Turns 5-7, Loneville
Turn 5 (not shown in the image) was uneventful, 1/A Coy regaining efficiency and Cav/A welcoming experienced reinforcements to make good its casualties ($14 for 2 hp). X/B Coy spotted the RT's bunker on turn #3 and the garrison of the Red Base on turn #6. That makes 6 (out of 8) RT units accounted for, leaving two others in the Southeast corner of the map (Strawville and East Town).
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Figure 1 - Loneville |
Turn #6 (main image and insert #1) Loneville's garrison is attacked, losing 6 hp and inflicting 2 hp casualties on 1/A Coy. During the RT's turn the garrison counterattacks inflicting another 2 hp casualties on 1/A Coy while suffering a further 3 hp damage.
Turn #7 (inserts #2-#5) sees Loneville captured, the garrison destroyed and the GT awarded $30. 1/A Coy earned 460 XP and Cav/A Coy 228 XP for their trouble. 2 out of 8 enemy units are now dead.
The attack on the Loneville garrison is par for the course. What I'd like to point out is the significance of X/B Coy.
Appearing after the player's turn #2 is completed, it illustrates how helpless an out-of-supply unit at 0 efficiency actually is: it can't be repaired or upgraded, it can't attack, is a piñata in defense and can move only one hex per turn.
Its starting location is interesting: the hex Northeast of the jungle that itself is Northeast of the RT's Bunker, it might wait there until the rest of the GT shows up or it can start moving West; crossing the jungle using the road feels natural and immediately reveals the Bunker.
Having chosen to crawl towards the other units together with those units moving North to attack the Red Base also has interesting consequences: the Red Base garrison is revealed through an event as X/B Coy enters an hex three tiles from the VP. Those units won't be visible on the next turn when X/B Coy crawls Northwest. Also (spoilers) the Green Marines event is triggered by the Red Lair event. That goes to show that an unit's value goes beyond its combat capabilities (and I suspect some clever scenario design).
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