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Hnumans!!! |
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Re: Hnumans!!! | #1 | ||
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Mechanoid comrades!
I'm a bit worried about the strong humanoid presence in North Central. There's a commie with a grunt and a nader there, and if they manage to go round the building to North 2 they're in pretty good position to attacking both of our bases. Kroger's 1 XT and 1 HT won't be enough to stop them. I think the best course of action would be to retreat the Aardvark back in the North building as it will most likely be destroyed in one-on-one shootout with the commy. What we need to do on the right flank is to buy some time for the MTs to take down walls. There's a sniper in south 3. I think I'll be able to keep him busy with the HTs. I hotseated his movements, and he doesn't have our HQ at the eastern ruins 7 spotted... at least yet. Have to be careful though with the HTs, since they might have a nader there as well. I think I'll start firing missiles to West Central 10 next turn. I should have that building scouted in two turns. My guess is they have one HQ somewhere in the central building, and one in the West building. |
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Re: Hnumans!!! | #2 | ||
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Hi guys
Reporting for duty and ready to kick some marine backside. Ok I've plotted direct fire orders from my MT to the lower part of west 2 through central ruins 6 then returning to HQ north to reload. I'd welcome suggestions for the right flank keeping my units behind the corner hoping to force the nader to expose himself if he wants to launch These orders sound ok? Kro |
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Re: Hnumans!!! | #3 | ||
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when i get to see turn i will plot orders, having a bit of @#%$ RL crisis at mo but will keep going for my own sanity i think.
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Re: Hnumans!!! | #4 | ||
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Kroger, sounds good about the orders for the MT. I'm actually in pretty good spot to put my first missile in Central 5, via the open door which will hopefully take down the wall and let your second missile reach West 2.
As for the HT and XT, keeping them behind the corner sounds pretty risky, since the chances are they'll put a few grenades behind that corner first, assault later, and ask questions third. The XT is almost round the corner? Isn't it? (can't view the results at work) I'd take it round the corner, plot a single OpFire (yellow line), and then retreat it to the door of North 3, where it can quickly get to cover in case grenades start landing. With the HT? I'd keep it behind the corner of North one, wait a few secs. Fly it to the border of the map, plot one OpFire towards North Central. Then retreat it all the way to the narrow passage next to North 4. I don't think the nader at North Central launched grenades there at the end of previous turn, so you'll have at least 6 seconds if he starts doing so immediately, and that way we'll have as late intel of the actions of the marine-goblettes as possible. Seeing an XT and an HT there should make them think twice before rushing straight round the corner of the North Building, and rather put a few nades there, which will slow them down for one turn or so. Retreating the AI inside the North building should be an even stronger deterrent. OB, and Our team is certainly living up to its name. |
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Re: Hnumans!!! | #5 | ||
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i hate being at work and not able to check these things out.
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Re: Hnumans!!! | #6 | ||
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ok thats my orders in so fingers crossed
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Re: Hnumans!!! | #7 | ||
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Re: Hnumans!!! | #8 | ||
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Fellow Machines,
bipedals are getting impudent. So far, I've spotted 2 commies, 3 naders, 1 sniper, 2 grunts (and 2 HQs) So, that's 18 FPs accounted for. Um, what now? I'm going to put two missiles into West central 10, which will leave West Central 9 and 10 exposed - and move my hunters north to Central Ruins in order to scout the exposed areas. No missiles to the south part of Central Ruins 8, please Their commie is going to enter North 1 through the wall, which - I think - is our biggest problem. Also, Aardvark which was on red red stopped immediately and got a bit scratched by nades. My suggestions: Aardvark on green red, and drive all the way round the Corner of North Central 2, or alternatively to North Central 1 or 5 or something like that. OB's much more experienced than I am. And maybe make a couple of very brief zigzag moves with OB's hunter on the door of North 1 without firing a shot, if the commie is on red red, that might stop him for one turn. Kroger, could you put one missile in the wall between North Central 5 and 7? There's one missile on the way which will take down some sections of the wall out of the way, but unfortunately we don't have a direct LoS to it. Keep the remaining missile in reserve and keep on moving towards the HQ? And do a very quick scouting run with the HT round the corner of North 1 to see what the rest of the marines are up to over there. Now, they definitely have a nader there, so try to make it so you're a safe distance away in 6 seconds. But those are just some ideas of mine. You do what you like EDIT: in general, I think it's better not to lose XTs and HTs exchanging fire directly with commie in the North building, when he's in full health. Try to slow him down, get Kroger's MT reloaded, and let missiles do the close-up defence. Then attack with HTs, and the XT. |
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Re: Hnumans!!! | #9 | ||
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i have entered the building where he has a nader
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Re: Hnumans!!! | #10 | ||
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Missiles away!
