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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48678 times)

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #60 on: April 13, 2012, 12:51:27 pm »

1. No
2. Initially I was planning too, but the rules were cumbersome and not much fun, so np
3. No, but you can upgrade the normals to the advance ones (that only counts for you btw)
4. As if it was just build. Stats see the walls in the manual
5. The stated bonusses for putting people in a 2 tall building. ie +2 range if the units range is equal or higher then 3
6. Are you talking about the repair mission or your perimeter turrets? In case of the perimeter, you have to build them brand new. (Some buildings might be required to build it)
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #61 on: April 13, 2012, 01:04:58 pm »

Mission Maps added.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #62 on: April 13, 2012, 01:10:37 pm »

Ready!
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #63 on: April 13, 2012, 01:12:04 pm »

Ready!
You can post your turn already.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #64 on: April 13, 2012, 01:13:29 pm »

Build 2 mining shafts in right side and a barracks to the left
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #65 on: April 13, 2012, 01:16:40 pm »

Build 2 mining shafts in right side and a barracks to the left
You have 2.800 in funds. Which means you can't buy all that.

Do you want to join in a merc mission, or do something else?

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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #66 on: April 13, 2012, 01:17:39 pm »

Ahh well, send in my Quickfoot agents to the second mission with the mines, and build 2 shafts to the right
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #67 on: April 13, 2012, 01:19:24 pm »

Ahh whell, send in my Quickfoot agents to the second mission with the mines, and build 2 shafts to the right
There's no second mine mission. (There are 2 city missions, and one mine mission). All the objectives take place on the mission map, where your units move around.

A single shaft cost 2500. You can give coordinates.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #68 on: April 13, 2012, 01:20:23 pm »

Thought 1 shaft was 1k... and was thinking about the mining mission
Mining shaft right below the Ccenter
Funds ending up at 300
« Last Edit: April 13, 2012, 01:33:16 pm by Donuts »
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #69 on: April 13, 2012, 01:23:22 pm »

Ah, so I guess what:

"They also told me that they couldn't do much while the computer analyses the data, and are quite willing to do any requested research in the maintime."

Did not mean free research?

-------

Vladimir looked out over the deserted base, he shook his head. This was not a proper militarybase, not even before they abandoned it. The perimeter defence was far to low, the HQ was untidy and watchtowers had certainly Sean better days. But this was better than any of the other, civilian bases, that existed out there. He knew that there would be some hard fighting to keep this base, but he was ready for it.
Red Fang reporting in, sir!
Ten proud men stood in front of him, ready to die for the civilians out there if necessary.
I just received a mission from the army....
The Squadleaders assembled beside him as he turned his attention to the map. And pointed at the main storage building.
We have civilians here, they need to be evacuated Asap. We are quite unsure about the amount of civilians. But I estimate it to be less than 500.  We have also had some strange reports of possible mutations in the zombiehorde, try to kill one, and if possible, revive it back to the base for further studying. This is it people, you know the drill, lets move out.
The soldiers moved out on command, and got to the choppah.
Vladimir himself started to plan for the building of a local barracks, a mission almost as important, since the hoard was moving in quickly.

------

Turn 1.
Send Redfang and Ironclaw for the rescue mission, with all four helicopters.

Vladimir starts to look after ways to give helicopter basic offensive capabilities. Maybe put machineguns on the sides? .
Start to build a Long range radar. (Above the HQ)

Founds left: 2000-1000=1000
Minerals left: 100-20= 80

----
« Last Edit: April 13, 2012, 01:51:19 pm by Evil Marahadja »
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #70 on: April 13, 2012, 01:28:53 pm »

You going for mission 3 too? Yeah, i need helos too, all of 'em!!!!!
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #71 on: April 13, 2012, 01:33:04 pm »

That's the explanation why you can do none zed related research without labs

For how many cash you have: see your stats. You indeed started with 20.000 with the cost of your starting units subtracted (starting units are one of each of your blueprints)from that. 

MISSIONS ARE PLAYED ON THE MISSION MAP: See the provided mission maps, you can see the zombies there and such. The game is played by moving your units over that map, shooting zombies and such. If you're going to do a mission. For the rescue mission: there are 600 civilians.

If you're going to build things, please give me the coordinates of where you build them. As for the perimeter upgrade , the cost is per tile.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #72 on: April 13, 2012, 01:35:42 pm »

As i said, Mining shaft straight below the Command
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #73 on: April 13, 2012, 01:36:37 pm »

That's the explanation why you can do none zed related research without labs

For how many cash you have: see your stats. You indeed started with 20.000 with the cost of your starting units subtracted (starting units are one of each of your blueprints)from that. 

MISSIONS ARE PLAYED ON THE MISSION MAP: See the provided mission maps, you can see the zombies there and such. The game is played by moving your units over that map, shooting zombies and such. If you're going to do a mission. For the rescue mission: there are 600 civilians.

If you're going to build things, please give me the coordinates of where you build them. As for the perimeter upgrade , the cost is per tile.

We start with both our starting units? Awesome! Will change that then. I know that the missions and played there, but It will take a miniturn for them to go to the mission, right?
The coordinates are there, edited them in before.
Will change my starting round a bit then.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #74 on: April 13, 2012, 01:38:08 pm »

Send the Quickfoot Agents down at D12 and Hardfoot at G18 and have the choppers start evacuating
As for the building, mining shaft would be at N13-P15 (considering it being 3x3)
« Last Edit: April 13, 2012, 01:42:06 pm by Donuts »
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