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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49139 times)

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #90 on: April 13, 2012, 02:19:05 pm »

Also, could i have a map of the area above the mines?
Think you got ninja'd Mara :P

It's just green with a 4*4 hole in the middle
Why quote me about that?
For fun and profit.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #91 on: April 13, 2012, 02:26:34 pm »

Also, could i have a map of the area above the mines?
Think you got ninja'd Mara :P

It's just green with a 4*4 hole in the middle
Why quote me about that?
For fun and profit.
Or for trolling your own post? :3
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #92 on: April 13, 2012, 02:48:28 pm »

Send all of my troops to rescue those civies at the mines, and begin  construction of the Perimeter structure.

Why? Your APC cant carry many civilians anyway, and they are very slow compared to the CHOPPAS.
The APC have weaponry, and they can carry my troops there whilst helping evac civies if need be, it still useful even if I don't use it to evacuate the civilians
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #93 on: April 13, 2012, 02:52:43 pm »

Send all of my troops to rescue those civies at the mines, and begin  construction of the Perimeter structure.

Why? Your APC cant carry many civilians anyway, and they are very slow compared to the CHOPPAS.
The APC have weaponry, and they can carry my troops there whilst helping evac civies if need be, it still useful even if I don't use it to evacuate the civilians
Doesn't solve the fact that the mission is designed for 2 people not 3.

Also why does everyone want to do the mine mission? It's like the mission I spend the least effort on.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #94 on: April 13, 2012, 02:57:33 pm »

The APC have weaponry, and they can carry my troops there whilst helping evac civies if need be, it still useful even if I don't use it to evacuate the civilians

Well, like Ebbor said, its designed for 2, and you wont get any money, since you get money for evacuate people. I assume.


Doesn't solve the fact that the mission is designed for 2 people not 3.
Also why does everyone want to do the mine mission? It's like the mission I spend the least effort on.

Well, I cant speak for the others, but that is the mission my units are most suited for. Although I do not understand why the other picked it, Fast ops should pick a mission where they move.
« Last Edit: April 13, 2012, 03:00:39 pm by Evil Marahadja »
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #95 on: April 13, 2012, 03:00:31 pm »

The APC have weaponry, and they can carry my troops there whilst helping evac civies if need be, it still useful even if I don't use it to evacuate the civilians

Well, like Ebbor said, its designed for 2, and you wont get any money, since you get money for evacuate people. I assume.


Doesn't solve the fact that the mission is designed for 2 people not 3.
Also why does everyone want to do the mine mission? It's like the mission I spend the least effort on.

Well, I cant speak for the others, but that is the mission my units are more suited for. Although I do not understand why the other picked it, Fast ops should pick a mission where they move.
Yes , in fact you're paid per rescued civilian. Btw it's also the only mission that doesn't allow you to gain equipment. (Equipment grants a gm movement ability to 1 or more units. (examples are jetpacks, artilery beacons and others.))
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #96 on: April 13, 2012, 03:06:33 pm »

Yes , in fact you're paid per rescued civilian. Btw it's also the only mission that doesn't allow you to gain equipment. (Equipment grants a gm movement ability to 1 or more units. (examples are jetpacks, artilery beacons and others.))

Well, maybe raise the pay for the other missions. Since you can get 30 000 for the mine mission, compared to a much smaller amount on the others. I could change to the perimeter repair mission of Addwarf insists that he wants to steal do the minemission.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #97 on: April 13, 2012, 03:13:40 pm »

Yes , in fact you're paid per rescued civilian. Btw it's also the only mission that doesn't allow you to gain equipment. (Equipment grants a gm movement ability to 1 or more units. (examples are jetpacks, artilery beacons and others.))

Well, maybe raise the pay for the other missions. Since you can get 30 000 for the mine mission, compared to a much smaller amount on the others. I could change to the perimeter repair mission of Addwarf insists that he wants to steal do the minemission.
Oh, dangit, that's a miscalculation. It's supposed to be 5 per rescued civilian. Switching that to 10.

Fixing that now.( Apparently human life is quite cheap.)
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #98 on: April 13, 2012, 03:17:17 pm »

Oh, that changes things!

....

.....

...............

SAVE THE PERIMETER, AT ALL COST, HUMAN LIFE ARE EXPENDABLE. 

(Picking, the first mission)
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #99 on: April 13, 2012, 03:33:18 pm »

Repicking for no2, since it looks like im going to move around after the zed :P
Goin' to sleep, back in about 8 hours?
EDIT: I would like a real map of the mines, so i know what im looking at more specifically.
« Last Edit: April 13, 2012, 03:35:22 pm by Donuts »
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #100 on: April 13, 2012, 03:48:53 pm »

If there's room, I'm going with mission #1. RP fluff and specific units coming in.

And seriously. This started what, 2 hours ago? Missing two hours isn't inactive.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #101 on: April 13, 2012, 03:53:57 pm »

Repicking for no2, since it looks like im going to move around after the zed :P
Goin' to sleep, back in about 8 hours?
EDIT: I would like a real map of the mines, so i know what im looking at more specifically.

