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April 5, 2006

Turn 4: 40-50 secs

Same again this turn - the left-hand 'nader has fallen silent after 2 shots, but the right-most two have just confirmed their relative positions - 3 shots each now.

I'm still fairly confident he hasn't seen any of my troops yet - there's a very slight possibility that the queen was seen, but his 'nade pattern isn't doing slum clearance, just damaging open space, so...

I'll keep on lurking, and get into position for the charge with the drones and splatters next turn. Here's the general attack pattern:

The main push is going to be on the right, so I'll need the queen on that side. The rush will be led by 2 drones, followed by 2 splatters. So far, his 'nades have been fairly isolated - one explosion at a time. So, if I get caught by one, it's no great problem. I'll follow with a spitter - a great way of killing marines slowly - and get ready for the spikers to fire through windows, using hte hole he created last turn.

The queen and 3 buzzers will bunch up - the buzzers can go through buildings to get to the action.

On the left, I'll hang back for a bit longer - wait for him to commit on the right, and then rush in the drone / splatter combos - either on the left, or flanking on the right to catch that wing as they retreat.

Turn 5: 50-60 secs

More harmless explosions from the rightmost 2 'naders
So, this turn the rush starts - He seems to like launching at 7.5 secs so I'll try to dodge the probable inflight 'nades.

Charge in on the right, taking cover where I can. Following with a spitter to goo any marines out in the open next turn, and provide covering fire from the 2 spikers. If possible, I'll try to prioritise the 'naders, as they'll clear away bodies otherwise

My queen is still a long way from the action, which I'm not happy about - but she'll get there

The buzzers will get into position, gather intel and try to draw other fire - but keep away until the 'naders are running or out of commission. I'll group them for assasination runs later.

I'll gather the middle group, ready for a run - but not this turn.

April 6, 2006

turn 4

well nothing to see yet but, he is throwing the chat of greys charge now. deception!? maybe. he isnt showing his face. so still putting down some nades and the odd force fire in alleyways just to be sure.

turn 5

well he is hiding well, hmmm should i feel twitchy at this point. could be greys trying to sneak in on me. i like to hope i have all areas covered. not had a thing from him yet. so im am guessing he has got a scanner in close enough to see my guys. im going to blow some walls up this turn see if it shows anything he wasnt expecting.

turn 6

Free Image Hosting at www.ImageShack.us well it turned out my hunch was way of the mark, he opted for spawn. retreat!!!! Free Image Hosting at www.ImageShack.usluckily he came from the area i just naded so took some damage on the way in but got a drone near my nader.. counted a few drones couple of splatters and a gluegun. a queen will be there somewhere.. time to hold off the rush while i pull back, limit my dead. get my guys in firing zones now and watch them come. i pray to the grunt gods that i pop a splatter before it gets close and damages him before me...

April 11, 2006

turn 7 spawn hunt the marines

Free Image Hosting at www.ImageShack.us well he has gone spawn, and the rush is on. he managed to get close to me but not close enough, my nades have done plenty of damage on his incoming.
Free Image Hosting at www.ImageShack.us commander tommy has done sterling work disposing of a drone and buzzer on the way through. i can see he has bunched 2 splatters up which if i can capitalise on will be a bonus, and hopefully take the spiker out behind them. time for a bit of force fire and nade supression while i move back a bit, sitting in buildings is just asking to be eaten.

i notice he made a little probe on the left hand side with his googun. at least that stops a splatter coming in on that line as its probably my weaker side.