V-Commandos: Starter [Dec 2020]

Err, do you mean W rather than E?

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I don’t know what you’re talking about. It has always been W.

innocent whistling

And the east room?

Ah, I see, you can get nearly-out by being blatant. That’ll leave the three of us in the SE exit room, and we might as well blow up the main one as well.

Gah, hoisted by my own petard! Yes, W room.

@RogerBW - I figured wait for the reinforcements to show up first.

True, but before find-out-direction-plus-move (since that’s a non-interruptible subphase).

Sniper: detonate W [0], move W [1], heal [1], move W [1], move S [+1].
Sapper: W, S, save.

Reinforcements:

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

(detonate the N room charge)

Enemy movement
Direction is (ā€œThey Got Us Surroundedā€) E.

No enemy fire.

Turn 11


That gets us out safely with a +1 each.

Slight pause before next phase, as I’m wrestling with a new laptop as well as various other stuff.

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Well done. I was afraid this one was going to end badly.

I don’t now remember which game it was, somewhere in the archives here, but there was one I ended up polishing off single-handed. That was a touch hairy.

Turn 12


Note that the only way to disable the alarm and avoid it sounding again at once is to have only two commandos on the terrain, which probably isn’t worth it. But I think this has to be a smash-and-grab rather than taking time for subtlety.

I agree. I’m thinking of going up, blatant N, wall-hop N into the chamber with the TNT, save. Does that make sense?

@RogerBW, I thought you said we would all have a +1 AP leaving the last terrain. Is mine just missing on the image or did I not have enough actions to save one?

If I do have it, I was thinking of going up the other trap door, shooting the lock, and then using my special ability to shoot at one of the guards outside, which should benefit from the event card.

@JGD, you could get to the tile you wanted in 2 actions if you want, and could shoot the lock on the N door and still save.

Sorry, yes, all with +1AP.

No, I can’t. I’d have to shoot the lock between the E entrance chamber and the target chamber.

I will go first and do that for you.

Fine with me.

@COMaestro asked for a die roll:
Okay, Sniper comes up the trap door in the W-most tile, shoots the lock off the door, then takes sight out the window and shoots at the objective guard on the NW tile.

3d6: 1 + 6 + 2 = 9 due to event card

Drops: Grenade.


For Sapper, I’m wondering about: Up in the S [1] N visibly [1] N visibly [1] Plant [0] SE [1], taking two shots at 3+ which should leave me enough unwoundedness to activate my first aid kit next turn. Then, ideally, S W Down and help you lot in the north.

That look possible.

Bruno comes up in the west, moves E, shoots the door to the N, takes the TNT and saves.

Sounds good

@RogerBW asked for a die roll:
(A small matter of terminology - to me, ā€œsaveā€ is ā€œspend one of my 3 AP this turn to get a +1 tokenā€, while ā€œkeep the +1 I already haveā€ is something else.)

Sapper comes up [1], visibly north [1], visibly north [1], plant explosive [0], south [+1].

The guard shoots at him as he moves south:
2d6: 2 + 1 = 3 for 3+