There were no massive issues and the rules promote narrative play and I’d happily house rule round the small things that didn’t sit well with me.Ī good learning game and it cleared up a few rules to allow us to take something a little bigger on next time. On first play through I felt I’d be happier to have militia troops do this but trained and above able to hold their fire. Likewise with overwatch, the errata says a character in overwatch must shoot at the first enemy to appear in LOS. I’d even let elite and professional that won initiative to choose to move second and still shoot first in the combat phase. I’d have liked to see it written that trained, professional or elite level characters that win initiative can choose to go second in the movement phase. We also had a situation where the SAS won initiative and at that moment it would have been better both narratively and tactically for them to go into overwatch and force the close protection team to move first. They are actually simple and allow fast play without getting too bogged down in who has spotted who. The Movement, Detection and Alertness rules needed a bit of re reading to get unalert, alerted and alert states straight. On this occasion we struggled a bit with a few rules. We were a bit rusty with the rules, we tend to take as long as we need to satisfy ourselves we’ve gotten it right. Empress miniatures SAS moving into ambush positions.A close protection team hustles their principals to a clandestine meeting point.A collection of Empress and Spectre miniatures.This will allow us to appreciate the changes better. With the 2nd Edition on the horizon we thought we’d go back to first principles and learn the 1st Edition rules from scratch with a series of simple scenarios. Spectre Operations the 28mm modern skirmish wargame by the folks at Spectre miniatures are due for a 2nd Edition. In, well we never really said where we were. Arthur’s close protection team vs Glenn’s SAS. Until the start of your next turn, hunters get -3 to their die roll when attacking Cobra.A game played on Wednesday 13th February 2019. Velocity Blade (Cobra only, two uses): You may reveal this card when Cobra is being attacked. All hunters within 2 spaces of Orangutan are stunned. Place the Orangutan figure on the game board at his current location. Power Fists (Orangutan only, two uses): Reveal this card. If you roll equal to or higher than the distance to the chosen hunter, that hunter is stunned. Choose a hunter that has line of sight to Spider and roll the die. Tangle Line (Spider only, two uses): Reveal this card. Use the movement sheet to secretly mark the round Holo Decoy was used. Place the last seen token on the board within 4 spaces of BlueJay's actual location. Holo-Decoy (Blue Jay only): Do NOT reveal this card. Rotate this card 90 degrees to show that it has been used.Ĭharacter Specific Equipment Cards (note that the ones with two hex icons can be used twice per game) : Rotate this card 90 degrees to show that it has been used.Ģ x Adrenal Surge: Do NOT reveal this card. Until the start of your next turn, your agent is only visible if it is within 2 spaces of a hunter. Agent's sharing a space with a hunter are still visible to that hunter.Ĭards that are not revealed, but an announcement is made that Agent has tapped a cardĢ x Stealth Field: Do NOT reveal this card. Until the end of your next turn, all spaces within 1 space of that token block line of sight but not movement. Place a smoke grenade token up to 4 spaces away from your agent's location. If your agent is visible at the start of their turn, put it on the board.Ģ x Smoke Grenade: Reveal this card. All hunters that can see the token lose their vision until the start of their turn. Place the flash bang token on the board up to 4 spaces away from your agent's location. The agent does not escape within 40 turns.Ĭards that are revealed as they are played:Ģ x Flash Bang: Reveal this card. The agent completes 3 of 4 of their possible objectives and makes it to an escape point The unoccupied car does not provide line of sight. The car cannot be moved and motion detect on the same Hunter round. Most of the time this is NE,NW,SE,SW but if the agent is in a direct line to the car it is N,S,W,E. If the agent had more than 2 spaces on their previous turn, and the hunter uses the motion sensor, they must say which direction they are in relation to the car. An agent spends their entire turn to active the motion sensor. The hunter inside the car may instead use the car’s motion sensor. The car can only go on roads, and it can only go 10 squares per the Hunter team’s turn. Inside the car, the hunter has a couple of extra actions. They may enter or exit car from/to an adjacent space, or the same space as the car. Entering and Exiting the Car ends the each hunter’s turn movement.
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