Skipping Cheezy this turn.
I would like to spend my action digging a trench, at 6,21 and working east, otherwise I will don some pompoms and think of England.
Rules have changed to allow this, so you place trenches at 6,21 and 6,22.
I'm not making constructions, I just have a flamer...
I'll edit this with my actions in a minute.
Set fire to 32,15 and 33,15.
Move back two.
I'll try to cover this side while the chainguns rip up the stuff in front of us.
Right right, I meant RAM with that statement. Doesn't matter now though.
You set fire to those two tiles and fall back two spaces. However, in the future your movement will cost 2AP because flamers are heavy (new rule).
Rip up stuff in front of me.
You aim directly north and start spinning up.
Move as far left as I can, dodging around Zergling.
You move to 10,20, 10 spaces away (diagonal movement is also just 1AP). However, suddenly your weapon feels so heavy (the new rule is chainguns and flamers cause movement to cost 2AP).
I move 2 units forward, light up 15*14, then move back 2 units.
No problem, but in the future movement will cost 2AP for heavy weapons.
Move West 5 and North 5 to (23,20).
Then set up and aim in the direction of (23,9).
Cool, that even works with the new "heavy weapons make movement 2AP" rule. You do that.
Sorry. I got a bit distracted by New Vegas and housework yesterday. Didn't make it online at all.
I'll go for starting in 20,20 and Teal for my colour.
No worries, I know how Fallout 3 is.
Make 2 ditches at (21,24 and 23,24) and move back 2 places from where i am standing
Thoughts?
Increase chain gun arc by 2.5 degrees. Makes them slightly more powerful (Eight more squares hit I think) but makes it a lot easier to keep track of what they are hitting.
Also...
Chunk.
Bang.
I slay all the zombies in X9.
I don't yet see how 2.5 degrees makes the chaingun area easier to calc, but I'm rusty on the math. I'm drawing lines in Paint.net (which reports the angle), but of course that's a bit imprecise. Know a better way? I just today decided the cone starts from the side of the player's square instead of the center, to keep the FF manageable.
You fire into the hoard, and a line drops. You spot a lot of commons but no specials, and verify that that empty square is indeed empty.
Aim for 7,28, I don't trust that gap.
You fire at a slight angle into the hoard, and a line of targets drop... but one leaned slightly out of the way. It's a runner, identified by orange on the map! Now that you've spotted it, its heat signature will be tracked even when you lose sight of it.
For now though, you can't snipe it through commons. You'll need someone else to clear LOS (on the same turn is OK).
On the plus side, I've decided that sniping specials will kill 7 commons behind them, like a normal shot.
Enemy turn... coming in a bit.