April 16, 2005

Payback time?

Tie for my rematch with Fatboy.... I gave him a serious drubbing last time we playing in this competition, although I cant really fault his play in that game. He is bound to be after revenge also.

The map this time is Vantage ehich I have played quite a lot . It was the map of choice for one of the official Codo Tournaments if I remember correctly....I'm deploying in the green area this time.

I've had wins and losses on this map. However, as a Greys Vs Marines map its not too bad. Its fairly long so with some well placed Regens I should be able to move my force around fairly quickly. I'm almost tempted to go with 4 regens, one in the outside buiolding for a quick Warp-n-Run , one in both corners and one in the middle.....

I still need to give it some thought, but I'll have to come back to that later.


Posted by Robmonster at 2:29 PM | TrackBack


April 20, 2005

Its about time I deployed.....

Ok,

I've brooded on this one long enough.

I've decided to go to 3 regens. One in the centre room, and one in each corner.

In the central room I have put 2 warpers, 1 guardian and 1 Psycher, and I've deployed another two psychers and 5 sentries at the top of the map.

I'm hoping to fire off lots of warps to doa bit of damage, and if I come under heavy attack then I can fall back to another regen.

I've deployed the other troops at the top so that if I get really lucky with my warps I have more units available to do any finishing off necessary.

I also have another totally independant regen I can use to fall back to.

There, thats the planning done. Let the mistakes commence!


Posted by Robmonster at 9:11 PM | TrackBack


May 18, 2005

Here we go!

I've had to delay on this game as well. Typing up these turn commentarys takes up more time than I'd have thought.

I think I'll have to cut down on the number of games I do this on....

Anyway, my first turn consits of throwing warps and psyches into the top right corner, with a few tactical Hold orders between the warps to ensure that the dorrs get blown before the second warp gets there.

If anythin is in that corner then I should at least catch a glimpse of it.

Better plans can come from the better information I hope to have next turn.


Posted by Robmonster at 10:50 PM | TrackBack


Blimey!

He is certinly trying to make up for the last game!

He has grenaded my central position, taking out the walls but not harming my unuts at all. I spotted a grenader running away towards the southeast.

I can also see a grenader running into the room my warps are about to go into. He must get a shot off as right at the end of the turn I see a grenade headed towards my top deployment zone, going pretty quick. I have to move my psycher and two sentries into the top room to get out the way of its blast. Luckily I know this room is clear as my snetries took out two grunts at the other end. However, I do know that the area behind that room isnt clear, and I spotted a couple more grunts int he very corner. I'm advancing those sentries with Halt On Sight orders, hoping that if they pop in I can get some shots off at them. to get my other sentries out of the way I am having to move them out into the open, but I hope to get a look around to see what else is about.

I'm sending more warps into the room with the grenader to finish him off, and I have advanced a Sentry next to that room to see whats over in his deployment zone.

It looks like Fatboy is playing tough, this is going to be a good game.


Posted by Robmonster at 10:56 PM | TrackBack


May 22, 2005

Taking the lead

I'm now 5-0 up, after my warps took out the Grenader in the top right room.

I know he has at least 2 more grenaders, as the centre deployment zone has been under constand barrage and the deploy in the lower left is also under attack.

I can see the grenader in the centre, so I'm trying to psych him and then I'm running the psycher down into the middle room more.

I'm sending a few warps over that direction, one towards the grenders position, and a couple into the corridor on the right. I think his troops are retreating down this corridor, so I hope to catch them on the run.

I can see a griunt in the top right that I'd like to psycke to find out what else is up there.

I'm moving my Guardian out a bit, hoping to deflect any more grenades that come nbear. I think this is going to be the last turn at the centre regen, as I'm going to have to retreat soon and lick my wounds.

I'm also teleporting a couple of snetries down to the lower left regen to see whats happening down there.


Posted by Robmonster at 7:06 PM | TrackBack


Oh dear...

In hindsight it was a bad idea to send the sentries down to the lower regen.

The regen came under attack as soon as the turn started, with grenades damageing it and laser fire blasting it. The regen exploded, but not before 1 sentry slipped through. That leaves me with a badly wounded sentry (3 energy) in the middle of the enemy with no way of getting home.

