I did use the module but didnt use it to any depth as I had big plans for the US parts of the campaign so didnt do the module too much justice - although, as you say, it seems more of a Germany sourcebook than having much detailed adventure content (from what I remember, at work atm).
One thing I do remember is a bridge encounter where a group of bad guys (place what you will, deserters/marauders or just dodgy NATO troops) wont let the group pass unless they pay a toll. Maybe a vehicle, some fuel or ammo - but expensive enough give the group a serious pause for thought to give fighting a serious option but not automatic.
I think another thing was the deadline - the last ship was leaving on a certain date - so delays, eg vehicle breakdown, could put the group in a position to do something they may otherwise not do.....such as forcibly take another NATO units vehicle? Or just have to steal parts or fuel that a friendly unit refuses to part with.
I do like to give my group moral dilemmas - am afraid these are just off the cuff as I dash for lunch but hope its some help.
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