Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 69

Author Topic: Mercenary RTDX: Epilogue  (Read 77250 times)

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #270 on: February 08, 2010, 06:53:56 pm »

If he does a map, I may be able to update it every turn or so.
Logged

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #271 on: February 09, 2010, 12:07:20 am »

Pick off as many of the attacking soldiers as possible and retreat back into the forest.
Logged

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #272 on: February 10, 2010, 02:03:11 am »

Utilize guerrilla tactics to attack the enemy troops.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #273 on: February 10, 2010, 06:40:39 pm »

Sorry about the late update. As I mentioned in Arcanum Octet, I've been playing dragon age. I'll take Derm's action because it would be stupid to make my first post in two days be "bold please", but next un-bolded action will be ignored. You have been warned.

Turn 22: That can't be good.

Prepare ambush with SMG drawn.

I need just one guy as a reinforcement, max. The others should handle the bazooka troopers probably.
You grab your gun and lie in ambush for the 4 men who are searching for you. (9+2) They stumble upon you, and you seize your only chance to get a first strike in. You kill two of them and wound one; nice shooting.

+2 to Pistols


Swear, fire again, and run.
You mutter a profanity under your breath and fire another shot into the camp. (10+3) The officer is already behind cover, so you shoot one of the gunners instead, wounding him.

+2 to Sharpshooting


Now's my chance!

Take over for one of the wounded gunners, and use my super skills to bring shelling death upon them!
You push one of the wounded men to the ground and eagerly grab the gun. (8+2) You fire a round towards the clearing and hit it, probably wounding several enemy soldiers.

+1 to Siege Engineering


Cautiously test my bonds, and figure out (but do not execute) a way to undo them.  Watch for a moment of intense confusion.
You test your bonds. (12) You could probably wiggle out of them risking slight damage from them cutting into you, but it wouldn't be too difficult to escape. At least, it wouldn't have been before the soldiers brought you into the commander's shelter. There are two guards on either side of you now, both protecting the officer and watching you.

Pick off as many of the attacking soldiers as possible and retreat back into the forest.

You take your squad of mercenaries and fire at the attacking soldiers from the trees. (12) They are surprised to be flanked (6) and can't react. (8) of the 10 shots hit, and a soldier and one of the missile launchers are killed.

+2 to Rifles

Utilize guerrilla tactics to attack the enemy troops.
You rush to the aid of Gates and gun down the remaining attackers. (14+2) With a pistol in each hand, you fire a salvo at each of the remaining soldiers. Both are killed.

+6 to Pistols

New Ability: Gunslinger


Quote from: Artillery Squad
Shell the camp!
Another shot is fired, (7) but the gun's damage messed up the shot. It manages to blow up a tree, and nothing else.

Quote from: Fortress Guard
Return Fire!
The soldiers guarding the fort fire on their attackers. (28) The soldiers hit quite a few of the enemy attackers, killing 5 and wounding 19.

Quote from: Enemy Attackers
Keep Pressing!
The enemy presses their attack. (33) They deal a heavy blow to the fort's defenders, and... erm, wound 24 of them and kill 9.

Quote from: Enemy Ordnance
Finish the artillery!
Swoosh! The demolition soldiers fire another rocket at the guns. (7) One of the guns is damaged.

Quote from: Enemy Artillery
Bring down the fort!
The remaining cannons fire another salvo at the fort, (15) and do heavy damage. The north wall is blasted open, allowing the enemy soldiers to steam through. It also destroys one of the cannons and kills several defenders.

Spoiler: Allied Personnel (click to show/hide)


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)

Spoiler: Enemy Personnel (click to show/hide)
« Last Edit: February 10, 2010, 11:11:12 pm by RandomNumberGenerator »
Logged
The end of the world is more fun then I expected.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #274 on: February 10, 2010, 07:14:50 pm »

Oh, and the requested map.

Logged
The end of the world is more fun then I expected.

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #275 on: February 10, 2010, 07:19:42 pm »

Bring down the siege gunners, boom, headshot.
Logged
I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #276 on: February 10, 2010, 07:52:03 pm »

I updated the map with some extra information - does this look all right? If I can get the format down, I can do maps regularly and save you work. Presumably we'll get updates more often than otherwise... :P
Spoiler: Map (click to show/hide)
Logged

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #277 on: February 10, 2010, 08:43:14 pm »

Continue the hit and run tactics.
Logged

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD Turn 21: The Assault
« Reply #278 on: February 10, 2010, 10:36:29 pm »

Continue with guerrilla tactics; focusing on the gunners in the clearing. I'll switch back to one gun for now.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #279 on: February 11, 2010, 02:28:35 am »

Hmm, I need your guys' opinion on this.  Should I sacrifice myself for the good of the team and pull some crazy shenanigans to kill the commander, or should I sit tight and wait for a better opportunity?
Logged
All generalizations are false....including this one.

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #280 on: February 11, 2010, 06:33:19 am »

You should probably sit tight maybe escape and do some sabotage or something
Logged

Errol

  • Bay Watcher
  • Heaven or Hell, Duel 1 -- Let's Rock!
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #281 on: February 11, 2010, 08:17:21 am »

Oh, wait, right. S.K.Ren killed them.

Grab the rifle, loot ammo from dead guys, flank to the left (motioning S.K to follow me) and be a distraction. Radio Derm to keep a good eye on the clearing to snipe people when they are distracted. Call in Patchs squad, too, unless he has some more pressing manners with the guys who attack the fort.
« Last Edit: February 11, 2010, 08:34:59 am by Errol »
Logged
Girls are currently preparing signature, please wait warmly until it is ready.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #282 on: February 11, 2010, 10:20:29 am »

Hmm, I need your guys' opinion on this.  Should I sacrifice myself for the good of the team and pull some crazy shenanigans to kill the commander, or should I sit tight and wait for a better opportunity?
Are you going to respond to the commander at all?
Logged
The end of the world is more fun then I expected.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #283 on: February 11, 2010, 10:26:54 am »

Did he say something?
Logged
All generalizations are false....including this one.

Dwarmin

  • Bay Watcher
  • Where do we go from here?
    • View Profile
Re: Mercenary RTD Turn 22: That can't be good.
« Reply #284 on: February 11, 2010, 11:32:49 am »

Hmm, I need your guys' opinion on this.  Should I sacrifice myself for the good of the team and pull some crazy shenanigans to kill the commander, or should I sit tight and wait for a better opportunity?

((Your dead anyway, spit in his face and call him a pansy. Or, alternatively, sell out your friends and allies for money. RNG could make you a recurring protagonist! :P
really, though, you should be patient, and see what he is offering.. Eventually the hand of deus ex machina will touch you.))
Logged
Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
Pages: 1 ... 17 18 [19] 20 21 ... 69