Trench Raid Mission Gameplay Episode 2 | World War 1 Solo Tactical Wargame | Compass Games
Transcript
Hi everybody, I'm Sil Blitz and welcome back to our continued adventures with the trench raid from Compass Games. In the first half of our mission, Private Eric got lost in the shattered forest. But we did find the wounded pilot in a building off in no man's land. We've assigned Private Dave to carry him back, and now it's time to see if we can get the remaining eight men of our patrol back to our lines safely. There's a good bit of distance and a lot of danger in front of us. Let's find out what happens. So, just a quick recap of where we are so far. But we left our trenches here, wandered up through these ruined buildings, got to this shattered forest here. That's where our second bomber, Eric, got lost. He's wandering around somewhere in no land, no man's land. We'll find out his fate at the end of the mission. We then made our way up and found the ruined building where we found our wounded pilot. Private Dave is carrying our wounded pilot back. We started with 10 men. That leaves us with eight current members of our patrol. Our mission now is to get back here safely.
We're going to follow largely the same route, I think, that we took, although we might cut through the wire here. Let's start making our way home here. We're going to head off into this crater first. Uh, that will afford us some protection should we get hit by machine gun fire and I think some other protections as well. Now, we don't have to map any terrain. We know everything that's around here. So, the simple thing we have to do first is to roll to see if there's an event. And we know that on a one to three, there is an event in a crater. We get a four. Excellent. quiet for us right now. Let's continue on now down into the shattered forest where we lost Eric the first time. An event happens on a one or a two six. This is excellent work for us. Now we're sliding through here. So far, no incidents. Let's head over into the ruined building. This also gives us less of a possibility of an event. An event on a one or a two. A five. We're doing excellently so far. We are approaching visibility of our lines now. Now we're going to go fall through this one building again. An event on a one or a two. Ah, there it is. Okay, so something happened. Now we need to roll the 20sided die to see what type of event happens to us. Get a 17. Tempting souvenirs. Tempting souvenirs. Let's read the flavor text here. An enemy corpse has a souvenir you just can't resist. An iron cross, a picklehal helmet, or a Luger pistol.
Unfortunately, without ammunition, each soldier must attempt an average command role representing the soldier's self-discipline to resist the lure of the souvenirs. On a failure or botch, the soldier soldier picks up the souvenir. And if they were already carrying the maximum amount of equipment allowed, they must drop one piece of equipment of the player's choice. The dropped equipment may not be taken by another soldier. So, let's go through our ranks here and see which one of us pick up souvenirs. My command rating, I am an iron. I'm a bastion of self-discipline here. I've got four. Plus, I'm a politician, so I'm plus one. I'm not sure that self-discipline and politician go together, but we'll run with it. Five dice. I just need one, five, or a six. Oh my goodness. I'm so selfdisciplined. I don't even consider picking up that helmet. Let's go to NMS.
NMS succeeds too and maintains his discipline. Rifleman two, Parker. We all have three dice. That's a normal one. Ah, no problems for Parker. Scotso is up next. He succeeds. Warboard irons the pickle hall helmet. No, he holds Edward H. H. I must say we are an extremely well disciplined patrol here. Not a single soldier yet has reached out for one of these tempting souvenirs. William C eyes that iron cross but looks at my steelely glare and considers it no. That would be a breach of discipline. Only our last NCO Scott is left. Oh, he fails. Okay, so what's Scott going to pick up? So, um I'm not going to use luck on this. It seems I I think we want to save our luck because bad things can happen fast out here. Scott reaches down and grabs an iron cross. I've just written that in here. And then we're going to have him throw his compass away here. He's the back of the line, so nobody saw him do that. So, he's got a nice temp souvenir here. We do have Parker also has a compass. So, worst case, if we get lost, uh Parker can probably save us. And that is the tempting souvenirs event. Home is just a short distance away from us.
