Another run of Flash Point, on the two-door map from the base game.
This time I decided to go with six firefighters, to give me some
leeway for using the non-firefighting roles, in Veteran mode as usual.
Photos are taken at the end of each round, six turns.
Not a bad initial setup.
We start moving in and suppressing fire.
Things go horribly wrong, with additional explosions.
Erm, that's it - all damage cubes gone.
Oh dear.
So I'll give it another go.
Swapped out the Paramedic for CAFS, and shuffled the order around a
bit.
Initial suppression going well.
And continuing.
But things started exploding before we could get to them. (Maybe I
should have chopped in through the back wall? I'm always reluctant to
put down more damage cubes than I have to.)
More explosions in that walk-in wardrobe.
Oh no! I've run out of beer!
Spurred on by this disaster, we spread out and keep suppressing.
Not as successfully as one might hope.
Two victims down. Time to get rescuing!
Hazmat finishes his job, and Captain moves him to crew change.
Back in with the yellow paramedic.
Who mostly saves AP at first, while the rest uncover victims.
Continued suppression while the paramedic gets into position.
One victim healed and led in the right direction, and on to the next.
Two rescued, one nearly there.
Another out safely, and more queued up over on the far side.
Starting to get them out; fire in that wardrobe again.
An explosion in the wardrobe later, but the victims are getting closer
to the ambulance.
Five rescued, one more confirmed, two more possibles (and one false
alarm left).
Another round mostly of fire suppression.
More fast healing from the paramedic, and the last two victims are
queued and ready to move out.
The red generalist leads one out and carries the other, and that's
seven for the win. Two damage cubes left!
I found this distinctly harder than my four-firefighter solo play and
the games I played at Stabcon, partly because the shape of the walls
makes it difficult to do an effective zone defence, but also because
there was more time (well, six turns rather than four) for a fire to
brew up from nothing into a serious problem before the firefighter
whose zone it was had a chance to do something about it. I might go
back to four… but this was more of a challenge, and more fun.
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