So todays post is a small AAR designed to test out some of the new solo play mechanics for FiveCore 2, as well as some from a project of my own..
Disclaimer:All these mechanics are still in a playtesting stage, and may change before the final release of FiveCore 2
This action was later to be known as "the Shootout at OKI Corral".
I also decided to give an alternative activation mechanic a spin, that is why you sometimes see more than 2 activations in the regular turns.
The objective of this fight was to get to the Corporate exec in the OKI compound and extract him to your board edge. The pirates got the advantageous position since they beat the good guys to the scene.
The priority orders work by rolling on a table, giving the specific model or unit an order.
A unit is a small group of models (in this example, the 3 regular pirates).
The first order was for the unit to take up defensive positions for example, so when they activated they took positions on opposite sides of the street, giving them good cover and clear firing lanes.
The Leader and copper pirate I treated like command Group, their first order was to regroup, that is to say, stay close with the rest of the crew and in good cover if able.
Any order that can't be applied to a unit is turned into a cautious move if needed, and an attack against the most imminent threat.
McGee and purple leader trade shots to no real effect.
Poking his head out for a little too long, one of the pirates get a face-full of lead for his troubles.
You roll a d6, on a 2-5 they carry on as usual, but on a 1 they will attempt to fall back to a defensible position and check again if their new position becomes untenable. On a roll of 6, a fighting retreat is ordered, trying to help casualties as they retreat.
The offending fighter is knocked down by the pirate behind the big building.
Flinching into cover, McGee is in trouble..
..but he manages to knock down the copper pirate with some well-placed shots.
Suddenly, Doc peeks around the corner, catching the pirate by surprise. His shotgun booms, knocking the shattered remains of the pirate into the dirt. a few rounds spank off the compound walls, but Doc is no worse for wear.
Purple leader is tending to his wounded comrade, and he manages to get him back on his feet. It's just a fleshwound!
His luck finally run dry, the brawling pirate is knocked over by a hail of auto-rifle fire.
At this stage the pirates had to fall back, but the copper pirate tried to reach his wounded underling, while Purple leader headed for an convieniently parked transport.
Doc had just secured the exec and was getting ready to bolt, when he saw the enemy. A little too late, as it turns out. The pirate's reflexes were the quicker this time, and Doc was knocked out of action.
The game ended a draw, with equal losses and no side having fulfilled their main objective but hindered the enemies.
These new tools makes playing the OpFor more interesting as you get some pointers on how they should react and what to prioritise. Not that you couldn't decide this for yourself, but I think this solution is an elegant way to make the enemy more human if you will.