November 15, 2005

A new game!

It's been a while since I began a new game write-up on here. I've got a few people helping out with it now but I thought it was time to start one up of my own.

So, I sent out a Random League challenge, and The Vimto Kid picked it up.

Its a straight 10 pointer, so lets see what happens.

Wish me luck.


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Posted by Robmonster at 9:52 PM | TrackBack


Game On

Ok, the map is Area 69 and I'm deploying on the inside.

I've decided to go with Greys, coupled with 4 regens (one of each side) lots of Psychers and a few supporting troops. I think that this will enable to me hop around the map, zapping and blasting him wherever he pops up. That's the theory anyway...


Posted by Robmonster at 9:57 PM | TrackBack


November 16, 2005

I need intel!

Ok, first things first. Psyche the outside! I have no idea where he is going to burst in from. I'm wondering if he's taken Mechs to try to get a Scan of the inside of the base....


Posted by Robmonster at 10:54 PM | TrackBack


Contact!

I got lucky with my psyches. I've seen his entire attack force!

A psyche in the bottom left of the map revealed 2 commanders, 2 grenadiers, 2 grunts, 2 medics and an HQ, totalling 15 points. It looks like the commanders are trying to blast through the wall to attack so I'm going to teleport my forces into this area to fend them off.

A psyche in the top right has revealed 4 snipers, a medic and a grunt, totalling 10 force points . Since this is a 25 point game I know his complete deployment. All he knows is that I have 2 psychers (at least)

I'm going to try to get my units tucked into the military wall in the bottom left, from there I should be able to Psyche lots of troops and also curl some warps in while hopefully remaining protected by the indestructible walls.

I'm keeping one Psycher in the top right to keep tabs on the troops up there. If they split up too much I'll move him to join the main pack, and worry about tracking them down later.


Posted by Robmonster at 11:53 PM | TrackBack


November 21, 2005

Lost them...

My psyches were ineffective this turn, so I've lost track of the units in the top right. I'm going to bring that Psycher in to help on the other battlefront.

I have spotted a Commander and Grunt making their way to the windows. I cannot fire through the windows, so I'm hoping that the Commander will break one while attempting to get me.

I'm also advancing the psycher and warper into the the corner and sending a warp curling round to smash some of the other windows.

Finally I have a sentry and warper approaching along the lower corridor, ready to drop some warps into the military room where the commander is.


Posted by Robmonster at 1:13 PM | TrackBack


November 22, 2005

First Blood!

Unfortunately it was to The Vimto Kid.

the Commander shot through the solid window as I had hoped, but also took out one of my sentries. The other needs to beat a retreat for the regen.

I am in a very good position though, and so I hope to dish out a lot of damage this coming turn. I have warps flying from close range into the heart of his staging area, and Psyches trying to snatch his brainwaves for more intel.


Posted by Robmonster at 9:24 PM | TrackBack


November 25, 2005

Wow!

That didn't go to plan...

I screwed up with my warps, killing my own sentry (How did that happen!) but I have got a direct strike on a Grenadier.

Another grenadier dropped its bomb right next to my advance Warper/Psycher combo. They have 0 energy! I'm rushing the guardian over to give them some cover.

The current score is 3 - 4 to The vimto Kid. I thought I would easily win this once seeing his total force from the first turn!


Posted by Robmonster at 7:45 PM | TrackBack


I see you!

My warper has managed a retreat towards the regen, so he looks safe. In the centre I spotted a grunt and medic combo, which I am planning on psyching and targeting with one of my remaining sentries. The other sentry came face to face with a grenadier, so I'm hoping to take him out this coming turn.

Speaking of grenadiers I killed the Direct Hit one quite nicely, and think I got another by a warp explosion as my points jumped up 2 right at the beginning of the turn.


Posted by Robmonster at 11:29 PM | TrackBack


Shielded

My psychers did their job well that turn by blinding and killing the grunt and medic. The Grenader was also despatched, but not before he could get a shot off towards my regen.

A wounded Commander moved up the left hand edge of the map, and took out one of my sentries. Hopefully I can hurt him a bit more this turn.

My Psycher and Warper are nicely under the Guardian shield, so I'm hoping to make an attack and then run for the regen. Those Guardian shields don't take as much punishment as you might think, so its not good to rely on them for too long.

