V-Commandos: Starter [Dec 2020]

Hmm. Some possibilities present themselves. Suggestion:

Sniper move stealthily W, crowbar entrance.
Sapper move stealthily S, W.

Then on turn 9 sapper goes N, [plant], S [almost certainly getting shot] and sniper can first-aid him.

I like it. Sniper moves W[2], crowbars S entrance[1]. done

OK, anything from @JGD before I run the enemy phase?

I’ll just stay here for now…

Enemy reinforcements:

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

Enemies move: E. Nobody is visible.

Turn 9


OK, sapper’s plan is:
move N [1]
plant charge [0]
shoot into the room [1]
pick up any interesting equipment
move S [1, triggers enemy fire]

As long as he’s sufficiently hit, he moves to Critical Condition and thus doesn’t attract enemies.

@COMaestro asked for a die roll:
Go for it. Sniper will mostly hang out this turn then and heal you up next turn so you don’t attract enemies. Actually, I can shoot a few times into the large tile to give you more equipment to choose from

And I think it would be worth it if you pick up items when you are in the large tile and give them to the resistance to barricade the W entrance.

First shot
2d6: 6 + 6 = 12

Second shot
2d6: 6 + 4 = 10

Third shot
2d6: 2 + 3 = 5

Not sure blocking W is useful - we can empty that out by detonating it, on the turn we leave. S perhaps?

Anyway. Three kills in the large room, dropping;

ah, well, the first one’s a Spotted token, making you visible - so do you want to do something else with the other actions?

Ah, yes. S makes more sense.

I will still do the second action, then I will move E.

@RogerBW asked for a die roll:
It’s another Spotted.

Sapper: N becoming visible, spray the room with the BAR:
3d6: 5 + 2 + 3 = 10 for 2+

@RogerBW asked for a die roll:
Plant the explosives, giving me three empty slots. Bringing back two sticks of dynamite and a first aid kit. Enemy fire:

11d6: 3 + 1 + 3 + 3 + 2 + 6 + 3 + 4 + 2 + 1 + 4 = 32 for 2+

@JGD - Bruno staying still again?

It seems like the best thing for the present.

Could you have picked up the three items you aren’t keeping, given them to the resistance to block an entrance, then picked up what you wanted before leaving the tile?

Good point, it’s a zero-action. East?

S is already blocked. E or W would be my vote.

OK, blocking E.

Reinforcements:

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

Enemies move N. Nobody’s visible.

Turn 10


(Event has no effect because the alarm’s already been turned off once.)

This turn: sniper heals sapper. Next turn: set off explosives and leave. And just hope we don’t draw a south movement.

There are 14 enemy left in the bag so we can survive this turn’s reinforcements.

Sounds plausible. Could @COMaestro bring that lose first aid kit?

Okay, I start by detonating the charges in the E room. Then Sniper moves W[1], uses medkit[1], moves W[1] then uses +1 to move S.

Oh, and grab the other medkit on the way.