V-Commandos: Snowflake



Hm. +1 to try again I guess. @discobot roll 1d6


:game_die: 6


Well, got them, but no actions. Let’s hope they dropped something big and explosive.


In the north, shall I shoot that German to our north and move N if I have sufficient actions?


Sounds good to me. And probably save rather than shoot east.

Nick, that has left you visible…


Shooting North, needing 3+

@discobot roll 2d6


:game_die: 6, 5


Move stealthily N (2) and save. What did he drop?


Drops in the south: Spotted token, grenade.

Drops in the north: enemy uniform. Which I’ll don, if Bruno has no objections?

  • Enemy reinforcements
    • North
    • South
  • Enemy movement:
    In the north, west. In the south, towards the visible commando.
  • Enemy fire

At the visible commando, for 4+.
@discobot roll 17d6


:game_die: 3, 6, 3, 1, 3, 6, 5, 6, 6, 4, 4, 2, 1, 1, 5, 4, 3


That’s a failure in the south. Shall we reset?

(We could in theory leave it to run, and try to do it with the team from the north…)


Go for it: it makes things much simpler.

I don’t mind what we do in the south: up to @Lordof1.


I forgot it would make me visible, but honestly I didn’t stand much chance there, I don’t think I could have don’t much more! I’m happy to let it run and see, might as well give it a try… although don’t we fail anyway if it fills up with enemies?


If we run out of enemies in the bag, yes. Which means we need to be pretty quick in the north.

OK then, let’s see how it goes.

Turn 5


If Bruno would care to shoot east, the Sapper can go in [1], plant charge [0], come out [1]… it would be nice to take a noisy shot at the machine-gunner after that, but that would imply visibility.


Bruno will shoot East (1).

@discobot roll 2d6


:game_die: 6, 3


Having got the enemy to the East, Bruno will now shoot the door to his West (1) and shoot West (1)
@discobot roll 2d6


:game_die: 6, 3