V-Commandos: Snowflake


#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.


#222

I agree with that plan, at sufficient length.


#223

OK, in more detail I propose:

Sapper 0AP plant a charge.

Bruno or Sapper: take the first aid kit, first-aid DC, crowbar S door, save. (Still in uniform for now.)
Sapper or Bruno: shoot S as needed, any spare shots to E, move S, save if possible.
DC: any further shooting, move S.
Bruno or Sapper again: use saved action to move S.

At this point we’re all stealthy in the objective room.

If there’s a dropped first-aid kit (3/13 in the equipment bag right now) then we can revive the medic as well but that’ll only become apparent when we start shooting. That would need some changes of plan since it would have to be picked up and brought to the northern room.

We don’t need to shoot W unless we become visible, which we shouldn’t before the base collapses on them at the end of next turn.


#224

I’ll do this, because the Sapper has a bigger gun.


#225

OK, so:

Sapper 0AP plant a charge.
Bruno: take the first aid kit, first-aid DC, crowbar S door, save. (Still in uniform for now.)
Sapper: shoot S as needed, any spare shots to E, move S, save if possible.
DC: any further shooting, move S.
Bruno again: use saved action to move S.

Sapper shoots S,needing a 4+ (becomes visible and loses uniform benefit):
@discobot roll 3d6


#226

:game_die: 4, 3, 1


#227

The drop is a first aid kit.

@Lordof1, I propose:

Sapper: *move S, *save
DC: *move S, pick up first aid kit, *move N, *first aid medic, *move S
Medic: *shoot once, *move S, *save
Bruno again: use saved action to move S.

That will leave us all stealthy in the objective room.


#228

Looks good to me! Are there any rabbits here?


#229

This seems like a good plan, I’m keen to restealth, so - S, get out, N, heal medic, S


#230

Medic’s shot E, for 4+:
@discobot roll 2d6


#231

:game_die: 5, 6


#232

Drops: first aid kit, grenade

  • Enemy reinforcements
    enemy-2
    enemy-1-hammer
    enemy-3
    enemy-1
    enemy-2-hammer
    enemy-3
    enemy-2
    enemy-2
  • Free enemies move W
  • No shooting
  • Two more tiles go (and six enemies)

Turn 21


Nobody’s on an outdoor tile.


#233

OK, we need 8 AP jointly to do the objective. I find myself inclined for us all to stay here this turn (21), and the western big tile and southern entrance go. Next turn (22). move out to the NE and do some shooting south, and the SE corner, objective room, and northern room go. Final turn (23), escape, and the last two tiles go,.


#234

An alternative, less wasteful of AP, is for say Bruno or the Medic to move N, E, and shoot stealthily south while the others do the interrogation and save AP. Then ideally next turn there are only two enemies in the exit tile.


#235

I’ll happily do the N, E, stealthy shooting. Needing 4+:

@discobot roll 2d6


#236

:game_die: 6, 4


#237

That will do very nicely. Take the MG42.