I forgot it doesn’t work in an edit.
@discobot roll 4d6
5, 4, 3, 1
It’s only a smoke grenade, I’m afraid.
Sapper will move the Goliath through the door and blow it up.
So that leaves @JGD’s medic to get clear.
How many actions does the medic have?
Sorry, I should have removed his -1 tokens. Three.
6, 3, 1, 2
That’s got two of those Germans, move north. End of turn.
- Enemy reinforcements (all regulars are returned to the bag):
enemy-1/2
enemy-1/2-hammer
enemy-1/2
enemy-1/2
enemy-1/2
enemy-1/2
zero
enemy-1/2
enemy-1/2
enemy-1/2-gasmask
enemy-1/2
enemy-goliath/paratrooper
(I note that “regular enemy unit tokens with sledgehammer” and “regular enemy unit tokens with gas mask” are named as such in the rules, so it’s only the zero and the (rolls) Goliath that take effect.)
- Clearing the blocked enemy entrances.
- Movement:
Free enemies move north. That’s just the one near Intel, who makes a spotting check:
@discobot roll d2
2
Intel is spotted, losing the benefit of the uniform, and that enemy fires, needing 4+:
@discobot roll 1d6
1
Turn 13
There is no Goliath nest controlled by an enemy unit.
We can’t quite get out this turn - Intel needs four actions to return to the entry point and get down the trapdoor. But with the enemy known to be moving south, I think that if three of us crowd into the north-central entry we can do it on turn 14. (Zero AP for anyone to set off the central charge.) 48 enemy left in the bag, so we can survive another turn of full-rate enemy entry.
Sniper shoots for the enemy entrance on the north edge that she blocked before, the one with the checkerboard floor.
@discobot roll 1d6.
5
That’s blocked it again, sniper saves an action. Medic will wait until Intel has done her moves.
Intel retreats, anneke gets to entry room.
Medic gets to entry tile (2) and saves (1).