After a few weeks gaming down at Arabianknight's bunker it was the turn of the Battleshed to host our week night fix and satisfy Arabianknight's current 'tank mania' with a Cooperative game of Hell Hath NoFury.
This meant we each deployed a platoon of 5 British Sherman's, allied against a non-player German force using the 'Possible Enemy Force' (PEF) game mechanics. We stuck to the generic stats for each platoon (for simplicity) this time, with no individual crew traits rolled. For this we used the first scenario in the book, 'First Light'. A suggested terrain set-up diagram is provided, with the gaming area being divided into 9 sections. Of course, I hadn't actually read any of this whilst I quickly laid out some random terrain before my allied commander arrived with his big box of tanks. Not that it mattered too much, as we spent the whole game barely moving off our starting section!
For this scenario, three PEF markers were deployed in random sections - these would each have their own possible activation and movement turn, only being revealed once 'In Sight' of either of the allied platoons. The enemy force composition is then randomly rolled, determining the size and type of enemy tank in the revealed PEF platoon.
Being me, it was only partially successful, with the lone surviving (revealed) German platoon now bearing down on Arabianknight's Sherman's, still raw from their previous engagement! Another few turns of frantic In Sight, Gunnery, Crisis and Reload tests, with initiative activations ping-ponging from Germans to Allies. More smoke markers were deployed and eventually the Allies were down to two tank between them!
As mentioned in previous posts, Hell Hath No Fury is an immensely thematic game, providing much versatility from solo or coop games to detailed, crew-driven campaigns. The rules initially take a little perseverance, but the games are fast and furious from there on. Oh, and you'll need lots of tanks!