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January 30, 2006

Time Warner to release films on P2P

While I think that digital distribution is soemthing that the big film studios need to think about, I believe that Time Warner have the wrong idea here.

Time Warner embraces P2P | The Register

The article says:- The subsidiary will be called In2Movies and will offer films for about the same price as a DVD ... The film files will go online the same day DVDs are released.

So, you still pay pretty much the same as for a boxed DVD, complete with artwork and inlay, but you also have to use one of your own blank DVD's to burn it to. This is assuming they make the full DVD .iso available, with Menus and special features rather than just the bare-bones film.

I think they'll need to make the downloadable version MUCH cheaper than the full, boxed DVD for this to be an attractive proposition.

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Posted to General

January 29, 2006

Shooty shooty!

Free Image Hosting at www.ImageShack.usWow, a lot happened that turn....

My advance hunters did their trick nicely, they managed to finish off the Grenadier, but not before it had launched 2 grenades.

However he had a very good Commander, who one-shotted two of my XT's! The grenades finished off another and has severely injured yet another. They gave back what they got however by taking out the Commander.

Free Image Hosting at www.ImageShack.us In the screenie you can see the incoming missile about to explode. I'm going to move the hunter into the room for blast protection, and I plan on moving them all through the next anteroom to take on the sniper down there. Three hunters should be able to take it out, especially with their faster reaction time. I'm also advancing the AI through the lower room, while redlining the grunt that's appeared down there. My Scanner shows he is alone in there, so hopefully he will not put up too much opposition.

Free Image Hosting at www.ImageShack.usUp in the top right I didn't fare quite so well. The hunter spotted a grenadier and a grunt that have advanced up the inside corridor along with another grenadier. A few grenades exploded outside the doors of the internal room, taking out the hunter, and there are a few more grenades coming that way. I'm going to try to place another missile into the rooms on the top right to discourage anyone coming through that way while advancing the other XT's to see what's going on and to lay down some Op fires. The TM will then rearm, so that I can move out of that room if need be to get better firing lines towards the approaching troops. Maybe I'll have to drop back to join the AI force if things get bad over that side.

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Posted to M1: 192394 Vs smart bunny

Contact

Free Image Hosting at www.ImageShack.usMy Scanner has spotted a Commander and Grenadier approaching my Wall Of XT's ™, along with what looks like a corner dancing grunt shooting up the centre.

There doesn't seem to be any action in the lower left room with all the crates. The grenadier could cause my troops a few problems since they are all fairly close together, so I'm going to move the two Hunters in close in order to attack the grenadier then retreat through the crate room towards my AI. They may well need healing up after the attack, although their proximity to the grenadier should put them out of reach of his explosive arsenal.

Free Image Hosting at www.ImageShack.usI'm going to move the XT's about in order to get some shots off at the Commander while keeping a bit of cover behind the barrels. I'm also sending a missile down that will explode on the metal wall shortly into the next turn, causing some splash damage to his men with a bit of luck.

In the top right my trick of shooting out the doors and crates worked well as the missiles carried on nicely into the room. I have no idea if anyone is in there though, as my XT's didn't spot anything. I'm going to move my 'spare' Hunter through that way for a bit of intel, and I'll advance a lone XT to see what's going on.

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Posted to M1: 192394 Vs smart bunny

January 25, 2006

Nothing yet

Free Image Hosting at www.ImageShack.usNo one spotted, but then that's not surprising since none of my troops can see the enemy deploys.

I'm getting the XT's in the north to take out the double doors in order for my to fire a couple of missiles through that way. Once the doors are down I'm ordering the XT's to try to take out the top row of crates. The crates lie along the path of the missiles, and ideallyFree Image Hosting at www.ImageShack.us I want the missiles to explode as far into the room as possible. If I can shoot them out then the missiles will detonate nearer to any approaching troops. Ha ha ha ha haaaaa!

In the centre I'm moving the XT's forward in a firing line, the AI and scanner are moving towards the double doors, but not close enough to trigger them. The hunters are generally getting closer ready to spring a hit and fade attack if the opportunity presents itself.

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Posted to M1: 192394 Vs smart bunny

Map Analysis

The map drawn is Titan Factory , which upon first glance is quite a good Mech map.

Free Image Hosting at www.ImageShack.us

Lots of Metal walls that my scanners can peer through, and my missiles expode against firing their glowing shrapnel of love tearing through the flesh of any nearby marines. Ah... I can't wait.

