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In Progress Let's break my PB account in Jagged Alliance Back In Action + Combat Evolved Mod, Ironman.

someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
9) Alma Prison, Road Block, Balime Slums, Yet Another Road Block

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Day 3 1020
Alma Prison

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We spend a lot of time watching the patrols and decided that a sneak kill is not viable.

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Split the group into 3 pairs, one hugs the wall giving them a clear shot at the soldier hiding behind the tank trap.

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The other two pairs have a clear view of the road.

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Gogogo.

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Wolf blasts hostiles with his shotgun from the window, one of them managed to get away.

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Hostiles spotted around corner, Barry the explosives expert moves ahead and throws a grenade.

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An unseen soldier brings Barry down. Barry's low perception is a handicap.

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The squad takes down his shooter and a smoke grenade covers the medic rescuing Barry.

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More hostiles around the corner, Barry throws a flashbang this time as a frag could not land close enough to kill. The flashbang stuns the enemy allowing a merc to pop around the corner and shoot him.
Now Barry has 2 mercs to guard him when he throws a grenade.

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Enemy soldier throws a grenade at us, we pull back.

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Did we get them all?

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Heard someone near the sandbags.

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Frag out!

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Body flying from the explosion.

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Heard another sound, grenade away!

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Nice dying pose.

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From another angle.

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Bounding cover to cover.

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One pair of mercs enters and surveys the courtyard from the windows, another pair guards the corridor from outside.

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Hostiles in the courtyard and on the roof. The mercs duck under the window. They are spotting, not shooting.

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Soldiers start going after the mercs at the window from the corridor but we have a mercs guarding them.

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The remaining pair of mercs got to high ground to snipe the hostiles in the courtyard and roof spotted by the mercs in the window, this way nobody is exposed to fire.

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More threats appear in the corridor.

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Entering the courtyard and preparing to enter the prison, the last enemy exiting the prison was shot by mercs watching the door.

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Found this grenade launcher, it is awesome.

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Moving south to a road block.

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Day 3 1039
Road Block South Of Alma

Easily liberated.

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Alpha squad crosses the desert and head towards Balime and attacks Balime Slum just outside it.

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Day 3 1138
Balime Slum

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Watching the patrol patterns.

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One of the guard is standing there, Shadow sneaks through the patrols and backstabs him with an axe for critical damage. Shadow should have taken his gun as a trophy, like in the Seven Samurai.

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The squad then starts shooting the place up using rocks for cover.

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Advancing north, using silencers to pick off lone patrols.

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Met Devin who wanted to join us, but we need to get him some explosives first.

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Balime slums has a wealthy merchant, selling our weapons gave us the cash to hire Gus, the 'best' mercenary with A.I.M.. In CE, he is the second most expensive after Magic.

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West of the slum we attack another road block.

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Day 3 1146
Road Block Gas Station

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Road Block

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Sneaking to higher in the west, spot a mine field.

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Contact! Silencers ready.

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Bang! Or is it Pew?

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Climbing up a hill for the shot.

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Pew!

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Two mercs scout while the rest shoots from the hill.

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Shadow shows off his elite sniping skills.

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Scouts in position behind cover.

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Rest of the squad advances, Shadow remained on the hill as he is the only one with a sniper rifle.

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More hostiles!

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Mercs crawling to cover.

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Some mercs run to the cover on the left.

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Two mercs using rocks as cover while the rest cover from the rear.
Lots of covering in this game.

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Hostiles near gas station.

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Taking fire!

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Watching the gas station from both sides, hope they don't accidentally shoot each other.

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Threw a gas grenade at the door, the enemy inside panicked and ran out of the door and get shot. A civilian nonchalantly walks pass his corpse.
 
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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,829
Complete opposite to Legends of Grimrock LP.

Also - great job.

That's the one of few moment, when reading/watching LP is more entertaining than playing by yourself.
:salute:Keep it up and good luck.
 

someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
10) Stakeout Point, Supply Depot, Hideout, Yet Another Road Block, Yet Another Hideout

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Day 3 1528
Stakeout Point

We skip this location on our way to Balime, now we return to clean it up.

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After sneaking around and shooting the partrols around the perimeter we move in for the kill. Due to little expected resistance the squad made a frontal assault eschewing cover.

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The strategic point was taken but there is still enemy around, mercenaries dig in and watch all directions as they wait for the enemy to return.

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The last enemy was spotted from the direction where we started from. Must have missed him...

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Meanwhile, Biff using the key Skyrider gave him looted his hideout near Alma which contains $20,000 plus some weapons and stuff.

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A squad of ten Deidranna's men attack Cambria.
Bravo squad and militia prepare to fend them off.

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Low level threats armed with short-range weapons are easily defeated.
All those yellow dots are militia.

