Death Cheater loses the uniform benefit and is visible.
Fire from same tile:
@discobot roll 5d6
3, 5, 6, 5, 6
5, 2, 2, 3
Ouch. You take three hits, and eliminate one enemy.
Then the elite to the south shoots:
@discobot roll 3d6
2, 1, 6
The one you shot drops a spotted token.
OK, I guess it’s up to me.
Turn 10
Shoot north
@discobot roll 2d6
1, 4
Drops: grenade.
-
Don uniform
-
Move north
-
Crowbar entrance
-
Enemy reinforcements
enemy-2
enemy-3
enemy-1
enemy-1
enemy-1
enemy-1
enemy-2
enemy-2 -
Enemies move east
Spotting check:
@discobot roll 1d6
6
Actually, cancel that - he doesn’t move east because he’s sitting on an objective!
Turn 11
Well, north isn’t good. But really east would have been the only good option.
Plant charge.
Shoot west.
@discobot roll 2d6
2, 3
5
So now I just have to survive two more spotting checks…
- Enemy reinforcements
enemy-2
enemy-2
enemy-2
enemy-2
enemy-2
enemy-2
enemy-2
enemy-2-hammer
What are the odds, eh? (1 in 256, obviously)
- Enemy moves: north
Two spotting checks:
@discobot roll 2d6
4, 6
5, 1, 4, 6
MP40, spotted, TNT.
Third action is to move south (one action thanks to uniform), and I won’t set off the charges quite yet…
- Enemy reinforcements
enemy-3
enemy-1
enemy-1
enemy-1
enemy-3
enemy-2-hammer
enemy-1
enemy-1 - Free enemies move north.
Now I set off the charges. 18 regulars and 3 specials go back in the bag.
- No enemy fire.
Turn 13
One action to escape.
Phew! Off to take the dog for a walk (not a euphemism).