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February 26, 2006

Thats it

My XT didnt even get a shot off, how disappointing...

You can view the wholegame here

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Posted to M1: 192394 Vs smart bunny

Oh Dear - Take 2

Free Image Hosting at www.ImageShack.us Smart bunnies Commander made good time legging it around the map, arriving just in time to destroy the explosive barrels next to my HQ. Ok, maybe not the best deployment choice there, but it served its purpose for a while... I think I'm going to have to go toe-to-toe with the Commander here, hopefully using the Scanner as a diversion.

This could well be the final turn...

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Posted to M1: 192394 Vs smart bunny

Oh dear

Well, that didn't quite turn out how I'd hoped.

His Sniper doubled-back, so the missile Id sent flying that way went into thin air. Also, the grunt ran up nice and close, taking it out of the way of my missile damage. The grunt then destroyed the MT (although he did get killed in the explosion.

That leaves me with a single XT against his remaining troops. A single XT with a single point of health...

I'm moving it back towards the HQ a little as its also only got 8 ammo left. Just in case this XT has some Terminator code in it and decided it wants to kill all those pesky marines then it'll need to reload at some point. Wishful thinking...?

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Posted to M1: 192394 Vs smart bunny

17 each

Free Image Hosting at www.ImageShack.us Free Image Hosting at www.ImageShack.us
My missile took out the medic and has badly wounded the grunt. His Commander looks to be running off towards my HQ with the other medics in tow. His sniper is also moving up the outside corridor, either planning on attacking my MT or HQ again.

I'm going to shoot another missile towards the grunt, then one towards the doorway the sniper will pop out of. That'll leave me with a single missile...

I'll need to try to rearm if at all possible but failing that I'll have to try to give him the runaround if I can get ahed on points. This doesnt look good to me...

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Posted to M1: 192394 Vs smart bunny

February 24, 2006

Father gets life for baby murder

This man should never be released.

BBC NEWS | England | Tyne | Father gets life for baby murder

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Posted to General

February 23, 2006

Safety

Free Image Hosting at www.ImageShack.us... of a kind.

The sniper doubled back so my Scanner was able to move without getting spotted. The Commander is approaching but I should be able to move to a hidden position before he can get a glimpse of me.

The positions of the other troops mean I might be able to get a couple of missiles off and take out the grunt and medic. The current score is 16:17 which means I may go into the lead. I dont think I'll be able to give him the runaround for another 18 turns though...

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Posted to M1: 192394 Vs smart bunny

Smartbunny was right...

Free Image Hosting at www.ImageShack.usHis opening comments were "This is going to be an explosive round....." He certainly got that right.

The grenadiers got off a few more shots, one of which caught on my AI as it approached. This blast took out the AI, the HQ and the grenadiers. Also, one of their grenades took out one of my XT's and has badly wounded the other.

That leaves me with 1 XT, 1 MT and a scanner against his troops.

Free Image Hosting at www.ImageShack.usHe also has a sniper closing in on my Scanner, so I'm hot-footing it out of there, hopefully I'll avoid getting shot in the back.

I'm going to try to use my last XT to get some intel on his position i the right hard section in the hope that I can use my missiles to good effect. There are a lot of metal walls there, and his troops are pretty bunched up.

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Posted to M1: 192394 Vs smart bunny

Mobile Cooking

Is it really possible to cook an egg using Mobile Phones...?

Click here to find out.

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Posted to General

February 19, 2006

Not a glowing success

Free Image Hosting at www.ImageShack.usThe grenadiers had more ammo than I expected and sent three rounds each towards my AI. I was lucky in so far as the first set blew out the wall s behind me as the second set exploded further away, but there is still another set in the air. I dont know how much damage my AI can take, Im not even sure I can afford to take out the HQ from this close... So, instead I'm closing in on the grenadiers in an attempt to finish them off. The XTs at the top are helping out again.

Free Image Hosting at www.ImageShack.usI can see his grunt taking aim at my XT's through the small window, so I'm wondering if he's going to try to persue. I'm going to fire a missile down towards that area to hopefully take out any pursuers. I'm just hoping that too any stray shots dont hit that HQ, taking it out and my AI with it. If I can get rid of the Grenadiers then I can hopefully take the HQ out after moving the AI round the corner to safety.

