Three-player mission, Kickstarter bonus (thus the location), with quite a few special rules.
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.
I’m happy to take medic or officer with silenced Sten.
Right-oh. I think the trick with the Ruins is to plant a charge on the big tile first, before it gets too crowded.
Well I’ll be the gold sapper, see how it goes.
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.
Yes, please. Scout goes up (1), north (1), grab a charge (0), west (1).
A cautious up and save for me.
- 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
6, 6
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…
Oh, well, let’s try my plan for the scout. Wall-hop west (2) and see if I get spotted.
1, 3
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?
Yes. Things that will trigger shooting are:
- Leaving a tile while visible.
- Being visible during the enemy shooting phase.
OK, wall-hop back whence I came.