Battlereports.com your home for Starcraft Home Forum Starcraft Tournaments

"Science Vessel is my flying templar! =) D-matrix is my halucination while irradiate is my psi-storm."
-[FLS]Prozerran


1v1 on (A Second Laser Squad BR) Forest
View or Add Comments (# of comments thus far: 20)
Author:Who'sGotLag.IDO
IP:usrns150XXXX
Date: 08/15/03 06:08
Game Type: Other
Labels:none
Categorize this report
Report Rating: 8.0, # of Ratings: 1, Max: 8, Min: 8
Lifetime Rating for Who'sGotLag.IDO:
1v1 on Forest

 

Boring Introduction

Hello and welcome to yet another Who'sGotLag.IDO battlereport.  This battlereport will be about a game played on Laser Squad: Nemesis.  Reading Mark4's BR will greatly enhance your understanding of the game but because I am redundant there is another game description below.  You can skip down to the next paragraph since you will not care about what follows this sentence.  This is report number 12 for me (numerically), BUT in terms of completed reports, this is number 9.  You may ask where are the other reports and I would say incomplete or haven't started when I got bored/lazy/busy. (Yes, everything was recycled and minorly edited from my last BR)

BTW. For those of you who have web browsers that can't display pictures with brackets or use Javascript, you're just outta luck.  This battlereport was designed for Internet Explorer 6.0.  Recommended minimum screen size: 800x600 pixels.

 

 

First off, Laser Squad: Nemesis

Most of you who read Mark4's BR know that Laser Squad: Nemesis is a tactical, turn-based/real-time 1v1 game where battles are played out over 10 second increments.  Translation: Each turn (where orders are given for each) are 10 seconds long, but the action that occurs is real-time as units carry out the orders they have been given.  As Mark4 stated there are 3 races in this game (with a 4th being introduced sometime soon, that roughly equal to Terran (Marines), Protoss (Machina), and Zerg (Scourge) of StarCrafttm.  Pictures below were looted from LSNGuide.com, as well as much of the information is based on their accumulated knowledge.

Laser Squad Nemesis is available here.

My own LSN race descriptions are here

 

 

The Map

The map this game was played on is called Forest. Strangely enough this map has a forest covering much of the map, which channels movement of units.  The blue player's start is on right corner of the map and the green's is on the left.  From each base there are 2 main directions from where enemy attacks could come from (or go through), a northern and a southern one.  The northern route is longer in length, but the many kinks in the path screen units from enemy fire and is clear for non-flying movement.  The southern route is more direct with a straight-line path to the enemy base, constantly under enemy fire and obstructed by sandbag walls.  From the southern path there is also another path which dips further south but still exposes units in open areas to reach the enemy base.

Each base has a small sandbag bunker where a firebase could theoretically be placed to cover both directions of attack, with each bunker visible to each other (if you have the sight range to see it).  This sandbag bunker can be a strongpoint in base defense but an enemy armed with missiles could theoretically bomb the position from long range as well.  In the back of the base there is also a small building where a last stand defense could be employed if the bunker fell.

Throughout the forest are several thin spots in forest coverage where a sly enemy could cut a hole through allowing a quick, unexpected flanking attacks.  There is no rule against making your own paths through the forest.

 

 

Minimap Key

This really only applies to the gameplan maps, but enjoy.

 

Yellow Lines/Shapes : Mark the limits of fire coverage from a given position (where yellow lines converge)

Colored dot : Unit that will be labeled but larger dots indicate larger units

Red Lines : Weapons fire

 

 

Pre-game

Pre-game setup in this paragraph, move on down if you don't care.  This game was played on August 13, 2003.  This game was played on the hotseat option, because I am still cheap and haven't subscribed yet.  I played 'ole Anonymous again since he was available and I didn't know any other players.  For a change of pace this BR will be written in the first person format rather than the 3rd person as in the last one.

 

1v1 on Forest

 

This game was between me, Who'sGotLag.IDO (Marines), and Anonymous (Spawn) on Forest.  I started at the right corner start and Anonymous started at the left corner.  The two starts are far apart but with good sight range, units can see enemies at certain spots in the enemy base.  Both players knew their opponent's race and planned their strategy accordingly

My strategy was based on what Quick Ben's article on LSNGuide.com suggested. Basically Ben's article said that fighting Spawn with Marines was like fighting zerglings with marines in StarCraft.  Another problem with LSN Marines is that the cumulative effect of groups is not as effective as in StarCraft so turtling is an effective strategy compared to pack movement used in the latter game.  Concentrated fire, limiting possible directions of attack, and restricting the number of enemy units able to attack are crucial to allow the Marines to effectively use their firepower against the Spawn while protecting them from the large number of melee and ranged units.  Now that I have spent this entire paragraph justifying my "offensive" strategy let's move on.

