« Turn 5 50-60 secs - So close... | Main | Turn 7 - 70 to 80 secs. Ah... »

Turn 6 - 60-70 secs - Good timing

Looks like the grenades on the right were the business - they didn't kill anything directly, but he's definitely advancing, and managed to get 2 grunts into the little corridor between the two halves of the building. Fortunately, one got badly beaten with the grenades, and my grunt dancing round the window managed to finish him off.
Not so great with the advance on the left though - miscalculated the range of his grenader, and took some splash damage. So, stay well away from there. Also saw where his sniper is hanging out, so expect a couple of force-fire shots through there next turn - he seems to like keeping snipers still :-) Plus, the kill last turn was a medic - so probably some badly beaten up grunt still round there...

Anyway, same again this turn - Need a bit of a trick shot to get a grenade into the corridor bit on the right where his other assault grunt is (without exposing the damaged 'nader) but I think I've got him, as there's a grenade going to land in his retreat zone in 3 seconds time.

On the left, I'm going to look into the room on the far left on HOS, plus punch a couple of holes for support fire. The damaged 'nader is going to move further out, and look round the corned on ROS - trying to get into position to hit where his sniper is

I'll also try to hit the grunt in the middle military building with sniper forced-fire, as he's dancing as a lookout. Not too likely to hit, but I'm trying to get supression fire rather than damage

Score 4-3

|

Post a comment

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting. An email address is required, but it will not be displayed.)

Subscribe to receive email notifications of new comments on this entry.



Subscribe Without Commenting: