V-Commandos: Starter [Dec 2020]

Sapper is not going to learn from this experience.

Enemy reinforcements (from the NW clockwise):

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

Enemies move E. Nobody is visible.

Turn 13


(none of us is on an outdoor tile without a German uniform)

Sapper’s plan is S, W, enter trapdoor, unless someone has a better one.

Sounds fine to me.

Bruno will shoot N

@discobot roll 2d6

:game_die: 1, 4

Got him. Move N, plant, move S, hoping that the sniper can eliminate any enemy who come S. Bring the grenade and anything else that looks useful.

Drops: first aid kit.

I would point out that Sniper’s long-range shot is two actions, so can’t be done with a saved AP.

Over to @COMaestro.

I can, however, move E and save, which will let me shoot (at) the enemy if needed. However, we can blow up the planted charges after the reinforcements arrive, so we should be fine anyway.

Good point!

Reinforcements:

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

Detonate the bombs before the newcomers move south? (ETA: the south bomb can be afterwards, of course.)

I vote yes

OK let’s do it.

kaboom

enemies move S

kaboom

Turn 14


so we can all get out (with +1).

Turn 15



(see special scenario rules)

So we have to take what’s normally the shell, but is now an AT gun, to a small tile adjacent to the Panzer’s tile, use 2AP to shoot the Panzer, and then grenade it?

2ap to shoot the Panzer as you said, then get onto it from the large tile [1] and grenade it [another 1].

Some crowbars would really come in handy right now.

Recommend we all go up, move E and then N, with one of us using our +1 to take out the enemy. Sapper might be best bet with 3d6, as the move will make him stealthy again.

OK, let’s go.

@RogerBW asked for a die roll:
OK, following COMaestro’s plan, Sapper goes up, shoot E:
3d6: 6 + 6 + 5 = 17 for 3+

Drops: first aid.
Sapper moves: E N. Others follow.

Enemy reinforcements:

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

Enemies move E. No commando is visible.

Turn 16


Bruno has a few options here with his window hop, but with troops moving N, that may not be a good idea.

I am tempted to move stealthily N and shoot at the enemy in the nest.

What do you guys think we should do?

Moving N and taking out the guy in the nest seems the best bet. Bruno moves N (2), and shoots at him:

@discobot roll 2d6

:game_die: 3, 1

Risk trying again:

@discobot roll 2d6