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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 49056 times)

10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 3
« Reply #225 on: April 22, 2012, 03:25:33 am »

Ghazkull?

I'd like to update some time later today.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #226 on: April 22, 2012, 12:39:09 pm »

Turn One: Miniturn Four

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, 7/10 fuel)
Verticopter Two(30/30 hp, 7/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 12/15 fuel )

Razorback: Relocate from K14 to F14
Razorback: Target post-organic entities at C11All organic entities eliminated.

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 E7All targets eliminated.
Locus squad 2: Target post organic entities at E10All targets eliminated
Locus squad 3: Target post organic entities at C15One Zed dead.

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 O21All targets eliminated

Verticopter 2: Relocate from M15 to O15 ((Your heli is at O15, but since it is quite hard to draw I left it standing where it is.))

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

Orders:
Ironclaw, start thinning out the hoard at A11, we cant have our boys handle that many zeds can we? 11 Zeds down.
Redfang alpha, move towards the perimeter, G6
Redfang bravo, move towards the perimeter, D18They only made it to the wall, because they had to climb over it.
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.


No Zeds in the streets?The operator seems to be confused.You, Check the hardware and you connect us to Anglenburgs perimeter cameras.
Quote
So unless the zeds have learned to use cloaks or to dig below ground we should be safe
Dammit, they got into the sewers. Get your men from the street, we are going to flush them out.
Tower2: 2 Turns till sentry reactivation
Tower3: 2 Turns till sentry reactivation

Mission 2


Units: Doomblade
UFO One(20/20 hp 7/10 fuel   0/25) back
UFO two(20/20 hp 7/10 fuel    0/25) back
UFO three(20/20 hp, 7/10 fuel 0/25) back
UFO four(20/20 hp 9/10 fuel) Carrying Green men 2
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

Movement:
•Little Green Men and Green Men squad one, move to D7
-Attack:
•Little Green Men, fire on the zed group at E14.6 Zed killed
•Green Men squad two, kill the zed at S21.Zed down
-Other:
•Green Men squad two- if the zed at 21 is dead, reboard UFO four.

Units: Donut
Rofl-1(20/20 hp 8/10 fuel 0/25)
ROfl-2(20/20 hp 8/10 fuel 0/25)
ROFl-3(20/20 hp, 8/10 fuel 25/25)
ROFL-4(20/20 hp 8/10 fuel /25)
Swiftfoot Agents(20 hp)
Hardfoot Agents(30 hp)

All roflcopters, help the 80 civs at Q2. Quick, and Hardfoot should go to O14.(Gm edit: To avoid redundancy, I let 1-2-4 drop of their citizens and send 3 to aid.)

Your max hardfoot speed is 3, so they don't get that far.


Mission 3



Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 13/15. 20/20)(crate)
APC 3 (hp:40 fuel: 12/15. 0/20) back next turn(begin)
Salcar sentry gun(In APC 3)
Black raven specs ops
Black raven sniper squad


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


Units: Ghazkull
APC 1 (hp:40 fuel: 13/15 0/20)
APC 2 (hp:40 fuel: 13/15 0/20)
APC 3 (hp:40 fuel: 13/15 0/20)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch (1 st floor)

No actions. Continuing with previous ones.


Heavy zombie
Health: 45/50
Armor: 5
Speed: 4
Range: 1
Damage: 10
Abilities:
-Throw
Description:A larger then normal zombie.Extremely muscled and has been mentioned to lift and throw heavy weights.

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

Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (7 turns left)
one Salcar Sentry Gun

Research:
Allocate when earned.

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)

60 civs

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. 7 miniturns left

75 survivors

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. 1 miniturns left.
70 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: 6 miniturns left.

75 civilians
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
-Research points: 32
-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
-Research points: 1
-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: 26
-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: 44 (Current project moat: 0/50)
-Base: Military airport
   -Resources stored: 80/100
    Fuel stored: 43/50


”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: 43
-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
Research pioints:9
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:


Spoiler: Gm note (click to show/hide)
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adwarf

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 1
« Reply #227 on: April 22, 2012, 12:46:28 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)

(Or continue as I did last turn)
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #228 on: April 22, 2012, 01:17:50 pm »

Continue evac of 75 civs at Q3. Quick and Hardfoot whack the zombies at P14.
At base i would like to find out if there is any of the rescued civillians with building skills so i could lower building time
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #229 on: April 22, 2012, 02:52:26 pm »

Orders:
-UFO 4, land at S22. Deply Green Men squad two at S21 and begin loading the civilians at R22. Check for infection.
-Little Green Men and Green Men squad one, advance to C9.
-Little Green Men, eliminate the Zed cluster at C16.
-Back at the base, check to see what skills the survivors have.
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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.

Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #230 on: April 22, 2012, 05:02:53 pm »

Incoming Mission Data...
...20 post-organic entities dismantled.
...3 targeted post-organic entities remain.
::Warning:: unknown additional post organic entities entering mission field.

Issuing new directives:
Razorback: Hold position at F14.
Razorback: target post-organic entities at C13

Locus squad 3: Hold position at F12
Locus squad 3: target Post organic entities at E15
Locus squad 2: Hold position at F11
Locus squad 2: Target post organic entities at E15
Locus squad 1: Relocate to G12
Locus squad 1: Target post organic entities at C11

Locus squad 4: Relocate from O16 to N16
Locus squad 5: Relocate from P16 to N15
Locus squad 4,5: Fortify building against entry.

Verticopter 1: Hold position at F10
Verticopter 2: Relocate to F17
Direct engineer onboard Verticopter 2 to disembark and move to the perimeter.


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

Statement: Acknowledged. Forwarding transmission and relevant information to Captain Noskovr.

Patching to Spetsnaz Guards communication channels…

Statement: Additional post-organic entities located in subterranean sewage disposal tunnels. HQ operations is attempting to drive them to the surface. Prepare for more street engagements. Locus Squads 4 and 5 will remain in the southern building. Locus squads 1, 2, and 3 will remain in the north sector to assist Ironclaw units. Razorback will remain on central streets, relocating as the situation dictates. Presently, it will hold position and dismantle post organic entities approaching from the north.
Request: The Redfang units may be needed to assist with the street fighting. Locus squads will be insufficient.

((For storing online pictures, I generally use photobucket. It's always been reliable for me.))
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #231 on: April 23, 2012, 03:44:27 am »

sorry for not posting wasnt at home this weekend and had no internet were i was. Anyway

Continue Orders as before: Infantry defends their positions, APC's evacuate civilians...
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #232 on: April 23, 2012, 07:36:15 am »

Are units able to move diagonally? Or does that cost two movement points?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #233 on: April 23, 2012, 10:03:30 am »

Are units able to move diagonally? Or does that cost two movement points?
Diagonal is two movement points.

sorry for not posting wasnt at home this weekend and had no internet were i was. Anyway

Continue Orders as before: Infantry defends their positions, APC's evacuate civilians...
Don't worry. No harm done.

Note to self: Hold the line missions are boring.
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Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #234 on: April 23, 2012, 10:20:45 am »

"Rodger that Arbiter. Will delicate Redfang Alpha to clean up mission, Ironfang will provide supportive fire if needed. We will cover the engineers on the right side. And you kill any tangos approaching from the left side. Acknowledged? Noskovr out."

You heard the man, we got incoming zeds from the fucking tunnels. Redfang Alpha, move to H10 and await further orders. Bravo, stay where you are, kill any approaching zeds. Ironclaw Alpha, open fire at A15, Bravo, attack A13.

(Sorry for the short turn, lot to do in school but don´t want to slow the game down.)
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #235 on: April 23, 2012, 10:23:00 am »

No update before wednesday anyway, so don't worry about that.
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Fortis

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 4
« Reply #236 on: April 23, 2012, 07:28:11 pm »

Quote
Diagonal is two movement points.
Really? Damn. This whole time I thought it's been just one point.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(0/6)
« Reply #237 on: April 26, 2012, 02:32:14 pm »

Turn One: Miniturn Five

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, 7/10 fuel)
Verticopter Two(30/30 hp, 7/10 fuel)
Locus mecha squad *5(8/8 health)
Razorback(50 health 12/15 fuel )

Issuing new directives:
Razorback: Hold position at F14.
Razorback: target post-organic entities at C13All Zeds eliminated.

Locus squad 3: Hold position at F12
Locus squad 3: target Post organic entities at E152 hit and killed
Locus squad 2: Hold position at F11
Locus squad 2: Target post organic entities at E15Last Zed elimated
Locus squad 1: Relocate to G12
Locus squad 1: Target post organic entities at C112 Zeds down.

