I wanted to see how the game handled a different set of scenarios, as opposed to the standard shoot-out.
I didn't have time to try more than one this time, so I opted to start with a hostage rescue.
A few days ago, local time, a visiting executive of one of the many major corporations that have recently taken an interest in the small colony world of Hamill's World, was kidnapped.
A set of demands was delivered to the local HQ of the corporation, demanding that a ransom be paid.
Being none too keen on paying the kidnappers and thereby making themselves a target for future attacks, they decided to hire a group of Fixers. These ex-military problem-solvers have a reputation for getting the job done, so they are brought in from off-World to handle the situation.
A plan was put into motion, the fixers goes in under the cover of darkness to try and extract the hostage with minimal operational losses.
When they arrived, they realized that they had underestimated the kidnappers:
Making sure that he is covered, the fixers breach the door to the compound.
Some of the reinforcements arrive, wasting no time putting the pressure on their enemy.
It was a win for the Fixers, but it was a costly victory!
As I had figured, attacking a defender in a proper defensive position is Always hard, but I think that the elite status of the attacker, along with the stealth rule helped balancing the scenario.
That being said, if it wasn't for the scurry rounds, the Fixer would probaly not have been able to extract the hostage.
Lately there have been a lot of Gruntz-related stuff being posted on the Interweb, and it does make me feel like "going back to my 15mm roots" as it were. There will be some more posts with my gruntz armies, and possibly a AAR or two..
Hope you enjoyed it!