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January 29, 2006
Shooty shooty!
Wow, 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.
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.
Up 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
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My 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.
I'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