V-Commandos: Helmet

A lot of it depends on where enemies move next turn, and if we get a Spotted token or not.

If you both just move N, I can move N and use Assault, firing at the two enemies W, and likely taking them both out. My understanding is a Spotted token only raises an alarm if there is an enemy still alive on the tile, so with both eliminated there will be no alarm if one gets pulled. Alternately, you could try to shoot the guy E, just to clear him out in case we ultimately do go that way.

If the next W enemy reinforcement is not a sledgehammer, the crowbar holds and we can all get to the trapdoor room on the following turn (move W, S, S, and use the +1 to go W. Then, no matter what, enemies will not stumble into us on their turn, and we exit the terrain the next turn.

If it IS a sledgehammer, then those troops enter and move N, while we are safely to the E of them, and we can reevaluate from there what we should do.

Ok, so it goes like this?

Bruno moves N, fires E to try to eliminate that enemy (possibly twice) and saves.
Medic moves N, optionally shoots E, and saves.
Officer moves N, Assaults W, (Bruno and Medic both get free shots W). Officer gets another shot W if needed and saves.

That is my thought, anyway. Welcome to hear other ideas.

That looks good to me. I’ll implement it in the morning.

@RogerBW asked for a die roll:
I’m rearranging the order of Bruno and the Medic because the Medic already has a saved AP. So he goes north and shoots E:
2d6: 6 + 1 = 7 for 4+

@RogerBW asked for a die roll:
Drops: enemy uniform.

(slaps forehead) Of course, we all had saved APs after the 3-way interrogation… so that’s Bruno who did that, as planned. Bruno might as well shoot W since it’s still his turn.
2d6: 1 + 6 = 7 for 3+

@RogerBW asked for a die roll:
Drops: StG44.
Medic moves N, shoots W.
(I’m not trying to upstage the Officer, but rather to make sure we don’t waste actions.)
2d6: 5 + 5 = 10 for 3+

Drops: spotted.
Officer moves N - with a N enemy move coming up I don’t think there’s anything to do with the last two AP.

Enemy phase

E-S-W:

  • enemy-3
    enemy-2
    enemy-2

Enemy movement: N

Turn 12


W, S, S gets us near the trapdoor room, and W, out next turn. E is tempting but with both the enemy and the door to deal with it’s still out next turn, and less certain.

OK, let’s take W, S, S.

Um, did we already do the spend 8 AP turn and have the enemy reinforcements from that?

Hmm, I do seem to have missed that one. Bother. I’ll rewind to our positions in the room, do another enemy phase, then pull a new event for the new turn and see if that changes things.

Yeah, I just realized we got so caught up in planning our exit, we forgot to do that part.

So turn 10 remains canonical. In turn 11, we do the interrogations and gain saved APs, and new enemies arrive and move as I drew before (3-2-2, north).
Which leaves us here in

Turn 12


OK, here’s a thought. Each of us in turn move N, shoot E, shoot E; once the enemies there are gone, move E and shoot open the door, but as many of us as possible keep the saved AP. The next turn’s entrance gives us one in the E exit room, whom we shoot with saved APs before they move N and spot us.

Then next turn: south, unblock trapdoor, exit.

Okay, so now we have to restrategize, though I think it mostly remains the same. Move N and eliminate threats on both sides. The enemies at the W door will get in this time and then move N, as will one from the E entrance. At the end of the turn, we get to remove 3 tokens if we are all stealthy, which we hopefully will be, which clears out all but one token from the W room.

On the following turn, barring a bad event, one person shoots W, then we all move W, S, S (the shooter needing to spend their +1). In the event enemies move S that turn, that will give two +1 shots at the enemy entering from the W who would move into the room we’d all be in.

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Is that a trap door room in the SE corner? I see barrels, but no door. If so, then your plan sounds fine, but I thought it was just another room.

EDIT: oh, it’s not the SE corner but the room above it. Totally missed that! I like your plan. I’m excited to be a part of it. Let’s do it!

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Yes, the E enemy entrance contains a blocked trapdoor, 1AP to open it.

OK, I’ll start. N, shoot E.

@discobot roll 2d6

:game_die: 2, 3

Second shot:

@discobot roll 2d6