What do you want for the map. The current map is a top down view of the mine , which was nothing more than a cut of exploratory shaft. ( Really letting you start with a good position, a flly build mine and stealth mode from being underground would be a bit OP)

If there's room, I'm going with mission #1. RP fluff and specific units coming in.

And seriously. This started what, 2 hours ago? Missing two hours isn't inactive.
I think I'm going to take one week of not psting as inactive, or not responding to PM's within a day if you have ben online during that time.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #102 on: April 13, 2012, 04:28:38 pm »

Power on. Booting primary AI...
...
...
AI boot complete. AI Command Unit C1043-S 'Arbiter' Online.
Status: Functional. Ready for objective.
...
Objectives received:
Secure perimeter breach of organic settlement 'Anglenburg City'.
Eliminate all post-organic entities.

Secondary objectives:
Secure and evacuate non-combatant organic entities.
Repair perimeter barrier
Deny access to post organic entities

Obectives accepted.
Dispatching combat units to organic settlement 'Anglenburg City'
...
...Locus mechs (5 squads) dispatched
...Razorback mobile bunker dispatched
...Verticopter (2 vehicles) dispatched.


Land Verticopter 1 at coordinates at V10
Land Verticopter 2 at coordinates V13
Deploy Razorback at coordinates U9
Deploy Locus squad 1 at coordinates U9. Bunker in Razorback
Deploy Locus squad 2 at coordinates U14
Deploy Locus squad 3 at coordinates V14
Deploy Locus squad 4 at coordinates U15
Deploy Locus squad 5 at coordinates V15

Razorback: target post-organic entities at coordinates Q8
Locus squad 1: target post organic entities at coordinates S8
Locus squad 2,3,4,5: target post organic entities at coordinates R15

All units, fire when ready.

Verticopter1,2: Remain landed and prepare to accept non-combatant evacuees.



Addendum:
Mercenary forces detected at mission site: "Papa Bear" Vladimir Baikov
Opening communication channels...
...
...channels opened.

Statement: This is Arbiter of Hephaestus Automated Security.
Statement: It would be more efficient if we coordinate our efforts in securing organic settlement 'Anglenburg City'. We recommend that we share data, and keep each other appraised of unit positions, known and suspected positions of post-organic entities, and non combatant entities.
Query: Is this acceptable?
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #103 on: April 13, 2012, 04:53:33 pm »

On their way to the mission, Ironclaw, Alpha Squad recived a strange message.
Statement: This is Arbiter of Hephaestus Automated Security.
Statement: It would be more efficient if we coordinate our efforts in securing organic settlement 'Anglenburg City'. We recommend that we share data, and keep each other appraised of unit positions, known and suspected positions of post-organic entities, and non combatant entities.
Query: Is this acceptable?

"Is...that, an AI....?" The communication specialist whispered, a bit worried, to the Squadleader.
"Order sir?"
 Alexei Noskovr, a captain of The Spetsnaz guard and commander of this mission responded quickly;
"This is Captain Noskovr, commander of this mission, we will gladly share any intel we gather on the mission. What assets do you have at your disposal?"
One of the younger soldiers interrupted him. "Are we gonna fight with...robots?"
"Oh shut up, Khalor, I rather fight with them than against them."
He once again turned his attention to the communication channel.
"Okey, arbiter, here is our plan. Our LZ and forward operation base will be the small building at the coordinates F15 where we will drop of Ironclaw. Ironclaw will provide covering fire for this operation, but might need some close combat support. Redfang will drop at K5 and I18 to clean up the streets, save the Engineers and if possible escort the civilians to safety. We could use some support in the upcoming street battle, so you might consider dropping some troops there, so we don't get all the fun. Noskovr out."

He turned to his waiting troops. "You heard what I said, Ironclaw, secure the perimeter. Kill hostiles at E17. Bravo, target C12. Redfang Alphasquad, deploy at K5, secure the engineers and kill any hostiles in range. Bravo squad, deploy at I18 and secure the engineers at F21. Kill any hostiles in range. Remaining helicopter, deploy at M21,M22 to pick up survivor. The first helicopter who finish to drop its payload should do this aswell.
« Last Edit: April 14, 2012, 03:12:12 am by Evil Marahadja »
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #104 on: April 13, 2012, 05:20:11 pm »

"Well, men, welcome to our new home. It may not look like much, but it's better than it seems. Let's start by putting up a perimeter so that the zeds have a harder time getting in. Move!" Nieren turned to one of his soldiers, the captain of the Little Green Men. Captain. I've received word that there's a city that's been under attack recently. There are civilians in there, and while I know you guys aren't used to city fighting, I've decided to send you in to deal with it. Also, I want you to take two squads of the Green Men with you- you're going to need some firepower for up close. Take the helicopters to help evacuate the survivors."

Build a perimiter fence at the base. 150 funds remaining, 98 mineral remaining. Also, dispatch the entireity of the Little Green Men and two squads (half) of the Green Men to mission #2, with all four personnel helicopters.

Also, if you look at my sheet on page one, I've added another special building. I'm going to need the storage building to build it, though.
« Last Edit: April 13, 2012, 05:27:42 pm by Doomblade187 »
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