Based on my early observations the Commander is the only troop remaining from the bottom left deployment. I still have the HQ to destroy which I plan on doing to deny him the ability to rearm the other squadron. I have no idea where the other troops are though......

Current score 11 - 5


Posted by Robmonster at 11:32 PM | TrackBack


November 28, 2005

The missing troops resurface

While I've been trying to mop up the commander on the left (who has been busy running away) I noticed that my regen on the right has been taking damage.

Also, a Sniper has been firing at my left-hand regen, destroying it and taking out one of my Warpers with it!

I'm teleporting the Guardian and a Psycher to the topmost regen to see what's around, and am trying to get my heavily wounded Warper back to safety. I'm also teleporting a full energy Sentry to the right-hand Regen to fend them off a little.

Current score 11- 10


Posted by Robmonster at 12:25 AM | TrackBack


November 30, 2005

Hunting time

I sent a lone sentry to the right-hand regen via teleport to see who is attacking and hopeful to deal a bit of damage back. I spotted a lone grunt attacking it and managed to get a few shots off . I gave my sentry orders to get out of there before the end of the turn. Guardian and Psycher combo are within reach so the next turn I sent a psych in to try to kill off the grunt.

I didn't succeed and lost the regen but at least the death explosion finished off the grunt. I do not know where the other units are although I caught a glimpse of the right-hand doors closing so I think they are heading round to the bottom right inside the corridor. I'm sending some psyches in to see what's about and also am sending my regened sentry with RoS set to get some intel. My Psycher and Warper combo are nicely placed for an attack next turn.


Posted by Robmonster at 8:22 PM | TrackBack


A lucky escape

My sentry out on its intel mission stumbled across a lone Sniper inside the corridors on the right. He paused for AGES before decided to enact the Retreat On Sighting orders, and I thought it was going to be the end of him. The sniper had his gun pointed right at my chaps bulbous head. Just when I thought he was going to fire my Psycher got a strike on the Sniper, blinding him. Phew!

At least I know where one chap is, and have a few more psyches heading in that way to see who else turns up.

I'm picking this moment to send my Guardian off for regening as its reserves are getting very low. Lets hope I don't leave my chaps out in the cold....

I think I'd like to destroy the HQ to give me another point lead,. Also, if I have to abandon the lower regen for whatever reason it'll put the HQ well out of reach.

I'm also sending out what I hope will be a diversionary warp across to the other side of the map....


Posted by Robmonster at 11:13 PM | TrackBack


December 3, 2005

Go get him!

I managed to psych the Sniper again before it came out of the corridor, so it didn't see any of my troops. It popped out for a couple of shots, then went back in and carried on down the corridor. I'm sending the Sentry in after it, hopefully I can finish it off this turn

My Guardian is almost full, and I'm sending one of the Psychers back for regening too as its rather low.


Posted by Robmonster at 2:05 PM | TrackBack


December 4, 2005

A blessed sentry

That sentry of mine has been smiled upon today.

I ordered it to chase the sniper, expecting the sniper to get psyched by one of my two attacks, and therefore blinded. Somehow the psyches both missed, leaving a completely unblinded sniper pointing its big gun at my sentry.
The first shot hit the sniper, but didn't kill it. the second shot missed. the third shot went off at the same time as the snipers. Luckily the sentry had a tiny amount of energy left, and managed to kill the sniper with that final shot. Its regen time for him!

I'm beginning my attack on the HQ this turn. I can get a warp off right at the end of this turn, which should allow me two full warps next turn before he is able to react at all. I'm hoping that will be enough to finish it off.


Posted by Robmonster at 9:51 PM | TrackBack


Those HQ's are tough

It looks like I'm going to have to spend more time attacking the HQ as my test orders show it at about 50% health after my warps.

I'm giving my position away with these attacks, but I don't want to leave the HQ still standing as it will add a little more pressure to The Vimto Kid knowing he cannot rearm.

I have no idea where his troops are, so I'm sending a couple of random psyches out.


Posted by Robmonster at 9:58 PM | TrackBack


December 8, 2005

HQ will soon go

More warps are piling onto the HQ, so I expect it go go up this turn.

I'm using my Psychers to psyche the approaches into my regen room. That way I figure if he does get a troop in there the chances are I'll blind it, giving me a bit of time to escape next turn.


