I managed to bust out the 2d twice in the last 2 days, seemed a pity to use the things once.
Setup and pack up are noticeably breezy, so no excuses there.
The crew got a name "paperCut Crew"... cos hilarious right...
The following batreps are intended to be paper thin [ba dom tsh], and both missions were impromptus 'focused' missions, rather than free-for-all scavenger hunts.
Mission 2
Mission 2 was "clear the bandit camp", there were 3 hotspots (around the edge) and the main structure (MO) in the middle.
The 3 HS had to be cleared before the MO could be triggered. With the exception of the first HS, when all of the hostiles of a HS were killed, the next hotspot (random) was automatically triggered at the start of the next turn - keeping fairly constant pressure (plus the inability to inspect the HS and adjust). Similar, once the HS were cleared the MO automatically triggered next turn.
The hostile list was limited to combinations of bandits and dogs, the bandits have kennels for their attack dogs yada yada.
The crew started at the bottom right of the map.
A bolt toss triggered the first HS bringing out 2 dogs and an anomaly (should have also brought out 2 bandits but I misread my chicken-scrawl writing). These were picked off easily.
The next hotspot was triggered at the start of the following turn, bringing out 2 dogs and 2 bandits (correct). Something of a battle around the central building...
Consideration had to be given that many bandits would be appearing from the central building before too long.
The last HS brought out 4 dogs...
The MO point triggered and brought out 6 bandits and an anomaly (I hardcoded the MO to be 'you rolled 10' on the hostiles table)...
Med-kits used toward the later half of the game but I don't recall the crew being in danger of being overwhelmed at any particular stage.JANE got bopped by the first anomaly but med-kit'd that away, succeeding the following turn.
Mission 3
Mission 3 was "clear all the hotspots" (as the mission objective) and there were 4 hotspots. Nominally there was a 'water filter' feature to the left, a 'control building' at the top and 'service sheds' on the right. HS distributed around that evenly.
This was back to the full hostile list.
A long lob'd bolt toss triggered the HS at the 'control building' producing just 2 dogs (inspect adjusted), which were easily picked off.
The crew broke into two groups with JANE and JAKE heading for the 'water filter', and everyone else heading right toward the 'service sheds'.
The 'water filter' produced 2 zombies, one got shot by JAKE, and JANE pummelled the other one to death in melee.
JANE continued to check out the cleared HS and JAKE high-tailed back to the other group. The closest HS produced 4 dogs. One was shot in overwatch and 2 made base-to-base with MURRAY and JAKE (should have run slower). The combats were fairly one sided, MURRAY melee-ing his enemy and MEG aim-shooting the one that ran into JAKE. PAULO sniped off the one that didn't make base contact.
The last HS produced 4 bandits and an anomaly. Again, med-kits were soon to used more than any other time previously in the game, but the crew managed to pick them off despite picking up various pinned markers (lots of failed armour saves even against a rather piddley assortment of weapons) along the way.
And that was that - mission complete. Again it was a bit of a milk-run.
I'm contemplating upping the ante to Threat Level 3, though the sessions at TL2 have definitely help build and strengthen my rules knowledge (even though I'll quite frequently 'oops' something here and there).
With my trip all but over (heading back tomorrow) I don't imaging that paperCut Crew will get much of a look in anytime soon. I'd probably prefer to leave them here for future visits. They've been entertaining and I thank them for their service.
Until next time...