His other attack squad has been healing up, so I think they are going to want in on the action soon.

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Posted to M1: 192394 Vs smart bunny

Stupid Stupid Stupid!

Free Image Hosting at www.ImageShack.usI'd totally forgotten I still had a missile in flight. It exploded on the route my Hunter was taking back to the HQ, taking it out. How dumb was that!

Also, the Grenadiers have made it to the HQ, meaning I can expect a few grenades getting sent towards my AI this turn. Will I be able to withstand the attack?

I'm also moving the two XT's at the top into the right hand corridor so they can help attack the HQ and Grenadiers.

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Posted to M1: 192394 Vs smart bunny

Looking up

Free Image Hosting at www.ImageShack.usThings too a nice turn. The missiles I had sent in towards the unknown assailants seemed to pour a heap of damage upon a commander in that region. I can see him hightailing it out of there before the next missile strikes. The metal ridges will give him some protection there so I dont think he'll take any more damage.

My hunter avoided the incoming grenades nicely, and helped take out the Sniper that was harassing my HQ. I'll take the opportunity to rearm the MT while the HQ still lives.

I've also uncovered his other HQ which I should be able to threaten with my AI. His grenadiers are both headed that way, so hopefully they are empty. By moving the AI in towards the HQ it also means that his sniper, and commander will have to get very close to the AI to attack it, giving my tank a nice advantage.

I'm sending the Hunter back for rearming, and am contemplating giving it a repair with the AI if I get a chance. It only has 1 health left and I think it may well come in useful later to hunt down any remaining troops.

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Posted to M1: 192394 Vs smart bunny

February 15, 2006

One HQ down

Free Image Hosting at www.ImageShack.usThe HQ is history, although judging from the direction those two grenadiers were running in he must have another one down the right hand corridor. I'm moving the AI and Scanner towards the bottom right as I need to try to get some more points on the board.

My MT took some fire that turn, but I cannot see where it's assailant is exactly. It looks like its a Commander near the area thats getting shelled by missiles. The two grenadiers retreated towards the top right room.

There is also a sniper taking lumps off my HQ, so I'm trying to give it some hassle from my remaining XT's and hunter.

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Posted to M1: 192394 Vs smart bunny

Grrr...

Free Image Hosting at www.ImageShack.usSmart Bunny did a sterling job of running away there... All my carefully plotted Redline orders were for nothing. The sniper, and both medics legged it, although I hope to take out the HQ now since its undefended. I wonder how much ammo he has left...?

The grenader also got away so I'm in pursuit with my hunter once more.

A wayward shot from smart buynny has blown a handy hole in the room whre my MT is holed up. Its handy as it gives me a nice firing line down towards where I think his troops are collecting. Lets see if my missiles will finally achieve anything...? I'm moving the XT;s out of harms way as I think they might be the target for this coming turn...

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Posted to M1: 192394 Vs smart bunny

February 13, 2006

3d Rooms

3D Painted Rooms

I think these would give me a serious headache....

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Posted to General

Transformers - The Reality

Remeber the cartoon series Transformers? Optimus Prime and ..... the other ones.

Well, now they are a reality. Check out the video below of a buggy that can transform into a walking robot.

Clicky Clicky

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Posted to General

February 12, 2006

Move Complete!

If you are seeing this then the server move is complete.

I need to do a bit of tidying up, then all is done!

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Posted to General

Server Move

This site might be off-line for a few days while I shift hosting companies. It should be painless, but please let me know if things do not work afterwards....

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Posted to General

February 7, 2006

191927 DibbleNGrub v PegasusJF

A friendly, this one. PegasusJF has asked for practice playing marines, and who am I to refuse?

The game's here

So, since it's my challenge, 30 points on a big map, which has drawn "Prison Break" with him inside the prison.

Deployment
This isn't actually an obvious choice. There are a number of very good hard-points, with access controlled by lockable military doors. The obvious choice for him is to hole up in one place, and pour fire into any attackers.

One good thing is that the deployment areas are exposed, or in destructable terrain. So, his weak point for that tactic will be the lack of access to ammo.

