V-Commandos: Starter [Dec 2020]

:game_die: 6, 3

Got him! Over to you.

@COMaestro asked for a die roll:
Sniper will stealthily move N, move E, then shoot at the enemy in the alarm room.

2d6: 2 + 3 = 5

And I miss. Darn.

@JGD asked for a die roll:
Trying out the system die roller.

4d8: 3 + 1 + 1 + 5 = 10

Machine gunner drops: enemy uniform.

Sapper moves stealthily N and saves. (I think other people may get more use out of this uniform than I will.)

Enemy reinforcements:

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

Enemies move N. No enemy fire.

Turn 17


OK. Doing the second stage of the objective needs someone with 4AP: into large tile, onto tank, drop grenade, out again. This sounds like what Sapper has been doing all mission, but he can’t quite set up for it this turn; perhaps he should end the turn where Sniper is now? In which case he can take some shots at those two elites before moving there.

ETA: I don’t think any of us can do the tank-grenading this turn. But several of us could possibly do step 1, 2AP on that tile with the MG nest.

I think this needs to be a prep turn, then we do the objective all at once. We can all gather on the gunner’s nest tile and gain our +1 AP. I feel we should eliminate the enemy in the alarm room to give ourselves an escape route.

Next turn one of us uses the shell, maybe shoots E, then move S. Another uses the gunners nest 2-3 times to clear out the large tile, then moves S to regain stealth. Third moves E, mounts the tank, grenades it then moves W.

Bruno may be the best choice for that, as he could window hop into the alarm room with the other two. Then the following turn, with luck, we are out. Thoughts?

Looks viable. So perhaps something like:

  • Sapper (has +1): shoot S [1], shoot S [1], stealthily E [1]
  • Bruno: move E [1], silenced-shoot S [1], save [1]
  • Sniper: snipe S [2], save [1]

Sniper could start on other targets if Bruno rolls well.

Sounds good to me.

@JGD asked for a die roll:
Looks good to me, too. Bruno moves E, shoots S 2d6: 2 + 4 = 6

Got him, save an action.

@RogerBW asked for a die roll:
I was going to shoot S first in case that went wrong, but:
3d6: 4 + 5 + 6 = 15 for 3+
3d6: 4 + 1 + 4 = 9 for 3+

RPG to run soon, will come back and sort this later.

@COMaestro asked for a die roll:
Looks like the path back is clear. I’m assuming Sapper will move E. Guess I’ll take some pot shots E.

2d6: 1 + 1 = 2

Wow, okay. Not sure if I should just save the AP, or shoot one more time. If I hit and draw a spotted token, I’ll need to move S.

I’m just going to save. With 2+ shots from the gunner’s nest next turn, I feel pretty good about our ability to clear the tile for Bruno to go in safely.

The guard in the alarm room dropped: bombardment. (Hmm!)

The two elites in the west: MG42 and Spotted (no effect).

Sniper’s only spent one action on that failed shot (it’s not the ā€œlong-range shootingā€ option, just normal fire) so has two actions left, of which one can be saved.

Just saving. If I shoot and draw a spotted token, I will need to move S to go stealthy again, miss out on the +1, and be out of position for the next turn.

This still looks like a decent plan, and I’m happy with Bruno’s part.

Should have said - he dropped a crowbar. Now that we don’t need one…

Enemy reinforcements:

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

Enemies move: E.

Turn 18


(no effect)