V-Commandos: Red Fish


#184

How about Anneke uses her Pazerfaust on the East objective, then goes S, chops that German (gaining another action), and comes back N and saves.

The medic is out of actions for this turn. The sniper, with the alarm sounded, can shoot the gas barrel on the exit (with SMG) to get it out of the way, then try to block an entrance.


#185

Seems workable, though using the SMG will make you visible.


#186

Oh, good point. I’ll use the rifle, if @Lordof1 is up for this plan.


#187

Am I up for firing a panzerfaust and chopping some Jerry? Hmmmm let me thYES


#188

What do I roll for PF? No other rolls required, try won’t affect how the move turns out.


#189

No roll needed: for the standard 1AP for using an item, it creates an [explosion] on an adjacent tile. (And makes you visible and sets off the alarm.)


#190

Then I’ll do that move.


#191

Boom. The alarm goes off. Anneke has 2+1 actions left.


#192

Yes, then South, stealth kill, back north, save. No point filling for vis as I can stealth kill either way and hide again as I head north.

Ooh how about I forget saving an action and turn the alarm off instead?


#193

The enemy bag stands at:

 30 enemy-1/2
  7 enemy-1/2-gasmask
  5 enemy-1/2-hammer
  4 enemy-goliath/paratrooper
  1 zero

so we can survive a couple of turns of the alarm going off (potentially 16 new enemies per, less blocks and sniper shots) but a turn without the alarm going off is better.

I note that the new enemies coming through there this turn will move north. Which suggests it would be a good candidate for a sniper shot.


#194

Okay, I’ll turn off the alarm, rest as above, no saved action.


#195

Er. Hang on. You still need an action to do a CC attack.

So even with your saved action it’s PzF [1], South [1], CC attack [1], north [1], or stay in that southern room and kill the alarm.


#196

There’s a bonus AP this turn for making a CC kill.


#197

Oh right, from the event card. OK.

The visibility check is still important, because if Anneke is spotted she loses the uniform, and thus the gas immunity. Spotted on a 1-2:

@discobot roll 1d6


#198

:game_die: 5


#199

He drops another uniform. OK, just @JGD’s sniper to act.


#200

As the alarm is not sounding, pass (saving an action, of course).


#201

OK.

  • Enemy reinforcements
    enemy-1
    enemy-2
    enemy-1
    enemy-1
    enemy-1-gasmask
    enemy-1
    enemy-1
  • Non-stuck enemy move north.
    Enemy-1 makes a visibility check against Anneke and the Medic:

@discobot roll 2d6


#202

:game_die: 3, 1


#203

The medic is spotted. Alarms go off. The enemy shoots him, needing a 4+:
@discobot roll 1d6