I placed my troops as shown below. Mouseover the picture for the gameplan visual aid.

My entire gameplan was based around my sandbag bunker in my base.  Using this strongpoint I could control vast areas of the map where enemy units exposed themselves (or at least inflict damage on them).  The sandbag bunker could effectively stop any attack coming straight through the center of the map towards my base, but was less effective against other strategies that used the forest and buildings as cover.  Deployed inside the bunker were the bulk of my points: 4 Snipers, 1 Commander, and 1 Medic to heal them.  Guarding the rear entrance of my base I assigned 2 Grunts and a Medic who also were mainly there to protect the Headquarters.  The headquarters was not placed near the bunker more because I was afraid of it blowing up and killing my troops inside.  Two Grenadiers were placed outside of the bunker so they could destroy the forest and rubble piles nearby with their weapons that limited the bunker's fields of fire.  If necessary a Grenadier (or 2) could assist the rear entrance troops in their defense.

 

 

Shall we begin?

Start: As you can see from the deployment picture, I could see part of Anonymous's army immediately.  What I could see worried me, not the three Drones but the 2 Splatters.  I decided to order my Commander to move forward to increase the accuracy of his fire while enacting my original gameplan. 

Turn 1:  During the first turn I was amused by the sight of Anonymous's Queen munching on a sandbag barrier until I realized what it was doing.  By using his Queen to cut through the barrier, Anonymous was now able to immediately send a ground army through the southern passage to attack me.  The straight line route to my base was obstructed by a second sandbag barrier, but he was unlikely to take that route since his troops would have to cut a hole in it and be under constant attack by my Snipers.  In the meantime my rear defenders moved into position and Grenadiers began to clear obstacles, while the Snipers put a few rounds into the big slug .

Mouseover Picture

 

Turn 2:  Things were definitely taking a turn for the worst as a large amount of Spawn troops poured through the Queen sized hole in the southern barrier. Twelve points worth of troops (60% of his army's worth) were seen passing through the gap: 1 Queen, 4 Drones, 2 Goo Spitters, and most dangerously 2 Splatters.  Even more disgustingly, the Snipers engaging the oncoming Spawn managed to blow a hole through the second sandbag barrier, giving the Anonymous the option of a straight on frontal attack in addition to the southern attack route.  Painfully enough this was only a minor concern at the time, since Anonymous had also slipped some Buzzers through the top of the map and were now at the rear base entrance.  If this wasn't enough, another group of Drones was visible at the top of the map sprinting through the normal attack route.

 

Turn 3:  Three different attack groups were now visible and I had to make some decisions.  The most immediate problem was the Buzzers at the back entrance and so the 2 Grunts/Medic guarding it were supported by a partially resupplied Grenadier.  Two Snipers in the bunker also repositioned to get a good angle at the incoming Buzzers.  The remaining troops concentrated fire on the southern group of Spawn with a priority on killing the Splatters.  That was the plan anyway.

What actually happened was a different story.  In the rear of the base the Grunts/Medic managed to shoot down 2 of the incoming 6 Buzzers, BUT there was a slight accident with their support.  The two Snipers who were supposed to assist didn't hit anything, and the Grenadier who was supposed to lay an "arc of fire" in front instead managed to hit a Buzzer with a grenade which bounced back. The rogue grenade killed a third Buzzer and badly injured the remaining three at the cost of the 2 Grunts and Medic (who were likely gonna die anyway).

Mouseover Picture

On the other front, the 2 Snipers/Commander managed to hit either of the two Splatters zero times.  A Drone wounded in the previous round was killed, but that's 1 out of 7 shots taken that actually hit its target. 

 

 

Turn 4:  With the rear entrance defenders dead, the supporting Grenadier realized that maybe he shouldn't hang around and sprinted toward the bunker with 2 Buzzers in pursuit.  All four Snipers managed to MISS the barely alive Buzzers, until after the Grenadier was dead and the Medic in the bunker was injured.  My second Grenadier realized that ammo would be useful to have and raced to the HQ with the last Buzzer and the two Drones from the north on his heels.

Trouble was brewing to the south as well.  The southern group had run across the last open area before the final sprint to my base taking no damage and the distinctive "poot" sound of a Goo Spitter firing could also be heard.  Also, remember the Drone that got killed last turn?  Well it's corpse suddenly disappeared into the Queen who then left a curious little turd behind.

