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Author Topic: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7  (Read 48601 times)

Evil Marahadja

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #270 on: May 17, 2012, 04:03:09 am »

No rp today. A lot to do this week!

Redclaw A:
Move to L10, attack N10.

Redclaw B:
Move to I 18, attack I 16.

Ironclaw A:
Attack A 16.

Ironvlaw B:
Attack A14.

Engineer finished with their gun should help the Locust to build a improvised wall.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #271 on: May 22, 2012, 01:32:52 pm »

I'll try to update next weekend, sorry for delays and such.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #272 on: June 05, 2012, 05:41:02 am »

Bumpety bump bump.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #273 on: June 05, 2012, 10:11:05 am »

Bumpety bump bump.
No luck for you, mate. The fastest  I can update this, provided I don't procrastinate, is next +-month.
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #274 on: June 27, 2012, 07:18:37 am »

Is it still impossible to update?
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 6
« Reply #275 on: June 27, 2012, 07:50:08 am »

Is it still impossible to update?
Knew I was forgetting something.
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 5
« Reply #276 on: June 27, 2012, 09:20:44 am »

Turn One: Miniturn Seven

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 A11All targets eliminated

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

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 F10Mediocre amount of materials gained.
Deemed enough for simple barricade construction


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. Construction complete. 3 targets killed
Note: Post organic entities have entered building. Current estimates they'll break through barricades soon.

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


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 A:
Move to L10, attack N10. 6 targets eliminated

Redclaw B:
Move to I 18, attack I 16. 2 targets eliminated

Ironclaw A:
Attack A 16.8 targets killed

Ironvlaw B:
Attack A14.7 targets killed

Tower1: Online
Tower2: Online
Tower3: Online
Tower4: Online

Note: I'll end the mission when you finish of those last 7 Zeds. You will get the bonus even if the barricade isn't yet complete.

Mission 2


Units: Doomblade
UFO One(20/20 hp   5/10 fuel   0/25) Home
UFO two(20/20 hp    5/10 fuel    0/25)
UFO three(20/20 hp, 5/10 fuel 0/25)
UFO four(20/20 hp    8/10 fuel 8/25)
Greenmen *2 (10 hp)
Little Greenmen *2 (12 hp)

Movement:
•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 themselves2 Zeds killed


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)

All forces, go to, and if possible, attack the 20 zed at Q15.All Zeds down
Roflcopters land at S10-12 and O10-12 for evac if needed. 20 zed is dangerous, after all.


Mission 3


Units: Adwarf
APC 1 (hp:40 fuel: 14/15)
APC 2 (hp:40 fuel: 11/15. 0/20) (Arrives back next turn)
APC 3 (hp:40 fuel: 10/15. 0/20)(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:(1 turns left before deployed)


Units: Ghazkull
APC 1 (hp:40 fuel: 11/15 0/20) (1)
APC 2 (hp:40 fuel: 11/15 0/20) (1)
APC 3 (hp:40 fuel: 11/15 0/20) (1 turns before return)
Crow Guard Infantry Epsilon "Grunt" Batch
Crow Guard Heavy Infantry Zeta "Vanguard" Batch (1 st floor)

No enemies in range of Grunts nor vanguards.


The Heavy zombie throws one of the palletes. But misses.


Heavy zombie
Health: 33/50
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)
60 civilians
1 Crate

Base Orders:
Build Perimeter (U 2 - U 10, and U 13 - U 25) (5 turns left) ((Can I get some clarifactions on these. You appear to want to dig into a wall.))
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)

120 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. 5 miniturns left

100 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.
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: 4 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: 50
-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: 95 (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’
-Color: Orange
-Research points: 86
-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:54
Base: Abandoned Mine
   -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]
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #277 on: July 05, 2012, 06:21:36 am »

All forces, show the last 3 zeds on M17 who is the boss and finish it point blank, and get back to the helos!
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Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #278 on: July 05, 2012, 07:27:04 am »

Yay! You actually still need to update my army information section, on a side-note. It's on page one. I'll probably do orders later today.
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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.

Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #279 on: July 06, 2012, 08:34:08 pm »

Orders For the Green Men:
Movement-
  • Green Men squad two, move to Q17.
  • Little Green Men and Green Men squad one, move to J14
  • All UFO units, return to base. If you're carrying any survivors, check for infection in-flight and upon arrival.
Attack-
  • All Green Men and Little Green Men, fire on any zombies that present themselves.
Other-
  • All UFO units, refuel upon reaching base.
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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.

Doomblade187

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #280 on: July 07, 2012, 11:03:07 am »

The other four players? I don't want this to die...
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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 7
« Reply #281 on: July 07, 2012, 12:40:14 pm »

(Oh hey, this is back! You should probably send a PM to the other players.  If they're not following this, it would be easy to miss it's revival. Edit: I went ahead and sent the PM. Working on a turn now. Edit: Done.)

Incoming Mission Data...
...15 post-organic entities dismantled.
...7 targeted post-organic entities remain.
...turrets online.
::Warning:: 7 post organic entities within critical range.

Issuing new directives:

Locus squad 1, 2, 3: Relocate to F10, board Verticopter 1

Verticopter 1: relocate to F13
Locus squad 1, 2, 3: Begin construction of improvised barrier.

Verticopter 2: Relocate from F17 to M15

Locus squad 4,5: Target post organic entities at N16
Locus squad 4,5: Ascend to roof of building, board Verticopter 2
Verticopter 2: Ascend once Locus squads are onboard. Be advised, post organic entities (count 7) are within the structure.

Razorback: Relocate from F14 to K14
Razorback: Target post-organic entities at N16
« Last Edit: July 07, 2012, 01:13:29 pm by Fortis »
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Ghazkull

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #282 on: July 07, 2012, 02:04:57 pm »

well, business as usual XP

Continue Orders as before:

Soldiers hold positions
APCS evacuate Civilians
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Donuts

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #283 on: July 22, 2012, 01:38:00 pm »

Research note: What about fitting guns to those helos? Like an autocannon!
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10ebbor10

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Re: Aftermath: Fighting the Zombie Apocalypse(6/6) Turn 1 Miniturn 7
« Reply #284 on: July 24, 2012, 02:50:10 pm »

Research note: What about fitting guns to those helos? Like an autocannon!

You're not allowed to mess with the governement stuff. No matter how much sense it would make.

That being said. Turn probably tomorrow.
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