V-Commandos: Starter


#22

:game_die: 2, 2, 2


#23

Clearly the medic can get in and sort that, and should. But I’m wondering whether we can also turn off the alarm; I don’t 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?


#24

I suppose the concern is what if the enemies come into my tile while I’m turning the alarm off? Aren’t we back to square one? I suppose it’s worth a try though.


#25

OK, medic goes N (blatantly because there’s no harm to it), W, shoots N for 4+.
@discobot roll 2d6


#26

:game_die: 4, 2


#27

Drops a crowbar.

Sapper turns off alarm. (I don’t 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


#28

Medic plans to heal Scout, shoot S, save, unless anyone has a better idea.

Scout could go in again, but he’s going to be stuck there if he plants the charge.


#29

I’ll grab the crowbar and head south, not sure there’s anything else useful I can do.


#30

If the medic gets that southern guard, you can pick up the crowbar [0], south twice [2], plant [0] and save [1].


#31

Okay, I’ll wait and see how it goes with the medic.


#32

OK, let’s take the shot, needing a 4+:
@discobot roll 2d6


#33

:game_die: 4, 2


#34

Heal and save, as planned. First aid kit is retained on a 5+:

@discobot roll 1d6


#35

:game_die: 1


#36

…but the guard did drop a StG44.


#37

Scout is planning to try the big room again, while there’s only one guard in there. Are there things we want to get done first?


#38

I don’t think so. If you have to bail out again, that doesn’t affect the Sapper’s move.


#39

OK, move in (2), visibility check.

@discobot roll 1d6.


#40

:game_die: 6


#41

Not spotted. Plant (1), finish.