V-Commandos: Snowflake


#201

Drop: spotted, TNT, which goes straight into the sapper’s pocket.

  • Enemy fire
    Vs Death Cheater:
    @discobot roll 1d6

#202

:game_die: 6


#203

Turn 19


Event has no effect. At the end of this turn we discard the entry tile.

My people seem to have got left behind, but a basic three actions is enough to get even the medic into the central northern room, albeit visibly, once the door has been opened and the remaining NW enemy shot. Shooting E with any spare actions seems like a good plan.


#204

Bruno shoots the enemy on the NW tile with him and DC. Needing 3:

@discobot roll 2d6


#205

:game_die: 6, 1


#206

Got him. Shoot door, move E.


#207

Question: Is the German in the objective room the officer we have to question, or someone who should be shot?


#208

Drops another spotted token, no effect.

Someone who should be shot. (And it does occur to me that at one turn-end we might legitimately fill that room to stop anyone else getting in.)

(You could have close-combatted that enemy, since he hadn’t spotted you, but it makes no difference.)

Sapper goes north, east, crowbar.

Medic goes north, north, east and is now visible.

@Lordof1, if you felt like coming in, shooting the door, and shooting east once or twice I certainly wouldn’t complain.


#209

I’m a bit low on actions and currently visible. My plan was to stealth east, I can shoot the door but nothing else, otherwise they’ll all be coming in here to get me.


#210

Hmm except I see they’re moving west anyway. Will they come through the door even if it’s locked?


#211

Ah never mind, I see the medic is visible anyway, sorry. East, shoot door, then shoot east.


#213

@discobot roll 3d6, there’s a good chap.


#214

:game_die: 4, 5, 6


#215

Super! How’s that for you, medic?


#216

Splendid! I’ll patch you up next turn.

Drops: MG42, spotted. Someone should probably get the MG42.

  • Enemy reinforcements
    enemy-1
    enemy-3
    enemy-2-hammer
    enemy-2
    enemy-2
    enemy-1
    enemy-2
    enemy-1
  • Enemy movement: towards visible commandos.

Here we see the flaw in the cunning plan.

  • Enemy fire: 11 dice into the medium tile, split between DC and Medic.
    @discobot roll 11d6

#217

:game_die: 1, 4, 4, 1, 3, 5, 1, 4, 5, 5, 1


#218

Which makes them both Critical.

Turn 20


#219

We only have one first aid kit; DC should probably be given it. (Yeah, all right, I should have asked you to stay stealthy and just had the medic take all the hits.)

Sapper is very tempted to plant a charge in our current room; this turn we hide to the south and do the objective, turn after that we set it off to make our way out.

ETA: 8 AP for the objective. Bother. So this turn we get into place, next turn we do it.

Corrected map with missing tile:


#220

I’ll just quietly bleed for the moment if that’s okay.


#221

Waiting for John’s opinion, but I think we first-aid DC, open the south door, shoot south and all move south. Any spare actions go to shooting e/w.