So, what to pick? Greys are a possible, but would be operating far from home - so would need one saucer as a mobile recharge point. Also, psykers won't have the fun of blinding troops so they can't fire, as there are bound to be overlapping fields of view. And all that open space would drain any guardian shields at a fast rate

Machina are again potential, but I know he's going to be Marines, and I'm always scared of snipers against my bases. Plus, long flight times for the missiles will reduce their effectiveness

Marines would be a fair match-up, but like Greys, I'd probably be operating away from my bases. Tempting to go sniper and grunt heavy and just pound his bases from range, wearing him down.

However, I'm going to give Pegasus the full Marine experience, and go Spawn. The general plan is to feint a rush from the bottom - if he has anyone at the deployment zone at the main gate, he should pull back pretty fast when he sees me. Whilst that is going on, buzzers can pop through gaps in the wall to scope out his deployment and location of bases. I'll try to keep his attention focussed on the drones at the bottom so I can move round and strike through a wall at the top.

So, the decoy force is 5 drones and a queen at the bottom-right - I want to show these to him
There's a scouting force of 3 buzzers at the bottom-left - again, I want these to be seen, so he pulls back to around his base(s). Any damage can always be recycled.
The main force is at far up and right as I can make it - Another queen, 3 spikers for long-range anti-base duties, 4 Splatters for the main rush, and 3 Spitters to herd him into the zone. Another 4 buzzers for scouting and swift assasination runs finish off the deployment

Turn 1: 10-20 secs

Nothing on initial deployment - I didn't really expect to - so carry on with the plan. Make like I'm going in at the bottom and right, whilst I actually go up
Buzzers will do a bit of wirecutting to ensure I've got good retreat paths - at this stage, all that matters is that the bodies are in an accessible position

Turn 2: 20-30 secs
So far so good. He's deployed at least a sniper and two grunts at the door, so they should have seen all drones and the queen on the right, and the buzzers on the left. The drones will do a bit of dancing, try not to get killed in a bad position and work out what forces he has. I'm expecting him to run, and group his forces.

Turn 3: 30-40 secs
OK, so he doesn't run. And, looking at the troops, I can see why he feels confident- there are at least 2 commos, 3 grunts and a sniper down at the main gate. That's 11 of the 30 possible points in one place. I am going precisely nowhere near that lot, until I can flank or run them out of ammo. There's also a single grunt I spotted near the top right, who may be about to spoil my surprise - not sure, but he may have seen most of the main attack force.

There's no-one in the next deployment zone I peeked at, so, assuming 2 bases, that's one per building at the top. With that guess, 14 of 30 are accounted for.

Carry on scouting, and feinting at the bottom. I'll also try and goo the grunt at the top, just for entertainment

Turn 4: 40-50 secs

As expected, he's planned to hole up in one of the buildings - the big one in the middle. Saw another commo, two extra grunts, a medic and a 'nader. Confirmed total is 19 FP.

He is at least aware of his weaknesses - the turn message was "I've been beaten by spawn before from what I've considered strong positions, but that was probably my problem, I was too static." I'll do my best to make him static again :-)

I'll carry on scouting and cutting holes for access - he's obviously worried about the drones at the bottom, and I think I'm managing to draw his troops down towards them, and away from my main attack forces, and his base(s).
I'll also try to get stealthy entry to the military building on the top-right. I can bite a window out and get a buzzer in next turn, to open the doors. If I did manage to goo his grunt at the top, that'd be a nasty shock for him. And even if not, that gives me access to dropping goo between his hiding place and his base.

Turn 5: 50-60 secs
Well, as promised, he's not being totally static on his defence. However, he still hasn't managed to land a shot on one of the buzzers, and the wayward shots are starting to cut handy access routes for me.
In addition, there isn't a base where I thought there should be, in the building at the top. That leaves only one location for a possible base - if he's deployed without one, he's in significant trouble

I also saw yet another commo, and 3 more grunts, for a confirmed 25 FP.

His tactics seem to be to have a commo with 2 grunts as a unit - there are basically 4 of these, one near the gate, one at the edge of the wall next to them, one in the dip in that same wall, and one guarding the back door. There are then the "specials" of a sniper, a 'nader and a medic.

