« Turn 1 | Unfinished Games | Turn 1: 10-20 secs »

Turn 2 - Oddball

early days, nothing spotted. lines of fire set up for this few turns and a few nades laid down just incase he has rushed a few areas with spawn. will be moving out next turn back to an area he cant reach, see if any explosions come in.

If DnG has rushed out, this might give Oddball the advantage he needs to pull back and do a hedgehog™ defence. If DnG won't charge headstrong at Oddball's positions, it might give him some critical information needed to make a hard blow on Oddball's plan, forcing him to make something foolish later on. It's a small gamble, but is it worth it? Stay tooned to find out!

- JC

« Turn 1 | Unfinished Games | Turn 1: 10-20 secs »

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