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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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Comments

Thats a nice writeup! AI's are deadly beasts, except when I'm using them.

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