V-Commandos: Greatsword, iteration 2

Damn, missed the nest. So I am currently visible. I guess I should move S to go stealthy again.

That one drops a Spotted token.

I feel I might reasonably use a grenade from here to try to clear the medium tile; then one enemy in the large tile will go E, and next turn Bruno can take the bombardment from me to clear the last enemy before I make the run.

[roll 4d6] looking for a single 5-6

@RogerBW asked for a die roll:
Hmm. Odd high load state happened just then. Let’s try again.
4d6: 2 + 4 + 2 + 5 = 13

OK, he’s out, and drops… another grenade.

Enemy reinforcements (N, S, E):

  • N enemy-3
    enemy-1
  • S enemy-1
    enemy-2
  • E enemy-1
    enemy-2

Enemies move E. Nobody is visible.

Turn 10


OK, here’s my demi-plan.

  • Bruno comes S, gives me the TNT, takes my bombardment, and uses it to clear the large tile (4 dice for 2+). (And does something else?)
  • DC perhaps does some supplementary murdering if needed?
  • Sapper makes a run through the now-empty medium and large tiles, using saved AP to get back to where he is now with the TNT planted.

Bruno, will move S, swap TNT for Bombardment, and use it on the large tile:

@discobot roll 4d6

:game_die: 6, 5, 5, 2

Well, that’s clear! Sneak E, get the grenade, and hole up in the nest.

You sure you want to do that? Probably three enemies coming out of the S entrance room at the end of this turn. (Also that would burn your saved AP.)

If I move N and take a token from the Sapper, I could use the special card ability to crowbar the S entrance. I could also then move E, shoot S, then move W to go stealthy again. If Bruno does want to stay in the nest.

I would shoot using the machine gun first before giving it to the Resistance for the crowbar.

Ah, no. Not if there’s going to be three of them. Settle for stopping after the bombardment.

Drops: enemy uniform.

I’ll do my run now, scooping up that uniform and grenade on my way back.

Which leaves us here: we can all get out next turn.


@COMaestro, up to you what you do, but help yourself to my inventory if it’s useful.

Nah, nothing to be gained at this point. I’ll hang out this turn and we can all leave together in the next round.

OK.

Reinforcements:

  • N: zero
    enemy-2
  • S: enemy-1
    enemy-1
  • E: enemy-1-hammer
    enemy-2

Enemies move: N
Enemies shoot: nobody

Turn 11


Which event doesn’t prevent us from getting out before they find us. Operation success!

Detonate the charge.

Oh, well, yeah, that.