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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48621 times)

Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #210 on: April 18, 2012, 03:37:38 pm »

Also, have you considered editing the thread title?

Anyways, how much is that cost efficiency research?
Turns isn't done yet, so No.

0/200 for a 10% cut.

... Ok, how about improved sights, for my Green Men- +1 min damage
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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

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #211 on: April 19, 2012, 02:11:43 pm »

Also, have you considered editing the thread title?

Anyways, how much is that cost efficiency research?
Turns isn't done yet, so No.

0/200 for a 10% cut.

... Ok, how about improved sights, for my Green Men- +1 min damage
That'll be
0/100. It'll let you manufacture improved sights which give a +1 damage bonus. (bot min and max) Sights cost 100+1  per squad.

Also pictures added.
Running Ghazkulls/adwarf turn too.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 2
« Reply #212 on: April 19, 2012, 02:38:10 pm »

All turns have been ran. I got some more suprises for the other players next turn.
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #213 on: April 19, 2012, 02:47:40 pm »

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 aim for the new unique bio-sig., take it out
APC 3 keep 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]
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #214 on: April 19, 2012, 02:52:20 pm »

Orders:
Spec Ops Squad cover the APCs belowThere won't be any Zed they can fire at
APC 1 continue keep Zeds at bayIdem for this one.
APC 2 begin loading mineral crates, and moving those out
Sniper Squad aim for the new unique bio-sig., take it outHe's not going to go down that easy, me thinks.
APC 3 keep evacuating civies, capacity is loaded take them to the escape pointDo you want him to take the sentries with him, or what do you want to do with these.

----------------------------------------------------------------------------
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]
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #215 on: April 19, 2012, 02:54:26 pm »

The APC 1, and Spec Ops orders are just to keep me from saying "stay there". As for the sniper I know I just want them to start shooting it, and finally have the third APC bring back one of the turrets.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #216 on: April 19, 2012, 02:55:34 pm »

Two of the locus mechs are in the wrong positions. Instead of M and N 17, they should be at N and O 17. One should have a clear shot at the group of four zombies at least.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #217 on: April 19, 2012, 02:58:11 pm »

Two of the locus mechs are in the wrong positions. Instead of M and N 17, they should be at N and O 17. One should have a clear shot at the group of four zombies at least.
Speed=2. They needed to run down 2 floors. In fact I think I had them move one square to far already.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #218 on: April 19, 2012, 03:02:58 pm »

Ah, okay. Nevermind then. Crafting a turn now. Done.

Incoming Mission Data...
...6 post-organic entities dismantled.
...4 post-organic entities unable to be targeted.
::Warning:: 30 additional post organic entities entering mission field.

Issuing new directives

Razorback: Relocate from K14 to F14
Razorback: Target post-organic entities at C11

Verticopter: relocate from I 11 to F 11
Locus squad 1: Disembark Verticopter 1 to F10
Locus squad 2: disembark Verticopter 1 to F11
Locus squad 3: disembark Verticopter 1 to F12

Locus squad 1: Target post organic entities at E7
Locus squad 2: Target post organic entities at E10
Locus squad 3: Target post organic entities at C15

Locus squad 4: Relocate from M16 to O16
Locus squad 5: Relocate from N 16 to P 16
Locus squad 4,5: Target post organic entities at O21

Verticopter 2: Relocate from M15 to O15


Incoming transmission detected...
Origin: HQ operations.
Opening communication channels...

Statement: This is Arbiter of Hephaestus Automated Security
Statement: Dispatched units status: operational, functioning within normal parameters.
Statement: Spetsnaz Guard units status: alive, vital signs within acceptable parameters.
Request: Clarify specific coordinates of detected post-organic entities.
Statement: We are in the process of dismantling remaining known post-organic entities within the perimeter. No known 'swarming' detected within perimeter.
Query: Are you referring to the 30 post-organic entities detected to the north of the perimeter breach?
Request: If not, transmit coordinates of post-organic entities to be dismantled.
« Last Edit: April 19, 2012, 03:30:57 pm by Fortis »
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #219 on: April 19, 2012, 03:49:36 pm »

Orders:
-Movement:
  • Little Green Men and Green Men squad one, move to D7
-Attack:
  • Little Green Men, fire on the zed group at E14.
  • Green Men squad two, kill the zed at S21.
-Other:
  • Green Men squad two- if the zed at 21 is dead, reboard UFO four.
  • UFO four- if the Green Men, squad two, reboards you, land on the street at S22 and deploy the Green Men to S21. Begin collecting survivors from R22, checking for infection.
  • Send a message to "The Swift Ops": "Hello. This is Nieren, the commander of The Green Men, speaking. I would like to request your assistance in removing the zeds from the west side of the city. I have a squad of men working their way towards the east side, currently around S21. If you could assist me by sending a squad of men west down the street at O, then we can run a pincer maneuver on the two large groups of zeds, splitting their forces. I wish to make this mission easier and safer for both of our men. Thank you."
  • Begin Researching improved sights.
« Last Edit: April 19, 2012, 04:58:27 pm by Doomblade187 »
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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.

Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #220 on: April 20, 2012, 03:10:10 am »

"Sir, we got a transmission from HQ."
"Patch them through"

Noskovr heard the message, and cursed, this mission was getting stranger and stranger. "We are alive and have secured most of the City HQ. So unless the zeds have learned to use cloaks or to dig below ground we should be safe. But still, give us the coordinates and we will check it out. All survivors have been saved aswell. Noskovr out. "

"This is Noskovr to arbiter. We got tangos moving in towards the perimeter. Redfang will be moving up and hinder any incoming zeds from breaching. Have you found any engineers? If that's the case, dispatch them to start the repairs at the perimeter. I am not sure how long we will be able to hold them of. We would also appreciate if you send a Locus squad to guard Ironclaw. We received a weird transmission from HQ, and Ironclaw will be dead meat if they have to handle a hoard upfront. Noskovr out"

Ironclaw, start thinning out the hoard at A11, we cant have our boys handle that many zeds can we?
Redfang alpha, move towards the perimeter, G6
Redfang bravo, move towards the perimeter, D18
This is Redfang to the engineers. Move towards the perimeter and start your repairs ASAP. Do you request air-transport? (If they do, allocate appropriate helicopters)
M-54- Return to base, no need to return to mission afterwards.

« Last Edit: April 20, 2012, 06:46:12 am by Evil Marahadja »
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #221 on: April 20, 2012, 04:53:47 am »

All roflcopters, help the 80 civs at Q2. Quick, and Hardfoot should go to O14.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #222 on: April 20, 2012, 10:32:53 am »

All roflcopters, help the 80 civs at Q2. Quick, and Hardfoot should go to O14.
Most of your Roflcopters are filled to the brim with civilians already.

Do you units shoot anyone?
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #223 on: April 20, 2012, 10:47:22 am »

If they manage to get in range, shoot the 20 zed they walking towards.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #224 on: April 20, 2012, 10:57:16 am »

Incoming transmission detected...
Origin: Captain Noskovr
Opening communication channels...

Statement: Units are already relocating to assist in denying access to post-organic entities.
Mission update: Razorback (count 1) and Locus squads (count 3) are currently moving to secure perimeter breach. Razorback will relocate to block post-organic entities access to Ironclaw organic units. Locus squads (count 2) currently dismantling remaining post organic entities in the southern sector. They will be en-route upon completion. Engineers (count 2) en-route.
Statement: We also received the transmission from HQ operations. We assumed it was organic inaccuracy, and requested clarification.
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