V-Commandos: Starter


#102

OK, return to the NW tile. End of the scout’s turn, but we have used up the weapon jam.


#103

OK, we’ll be here at the end of the turn. Worth doing some more clearing, I think. So sniper with the BAR, and medic with the StG44, can pop out, shoot, and pop back. (E first, S if the first attempt clears the E.)

@discobot roll 3d6


#104

:game_die: 5, 2, 4


#105

for 3+ in the S: @discobot roll 3d6


#106

:game_die: 5, 1, 2


#107

TNT in the crater, Spotted in the S.

  • Enemy reinforcements
    enemy-1
    zero
    enemy-1
    enemy-3
    enemy-1
    enemy-1
    enemy-1
    enemy-1
  • Enemies move E
  • No enemy fire

Turn 9


#108

Um. This looks quite tricky. I suppose we could clear out and move into the tile north of the crater this turn, next turn clear the four in the crater and the two newcomers…

Anyway, I’m packing for my journey to the land of the pyramid so I probably won’t do more of this today.


#109

I think it’s time to cut our losses, blow the medium room, and escape south.


#110

Agreed.

So then:

  • Set off the charge, wiping out the western entrance room.
  • each of us moves south twice and saves. (Since we can’t all get out this turn.)
  • Enemy reinforcements:
    enemy-1
    enemy-2
    enemy-1
    enemy-3
    enemy-1
    enemy-1
    enemy-1
    enemy-2
  • enemies move W
  • no enemy fire

Turn 10

One of us opens the trapdoor, and we all get out, with saved AP.

I think the scout should have the MG (bigger amplification of firepower) while the medic takes the StG44.

Setting up the Panzer Depot: we start with a triggered alarm and an extra enemy entrance.

Turn 11


#111

A thought, if we all start on the W side:

Medic: up, crowbar E, E, crowbar N
Sapper: up, E, N, (plant), S
Scout: up, E, save, and plans to nip in on the E objective next turn when it’ll still have just one enemy in it.


#112

Sounds good to me. Go ahead.


#113

Visibility check for the sapper, spotted on 1-2:
@discobot roll 1d6


#114

:game_die: 6


#115

OK. Swapping the spare TNT onto the Scout.

  • Enemy reinforcements
    enemy-2
    enemy-2-hammer
    enemy-2
    enemy-1
    enemy-3
    enemy-3
    enemy-3
    zero
  • Enemies move E
  • No enemy fire

Turn 12


#116

Oh, excellent! Scout can get back out to the entry point even if he’s spotted and injured.


#117

Scout wall-hops east, visibility check:

@discobot roll 1d6


#118

:game_die: 1


#119

Well, plant, and try to leave, getting shot at:

@discobot roll 2d6


#120

:game_die: 4, 5


#121

I’m injured, but I get to the exit point.