V-Commandos: Grail (Dec 2020)

Ah, that makes sense. Okay, go for it.

@RogerBW asked for a die roll:
OK, for now I’m leaving the north with two AP spent (the move and the shoot), potentially two left.

In the south, Scout:
move N openly [1] (becomes visible, raises the alarm)
do objective [2]
move S [1], triggers 5 dice of fire from enemies, hitting on 2+
5d6: 3 + 4 + 6 + 5 + 3 = 21

Scout is in critical condition, and will be eliminated if not first-aided by the end of turn 14.

Officer moves N, takes your first aid kit and uses it on the Scout. Then opens the trap door.

Check. Just waiting for @JGD to clarify his move.

I think my second move W is only (1), because I’m in enemy uniform?

Aha, yes, that’ll do it.

tN reinforcements

  • enemy-2

tS reinforcements

  • zero
    enemy-2
  • enemy-1
    enemy-2
  • enemy-2
    enemy-1

tN move north; ts move [movie night] random [eine katze] N.

Turn 14



OK, south team can get out this turn. So it’s over to John to finish things off.

Shoot E into the small round room.

@discobot roll 2d6

:game_die: 3, 2

Try again:

@discobot roll 2d6

:game_die: 3, 3

Poot! Save my last move.

You know he’s going to move west…

So he is … move E to the outdoors tile north of the small room.

OK.

I’ve swapped the objective to the Admiral’s counter.

Reinforcements: enemy-2.
Enemies move: W

Turn 15


Move E, S (1), S, W (1). I think I can get out for sure next turn.

(thinks) Yes, good point, while special movement powers don’t apply to escorted characters I don’t see why the uniform wouldn’t still work.

Reinforcements: enemy-3.
No enemies are free to move.

Turn 16


I don’t see anything there to stop you getting out in two.

Yup, West, and down. Done!

Nice job, guys!

OK, let me try not leaving this for a few weeks this time… Nobody’s jumped in on Meta, so: