V-Commandos: Black Tea (iteration 2)

Yes, this is true. So Medic and Sniper might do up [2] W [1] on the first turn.

If Scout plants the central charge, which I still think isn’t necessarily a terrible idea, I believe he’s going to have to face at least one stealth check wherever he goes.

How about the Scout goes Up (1), E (1), Crowbar the SE entrance, and retain saved action. That lets Medic and Sniper enter without immediate encounters, and you can start working West picking off guards with the Medic’s silenced Sten.

It’s a shame to lose the free stealth check, but that’s probably a better idea.

I think so. I could not find a way to use the free stealth check that didn’t involve another stealth check. Oh, rats, the door E is locked.

Scout will go Up, open door to E, move E, block SE entrance with crowbar.

After Scout’s move:

@COMaestro, I think Medic’s planning to wear uniform [1], up [1], w [1]. Sniper’s already wearing the uniform, but I don’t think she can get far enough to crowbar the SW entrance. Thoughts?

It is probably too late, but would it be better if the Scout goes up, window climbs W and crowbars the door. Medic dons uniform, comes up, shoots locked door. Sniper comes up, moves E, crowbars door. That way we get both S entrances locked.

I think that works, and we haven’t had any die rolls yet. @JGD?

Sure… Scout will Up, hop W, block the SW entrance and retain saved. No need to unlock the W door if I’m working this side of the map.

OK, so winding back to the start of the turn:

Scout: up [1], W across wall [1], crowbar entrance [1].
Medic: wear uniform [1], up [1], shoot E door [1].
Sniper: up [1], E [1], crowbar entrance [1].

Enemy reinforcements clockwise: E, SE, SW, W.
enemy-1-hammer
enemy-2
enemy-1
enemy-1

Enemies move W. No visible commandos; no enemy fire.

Turn 8


A south move makes it difficult to get into place. Vague ideas:

Scout N, ready to hop N next turn
Medic and Sniper E into the SE corner and save, next turn shoot the enemies and move N to set the charge.

Looks like the best we can do, Scout will go N, and do no more.

Sniper will move E, pick up TNT, and save.

And Medic moves E, E and saves.

Enemy reinforcements (E, SE, SE, W):

  • zero
  • enemy-1
  • enemy-1
  • enemy-1

Enemies move: S. No enemy fire

Turn 9


Thought: medic moves N and shoots, then sniper does the objective.

Sounds plausible: Scout will wall-hop N (2), plant, wall-hop S. Stealth roll is:

@discobot roll 1d6

:game_die: 4

Okay, go ahead with your move. Sniper will move and plant TNT afterward, and then use the +1 to move S.

@RogerBW asked for a die roll:
OK, Medic moves N, then shoots:
2d6: 3 + 3 = 6 for 2+

Drops: uniform, which I assume Sniper takes.

Charge #2 planted.

Enemy reinforcements:

  • enemy-2
  • enemy-1
  • enemy-3
  • enemy-1

Enemies move E. No fire.

Turn 10