Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 11 12 [13] 14 15 ... 20

Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48658 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #180 on: April 15, 2012, 05:50:49 am »

Turn One: Miniturn Two

Spoiler: Campaign map (click to show/hide)
Spoiler:  Mission 1 (click to show/hide)

Spoiler:  Mission 2 (click to show/hide)

Spoiler:  Mission 3 (click to show/hide)


Mission 1:


Units:Fortis
Verticopter One (30/30hp, 9/10 fuel)
Verticopter Two(30/30 hp, 8/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 14/15 fuel )

Locus squad 1: Disembark from Razorback at U9.
Locus squad 1: relocate from U9 to V8.
Locus squad 1: Secure and defend engineer organic at V8
Locus squad 1: Target post-organic entities at U8. Error targetting vector misalinged

Locus squad 2: Relocate from U14 to U12
Locus squad 3: Relocate from V14 to V12
Locus squad 2,3: Target post-organic entities at U8Target eleminiated.

Locus squad 4: Relocate from U15 to U14. Board Verticopter 2
Locus squad 5: Relocate from V15 to V 14. Board Verticopter 2

Direct Engineeer at U16 to board Verticopter 2 Done

Verticopter 2: Relocate from V13 to M15

Locus squad 4: Disembark Verticopter 2
Locus squad 5: Disembark Verticopter 2
Locus squad 4,5: Target post-organic entities at O18 Firing. 4 zeds left.

Razorback: Relocate from U9 to P12
Razorback: Target post organic entities at N9Firing at max capacity. Zeds eliminated. Minor damage to building detected.

Units: Evilmahardja
M-51(20/20 hp 9/10 fuel)
M-52(20/20 hp 8/10 fuel, 20/25 capacity)
M-53(20/20 hp, 8/10 fuel)
M-54(20/20 hp 8/10 fuel, 0/25 capacity)
Ironclaw (10 hp)
Ironclaw(10 hp)
Redfang alpha(15 hp)
Redfang beta(15 hp)

Orders:
Ironclaw
Fire at the hoard on the coordinates D13, 6 Zombies left,sir.
Bravo squad started to attack A18.4 zombies left,sir.
Redfang
They arrived at H17 attacking G19 .Copied sir, zombies eleminated
Alpha squad. Attacking K6. 1 zombie left sir.

Locust M51: (Dropped of Ironclaw): Stay where you are.
Locust M52: (Dropped of Alphasquad, redfang) Reposition to G2F2, extract survivors.
Locust M53: (Dropped of Bravosquad, redfang.) Reposition to H15I15, await further orders.
Locust M54: (Picked up survivors): Return to base, well done. Humans dropped of sir, awaiting Landing orders.

Mission 2


Units: Doomblade
UFO One(20/20 hp 9/10 fuel   25/25)
UFO two(20/20 hp 9/10 fuel    25/25)
UFO three(20/20 hp, 9/10 fuel 25/25)
UFO four(20/20 hp 9/10 fuel)
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

•Little Green Men and one squad of Green Men deploy at A5.
•All personnel helicopters and one squad of Green Men deploy at T3, U3, V3 and S8, one chopper per coordinate, on the roof of the building.
•One squad of Green men, deploy at S5 from the S8 chopper, also on the roof of the building.


•Personnel choppers at T3, Begin loading survivors from S6 into the T3, U3, and V3 choppers. Check for infection.
•Little Green Men and one squad of Green Men at A5, destroy the zeds at C8. Target eliminated
•Squad of Green men at S5, attack the zeds group at S10 2 zeds downed.

Units: Donut
Rofl-1(20/20 hp 9/10 fuel)
ROfl-2(20/20 hp 9/10 fuel)
ROFl-3(20/20 hp, 9/10 fuel)
ROFL-4(20/20 hp 9/10 fuel)
Swiftfoot Agents(20 hp)
Hardfoot Agents(30 hp)

Roflcopter 1 and 2 will send Quickfoot soldiers down to O1 and O3, and 3 and 4 will send Hardfoot soldiers down to O5 and O7


Mission 3


Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 14/15)
APC 3 (hp:40 fuel: 14/15. 20/20)
Black raven specs ops
Black raven sniper squad

