V-Commandos: Snowflake


Thanks. Do you intend to do shooting?


I think so - and I might even stay here at the end of the turn (to hold down the MG nest).

Face to face game shortly.


Hope you have a good game!


Do you want to do anything with the spare actions, or just save one?


Thanks for the reminder: don the uniform and save.


OK. I’ll machine-gun in my square for 2+:
@discobot roll 3d6


:game_die: 1, 2, 4


Drops: grenade, MP40.

I’ll save an action, and not put the uniform on, because I’m expecting to use that saved action to do some shooting.

  • Enemy reinforcements
    • north
    • south
  • Enemy movement: in S moves N, in N moves towards sapper.

Spend saved action to machine-gun for 2+:
@discobot roll 3d6


:game_die: 2, 3, 6


Grenade, crowbar, spotted.

  • No surviving enemy to fire.

Turn 9

We can both get out on this turn, Bruno in uniform, with saved actions. (Bruno might as well pick up the spare grenade too.)

North enemy actions are irrelevant unless we run out of enemy, and we don’t.

Bother. That does occupy our entry area.

Turn 10


I think this is lots of stealthy shooting from Bruno to get us in; then over the next couple of turns I’ll try to get round into the southern small tiles and start shooting people to take the pressure off the enemy bag.


OK, Bruno will come up (1), and shoot stealthily (1).

@discobot roll 2d6


:game_die: 2, 6


That’s the bigger enemy down; @discobot roll 2d6


:game_die: 5, 4


And the other two; save an action, and what did they drop? Shouldn’t Bruno be highlighted as in enemy uniform?


Yes, he’s still in uniform. I’ve added the highlight.


(Checking because it hasn’t come up much: Bombardment takes one action to use, and does a 4-dice attack against a single outdoor tile of any terrain in play. It trips the alarm but doesn’t make the user visible.)

Sapper will come up, don uniform, and save. (I can’t crowbar the entrance near us and get back to safety in time without setting off the alarm.)

  • Enemy reinforcements
  • Enemy moves south
  • No enemy fire

Turn 11


It’s quite tempting to bombard the two medium tiles, which I’d expect to take out about five enemies total (edit: 6-7 with rerolling ones). And if the close one is cleared, for two actions one of us can move west and crowbar the entrance (probably me, since you have the quiet gun).


Take a bombardment, use it on the near medium tile:

@discobol roll 4d6


Damnit, type correctly!

@discobot roll 4d6