I’m hoping to get into the NE drydock this turn.
Bruno goes N, N, shoot door, save.
Oh, damn. Can I use my +1 to move S before they do that, while remaining here for now in case the Officer triggers an Assault?
@COMaestro asked for a die roll:
I will trigger an Assault and shoot the guard to the E.
2d6: 3 + 6 = 9
Okay, I will also move E so I can shoot into the N room next turn to clear it out for the Scout. Anyone who wants to shoot off of my Assault can do so.
@JGD - yes, that can happen after all our actions and before enemy movement.
So I guess you’re joining in the assault?
Sure am. @discobot roll 2d6
1, 6
Take the 3-box enemy.
Hi! To find out what I can do, say @discobot display help.
Oh, what are the drops?
In the E small tile: spotted (no effect)
in the W drydock: grenade.
OK, still a bit guard-ful for me (and we haven’t found a medical kit yet), so I’ll block the SE entrance then return.
Reinforcements:
enemy-2-hammer
enemy-1-hammer
enemy-1
zero
[Bruno spends +1 to move S.]
Enemies move W. No enemy fire.
Turn 5
Officer clears E drydock; I move in, plant, out; if the enemy move E I set off the charge to take advantage of the event? (Possibly I do anyway, to stop them circling round behind us, since the terrain special rule removes the tile completely.)
Sounds good to me. Bruno will start clearing guards to his N.
@discobot roll 2d6
5, 6
That’s two of 'em, try for the third:
@discobot roll 2d6
5, 4
Bruno has two actions left: what did they drop?



