Going E to open the trapdoor takes too long, I believe. If we need to get through the MG in any case, why don’t we take it out on the way in and ignore the large room? Especially when we can’t return that way? The only advantage there is that we can turn off the alarm once.
My move could be: Sneak N (1), Sneak N (1), if not seen knife the machinegunner. If seen seen we are in trouble, I’d have two actions for 5-6 on a d6 to eliminate him.
@JGD: yes, sorry, another uniform and a TNT charge.
@AstaSyneri, well that’s better than anyone else can manage. I’m going to have to be blatant, though, unless I risk a visibility check on that outdoor tile.
My move is stealthy west then saving. I sending this message from the kid-packed hell on Earth known as Crealy Adventure Park.
@JGD I can’t see a way to get through the door without alarming, so if you’re okay I’ll do it next turn, alternatively I could wait another round? I’m worried about guards building up though.
@RogerBW I’m assuming it doesn’t matter which exits we leave through once we’ve got the objectives? Can we leave through different ones?
@AstaSyneri, yes, there’s no cost to move in or out of the MG nest. He drops a first aid kit.
Death Cheater moves blatantly S, blatantly N, and stealthily N, to end up invisible on the northern tile.
@Lordof1: the basic victory condition is “all objectives completed, at least one commando gets out through a trap door”. There’s no distinction between exits.
Enemy reinforcements
North
enemy-1
enemy-1
South
enemy-2
enemy-2
enemy-2-hammer
enemy-2 (so the enemy-1 gets in there too)
enemy-1
enemy-1
Northern enemies move north. Visibility check for Bruno. @discobot roll 1d6
If you shoot first, there are three distinct targets: the large room, the door, and the enemy in the small room. And you’ll be visible once you’ve shot.
On the other hand I can’t cancel the alarm, because it’s on a large tile so I’d immediately set it off again.
So I could (1) shoot the door, (1) shoot MG into the big room, (1) shoot MG into the small room, (1) move east, ready to do the objective next turn; meanwhile you could have all your actions to sneak south, close-combat or shoot the two enemies, and cancel the alarm.
(then on my next turn I do the objective and move stealthily W; on the turn after that I run for the exit, ending up in a small room)
On turn 9’s enemy movement, the one who came N into Bruno’s room can move S again, as can the two by the N trapdoor. On turn 10, Bruno collects the radar parts (2), and moves stealthily W (1).