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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49131 times)

Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #120 on: April 14, 2012, 06:03:05 am »

So, what are we waiting for? :3
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #121 on: April 14, 2012, 06:04:09 am »

We all did some kind of RP entry, except for doomblade :p

Eh, I like the bold and fluff to be seperate, but that's just me.

Back at the base: "Sir, we just recieved communications from another group of mercenaries on the same misson. What do you want us to do?" the captain asked. "Just continue on the mission as before. Move into the city at B-3 and open fire on the largest zed group in range. I want you to send the helicopters, with one squad of Green Men, to T-5. Good luck."

On a side note, I'll just use another mineral and get three tiles for the perimiter.

Personally I like all actions to be bolded and in one post. It doesn't matter if it is spread with fluff, as long as it is clear and centralized.
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #122 on: April 14, 2012, 06:06:24 am »

Build a perimeter defense and send all units together with the APCS on mission 3...

just realized i have no stats for my hero...actually, can i take another squad instead of a hero?...besides how does research work?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #123 on: April 14, 2012, 06:48:14 am »

Build a perimeter defense and send all units together with the APCS on mission 3...

just realized i have no stats for my hero...actually, can i take another squad instead of a hero?...besides how does research work?
Sigh: The perimeter cost is per wall tile. Please tell me where you want to have your wall.

Nay, you can't. You get research points for killing zombies and others, which you can then invest into something of your choice. ( Really just make something up, I determine the point costs.)
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #124 on: April 14, 2012, 10:22:40 am »

Does the "look for potential helicopterupgrades" count as research? Since its my leader who are doing it and he is adapted to non-combat stuff?

If it does, thats what I will research that.

If it does not, I will be researching ways to improve the perimeter around my base from zombies. 
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #125 on: April 14, 2012, 10:34:29 am »

Does the "look for potential helicopterupgrades" count as research? Since its my leader who are doing it and he is adapted to non-combat stuff?

If it does, thats what I will research that.

If it does not, I will be researching ways to improve the perimeter around my base from zombies.
The problem with messing with the helis is that they aren't really yours. The governement put them at your disposal but you can't really modify them.( This also means that the governement will fix them for you(but not fuel them) and that they may disobey orders for their own safety.)

Can you be a bit more specific about the perimeter thingy.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #126 on: April 14, 2012, 10:47:57 am »

Does the "look for potential helicopterupgrades" count as research? Since its my leader who are doing it and he is adapted to non-combat stuff?

If it does, thats what I will research that.

If it does not, I will be researching ways to improve the perimeter around my base from zombies.
The problem with messing with the helis is that they aren't really yours. The governement put them at your disposal but you can't really modify them.( This also means that the governement will fix them for you(but not fuel them) and that they may disobey orders for their own safety.)

Can you be a bit more specific about the perimeter thingy.

Oh, might I change my order for my leader then? Since its unnecessary to use that.

Depends, what the greatest risk? That the zeds climb over the perimeter, or that they destroy it? 
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #127 on: April 14, 2012, 10:53:36 am »

Yes off course.May I ask you to strikethrough any orders that have become false or useless. Prevents confusion.

Given that your average zed isn't that smart (nor very agile), I think destroying it is the greatest danger. (For now)
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1
« Reply #128 on: April 14, 2012, 11:04:13 am »

Vladimir tries to study biology, since he might check the survivors for potential infected.

Research should be ways of slowing the zombies down with (rather cheap) permanent buildings such as moats and tripwire.

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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #129 on: April 14, 2012, 12:12:33 pm »

Turn One: Miniturn One

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, 9/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 15/15 fuel )

Razorback: target post-organic entities at coordinates Q8. Firing. Target eliminated
Locus squad 1: target post organic entities at coordinates S8 Firing. Error 651: Targetting vector misaligned
Locus squad 2,3,4,5: target post organic entities at coordinates R15Firing. Target eleminated

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

Orders:
He turned to his waiting troops. "You heard what I said, Ironclaw, secure the perimeter. Kill hostiles at E17. Copy that. Machinegunfire. One zed left sir
Redfang Alphasquad, deploy at K5, secure the engineers and kill any hostiles in range. Copy that sir. We estabilished contact. They will follow is once the area is clear.
Bravo squad, deploy at I18 and secure the engineers at F21. Kill any hostiles in range. Copy that sir. Hostiles killed.
Remaining helicopter, deploy at M21,M22 to pick up survivor.

Mission 2


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

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)
Hardfoor Agents(30 hp)

Deployement cancelled due to faulty codes. Max of one helicopter per tile. (stacking them is often a bad idea)

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)
Black raven specs ops
Black raven sniper squad

Units: Ghazkull
APC 1 (hp:40 fuel: 13/15)
APC 2 (hp:40 fuel: 13/15)
APC 3 (hp:40 fuel: 13/15)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch

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

Please supply coords for perimeter (Price is per perimeter tile)

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)

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)

Evil Mahardja, The Spetnaz guards.
Spoiler (click to show/hide)
Building radar station. 5 miniturns left.

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: 9 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: 10900-11.100
-Base Smuggler's Nest
   -Resources stored:100/100
   -     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: 300
-Base: Civilian Airport
   -Resources stored:100/100
   -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: 8 (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: 11
-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]
« Last Edit: April 14, 2012, 04:16:27 pm by 10ebbor10 »
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #130 on: April 14, 2012, 12:31:18 pm »

Deployment:
Sniper Squad (M7, Third Floor)
Spec Ops Squad (K13, Second Floor)
APC 1 (L12)
APC 2 (L14)
APC 3 (D16)

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

----------------------------------------------------------------------------
Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25)
Produce two Salcar Sentry Guns

Research:
Explosive Sniper Rounds (Half My Research Points)
Combat Drone [Ground] (The Remaining Half of My Research Points)
« Last Edit: April 14, 2012, 03:40:30 pm by adwarf »
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #131 on: April 14, 2012, 12:37:48 pm »

Can the verticopters land on top of buildings?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #132 on: April 14, 2012, 12:38:16 pm »

Can the verticopters land on top of buildings?
If the building is large enough, Yes.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #133 on: April 14, 2012, 12:55:15 pm »

Land the Hardfoots on O1 and the Quickfoots on O3
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #134 on: April 14, 2012, 12:56:39 pm »

Land the Hardfoots on O1 and the Quickfoots on O3
Do the other 2 helis do anything ?
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