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Turn 13 - 130-140 secs - Whooo...
Perhaps not. I've got a full assault incoming on all fronts.
The damaged commo didn't duck back at all, and I got a shot off at him as he passed my top window - where the grunt is dancing this time! That and a nearby grenade has so nearly got the commo - I got a tiny glipse of him with no green on the health bar at all.
In the middle, we have two grenadiers running forward to cover, with a bunch of grunts in support. Nearly managed to kill one grunt with a sniper shot, and was glad of pulling back last turn as the cover I was using got 'naded into oblivion.
So, on the right, I think I can get the commo - it's just whether he gets my grenadier first. Plus, he's surely going to drop a grenade through the window on the far right, so stay away from there. As I have a grunt on the corner, I'm going to take a risk and fire into the building, and then strafe towards the 'nader behind the barrels in the middle. The 'nader will spam to take out the grunts that are bound to be following up the commo, including a final strike almost on my own position.
Apart from that, I'm going to concentrate fire on the troops behind the barrels in the middle - combined with a bit of dodging, 'cos there's going to be lots of incoming fire
Typically, now is the time I need to reload my commo - just when I need him most.
Score: 5-6