@COMaestro, let me know what you want to do with your +1 (after W, W, pick up crowbar, bar entrance)…
I will go E. It is the safer option.
(Warning - it’s very hot here and I am likely to make mistakes.)
Rightoh.
By dropping equipment in the middle tile and picking it up again, you can bring back the grenade too, just in case.
Enemy reinforcements:
enemy-dog
zero
enemy-2-hammer
enemy-2
Enemies move N. Nobody’s spotted, so no enemy fire.
I failed to remove the dead enemy in the guard room. Dropped an MP40.
Turn 11
Well, that’s very nice, but it means we don’t know where they’re going…
3 AP for someone to move in, heal the prisoner, and move out with him. I have a +1 so perhaps I do that?
Hmm. Planning for future turns… If we were all in the NW spotlight room with +1AP and had a clear run, we could get out from our entry point. Alternatively, 3 AP each to get out to the W, +1 once to unblock the trapdoor, + whatever’s needed for shooting.
You do that - take my First Aid kit.
Bruno could move S and shoot W, but we have no idea where surviving guards would move.
The Spy should grab the binoculars, since they’re quite useful with his Welrod.
OK, let’s resolve me anyway:
(take Bruno’s First Aid kit)
E
Treat prisoner
W with prisoner
I don’t think the MP40 is of any use to us but I can bring it if anyone wants it.
Bruno will move S and shoot W.
@discobot roll 2d6
5, 5
Well, that got them. Collect the grenade and save my third action.
Drops: grenade, TNT charge. @COMaestro? Possibly worth shooting that dog…
I think when we move with the pilot that’ll set off the alarm, but unless this enemy phase goes horribly we should get out next turn.
I just realized there is a trap door just to the W.
So, shoot at the dog
EDIT: Failed my ability to roll
@COMaestro asked for a die roll:
2d6: 4 + 3 = 7
Okay, the 4 takes out the dog. I will just save my action here. Next turn I can uncover the trap door and get out.
Check.
Reinforcements:
enemy-2
enemy-1-hammer
enemy-dog
enemy-1
Movement: new event card is Stinger (also random direction). Next is Special Delivery, which pushes enemies E.
Turn 12
OK, we can do this: Bruno or Spy moves W, opens trap, out; other follows; Officer moves S, W, out (setting off the alarm but it makes no difference as there are 39 enemies left in the bag).
I have an RPG session to run tomorrow, but I’ll set up stage 3 once that’s done.
OK, let’s do that. Thanks for running this, Roger, and for playing, @COMaestro.
Oh, let’s trigger the SE TNT before we go! It’s important. 
Any chance of stage 3?
Sorry! Not been thinking straight this week. Tomorrow.
Thanks! 234








