Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 16 17 [18] 19 20

Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48610 times)

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #255 on: May 06, 2012, 01:55:25 pm »

Bah. Seems the update 'll be late.

No worries. I'm in no rush, and as long as there's an update sometime, I'm happy.
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #256 on: May 09, 2012, 03:22:34 pm »

No update today. I got one halffinished but I will be unable to work on it before the weekend. Anyway, a small enquete

Are you enjoying the game?
What part?
Do you like the map you're on?
Suggestions:
Do you like the current turn layout
Suggestion:
Other remarks
I would prefer( choose one of the following:
1) Current 2 player missions
2) Singleplayer missuin ( slower turns to be expected)
3) Larger scale missions(Probably faster,  larger map.)
Logged

Fortis

  • Bay Watcher
  • Suspected Elf Sympathizer
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #257 on: May 09, 2012, 05:43:13 pm »

Are you enjoying the game?
yes

What part?
The cooperative aspect, seeing how different style groups and units work together to accomplish a common goal.

Do you like the map you're on?
Yep.

Suggestions:
The current turn layout is fine. Though the unit description for my units needs to be updated. I added a few pictures to my original post, just for fluff.

The current 2 player missions is fine. I would much prefer it over single player missions, both because I like the cooperative aspect, and the slower turn rate is a turn off. However, The prospect of larger scale missions is interesting too, perhaps a panic situation, where all the merc groups have to respond to a sudden massive zombie outbreak.
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #258 on: May 09, 2012, 05:54:37 pm »

Are you enjoying the game? Yes, and thanks for the great forum game.
What part? Just the whole thing overall, though the troop-commanding is probably my favorite part.
Do you like the map you're on? Yes, It's very well laid-out.
Suggestions: My only suggestion right now is to clarify what floor a unit's on, along with any balancing you see fit. Also, On a side note, can units fire out of helicopters in midair when they're hovering?
Do you like the current turn layout Yes, it works very well for me.
Suggestion: None, pretty much, though I would suggest that you check the first page to update my army's spoiler info (there's been another special building there.)
Other remarks
I would prefer: I personally enjoy the two-person missions, as having another person to cooperate with makes it more fun, but I agree that an occasional big mission involving us all would be fun also.
Logged
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

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #259 on: May 10, 2012, 11:13:06 am »

I'll update this weekend. In the mean time, does anyone has suggestions for turns.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #260 on: May 13, 2012, 07:47:25 am »

Turn One: Miniturn Six

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: Hold position at F14
Razorback: Target post-organic entities at K14Eliminated.

Locus squad 3: Hold position at F 12
Locus squad 2: Hold position at F 11
Locus squad 1: Hold position at F 12
Locus 1,2,3: Target post organic entities at D 122 Left

Locus squad 4: Relocate to N 15
Locus squad 5: Hold position at N 15
Locus squad 4,5: Target post organic-entities at O13All shots miss

Verticopter 1: Hold position at F10
Verticopter 2: Hold position at F 17

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:
Redclaw, disengage and move out. You got streat duty once again. Alpha attack hostile at K5. Make sure no one survives. Target eliminated.
Bravo, move to H19 and attack hostile at G19. 4 down.

Ironclaw, target C13 and B12. We will hold the line, no matter the cost.Eliminated

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

Mission 2


Units: Doomblade
UFO One(20/20 hp 6/10 fuel   10/25)
UFO two(20/20 hp 6/10 fuel    10/25)
UFO three(20/20 hp, 6/10 fuel 5/25)
UFO four(20/20 hp 8/10 fuel 8/25) Carrying Green men 2
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

Movement:
-UFOs 1, 2, and 3, land on the roof of the building at T6, S5, and R6 respectively. Split up the civilians at S6 between the three of you and take them back to base.
-Green Men squad two, move to R19.
-Little Green Men and Green Men squad one, move to B11.
Attack:
-Little Green Men and Green Men, fire on any zeds that present themselves.13 zeds dead

The zombies attack your copter but whitout doing damage.

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)

Evac the last 25 civillians at S6. Doomblade ran away with them.
The Hardfoot take down the 6 zed at O15.6 Zed down
Quickfoot run towards the 5 zed at H9, if in range, pew them.5 Zeds down.