However, its also fairly Open, so my troops are likely to get terrorised by some snipers. With that in mind I've deployed my MT inside the room at the top, which gives it a few nice firing lines through the window to the south and east. I nicked that particular tactic from Palerider, as it worked well for him in our World Cup match. Ahem...

I deployed an AI and Scanner down the far southwest hoping to take out any watery fleshbags that try to run out of the lower room.

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Posted to M1: 192394 Vs smart bunny

Specialist League Season 4

The Specialist League season 4 has kicked off, with me taking Mechs for The Unprofessionals. Our name is particularly apt, since I'm already late in deploying in my initial games....

Will I have time to write up any matches? We'll have to see about that... Keep 'em peeled!

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Posted to General

January 18, 2006

192329: DibbleNGrub vs Monkey Magic

192329: DibbleNGrub vs Monkey Magic

Just picked up a friendly 20FP challenge posted on the board, and it's come up as Beach Strike. I've been wanting to do this one, as I turned down a league challenge on it a while ago, and was wondering just how difficult it'd be.

If you don't know the map, here it is

I'm in the boats (blue), which has to be the harder option - MonkeyMagic is high up in Veteran, so with the map imbalance, this could be a tough game

Since I've obviously got to assault (no sensible hard cover anywhere on my side) then that rather determines my loadout. No tanks - they'd surely get chewed up on the approach, and there are too many small gaps. Same goes for a spawn queen. Equally, there aren't many good places for a base - exactly one, right in the middle, in the broken boat

He, on the other hand, has several nice buildings with good cover, but there's one interesting feature - there's almost no horizontal movement between the buildings, due to some nice pipework

So the temptation for him has to be to sit back and use snipers. Thus, I'll go with marines, in an assault loadout.

Here's the plan: I'll concentrate entirely on one side - the left. There are 3 assault teams in the 3 left-most boats. 2 will be sniper/2 x grunt/'nader/medic teams, and the other will be a commo/grunt/medic team. With a "hidden" base, that's my lot

And I'll just have to hope he's not Greys, as that's how I'd defend this map (or use Spawn, hiding them until turn 4...)

Turn 1: 10-20 secs

He's marines. I can see 2 snipers, a medic and a 'nader immediately. This tells me 2 things:
1) He's not that experienced, as he's leaving a 'nader in sight from the initial deployment
2) If he has a balanced deployment (10 FP on each side of the map) then he's very susceptable to my plan

Forward we go - everyone's jinking to reduce the chance of being hit by sniper fire. One sniper will take cover on the right, next to my base, and try to take out anthing on the left. And I'll blast the gas canisters before I get close - nasty land-mines...

Turn 2: 20-30 secs

Hmm. Lost a medic on the charge, but more worryingly he appears to have deployed almost entirely on the left as well. Saw another nader, 2 commos, another sniper and 2 more medics - giving:
2 commo (6)
3 snipers (6)
2 naders (4)
3 medics (3)
and presumably a base somewhere for 20FP

The one nice thing is that both his 'naders are in the same place, behind some cover in the middle. Thus, the nades will be going to the left and right channels - and not in the middle

Also, the 2 commos are basically together, so he'll be covering that entrance nicely - and standing still.

Plus, no grunts! Makes him very vulnerable to a close-quarters assault.

So, the plan is as follows:
Team A, on the left - The nader will launch twice at the place where the commos are. The grunt will strafe and try to cut a hole through the wire for the 'nade, then draw fire away from the 'nader. The sniper will take one shot and run right. The medic will bunny left and right to draw fire, and spoil op-fires, as some of the wire counts as not visible at certain angles.

Team B, in the middle: The commo will cut a hole in the wall ahead, and charge for it. The grunt will take out some wire, so the sniper at my base can get a clear shot at one of his commos. Want to be careful here to not cross the line of fire of my sniper until he's had his shot

Team C, on the right: They'll need to dodge a badly bounced 'nade from last turn, and will funnel into the middle to avoid his 'nades I expect to come in to the right channel

And the base sniper will take a shot at his commo, and then try to cover where his 'naders are for an opfire shot

Score: 0-1

Turn 3: 30-40 secs

Nicely done. Everything went to plan - could have done without the grunt in team A taking a commo shot, but better him than the nader. One commo is about to die, and the other one was very lucky, taking almost no damage from a sniper shot.

