For turn 3 I've decided to take more of an "overview" approach from this point on, cutting down on the actual game mechanics. The blog posts, while enjoyable to write, were long and took time from playing. In addition I'm not sure if people want to read something that long.
Turn 3 began with a leader and new Somali MMC forming on one of the road block, with a mob forming on the other. The Somali AEO got the initiative again, and immediately used it to fire on my half squad that's stacked with the medic I had retreated down last turn. This resulted in them being shaken. On my turn I decided to move them the 2 hexes I could further down.
The AEO decided to move a mob closer to my other big stack. I carried on with my plan of moving them around towards the crash site. Then, the AEO moved the stack of 2 MMC's closest to the crash site one square closer into rubble, which made them adjacent. I fired on the full squad with my sniper which dropped them down to a half squad. I decided not to use my crew to fire at them even though it was an option as they were now in range. Despite having 0 FP, it was better to save them to fire at any other approaching AEO MMC's.
I pondered moving Hudson closer to my leader's stack, but decide against in an attempt to cover the stack's back. Instead I passed.
The AEO moved a half squad in K12 north towards the crash site. It just so happens this was the squad that made me keep Hudson in place, so I reconsidered and moved him north on my turn to a building in L12.
The AEO fired on the crash site hex with a 0-3-4 squad in L6, but it had no effect. The next few turns saw some unremarkable mob activations. However, eventually the newly spawned leader and his squad from the road block made there way into a building adjacent to the crash site. I Opp-ired on them with the crew, but it achieved nothing. The crash site is now surrounded on the west side by a mob, and a few squads.
Afterwards, there were a few more mob activations. One half squad with an RPG moved closer to my shaken unit into a heavy construction building. The 2 other half squads on the board moved towards the crash site. That finished up turn 3.
It had been a few months since I had last played a Lock 'n Load Tactical game before starting this one, but I feel like I've shaken the rust off of using the AEO at this point. That's usually how it is, whenever I come back from a break from playing I just need to reacquaint myself. I don't feel unsure about certain things like I was before. Alright, time for turn 4!
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