I saw a wounded grunt running away, and can see a medic. However, im sure there is a grenader nearby. I'm tempted to run my sentry away, hoping it can escape to freedom. I doubt it would make it back anyway. I think I'm going to sit it behind the nearby wall, hoping to blast anything that stumbles out. I think his medic has seen me and so he might persue me this turn. If the sentry lives past this one then I'll move iit furether in to get more intel and hopefully to wipe out any damaged troops nearby.

Up the other end of the map I managed to kill a retreating grunt. Still not sure that area is clear, but I hope to find out this turn by moving the sentries around to see whats about.

Psyching the grenader showed me two Medics moving out of the upper building into the lower, and also another grenader running towards the lower right corner. That must be where he has setup HQ.

I think I need to regen the Guardian and send a force that way to take it out. I'm sending a few long-range waprs into that area to feel things out.


Posted by Robmonster at 7:27 PM | TrackBack


May 24, 2005

Going well

I've found one HQ in the top right, and due my a few good Psyches I can only assume that there is one in the bottom right corner too. The grenaders seem to be going that way along with his medics that I can spot.

My lone sentry say a healed grunt (so it must be a different one from last turn) and a Commander. That means that there is also the damaged grunt and the medic down there, totalling 6 points.

I can currently see 1 grenader and two medics in the bottom right. I saw a different grenader go that way earlier, and there must be a HQ there somewqhere. That totals 7 points

In the top right I can see agrunt and the HQ, 2 points taking the total I know about to 15. I've killed 6 points already which leaves 4 points I do not know about in this 25 FP game.

I'm sending my depleted warper back to regen along with the Guardian. The full warper is trading places, and moving on in towards my forwards Psycher. My other units are also making their way down there, trying to take care of the grunt up the top in the process.

I'd like to send as many warps over as I can, run back to regen and then make an approach under the cover of the guardian sending as many warps as I can into that corner deployment zone.

The team with the commander in the lower left corner wories me a little as they could easily approach my centre position and cause some problems. They cant get there this turn, but I need to think abou tthat next time round. Some info on that side of the map would be good.


Posted by Robmonster at 7:04 PM | TrackBack


Er.... maybe not.....

I should have worried about the centre earlier....

A grenader popped out from the middle building, and fired into the area with the explosive tanks. It took ou the sentry I had out on intel duty., and punched a large hole in my units shields.

It a major regroup now, sending off a psyche for intel then legging back to the regens. I do have one partially regener warper that I am moving forwards to give covering fire, and I am moving the Guardian forward to give protection.

On the right of the map I have three sentries getting ready to attack into his deployment zone next turn. I may need to pull them back to help defend the middle. If things get really bad then I'll have to pull out to the corner regen to lick my wounds. I may be able to get some of his troops if they follow me into the middle to try to finish me off... Lets see what happens now.


Posted by Robmonster at 7:21 PM | TrackBack


May 25, 2005

Regroup

His Grenader popped out the bottom of the building and sent another grenade my way. It will explode harmlessly off to one side. It looks like he is heading back to the bottom right corner, so I'm sending two warps that way then retreating for cover and regen.

I'm sending the sentries in on the right hand side to see if I can score myself some more marine points. I plan to withdraw them shortly in preparation for a big push in a few turns time.

Current score 7 - 3


Posted by Robmonster at 10:14 PM | TrackBack


Tricky.....

The grenader went a different way, so I dont think my warps will get it. He has also advanced another grenader and a Commander into the center threatening to destroy my position.

In an attempt to bounce back any incoming grenades I'm moving the Guardian in front of the two doorways and back inside the building. It will also cover the two Psychers I've moved down from the regen to Psych the centre area.

A grenader in the bottom right has laucnhed at my sentries (did he know I was there....?) but I can easily dodge its explosion.

I'm also sending Warps into the middle area to try to destroy the incoming forces. If I can get that Commander and Grenader then I think the rest of the game will be mine. If he takes out the Psychers and Warper then I think the game is his.....


Posted by Robmonster at 10:44 PM | TrackBack


May 26, 2005

Nice work Guardian!

My guardian did its job wonderfully, protecting the two psyckers from the incoming grenades. It needs serious regenning though! Ideally I would have bonuced the grenades back more, but that wasnt to be.

The lower right corner appears to be a bit empty at the moment, so I have my sentries launching an assault on the HQ in that corner. If I can take that out then I can seriously limit the damage the grenaders can do.

