So I think what we have is:
A: fire cannon [2], shoot E [1], S [1].
B: fire MG [2-3], S [1].
C: E [1], mount tank [1], grenade [1], W [1].
If C is Bruno he can wall-hop SW into the alarm room.
I think it makes sense for A to be Sapper so that he can do 3-dice BAR fire.
system
23 December 2020 14:17
186
@RogerBW asked for a die roll:
Bah, wrong syntax.
3d6: 1 + 1 + 3 = 5 for 2+
system
23 December 2020 14:19
187
@RogerBW asked for a die roll:
I’ll take the elite, who drops a StG44.
Sapper:
move S [+1] becoming stealthy
Sniper:
shoot with MG, up to 3 times if needed.
4d6: 6 + 5 + 6 + 1 = 18 for 2+
4d6: 2 + 5 + 5 + 5 = 17 for 2+
4d6: 6 + 5 + 4 + 5 = 20 for 2+
The second shot finishes them off, so Sniper can keep the +1.
Bruno:
move E openly [1]
climb tank [1]
drop grenade into tank [1] completing all objectives
wall-hop SE into alarm room [+1]
(Let me know if you want to have grabbed any of the TNT, StG44, crowbar, or 3 remaining grenades.)
Reinforcements:
enemy-2
enemy-3
enemy-3
enemy-2
enemy-3
enemy-3
Enemies move S. No commando is visible.
Turn 19
Which, given Sniper’s +1, even lets us get out stealthily: move S [2], open trapdoor [1], out [1], and the other two S [2] out [1].
And that finishes not only all the 3-player maps but my tenth game of V-Commandos this year. Thanks COMaestro and JGD!
JGD
23 December 2020 15:00
191
I do like that kind of ending. The guards were on full alert. Nobody saw anything. Then stuff blew up, and while there were traces of intruders, they got away clean.
Thanks for a good game!
1 Like
That was fun! I would totally pick up this game, if it were available for a reasonable price.
As far as I can tell the best way to get it is to be in Canada, or have someone who can buy it for you there.