doing a scouting run with the HT on the north flank and have run the XT so he's in the door way to north 3 at the end of this turn. My MT is now empty |
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Re: Hnumans!!! | #11 | ||
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i think u will find them entering at north 1 commy medic, nader, grunt.
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Re: Hnumans!!! | #12 | ||
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Yeah, that's where they're coming in... Kroger got some light damage there (
But on the plus-side, we discovered one HQ. Oddball, I'm gonna put a missile in Central 5 (to the right of the door) that will take down the wall between it and the HQ in Central 4 right at the end of turn, so you can attack it with the AI next turn. I'd love to assasinate that commy |
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Re: Hnumans!!! | #13 | ||
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i agree pull them back and blast the building at close range the will only try nading it anyway
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Re: Hnumans!!! | #14 | ||
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only allowed the dmg to lull them into a false sense of security lol.
Will fall back to the HQ with the HT and XT whilst rearming the MT |
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Re: Hnumans!!! | #15 | ||
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i have held my current spot so u can missile to his base this turn
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Re: Hnumans!!! | #16 | ||
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Crap... now we got worry...
Well, at least we know there's no HQ in West Central. Come to think of it, it's probably either in West 2, or behind the West building. I hotseated the deployments, and you can't fit a marine HQ in West 1, there's one small tree in the way. I'm going to put my remaining missile in their HQ, and then roll quickly for reloading. Damn, how I wish we'd put one HQ in East 15, I'd be able to blast their HQ in a couple of turns and dig my way to the other one probably quicker than they're able to get ours. Good ideas are needed for the right flank What to do with Kroger's MT? |
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Re: Hnumans!!! | #17 | ||
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Maybe fire two missiles?
One through the window to North 4, and blast the wall away, and the second one targetting the ground next to the grunt? (terrain fire: orange line). And start reloading immediately. It's a shot in the dark, since it's random where exactly the missile lands, but with luck it will be next to something human-resembling. And move the XT further away, but still hugging the border of the map (what you think is a safe distance from grenadiers) , and force fire through the narrow passage outside North 4 through which you just fled (pink line). I could bring one HT closer to you, in case you need help. |
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Re: Hnumans!!! | #18 | ||
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im pulling th AI back to the base if i make it. his commy took some damage and hopefully his naders are at relaoding. going around the outside of my position. going to be a close escape if i do. got my HT dancing at the door
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Re: Hnumans!!! | #19 | ||
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I'll try to park my two missiles on some marines.
my HT and XT are fairly fragged so cant really be counted on to do anything much. really need to tighten up the right before they roll it up. Kro |
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Re: Hnumans!!! | #20 | ||
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I'm actually putting my remaining missile to West 2 (there's one very annoying piece of wall left standing in Central Ruins, which makes hitting their HQ highly unreliable from where my MT is.)
Making a quick scouting run of West Central to make sure it's empty then heading North to help you guys out. Keeping the other HT dancing in the South forest to slow them down, if they try to bring the sniper there or something (where did the sniper disappear BTW? Hiding in the South building?) |
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