V-Commandos: Starter


#1

Three-player mission, Kickstarter bonus (thus the location), with quite a few special rules.






pbfcdo_0_4_4_16


#2

Looks like we need a scout, and a silenced weapon. I’ll take the wall-hopping scout if someone else can bring a silenced weapon.


#3

I’m happy to take medic or officer with silenced Sten.


#4

Right-oh. I think the trick with the Ruins is to plant a charge on the big tile first, before it gets too crowded.


#5

Well I’ll be the gold sapper, see how it goes.


#6

Turn 1


#7

The crater tile is going to get this turn’s eastern reinforcement moving into it - unless he gets stealth-killed first. So I could see Medic going up, save, with that in mind.


#8

Yes, please. Scout goes up (1), north (1), grab a charge (0), west (1).


#9

OK. Assuming you’re taking a charge with you.


@Lordof1?


#10

A cautious up and save for me.


#11
  • Enemy reinforcements:
    enemy-1
    enemy-2
    enemy-2-hammer

Medic uses his saved AP for a shot at that new one in the E, looking for 3+:

@discobot roll 2d6


#12

:game_die: 6, 6


#13

Drops a first aid kit.

I forgot the southern entrance: enemy-1.

  • Enemy movement is W. Nobody can actually move.
  • No enemy fire

Turn 2


Not only is that unhelpful, we don’t know which way they’ll be patrolling…


#14

Oh, well, let’s try my plan for the scout. Wall-hop west (2) and see if I get spotted.


#15

Two visibility checks, spotted on 1-2:
@discobot roll 2d6


#16

:game_die: 1, 3


#17

OK, how do I minimise getting shot at? Presumably if I leave now I get shot at; if I plant and leave next turn, do I get two sets of shot-at?


#19

Yes. Things that will trigger shooting are:

  1. Leaving a tile while visible.
  2. Being visible during the enemy shooting phase.

#20

OK, wall-hop back whence I came.


#21

That gets you three shots, sadly at the hitting odds of the tile you’re leaving:
@discobot roll 3d6