Posted by Robmonster at 8:06 PM | TrackBack


Its an HQ tradeoff

His HQ is almost gone, but will definitely go this turn! It must have about 1 HP left.

Plan now is to rearm, all bundle under the Guardian and go in search a short way north. I'm sending my sentry out as an advance party to see what's around.


Posted by Robmonster at 8:16 PM | TrackBack


December 11, 2005

A few turns later

My forward sentry caught site of a Sniper on the right taking aim at my deployment. He must know where my last regen is as all the others have been destroyed.

I also sent my warper back to finish the HQ off, and he spotted another Sniper on the far left.

I managed to Psyche the one on the right, but it ran away into the corridors. I'm moving troops to the left to try to warp the Sniper after another psych. I'm a little worried about where the Commander got to....


Posted by Robmonster at 11:21 AM | TrackBack


Oh dear

My last regen is a goner.

One more shot by that sniper will finish it off. At least there will be no collateral damage as my troops are not nearby. On the plus side a Sniper ran out in front on my Sentry, so I'm hoping I can kill it off this turn to gain a few more points.

I'm left facing 1 Commander, 3 Snipers and 1 medic, and its turn 25. I'm 3 points ahead, two after the Regen goes but hopefully I can hold out for the win.

I think I'm going to run my Guardian away into the corner to preserve its shield. I don't really want to run into the Commander....


Posted by Robmonster at 11:31 AM | TrackBack


This is going to be close....

My sentry managed to heavily wound the sniper, but the Sniper got a shot off, draining my remaining energy. The sniper lined up another shot, which would surely be the death blow.

At that same moment the right hand sniper finally took out my Regen. The explosion rocked the room, and the shockwave took out the other sniper! My sentry was saved!

Saved, that was, until he turned round to spot the Commander pointing its big nasty weapon at its head. Bam!

The rest of my troops have moved along the bottom of the building, putting my Warper in a great location to attack the Commanders suspected new location.

The other sniper could be a problem also, but I hope to get another Psych off at it.

5 turns left and the score is 17-14 to me.


Posted by Robmonster at 7:36 PM | TrackBack


December 12, 2005

Oh my!

My Guardian is a goner!

I managed to psych the medic, but not enough to kill him. The Commander moved in closer, taking him away from the worst of the Warp damage. My two Psychers are within range, but the Warper is in a dangerous position.

If I get out of this I think I'll just run away! The score is 17 each....


Posted by Robmonster at 7:22 PM | TrackBack


This is tense.....

I psyched the Commander, who had only moved out a space. The warp I sent his way finished him off!

However, I'm pinned down by the sniper on the left, who got a hit on one Psycher. That took him to 0 energy, and my warp finished it off!

The score is 20-19, I'm low on energy and have nowhere to hide.

I think I'm going to lose! I cannot afford another hit by a sniper, and I cannot afford to stand still long enough to get a warp off. I'm going to have to run away, with a bit of bobbing and weaving to avoid any incoming fire. This all started so well!

Current score 20 - 19.


Posted by Robmonster at 7:30 PM | TrackBack


The final turn....

Things are not good.

I ran my troops away, valiantly jigging the warper to avoid the expected hail of Sniper fire.

It wasn't the Warper that was the problem. The retreating sentry took a shot in the back in an area I thought was relatively safe. The score is now 20 - 21 to The Vimto Kid.

I have one last chance.

The retreating Warper saw that the left-hand sniper had advanced to take another shot at him. He is well within Warping distance and a shot at that range should finish him off. The question is, will he run away in order to save the lead, or will he press on closer in order to finish me off?

It all depends on where I place the final Warp, if I do it close and he runs, I lose. If I do it deep and he moves in I lose.

I think he's going to try to preserve the one point lead, so I'm placing it long. I'm jigging the path a little to try to catch him if he is retreating.

Let see what happens....


Posted by Robmonster at 10:48 PM | TrackBack


December 13, 2005

To the Victor the Spoils

You know what?

I'm not going to tell you how this game ends.

It been such a tight contest all the way through that I want you to watch the game yourself. Feel the tension!

I've uploaded my game to the Game Archive, and you can see it here

You can also see The Vimto Kids view, uploaded with permission, here


Posted by Robmonster at 11:41 AM | TrackBack