This turn he will almost certainly try to hit the inside of the wall I'm charging through. I should be able to take one 'nader out before he fires, but the other will get at least one shot away.
My commo will try to hit his 'nader and then hide left from the inevitable 'nade fire. My nader from team C will hit the top of the boxes, where I think his other commo will hide. With sniper fire from a distance against his right-hand sniper, and sniper covering fire for the middle, this should be the turn I break the back of his forces

Score: 0-2

Turn 4: 40-50 secs

Carnage - on his side. Everything works pretty much as I expected, and he loses a commo and a 'nader within a second. His other 'nader has a lucky escape from my commo, but is about to take a hit. I'm a bit lucky taking out his other commo, but would only have been a matter of time - if the 'nade hadn't bounced off him, it would have taken a medic instead.

Just mopping up now - My commo will charge through, and I'll 'nade the two snipers

Score: 11-3

Turn 5: 50-60 secs

His remaining 'nader takes the commo shot in the face - thought it was probably too close to dodge it - and my charging commo draws most of the remaining fire, all of which misses.

His left-hand sniper takes a few shots from my dancing grunts, and then a 'nade finished him off - the right-hand sniper moves, ducks the 'nade and hits my nader in team A, fortunately not killing him.

I'll concentrate on the sniper on the right with my two snipers and the 'nader - Loads of forced-fire coming in, he'll have to run if he wants to survive. And everyone else can push forward.

Score: 15-3

Turn 6: 60-70 secs
The sniper goes down under a hail of fire, and his medic runs into a 'nade launched last turn - leaving one medic. I was a bit careless, and didn't check the angles for an approaching grunt, so the medic gets him

Just a matter of who gets the kill for the last medic

Score: 18-4

Turn 7: 70-80

The commo got him, just ahead of a grunt

Lessons learned:
Knowing where the enemy 'naders are won me the game, as I could pick the one zone (of three) that they wouldn't hit on the critical approach turn.

Grunts are disposable - They're great for drawing op-fire away from more important units like 'naders, and for finishing off damaged units quickly. That means you have to have enough of them!

Change plans if you need to - the right of the beach was completely empty...

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Posted to DibbleNGrub

January 16, 2006

Best Blonde Joke Ever!

This has got to be the funniest Blonde joke I've ever seen!

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Posted to General

January 13, 2006

192276: DibbleNGrub vs TOMU

King of the Castle

Hmmm. Tricky one this. Casa Regnix is the map, I'm green and there isn't an obvious deployment choice.

Machina are, I think, the least likely for me. They basically rely on getting to close-ish range and surviving a firefight with better armour. The best ranged unit, a MT, would be pinned to the base, making a 5FP unit of 15FP - way too expensive. Since any opponent would be more mobile, I just don't think I can close to an effective range.

Greys are possible, in a hit and run mode. I don't think I can afford more than one regen, so I'll have the normal problems of trying to defend a base.

Spawn are always good value for 15 FP - a queen and 11 points of other stuff. As long as I can maintain control of the bodies, and keep the queen out of the way, that's a possible. However, there's plenty of open space, and a couple of turns' work would open out some impressive firezones, very hard to cross.

And Marines are the versatile choice, but again will have to defend a base if 'naders, the most useful unit, are used - or if playing spawn.

So, here's the plan. It's a bit risky, but could be rather effective.
Greys, with a Guardian for sneakiness (3). 3 psykers (6) and 6 sentries (6)
And I'll deploy in the open patch at the bottom right, making an immediate run for the corner. The general plan will be to break through the corridor, and psych along it - If he's there, I can remain hidden under the Guardian, and he'll (hopefully) think the psychs are coming from the building. If not, I'll wander along the corridors under the Guardian, with an occasional psych for intel, until I find something.

If he's Greys or spawn then 3 psychers will do immense damage. If he's marines I'll have to rely on hit and run tactics (blinding troops to prevent op fire, and smart guardian work to bounce 'nades). And if he's machina (unlikely, for the reasons given above) then the 6 sentries will have to concentrate fire on one or two targets and then skip out.

This will all rely on keeping hidden, and on him mentally deciding already on how to attack the central building.

