V-Commandos: Starter

:game_die: 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

:game_die: 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 don’t 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 hasn’t been fired, shoot N for 4+ (then N, or W then E if needed).
@discobot roll 4d6

:game_die: 5, 1, 3, 2

Drops: StG44.

Medic will do the same, shooting StG44 N for 4+.

@discobot roll 3d6

:game_die: 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. However…

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. That’s 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. Let’s 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

:game_die: 6, 4, 6, 3

Um. Well, that’s that.

spotted
bombardment
crowbar
grenade
enemy uniform
TNT
StG44
spotted

actually that doesn’t 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 can’t 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.

Medic shoots N for 4+:
@discobot roll 3d6

:game_die: 5, 6, 1