After surviving an infiltration attempt by the Fallers (read all about it here) the MIB continue to investigate the Faller threat. They follow the trail to a small town called Tinville, believed to be the base from which the Fallers operate. Observations seem to indicate that most of the town has been taken over by Fallers. MIB has blocked all access to the town and has a small tactical nuke standing by to eradicate the Fallers.
But first MIB will attempt a surgical strike to secure a laptop on which a Faller administrator has listed the locations of all Faller assets. Valuable information for the MIB to ascertain the spread and operations of the Fallers.
There are strong suspicions that Fallers have hidden Faller eggs in buildings to "eggsume" people that happen to wander into town. MIB scientists have discovered that the irresistable attraction of the Faller eggs is caused by airborne feromones and they built several feromone detectors that signal when a Faller egg is near.
The Plan:
MIB will enter Tinville with 4 teams:
Team A: Full hazmat suit with integrated detectors
Team B: Agents with resipirators blocking Faller feromones accompanied by a hazmat tech with detector
Team C: regular MIB agents accompanied by a hazmat tech with detector
Team D: SWAT team accompanied by a hazmat tech with detector.
Team C and D cannot enter buildings containing an egg because they will be unable to resist the attraction of the Faller egg and will be eggsumed.
The laptop is located in the tower of the central building. MIB must appropriate it and leave the table with it to win.
The Fallers have 5 teams with mixed weaponry spread out through this part of the town. Their job is to stop the MIB.
Buildings may or may not contain an egg. Protected personnell with a detector can detect an egg when near an opening in the building (roll a d6: even means no egg, odd means an egg).
My first idea was to play this with the FfoL bigger battles rules, but since my opponent and I played a lot of Chain of Command lately I thought the game would go smoother when we used Chain of Command rules.
We considered Fallers to be green (so easy to hit) but extremely tough (always in light cover, so difficult to kill). MIB are all regulars.
We roll a d6 and: I get to play the Fallers.
Seemingly ordinary citizens are going about their business in Tinville
A scouting MIB vehicle stops to investigate.
The team clears the building, destroys the egg and move up the road towards the tower building together with the other MIB teams.
Meanwhile a police car full of Fallers is speeding towards the intruders.
It turns out the building also contains a Faller cell and they open fire on the MIB agents.
MIB team C position their vehicle just outside pistol range of the police-fallers but are in range of the Fallers inside the building.
Concerned about being overwhelmed, I decide to deploy a Faller cell on the other side of the table to force my opponent to divide his forces.
A Faller cell storms out of a building into the parking lot of the burning supermarket, attempting to flank the MIB.
MIB immediately responds by sending their heavily armed B team.
My ploy worked. But now the Fallers with primarily close range firearms are unable to hit the MIB carrying long range firearms. The MIB understandably keep their distance and pour fire into the Faller cell.
Things are not going well for the Fallers. Morale is dropping because the Faller cell in the building is wiped out and the MIB is chipping away at the police-Fallers. The Faller senior leader has joined the police-Fallers to boost their morale.
But they are unable to prevent the police Fallers being wiped out to a man.
In a desperate move I decide to charge the MIB.
Although very cinematic, it turns out to be not that smart. Both sides massacre each other and the senior leader of the MIB is killed. The loss of the entire Faller cell does however knock my force morale down to 2....
Too late I bring in the long range Faller cell.
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