V-Commandos: Wipe

Are we all back now?

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.

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

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

Sapper goes up, save.

@JGD, @Lordof1?

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

Edit: Also picks up the other TNT charge.

1 Like

@Lordof1, are you here?

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.

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

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

  • 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

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?

That was precisely my intention.

@discobot roll 2d6.

:game_die: 6, 2

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

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

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

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

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…

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

@discobot roll 2d6

:game_die: 1, 2