Deployment:
Sniper Squad (M7, Third Floor)(Normally your are supposed to arrive from the edge of the map, but wathever.)
Spec Ops Squad (K13, Second Floor)
APC 1 (L12)
APC 2 (L14)
APC 3 (D16)

Orders:
Spec Ops Squad cover the APCs below. 5 Zeds down.
APC 1-2 Keep Zeds at bay.8 Zeds killed
Sniper Squad begin destroying closest zed forces (Dead Silent) 9 Zeds down
APC 3 Begin evacuating civies


Units: Ghazkull
APC 1 (hp:40 fuel: 14/15 20/20)
APC 2 (hp:40 fuel: 14/15 20/20)
APC 3 (hp:40 fuel: 14/15 20/20)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch

Vanguard Squad moves To E-17 and defends the Civilians.
APC's load as many of them on as they can and then evacuate them Apc's will leave next turn. Note that it will take them 2 turns to get back
Grunt Squad moves to M-13 and starts killing the group of Zeds thereAdwarf shot them before you coul reach them.



Adwarf ( The black ravens)
Spoiler (click to show/hide)

Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (9 turns left)
Produce two Salcar Sentry Guns Turrets build and awaiting pick up at base.

Research:
Explosive Sniper Rounds (Half My Research Points)
Combat Drone [Ground] (The Remaining Half of My Research Points)

Possible buildings:
Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Ghazkull
Spoiler (click to show/hide)

Please supply coords for perimeter (Price is per perimeter tile)
Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Doom blade: The green men:
Spoiler (click to show/hide)

Build perimiter fence at coordinates I1, J1, and K1. 9 miniturns left


Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)

Evil Mahardja, The Spetnaz guards.
Spoiler (click to show/hide)
Building radar station. 3 miniturns left.
25 survivors

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Perimeter upgrade (click to show/hide)
Spoiler: Watchtower (click to show/hide)
Spoiler: Barracks (click to show/hide)

Hephaestus Automated Security
Spoiler (click to show/hide)


Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)
Spoiler: Wharf (click to show/hide)

Donut

Swift ops.
Spoiler (click to show/hide)
Please supply coords for perimeter (Price is per perimeter tile)
Building mineshaft: 8 miniturns left.

Spoiler: Storage building (click to show/hide)
Spoiler: Perimeter (click to show/hide)
Spoiler: Barracks (click to show/hide)


-Name Mercenary Company: The Black Ravens
-Name PC: Alfred Nimar
-Funds: 3.800-4.000
-Research points: 22
-Base Smuggler's Nest
   -Resources stored:34/100
   -     Fuel stored:50/50
-Hero unit:
Spoiler: Alfred, the Deadeye (click to show/hide)

-Merc company units


Special structures:

Spoiler: Hunter Mines (click to show/hide)

Governement support units:

Spoiler: APC (click to show/hide)
]

-Name: Crow Guard
-Name: Karl-Heinz Crow aka Brother Alpha-Zero
-Funds: 100
-Base: Cargo Airport
   -Minerals stored: 300/300
   -     Fuel stored: 150/150

Hero Units:



Special structures:
Spoiler:  Trench System (click to show/hide)

Governement support units:

Spoiler:  APC (click to show/hide)
-Name: The Green Men
-Leader Name: Nieren
-Funds: 150
=Research points: 7
-Base: Civilian Airport
   -Resources stored:97/100
   -Fuel stored:50/50
-Hero unit:

Spoiler: Nieren (click to show/hide)

-Merc company units
Spoiler: Green Men (click to show/hide)

Spoiler: Little Green Men (click to show/hide)

Special structures:
Spoiler: Prefab Fortifications (click to show/hide)

Spoiler (click to show/hide)

Governement support units:


The Spetsnaz Guards
-Name ”Papa Bear” Vladimir Baikov
-Funds: 1.000
-Research points: 25 (Current project moat: 0/50)
-Base: Military airport
   -Resources stored: 80/100
    Fuel stored: 50


”Papa Bear” Vladimir Baikov

The Spetsnaz Guards


Spoiler: Ironclaw (click to show/hide)

Spoiler:  Red Fang (click to show/hide)


Special structures
 
Spoiler:  Advanced Barracks (click to show/hide)

Governement support units:

[/quote]
-Name: Hephaestus Automated Security
-Name PC: AI Command unit C1043-S ‘Arbiter’ (I see what you did there. :D)
-Color: Orange
-Research points: 21
-Funds: 400
-Base:  Seaside Airport
   -Resources stored: 100/100
   -     Fuel stored: 50/50

-Hero unit:

- Merc units



Special structures:



Governement support units:
Spoiler:  Verticopter (click to show/hide)

Merc Company Name: Swift Ops
PC Name: John Richards
Funds: 300
Base: Abandoned Mine (Waiting for that thing :3) You will get that one quite soon, possibly tomorrow, when I start the turns and such. Is it good if it's completly underground ?
   -Resources stored: 100/100
   -Fuel stored: 50/50
-Hero unit:
Spoiler:  "Quick" John (click to show/hide)

-Merc company units
Spoiler:  Swiftfoot Agents (click to show/hide)

Spoiler:  Hardfoot Agents (click to show/hide)

Special structures:
Spoiler:  Mining Shaft (click to show/hide)

Spoiler:  Electro-Fence (click to show/hide)
Governement support units:


[/quote]
[/quote]
« Last Edit: April 15, 2012, 11:47:49 am by 10ebbor10 »
Logged

Evil Marahadja

  • Bay Watcher
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #181 on: April 15, 2012, 06:04:02 am »

M-54 Should be out of the map, right?

And, will I actually gain anything for letting Vladimir study biology? Or could I just let him build the radar?
Logged

Donuts

  • Bay Watcher
  • Legendary Madman
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #182 on: April 15, 2012, 06:30:39 am »

Roflcopters 1-2 should help citizens at M25 and 3 should take the 20 civs at F2. And finally, no4 go to the 105 at Q2.

Hardfoot go to the zed at O9 and spray their faces off.
Quickfoot go to N9 and kill zed there.
EDIT: Quickfoot should also carry a specimen back to the roflcopter helping civs at Q2 for autopsy
« Last Edit: April 15, 2012, 06:32:12 am by Donuts »
Logged
"Oh shit, they've got a slogan! It means they're serious!"

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #183 on: April 15, 2012, 06:48:50 am »

M-54 Should be out of the map, right?

And, will I actually gain anything for letting Vladimir study biology? Or could I just let him build the radar?
Yes, sorry about that (It shouldn't be there). It came back already though. (One of the advantages of having a base next to the mission) and will land where you want it.

I have him help with the radar already.
Logged

Donuts

  • Bay Watcher
  • Legendary Madman
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #184 on: April 15, 2012, 07:06:11 am »

As of research, assuming the zed are attracted by human smell/noise, i would like some kind of decoy/distraction device/grenade
Logged
"Oh shit, they've got a slogan! It means they're serious!"

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #185 on: April 15, 2012, 07:26:17 am »

As of research, assuming the zed are attracted by human smell/noise, i would like some kind of decoy/distraction device/grenade
Zed bait:

0/50.

Grants the ability Zed bait to a signle unit
Logged

Donuts

  • Bay Watcher
  • Legendary Madman
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #186 on: April 15, 2012, 07:53:48 am »

Initiate research on that!
EDIT: As soon as the next miniturn starts, assuming my QF kills the 3 zed :P
Logged
"Oh shit, they've got a slogan! It means they're serious!"

Fortis

  • Bay Watcher
  • Suspected Elf Sympathizer
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #187 on: April 15, 2012, 09:16:54 am »

Does it use up movement points to descend down the floors of a building?
Logged

Donuts

  • Bay Watcher
  • Legendary Madman
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #188 on: April 15, 2012, 09:18:17 am »

Does it use up movement points to descend down the floors of a building?
I guess it does.
Logged
"Oh shit, they've got a slogan! It means they're serious!"

adwarf

  • Bay Watcher
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #189 on: April 15, 2012, 09:30:50 am »

Orders:
Spec Ops Squad cover the APCs below
APC 1 continue keep Zeds at bay
APC 2 begin loading mineral crates, and moving those out
Sniper Squad finish destroying closest zed forces (Dead Silent)
APC 3 Begin evacuating civies, capacity is loaded take them to the escape point

----------------------------------------------------------------------------
Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25)

Research: (No Research Points, will allocate when earned)
Explosive Sniper Rounds [0/50]
Combat Drone [Ground] [0/400]
Logged

Fortis

  • Bay Watcher
  • Suspected Elf Sympathizer
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #190 on: April 15, 2012, 09:54:21 am »

Incoming mission data...
...7 post-organic entities dismantled
...4 targeted post-organic entities remain
::Warning:: post-organic entities nearing allied positions
::Warning:: post-organic entities nearing non-combatant entities
High priority targets designated.