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)(Arrives back next turn)
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 is a bit hurt
APC 3 keep evacuating civies, capacity is loaded take them to the escape point.
Sentry gun:(2 turns left before deployed)


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

Continuing with previous ones.
Grunts kill 5 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: 21
-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: 48
-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: 72 (Current project moat: 0/50)
-Base: Military airport
   -Resources stored: 80/100
    Fuel stored: 43/50


”Papa Bear” Vladimir Baikov

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: 71
-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:36
Base: Abandoned Mine (Waiting for that thing :3)
   -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:


Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #261 on: May 13, 2012, 08:37:16 am »

Spoiler: Alfred the Deadeye (click to show/hide)
Logged

Doomblade187

  • Bay Watcher
  • Requires music to get through the working day.
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #262 on: May 13, 2012, 09:35:26 am »

Orders:
  • UFO 1, 2, and 3, return to base. Check survivors for infection on the way there and once landed.
  • UFO 4, fly to R20 and land.
  • Green Men squad one and Little Green Men, move to F14.
  • Green Men squad two, don't move but fire on any zeds that show themselves.
Logged
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.

Donuts

  • Bay Watcher
  • Legendary Madman
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #263 on: May 13, 2012, 10:13:05 am »

John was satisfied, all the civillians were evacuated, and the zed were nearly gone. He called the leader of the mission, ordering him to tell the soldiers to kill the remaining zombies. Soon they would earn some money, and money, thats always welcome.

All forces, go to, and if possible, attack the 20 zed at Q15.
Roflcopters land at S10-12 and O10-12 for evac if needed. 20 zed is dangerous, after all.
« Last Edit: May 19, 2012, 09:19:59 am by Donuts »
Logged
"Oh shit, they've got a slogan! It means they're serious!"

Fortis

  • Bay Watcher
  • Suspected Elf Sympathizer
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #264 on: May 13, 2012, 10:30:03 am »

I've got a question. Would I be able to direct my mechs to salvage material from the building and use it to make a makeshift wall?
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #265 on: May 13, 2012, 11:55:40 am »

I've got a question. Would I be able to direct my mechs to salvage material from the building and use it to make a makeshift wall?
Yes.
Logged

Fortis

  • Bay Watcher
  • Suspected Elf Sympathizer
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #266 on: May 14, 2012, 12:14:11 am »

Incoming Mission Data...
...12 post-organic entities dismantled.
...12 targeted post-organic entities remain.
::Warning:: 30 additional post organic entities detected within mission field.
::Warning:: 10 post organic entities entering critical range.

Issuing new directives:

Razorback: Hold position at F14
Razorback: Target post-organic entities at A11

Locus squad 1: Hold position at F 12
Locus 1: Target post organic entities at D 13

Locus squad 3: Relocate from F 12 to G12
Locus squad 2: Relocate from F11 to F9
Locus squad 2, 3: Begin deconstruction of building for suitable materials for an improvised barrier. Load materials onto Verticopter F10

Locus squad 4: Hold position at N 15, ascend 1 level
Locus squad 5: Hold position at N 15, ascend 1 level
Locus squad 4,5: Fortify second floor against ascension. Target post organic entities at O15.

Verticopter 1: Hold position at F10. Prepare to lift off should deconstruction damage building integrity.
Verticopter 2: Hold position at F17

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

Statement: Acknowledged. Razorback (count 1) returning to dismantling post organic entities approaching from the north.
Statement: Locus Mechs (count 2) beginning deconstruction of civilian buildings. Once sufficient building material is obtained, Locus mechs will begin construction of an improvised barrier in the gap. They will be vulnerable during this construction.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #267 on: May 16, 2012, 09:17:00 am »

Spoiler: Alfred the Deadeye (click to show/hide)
Seems fine. The sniper rifle will probably be standing still use only. and there'll be a countdown attached to the rapid fire thingy.

Also, turns needed.
Logged

Ghazkull

  • Bay Watcher
  • Can Improve, will give back better...
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #268 on: May 16, 2012, 12:40:35 pm »

Continue orders as before
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #269 on: May 16, 2012, 01:34:22 pm »

Spoiler: Alfred the Deadeye (click to show/hide)
Seems fine. The sniper rifle will probably be standing still use only. and there'll be a countdown attached to the rapid fire thingy.
Thats fine with me :)

Continue orders as before as well
Logged
Pages: 1 ... 16 17 [18] 19 20