I'm moving one sentry in close to the middle rooms, with a view to attacking at the bottom next turn. I've also moved the almost empyty warper over to the right. Next turn it will have enough energy to launch a few damaging warps into the lower right corner.


Posted by Robmonster at 8:50 PM | TrackBack


Damn!

He's got a greunt or something up in the top left by my regen. I can tell its not a Commander by the rate of fire (I suppose there could be a commander as well.....)

That regen is gone, leaving me the sole regen in the centre. However, I did get his HQ in the bottom right so we are even there.

I managed to psyche his Commander last rurn, so I know he is approiaching the centre on the outside of the barriers. I only have enough energy for a single Warp, so I need to place it well.

My other units are move quickly retreating to the centre for support..... Move it lads!

This could be the turn that decides the game...


Posted by Robmonster at 8:58 PM | TrackBack


May 27, 2005

An attempt at disinformation...?

Fatboys message said "oh yes, you just got my last HQ thats not fair" . But what about your other HQ? surely he knows I know about it.... I'll play along for the time being......

I managed to kill the Grenader in the middle, although he did get a few shots off. The Commander has taken refuge in the buildings on the left. I've also spotted a grenader, 2 grunts and a medic heading towards the same building. I'm going to move my Warper and Psycher in for a better attack position next turn.


Posted by Robmonster at 6:42 PM | TrackBack


Warps Away!

I'vemlost track of the troops at the bottom, but have sent a few warps in to hiis likely position.

I psyched a grunt making its way around the top of the map past my destroyed regen.

I'm sending a few more psyches his way then recharging everything ready for the attack that is due to come soon!


Posted by Robmonster at 6:57 PM | TrackBack


June 1, 2005

Running out of time!

I have just over 2 days on my clock, and I'm away this weekend..... I really dont want to timeout on this game. I'll ask Fatboy if he wouldnt mind delaying his incoming turn for a few days.

Back to the game....

My sentry at the bottom stumbled across a Commander and Medic. I've almost killed the medic, and hope to do so this turn. I'm also trying to Psyche the Commander so that he cannot see my sentry and return fire.

I psyched a grenader on the left, and managed to injure it with a warp. I'm trying to get it again as I really need to keep tabs on where its going.

I've also psyched a grunt at the top that I need to keep tabs on. A warp might take care of it this turn.

I'm trying to keep my troops energy levels up, so I'm regening them as often as possible. I'm regenning the Guardian this turn, as by the end it will be full with the shields back up.


Posted by Robmonster at 6:15 PM | TrackBack


Going well

Due to the way that LSN works Fatboy will not have got my message asking him to hold off on a turn until after the weekend. Hopefully he will. I really dont want to lose this game due to a timeout. However, since he knows he'll win if he sends another turn in over the weekend then maybe he'll do that to sneak a win. Lets hope not!

Anyway, my Sentry managed to finish off the medic AND the Commander (Thats 1 point well spent!) It did have the back up of the Psycher to blind a few troops nearby. The sentry is now heavily damaged though, so its running away sharpish.

It also managed to see another grenader and a couple of medics leaving the room in the bottom left. That area is about to get a warping.

At the top of the map is another Grunt, a medic and an injured Grenader. A few warps are heading in that direction also.

My outwars forces are getting worn out, so I'm going to try to pullback , either to the main regen, or so that their autoregen can top them up a little.


Posted by Robmonster at 6:34 PM | TrackBack


June 2, 2005

Fatboy came through!

I've just had an email in from Fatboy saying that he is happy to delay more turns until after the weekend.

What a star he is!

See, you get a better quality of player in Laser Squad Nemesis!


Posted by Robmonster at 9:49 AM | TrackBack


June 6, 2005

Almost Done

I've taken the grenader in the lower left with a combination Warp and Sentry shot. That sentry must have taken sniper training as it was a very long shot. I think I'm about to lose this sentry though as a grunt got right up close and has drained its energy. I should be able to psyche the grunt, but not before it gets a shot off.

He has cyclked some troops round to the HQ in the top right, so I'm sending some Warps that way to try to catch him rearming.

Current score:- 17 - 5


Posted by Robmonster at 7:26 PM | TrackBack


The end game

I lost the sentry but managed to finish off the other Grenader, taking the score to 19-6.

I know he has 3 sentries, 1 medic and the HQ which leaves one mystery troop somewhere.

