V-Commandos: Wipe


#81

Are we all back now?


#82

Yes, but I’ve spent this week catching up on things I would have been doing at Expo. Once tomorrow’s game is written up, I’ll come back here.


#83

Similarly, I’m back but catching up, I’ll be here Sunday I hope!


#84

Scout goes up, N, crowbar (and pick up a charge).

Sapper goes up, save.

@JGD, @Lordof1?


#85

Bruno goes up (1), N (2), and hands the Stg44 to the scout.

Edit: Also picks up the other TNT charge.


#86

@Lordof1, are you here?


#87

Sorry I will try to get back, but crazy, I’m also away for a week I’m afraid, maybe do this stage without me, I’m sorry.


#88

Up to you @JGD, do you want to take a second character or hold for a bit longer?


#89

I’ll take the second character. Presumably that’s the sniper, who will ((edit)) come up (1) and go N (2).


#90
  • Enemy reinforcements:
    enemy-2
    enemy-2
    enemy-2-hammer
    enemy-2
    enemy-1
  • Enemy movement is random: W (“I Found the Fuse Box”)
  • No enemy fire.

Turn 8


#91

Thoughts: Bruno moves W and shoots S, sapper gets in there with a bonus AP and plants. Scout moves up to crater tile. I’m not entirely happy about the big room; maybe if we get a S enemy movement next turn?


#92

That was precisely my intention.

@discobot roll 2d6.


#93

:game_die: 6, 2


#94

That got him. Shall I try for the guard on the alarm to the north?


#96

Could do. Or save the action? Saved actions are very handy…


#97

OK, save. Sniper joins Bruno in the crater and saves.


#98

The guard on the S objective drops a Spotted token (which has no effect).

Sapper moves N [2], W [1], S [1], plants charge [0].

Scout moves W.

  • Enemy phase
    enemy-2
    enemy-2
    enemy-3
    enemy-1
    enemy-1
  • Enemy movement: N.
  • No enemy fire.

Turn 9


#99

OK, my suggestion is: do nothing this turn (Sapper gathers with the others; Bruno might shoot the alarm guard). At the end of this turn, there will be 9 enemies in the big room. 8 of them move south to fill the medium tile; then in turn 10 Scout moves into the big tile [2], sets a charge [1], and gets back out to the crater or the NW corner [1]. If we’re really lucky, the enemy moves north again on turn 11 and we can blow them all up…


#100

Ok, that sounds like a plan. Bruno tries for the N alarm guard.

@discobot roll 2d6


#101

:game_die: 1, 2