Good-oh. Please remind me how tiles that have had explosions go off are treated? Can we still go through them? Are their entrances blocked?
I’m wondering if it’s practical to set off the charges, and then move W and shoot S to eliminate the elite guard in the W entrance room and be in position to help DC get out.
An explosion destroys most things on a tile: including enemies and their equipment drops, but excluding entrances. So once the charge has gone off we can use that tile normally. (The southern door will remain locked until we do something about it.)
My current escape plan for DC is that this turn we let the event card make a new entrance to the SE room with the closed trapdoor; then next turn we set off the E charge, making that room clear, and DC can run straight through, open the trap and get out.
Sapper’s plan is E, shoot with BAR (3 dice needing just one 4+), E, out (using saved action). If that shot misses, sapper will go back W to hide and try again next time, probably with the grenade.
Don’t forget to blow the TNT. And you should shoot again, that way Bruno can move E, E and shoot into the S room. I can throw my grenade in there and shoot as well then move into the newly made outdoor tile to go stealthy.
If I take a second shot now (again 7/8 chance of success), I can use my saved AP to go E into the exit tile to hide rather than W as I planned - but there will be at least two enemies coming N from the E entrance room before I have a chance to get out.
This works if Bruno can clear out the E entrance room now (3 hits in one action - you can have the grenade, obviously) and keep his saved action for shooting the two newcomers. If we set off the bomb before DC moves, he can shoot N on the way through the S entrance room too.