V-Commandos: Freyja


Each of those things takes an action and oooooh
If you give me your bonus action I can move south, block and then be in the entrance room (without +1).
Then you can don uniform, do one other thing, and save an action.


Okay, have my action then I’ll do my turn afterwards.


OK, that leaves us thus:

with @Lordof1 to play.


Ohhh kay. Don uniform, then attempt to sneak into the huge North tile.

@discobot roll 1d6


:game_die: 1


Well crap. There goes the uniform. Shoot this chap. Might as well have an extra die.

@discobot roll 5d6


:game_die: 2, 5, 6, 3, 2


Bet he’s a sour kraut.

Now, plant the TNT, grab anything worth grabbing, and head south (still visible sadly).


He drops a crowbar. (But if you block that entry, you get the three from the middle coming after you.)

Enemy reinforcements:

  • enemy-1
  • zero
  • enemy-1
  • enemy-3

Enemy movement. They all go after the officer (except for the ones on objectives).
Enemy fire. 1 die from the SW square, 5 from the NW square.
@discobot roll 6d6


:game_die: 5, 2, 2, 1, 1, 2



Officer takes… one hit.

(You are buying all the drinks when we get home.)

Turn 14

So. Enemies will move north, if we can all hide again. Officer has 3 actions this turn because of the event (and those actions could be moving into the small room and stealthily out again).

I don’t have a first aid kit, and there isn’t one close. If someone feels like bringing one that would be nice but there’s nobody in an obvious position to do it.


Well, since I’m here I may as well thin the herd a bit. 5 dice shot to the north.

@discobot roll 5d6


:game_die: 3, 3, 3, 1, 1


These chaps obviously don’t eat enough fibre. Now for the one right next to me.

@discobot roll 4d6


:game_die: 2, 6, 6, 6


It’s funny how when you’ve got a machine gun, every problem looks like a cake. That needs machine-gunning.

Stealth back east and thank my lucky stars (oh and that dark ritual that I’m not supposed to talk about).

What’s the plan from here chaps? Remind me where we are - we have one more charge left to lay, then someone needs to get shot by old Hermann, is that right? Can we do that this round?

Oh wait no, I see we have two still to lay. Well, crack on :slight_smile: I still have a bonus action to award this round, so just grab it when you need it. I used my bonus die though.

Ps Roger I would have grabbed the crowbar, I can carry loads. I wonder if the guy next to me dropped a med kit?



Northern drop: bombardment, first aid, spotted
Southern drop: first aid

So if you leave something behind in the southern tile you can bring me the first aid kit.

Or actually there’s a dropped one in the southern room anyway.

I think it’s only fair to point out that the crowbar is probably going to break this turn.

Anyway, I’ll drop the MP40, pick up the first aid kit, take one action to use it, and see if I keep it (on a 5+):

@discobot roll 1d6


:game_die: 2


Nope. But the officer is patched up anyway. Moving into the SW tile with my other two; no immediate need for a +1.

I suspect that if the rest of us can keep stealthy, the best use for the officer’s +1 might be on himself, so that he can shoot the incoming reinforcements.


Bringing a first aid kit with me and dropping a stick bomb, I might need it after this…