March 4, 2005

Initial Thinking...

The game Vs Fatboy is taking place on Rat Race with Fatboy deploying Marines in the Green area.

I've decided to take 3 regens, 2 placed forward towards the left side of the map, with one over to the far right as a point of retreat. I could have tried holing up in the blue walled building top right, but that would have given me a lot of units in quite a small space. I would also have had to clear qwuite a lot of terrain to get a good view around, giving my position away in an obvious manner.

AS it is I've taken

  • 2 Psyckers
  • 2 Warpers
  • 2 Guardians
  • 4 Sentries

I plan on doing a fast initial attack, and then retreat to lick my wounds. So, I've set lots of Psyches into the areas he could deploy into, and I hope to use the sentries as spotters. I've also sent a few preemptive warps into the nearby deployment zones. At this short distance the damage will be high, so I hope to get a few points ahead in the confusion.

I'm going to try to keep everyone beneath a Guardian Shield as I expect a lot of incoming fire when I'm rumbled. Hopefully they can protect long enough to teleport away.


Posted by Robmonster at 7:22 PM | TrackBack


A bit of intel

The early strike paid off quite well. I managed to psyche a medic in the adjacent room, who spotted a grenader and grunt. The grenader sent a few shots my way, which took out a few walls, but ultimately ended up bouncing the grenade back into his own deployment zone. Whoops.

It didnt matter too much as the warp blast I sent in netted me 4 points, one of which being the medic who was acting as my eyes.

I've seen more grenades coming out of another window in that same room, but dont think they could have been fired by the same grenader. More psyches and warps needed in there I think.

I've also seen a sniper and medic head into the small building right at the top left of the map.

Unfortunately my retreat regen has been found, and is almost dead. This certainly is an instant action game! There were lots of grenade explosions round there as well. Judging by how often that regen got damaged I'd say it had to be done by a Commander. That places 5 FPs at least on that side of the map, 3 at least in the bunker up top, another 2 at least for the extra grenader in the adjacent room and I've killed 4 FPs already. Thats 14 points I've accounted for so far out of 25. I'll assume there is a HQ around somewhere for those grenaders.....

I dont think there is much I can do about that regen, I'll just have to try to score more points in the next few turns to make up for it. The trouble is that both my remaining regens are very close together, so I dont really have anywhere to hide. I'll have to try to be careful with energy....


Posted by Robmonster at 7:30 PM | TrackBack


So far so good

I think I've taken out that other grenader, and I've found an HQ. I've also seen a Commander, Medic and Sniper running along the top of the map. I think they are probably going to forcefire down towards one of my regens, so I think I'll send a few Warps their way. I'll also bring the other Guardian up to cover the area. while they are firing they are not moving, so hopefully they'll make nice targets.

That brings the score to 6-1, and I now know more about his remianing points.

Lookinmg at the earlier replay the grenade explosions on the right go off too close together to have come from a single grenader, so there must be 2 (or more) over that side.

I know about 2 commanders, 2 grenader, 1 sniper, 1 medic and 1 HQ. At this point I think there is another HQ somewhere in the bottom right, and probably another medic round that area too. That leaves only 5 pints I'm uncertian about, only 3 if I assume another HQ and medic.

I'm going to try to concentrate on the nearest Sniper, Medic and Commander, try to rearm my energy and then see how things stand.


Posted by Robmonster at 7:46 PM | TrackBack


March 7, 2005

Getting tricky

Bringing the other Guardian in worked, to a degree. It prolonged the amount of time I could stay in that location, but now I have 2 completely empty guardians, offering no protection. Whats worse is that I can see an incoming grenade, and I cannot bounce it back.

I've injured the Sniper/Commander/Medic grouping at the top, and was a bit unlucky not to score any sentry hits as that would have eliminated at least one of them. However, I dont think he is going to stay there as he will most likely expect me to warp the area again. I moved a lone sentry up to near them so I'm hoping I can use him to take some of them out and then fade back.

Now, about that grenade... I'm having to do a little fancy footwork with my warper. I'm hoping that by standing in the window at the correct tiem I can bounce it back out the way, and then get out of the blast areas inside the room. If it goes well it means that only the warper will take a little damge, if it doesnt then its going to go off right in the middle of my troops. That might be a game deciding grenade!

Soemthing I've just noticed.... Right at the end of the turn one of the nearby doors slides open. there MUST be someone on the otherside. Boy, am I glad I spotted that. Say hello to Mr Warpball!


Posted by Robmonster at 10:20 PM | TrackBack


A lucky escape!

The fancy footwork paid off! I managed to rebound the grenade, saving myself from huge harm, especially as another grenade shortly followed. Thankfully I had time to move most of my troops oput of the way and have got them back to the other regen.

I'm going to spend this turn healing up, and doing a few exploratory psyches to see what else is left out there.

I managed to get the sniper and medic up the top, but the commander got away, badly wounded though. The opening doorway I spotted seemed to only conceal 1 grunt, so the amount of firepower I dedicated to it might have been out to better use elsewhere... Still, a point is a point and my warper is ready to regen.