Since I can't believe he hasn't got a base, I'll assume that the remaining 5 FP are a base and some grunts guarding it - mind, both the doors leading to the fielded building at the bottom irght are open, implying a second unit there as well (though why, I'm not sure, as I can't charge that route)

More of the same from me then - I'll dodge out of the building at the top, get into the military building at the top right, drill holes and generally try to attract fire from long distances. He's already starting to pull back a bit, as there isn't anyone in the gate any more, so the more I can encourage that, the better - some goo over the walls will help the cause :-)

Turn 6: 60-70 secs

Found the base. And, typically enough, it's 180 degrees out from where my spikers are. So, they're going to go for a long walk round the outside. Faintly amazingly, it seems to be unguarded - saw another 'nader this turn, and I can't believe there's only one medic, so that's probably the full count:
1 base (1)
4 commos (12)
2 naders (4)
1 sniper (2)
2 medics (2) - only one seen
9 grunts (9) - only 7 seen

I managed to goo up a 'nader and 2 grunts rather nicely, and I'm confident I can re-goo them 2 or 3 times - so they're basically out of the game. Also, I'm in position to goo his forces at the barricade behind the main gate - if I can goo them then it puts me into a very strong position.

Otherwise, I'll pull units out of range of the goo'd 'nader - he may go splash-happy this turn, and try to get access to the back of the building containing the base. I'll also feint a splatter on the far right, pretending to rush in to the goo'd troops. He'll pull back next turn, but it should give him something to worry about on that side.

I'll pull back the badly damaged buzzers for recycling - but will retreat away from the queens until out of sight

The plan is still to take the base first, but if I can goo up some more troops en route then that'll be lovely. At some point I may also want to rush a buzzer in to open a door or two, but that can be later when there are fewer lasers around.

Turn 7: 70-80 secs

Still no nades - though his first 'nader is now in a lovely position to hit my (feinting) splatter, so that'll waste some ammo

My goo at the gate managed to directly hit one commo - everyone else ran away - so I'm steadily forcing him back into the building, which is where I want him

And it's taking a while to chew through buildings, but as this is a 40 turn game, I'm not too worried at the moment.

Same plan as last turn then - move spikers into position, goo troops if I can (although I've irritatingly timed the shot to re-goo his 'nader wrong - there's a 3 second gap...) and chew access routes for the base and for splatters to get close. Oh, and do the duck-shoot thing to waste ammo - if he tries to go for a reload, I should have a splatter hiding there soon, for a very unpleasant surprise. I'll also shift one queen round to the top, to make recycling easier.

In the intermediate term, it also may be possible to split his forces. If I can get a bead on the top door, he'll end up with left, right and inside groups.

Turn 8: 80-90 secs

It's all going nicely. Both the duckshoot and the feint worked, and I pulled away with no damage.

I now have safe access to his base, so I'll weaken it so bady he can't use it. And as there's a goo'd commo near the front gate, I'm going to try to hit it with some forced-fire spikers from a safe range, where he can't see me and return fire. Just one hit should be enough for the goo to finish the job in a few turns, and I'm making sure the goo doesn't run out this time.
Apart from that. just some repositioning to behind the building at the top, ready for the charge.

Turn 9: 90-100 secs

Coo, judged the munching on the base a bit close - I think it has one point left. And I think I hit the commo once, as he's now down to one-third points.

Time to think strategy - He's now nicely pulling back at the top, into the "safe" building, except the one goo'd grunt. The group on the left, outside the building, are fairly static. And I've blocked access to the bottom door fairly well.

I'll send a splatter in the top door, see if I can't get a medic or the damaged 'nader. I've tried to time it so the commo on the side shouldn't get a shot in until 2 secs into the next turn.
I'll move my buzzers down on the left - that'll give him something to shoot at, and a group of 3-4 buzzers should be able to mob individual units, like his sniper at the bottom, fairly easily.

The spikers are now going down and left, getting into position to shoot along the length of the building through the gate. Hopefully, I'll be able to force-fire next turn and either hit the ailing commo, or someone sat in the building.

