That’ll do nicely. Drops a grenade.
Medic shoots E for 4+, then moves N.
@discobot roll 3d6
2, 5, 1
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.
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.
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.
5, 1, 6, 5
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].
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.
4, 4, 1, 6
And we’re out. Good set of terrains in this scenario. What’s next?