Wounded VIP and remains of the Contractors. The Victory conditions state the VIP has to be intact, wounded or dead is a win forth Crusties. If he had been unwounded then this lot would have had to hold out against an endless horde with reduced ammo, at night. They would have had no chance.
Phew, looked the same as the last one, played totally differently. This time I really tried to commit with the Crusties, they had nothing to lose as every time I lost 5 they regenerated as a unit. So, perhaps this was the role of this scenario, to open up the Insurgent players and whittle down the Contractors. Either way it worked.
Losing by having the VIP wounded felt a bit like a cheap win for the Crusties, but after reading Scenario 3 this few Contractors had no chance. So perhaps not such a bad win after all.
Now I know why I bought it =8-)