My
opponent in this game will be one of my
Meshuga, a player ranked
around #10 in the active league.
If I were ranked in the LSN league right now I'd be in 8th place
(relatively to the active players which isn't that much of the whole),
Meshuga is
only slightly lower than me
which means he also doesn't quite suck
which is again unfortunate for me.
Looks
like Meshuga's
opponent in the first round didn't finish the game in time.
Deployment
August 31, 2006 -
3:20 pm
Most Likely Deployments
Marines
A Grenadier
and Grunts would be a good deployment. Destructive firepower and support
would be ammo limited however. A more conservative route would
replace a Grunt or two with a Medic. An information oriented
player would put in a Sniper for vision but it would seriously
limit the number of support units with a Grenadier. Plus it sucks against
Spawn up close where they mostly like to be.
A Commander here would be a nice mini tank but also have much
less hp than a real heavy unit.
Machina
Two
probable deployments. You'd have to
be really bold to deploy a Tank with only 1 support unit but who
knows. Pretty much all other races and deployments would be able
to run rings around you but trying to beat through its hide
would be a pain. Most likely a mix of Hunters and/or
Exterminators for firepower and mobility.
Spawn
Individually
the strongest units so very dangerous to see. My deployment
should stand up to most deployments, but a pure Drone deployment
or a Queen would really put me in danger.
Grey
Unlikely to see
Greys deployed here, you generally need more troops to be safe.
A Saucer might be a dangerous surprise, but once you run out of
energy running is your only option and 40 turns is a long time.
I have no idea what to deploy
this game so I'll just drop the same one as in the first game.
Copy-paste ensues.
With
the low fp available, I decided to go with a Spawn deployment able
to deal with infantry. Two Drones, a Splatter, a Goo Spitter, and a
Buzzer. Its a risky deployment with little ranged firepower but it
might work. Maybe. If I encounter large units I'll be in deep
trouble.
This
time I'm on the opposite side of the map but the original plan
remains mainly viable.
There
aren't enough force points available to deploy in this game to have
a truly balanced deployment. Guessing the enemy deployment in
this game may be a key part of winning, having the appropriate units
to fight the enemy gives a strong advantage prior to actual
fighting. Somewhere corners have to be cut or certain units
ignored to face the most likely opposition.
Name
Unit
Reason
zip
Buzzer
Its me! I want to be the
fly. Wheeeeeeeee!
Johnny_Vegas
Goo Spitter
JV chose to be the Goo
Spitter. Is he trying to tell us something?
Planetkilr
Splatter
Slow, explodes, dies to
perform its job. Perfect.
LuckyNewbie
Drone
Mindless cannon fodder.
Also perfect.
Psyonic_Reaver
Drone
Last person I talked to on
AIM besides the others. Good enough.
Turn
2
August 31, 2006 -
3:25 am
Plan:
Charge forward into the large building on the
right and hopefully don't get seen (or killed).
Results: Nothing as
expected.
Turn
3
August 31, 2006 -
3:40 am
Plan:
The plan is to bite a wall until a breach is formed and then charge
through. Again like last game a breach is unlikely so more likely
we're gonna just sit there for a turn. A picture of the desired
outcome is below. You can see that the breach point is between the two
buildings and thus less likely to be spotted by enemy units unless
they are relatively close and thus killable. If I run into a
heavy unit or pack of Drones I am dead in a very sad and immediate
way.
Results:
As Zip the Buzzer hovered behind a building he pondered the tastiness
of the wall in front of him, but then an orange chunk of metal flew up
and he decided to bite that instead. Also the above units actually
managed to breach the wall and move into the alleyway.
Turn 4
September 4, 2006 -
3:05 pm
Plan:
While Zip follows the tasty orange metal chunk around, the others will
attempt to replicate the maneuver with the next building and if not
will peek around the edges at the end of the turn.
Results:
Alert! Alert!Emergency!TANK
SIGHTING!
ALL UNITS SWITCH OFF COMBAT RESPONSES AND RUN UNTIL THE GAME ENDS!!!
DO NOT ENGAGE IT!!!
Click
for Movie!
Oh yeah,
Zip managed to kill the Hunter in spite of being shot at by the AI at
close range. The Hunter stopped to shoot and hold the Buzzer in firing
position close to the AI, but the AI missed and the Hunter only
managed to get 1 shot off. I'm up 1-0. =D
Turn
5
September 4, 2006 -
3:35 pm
Plan: As I said earlier I
have nothing that can reliably kill a heavy unit such as an AI.
Johnny_Vegas the Goo Spitter can immobilize him for 10 some turns and
erode away 20 health if he's accurate with every shot (at which point
he dies). That still leaves the
AI with 35 health beneath a 3 armor shell. So now my only choice is to
run away like a thief with my 1 point lead for the next... 35
turns. I don't think we need to hear about the rest of the game
unless something interesting happens.
I'm going
to stash Johnny_Vegas and Planetkilr into a building where they should
be immune from anything the AI can do. The remaining 3 units are
significantly faster than the AI and should be able to avoid it unless
he gets absurdly lucky at long range.