Hi,
As a big fan of the more small scale TOI scenarios (new baby = not enough time) I was delighted to see Rescue Mission included in the Days of the Fox scenarios. This scenario would probably be my favourite of all the official TOI scenarios I have (Base Set, DOTF, and Designer Series Vol. 1) if it were not for one major problem.
Unless I am missing something, this scenario is impossible for the British player to win if the German player manages to play the "Hidden Minefield" strategy card from the Desert Tactics I deck in the blue exit hex on the map board. This has happened on the last two occasions we have played this scenario. Knowing this could happen (after falling foul of it the first time) I thought "No problem, as soon as the Hidden Minefield card is revealed I will buy it and place it somewhere out of the way" - great plan - except when it was revealed the Germans had initiative and so played the card before I had chance!
I'm not sure if having this 'tactic' available to the German player was intentional on Corey's part when he designed the scenario or if the Hidden Minefield card should perhaps be removed from the Desert Tactics deck to prevent such underhand tactics - it is a scenario killer after all as any squad entering the minefield hex must stop. Even if the American officer survived the minefield he can't exit the board until the next turn and a game length of 5 rounds does not allow enough turns to do this.
I'd be interested to hear Corey's view on this one. Based on the above I think one of the following needs to happen:
a) Remove the Hidden Minefield card from the Desert Tactics I deck
b) Increase game length to 6 rounds
In all other aspects this is an excellent scenario, I just find this problem really annoying. Is there any way to remove minefields that I am not aware of (engineers ability perhaps)?
Interested to hear other peoples' views on this...
Wookie78