V-Commandos: Wipe


#163

Got him. Move E, shoot the door to the N, save.

Sniper isn’t doing anything AFAICS.


#165

He drops an MP40. Sapper moves in, retains saved AP.

Medic shoots, potentially twice, looking for 3+:
@discobot roll 4d6


#166

:game_die: 2, 2, 5, 3


#167

Bah. Still no time to save an action. And he only drops a Spotted token. But I’ll don the uniform.

  • Enemy reinforcements
    • north
      enemy-3
      enemy-2
      enemy-1
    • south
      enemy-2
      enemy-1
      enemy-1-hammer
  • Enemy movement: north E, south (card) W.
  • No enemy fire

Turn 16

North event:


(alarm is not triggered)
South event:


#168

North: how does Bruno want to play this? Sapper could, in theory, shoot N (raising the alarm), move N, plant, move S, move W to get out of sight of the reinforcement who doesn’t lock on to the objective tile. There will be more enemy in the medium objective room later.

South: medic shoots, S, W (but it relies on that first shot working).


#169

North: Bruno is getting less keen on the wall-hop East, with two enemy in there, and more going to be. So he’s thinking in terms of going the north way around. Shoot N:

@discobot roll 2d6


#170

:game_die: 5, 6


#171

Got him. Move N, snag what he dropped if it’s useful, shoot east, move back S.

@discobot roll 2d6, wanting threes.


#172

:game_die: 3, 5


#173

OK, got two of 'em. Would sapper care to go N and plant?


#174

Equipment drops are spotted, crowbar, grenade.

Sapper: N [1], plant [0], S [1].

In the south, medic shoots for 3+:
@discobot roll 2d6


#175

:game_die: 2, 2


#176

This is getting quite frustrating. Three times in a row that first shot has failed…

Shoot again, and save.

@discobot roll 2d6


#177

:game_die: 4, 1


#178

…and another spotted token.

  • Enemy reinforcements
    • North
      enemy-1
      enemy-3
      enemy-1
    • South
      enemy-2
      enemy-2
      enemy-3
  • Enemy movement: north S, south (card) W
  • No enemy fire

Turn 17

North event:


South event:


#179

In the south: try again?

In the north: Bruno’s call, Sapper is mostly here for when we want to get noisy.


#180

In the south, I can’t see anything to do other than try again.

In the north, please remind me of the rules for moving into a tile occupied by the enemy. I’d like to wait until the 3-enemy has moved N, so at least I only have one to deal with.


#181

When you enter an enemy-occupied tile, this triggers a visibility check per enemy, failed on a 1-2 - which doesn’t get modified by anything. Failing this makes you visible (which triggers the alarm).

If you try to leave an enemy-occupied tile while visible, each of them gets one shot at you, at the hit odds of the tile you’re leaving.

The enemy-3 is going to move north, but the new one from the western entrance will move in, as will the one presently in the small room south of the objective.


#182

I think it may be time to go noisy in the north, but I can’t quite get the actions right to do it. I’ll have another look this evening.


#183

How about, in the North: Bruno shoots the guard to our north, twice if necessary, then moves there and saves if possible. Sapper follows and saves.

Next turn, we get noisy: grenade and BAR into the medium tile to the east, and try to crowbar that entrance. Blow the small tile if we can move off it.

Does that make sense?