Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,956
Well, no point being shy, lets get these pants off.
Uh, I didn't order this kaboom. Turns out, giant mobile fortresses contain fuel and engines. Knowing is half the battle!
Well, 1 turret and a fuck ton of ninjas gone for one bomb so far. Looking good.
I didn't notice at the time, but it seems our aim was off pretty badly here. I didn't pay much attention to the shot accuracy because of how the gun works, but in retrospect, I should have set a closer penultimate waypoint to really make the shots pinpoint accurate.
At any rate, that one didn't take out the turret. Boo.
Well we've got... 4 left? That we can fire this turn, anyways. I got a few reloads as well.
Well, these close ones don't need bombs, lets take them out first. XECs can unload ~1800 laser damage on average by going full auto, in a pair of six shot 0-300 damage lasers.
Accuracy leaves something to be desired, but the target is close and very large. Easy pickings.
Two more turrets on the other side fall the same way.
Bomb to the rear turret fails to take it out.
Turret on the opposite rear side goes down though.
Getting a little desperate here, I try some potshots with a catgirl's gauss pistol. We land a few hits, but don't get through the armour significantly.
Thankfully, elite plasma does the trick. Ogre Destructor paying off. Gotta get me some more of those dream echoes.
We've even got enough spare TU's to get everyone away from the gear pile and somewhat spread out.
And plenty of overwatch from the catgirls. There's actually a secondary benefit here- the AI knows whether or not a shot is possible through windows and shit, while for me it's basically impossible to tell if I have a clear shot or just line of sight tricking me. We get several kills this way.
Cyclops are again, very helpful here. Aside from the smoke and darkness...
Even the basic gals have 15 camo. We can cut that down to 5 by lighting everything up with fires, but even that's fairly obnoxious. Spotters don't get us direct line of sight so we still suffer a 50% hit chance, but frankly we've got the ammo to spare.
Now that the turrets are dealt with, turn 2 is mostly just positioning everyone forward a bit more and getting better angles for reaction fire.
Their turn 2 invols a lot of grenades. Including this choking grenade thrown at a mech.
Nice to know they can flub a throw too.
All told, even having thrown a half dozen grenades, we're totally unscathed.
These exorcists are perfect for the ninjas- death beams handle the unshielded troops, while lasers bypass the ones with purple shields.
They're very vulnerable to electric attacks too, but Tits whiffs a pair of attacks at these ninjas. Being out in the open with 2 ninjas already looking right at you isn't great...
Thankfully, Maria was kept in reserve to fix situations like this. Robo-Sailor-Laser-Star-Attack!
Now they're in full on panic mode, berserk ninjas are like half their turns.
They do manage to get some shots in on Tits, inflicting some trivial wounds.
Gandalf actually got it much worse, must have been one of their bigger guns. Still, no big deal.
Nice being able to shove mechs forward to light the way and eat up reaction fire.
At this point we're just mopping up. I even brought Lightbane forward to use his SENSE to scan for the last holdout.
And here we are, part three. I'd say last, but I don't want to tempt the fates, I wouldn't put it past the game to be lying and have some 4th phase after this.
In retrospect, I should have topped off our freshness instead of hunting down the stragglers ASAP. Ah well, we're still in decent condition mostly. The gnome is mostly out of freshness after all the death beams, but she can't smoke cigars anyways.
Only 4 turrets to deal with this time, at least that we can see. Trouble is, we've only got 2 bombs left.
The game was also very weird about our positioning. The vast bulk of our troops are at the north end of the field, with the remainder at the south and a big gap in the middle where the fighter jet is at. Going to make the middle two turrets a pain.
Uh, I didn't order this kaboom. Turns out, giant mobile fortresses contain fuel and engines. Knowing is half the battle!
Well, 1 turret and a fuck ton of ninjas gone for one bomb so far. Looking good.
I didn't notice at the time, but it seems our aim was off pretty badly here. I didn't pay much attention to the shot accuracy because of how the gun works, but in retrospect, I should have set a closer penultimate waypoint to really make the shots pinpoint accurate.
At any rate, that one didn't take out the turret. Boo.
Well we've got... 4 left? That we can fire this turn, anyways. I got a few reloads as well.
Well, these close ones don't need bombs, lets take them out first. XECs can unload ~1800 laser damage on average by going full auto, in a pair of six shot 0-300 damage lasers.
Accuracy leaves something to be desired, but the target is close and very large. Easy pickings.
Two more turrets on the other side fall the same way.
Bomb to the rear turret fails to take it out.
Turret on the opposite rear side goes down though.
Getting a little desperate here, I try some potshots with a catgirl's gauss pistol. We land a few hits, but don't get through the armour significantly.
Thankfully, elite plasma does the trick. Ogre Destructor paying off. Gotta get me some more of those dream echoes.
We've even got enough spare TU's to get everyone away from the gear pile and somewhat spread out.
And plenty of overwatch from the catgirls. There's actually a secondary benefit here- the AI knows whether or not a shot is possible through windows and shit, while for me it's basically impossible to tell if I have a clear shot or just line of sight tricking me. We get several kills this way.
Cyclops are again, very helpful here. Aside from the smoke and darkness...
Even the basic gals have 15 camo. We can cut that down to 5 by lighting everything up with fires, but even that's fairly obnoxious. Spotters don't get us direct line of sight so we still suffer a 50% hit chance, but frankly we've got the ammo to spare.
Now that the turrets are dealt with, turn 2 is mostly just positioning everyone forward a bit more and getting better angles for reaction fire.
Their turn 2 invols a lot of grenades. Including this choking grenade thrown at a mech.
Nice to know they can flub a throw too.
All told, even having thrown a half dozen grenades, we're totally unscathed.
These exorcists are perfect for the ninjas- death beams handle the unshielded troops, while lasers bypass the ones with purple shields.
They're very vulnerable to electric attacks too, but Tits whiffs a pair of attacks at these ninjas. Being out in the open with 2 ninjas already looking right at you isn't great...
Thankfully, Maria was kept in reserve to fix situations like this. Robo-Sailor-Laser-Star-Attack!
Now they're in full on panic mode, berserk ninjas are like half their turns.
They do manage to get some shots in on Tits, inflicting some trivial wounds.
Gandalf actually got it much worse, must have been one of their bigger guns. Still, no big deal.
Nice being able to shove mechs forward to light the way and eat up reaction fire.
At this point we're just mopping up. I even brought Lightbane forward to use his SENSE to scan for the last holdout.
And here we are, part three. I'd say last, but I don't want to tempt the fates, I wouldn't put it past the game to be lying and have some 4th phase after this.
In retrospect, I should have topped off our freshness instead of hunting down the stragglers ASAP. Ah well, we're still in decent condition mostly. The gnome is mostly out of freshness after all the death beams, but she can't smoke cigars anyways.
Only 4 turrets to deal with this time, at least that we can see. Trouble is, we've only got 2 bombs left.
The game was also very weird about our positioning. The vast bulk of our troops are at the north end of the field, with the remainder at the south and a big gap in the middle where the fighter jet is at. Going to make the middle two turrets a pain.