Turn 1: 10-20 secs

Nothing spotted on deployment - I'm fairly certain that it's impossible to see anything from my deployment zone. Lots of fiddly planning to keep everyone under the shield, and testing to check that the psych I'm doing is also feasible from the central building. Should have that quadrant checked, and an entry to the corridor by the end of turn - no hurry, as time is on the side of the Greys

Turn 2: 20-30 secs
Oh dear. Despite all the planning, sometimes there's just nothing you can do!
Turns out I've deployed directly in front of 2 AI's, and (presumably) a scanner. For a strategy that relied on stealth and deception, that's the worst possible start.

So, may as well sell myself dearly, and try to take an AI out

Score: 0-3

Turn 3 30-40 secs

Took the AI, but the guardian shields didn't last that long - so I'm basically toast. Also. totally failed to psych the (presumed) scanner, so the AI's were able to blast away at visible targets despite being psych'd themselves. That was my only hope - thin thought it might have been

Game over - may be a record, dead in 45 seconds

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Posted to DibbleNGrub

January 12, 2006

Glow-in-the-dark Pigs...?

Taiwan breeds green-glowing pigs

All I can say is why? So we can eat bacon sarnies at night?

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Posted to General

Alakazam!

I've always had an interest in Magic, from some basic magic sets through to a very complicated card trick book1 I owned when I was young. Last year I tried to relearn some of the old tricks I used to be able to do as a kid but never got anywhere.

However, I like the idea of being able to baffle my daughter with a few tricks when she gets older so I've decided to pick it up again. I also like the idea of knowing secrets that other people do not!

Personally I like the kind of tricks you can do without having to use any specially designed cards or props, the kind of thing you can do anywhere at any time. So, last night I learnt my first new magic trick!

Its a trick whereby I'm seen to pull a coin through the centre of a handkerchief . It can be done with any handkerchief and any coin which is rather handy. (However, I don't know if people even use handkerchiefs these days...). I know hoiw sits done, but I think a bit of work is needed on the presentation.

Even still, the description in the book wasnt particularly easy to understand. Does anyone know of any good books with easy-to-follow instructions, or is it the case that part of the puzzle is to work out how to perform the trick yourself?

1 So complicated in fact that I couldn't even understand how the trick was done, let alone attempt it.

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Posted to General

January 11, 2006

191962 - King Of the Castle v's Torkku

This is fun. King of the Castle has thrown up two consecutive games on the same map, biohazard.
(Last one was 191612 v nmaguire)

Game is at http://lsn.kicks-ass.org/lga/download/cf3bdccf9dc3422424ad2deb159161cb/191962%20DibbleNGrub%20v%20Torkku.lsn

So, since I'm in the mood for experimenting (and dancing...) I'll go for the deployment that I was dreading my last opponent would take: AI-heavy mechs.
15 points = 3 AI's and 3 HT's. No base is a bit of a gamble, but since I'll never get back to use it, it'd just be a waste.

The AI's will blaze a route down the left, and the HT's will stay in reserve to swoop down and pick off any retreating units (and preserve some mystery - he may think I've got a scanner and a base...)

Turn 1: 10-20

Unsurprisingly, no initial contact. So, blow a hole for the AI's to follow on the left

Turn 2: 20-30

Particularly resilient walls here. Carry on with cutting a route

Turn 3: 30-40

Well, so far so predictable. He's marines, and I saw a commo cutting his way through, with a grunt following up. He only saw one of the 3 AI's, so he may be in for a bit of a nasty shock next turn.
If I were him, I'd duck the commo to the right, and fill the room with 'nades from the safety of the previous building. So, 2 AI's will go left, and try to go nose-to-nose, and the other one can tunnel - hopefully the commo will be tunnelling the other way...
He also has to assume I've got a scanner, and can see his movements - so he'll be moving round lots, which could be good for the AI's if they just sit there and blast away

Turn 4: 40-50

Noone seen this turn, so I suspect the commo has taken cover. The first incoming grenade has just blown the back of the wall on the right out, so that's one 'nader in the right-hand channel.

I'll carry on with the plan - an AI round the corner should be fun, and his commo has conveniently made a hole for the other AI to fire through. I'll also send one HT on patrol, so I can have a look around

Turn 5: 50-60

Well, I think he may have the luckiest grunt around - taking two direct hits at point-blank range from an AI. In the mean time, he seems to be doing wall clearance on the right, there's another 'nade about to go off there. So, I'll carry on with the AI charge. I still think he's only spotted 2. And the HT's can move closer, but not within 'nade range

Turn 6: 60-70

Things go boom. The lucky grunt gets wiped, and lots of 'nades start flying in. Nothing too nasty at the moment, and it's handy to remove some of the low-level scenery.

