Tuesday, October 1, 2019

Grun on the Run Part 1

The last few weeks of battle reports using the solo play system has resulted in some changes to the original draft document based on my observations. I've expanded the file up to two pages and added some more details to the choices that the AI can make for the forces it controls.These choices are ranked from priority 1 to 3; if a higher level priority fits the situation, I use that; otherwise working down the ranks to a priority 3 final default.

Grun on the Run picks up where the last scenario left off. The two escaping warriors outrun the Feudal pursuit and move deeper into a forested area. Unexpectedly they smell cooking meat and hunger takes over as they creep closer to the scent. Cresting a small hill, the warriors are able to look down a ravine and see the flames of a Tribal hunting party's meat-spit.

Two of the three Runners (tribal hunter-warriors) are talking across their camp-fire, but a third slightly above their location is on watch and scanning the surrounding area. The Grun warriors freeze in place briefly before edging cautiously forward and drawing their choppas. The rifles they carry would make too much noise and probably draw any nearby Feudal pursuit.


As the Grun warriors creep within range of the nearest Runner's "Alertness" ability, a stealth versus alertness challenge is resolved. The Grun have no stealth skill so they draw a single card: a 3. The Runners draw as a group, gaining Aid +2, and drawing one bonus card [+] for Alertness skill and scoring a high card 7. Three sets of tribal eyes turn toward the now revealed Grun position.



Turn 1

The Grun get a break and gain Priority. They get the first activation. The Grun cost total is 62 points for the two warriors versus 90 points for the three Runners. This gives the warriors a bonus of 6 Push to add to their starting 2 Push. The Runners have a total of 6 Push between them.

I drew the Buff Hands for both sides before being pulled away by the real world so I'll pick this up tomorrow when I'll have time for at least one full turn. When playing with small crews I use a variation of the usual Buff Hand size rules. Both crews get 1 + 1 card per crew member, based on the largest crew. Since the Runners have 3 members that equals a Buff Hand of 4 cards for each crew.



The two cards next to the Grun Crew Card is their A.D.I.M. solo play priorities for the first turn; the diamond indicates a "defend" priority and the clubs indicates "attack" priority. The updated A.D.I.M. Solo Gaming document can be accessed through the rules link at the top of the page.

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