“In Country” game – playing to the death!

The SWAT team move forward with a reposition order.

On the left the team member moved 2″ through the window, 1″ to the ladder and 2″ up the ladders with room to spare. Second from the left moved to protect their flank and the others moved to shoot in “ambush” if the opportunity arose.

As a result of the reposition order the SWAT team ends with a defensive token (the blue shield).

In order to use all of the mechanics I played dumb with the Drug cartel and moved forward with a reposition order.

As you can see by the shadowy figures in the distance this exposed the two lead Drug Cartel “boffins” to “ambush” shooting from the SWAT team.

As the targets “measure” was a reposition” the SWAT team needed their “hard grip” of 9+ to hit the Drug Cartel. A roll of a ten against the lead “druggie” and a nine against the other meant two hits. The third shoot of a 2 missed.

The “druggies” needed to roll against their “normal grip” (save) to see what happened. Needing a 9+ one saved and one did not.

A wound token was placed on the unsaved figure.

The unsaved Cartel figure is removed (replaced with a casualty figure). Given the Cartel move was a reposition there was no return fire. As they suffered a casualty they need to test for suppression and pass.

The situation at the end of turn 2.

The SWAT team perform an “attack” measure allowing them to move 1″ and shoot.

As the Cartel had passed their suppression test they could attempt to ambush needing a normal grip because the SWAT team performed an “attack” measure. Needing an 8 both shots miss.

At the start of turn three the SWAT team rolled well but needing a 9+ only one shot hits.

Needing an 8+ the cartel figure receives a wound token.

The four remaining cartel “goons” move forward with a “attack” measure so that if they survive they may get a chance to shoot.

The SWAT team again roll well with their ambush shooting..

Three of the Cartel have received wound tokens,

Two more fail their grip test, As the casualties do not come of until the end of their measure they can return fire.

Passing their easy grip, as their target is within 8″ and cover does not count, with a 6 one SWAT team member is hit.

The hit SWAT member passes their normal grip test of 5+.

With the turn ended the two wound markers are turned into a casualties. They roll a 2 for their suppression test and fail. Suppression means they cannot perform a measure next turn, but move from suppression to defensive.

The SWAT team again perform an attack measure, With two hits the Mexican Cartel looks “cactus”.

The six would normally be a pass but because of the 10 rolled by the SWAT team they needed their hard grip of ten to pass and so both failed. They cannot ambush so the last remaining cartel members are taken off at the end of the turn.

Playing this forced me to look at the rules which I will now re-read to check that I was playing correctly. I know I was playing rather silly with the drug Cartel, but hey they must have been sampling their own wares! I t was also a bit of a test of the rules to see if you could advance without suppressing your enemy and no you cannot!

It also allowed me to have a quick game to get to understand the rules and the mechanics.

I like the mechanics and other than the “very unique” terminology the rules played well.

I look forward to playing them with Jason to give them a real thrashing.

8 thoughts on ““In Country” game – playing to the death!

  1. As I was reading this I think I might have picked up on one rule application error. The early part of the game had the Swat going Defensive due to a the large amount of moving. I think that might also render them unable to react… Mind you, I could be confusing INX and Killwager rules! You’re right though, without suppression life is evidently very risky! Keep the review process going and we’ll get a game in before long.

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