Move one square right.
Fire at 31,16 and 34,17
Alright.
make 2 ditches on the left side of the left ditch (which I made at (21,24))
You move to 21,25 and dig some dirt.
Move 1 square back. Empty the Chaingun north then turn to face Northwest, still with the trigger down.
I assumed you'd rather shoot before retreating if you could, and you can, so you did.
You take down 23 commons and reveal no specials, and you will fire northwest next turn.
I had to think about what counts as a hit. I think I said the center of the tile needs to be in the firing area, and I went with that (an alternative was "at least half the tile has to be in the firing area", which would make the chaingun fail at point-blank, but that's so much harder to verify for no real benefit). I'm not that 21,9 and 25,9 were actually hits, but they're close enough to count.
Move two tiles East then.
You move and shoot, killing 22 commons and exposing the Runner. It looks surprised for a moment before Megaman caps it.
I incinerate 14*16 and 16*16, and move back a space.
Looks good.
What I'd like to do is wait and shoot them when they come in range, but that's not an option, so instead I'll move to 25,22
Alright but, would you like to fire next turn? It won't cost you any AP this turn (6AP this turn) but you have to decide to do it on this turn. Technically it's too late now but go ahead and tell me. It's a weird rule.
move South, build ditches at 8,21 and 9,21, move southwest.
No problem.
Forget about the 2.5, I was measuring them a different way then you, yours works.
I will move South East two squares. Then fire at the arc of Slightly more then 1 to 3.
Hitting 15,13 and 15,14. Empty 16,12. 16,11 to 16,9. 17,8 to 6. Netting me eight commons and seeing into that square hopefully.
I'm sure you meant 15,12 instead of 15,14, no prob. Also you can't hit 16,9 and 17,8 without hitting 17,9 or 16,8 (No shooting through the diagonal gap, you can't even see through it). Anyway, excellent shot! You take down 8 commons and expose Runner #2, who has to dodge your bullet.
Actually you can't see the Runner because of the inferno, but it's ID'd anyway because he didn't go down.
I'll run back two and shoot directly in front of me, but if the runner gets in my LOS I will shoot him instead, yay for my turn coming last.
Sheb's chaingun clears a path, and you take the shot. Runner 1 goes down, as do 6 commons behind him. You have exposed another one, Runner 3!
I figured out how to make my job a lot easier with layers, then I totally didn't. So the enemy turn may be up in an hour or so.