I'll carry on forwards, intending to get inside the effective range of the 'naders. Plus, there's a sniper on the far right, so the HT's are off in that direction - there's bound to be a grunt there as well, but 3 HT's should suffice

Score: 1-0

Turn 7: 70-80

Nice shunting. His right-hand 'nader takes a shot from the AI charging in, and then dies from splash damage from a 'nade bouncing off the AI. There are another 2 grunts at point-blank range, and a second bounced 'nade should expose the other 'nader next turn

Lost one HT to the inevitable grunt on the right, but that grunt should die early next turn - and then it's hide and seek with 2 HT's and a sniper. Surely only one winner there.

From what I've seen, his loadout was 1 commo, 1 sniper, 2 naders, and 4 grunts. That leaves 1 medic and a base, as a guess. The commo is obviously getting first-aid somewhere, the second 'nader had better run, and all 3 remaining grunts and the sniper are in mortal peril. My AI's are mostly at about 50% damage or better, and I'll try to pair two up this turn for a bit of running repairs. The left-hand AI will polish off the grunt and clear some scenery for a better shot

It's all looking hopeful.

Score: 3:1

Turn 8: 80-90

Bit of a surprise here. Everything goes pretty much to plan, and the AI's in the right-hand channel polish off the grunt without further. His commo makes a reappearance, a second or so before my AI goes to HOS, and so gets two shots to my one. Amazingly, those two shots do enough damage (at least 28 points after armour) to take the AI out - and the subsequent explosion then kills both his commo and the trailing medic.

On the right, the HT's do their job without problem, killing the grunt and sniper for the loss of one HT.

Just a bit of mopping up now - there's one grunt in a place he can't escape from the two remaining AI's, and I'd like to see a anyone take out two AI's and a HT with just one badly damaged grenadier.

Score: 11:6

Turn 9: 90-100

That last grunt bites the dust, and I'm in position on his 'nader and base at the end of the turn. Game over.

Things to learn:

AI's are incredibly dangerous close-combat units. They can take a huge amount of damage, dish it out and probably take their opponent with them when they go. I'm really not sure how I'd counter 3 AI's on that map, but running lots would definitely come into it!

And you don't always need a base - I'm not sure it did Torkku any good on this game anyway.

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Posted to DibbleNGrub

191612 v nmaguire

Game 191612 v nmaguire

Second review - you can see the game at http://lsn.kicks-ass.org/lga/download/c50eb31b92fbc030a5ad8fff58713465/191612%20DibbleNGrub%20v%20Nmaguire.lsn

This is a King of the Castle match, against a new opponent - who's also an Elite player

Fortunately, it's on biohazard - which I have played once before.

Deployment:
Since this is a 15 point game, with no military buildings, I think I can safely discount Greys as a viable option.
However, machina, spawn and marines are all quite possible. As I don't know what nmaguire is likely to take, and I fancy a nice simple game after recent epics, I'm going for an assault marine loadout:
1 sniper, 2 grenade elements ('nader and grunt), 2 medics, a base and the rest (4) as grunts.
This should be ample to deal with a spawn rush, and a balanced mech setup. Might have trouble with a AI-heavy mech deployment, but I'll just have to hope he doesn't pick one

My general plan is going to be feint to the right, showing a couple of grunts - but push the grenade elements to the left, with lots of blow-through attacks. The obvious place for a base, should he have one, is going to be in the gap at the top - so positions that can 'nade this will be a preference.
The sniper will loiter in the middle and try to spot or pick off any stationary units. Initial deployment is such I can spread if there are MT's, or converge if there are spawn incoming

Turn 1: 10-20 secs

I've not seen anything on deployment, so ahead with the plan. The grunts on the right will go forward on ROS, and the grenade elements on the left will move forward a bit, with 'nades doing some demolishing at the beginning of the next turn. That'll also be handy if he's spawn and sneaking forward on the left

Turn 2: 20-30 secs

Blast. I don't know whether he's got inspired, but my sniper went down to the first two shots of the game, from another sniper. Must have been forced fire, as I actually walked into the first shot. On the positive side, I think he has 2 snipers, as another shot wings its' way in at the end.

