V-Commandos: Starter [Dec 2020]

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.

I endorse this plan.

I agree, let’s do it.

Sapper:

  • fire cannon [2] completing objective part 2
  • shoot with BAR into NE tile [1]
    [rolldice 3d6] for 2+

@RogerBW asked for a die roll:
Bah, wrong syntax.
3d6: 1 + 1 + 3 = 5 for 2+

@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.

  • spotted
    TNT
    grenade
    grenade

  • move S becoming stealthy.

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!

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!

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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.