V-Commandos: Freyja


#63

:game_die: 3, 2


#64

Didn’t get him. You try.


#65

Do you want to take your third action? (You can still save the +1.)


#66

I thought I had to move E to shoot N?


#67

Ah, sorry, I thought you were shooting north from the current room, into the room with the Minister. If you end on the central tile, you’ll have to make a visibility check when the enemies from the south (one there now, one new) come north.


#68

I thought I had to be on the central tile to shoot into the room with the minister? What I think I’ve done is: Shoot E (1) from the room we’re all in to get the German in there. Move E (1), shoot N at the guard with the minister (1) and miss, move W (1), ending up back in my starting room with no saved action.


#69

The minister is directly north of us right now, with an open door between us.

Your move E would have had to be a 2-pointer to avoid setting off the alarm - you don’t have the 1-point stealthy move to medium tile that the scout does.


#70

Now I’m with you. These counters look very much alike to me. I thought the grey hat in the room to the north-easy was the minister. OK, I’ll take the shot into the room directly N.

@discobot roll 2d6


#71

:game_die: 6, 4


#72

OK, got him. Save my last action.


#73

He drops: enemy uniform.

No point in my moving out and shooting centre-top, I think.

Enemy reinforcements:

  • enemy-1
    enemy-2 (blocked)
    enemy-1-hammer
    enemy-2

Enemies move north. I’ll use the officer’s shooting bonus to take a shot at them with my +1 AP, then take a +1 AP from him (since we haven’t used those yet this turn and they’ll go away at the end). Looking for 3+.

@discobot roll 3d6


#74

:game_die: 2, 4, 3


#75

Drops: MG42, enemy uniform.

Enemy shooting: no valid targets.

Turn 5

which changes the map to

This seems to be working. Scout give someone else the TNT, then go out and get the uniform and MG42, otherwise we sit tight?


#76

Sure. Use me as a fetch dog. :wink:


#77

I’m mellow with this.


#78

Fine by me! Not the most thrilling scenario so far…


#79

It would probably be more thrilling if we were less good at it.

Enemy reinforcements:

  • enemy-2
    enemy-1 (blocked)
    enemy-2
    enemy-2

Enemies move east. Enemies have nobody to shoot.

Turn 6

Right. The objective tile is clear and therefore will be clear at the end of the commando phase, so we’ve passed the scenario goal; we can move out on this turn (scooping up that uniform in passing).

I’ve got people coming over for face-to-face gaming today, but I’ll get part two of the scenario set up later.


#80

Fine with me. Bruno will take the uniform, unless anyone else wants it strongly.


#81

Roger. Roger. Ack on the not so exciting up to this point. :wink:
Or should it be Roger, Roger, Roger!?


#82

The GM has caught a Vile Lurgy from a student, so:

For the Forest Road (top terrain), there’s a need to enter a large tile, so I suspect the Scout goes there (and Bruno therefore goes south). For Hotel de Luxe we might get away without it. I have no strong feelings about where officer and medic go.

We can exchange equipment freely. Allocatable equipment is:

Crowbar ×2
Enemy uniform ×2
MG42
TNT charge
First Aid kit