V-Commandos: Starter [Dec 2020]

Hum, I’ve got myself into a tricky spot. If I go N openly, plant and go S, that lets me clean up the W entrance room, and have a line of fire on the new guards in there next turn. Are the guards in there at present both Enemy-1? The target token is overlaying one of them.

COMaestro:

“Once 4 or more enemy units - those
with sledgehammers count as 2 - are behind a barricaded
enemy entrance, they kick the barricade down and enter the
tile. Then discard the crowbar token.”

JGD: the enemy guarding the target in the W medium room is an enemy-2. So you’d be taking three shots each hitting on 3+.

If sapper pulls the fuse instead of donning the uniform, he can be visible in the E entrance tile and share the incoming fire with sniper. That might be a better bet. (And we might draw one of the five remaining “zero” tokens for the S entrance.)

Ah, so it’s 4 or more. Darn.

Really, it’s only going to get worse over in the W. Bruno should probably try to plant and blow the explosives now before there are 4 enemies in that room.

OK, I think I’m waiting for Bruno’s preference:

Option A: as seen above, Sapper dons uniform, is stealthy blocking E entrance, Sniper takes enemy fire.

Option B: Sapper pulls fuse, is visible blocking E entrance and splits enemy fire with Sniper, Bruno can get into the E tile with 1 rather than 2 actions.

I think I prefer B.

And delay blowing it up, maybe until next turn. If troops are moving S, you can take a bunch of them out.

OK, so that leaves things looking like this at the end of Sapper’s turn. Sapper and Sniper both visible, fuse pulled so that indoor tiles are all Small, Bruno to act.

Bruno hops N, rolls two stealth checks.

@discobot roll 2d6

:game_die: 3, 4

I do believe I’m stealthy! If so, plant and hop back south.

Correct.

OK, reinforcement draws:

  • zero
    enemy-1
  • enemy-1
    enemy-2
  • zero
    enemy-3
  • enemy-2
    enemy-3

Phew!

Since the western enemy have no route to the visible characters, I think they’ll stay where they are – therefore I won’t ask about setting off the charge just yet. Others move towards the visible commandos but aren’t in range to fire.

Turn 7


Hmm.

Sapper can go SW, BAR, N to become stealthy. Or just NW or SW, save, though in either case we’ll probably get enemies coming from the E. I think we want to stay stealthy to let all the middle-column enemies get into the big room; then later I can do the in, plant, out getting shot a lot that we did last mission.

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I think that’s our best bet, though if we can thin the herd a bit and make them drop some items, that might be beneficial. I think Sniper will pick up the crowbar and health kit, move S and become stealthy, shoot E, then save. Using her Springfield will not make her visible, though only one target at best will be defeated.

If Sapper just moves SW and saves, he will be able to move E, move N, plant [0 AP], and move S and then move E to small tile to regain stealth on the next turn, or move stealthily S, but risk being spotted by the S reinforcements.

Honestly, I feel Bruno should just hang out, open the trap door and save. Charges can be blown up when Sapper and Sniper are ready to make a run for it.

Bruno will, indeed, open the trapdoor and save.

@RogerBW asked for a die roll:
The only person to shoot at E from S of the sniper is the sapper. :slight_smile:

Sniper: pick up crowbar and first aid kit, S, snipe W.
Bruno: open trapdoor, save.
Sapper: W(S), shoot W, N.

I don’t love it but I think it works.

Sniper shot: 2d6: 5 + 3 = 8 for a single 3+

Take out the 2 die enemy.

Check. Drops: first aid kit.

Sapper shoots BAR into the same tile:
[roll 3d6] for 3+

@RogerBW asked for a die roll:
hmm, I think that confused it.

3d6: 2 + 1 + 5 = 8 for 3+

Ick, crap roll. Got one at least.

Spotted. Which I was anyway, so no harm done; go north and hide.

Enemy reinforcements:

  • enemy-1-hammer
    enemy-2
  • enemy-2
    enemy-1-hammer
  • enemy-2-hammer
    enemy-2
  • zero
    enemy-2

Enemy movement is N. Nobody visible; no enemy fire.

Turn 8