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Back to Alpha squad who deliveres explosives to Devin and he joins us.

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Devin is good at explosives and mechanic but a poor marksman and comes with an Irish accent.

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Selling the guns at Balime Slum, we hired Reaper, a sniper and assault rifle expert. His weakness is medical skills.
He's like Shadow, in fact he likes Shadow.
Mercs who likes other mercs get a morale bonus when in the same squad. Having high morale gives bonus to all checks. The opposite effect is true for low morale.

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Next for our roster is Scope, the last stealthy expert sniper A.I.M has to offer. She has the highest perception in the game and will be the first to spot enemy even from the back. Her weakness is strength.
Lynx, an expert sniper is passed over as he has poor stealth, he also hates Buzz who is a good shooter. You can only recruit one of them.

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Next target is a supply depot near Tixa Prison.

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Day 3 2023
Supply Depot

Spawned too close and got into a fight immediately without cover.

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The building and barrier funnels the opponents down this narrow way.

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Firing the grenade launcher at the choke point.

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Enemy spotted behind cover, firing the grenade launcher.

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It hit the cover.

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Adjusting aim...

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Hit the cover again.
The soldier disappeared from our sight but is still there.

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Finally landed behind cover and killed him.

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Inside this building is a native called Carlos, he refuse to talk to us.

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Using cover to attack a roadblock ahead. There is a sniper position to the left.

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The sniper has cover but the combined firepower of the squad brings him down.

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Moving north-west to a hideout, control of this will let us have early warning for enemy squads moving towards Cambria through the desert.

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Day 3 2057
Hideout

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Using trees to our advantage.

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These soldiers died trying to cross the stream. Didn't they watch Ghostbusters?

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Alpha squad crosses the stream and spots threats hiding behind rocks, Iggy fires a grenade launcher.

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Explosion!

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The body tumbles into view.

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Shooting more grenades over the truck.

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The last soldier dashes from behind the truck but we were waiting for him.

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Found a TAR-21. It is one of the best assault rifles, better at close range than the C7.

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The HK21 is a machinegun firing the 7.62 NATO rounds in 8 round bursts. 8bullets x 43damage/bullet = 344 damage, and the maximum health is 100. You do not want this to be aimed at you.

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South of the supply depot we meet his suspicious fellow.

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It's Slay, who is on our hit list.

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Talking to him makes him hostile and we quickly shoot him. No, we don't need to chop off his head.

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Next target is another roadblock.

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Day 3 2146
Yet Another Road Block

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Attacking from the east where this is ample cover.

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Enemy hiding behind truck, using civilian as shield.

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Shooting grenade launcher at civilian, this is what happens when you fight mercenaries.

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Iggy had a grenade thrown at him while hiding behind a truck, he ran away into the open and miraculously wasn't shot before he ran back to cover after the grenade exploded.

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Attacking another hideout.

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Day 3 2157
Yet Another Hideout

This one is sunk into the ground and you can walk onto the roof from the ground. The maps are decently designed in this game.

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Attacking from the south using rocks as cover, taking quite a bit of damage though.

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Maddog is down!

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Dr Q treats Maddog.
Turns out that due to lower elevation, the rocks aren't providing much cover, the mercs can even prone and shoot over the rocks.

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Gogogo.

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Shoot! Shoot the baddies!

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Maddog, trying to flank from the right was shot and goes down. Unexpectedly, his shooter was able to shoot through the window, over the walls between them because Maddog was on higher ground.
I am not so good with 3D combat, I expected the walls to block line-of-sight, also you can't see elevation well from the overhead perspective.

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Had to use two smoke grenades to cover Dr Q so he can heal Maddog.

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Decided that flanking is too dangerous, walking on the roof is bad too as it has little holes that people under it can shoot through.
The frontal assault was a success and this real estate is ours.

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Bobby Ray's send an email that he has new stock, this happens every three days.

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Enemy squad spotted moving towards Cambria, we have early warning thanks to the Hideout.

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So many squads moving around, mostly logistics. We only have one assault squad and one defence squad.

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Sold some guns and use the cash to hired Len, an expert in assault rifles.

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Hired Cougar as well, good at assault rifles too. He was the best mercenary M.E.R.C had to offer.
Gus should be joining us soon in time for the assault on Grumm. All the logistics movement means that we will have proper gear now.
 
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someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
11) Road Block, Grumm

Gus, Reaper and Scope have joined and we are now confident of taking over Grumm.
Two squads will participate in the attack.
Alpha squad has six stealthy mercenaries.
Bravo squad has three armed with long-range assault rilfes.

Gus.png
Let's take a look at our gear Woody.

