V-Commandos: Victory

It’s up to us to work out what the rules mean, alas. Other escorted characters:

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

But this is a special one in that it’s visible but not setting off the alarm. So I think we might say that Jacques:

  • follows a commando when they move (at that commando’s option)
  • follows normal stealth rules: becomes stealthy/visible to match the commando they’re following

This sounds like a reasonable plan. Bruno and the officer should be the two, since they have the better silenced weapons.

@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

Officer will shoot W at the enemy there:
2d6: 5 + 4 = 9 needing a 4+

@RogerBW asked for a die roll:
Drops: crowbar.

Free enemies move, towards the visible target.

Bruno shoots W:
2d6: 6 + 5 = 11 for at least one 4+

Drops: grenade.

Jacques has survived to the the end of the turn. On which two small tiles do we want the armed TNT charges? (0AP to detonate.)

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.

No no no, he had planted the TNT in the SE tile already. He was finishing the wiring up on the tile he was on.

And did you mean SE instead of SW? SW is a medium tile, so would not qualify for TNT anyway.

Ah, I forgot the “small tile” qualification.

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.

Oh, good point - just checked, and yes, that’s the case.

How about putting the charges SE and NE?

I see there’s a pair of binoculars on the SE tile - what do they do if we collect them?

You can use a binoculars token once per turn to force a reroll of one die that affects the carrying character. This does not cost an action.

I’m fine with SE and NE.

OK. End of turn.

Turn 10


I think one of us can shoot door, move N, shoot door, while another moves N and shoots the guard.

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.

Please do.

I think moving E is your best bet. If you try to shoot the poison drum and miss, you’re in trouble when two enemy move onto your tile.

Bruno will shoot the door N, move N, shoot the door E.

@RogerBW asked for a die roll:
Officer will move N, shoot E, then either shoot E again or save.
2d6: 4 + 6 = 10 for 4+
2d6: 4 + 2 = 6 for 4+ again