V-Commandos: Starter

That’ll do nicely. Drops a grenade.

Medic shoots E for 4+, then moves N.

@discobot roll 3d6

:game_die: 2, 5, 1

I’ll take out the elite.

Sapper shoots E, twice, for 4+, then moves N.

@discobot roll 6d6

:game_die: 1, 3, 6, 3, 3, 2

Bother. Enemy uniform and crowbar are dropped there.

I suppose the scout could wall-hop N if he were feeling particularly bold, but there’ll be six enemies in the large tile at the end of the round.

Scout shoots East for 4+

@discobot roll 4d6

:game_die: 3, 6, 6, 4

Scout moves N with the rest of the party, takes the uniform from the sapper, dons it, and saves.

Drops: spotted, enemy uniform.

  • Enemy reinforcements
    enemy-1
    enemy-2
    enemy-3
    enemy-2
    enemy-1
    enemy-1
  • Event card: bomb hits
  • Enemies move north
  • No enemy fire

Turn 19

This is a good time for the scout to do his thing (wall-hop in, climb, grenade, out) if we can clear the field a bit.

However, we need to do the anti-tank shot first. I think it’s fair to say that the medium tile that’s become an outdoor one is now a legitimate firing point for that. So one of medic/sapper might clear it, move S, take a normal shot NE (or a grenade), move N; then sapper/medic could move S, take the anti-tank shot (2AP), move N. Then scout. The machine-gunner won’t leave his post to move S onto the small room.

Looks good to me. The sapper takes the MG42 from the scout, shoots S:

@discobot roll 4d6

:game_die: 5, 1, 6, 5

Move S, grenade NE:

@discobot roll 4d6

:game_die: 2, 6, 6, 3

Sapper moves N back into the small room.

S drop: bombardment

NE drop: crowbar
MP40
enemy uniform
enemy uniform

Medic will go S, take the anti-tank shot, go N again.

Scout may wish to leave gun and crowbar behind to get a wider choice of loot from the NE: currently a bombardment, 2 crowbars, 2 grenades, 3 uniforms, TNT. (And one of those grenades can be used for the objective.)

Scout wall-hops in uniform E [1], climbs [1], grenades [1], returns [1].

  • Enemy reinforcements
    enemy-1-hammer
    enemy-2
    enemy-3
    enemy-2
    enemy-2
    enemy-1
  • Enemies move S (which leaves one on the exit tile)
  • No enemy fire

Turn 20

Which gets us out unless we’re very unlucky. Whoever has the 4-dice weapon shoots S for a single 3+, moves S blatantly and saves; someone else moves S and opens the trapdoor; and we all leave.

Sapper will take that 4d shot, wanting 3+

@discobot roll 4d6

:game_die: 4, 4, 1, 6

And we’re out. Good set of terrains in this scenario. What’s next?