We've had a very unique patrol in that we we haven't had anyone wounded or hurt yet. Um now I think the best thing to do actually for us is to try to cut through this wire. It's going to be fast faster than going around and we have enough people that have wire cutters to be able to do that. So we head up into the hex with the barb wire. The first thing we need to do is to roll for an event. But an event with barb wire is only on a one on a DA 6. I thought we were going to get a one, a two. So no event for us there. We just have to cut the wire now. And if we cut the wire, then we're back home and we've successfully made it back. We have three soldiers equipped with wire cutters. So we are well prepared for getting through enemy wire. Scottso has wire cutters. Warboard and William C have wire cutters. It is a strength event to try to cut wires. So this is going to be three dice. Um he's got the wire cutters. So, we need one five or a six to succeed to get us through. Yes, we've cut the wire very easily. And we are on our way home. So, we're going to replace this with a wire cut symbol. The wire is cut. No event there. And we make it back to our trench lines. Mission accomplished. That was outstanding. Dave makes it back. Now, we have to find out what happens to the fate, however, of Eric M, our bomber who got lost in the shattered forest. So to find out what Eric M, it's very simple.
We roll for the men left behind. On a one, he is dead. Two, he's captured and a prisoner of war out of action. Three or four, he makes it back but gets wounded. We'll find out how wounds work. And then a five or a six, he makes it back safely. Yes, Eric M makes it back safely. And with that, our 10-man patrol has made it back. Mission accomplished. Not a single casualty. We were extremely fortunate. I've done some practice missions and nothing like this has happened. So, the the gods of war were shining upon us. Now, that mission was incredibly fortunate for us. Nothing bad really happened. I can't believe that nobody got hurt. But, I do want to show how things can go sideways in the game as well. So, we're going to do a training mission now. That's just assuming that our our soldiers here ran into some enemy trench raiders. This is event number six on the event chart. and we're going to walk through this event to see what potentially could have happened in terms of casualties and disaster for us.
So, let's take a look at the enemy trench raiders flavor text. You're not the only raiding party out tonight. You've just blundered into a raiding party from the enemy lines. You'd better fight quietly. If the enemy hears shots, he'll know you're coming. Roll a d6 to determine the odds. So, on a one, the odds are 2:1 in the enemy's favor. It is a very difficult fight. On a two to five, the odds are 1:1, which is a difficult fight. And on a six, the odds are 2 to1 in your favor. We get a three. So, this is a difficult fight for us. Now, the instructions here are below. Each soldier must attempt a fight action. On a failed roll, the soldier takes one wound. On a botched roll, the soldier takes two wounds. The difficulty depends on the odds as above. After each soldier has undertaken his action, the event ends and the enemy trench raiders were either killed or driven off. So, we're going to walk through now what this event could have looked like for our full patrol. We'll go through all of our um eight members here of our patrol that were there saying we had run into this on the way back and we'll use the current existing luck amount that we had. Now, this is a fight action and it's difficult and I have generic fight numbers here for me. So that's uh three dice that I can use now because it's difficult. We need two successes and uh fight ax. So I'm using my club now. I get zero successes. Okay. So that's that's not good at all. I'm going to burn a point up cuz if we get one wound if we miss it, but I don't want to have
to roll a botch roll, which means we would have to roll a botch roll if we have no successes. So we're going to try again. Take out my club. Yes, two successes. Okay, so I've used up some luck, but let's go now to rifleman number one. And this is NMS. He's already used up two of his luck. Um, he will be using his rifle in this. It's a fight action. He's got three dice. So, he's not shooting. It's just fighting with hand-to-hand combat. So, we need three dice. He needs two successes for NMS. He gets one. Now, if we use the luck to roll this, he would have no luck left for the rest of the mission. And assuming we were going out in the rest of the mission, we're actually going to take the wound here. So, we're going to not use up a luck point and we're going to take the wound. So, we can see how this would happen, too. Now, we don't have to make a botch roll because we got one success. You only roll for botches if you have zero successes. But, let's see what happens here with the wound now for NMS. So, we're going to roll on a 2d6 on the wound location to see where it goes.