Issuing new directives

Locus squad 1: Relocate from V8 to V9. Board Verticopter 1
Locus squad 2: Relocate from U12 to U10. Board Verticopter 1
Locus squad 3: Relocate from V12 to V10. Board Verticopter 1

Direct Engineer located at V8 to board Verticopter 1

Verticopter 1: relocate from U9 to K12

Locus squad 4: descend to ground level, relocate to O17
Locus squad 5: Relocate to N17
Locus squads 4,5: Target post-organic entities at O21
Locus squad 5: Descend to ground level.

Razorback: Relocate from P12 to K14.
Razorback: Target post organic entities at D15

Transmission to Captain Noskovr...
Mission update: 7 post-organic entities eliminated.
Statement: Razorback targeting post-organic entities at D15. Complete dismantling of post-organic entities probable.
Recommendation: Prioritize dismantling of post-organic entities at E15 before they gain access to the civilian structure.

------

Research directive initiated:
Directive: Resource utilization
Progress: 0% [0/100]
Allocate data and processing capacity

Base of Operations Upgrade:
Insufficient funds.
Upgrade directives suspended.
Logged

Evil Marahadja

  • Bay Watcher
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #191 on: April 15, 2012, 10:12:25 am »

I have him help with the radar already.

Shouldn't it be 2 minirounds left then? Since it takes one round to build, and he work twice as fast (aka four rounds).

"Roger that Arbiter, taking out Hostiles."
"This is Noskovr to Ironclaw, all units direct fire to E15, lets kill these bastards."

"This is Redfang Alpha, taking out the last target at K6, and moves toward the perimeter, engineers, follow us for escort."

"This is Redfang Bravo, killing the last hostiles in the building, coordinates H18. All Engineers, move to the perimeter for repairs."   

Locust M-54 Get back into position and pick up the last 25 survivors.
Locust M-52 Return to base with the survivors, do not return to the mission afterwards.

Back at the base, Vladimir orders the civilian personnel to examine the newcoming survivors for any infection bites. The clean survivors will begin digging a moat around the perimeter.
« Last Edit: April 15, 2012, 11:15:01 am by Evil Marahadja »
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #192 on: April 15, 2012, 10:45:51 am »

"UFO 4. ((parked at S8)) You have new orders. I need you to pick up Green Men, squad two ((the ones at S5)) and proceed to land at T23. Deploy the Green Men at T22. Green Men, squad two. Once you're deployed ((at T22)), I need you to open fire on the zed group that is at currently at S21. Should they move into the building holding the civilians, I need you to re-board UFO 4.

Little Green Men, I need you to fall back to C4 and fire on the zed group at B7. Green Men, First squad, follow the Little Green Men to C4, but fire on the zed group at C8 instead.

Also, once UFO 1-3 are fully loaded with survivors, send them back to the base. Once they're there, check again for infection, with the Green Men surrounding them."

UFO 4: pick up Green Men, squad two, and move to rooftop at T23.
Green Men, second squad: deploy at T22 from UFO 4 and fire on the zed goup at S21.
Little Green Men: fall back to C4 and fire on the zed group at B7.
Green Men, first squad: fall back to C4 and fire on the zed group at C8
UFO 1-3: once fully loaded with survivors, return to base and check again for infection. Have the Green Men back at base guarding.
Logged
In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #193 on: April 15, 2012, 11:46:16 am »

Does it use up movement points to descend down the floors of a building?
I guess it does.
Unless you plan to jumpdown, yes.
I have him help with the radar already.
Shouldn't it be 2 minirounds left then? Since it takes one round to build, and he work twice as fast (aka four rounds).
Every turn is ten miniturns. 2 have alreay past, so 3 left.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #194 on: April 16, 2012, 02:17:14 pm »

Bump for Ghazkull
Logged
Pages: 1 ... 11 12 [13] 14 15 ... 20