Overall, I think I've got him just where I want him - bunched up in a building with limited ammo. The other splatters are getting into position...

Score: 0-1

Turn 10: 100-110 secs

Still going well - took a tiny bit of fire to some buzzers, but nothing significant.

His outside team is steadily moving up, so I think he's rumbled my plans to attack through the top door. However, it may be too late for him.
The splatter is dead close to his commo inside, but won't do enough to kill, which is a shame. I'll move two squares down and then detonate - test orders show lots of damage to the commo, 2 grunts and it takes out the door control.

I've hatched another splatter from recycling, so that will rush into the military building, ready to wander through the doors about to be unlocked by my exploding splatter

The buzzers are congregating at the bottom near the gate, ready for a push next turn - after his commo dies from goo poisoning. At the top, I'm trying to cut off his outside forces by lobbing goo into his building from the toilets. Ugh - green explosive stuff coming from a toilet! Also closing in on the left, with bounced goo about to hit his current position early the turn after.

Unless something goes really badly wrong, the next two turns are going to be painful for Pegasus

Score: 0-1

Turn 11: 110-120 secs

The goo'd grunt at the got assasinated nicely by a buzzer, who then left the door open too long and got shot. Looks like I'll have to walk the queen all the way back to recycle the body

The first toilet goo got kicked away by a flukey grunt - jammy git - but there's a second shot incoming

Same again this turn - goo the commo at the bottom door, and drop goo inside the building at the top. Cluster the buzzers bottom left, ready for an assasination run, and try to pick off any isolated blokes...

And the spikers will be in position this turn, so force-fire along the building. This will take down the doors first, so I'll also drop goo into the botton door, to isolate his troops

Score: 1-3

Turn 12: 120-130 secs

Looking good. The commo's dead, and I think he's pretty much goo'd down, so just pick off isolated units - starting at the bottom left of his building.
The spikers will keep supression fire along the hallway, and everyone else will close in on the left-hand wall of the building

Score: 4-3

Turn 13: 130-140 secs
That worked nicely. His forces at the top are pinned in much goo, and I mobbed a grunt, medic and 'nader with the buzzers, losing only 2
It's just a matter of time now, as I can keep his top group pinned long enough for them all to die. I'll bring the drones and a splatter down the outside for a rush to the bottom door - those with spare time can munch on windows for buzzer access and for the spitter to fire through

Score: 12-7

Turn 14: 140-150 secs

Just getting in position. He's still pinned, and fairly static where not pinned.

Score: 12-7

Turn 15: 150-160 secs

And he concedes after a splatter takes out 3 of his remaining ungoo'd troops, including his only remaining medic.

Score: 16-8

Lessons learned

This game was lost on deployment, and in the first few turns. PegasusJF was obviously expecting a tank-heavy mech deployment, and had set out his troops accordingly - 4 commos would make very short work of any large, slow-moving targets like AI's or MT's
His plan was obviously to hole up in the central building, and snipe approaching troops.

However, those tactics are a disaster against spawn.

A much better plan with that deployment would have been to claim the top-left corner of the map, around the building containing the base.

Open space is your friend against spawn, as they can't see far and have poor ranged attacks. Clear out the outside walls to prevent yourself being flanked, and totally flatten the building at the top.
That leaves 3 approach zones for spawn - top past the central building, middle between the military buildings and bottom where the wall is.
Spamming plenty of 'nades into those zones would cause the initial rush some pain, and the firepower of 4 commos and the grunts in an interlocking killzone should do plenty of damage. He'd have to watch for spitters getting into the building at the bottom, but 'nades could go over the wall as well as goo-balls.

Oh, and the best way of killing commos is with goo :-)

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Posted to DibbleNGrub

February 5, 2006

Gah!

Free Image Hosting at www.ImageShack.usThat definately didn't go to plan.

My two hunters got taken out by the sniper I had sent them to harrass, and the XT I sent after the grenadier just sat there due to the grenadier taking shlter behind a piece of scenery. However, its job of kicking the grenade back worked nicely, as it damaged lots of troops, taking two medics down to 1 or 2 health as well. Hopefully my AI and hunter can mop them up this turnFree Image Hosting at www.ImageShack.us You probably cannot make much sense out of this order screenshot. I'm tryng to get the AI to move up while taking shots at anything that pops out long enough. It looks a bit messy....

