Welcome back @JGD and @COMaestro. This operation uses the rules from the Résistance expansion: binoculars and air drops, officers and guard dogs, and poison gas barrels.
In addition to the standard Officer, Sapper, Scout, Sniper, Medic and Kickstarter extras Sergent Bruno and Death Cheater, we have the Résistance commandos: SOE Agent, Saboteur, and Spy. (Also Jamie Finnlock, but he’s functionally identical to the Saboteur – in case we want to play two of them for some reason.)
I’ve played this operation face-to-face; I seem to remember charging out of the attic terrain on a captured motorcycle (event card) with the first two pilots as it all fell apart.
Please indicate your command preferences, and I’ll get the first map set up.
Is there a misprint on one of the Spies? One has it listed as P for the Welrod roll 2 dice choose 1, while the other has 1AP. Pl7s, I would think the ability to only be detected on a 1 while wearing a German uniform would be p and not take 1AP.
Well, to do a close combat attack you have to have passed a stealth check to be unobserved in the enemy’s space.
The benefit of ignoring the Spotted token only applies if there is at least one other enemy in the same space (in other words you’ve probably passed at least two stealth checks, though there are some fiddly edge cases).
Every time I make a plan based on passing a stealth check, it goes horribly wrong. I feel the game has sent its message effectively.
Exactly. Figure reducing my chance of failure to 1 in 6 might help, but then I don’t get the chloroform close attack ability. Feels like both of those abilities should be on one commando, but paired with the silenced weapon might make it too powerful, so I can see why they were split.
A reminder: a gas barrel is attacked like an enemy unit. Destroying it makes that tile lethal to anyone without a gas mask icon until the end of the turn.
Destroying a gas barrel does not intrinscally set off the alarm. And that second equipment token should be an enemy uniform, but I appear to have pasted in a Panzerfaust by mistake.
Well, bear in mind that at setup you’re carrying rather than wearing the uniform. So I suspect turn 1 might take the form (up), (don uniform), (save). The bunker isn’t adjacent to our entry point, so we can’t shoot from there; I think for Bruno and the Officer it might be just (up), (save).
More generally: while Bruno can wall-hop directly into the objective room, with two guards he probably doesn’t want to.
I think that special movement abilities (like wall-hopping) have been established as working with escorted characters, but I want to check.
Aha! In the unreleased second printing rulebook which I have from a friend who worked on the translation, an escorted character explicitly
Does not benefit from the special skills of the commando
who is escorting him. For example, he cannot sneak through
walls like the Scout if the latter escorts him.
Ah, you’re absolutely right. I was forgetting putting on the uniform and just coming up out of the stairs are both actions. So yep, up, don uniform, save will be my first turn.