Well, may as well keep to the plan - I was always going to be doing the damage with 'naders, so the loss of the sniper is irritating, but not fatal. There are a couple of my wall-breaker 'nades about to go off on the left, so I'll dodge them and launch through the holes. This'll have two effects - firstly, he'll think I'm standing back and spamming, and secondly, he won't want to come into that room on the left. With plenty of short-range firepower from the grunts, anyone in those rooms will be in trouble.

The grunt on the right will keep peeping through windows, but try to keep out of trouble

Score: 0-2

Turn 3: 30-40 secs

Hmmm. Not doing well with the grenades here. One wall-breaker completely failed to break the wall, and so the followup shots bounced a bit too close to my guys on the left, giving some splash damage. However, there is now a nice hole into the next building - but I saw a 'nade coming in at the end of turn on the left, so he has one 'nader stood at the door at the top.

So, the left-hand assault team will pull back for reload and repair - I'll drop one 'nade on the left of the map to punch an escape route
The right-hand assault team will steam on in, and drop a 'nade in the little lobby area on the left, at the start of the next turn - if his 'nader has a spotter, that's where I'd put him.
The rest of the assault team will cover the walls, as any wall-breaking commo would spoil the party

Score: 0-2

Turn 4: 40-50 secs

Everything went to plan, and still no contact. One bizarre thing though - a 'nade went off on the front of the far right-hand building. Since this is (presumably) blowing the front off, I assume his sniper over there is settling in for the game - and the feinting on the right may be paying off. It does mean that he has 2 'naders, alongside the 2 snipers - so with an assumed 2 medics and a base, that's 11 of the 15 accounted for

Forward on the left, and the 'nader can start hitting likely targets. I'll drop one in the final top-right room - enough to take out the wall, as part of the assault route - and then start chewing my way north, to where I think his base will be.

This is the riskiest move

Score: 0-2

Turn 5: 50-60 secs

Woo. There's a commo lurking, right behind the wall I was suspecting he might come through. My first grunt got through, and then a second grunt and medic got shot - the medic is barely alive. On the good side, the commo is looking ill, and I don't think he'll retreat, so I should be able to take him out - hopefully without loss. This does mean I'm facing (confirmed) 2 snipers, 2 grenadiers, 1 commo and (suspected) 1 base, 2 medics and 1 grunt. If I can take the commo, the 'naders should be able to cause carnage, especially since his second 'nader is still on the far right, destroying scenery

The front grunt will loiter on HOS, hoping to catch his 'nader out - as I don't think he saw the grunt go through. The 'nader will break through to his (presumed) base, and the others will pursue the commo, and back off after

Score: 0-3

Turn 6: 60-70 secs
Pah. The commo took another grunt before dying, and my retreating medic decided to run right in front of the 'nader, taking a point blank explosion. On the good side, his 'nader popped out right on schedule, and took some nice splash damage before being polished off by my grunt. Shame he got a shot off, taking the grunt out - he must have thought I was going via the door on the far left.

I've also exposed the base - exactly where I suspected - and so there are some more incoming 'nades via that route, especially since my second nader is coming back online.

His 'nade pattern shows pretty much where his second 'nader is - in the middle channel somewhere - so I'd better watch out for incoming next round

Despite being numerically behind, I feel I'm in a much better position now. I just need to trash his base, and then he hasn't got much to stop a second wave of assault.

I'll duck to the left with the main force, not stopping enough for a sniper to take me out, and send the lone grunt for a look round the corner to the right, where I saw his only grunt covering for the other 'nader

Score: 5-6

Turn 7: 70-80 secs

Looking better. The 'nades not only took the shine off his base, but also took out a medic that was (presumably) doing some spotting. Also, managed to predict the incoming pattern, and only took minor splash damage to my active 'nader (the damaged one was retreating for reload)

Less good is that the grunts had a face to face meeting - he's damaged, but I'm on last legs. My bloke will die next turn, but can hopefully get a shot off first.

One of his snipers is in a (basically) useless position at the top left - as there's no way he can hit a corner-dancing grunt at that range.

So, I'll duck right this time, away from the sniper, and drop a 'nade where my grunt on the right is - as he's gonna die anyway.