Free Image Hosting at www.ImageShack.usUp top my XT's have been badly damaged by more grenades. They also started shooting at the distant grenadier rather than the one that was up close. I'm just going to try to get some more intel on who is about up top while getting some shots off. I'm not really sure whats the best thing to do with them.... I've decided to move the MT forward as I think it's done all it can do from there.

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Posted to M1: 192394 Vs smart bunny

Hmm

Free Image Hosting at www.ImageShack.usIt looks like he is regrouping at the bottom, as his troops are retreating towards the little box room. His sniper managed to run away, and the confusion this seemed to cause my hunters resulted in an untimely death.

Free Image Hosting at www.ImageShack.usI have an incoming grenade from the Grenadier in the centre, but I hope to kick this back towards smart bunnys troops to cause a little damage. I want to try to finish that grenadier off, and am also advancing my AI further in. Hopefully I can get it close enough to cause some panic in his ranks.

Free Image Hosting at www.ImageShack.usI didnt see a lot up at the top. There were a couple of corner dancing Grunts and a few incoming grenades into the centre room. I'm respositioning my XT's to try to get a better view of whats going on and sending my last tw missiles towards the corner dancers. After that its getting rearmed and I'm toying with the idea of making it a mobile MT to try to get some unexpected fire lines. The trade-off will be a lack of missiles as it;ll take ages to get it back for rearming again.

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Posted to M1: 192394 Vs smart bunny

February 1, 2006

192650: DibbleNGrub vs The Fiddler

192650: DibbleNGrub vs The Fiddler

Ooh, a league game. 20FP, and an HQ game.

We draw Village, and I'm in the woods.

Deployment.
This is going to be tricky - both defending the base and winning the game.
I've had a good game on here as marines, as all those trees can be carnage. However, I'm worried about any base(s) being visible to snipers from some range - and then it's just a matter of time.

Machina will probably have the same problems, unless I go for a quick out with 2 or 3 MT's firing into his (limited) deployment zones. It's possible, but a bit dirty

Greys are right out, I think, as they'd get toasted by 'naders over the trees or a spawn rush, and there isn't enough space to retreat to.

So, spawn it is. I'd have a queen anyway on 20FP, so this is no different from a normal deployment, and this has the advantage of a mobile base

Here's the plan. I'll have two forces. Team A, will take the top of the map, and use long range fire to strike at bases. For this, I'll need a queen - just the one queen, bit of a risk, but there's plenty of cover so I should be able to hide OK - and a bunch of spikers. He could deploy into a building nearby, so that's a priority to rush it - a buzzer and splatter should cover that, in case there's someone there. The fire-support team is rounded off with a drone, for chewing through trees and wallw without risking the queen.

Team B is the assault team. If he has mechs, I'll need to get in and goo them. If greys or marines, I need a believable threat so draw attention away from team A, who are going to do the real work. So, 4 drones, 2 splatters and 2 spitters.
Note that I'm not actually intending to use this lot to begin with - they're simply there to draw attention, and if things go well, they can charge in for the kill

That leaves 1 point - another buzzer as a scout, who can go roaming and looking for bases. Buzzers are almost impossible to hit when they're moving across fields of fire, so I'll be looking to keep him moving as much as possible.

Turn 1: 10-20 secs

Nothing seen on deployment, which is a bit of a relief, as I'd spot most things in the top building I'm concerned about. Team A will move to the top, chewing their way through. The buzzer will confirm there's nothing in that building, and end turn there with enough time for one bite should there be.

Team B will stay put - they're all behind walls, so should be safe for the moment.

And the scout buzzer will check out the buildings at the bottom right, from a safe range behind wire

Turn 2: 20-30 secs

Noone at the top, but he's advertised his presence at the bottom big-style, with 3 'nades going off at 6 seconds, and 2 later. Also saw 2 commos and a grunt, giving 13FP confirmed.

He's seen my scout buzzer, and probably one splatter sent out on spec

Assuming one base (I think I can see every other possible deployment zone) then I can guess the other 6FP as 2 medics, 1 sniper and 2 grunts.

