Cael
Arcane
- Joined
- Nov 1, 2017
- Messages
- 22,411
OK. Kansas City.
I don't know why people say the South Gate is the problem. For me, it is the West Gate.
South Gate is easy. The trick is to use shotguns. Run 3 guys to just in front of the ghoul on the right with the sniper rifle. Maybe 3-5 steps in front. All armed with Pancors or CAWS, all set to single shot. Then wait for the ghouls to start firing. When they do, run forward and pump 2-3 shotgun blasts per soldier at the furthest mutant you can see and watch them all drop in a group. Then turn around and hose down the melee mutant behind the trash bin and sniper rifle the minigunner that comes running up. Do not go near or past the car or the other SAW mutants around the corner will blow you away. Then hug the south wall of the ghoul fortress and take out that commander in the building to the south-west of the gate. If you can get the two grenadiers in the same building, so much the better. Then hug the north wall of that building and sniper the two SAW mutants around the corner from the South Gate.
Send a guy to the North Gate and take out the only SAW mutant. The challenge here would be to nail the 3 melee mutants before they trigger any mines with only the one guy.
West Gate is where the bloody mutants cheat by running around corners well within range and hosing down your men. Also, they have a tendency to act twice before your guys could react (run around the corner when you have ended your turn and then move next round before your guys get to move). They also have that M2 bastard preventing you from running more than a few steps ahead of the sandbags before he hose you down, and about 3-4 SAW and a rocket guy running in to give you a reaming you won't forget. Well, not so much a reaming as firing MY ammo... Pancors are worth their weight in gold here. When you are staring down 2-3 SAW and 1 rocket launcher guy at about 20-25 range, you WANT to hit ALL of them as hard as you can. That means shotguns where 1 shot = everyone goes dancing.
I don't know why people say the South Gate is the problem. For me, it is the West Gate.
South Gate is easy. The trick is to use shotguns. Run 3 guys to just in front of the ghoul on the right with the sniper rifle. Maybe 3-5 steps in front. All armed with Pancors or CAWS, all set to single shot. Then wait for the ghouls to start firing. When they do, run forward and pump 2-3 shotgun blasts per soldier at the furthest mutant you can see and watch them all drop in a group. Then turn around and hose down the melee mutant behind the trash bin and sniper rifle the minigunner that comes running up. Do not go near or past the car or the other SAW mutants around the corner will blow you away. Then hug the south wall of the ghoul fortress and take out that commander in the building to the south-west of the gate. If you can get the two grenadiers in the same building, so much the better. Then hug the north wall of that building and sniper the two SAW mutants around the corner from the South Gate.
Send a guy to the North Gate and take out the only SAW mutant. The challenge here would be to nail the 3 melee mutants before they trigger any mines with only the one guy.
West Gate is where the bloody mutants cheat by running around corners well within range and hosing down your men. Also, they have a tendency to act twice before your guys could react (run around the corner when you have ended your turn and then move next round before your guys get to move). They also have that M2 bastard preventing you from running more than a few steps ahead of the sandbags before he hose you down, and about 3-4 SAW and a rocket guy running in to give you a reaming you won't forget. Well, not so much a reaming as firing MY ammo... Pancors are worth their weight in gold here. When you are staring down 2-3 SAW and 1 rocket launcher guy at about 20-25 range, you WANT to hit ALL of them as hard as you can. That means shotguns where 1 shot = everyone goes dancing.