V-Commandos: Greatsword

:game_die: 4, 2

OK, the Death Cheater now has a clear run to plant the charge and get out of there again.

First one: Spotted token
Second one: crowbar.

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

Sapper fires into the large space, needing 2+ to hit:
@discobot roll 6d6

:game_die: 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.

I can, however, go and get it. Shoot E (1)
@discobot roll 2d6.

:game_die: 1, 1

OK, I’m going to take that as an omen that it’s a bad idea. Move W, wall-hop W, save.

OK, @Lordof1 to finish the turn. (Also a correction; Sapper used all four actions this turn.)

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

:game_die: 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 :frowning:

Well, not this turn. Next turn I might make a hole or two.

  • Enemy reinforcements
    enemy-1
    enemy-2
    enemy-1
    enemy-2
    enemy-2
    enemy-2
    enemy-2-hammer
    enemy-1
  • Free enemies move north
  • No enemy fire

Turn 5