There's a slight snag with my plan, in that the (I think) only possible place left for his base can't be hit from the top of the map, as there's buildings in the way. However, I can hit the door from mid-way down on the right, through two windows. So, I'll split the spikers, with two backing off to the left, and two carrying on to the right. Alternatively, the drone can do a bit of chewing to clear one building out

I'll charge the front splatter in, in case he hasn't been spotted. Even if he has, he should cause some panic as neither commo is in place for a shot, and I've not seen any grunts yet. Should he survive this turn I'll try to get him to take the front off the building I think the base is in.

Team B will back off a bit, and have a look at the damage his 'nades are causing. It's difficult to properly clear an area so that approaching spawn have no cover at all - and believe me, I've tried...
If they can get spotted, then so much the better

And the scout buzzer will run into his zone and have a better look at his deployment - I've timed the run so he shouldn't get shot by the commo. I could go for the 'nader, but don't think I'll get the kill in time.

Turn 3: 30-40 secs

Hmm
Mistimed the buzzer, so he took a commo shot to the head. However, he did see 2 grunts and a medic. Also, the 'nades are flying - showing 4 'naders, and almost killing the splatter rushing in.

He took a bad bounce with one, but I don't think I'm going to be in a position to exploit the damage

Same thing again this turn - the splatter will try to get that 'nader, and my remaining buzzer will scout round the side to look for bases

Score: 0-1

Turn 4: 40-50 secs

The splatter goes off after more 'nades, and so nearly takes the grenadier with him - I could see the nader with the splatter, yet the 'nader survived...

Explosions are going off all round, so he's obviously going for some slum clearance. Which actually helps my plan, as the buildings are in the way of my spikers.

Also found 2 bases, so team A is going to have it's work cut out.

I'll pull all the spikers back together again, and get into position to spike the bottom base. The scout will do a bit of dodging and try to go round the back of the base, and I'll cut a bit of a route through the trees for team B to use

Score: 0-2

Turn 5: 50-60 secs
Still getting the spikers into position. He conveniently has some wounded troops in the firezone, so if they don't shift, they could take a hit as well.

Same as last turn - get Team A into position and begin firing, and Team B can feint to the left. And the drone in team A can cut a hole for the splatter, which is there as a land-mine in case the Fiddler tries to charge the spikers

Score: 0-2

Turn 6: 60-70 secs

Blast. He's got really good timing with his 'nades, and almost takes down my buzzer - only the time taken dodging leaves him alive. Plus, the drone in team A takes a commo shot and then dies from a distant blast. His body is just about recoverable, so I'll have a go - but the queen is miles away...

Team A are trying to get into good positions.
The spikers should start doing damage to his base this turn. I'll also feint with a splatter in team A, and run away next turn

Score: 0-3

Turn 7: 70-80 secs

Damaged his base to about 50%, and he's firing blind at my spikers, so he's wise to the strategy. Will carry on - all 4 spikers should be online this turn, so may be able to kill the base. I'll also drop some goo as a barrier to any charge on the spikers

I was bringing the buzzer back for recyc, but more inspired 'nade timing is about to take him out in a not-recoverable position

Score: 0-3

Turn 8: 80-90 secs

Test orders show the base dies early next turn, so I'll turn my attention to the other base. I'll also wander a spiker forward on HOS to see if I can't get some intel

My queen decided to go for a bizarre walk in front of the spikers, but escaped damage. I need another buzzer, so I'll recyc a goo spitter and see what I get

More feinting from Team B will hopefully keep some troops tied up

Score: 0-4

Turn 9: 90-100 secs

Lots more force-fire coming in at my spikers, but no damage yet - and a queen to hand should there be...
I've dropped goo in the approaches to the forest at the right, and he seems to be sitting back and blasting, to I'll try to recyc the drone body on the right.

I still need a buzzer, so will also recyc a perfectly good a goo spitter

Score: 0-5

Turn 10 100-110 secs

Got one hit in on the base, so it is possible... However, I'm running low on ammo for 2 spikers, so they'll die soon. On the good side, I hatched another spiker

I'll carry on blasting, and drop more goo in the approaches - he has to respond to the barrage

Score: 0-5

Turn 11 110-120 secs

The response is lots of 'nades in the forest at the bottom. I managed to get the body first, but the queen has taken a bit of a hit, which is always worying on an HQ game.

