6, 6
Room cleared. What did they drop?
First pair:
first aid
bombardment
Others:
spotted
TNT
MG42
spotted
It occurs to me that if DC sets off the charge and then runs north, he can collect two more items. (We still probably get shot at by two enemies this turn, though.)
Sounds good to me.
Not so good. Whoâs visible?
No one at the moment. And though I will turn visible when I move, I will be stealthy when I move to a small tile.
I am tempted to go E, N, grab equipment, then move S and stay there. Two less chances of being seen when the reinforcements move N.
Out of curiosity, when can charges be triggered? Can it happen after reinforcements arrive but before they move?
EDIT: Nevermind, I see it takes an action, and I wonât have any at that time.
Sorry, that was a bit compressed. Let me lay it out a bit.
- two enemies come in to the E
- one of them moves N (the other locks on to the alarm)
- 2-3 stealth checks (one enemy tries to spot 2-3 commandos), so only 11%/4% chance we pass them all
- that enemy and the one left in the entrance room both shoot at us (and possibly two more whoâve moved into the entrance room from the S)
We only need one action each to get out and we have first aid kits but itâs not ideal.
Triggering a charge is a 0-cost action for anybody anywhere, so it can be done:
- at any time on your own turn
- between other turns
In other words you could do it between enemy reinforcements and enemy movement, or between Brunoâs turn and Sapperâs, but not during enemy movement or during someone elseâs turn.
(This gets important when someone has a saved +1AP, spending which is also a 0-cost action: for example if enemy movement is unknown, you canât wait to see which way theyâre going and then shoot them, because finding out which way theyâre going and their going that way all happens in a single enemy phase.)
Okay. Then I would like to blow the two charges now. Then move E, N. Pick up TNT and arm it immediately. Pick up MG42 and Bombardment, then move N as my 4th action.
After enemy reinforcement step but before they move, I want to trigger the TNT I just planted.
Cunning!
Charges go off.
Move is finished.
Enemy reinforcements:
- N: enemy-2
enemy-3 - S: enemy-2
enemy-3 - E: enemy-2
enemy-3 - W: enemy-1
enemy-2
Set off the third charge.
Enemies move N.
No enemy fire.
Turn 8
I assume we take the +1AP and depart, unless someone wants to shoot that ĂŠlite and grab whatever he drops.
(By which I meant specifically @COMaestro, who misses out on the +1AP anyway but can shoot, S, N, out. And has a machine gun. )
Sounds good for Death Cheater.
Oh, he is dead. He is so very very dead. And I donât even become visible! Whatâs he drop?
Sorry for slow responses. Busy day at work today.
No problem.
Yeah, I guess that power works even if youâre firing a machine gunâŚ
After all that, a Spotted token. Hey ho.
OK, we all get out, with +1s for those who can.
Turn 9
Weâll need to get the explosives from the NW hut, unless someone drops some.
Bruno can do that readily by coming up in the SW and wall-hopping into there. The tricky bit is clearing the medium tile below centre.
I have a Bombardment token. Or I could just shoot. If I can take out both in one go I wonât be visible, and the alarm is going off already anyway.
Every time I think in this game âmaybe we should throw caution to the wind and go in shootingâ it turns out to be an error. But I think thereâs possibly something to be said for hard-and-fast here.
Something along the lines of
Bruno up, N, N into explosives room
DC up, N, shoot E, S to hide if needed
Sapper takes the bombardment and up, N, clears the large tile
Then next turn Bruno comes back with the TNT and gives it to Sapper; Bruno or DC finish clearing the medium tile, then Sapper goes E N (plant) S W�
OK, letâs try it. Bruno goes up, N, N, takes TNT, preserves saved action.
There is also the option of waiting out this round, as the enemies will all move E this turn. Yes, one will remain on each tile, attached to various things, but thatâs easier to deal with than taking out two on each tile.
Edit: Oops. Just noticed there is not a door going from the medium tile to the E. Okay hard and fast it is.
@COMaestro asked for a die roll:
DC goes up, moves N, and shoots E with the machine gun.
4d6: 2 + 3 + 4 + 2 = 11