2, 2, 2
Clearly the medic can get in and sort that, and should. But Iām wondering whether we can also turn off the alarm; I donāt think so.
Oh, though if we medic the Scout next turn, it can potentially work.
Medic: N, W, shoot N with two dice for 4+.
If he hits: Sapper: N, W, N, turn off alarm
If he misses: Sapper: N, W, first aid
@Lordof1, what do you think?
I suppose the concern is what if the enemies come into my tile while Iām turning the alarm off? Arenāt we back to square one? I suppose itās worth a try though.
OK, medic goes N (blatantly because thereās no harm to it), W, shoots N for 4+.
@discobot roll 2d6
4, 2
Drops a crowbar.
Sapper turns off alarm. (I donāt think any enemies can get in here this round.)
- Enemy reinforcements
enemy-3
enemy-2
enemy-1
enemy-1 - Enemy movement is (White Flag) S.
- No enemy fire.
Turn 3
Medic plans to heal Scout, shoot S, save, unless anyone has a better idea.
Scout could go in again, but heās going to be stuck there if he plants the charge.
Iāll grab the crowbar and head south, not sure thereās anything else useful I can do.
If the medic gets that southern guard, you can pick up the crowbar [0], south twice [2], plant [0] and save [1].
Okay, Iāll wait and see how it goes with the medic.
4, 2
1
Scout is planning to try the big room again, while thereās only one guard in there. Are there things we want to get done first?
I donāt think so. If you have to bail out again, that doesnāt affect the Sapperās move.
6
Not spotted. Plant (1), finish.