V-Commandos: Black Tea (iteration 2)

@RogerBW asked for a die roll:
OK. Scout opens the door to the north.
Medic shoots E:
2d6: 4 + 1 = 5 for 4+

@RogerBW asked for a die roll:
Drops: TNT charge.
Medic moves W, shoots N:
2d6: 4 + 1 = 5 for 4+

@RogerBW asked for a die roll:
Drops: spotted token (no effect)
Sniper moves in, does objective, moves out (with uniform and TNT).

  • Enemy reinforcements
    • North terrain: S, W
      enemy-1
      enemy-2
    • South terrain: N, S, E, W
      enemy-1
      enemy-1
      enemy-3
      enemy-2

At this point (i.e. between enemy phases, when it’s allowed) Medic spends his saved AP to shoot N:
2d6: 5 + 4 = 9 needing 4+

…another Spotted token. But at least we’re getting through them.

  • Enemy movement
    North event for movement direction is Eastern Front, which is N.
    South ditto is Stand Down, which is W.
  • Enemy fire
    no commando is visible

Turn 3


North event:

South event:

(Sniper already has +1AP, so Medic will take it.)

Suggested plan for the south: crowbar the W entrance, shoot N.

Just so I feel less useless, why don’t I move and put in the crowbar? That’ll leave me my +1. You can move, shoot, and if really lucky with two hits, move and use your crowbar to block the N entrance.

Oh, goodness, I quite forgot I had a crowbar too. :slight_smile:

So that would be Sniper W, N, barricade; Medic N, shoot, (shoot again) or (N, barricade).

@COMaestro are you happy with that? @JGD what do you want to do in the north?

What would obviously go wrong with N (2), spend 1AP to accomplish the objective, E into the small indoors tile with the trapdoor?

Yes, I am fine with that.

@JGD - well, you’d have to pass the stealth check going into the large tile, then pass a stealth check when the likely reinforcement from the W entrance moves N into the trapdoor tile. Not great odds.

Thanks, forgot the special power. Yes, still a stealth check, and yes, that is an enemy-accessible door on the south side of the exit tile.

Might be better to move back to the room you came from. The tile you entered from will be empty next turn, and you can just get out that way. That way you just have one stealth check to deal with initially, and you will be stealthy again when you move S.

@RogerBW asked for a die roll:
Meanwhile, medic’s shot north:
2d6: 1 + 5 = 6 for 4+

OK, let’s try that.

@discobot roll 1d6

:game_die: 4

In the N: Scout’s objective is completed, saved AP is used.

In the S: Killed enemy drops Bombardment. I think it’s not worth taking the second shot now; retain saved AP.

Enemy reinforcements:

  • North: S, W
    • enemy-2
    • zero
  • South: N, S, E, W
    • zero
    • enemy-2
    • enemy-1
    • enemy-1

Enemy movement: N and N.
No enemy fire.

Turn 4


Event north:

Event south:

Peste.
I’ll burn my +1; I’d have had to use it on shooting anyway. We’re richer by a grenade.

Move, shoot, crowbar? Or move, shoot, save, sniper does the crowbarring?

Scout will open trapdoor, leave and save

Makes sense for me to do the crowbar so you can get your +1 AP back.

So I will take your crowbar, move N, crowbar door, pick up bombardment and end turn.

@RogerBW asked for a die roll:
For Scout, that’s “move to trapdoor, save, leave” (as technically leaving the terrain ends your turn).

Sniper blocks the entrance.

Medic shoots W:
2d6: 5 + 2 = 7 for a 4+