4, 2
OK, the Death Cheater now has a clear run to plant the charge and get out of there again.
E, E, get crowbar, plant charge, west
OK. Sapper will go west twice.
- Enemy reinforcements
enemy-2-hammer
enemy-3
enemy-2
enemy-2 - Free enemies move: north
- No enemy firing
Turn 3
2, 4, 3, 6, 5, 2
(Sorry, I did mean to say “twice” since there were more than three targets.)
Drops:
First Aid
Spotted (I’m already spotted)
Bombardment
TNT
Move west [1]. plant charge [0], move east and become stealthy [1].
We only need one charge for the second part of the mission, so it’s not vital to pick up the one to the E.
1, 1
OK, I’m going to take that as an omen that it’s a bad idea. Move W, wall-hop W, save.
West, north, south, blow charges, ready to escape next round.
- Enemy reinforcements:
zero
zero
enemy-1
enemy-1
enemy-2
enemy-2
enemy-2
enemy-2 - Free enemies move north
(Sapper uses 0AP to detonate the second charge; two grenades dropped) - No enemy fire.
Turn 4
(error in image, will post a new one below)
That’ll be the sapper then.
@discobot roll 2d6
4, 6
Sapper effectively has two actions even if he heals. I don’t think he can do anything terribly cunning.
First aid self [1], move E [1], save [1].
Bruno will pop down the hatch and save, ready to come up the other hatch if that would be useful next turn.
Escape, I don’t think we can pop up to help as the tile is full. Oh dear