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Turn 4 - Jaques

SPAWN!!! I knew it! The way he introduced his race could have been a little better, tough, a splatter in the face isn't the nicest... No one dead from my side, at least yet. Many very heavily wounded, tough. The grunts will be useful in here soon! After the blast (and the following blasts inside the tank cart) I saw a queen slugging in the north heading west, and a goo-spitter taking cover behind the cart. Luckily it got wounded too.
Lucky there wasn't a second Splatter behind the first, or it would be 10-2 in BoomStick's favor already. The perils of being bunched up. I bet Jaques is very glad to have taken the extra Grunts and Medics!

-Nim

I'm sending the house-team's (team1) medic to the aid of the street-team's (team2). Also, leaving some 'nades behind for pursuiters with both teams.
Nice work here - 'Naders are sometimes hard to make effective vs Spawn, as you have to catch your enemy incoming so as not to injure your own troops with splash damage.

-Nim

The alley pair (team3) stays put and watches over the street for enemies, grunt located so that he'll be the first thing the enemies will spot. Buzzers will go unspotted, tough, since they're too small to be spotted from this distance, even for a sniper. I hpe that he won't realize that.All looking good so far.
If he takes the long way 'round with a Buzzer contingent, at least you know it will take him a few extra turns to get there, giving you time to dig in/modify terrain to be prepared. Also Jaques' HQ placement is great as far as protecting from a rear-flank Buzzer assault.

-Nim

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