4, 6, 6
Drops MP40. Sapper goes E and retains saved AP.
Medic moves E, shoots N (twice if needed), needing 4+:
@discobot roll 6d6
3, 4, 5, 3, 4, 2
Drops a grenade. Scout moves S, S, E.
- Enemy reinforcements
enemy-1
enemy-2
enemy-2-hammer
enemy-1-hammer
enemy-2
enemy-2 - Enemies move N
- No enemy fire
Turn 16
Does it make sense at this point to block the SE entrance? That probably gets us two turns of no reinforcements. Shame we donât have any explosive charges left, but with two three-dice guns and one four-dice we can probably clear the large tile without too much trouble.
Looks plausible. Scout will move east, crowbar that entrance and save.
Sapper: E, borrow the MG42 since it hasnât been fired, shoot N for 4+ (then N, or W then E if needed).
@discobot roll 4d6
5, 1, 3, 2
4, 4, 5
Drops: MP40. Medic is able to retain a saved action.
- Enemy reinforcements
enemy-1
enemy-1
enemy-2
enemy-1
enemy-1
enemy-3 - Enemy moves: N
- No enemy fire
Turn 17
I feel we need to get the Scout to the tile where the medic is now, with a saved AP, at the end of the turn. HoweverâŚ
I think we have to allow the crowbar to be broken before we barricade that entrance again. So at the end of this turn there will be four enemy on that tile. Thatâs not ideal.
So we might have: medic shoots open door, gets into the room. Scout follows. Sapper goes W. Then next turn we shoot up the newcomers and crowbar again, while shooting into the large tile. This is not a complete plan.
Taking advantage of the double kills this turn seems like a good idea. So something like:
Medic shoots N with Stg44, shoots door to his west, goes in there, saves.
Scout moves N, throws his current grenade N, goes into the room, saves.
Sapper moves N, goes into the room, saves.
That at least trims the enemy on the large tile.
Sounds workable. Letâs have the scout going first to swap guns with the medic on his way past, to get one more die.
Scout grenades N for 2+:
@discobot roll 4d6
6, 4, 6, 3
Um. Well, thatâs that.
spotted
bombardment
crowbar
grenade
enemy uniform
TNT
StG44
spotted
actually that doesnât work, the medic had to go first to open the door, but we have enough dice anyway.
- Enemy reinforcements
enemy-3
enemy-1
enemy-2
enemy-1
enemy-1
enemy-2 (crowbar is dislodged) - Enemies move N
- No enemy fire
Turn 18
OK. We canât be in this room at the end of the turn. Medic and sapper shoot N, then shoot E, then move N?
Looks plausible to me. Go ahead.
5, 6, 1