A seven. It is a chest wound. Now, you'll notice here the severity dice off to the right. The severity dice means we're going to roll two dice to figure out now how severe the wound is on this severity chart and we're rolling the two dice and the lefth hand side says the highest die. So higher is better. A if we get a six it's just a scratch. If we get two ones it's dead. So let's see what happens to NMS here. We're hoping for high numbers. Yes. Okay. So NMS gets just a scratch. It's a head wound but it's a chest wound but nothing serious. Let's go down to Parkera who's fighting now. He's got regular amount. Oh, he's a pugilist. So, he gets four dice. Excellent. So, we need two successes from Parker. Oh, we get zero successes.
He's going to use up some luck here. So, we'll get rid of a luck token there for him. And we're going to roll all four dice there. Two successes. Parker makes it through. Whacks one of these raiders upside the head. Scottso has three dice for fights. He gets one success. Let's use a luck point to go for another success. We're going to leave the five. No. Uh, let's take the wound for Scotsso. Want to save some luck here. So, we're going to roll 2d6 for the wound for Scotso. There's a seven. Another chest wound. Now, we're going to roll for severity. Hoping for a high number. We get a five and a four. It is a light wound. So, with a light wound to the chest here, we're going to mark this on Scotso's chart. We mark that he has a light wound up here. And then it is minus one die to speed and strength. So over here, we're going to I'm just going to put a little tick mark here besides speed and strength, meaning that we now know that these are minus one should he need to use those skills again. So that would be our first wound. Let's go now to Warboard, who is a pugilist, so he gets plus one die. Four dice on his fight. He needs two successes. Two sixes. No problem using a club. He takes out an enemy warrior. Let's go to our next rifleman. Who is Edward H. He gets three dice. Needs two successes for this. He gets one success. Let's use a luck potion. A luck point there to see if we can get rid of See if we can have
more success here. We'll leave the five and reroll. Oops. That was a five, right? Four and a one. Still nothing. We're going to take the wound. 2d6. Let's see what happens. We get a 10. Oh, a leg wound. Okay, so a leg wound. You notice the severity dice is different. We get to roll three dice for the severity of this one. Hoping again for a big number. Just a scratch here for Edward. Oo, we get a four. So a four is a light leg wound and that's the best we can do. Now we can't use luck on these wound rolls. It's only on the skill checks that we can use our luck up. So light leg wound minus one die to speed, strength, and fight. So speed, strength, and fight would lose a die in the future. And we mark a light wound up there to Edward. Getting towards the back of the line, uh we get to William C. He's strong, but he still only gets three dice in fighting. Oh, two successes. Outstanding. No problem.
Lastly, we go down to Scott, who's carrying his Iron Cross now. He's courageous, but he still only gets three dice for success. He gets one success. Let's burn one of his luck points here to try for a second one. And he gets it. Three successes. No problem. So Scott would make it through. And so that shows basically a rough idea on how some of these more dangerous encounters could turn out. And you can get a sense too that, you know, we had quite a bit of luck points left. But on a longer mission that takes you up way up into no man's land or in potentially into the enemy trenches, you're going to have several of those uh types of encounters. Or even if we hadn't been so lucky and found the wounded pilot so quickly, you could have several of these encounters. So deciding when to mitigate the danger with luck or when to just take a wound, for example. Now, the wounded soldiers too, so Edward and Scotso, you know, if they need their speed later, they're going to be at a greater disadvantage because now they've lost a dice, they lost a die, and so things can compound and compile and go sideways very quickly after a few of these very dangerous events. Now that was even a you know a difficult event but a very difficult event uh where you need all successes can like an artillery barrage can really turn a mission sideways quickly. So you can have a mission like we had which was fairly innocuous but it's also very very plausible that you have something on the other end of the spectrum which is
really destructive to your patrol and could literally kill off half of them pretty quickly. So there we have it. A full mission from Trench Raid in Compass Games. I'd be curious to hear what you think of what you saw in terms of gameplay. I'd also like to thank our volunteers for stepping forward to be part of the patrol. Most of the time when I take volunteers from this, I take them from um the paid Patreon members. If you'd like more details on that, there's links down below if you'd like to join up on that. I'm putting together now a an impressions and light review video about Trench Raid from Compass Games. As soon as that's ready, I'll put a link up here to that video. Thanks for watching everybody. Have a great day.