Azira said:
Oh, someone's going to get a new one ripped..
Stop this pacifist propaganda immediately, civilian scum!
Let us continue....
Turn 2
The situation is actually not as bad as it looks.
The chance of killing all three Gore'Ther with Krraloth & Pussycat669 is low:
But don't forget about flamer's alternate fire mode.
Pussycat669 kills three Gore'Ther with one shot, levels up and goes N.
The only downside of this action is that this platform is now completely blocked for 2-3 turns. No biggie. We'll use the 1st one.
Krraloth moves N, Bluebottle uses Rest, lightbane & Bratt try to join him.
Turn 3
Both Krraloth & Pussycat669 advance N,
other guys go as far N as possible.
Turn 4
Krraloth moves N and uses left switch
This switch controls western platform.
Krraloth calls this platform back.
Pussycat669 uses 2nd switch (right)
This switch controls those 2 platforms to the south.
Other three guys move onto the platform.
Turn 5
Krraloth moves W, onto next platform.
Pussycat699 uses right switch once more, uniting the team. Moves W.
Other guys advance N.
Turn 6
Current situation:
Krraloth & Pussycat669 use Rest, lightbane & Bluebottle move NW, they're going to board this platform too. Bratt will stay to operate platforms and act as fire support.
Turn 7
Alright, it's time to advance to the north.
Krraloth uses DM, Pussycat669 uses Rest, both lightbane & Bluebottle advance W (Bluebottle heals Pussycat669 first).
Bratt uses the switch.
Enemy turn
Krraloth kills 4 R'Ts, WRH.
Turn 8
Luckily for Krraloth, the 5th R'T ran out of APs right in front of him.
Krraloth takes care of this R'T & moves N, Pussycat669 moves NW, Bluebottle & lightabane NE. Bratt uses Rest.
Turn 9
Another close one, nobody was in DM and there was another R'T nearby.
Bluebottle goes NE, kills this R'T
Pussycat669 uses the switch, another R'T shows up.
Bratt moves onto the platform, lightbane moves NW & uses the switch, uniting the team once more. Krraloth uses DM.
Enemy turn
Krraloth kills 1 R'T
Turn 10
The plan for this part is as follows:
The crates are to the north, with three or more Scay'Ger guarding them. With all this narrow corridors we can count on Gore'Ther.
Pussycat669, lightbane & Krraloth will go N and NE, Bratt & Bluebottle E and NE. We want all those crates so no safe play. We can always use the flamer to blow up Gore'Ther even by shooting them frontally, but only once more (3 ammo left).
Krraloth moves NE and spots 1st Gore'Ther.
All other units advance as ordered.
Turn 11
Let's hope I won't fuck this up.
Krraloth moves N, lightbane & Pussycat669 E. We want to take them 1 by 1.
Bluebottle & Bratt move close to the southern door.
Turn 12
lightbane moves into SE corner, other guys use Rest
Turn 13
This fucker is close.
Don't worry though. Remember that with his 2 APs he can only move one square and attack or move 2 squares. All soldiers use rest. Of course if I screw something up, some of you are clearly going to die - his claws deal 20 HPs of damage.
Turn 14
Fuck me. This guy is not dumb. If he went after lightbane (SE), he'll be dead for sure.
Pussycat & Krraloth move back (SW). Of course I could try my luck with lightbane, but probably ending with 1 shot max (risky) and activating those aliens in the NW corner. Not this time, soldier.
Lightbane is safe (for now), uses Rest. Bratt & Bluebottle use Rest.
Turn 15
Gore'Ther finally exposed his back and Krraloth kills him with 2 shots, moves E.
Now we can continue slow (1 alien at a time) or fast (all remaining aliens at once). Since time is money, let's continue fast. Bodybags ready as always.
lightbane opens 2nd door. 2nd Gore'Ther is there.
The wise thing to do would be to go back E and try to take this fucker out with both guys in the south. But lightbane goes N.
3rd Gore'Ther activated.
We can pull this off, people (with some motherfuckin' luck).
Pussycat669, Bratt & Bluebottle use Rest.
Turn 16
lightbane's Armor is probably full of stinking shit right now. But don't you worry, soldier.
Bratt opens the door, Bluebottle moves E. He can shoot at the G'T only from this position, 1 AP left (1 shot). He hits G'T for 2 damage, but no kill.
lightabne goes NE, Krraloth use DM, Pussycat669 use Rest.
Enemy turn
Krraloth shoots 2nd G'T for no damage, one R'T moves close to lightbane, Krraloth kills him.
Turn 17
Bluebottle: kills 2nd G'T, levels up, opens both Equipment Crates.
Now we could kill this last G'T easily, but don't forget about the last Crate. Let's play with this G'T a little, using lightbane, Krraloth & Pussycat669.
lightbane goes E, Krraloth N. The goal is to open 3rd Crate using Krraloth.
Other guys use Rest.
Turn 18
Motherfucker! He went after Krraloth, so we have to retreat with both Krraloth and Pussycat669. lightbane uses Rest because he's out of G'T's range.
If G'T goes after lightbane in next turn then fuck this Crate, I'm not gonna play around with this fucker for next 100 rounds, probably for some shitty 10 EPs.
Turn 19
Of course G'T went after lightbane.
lightbane can only buy us one more turn (not much space to the east), before G'T advance close enough to kill him.
So, as I said, fuck this NW Crate. Krraloth shoots G'T for 3 HPs & runs OOA, Pussycat669 finishes the job.
Mission ends.
Kills in this mission:
Krraloth 8, Pussycat669 4, Bluebottle 2, Bratt & lightbane 0
WTF? No shopping this time, the only choice is to take another mission.
Now I have a confession to make. Before launching this LP I've started this game just to refresh my memories and went as far as Mission 5.
So till this moment I had a general idea of what to expect.
But starting with this mission I'm as green as you are. Expect some heavy fuck-ups, soldiers.
Mission 6 - Find dr Reich
Briefing:
PROTIPS:
Turn 1
Situation already looks bad:
We have 2 G'Ts, 3 Equipment Crates & one damaged bridge to the west.
To the east we have another 2 G'Ts, 3 Equipment Crates, 2 Ammo Crates and one damaged bridge.
Damaged bridges go down with more than 2 units on them. So, we have to be extra careful in this mission.
Exemplary situation: our soldier stands on such bridge, G'T moves onto the bridge, they both fall to their deaths.
But that's not all. We also have new alien to the north.
It's Cy'Coo
Scay'Ger's mortar. It's reflexes are slow so when it fires it always aims where a troop was in the previous turn. If you move every turn it can't hit your troops. You can’t hurt him while he’s hiding in his shell, so wait until he opens up for an attack by using defense mode.
APs : 3
HPs : 4
Front/Rear armor : 100/100
Weapon : spore canon
- Range : 1-20
- Accuracy : 10%
- Damage : 8
- Defensive mode : no
- APs to fire : 3
- Ammo : infinite
This guy is full of win.
He works as "mortar", shooting at the positions that was occupied by our units in previous turn.
So we have to move all the time, because staying in one place is risky as fuck.
Cy'Coo is also "closed" during our turn, which means he's totally invulnerable to our fire.
He can only be killed during enemy turn, with DM.
Of course ATM he's far away from us, so having a sniper rifle would really help. Too bad none of you maggots bought one.
:codexrage:
Stay tuned, folks, it's gonna be a fucking massacre I'm afraid.