HATRS -Hunters become the Hunted Play 2

Excellent Scenario design, drives EXTRA plays!

This was a surprisingly tense affair, and while its a 4 turn game, the game really hinges on who gets initiative turn 2.  the Foreign Legionnaires must plan for the best and the worst case.

This really sets up the situation for the ‘event’ at the end of the scenario, which then puts the FL team on the back foot being hunted. Which is why I think it is a bit easy for the FRench to smack around the Soviets. Their turn comes in the second phase of the scenario.

Heroes Against the Red Star Lock N Load Tactical