Locus squad 4: Relocate from O16 to N16
Locus squad 5: Relocate from P16 to N15
Locus squad 4,5: Fortify building against entry. Building fortified

Verticopter 1: Hold position at F10
Verticopter 2: Relocate to F17
Direct engineer onboard Verticopter 2 to disembark and move to the perimeter.


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

Orders:
 Redfang Alpha, move to H10 and await further orders.
Bravo, stay where you are, kill any approaching zeds.
Ironclaw Alpha, open fire at A15, All Zeds down.
Bravo, attack A13. 4 Zeds down


Tower1: 2 Turns till sentry reactivation
Tower2: 1 Turns till sentry reactivation
Tower3: 2 Turns till sentry reactivation
Tower4: 1 Turns till sentry reactivation

Mission 2


Units: Doomblade
UFO One(20/20 hp 6/10 fuel   0/25) back
UFO two(20/20 hp 6/10 fuel    0/25) back
UFO three(20/20 hp, 6/10 fuel 0/25) back
UFO four(20/20 hp 8/10 fuel 8/25) Carrying Green men 2
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

Movement:
-UFO 4, land at S22. Deploy Green Men squad two at S21 and begin loading the civilians at R22. Check for infection. Done
-Little Green Men and Green Men squad one, advance to C9.
-Little Green Men, eliminate the Zed cluster at C16. All Zeds down.
-Back at the base, check to see what skills the survivors have. They are all completly useless, except for 10 of them who were in the local militia and can be trained into soldiers with a barracks.

Units: Donut
Rofl-1(20/20 hp 7/10 fuel 25/25)
ROfl-2(20/20 hp 7/10 fuel 25/25)
ROFl-3(20/20 hp, 7/10 fuel 0/25)
ROFL-4(20/20 hp 7/10 fuel 25/25)
Swiftfoot Agents(20 hp)
Hardfoot Agents(30 hp)

Continue evac of 75 civs at Q3.Done Quick and Hardfoot whack the zombies at P14.Zeds dead.
At base i would like to find out if there is any of the rescued civillians with building skills so i could lower building time(There ain't any)


Mission 3


Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 12/15. 20/20)(crate)
APC 3 (hp:40 fuel: 11/15. 20/20)
Salcar sentry gun(In APC 3)
Black raven specs ops
Black raven sniper squad


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 outThe zombie seems to be resisting to be killed
APC 3 keep evacuating civies, capacity is loaded take them to the escape point.Citizens loaded. What to do with the sentry gun ?


Units: Ghazkull
APC 1 (hp:40 fuel: 12/15 20/20)
APC 2 (hp:40 fuel: 12/15 20/20)
APC 3 (hp:40 fuel: 12/15 20/20)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch (1 st floor)

Continuing with previous ones.
Grunts kill 15 zombies.

Heavy zombie
Health: 40/50
Armor: 5
Speed: 4
Range: 1
Damage: 10
Abilities:
-Throw
Description:A larger then normal zombie.Extremely muscled and has been mentioned to lift and throw heavy weights.

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

Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (6 turns left)
one Salcar Sentry Gun

Research:
Allocate when earned.

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)

60 civs

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. 6 miniturns left

75 survivors (10 volunteers)

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. 0 miniturns left. ((NOTE: UPDATE MAP))
70 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: 5 miniturns left.

100 civilians
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
-Research points: 32
-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
-Research points: 16
-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: 35
-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: 54 (Current project moat: 0/50)
-Base: Military airport
   -Resources stored: 80/100
    Fuel stored: 43/50


”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: 59
-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
Research pioints:25
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:


Spoiler: Gm note (click to show/hide)
[/quote]
« Last Edit: April 26, 2012, 02:46:32 pm by 10ebbor10 »
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #238 on: April 26, 2012, 03:27:17 pm »

Two questions: how do we know what floor a zed group is on, and how soon is the zed group at T6 going to reach the floor with the civilians?

Also, one more question- can zeds travel up floors through any given square? If not, where are the up stairases for the building at T3?
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #239 on: April 26, 2012, 03:46:28 pm »

Two questions: how do we know what floor a zed group is on, and how soon is the zed group at T6 going to reach the floor with the civilians?

Also, one more question- can zeds travel up floors through any given square? If not, where are the up stairases for the building at T3?
Good question, need to think about that one.
They are currently on floor 2. So within 2 turns.

Yes
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