Speaking of points its now 11-1. I got the sniper and medic as mentioned above, and saw (and killed) 2 grunts I didnt know about. Assuming he has another HQ and a medic then that leaves a single FP unaccounted for. that means that he must only have two more grenaders. They are my main worry at the moment as Greys hate explosions.

I saw the grenader that did all the damage running down, away from the action. Looking at the deployment zones for this map there could possibly be a HQ in the far side of the room to the right of my regen. Its in the direction the grenader was running, has a door for entry on the far side and is certainly large enough to contain a HQ. So, I'm teleporting one of my Warpers over to take a pot shot and then continue rearming. I'm also moving over a sentry to get a look into the room after the warp has gone off.

My other units are healing up.


Posted by Robmonster at 10:38 PM | TrackBack


March 8, 2005

Ooops

it looks like I was wrong about those grenaders. They kept on running and showered me with grenades.

I can save the Psycher (which also got hit with a surprise attack from a Commander) by getting it under a Guardian before the enxt grenade goes off. Hopefully It can get to a regen in time.

I'm in fairly close combat with 1 Commander, 2 Grenaders and a grunt. I'm hoping to psych a few for a few points of damage (my Psychers havent really done much this game) and warp the areas I now believe hosts the HQ (The U shaped building just below the room I believe hosted it last turn :) )

Things might take a turn for the worse this turn..... I'm bringing a guardian forward to hopefully bounce some of the grenades back his way while still offering up some protection to my forward psycher.


Posted by Robmonster at 7:49 PM | TrackBack


Another one bites the dust.

Ok, I'll admit it. I have no idea where his other HQ is. I got my first bit of decent Psycher intel, by zapping one of his grenaders. It ran round to where I was expecting the HQ to be, but no HQ. I'm assuming of course that he does have another HQ.....

I managed to kill the Commander that got a surprise attack on my Psycher, taking the score to 14-1. I know he has 1 other Commander (17), 2 grenaders (21), 1 grunt (22) and one discovered HQ (23). that leaves 2 unknown FPs. I'm betting that one is a medic and the other an HQ. But where the hell is it??!? I;'m going to send a few sentries out to the other deployment zones to see where it can be. (That Map HQ site is a godsend when trying to remember who could deploy where.)

My other units are healing up, and I'm rearranging my Guardians a little to cover the forward area.


Posted by Robmonster at 8:11 PM | TrackBack


March 9, 2005

Finally!

Now, I know I've said this a few items before, but this time I really do know where his HQ is!

Firstly, I've seen pretty much all of his deployable areas over on the right side of the map. Secondly, I've spotted his last grenader legging it towards the blue military bunker in the bottom left. Thats a deployable area, so it must have an HQ in it.

I'm sending a sentry to stand by the doorway. It will get a good look inside, and will also take a few potshots at whatever is inside.

Did I say last grenader? Yes, as I managed to warp his other grenader on the last turn. I also destroyed the original HQ, taking the score to 17-1. That means he has 8 points remaining.

I know he has 1 more Grenader, 1 grunt and 1 Commander. He must have a HQ in the blue bunker, as why else would he be legging it that way. He cant have another HQ over on the right, or why would he run the grenader halfway across the map to rearm?

That means he either has another grunt or more likely a medic. I'll know for sure when I see the other Commander as I injured him pretty badly the first time I saw him.

Im pretty confident of winning right now, I'll be 100% certain once I've taken out that other grenader and HQ. Grenades do far too much damage to the fragile Grey shields.


Posted by Robmonster at 9:58 PM | TrackBack


Almost done...

I shot his rearming grendaer twice in the back (rather unsportingly...) He is now practically dead.... My psycher should finish him off before he can get a grenade off. If the psych fails then the incoming warp ball should do the job. I'm hanging around to finish off the HQ to be 100% sure.

I've seen the grunt moving towards the bunker in the top right, and have spotted a nicely healed commander up there too. I'm regening my two guardians, a psycher and warper and moving them out under guardian cloak to get a bit closer, ready to finish him off.


Posted by Robmonster at 10:13 PM | TrackBack


March 10, 2005

Its in the bag

I've taken out the grenader, and the HQ is going next turn, if not this one.

I've seen his grunt and am about to attack with a snetry, psycher and warp gunner.

The WG is also going to clear some walls to get a better view of where I originally spotted the commander.

If nothing else he can't have enough ammo left to kill all my troops so I think the rest of this is just killing time.


Posted by Robmonster at 7:13 PM | TrackBack


March 14, 2005

Game Over

The Commander was heading for the HQ, and then dopubled back to try to get some shots off at my persuing forces. Unfortunately for him, he stopped on the flight path of one of my warp balls.... BOOM!!

I think the early attack really swung this game. I didnt see any obvious mistakes made by Fatboy during the rest of the game. My Guardians really helped keep my troops in fighting form, and FB was unlucky that I was able to bounce his grenades away from my troops with some fancy footwork. If a few more grenades had gone off near me it might have been a different story.

Fatboy is going to be sending over his Wholegame file (which I'll host here with permission). I'd be interested to see just how much information he had to base his orders on.

You can see my wholegame file here


Posted by Robmonster at 8:20 PM | TrackBack