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Turn 14 - 140-150 secs - Incoming!
The thing with the grunt on the right worked wonderfully, and polished off his commo with no problem. He then stood around and attracted fire - including from a sniper - which killed him. Points well spent, if it wipes the commo. The spamming also (I think) took out the following grunt - I got a point at the right time.
All the fire into the middle did precisely nothing, so he has a grenadier in a lovely position to hit my final set of cover in the middle, which is exactly what he's going to be doing
Plus, his left-hand 'nader is also dropping shots into the middle, narrowly missing my grunt there.
Time for a comeback here. He's going to expect me to back off again, so I won't - instead, I'll hit the 'nader near the barrels with everything I can. Which turns out to be another nader and a grunt - my commo will arrive at the end of the turn, and should be able to polish off anything left over next turn. The'nader can then fire a traverse shot to the left, into the obvious cover his 'nader is probably going to be using
I'll pull back the 'nader on the right, as he's looking a bit rough, since the grenade I'd predicted did come in, on schedule, and I wasn't far enough away. Since he has a nader close to there, so it's time to evac that building I think - the killzone has done well, and chewed at least 6 points worth of troops.
The middle sniper will also pull back, as grenades are raining in
The snipers on the left can pull out, traverse and oppo fire - plus one forcefire through a window that I think his other 'nader is about to use
If I can blunt the assault force, I think I'll have enough snipers to carry the day, but this is the deciding turn
Score: 9-7