V-Commandos: Victory

With enemy uniforms on, we do not trigger an alarm on the large tile. Do the pilots trigger the alarm?

If Bruno can take out the troops in the objective room, he may want to put on the uniform to be ready to go. Same with the Officer.

I am good with going in to retrieve the pilots and moving as far as I can with them.

That’s a very good question. The rules don’t even say what causes them to use their 1-box pistols. If they are permanently stealthy – I need to check the physical token to see what’s on the other side of it – then I think they cause no more alarm than their escorting character.

OK, having checked (these pilots have Stealthy and Visible sides), I think we have to say that this sort of escorted character:

  • follows a commando when they move
  • shoots when a commando in their space shoots, at that commando’s option
  • follows normal stealth rules: becomes visible when they shoot or when they move into a large tile

So we’ll set off the alarm when they enter the large tile, but that seems OK. Bruno will start his turn: shoot the door, shoot the guards:

@discobot roll 2d6

:game_die: 4, 4

Both guards down! Move E and save.

Drops: airdrop, first aid.


I think probably the Spy is up next. If Officer isn’t needed, he’ll shoot W and put on the uniform.

Spy moves W, picks up First Aid (and Airdrop if I have room), escort the pilots E and E again.

I think I will waste next turn just moving down to where the Officer currently is, that way I can make a sprint S, W, W, down the stairs with the pilots in one go on the following turn. What do you guys think?

@RogerBW asked for a die roll:
I notice one potential problem: the pilots take up slots on the board, so we can’t have all five of us stacked up in the alarm room.

Therefore, I’ll shoot twice, don the uniform, then move to the large tile (burning my +1 but staying stealthy). That leaves me out of your way for queueing up in the alarm room next turn, and we can all get out together.

2d6: 6 + 1 = 7 for 4+
2d6: 6 + 5 = 11 for 4+`

First one drops: StG44.
Second one drops: spotted.
Dog drops nothing.

Enemy reinforcements:
enemy-1
enemy-1-gasmask
enemy-2-gasmask
enemy-2

Enemy movement: there is no officer, so there is none. Nobody is visible, so no enemy fire.

Turn 7


OK, I think Bruno and Spy are moving to the alarm room with the pilots. Spy can pop into the medium room to pick up equipment while Bruno puts on the uniform. You may want to think about what equipment to bring out…

Bruno will don uniform, pick up the Bombardment, move S and save.

I seem to have one of everything on offer, so I think I am good. Move S and save.

Right. It’s a bit of a waste of Ausschwärmen but I don’t think we really need to worry about where the enemy go.
Reinforcements:
enemy-1
enemy-1
enemy-dog
enemy-dog

Enemies move N and don’t shoot.

Turn 8


(That’s well worth doing, so I have.)

And we can get out this turn: officer move, move, down, everyone else move, move, move, down.

Hurrah! No need to shoot gas barrels behind us.

That ends phase 1 of the operation. JGD is going to be away for a bit, so I’ll put this on hold until he’s back.

Well, that went pretty well overall. We’ll pick up later then.

I’m back. The surgery went well, to all appearances, and I’m going back to work tomorrow.

2 Likes

Turn 9


Since Jacques is visible, enemies will move towards him, and shoot him if they’re in range. I don’t know off-hand whether we can cause him to become stealthy, but I would guess so (by causing him to follow a stealthy character out of that tile).

On the other hand it would take three actions just to get to the medium outdoor tile stealthily (we all still have uniforms), one more to shoot the NW door and one to take him in there.

On the third hand that’s where we’re going anyway.

It says he does not move. Does that mean we cannot move him?

If so, we have to defend him instead. I believe there will be 4 enemies at the worst (current enemy in the SE tile, reinforcement from that same tile, reinforcement from N door, and one from the SW door), right? In which case, two of us go up, S, W and save our +1 to shoot at the enemies which will come from the W. The third shoots the poison barrel to the S, killing the existing enemy and the one who enters later.