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March 7, 2005

A lucky escape!

The fancy footwork paid off! I managed to rebound the grenade, saving myself from huge harm, especially as another grenade shortly followed. Thankfully I had time to move most of my troops oput of the way and have got them back to the other regen.

I'm going to spend this turn healing up, and doing a few exploratory psyches to see what else is left out there.

I managed to get the sniper and medic up the top, but the commander got away, badly wounded though. The opening doorway I spotted seemed to only conceal 1 grunt, so the amount of firepower I dedicated to it might have been out to better use elsewhere... Still, a point is a point and my warper is ready to regen.

Speaking of points its now 11-1. I got the sniper and medic as mentioned above, and saw (and killed) 2 grunts I didnt know about. Assuming he has another HQ and a medic then that leaves a single FP unaccounted for. that means that he must only have two more grenaders. They are my main worry at the moment as Greys hate explosions.

I saw the grenader that did all the damage running down, away from the action. Looking at the deployment zones for this map there could possibly be a HQ in the far side of the room to the right of my regen. Its in the direction the grenader was running, has a door for entry on the far side and is certainly large enough to contain a HQ. So, I'm teleporting one of my Warpers over to take a pot shot and then continue rearming. I'm also moving over a sentry to get a look into the room after the warp has gone off.

My other units are healing up.

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Posted to M2: 169873 Vs Fatboy

Getting tricky

Bringing the other Guardian in worked, to a degree. It prolonged the amount of time I could stay in that location, but now I have 2 completely empty guardians, offering no protection. Whats worse is that I can see an incoming grenade, and I cannot bounce it back.

I've injured the Sniper/Commander/Medic grouping at the top, and was a bit unlucky not to score any sentry hits as that would have eliminated at least one of them. However, I dont think he is going to stay there as he will most likely expect me to warp the area again. I moved a lone sentry up to near them so I'm hoping I can use him to take some of them out and then fade back.

Now, about that grenade... I'm having to do a little fancy footwork with my warper. I'm hoping that by standing in the window at the correct tiem I can bounce it back out the way, and then get out of the blast areas inside the room. If it goes well it means that only the warper will take a little damge, if it doesnt then its going to go off right in the middle of my troops. That might be a game deciding grenade!

Soemthing I've just noticed.... Right at the end of the turn one of the nearby doors slides open. there MUST be someone on the otherside. Boy, am I glad I spotted that. Say hello to Mr Warpball!

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Posted to M2: 169873 Vs Fatboy