V-Commandos: Starter

:game_die: 2, 2, 2

Clearly the medic can get in and sort that, and should. But Iā€™m wondering whether we can also turn off the alarm; I donā€™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?

I suppose the concern is what if the enemies come into my tile while Iā€™m turning the alarm off? Arenā€™t we back to square one? I suppose itā€™s worth a try though.

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

:game_die: 4, 2

Drops a crowbar.

Sapper turns off alarm. (I donā€™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

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

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

Iā€™ll grab the crowbar and head south, not sure thereā€™s 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, Iā€™ll wait and see how it goes with the medic.

OK, letā€™s take the shot, needing a 4+:
@discobot roll 2d6

:game_die: 4, 2

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

@discobot roll 1d6

:game_die: 1

ā€¦but the guard did drop a StG44.

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

I donā€™t think so. If you have to bail out again, that doesnā€™t affect the Sapperā€™s move.

OK, move in (2), visibility check.

@discobot roll 1d6.

:game_die: 6

Not spotted. Plant (1), finish.