Hey, I'm running my two person group through Apeworld on Fire and while we're having fun I think the fights could use a little guidance on numbers and adjustments for smaller teams of PCs.
While Burning Dragon was quite clear about how many baddies to throw at your team (x # of Featured Foes/Mooks per PC) in each Fight, AoF sometimes doesn't even mention it.
As a result, I ended up with some STEEP odds against the PCs as things progressed, a fact that's as much due to my own short-sightedness as the text not always being clear. To recap our experience thus far for your consideration:
We had a Gene Freak and a Highway Ronin initially (with one vehicle). Even without worrying about opposition numbers, the car chase rules are not our favorite feature of 2.0 - they feel a little too fiddly compared to the rest of the system, and inevitably we end up getting confused by Crash vs. Chase Points and layering Impairment etc. Adding the wrinkle of 3 Era-Specific Mooks popping up as the chase progressed didn't ease things for me as GM, especially as it wasn't clear how said Mooks were keeping up with the speeding vehicles (I ended up giving many of them horses and so on, but when it all became a bit too much I had most of them fall behind). For all the confusion, though, the PCs came out of it OK.
They had a more enjoyable scrap with the two Strong Assassins they ran into at the Dreamstim Parlor - it escalated ridiculously but they came out of it with relatively few Wound Points.
They ended up going to the Architect facility next, and they had a good bit of hide-and-seek with the Nanostock Demon before it attacked them on the elevator. While they were able to quickly dispose of the Demon, those Augmented Wasters' Last Rally was absolutely brutal, and it ended up killing the Gene Freak. We chalked it up to the fortunes of war and wrapped up the first session on a downer note.
The fight that really kind of took the wind of out my sails, though, was the Market Attack. We started the second session with introducing a Full Metal Nutball (played by the Gene Freak player) as the Highway Ronin met with Sibling. As written, the fight doesn't make any clear suggestion on how many Foes to toss at your group, so I foolishly went with Network, Infinity AND two Magnetic Assassins, plus 6 Mind-Controlled Residents (3 per PC).
That was definitely a mistake, as having two more Featured Foes than PCs really reduced things to a Grind where our heroes managed to eventually take down Network but kept getting nickled-and-dimed by Infinity and those Magnetic dorks. I had Infinity run away and the surviving Assassin surrender once I realized my error but it still ended up with Wound Points in the 20s for our PCs. I'm just glad I didn't add a Strong Assassin - I had enough sense to know that was too much at least.
After the fight we took a long break and I came back a bit annoyed with myself and the uncertainty about the numbers. We ended up putting a pin in the adventure and just had a long good chat about life, which was great, but I felt obliged to check in here and let you know about my experience.
To clarify, we're really enjoying the subscription adventures so far. I appreciate the production values and the variety of storylines and characters offered, and I look forward to seeing how they approach the last act of AoF. I just wish I could have prepared better for a small group.