I think I'd like to regroup my forces, and to finish off that HQ in order to ride out the rest of the game. I'm sending a few shots over towards the top left, as I saw his grunt and medic double-back that way last turn. My warps in that area have been pretty inaccurate from my point of view, I always lag behind where he is going.

I'm also sending in a few exploratory psyches to see what else is around.


Posted by Robmonster at 7:37 PM | TrackBack


June 7, 2005

Ooops

Thats an understatement.... A cock-up of the most gigantic proportions just occured.

Firstly, one of my Psychers got taken out. I had planned on taking a shot and then popping back inside the shield. However, Fatboy attacked from the top with the troops he had looped back last turn. taking him out.

Secondly (and this is the biggie) my warper managed to hit my other psycher from point-blank range. I had intended on moving the psycher over to the left flank to psych next turn, and to send a warp up into the top right, where I had expected his troops to be. Soemthing went wrong with the timing, meaning that the psycher and warp ball collided. BOOOOOM!!!

The resulting explosion took out the warper, nearly killed the psycher, heavily damaged the Regen and also damaged the Guardian.

I didnt even kill anything else!!

Current score 12 - 19

I'm moving the guardian between the top Grunt and the regen, and getting it to rearm. I dont want the regen to go up, and hopefully the Guardian will take a fgew shots away from it. My wounded Psycher is doing a runner in case the regen does go up as I dont want it caught up in the explosion.

My lower Psycher is within range of the lower grunt, so a Psych that direction might help. My remaining Warper is sending 2 shots towards the top troops.


Posted by Robmonster at 7:20 PM | TrackBack


Closing down....

The regen has blown, after taking an attack from 3 sides.

The guardian lives, just.

My other sentry got shot, and then taken out by another Warp blast. Fatboy ran his grunt directly into the path of my warp ball. It killed the grunt but also damaged me.

The warp at the top winged his medic and grunt, but they are not dead yet. I'm going to leg the Warper over to that side of the map. I may as well move while I am auto-regening the 2 energy I'll need for an attack. I'm trying to get my Psychers over in that direction too so that they are within striking distance of his HQ, where I think he will head to rearm.

Current score 20 - 14


Posted by Robmonster at 7:36 PM | TrackBack


June 8, 2005

Cat and mouse

...and this time I'm the mouse.

I managed to avoid any more losses, although a medic is closing in from the side. I mean seriously.... I'm now afraid of a medic!

My units have so little energy and health that a few shots and they are dead. My guardian absorbed a shot from the grunt, and has managed to attract a few missed shots to drain his ammo.

I need to destroy that HQ and then run his ammo down, so thats where my warper is going to attack this turn. I'm aslo trying to psyche the grunt and medic combo...


Posted by Robmonster at 7:20 PM | TrackBack


So close!!

My Psycher wondered point blank into another grunt, with obvious results.

I did manage to take out one medic, but he still has one left. I have no idea how much ammo he has left.

The other grunt is now right on top of my psycher and warper. Hopefully the psycher will be able to zap him this turn, and I have ordered the guradian to attack also. The warper is finishing off the HQ, and then legging it!


Posted by Robmonster at 7:27 PM | TrackBack


June 9, 2005

Very close now!

My psycher and Guardian were both taken out, but I did get the HQ.

That means the score is currently 22 - 21. I have no energy, little health and am surrounded by attackers.

All I can do is run away and hoipe the points lead is enough......


Posted by Robmonster at 6:27 PM | TrackBack


The waiting game

My retreating Warper took one shot as he legged it. I need to keep running away to build my energy back up.

He only has 2 grunts and a medic left, but I have no idea how much ammo they have.

I am also VERY low on time, with only 22hours remaining on the clock.

I think I can win this if I can keep away from his troops, but will I have enough time to do that?


Posted by Robmonster at 6:30 PM | TrackBack


June 15, 2005

Game over

Well, since this is the game over message, you've probably guessed which way it went.

I was running my warper away to allow it to regen some energy, but a couple of shots in the back ended its warping career.

What kind of monster would shot a defenceless alien in the back? Twice....

The kind that wins Specialist League games I guess!

If watching this game teaches you nothing else, it should at least teach you to never give up, no matter how bad your situation. You always have the chance that your opponent will do something mind-bogglingly stupid.

Final Score 22 : 25

View the wholegame here


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