Tuesday, August 1, 2023

02 Hundred Hours Mission:Intelligence Solo

Grey for Games the creators of 02 Hundred Hours recently released some free downloadable pdf files with some solo play adaptations and event cards that I've been eager to play with. 
The rules of play remain unchanged and the changes come in the form of two flowcharts that guide which defenders activate and what their actions should be in either the calm/suspicious state or after the Alarm has been raised.
The printable deck of event cards are adapted from the standard events with less ambiguity on when the card should be played.

I was keen to learn in more detail the stealth and alert level tracking aspects of the game so the intelligence mission that sees the attackers searching a number of objectives on the table for useful information and then leaving the board seemed the way to go.


The table was set to represent the centre of a small french town. Advance elements of a German unit moving up to Normandy have parked up overnight to enjoy the wine and food they have looted from the town.
A small SAS unit has been tracking the German unit and decides to take advantage of the break and sneak around to see if they can find some useful intel.



While the British quietly enter the table in the alleys between houses and through the town park the German sentries walk their patrol route. The German Sergeant on roving patrol fatefully heads off towards the backstreet.


One Sentry comes under watch but can't see the commando lurking in the undergrowth. With Stealth being key still the sentry is allowed to continue on his way.


Likewise the German Sergeant who has continued to wander down the backstreet is being watched by a number of SAS troopers. The SAS officer who lead the way is over the street and into the next alleyway but a number of troopers hug the walls waiting to cross!


Despite the street lamps coming on suddenly the SAS officer makes his way through the shadows to reach the parked trucks. Unfortunately a search throws up no intelligence of any value.


 
Meanwhile in the back street the German Sergeant has continued on his way until something to the side draws his eye to the alley and the pair of SAS troopers hiding there. Startled he's only able to defend himself as they rush him with knives drawn. With only the butt of his SMG he successfully dodges the attack and fights back landing some blows on his assailant. 



Over by the park the British Sergeant is able to sneak a search of the armoured car where he finds route and deployment maps for the German units. Before he can go anywhere else the alarm is raised by the scuffles going on down the backstreet.


With the Alarm raised German reinforcement begin to rush towards the town centre.



In the back street the fight continues with the veteran German Sergeant gaining the upper hand and with the alarm now raised another SAS trooper appears, raises his rifle and shoots. His aim is poor and the shot misses.



The SAS officer taking advantage of the noise coming from the backstreet slips into the back of the local bar, a quick search throws up some useful intelligence. Time to bug out but the Officer senses that retracing his steps won't work with German troops now flooding into town so he start to work his way around the edge of town trying to reach the exit RV in the town park.


The German officer reaching town heads towards the sound of fighting in the next street over.



But his Sergeant has the situation under control after beating down the pair of SAS troopers in hand to hand combat he dispatches the SAS rifleman with a blast from his SMG.


Realising the game is up as they come under fire the SAS Sergeant and Trooper take out one unlucky German sentry and then bug out back the way they came through the town park.



The unfortunate SAS Officer however is outnumbered and cut off alone on the other side of town rather than be captured he decides discretion to be the better part of valour and ducking behind the bars outhouse he heads off into the darkness of the French countryside to evade capture.



The game ends with the Germans in firm control of the town at the cost of a single sentry. The SAS have been driven off, lost 3 men and the officer is M.I.A. trying to avoid capture!

I was really impressed with how entertaining a game the new solo system threw up. Solo players in the community offered a lot of input and the end result shines through. 

Once I'd been through the flowcharts a couple of times it all became a lot more fluid ,  the event cards added real spice with street lights coming on and a sentry doubling back on their route all causing some drama for the SAS. The German Sergeant's roving patrol was pure bad luck on the part of the Attackers and was pivotal in the outcome of the game. That extra character action can make a huge difference in a close in scrap.  

Next solo game will now have to be the Evade mission to see if the SAS officer can rejoin his unit.  

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