 

 

 

Turn 5:  With a heavy attack soon coming from the south and Drones coming for the bunker entrance facing north, my troops went into a line-abreast formation to cover both directions.  The pair of Drones split up with 1 killing the resupplying Grenadier before dying while the other circled around the HQ and attacked it, shielded from my bunker's fire.

The southern attack group had in the meantime gotten dangerously close and most would be able to attack in the next turn.  There were 3 units that could possibly be attacked: (1) the nearby Drones which would be have to circle the bunker, (2) the Goo Spitter whose damage was really negligible, or (3) the Splatter who would vaporize the bunker (and everything inside) next turn.  The primary target choice was pretty obvious I must say.  Also to the west the Queen's little turd has rapidly increased in size.

 

Turn 6:  If you still haven't figured out I targeted the Splatter first, you just found out now.  The resulting explosion was strong enough to damage the nearby units and most importantly the second Splatter.  My troops then concentrated fire on the oncoming Drones, dropping the first one quickly and bringing the second down to half health.

Mouseover Picture

A problem from the east arose to my attention from the "turd" the Queen left behind in the form of a Buzzer which hatched (from the egg if I have to spell it out for you).  The Buzzer bored straight in and would not be impeded by my sandbag bunker next turn. Yet another sticky situation formed when the Goo Spitter (seen in above pic) started lobbing his spit balls into the bunker immobilizing everyone.  Oh also, the Drone to the north has brought the HQ to critical levels and its gonna blow up any second, but I wasn't gonna leave my bunker.

 

Turn 7:  No matter how dangerous the Drone at the bunker entrance or the Buzzer to the left was, the second Splatter was still more dangerous to my troops.  Four of my remaining 6 units concentrated fire on the remaining Splatter while the Commander targeted the Drone at the door.  Anonymous had angled his Buzzer in from the side of the line so that only one unit at a time could target it, and so the nearest unit was ordered to kill it.

So much action occurs this round so I'll try to summarize chronologically.  (1) The Splatter, hit by multiple shots, explodes taking the nearby Goo Spitter with it. (2) The Buzzer, the Drone from the south, and the Drone from the north all come at the same time with the top Drone getting nailed by multiple shots.  In the midst of Goo Balls from both Goo Spitters still bouncing into the bunker, the Buzzer and Drone manage to kill 2 Snipers and the Medic who was healing another Sniper from Goo/Drone damage.  (3) The remaining Commander and 2 Snipers picked off the last Goo Spitter.  (4) The less than awe-inspiring sight of a Queen slowly oozing across the battlefield was visible to the survivors of the round.

 

Turn 7:  My remaining 3 units swing to face the 2 Drones at the bunker door and cut loose, but the Drones strike first. One of my Snipers goes down before my Commander blows it away.  DIE BASTARD!  The second Drone lined up on my last Sniper and nearly kills it (1 hp left), but my Commander uses his faster firing rate to vaporize his posterior before it can attack again.  My Commander and Sniper then turn their attention to the south where Anonymous's last unit, the Queen, is busy munching away at the Goo Spitter's corpse (killed by the Splatter, remember?).  My Commander shoots a round into the big slug while my Sniper falls to the ground dead.  Apparently the corrosive effect of the goo he was standing in was too much for him and he died.  As the turn came to an end, the Commander fired another round into the Queen, and the queen left a another turd in the dust.

 

Turn 8:  Haha! I was feeling mighty happy at this moment.  All I had to do was fry the Queen and the Egg and the game was over.  Easy... or so it seemed.

The Queen went down easy, its not like it was very stealthy.  My Commander then missed the Egg with one shot and hit it while it was hatching just before the turn ended.  The new Spawn unit was a Drone, but my Commander had just blown two of them away so I wasn't worried.  Next turn my little friend, next turn...  

Mouseover Picture

I clicked on my "Issue Orders" button preparing to waste him the next round when I got the "Game Over" message.  "Victory to Player 2" was the message?  I'm Player 1, WHAT THE HELL?  I looked back at my Commander and saw...

 

AAAGGGGHHHHHH!!!! #@$%&!!

 

*Cough* Ahem, gg Anonymous

 

 

Lessons Learned?

1. Should've traded 1 or 2 Snipers for more Grunts and Medics.

2. Ammo = good

 

Link to my other reports if you are extremely bored is here.

 

I sent you e-mail Mark4, no ♥ for me.  =[

...

Hit counter


View or Add Comments (# of comments thus far: 20)
Back to Report Listing