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*This screenshot was taken in the future.*

Standardizing the loadout:
The assault rifle is the main weapon for all but the snipers who will use DMRs.
For close-range backup, snipers are to use carbines(though they are slower than SMGs)
SMGs armour penetration is weak, most of them also use handgun attachments which are weaker than rifle.
Thought has been given to acquire the newer SMGs with better ammo but our present SMGs and their ammo are considered obsolete and are to be sold.
A magnification scope is the main attachment, an additional attachment that decreases aiming time like the reflex sight are also given for CQC. Alpha squad all have suppressors.

Each mercenary is given four types of grenade:
1) frag grenades
2) mini grenades that does less damage but has a larger blast radius
3) smoke grenades
4) flashbangs
One merc has a grenade launcher.

Medical supplies are issued according to a mercenary's medical skills.
All are well armoured with gas-proof masks. Scouts are given nightvision goggles.
A small amount of food is issued. Food restores stamina when travelling, that way the mercs need less time to rest.
Finally miscellaneous items like explosives, repair tools and defusing kit.

Did I forget anything?
Yes I forgot to bring lockpicks. But there are plenty in Grumm.

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On the way to Grumm is a Supply Depot, which we decided to skip as it looks dangerous.

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Instead we hit the road block south of Grumm.

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Day 5 0609
Road Block

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With nine mercenaries we will do a sneak attack, killing as many soldiers as possible with a simultaneous strike by splitting the targets between the mercs. To do this we have to attack without the benefit of cover.
You can only see one squad's targets at a time, Squad Bravo is aiming at soldiers on the left.

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In a few seconds most of the soldiers are dead. We fired a grenade launcher at the last survivor cowering on the ground. Not bad, only Wolf received a minor injury.

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Grumm City is moderately defended.

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Day 5 0627
Grumm City

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Initial sneak attack at partols.
Lack of cover means we will prone in the desert, the buildings will funnel soldiers into a killzone.

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Watchout on the left too. We killed many soldiers from this position.

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Gus and Reaper checking upstairs, lobbing grenades.

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Took down a civilian in the process.
Contact on opposite roof behind cover.
Reaper rounds the corner and snipes, all his shots hit the cover, he was shot and he retreated back downstairs.
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Got to find another way Woody.

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Some soldiers attack from the streets but Bravo squad was watching Gus and Reaper's back.

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Alpha Squad advances down the left street, Bravo guards the right street.
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Heard a suspicious sound Woody.

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Firing 40mm grenade at suspicious sound on roof.

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Another grenade at the soldier who shot Reaper.

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Another sound, another grenade.
The roof is cleared.

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Dashing pass the lane on the right, then covering all openings.
Hostile spotted in a room.

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Now that the roof is cleared, two snipers, Reaper and Shadow watching the courtyard shoots.

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The four remaining Alpha Squad advance left.

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Throwing grenades from behind cover.

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Boom!

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More threats spotted.

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Ordering another delivery of 40mm grenade.

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Another hostile, this time with two civilians including a child nearby.
We launch a grenade anyway. Civilians can't die and children can't even fall unconscious, they only limp around after getting shot and blown up.
This game is made in Germany right?

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Heard another sound behind the truck, throwing another grenade.

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Oops, turns out it was a civilian.

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Soldiers checking out the noise.
Our guns and a grenade make more noise.

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Advance north, spot this unaware soldier walking alone, she must have been out patrolling or something and miss all the ruckus.

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Grumm City is ours, next is Grumm Industrial Park.
It has high income and fifty soldiers guarding it. It's on the same map as Grumm City.

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Going north down the street, shooting this guy with silencers.
We somehow alerted the others, decided to retreat and attack from the east instead. Too many directions to watch for here.

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Children like to follow us.

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Attacking from the east, the guards here are already alert.
Soldiers can raise the alert by warning each other.

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Good, lots of rocks near the beach.

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Contact in factory.

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Bravo squad shooting from the back.

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Bravo flanking this hostile hiding behind a wall, Wolf got wounded badly. Very dangerous without cover.

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Edging forward to the trees now.

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A soldier took cover behind a container, the grenade launcher kills him with splash damage.

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Advance to the factory.

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The body count. Rocks are great force multiplier.

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Gus goes to the wall. Checks left.
Clear.

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Blow a hole in the wall.
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Sure thing Woody.

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After the dust has cleared.

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Snipers watch the left while the rest clear the factory.

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Advancing to the next building, a warehouse, Gus throws a grenade at enemy camping behind crates.

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Heard a suspicious sound Woody.
Well throw another grenade then.

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Turns out to be a civilian.
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We're the good guys here Woodrow.

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Next target is the docks, taking up defensive position behind barrels and stuff.

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Two snipers go to the beach and start shooting.

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Soldiers running into the kill zone, the two snipers pull back from the beach and help out.

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Advance on to the docks and took over the strategic point.

