V-Commandos: Snowflake


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.


Looks good to me! Are there any rabbits here?


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


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


:game_die: 5, 6


Drops: first aid kit, grenade

  • Enemy reinforcements
  • Free enemies move W
  • No shooting
  • Two more tiles go (and six enemies)

Turn 21

Nobody’s on an outdoor tile.


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,.


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.


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

@discobot roll 2d6


:game_die: 6, 4


That will do very nicely. Take the MG42.


Drops: grenade, crowbar.

OK, everyone else lends 8 actions between them; without spending +1s, that leaves two actions over, with which a second character could run for the NE. Might as well! For parity of firepower, I’ll send the medic.

  • Enemy reinforcements
  • Free enemies move west (but there’s no space in the NW room)
  • No enemy fire
  • More tiles disappear, and 11 enemies go back in the bag.

Turn 22


For the north-east group, we need five actions to get both of us out (2× move south, 1× open trapdoor, 2× enter trapdoor). We have seven between us (3 each and a +1). So my thought is that Bruno and the medic each take a shot (grenade in the medic’s case) at 4 dice for a 4+, and if any one of them is a hit that eliminates both enemies and we’ve won. (Then the sapper blows the charge and the two in the objective room go N, E, S, out.)


We need one more action to crowbar or shoot that door, don’t we? However, the odds are still with us:

@discobot roll 4d6


:game_die: 2, 5, 5, 5


OK, that does it. I wasn’t sure we were going to make that for a while!


Oh, right, failed to notice the door. In that case we don’t get out this turn.

Oh, wait, we do with cunning use of saved actions to interleave our turns.

Medic +1AP shoot door

(1) shoot enemies
(2) move S
(3) save

(1) move S
(2) open trap
(3) leave through trap

Bruno: +1 AP leave through trap

Then the other two can get out at once.


I think we’re there then, chaps! Good show, looked a bit ropey for a minute there.


What’s the next mission?


Roger tries to stop coughing.

Next is Wipe, March 1943, in Hamburg. I’ll put up a new thread shortly.