Score: 6-6

Turn 8: 80-90 secs

It was a lot closer with the grunt standoff than I expected - his grunt is down to about 2 health. The corner-dancing almost went wrong - I should have worked out the shot timing with a forced-fire sniper - but got away with it. And, irritatingly, neither 'nade shot this turn is going where I wanted it to - the first should have polished off his grunt, but went through a door instead, and the second should have nestled nicely behind the first of the two windows en-route to his base, but instead is coming back this way. Pah

One nice thing is that I spotted his other 'nader, and he's very near to death - those 'nades near his base must have caused pain. As his base is a bit rough, I don't think he'll risk anything reloading - so I can safely ignore the base for a bit.

I think he'll retreat and try to regroup - so I'll open up a new attack front by blowing away a wall on the right, and then drop a 'nade on his base

Score: 6-7

Turn 9: 90-100 secs.
Forced-fire sniper fire everywhere. He must be getting a bit desperate.
My lead grunt took a sniper shot, but got a few shots away in return - so his sniper # 2 is half-damaged, and I'm in a good position to pursue, so I think I can take him this turn.
Rather surprisingly, the badly damaged grunt showed up for a shot, and is about to get a 'nade in the face. He may be able to bounce it back, so I'll need to take cover.

Everything against the sniper out in the open - some corner-dancing then pursuit, with a bounced 'nade arriving at the end of the turn shoud do a treat. My other 'nader is arriving online, so he can cover the back, in case the sniper on the left charges

Score: 6-7

Turn 10: 100-110 secs

Took the sniper, but lost a grunt to splash damage from his 'nader - at least that locates him. On the plus side, he obviously tried to bounce my 'nade back, but it went wrong and took his grunt. That's helpful

He is now over on the right - the medic is healing up his 'nader, so I assume the sniper will hole up with him. I'll duck left, and finish off his base. His nader now has a max of 4 shots left, depending on reloads, so I can afford to hold back

Score: 9-8

Turn 11: 110-120 secs

3 shots left :-) I'm nowhere near his target zone. Return the empty 'nader for reload, and the other can hit the base to definitely kill it. In the mean time, my one remaining grunt needs a bit of TLC, so hide away from any nasty 'nades

Score 9-8

Turn 12: 120-130 secs

Those bases go up with a bang, you know. And his sniper was stood just too close - at least when combined with the other 'nades. He's firing 'nades blind, to where I was last turn. Max 2 shots left...

I'll loop round to the far left, and try to flank with my 'nader on ROS

Score: 11-8

Turn 13: 130-140 secs
Nothing going. My grunt is getting better, and the nader is getting into position.
A couple more seconds healing, and then the potent grunt-medic combination will make a move

Score: 11-8

Turn 14: 140-150 secs

And a comedy finish. I'd accidentally left the medic on HOS, so my grunt charges off leaving the two medics to exchange shots. Except his medic has only one shot left - so the game ends, with nmaguire having no ammo left.

Things to learn:
Plot retreat paths, and make sure they don't intersect with 'naders firing

Don't rely on pursue so much - plot corner-dancing for grunts

If you are pursuing, plot a safe place to retreat to afterwards

Pretend to be further back than you are by 'nading your own position (but try to take cover first!)

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Posted to DibbleNGrub

January 5, 2006

Daisy

I thought it was about time I posted up a pic of my daughter on this page.

I just couldnt resist these two!









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Posted to Flickr | General

January 3, 2006

And suddenly, it's over

Conceding. My clock is too low to mount a substantial comeback. Well played!

And just when my nerves were starting to allow me to enjoy it, and that's a nice 11 points for the league. Gotta say that SpaceDog was a hefty opponent, scaring me on several turns, and it was a good game - maybe we'll have a rematch sometime...

Lessons learned: (for 30 point games...)
Sniper duels - It's unlikely to kill with a single shot (though that happened twice in the game). So, double-up the sniper force fires through the windows, and concentrate on one area. This will have the added advantage of drilling a corridor through the building for short views of units for information.

Medics - Two medics can completely heal one unit a turn. So, pair the medics. Otherwise, you end up half-healing lots of units - I'd rather have one completely healed bloke and the other in hiding somewhere

Grunts - I'd deployed with too few grunts, and was badly running out of them by the end. If he'd closed on the left, the snipers would have been in big trouble.

Killzones - Take out cover to force your opponent into certain (obvious?) positions - and grenade them as he arrives. In this game, the killzone of the military buildings on the right chewed up at least 6 points

Download the game here

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Posted to 188049 vs SpaceDog