@RogerBW asked for a die roll:
Hmm, that makes sense. So let’s put Jacques in the central tile.
Spy: up, S, shoot gas-barrel S (best of two): 2d6: 1 + 4 = 5 for at least one 4+
@RogerBW asked for a die roll:
Enemy drops: Spotted token. Bruno and officer move up, S, W.
Enemy reinforcements (I’ll use my standard clockface approach, so SE first, then westwards and round to NE):
enemy-2 (dies, drops binoculars)
enemy-1
enemy-2-gasmask
enemy-1-gasmask
I would say the SE and NW entrance tiles, which could let us blow up anyone on those tiles as we leave. Although I suppose we could crowbar the NW entrance easily, so maybe the two small tiles on the South row, both of which are entrances? Either of these options works for me.
I’d favour crowbar for the NW entrance, and TNT on the SW and S entrances. Having the Resistance plant explosives in a tile which is currently full of poison gas strains my suspension of disbelief.
OK, there are seven valid tiles. In reading order:
“Spotlight”: doesn’t help I think, TNT doesn’t even unlock doors.
“Chequered tiles”: doesn’t help.
“Exit”: useful if it gets filled up with enemies.
“NW entrance”: generally useful, especially as it’s a chokepoint for the smaller rooms to the S.
“Where the spy is now”: clears one of the exit routes, or guards our back.
“S entrance”: of no particular value.
“SE entrance”: chokepoint for S entrance going east, which is handy.
Given that we’re going to need to muck about opening doors, I think crowbar NW, first charge SE, not really sure about the second charge but perhaps where the Spy is now?
My only concern with the Spy’s current tile is if we are trying to get out and we blow that up using TNT, I assume it will destroy the drum as well and fill the tile with poison, so we will be unable to move through it until the following turn.
I can go get the crowbar and use it on the NW entrance. I am the worst at shooting anyway. I can use my +1 to move back E so the enemy does not enter my tile.
Alternatively, I could try to shoot the poison drum to the S to kill the enemy and ideally the reinforcement as well.