Sunday, 25 September 2022

A Walk in the Light Green 3: Fortress Destruction (Warfighter in Africa)

 This Warfighter campaign uses the Warfighter Modern Australian pack as the player side and African Warlords packs 1 and 2 for the adversaries and missions. This is the third game in the campaign. Click here to read the previous game.

"We've worked out where those poachers came from Gray. Gather your team and head out there. It's a fortress on the edge of Possessor's Crags near the suburbs of Landfall City. I know it's hot, but you need to go in and destroy the place before they move their base of operations. I suggest you take an Esky full of cans with you. You'll need the fluids."

Singh was delighted to get the news about a walk in the midday sun. So delighted that he sulked all the way to the jump-off point. The other two were less obviously unhappy about a walk in the sun. Or rather, a rough climb in the sun.

Fortunately, the team worked well together despite that. They climbed the crags towards the fortress, neutralising some untrained militia in the process. More untrained militia and poachers were occupying a small village at the top of the crags. These took a little longer but were fairly quickly neutralised. The heat slowed them down, but they systematically suppressed and then neutralised the hostiles. Then it was on to the fortress. A machine-gun team offered a real threat, but grenades and heavy fire let the team close on it and take it out. The other guards presented much less of a threat and were very quickly neutralised. Gray planted the explosives after they had neutralised all the hostiles at the fortress, and the walls came tumbling down.

The team withdrew to the pick-up point unharmed.

These games are getting quite samey to report. The basics of activating each location are to pile fire on the enemy to suppress them, and then to close and neutralise them with effective close range fire and grenades. This is easier where collateral damage is not a problem. Occasionally, the hostile deck throws up something a bit weird and wonderful that makes things hairier or the dice do not cooperate, but the basic tactics remain the same. I'm not sure how interesting that is to read, so I plan to make the subsequent reports in this campaign more summaries that note interesting happenings.

+4 VPs = 10 VPs. Going nicely so far.

+4 Mission Points. I did not have enough points to buy Gray the skill I wanted so I save these until after the next mission. Hopefully, that goes well and I can buy it then.

Mission Adjustments: -1 loadout. This combines with the previous penalty so Gray now has a -2 loadout penalty and can carry 2 points less of equipment.

Skills cost +1 point.

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