Monday 26 September 2022

A Walk in the Light Green 7: Overwhelmed

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 seventh game in the campaign. Click here to read the previous game. 

The patrol had gone well but suddenly the area was swarming with poachers. Gray cursed. Then he cursed again when he saw the dust storm coming in.

"Ok, troops, we gotta get outta here. The dust storm will be unpleasant, but at least it will give us some cover. Move out!"

This is an escape mission, which means Gray needs to get from the objective card on the right to the mission card on the left. When his team reaches there, they have won. Hostiles will be generated along the way, but many will also be generated behind Gray and will be chasing him. The dust storm provides cover and means that all attacks have to be made at point-blank range. No snipers in this mission. The other disadvantage is that the mission has a loadout penalty of 6 which is added to the 2 points from the mission adjustments. That means that Gray can barely carry his rifle and ammo, and will have little else with him. Of course, wearing a MOLLE in this situation helps.

The men grabbed what gear they could and set off through a maze of huts on the outskirts of a rural town. The place was heaving with hostiles and more were chasing them from behind. Fortunately, Gray was rapidly becoming a good leader and they were a good team. Working together, they neutralised the hostiles as fast as they could, barely stopping in the process. The hostiles from the objective were always moving towards them though, so there was no time to rest.

The heat was bad. The team struggled to focus on their task. Their shots were pure instinct as the sweat poured into their eyes.


The cover of the houses on the outskirts of town was a blessed relief, as was the rocky lake beyond it. had not time to really enjoy the shade and cool water before they were moving on again. Unexpectedly, a machine-gun team opened up from close buy. Harper yelled as bullets ripped into him. He was lucky to be alive, but he was not going to be much use from now on. His mates half.dragged, half-pulled him down the sun.baked road, barely able to stand in this heat themselves. Then they repeated the process across the hot plains beyond to the camp.

With only a few rounds left each, the team piled into the shelter of their camp, and the enemy gave up the chase. They had lived to drink a few tinnies again.

Well, Harper copped one but we got him back to base. No fatalities makes this another victory.

  • + 8 VPs = 34 VPs. Gray is well on his way to actually stopping this gang of poachers.
  • + 8 Mission Points. I bought Gray the Shooter skill to make him more effective with his rifle.

Mission Adjustments:

  1. +1 Location. All future missions will require the team to move through an additional location card to get to the objective. with the previous +1 location, that means each mission is now 2 locations longer.
  2. +3 Skill Cost
  3. -2 Loadout

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