OK, I can get in and out whether Bruno’s shots hit or not; I might just get shot on the way out.
Bruno shoots, since he might as well:
@discobot roll 2d6
5, 6
Dock is clear, Bruno moves S, S and saves.
Move W, W, save
I think we can all get out from here, provided we remember to blow the charge.
Looks like it.
Enemy reinforcements:
zero
enemy-3
enemy-2
Enemy movement: E
Turn 9
OK, that won’t affect us. Everyone gets out, all with a +1, and any of us can set off the charge as we go.
We now split up: one to the docks (escort an admiral out of the terrain) and two to the water tower (pick up a shell and move it to a cannon, then shoot). Special movement powers can’t be used to move an escorted character more cheaply. Any preferences?
The escort mission presumably needs enemy uniform? Ah, I see it’s provided. I’ll try the escort if I may - I did water tower last time.
Sounds good. Your special movements can help you reach the target, and you have a silenced weapon if needed.
Since we don’t know where people will be going, I suggest that the south actions are probably up, don uniform, and officer shoots the nearby enemy.
(Going strictly by the rules there is no “shell” token – you could pick it up and I could do the shooting. But I think it works better if the thing is actually moved from point 1 to point 2, even if it doesn’t take an equipment slot.)
Bruno will go up, W (1, due to uniform), W, save.
Your only available entrance point is in the SW corner.
Sorry, that’s Up, E, E, Save.
Thanks; all set.
@COMaestro asked for a die roll:
Officer will go up, don uniform, and shoot E.
2d6: 4 + 6 = 10
May I suggest the Scout go up, move E, and crowbar the entrance, seeing as we don’t know how the enemies will move this turn?
Makes sense to me.
That enemy (S terrain) drops a grenade.
Scout achieves objective part 1 by spending 0 AP in that tile.
So that leaves Bruno and Officer in enemy uniform, Scout not yet (but he doesn’t get as much benefit from it anyway).
Enemy reinforcements
- tN (i.e. terrain North): enemy-2
- tS: enemy-2
enemy-2-hammer
enemy-2
Northern enemies move N (can’t).
Southern enemies move (“Stand Down”) W.
No enemy fire; no commando visible in tS for sniper fire.
Turn 11
(we don’t have any enemy-1s on the south map anyway)
So in the south we want to get one of us to the large tile, with 2AP to spend and ideally somewhere to run away to. I don’t think that’ll happen this turn. Work our way round the SE corner and hole up in the crater tile?
(Obviously officer should help himself to any of the stuff scout’s carrying if it seems useful.)







