March 6, 2005

Tricky Map

This game has pulled in CIty Block
Its a bit of a bugger for this comp since its HUGE and the 15 FP's will be very spread out.

I'm tempted to take Mechs, heavy on Hunters. Hunters are a bugger to hit, meaning that I can hopefully try to run down his ammo levels, and to make some quick Hit and Run sorties. The trouble is Hunters have low ammo anyway, and I have no HQ to reload them. Plus, if they run into a barrage of grenaders then they will be in serious trouble....

Decided to go for:-

  • 1 AI
  • 1 Scanner1
  • 5 Hunters
  • 4 XT's

General plan is to scout with the hunters, move the Scanner into a decent Scanning position and then see where that leaves me.....

1 Although this is reducing the amount of offensive units I have, I think the advance warning this unit gives me will make up for that


Posted by Robmonster at 4:21 PM | TrackBack


March 13, 2005

Lets go!

I'm a bit short of time for this game, 7 days left. I've been trying to finish up some other games, so I hope I dont time out....

No inklings of my opponents race just yet. I'm going to try to get my scanner as far forward as possible to gather some info. I'm also popping my hunters out of a few places to see what I can see.

I need to put the Scanner to good use as it is 2 points that could have been used for offensive troops. I need to get good intel, and then do hit and fade tactics with the hunters.

I'm keepig the AI back until I know if there are any snipers positioned around these parts.

So, fan out to find out where they are, then regroup to consolidate fire.


Posted by Robmonster at 9:34 PM | TrackBack


Info gathered!

Ok, he is Marines, and has a Sniper coving the left hand road. Good job I didnt advance the AI up there as it would be a little dented. Instead I'm moving it up the next road across as I didnt see any longrange troops up there.

I've seen a grenader, and I hope to do a few hit and fade attacks with the Hunters on that side. My other hunters are taking potshots at the original sniper, and setting up position around the door to the left hand side where some of his troops may appear.

The scanner is being pushed up further to get a good look at th etop of the map.


Posted by Robmonster at 9:44 PM | TrackBack


March 16, 2005

Moving on up

He moved his sniper back into cover, so I couldnt get any shots off at him. However, my two hunters over on the right should be able to pop up and so a little damage to the sniper and the nearby medic with a little luck.

Him commander is in th ebuilding in the top left.

I need to keep my distance from his troops, as hunters are fairly accurate but also hard to hit. If I get too close then a grazing shot (or grenade) will take then out.

I'm bringing the AI up the moddle again. Maybe I can use it for a surprise attack by chewing through some walls....


Posted by Robmonster at 10:12 AM | TrackBack


A lucky bounce.

One of his grenaders tried to fire though the window that was guarded by my Hunter on the left. the grenade bounced off him back into the room. It didnt do any damage to either of us but allowed me to get a few shots off at the retreating Grenader. It also cleared the wall meaning I can now rush my hunter through to finish him off. I'm moving a few others forward as a distraction so hopefully I wont get too badly damaged. I'm taking them a bit too close for my liking but I think its needed at this stage.

The AI continues to rumble onwards.....


Posted by Robmonster at 10:25 AM | TrackBack


March 20, 2005

A Few Turns On....

Things are hotting up here. I've moved up into his midst and managed to take out a fair number of his troops, leaving him with just the Commander and 1 grenader. I don't know how many grenades he has left though.....

I managed to get my hunter right up close to the other grenader. He tried to run away but I rumbled the AI over to him and gave him a good zapping.

I have a lot of injured troops though, so ideally I'd like to spend a couple of turn healing up. I need to try to do that without getting too close to him. So, I'm running my troops into his building in the top left, keeping them out of the way of the Commander, and I can hopefully run them round towards the AI for healing.

I also need to be careful about the Scanner, as I think I'm going to need its help keeping tabs on the enemy while I'm healing up.


Posted by Robmonster at 1:40 PM | TrackBack


Narrow Escape

My fleeing hunter narrowly avoided being blown up by a grenade, thankfully it dropped it to 1HP, but I'll be able to heal up this turn. I'm moving the AI up one of the side passeges to keep out of view of my enemy. The less he knows about my location the better.

I've also cut an escape route through the wall for my Scanner so it doesnt get trapped.


Posted by Robmonster at 1:51 PM | TrackBack


March 26, 2005

Almost there!

I managed to get my wounded troops across the open road ind into the nextdoor building without then taking any damage. The Commander was trying to hit them but they were too far away, and kept moving.

I moved a hunter up into the room right next the his Commander and Grenader, and popped him out of the doorway to take a potshot or two at those remaining troops. The grenader fired a couple of rounds in through the same doorway, one of which took my hunter down to low health but I was then able to move him out of harms way before the second went off.

The commander is making a run for the next road over, where my AI is healing up my remaining troops. The hunter is still very close by so I'm going to come out round the back of the Commie while his attention is on the AI. I'm also moving the rest of my troops into an attack position hoping that while I am offering up lots of targets at least one of them should be able to land a few hits and take down the Commander.

The grenader has done a runner, but I dont think he has many grenades left, if any.


Posted by Robmonster at 1:43 PM | TrackBack


Game over

Victory! The commander took a few steps closer before opening fire on my troops. That gave my AI time to get a couple of shots off, one of which connected and took out the commander. The Hunter had also come out round the back so I think the Commander would have been taken out even if my AI hadn't done the job.

The grenader didnt have any ammo left, so its game over to me!

There were a few hairy moments in that one, I thought I was going to get overrun when I pushed on up into his midst. I think the position of my Scanner really helped me out as I could see pretty much everyone of his troops from an early position, meaning my orders could be plotted with much more information.

Final Score 13 : 5

That also means that I've one win and one loss in the Guerilla League. Lets see what next month brings.

You can download my wholegame here


Posted by Robmonster at 1:50 PM | TrackBack