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This factory leads to the final checkpoint. Lots of movement inside.

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Smoke grenade the entrance.

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Stand in the smoke and start tossing grenades into the room.
Killed everyone after throwing six grenades.
Grumm is ours now.

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Found Fredo, the guy Dr Willis wanted us to talk about medical supplies with.
He says the medical supplies are near the border. I believe I already picked up more than enough medical supplies near Alma.

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A strangely dress woman is seen.

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It is MOM. She attacks us when we talk to her.

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MOM's dead. She's got some rockets on her.

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The miner at Cambria mine was informed that we have liberated all the mines in Alruco and gave us a rare gun, a Honey Badger PDW and some of its rare .300 AAC Blackout ammo. It only shoots 3 bursts so off to the merchant it goes.
"She has a thing for shooting the messenger." One think I miss are the scenes between Deidranna and Eliot. We don't get to see or hear Deidranna, making it an impersonal quest to kill the Evil Queen.
 
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someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
12) Beach Promenade, Supermarket, Alma Barracks and Docks, South-Eastern SAM site

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After liberating Grumm, we proceed south to attack the lightly defended Beach Promenade and the nearby Supermarket.

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Day 5 0816
Beach Promenade

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We attack the Supermarket first.

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A surprise attack, targeting as many soldiers within the first few seconds and the land is ours.

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Locked in the Supermarket is Hamous, who joined us after we liberated the Beach Promenade.

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Meanwhile, back at Cambria Hospital we give Dr Willis's his medical surprise.

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He mentioned a mad scientist developing biochemical weapons at a research facility in Orta.

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Completing Dr Willis's quest allow to trade with a nurse for medical supplies, some of which cannot be bought from Bobby Ray's.

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At the Supply Depot near Tixa Prison, now that we have talked with Dr Willis about his medical supplies, we can talk to Carlos who wanted us to kill Bloodcats near Alma. But these Bloodcats are just soldiers guarding road blocks near Alma which we already killed.

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...
Don't worry, there are really Bloodcats in this game.

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Carlos is a decent mechanic.

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Gus and his team returns to Cambria, on the way there a small squad of Deidranna's Army took back the undefended Beach Promenade and another squad attacks Cambria.
After five days Deidranna finally sends level 3 soldiers.

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Defense of Cambria.

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The defenders forgot to wear their shoes!

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Sold some more guns and hired Magic, he is the most expensive mercenary.

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Decided to hire Lynx, now we can't hire his ex-girlfriend Buzz.

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After some R&R at Cambria, its time for Alma's Barracks and Docks.

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Day 6 0349
Alma Barracks and Docks

There's so many of us we just shoot our way into the Barracks.

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Alpha squad enters the Barracks, using this counter at the entrance as cover to take down anyone coming through the corridor.
Bravo squad covers their back.

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Behind this locked door is the strategic point, Gus picks the lock.

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Throwing a smoke grenade in.

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An enemy soldier runs out and we have to wait for the smoke to clear before shooting him.

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Throwing another smoke grenade, Gus enters the room...

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...steps out of the smoke for a quick look, identifies targets, step back into the smoke and starts throwing grenades at them.

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Staying at the strategic point causes all Barracks Soldiers to return to it.
Gus.png
You are making me wait here Woody?

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All doors leading to the strategic point are locked, the only way is through the corridor guarded by these mercenaries. Well some of them tried to enter from behind our backs but Bravo squad is covering it.

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Shot so many of them that we have to oil our rifles.

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One soldier was stuck in a corner and we had to do some search and destroy.

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Next are the Docks, we skirt the fence, shooting anyone we see inside the fence.

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Entering the Docks from the coast.

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Gus reaches the strategic point.

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The rest wait outside behind sandbags, shooting at returning soldiers.
Alma Barracks and Docks are now ours.

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We meet this Conrad guy who wanted us to find him five military documents.

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Lots of guns to loot, found this SMG, looks pretty cool but we are going to stick with carbines for CQC.

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Time to hire Ivan. We have a few machineguns for him to shoot with.

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East of Balime is a SAM site.

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Day 6 1009
South-eastern SAM site.

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First we sneak and kill patrols.

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The first defensive line. Those look like NVGs.

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Getting ready for a sneak attack. Gonna drop three grenades from GL into the nest.

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Killed them all before the grenades from the grenade launchers reach the targets.
Looks like they use canister grenades image for grenade launchers.

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If they aren't dead, they are now.

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The second line of defense.

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Same procedure, shoot them all!

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There is final line of defense at the SAMs but the soldiers abandoned them and charge us.
CE AI is more aggressive than vanilla, vanilla AI like to camp, with campers there were a lot more indoor fighting.

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Found a Dragunov SVD just for me!
 
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