Krraloth said:
Given My recent ratio of misses I'll sleep a little bit, Commander.
You've heard the man, move out, people!
Bonus image: Krraloth (left) enjoying his day off:
Mission 9 - Way to the Fort B
This mission begins with air support dropping down mines: :shock:
Sound of three ventilation ducts opening up can be heard in the distance.
Turn 1
This mission may look easy, but it's quite tricky actually. Mainly because of the mines and the number of enemies fought.
We start in the middle, with group of R'Ts approaching from N:
All ventilation ducts that we have to blow up plus some ECs are located S:
It's only we vs. the G'Ts in this mission AFAIR
The problem is, there's >9000 of them
We're also in the middle of a minefield ATM (Pussy, Bratt, lightbane & Przeszkoda in front row, Bluebottle & Harvey in the rear).
We have to be extra careful with the mines. We can't step onto them, but if some G'T trigger one, everything in the 3x3 proximity of the mine will be blown to pieces.
So, using only DM is not such a great idea in this mission, because we shouldn't allow R'Ts to come too close (mines).
Plus we have 2 damn rookies in the team, and alien supply of R'Ts is AFAIR infinite.
Sounds like fun already, I hope?
The plan is to move S, deactivating as few mines as possible. Three guys should keep watch near the entrance (Ammo Crates), other 3 guys should move S, to blow up all those ducts.
Let's go!
Bratt & lightbane move S, Pussy deactivates 1 mine:
moves S. Other guys follow.
R'Ts should not reach us in this turn.
Enemy turn: 2 R'Ts blow themselves up
Turn 2
Bratt moves S, lightbane S, kills 1st R'T
Przeszkoda shoots 2nd R'T,
misses, shoots him again for 1 HP, moves W.
Harvey takes his shots
Kills 2nd R'T and hurts 3rd.
Bluebottle finishes 3rd and kills 4th R'T, heals himself.
Enemy turn: more mines dropped - thanks guys!
Turn 3
Bratt deactivates 2 nearby mines
moves E. Pussy deactivates 2 mines, moves S. lightbane uses DM.
Other guys move S
Enemy turn:
- two R'Ts blow themselves up:
- lightbane kills two, misses 3rd.
Turn 4
Pussy moves S, Harvey deactivates 2 mines, moves E. Bratt moves S + DM.
Other guys move S.
Enemy turn:
- one R'T blown up
- Bratt kills three R'Ts, misses 4th, WRH
Turn 5
We should advance S now.
Pussy deactivates 2 mines, goes S. Harvey S + DM, lightbane S + DM, other guys S.
Enemy turn:
- one Squee'Coo appears :shock: Harvey misses him, lightbane hits him for some damage
- Harvey kills 1st R'T, WRH
- lightbane kills 2nd R'T, misses 3rd, WRH
Turn 6
Pussy hits S'C for 5 HP
kills him with 2nd shot & levels up. That's why I don't like the flamer - path blocked.
Harvey kills 1st R'T, goes E.
Bluebottle moves S + DM, Bratt moves S, but not max, because of this (fuckin' campers!)
kills 2nd R'T
levels up. Przeszkoda moves S, lightbane uses Rest.
Enemy turn:
- two R'Ts blown up
- two R'Ts attack Bratt, fortunately only -1 HP with 4 attacks
Turn 7
Bratt kills 1st R'T
moves S
goes back
Harvey kills 2nd R'T
Przeszkoda moves N, lightbane S + DM
Other guys use Rest.
Enemy turn:
- 1st R'T hits Bratt for 0 Hp, lightbane kills him
- lightbane kills 2nd one, WRH
Turn 8
Stupid fuckin' flamer, I hate it, hate it, hate it!
Bratt moves S, kills 1st R'T
Harvey misses 2nd R'T, runs OOA, uses ammo crate
lightbane moves S, kills 2nd R'T, levels up
Surprise to the south, people!
Pussy, Bluebottle & Przeszkoda move S. Let us pray.
Enemy turn:
- S'C shoots lightbane twice, fortunately for 0 damage
- 1st R'T attacks lightbane twice, for -1 HP
- 2nd R'T attacks lightbane once, 0 damage
Turn 9
lightbane is in panic
Brat moves E, kills two R'Ts
Harvey moves S, hits 3rd R'T for some damage, goes back.
lightbane moves E, Pussy SW, kills 4th R'T
Bluebottle moves S, kills 3rd R'T
Przeszkoda moves S.
Enemy turn:
- 1st S'C hits Pussy twice, -3 & -4 HP,
- 2nd S'C hits Bratt twice, -1 & -2 HP,
Turn 10
Pussy is 2/10 HP but miraculously not in panic. Both Bratt & lightbane are in panic.
The only useful unit ATM is Bluebottle.
We must take this closer S'C out ASAP, no matter the cost!
Screaming with pain, Pussycat669 switches his trusty flamer into mode B and burns this fuckin S'C for 7HPs.
then moves W
Bluebottle goes S, shoots this S'C and kills him for good, levels up, kills one R'T
Both lightbane & Bratt move W (hopefully out of this 2nd S'C range). Harvey uses DM, Przeszkoda Rest.
If we won't loose anybody now, we should be fine.
Enemy turn:
- Harvey kills 1st R'T, WRH
- Two R'Ts attack Bluebottle, fortunately for 0 HP
Turn 11
Harvey shoots 1st R'T but misses, goes N. Przeszkoda steps in + DM.
lightbane & Bratt use Rest. Pussy moves E (Ammo Crate).
Bluebottle took 3 hits in enemy turn but he totally doesn't give a fuck. Kills three R'Ts.
Turn 12
It looks more and more like a total clusterfuck, people...
Bratt moves E, kills two R'Ts
lightbane heals Bratt twice, himself once.
Bluebottle kills one R'T, moves S (we have to take out this last S'C ASAP!)
Pussy moves N, Przeszkoda S, kills 2nd R'T, levels up. Harvey moves SE.
Enemy turn: S'C shoots our hero Bluebottle twice, hits once, -2 HP
Turn 13
Przeszkoda moves SW, kills 1st R'T.
Pussy moves NW, opens AC, goes back.
Bluebottle moves S, hits S'C twice.
Bratt moves S, kills 2nd R'T
lightbane moves S. I wanted him to use DM but he only has 1 bullet. Fuck! He kills 3rd R'T, runs OOA, moves S.
Harvey moves SE, he's going to blow up this 1st duct at last!
Enemy turn: S'C hits Bluebottle twice, killing our brave hero with 2nd shot.
That's right, people! We have our 1st casualty...
Let's review the rules from 1st post:
I’m gonna play semi-ironman, which means: if somebody dies, he/she can be revived, but not ad infinitum. This will be done by using "Load Game" button (lol Undo Turn doesn't work after loading a game).
Let’s assume that every new recruit can revive fallen soldier once. So: if for example lightbane dies, Krraloth may decide to revive him.
After that, Krraloth can not revive anybody anymore. lightbane can not revive himself of course - he’s dead.
So, the time has come to use our sikrit time machine!
But who's gonna use it to save our dear comrade Bluebottle? Or maybe we should continue without him...
(Doesn't really matter 'couse I fucked up 5-6 turns ago and now we all are going to die sooner or later
)
After some thinking I came up with a modification to our rules: the person that's going to revive Bluebottle can also decide on the turn that we should go back to.
Since I've overwritten some old saves, we can go back as far as turn 7, or reset this mission and start from Main Map (I should have a backup save). Your call, people!
Of course if you won't revive Bluebottle, we're going to continue the mission from turn 14