I'll rush in the splatter on the right - as I'm sure he'll be red-lining the spikers and queen this turn. The queen has to run, and Team B can break cover this turn and try to get to the base.

Score: 0-7

Turn 12: 120-130 secs

Woo - my first proper kill
The splatter took what I guess is 2 'naders, and badly damaged a commo and grunt.
From what I know, that leaves 2 'naders, a commo, grunt and 2 medics guarding the base

I can see the commo, and I know where the 'naders are. From the fire pattern, I suspect the medics are by the crates near the base.

On the bad side, I'm down to one spiker, and the queen is half-dead

So, the queen is running and the spiker will carry on, but on HOS in case I get to see the commo.
Team A will split, with 2 drones going round the back, one covering the approach of the splatter by charging the commo, and the top drone going round the building

Score: 5-10

Turn 13: 130-140 secs
Mistake on the drone charge there - should have kept them together. The two round the back got plastered, and the cover for the splatter will die soon. However, if the splatter can survive one commo shot, he should be at the door of the base. Where he will stop - hopefully cutting off access to ammo...

The last drone is going to polish off his assault team, who will surely be concentrating on my queen

He's also charging a 'nader forward, presumably to cut off my queen. I'll try and goo him, and double the queen back once the commo's out of action

Score: 5-12

Turn 14: 140-150 secs
Better. Took his commo on retreat, dodged any grenades, and got the splatter into position. I'll blow him immediately, as I can get 2 grunts that way as well - although test orders show it's not enough to kill the base - looks like the spiker will have to do that

The remaining drone will back off and go 'nader hunting

Score: 8-15

Turn 15: 150-160 secs
'nades are incoming near the queen, but not near enough. I'll double back for the bodies of the spikers - irritatingly, my best route I've just goo'd on a bad bounce

The spiker will get into a better position to hit the base

I've also hatched a splatter, who's immediately almost dead. He needs to run round out of 'nade range

Score: 10-15

Turn 16: 160-170 secs

One shot still needed on the base, and 2 spikes left! Plus, the drone has a lock on the 'nader, so will be able to get him next turn.
Thankfully, his commo hasn't put in an appearance again, as my queen is exposed and looking rough...

Munching and laying this turn, 2 spikes against the base, and try to not get my splatter killed

Turn 17: 170-180 secs

Got the nader, and the splatter is still alive - just
Eggs and run for the queen, and try to hunt the other 'nader

Score: 12-17

Turn 18: 180-190 secs

Chasing the 'nader, but nowhere near enough, so the drone needs to back away. The queen will go back into cover, and the splatter will take a route through cover to the edge

I've also hatched a new splatter, so he can charge on the right to draw fire

Turn 19: 190-200 secs

Shots incoming at the queen and the decoy splatter, but no damage
I've hatched another splatter (3! and I wanted a buzzer) and a drone. Everyone forward

Turn 20: 200-210 secs

The splatter blew up without much ado, but I'm in position on the base with a drone
Except, the drone will loop round, so that both drones and the splatter hit at the same time
The new splatter will charge in, to draw attention - but I don't expect it to do anything

Turn 21: 210-220
Looking good. Both drones are in position this turn, and the splatter within 5 secs will be close enough for the explosion to take out the base. Either should do it

Turn 22: 220-230 Boom
Tough base, this one. It took 3 bites, so I needed both drones - although the splatter was also in position....

Been a good game, with lots of tension.
I think I was very lucky - both on his deployment, as a single sniper would have killed me much earlier, and in him not following through his attack against the queen, as I got caught out in the open there

Lessons learned:
The general strategy worked - but would have been much harder if he hadn't obligingly cleared so much scenery away.

Timing of 'nades can be very effective

Don't shoot 'nades if you've got nothing to fire at - made it quite hard for me to know where he was

Don't underestimate the firepower of plain grunts / medics. They made short work of 2 drones...

And don't throw the buzzers away!

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