Shall we begin?
Start: As you can see in the above
picture there are no enemy units visible so the original gameplan is
20 Seconds: Arrival
Touchdown on this strange little world
completed. The dirty little natives call it Urth or something.
Base setup completed, as requested by
the troops we setup an outhouse in a clump of trees far away from
the base easily reachable by teleporting. We also have another
Regenerator in a private room in the back where the troops can
"relax" after hours.
For Rest and Recreation my troops are
going to play a little "hide the module", a game we've
been playing with the Urthers for centuries. One
group of the soldiers will find some natives and hide a
sensor-shielded module inside one of them. The remainder of the
guys will have to find the module, but with the sensor-shielding
the probes need to be really close to detect it. They're going to
have to really get their probes in there to be able to get close enough
to detect the module.
The hiding team stopped to use the facilities in the trees
to the west of our base before going to find some natives to use.
Ah, good fun.
Results: As my troops ran out to
do their assigned mission, most had an uneventful turn. Most not being
all. The western force of 1 Guardian, 2 Sentries, and 1 WG were
stealthily moving toward their spot when a quite literal barrage of fire
came pouring up from the south. Multiple red shots impacted on my
Guardian's shield draining the energy out of it. Marines. Only they used
red-tinged laser weaponry. Before the turn was up the Guardian's shield
was gone and my
7 force point
(fp) attack force was caught in the open.
By the end of the turn my troops had spotted 2
Commanders, 2 Grunts, a Grenadier, and a Sniper moving up while firing
had apparently also been aware of the potential Grey mischief and sprayed
fire northward through the open area.
Some of the shots were likely also meant to converge on the clump of trees
to the where my Regenerator was hidden. Alias
knew that the clump of trees could hide a reserve Headquarters/Regenerator
unfortunately for me.
Plan: With the total failure of the
planned stealth attack I ordered my troops started running for cover. It
would take ~9 seconds to reach the Regenerator where they came from or 6
seconds to run eastward to cover. I chose to run east because I would
pretty much guarantee a loss going the other route and I wanted to see if
I could conceal the existence of the Regen.
with the sighting of 12 fp worth of enemy units units in the west, my
entire defense shifted in response. I had my eastern WG/Psyker move to teleport to
the center while my Sentries in the center shifted forward to find where
the weakpoint in the Marine lines to the south. With so many units sighted
elsewhere, there would definitely be a few.
Tactic Box 2
(Recon by fire)
|This is a common anti-Grey
strategy to prevent cloaked units from sneaking up undetected.
Guardian shields protect as well as cloak, so when a shot hits the
shields it releases its energy. Shots that hit something when
there should be nothing there can reveal the presence of a cloaked
Guardian. This tactic is useful for anti-Greys but reveals
the presence, general location and race of your firing
units. A player must balance the need for security with
concealing their own movements.
the end of the turn I was quite happy. My exposed attack force had made it
safely to cover and I had spotted the majority of Alias's
Marine force standing
around in the west. 3 Commanders, 1 Sniper, 3 Grunts, 2 Medics, and 1
Grenadier (19 of 20 fp, since there should be a hidden HQ nearby) had advanced with most stopping to fire at my
troops. The formation I had run my troops retreat in saved me some grief though. The WG was the most valuable unit
of the assault force so I had the other
march between it and the Marines, with a Sentry mirroring its
movements exactly to
shield it with his body. The other troops weaved
slightly and moved behind a tree breaking target lock by some enemies
resulting in only 1 unit taking a hit. If I had chosen the other option at
least 1 of my troops would likely be dead and some others injured.
majority of Alias's troops were in the
west, the remainder of my troops had an uneventful turn. A Grunt was
visible coming up the central-left building however.
Plan: Time to earn a point. The Grunt in
the central-left building was relatively isolated from the rest of the Marines and
was an ideal target. Both center Sentries were told to try and kill him,
with 1 unit Corner
to attract attention while another quietly snuck up (behind cover so the Grunt
likely didn't know he existed) to try to kill it in close combat. The WG from the
west force also was going to make a warp implosion right on top of his
head to further soften up the Grunt.
remainder of the western force retreated east towards the main base as
fast as they could to recharge their energy. The WG/Psyker team moved
closer to the front lines in the central-right building to await the
incoming Marines. The WG/Psyker's escort Sentry was told to Regen
Pop from the now exposed top Regenerator.
Finally the right side Sentry farthest south charged forward alone to gain
intelligence. The danger was minimal since at most only a 1 fp unit was
defending the area below.
Tactic Box 3
||Corner Dancing is a tactic made
popular by Crank in his Grenadier
Bible. A unit comes around a corner/wall edge and Opportunity
Fires down a
passage/doorway/whatever. With corner dancing a unit
"fires" once then ducks back behind the wall. Enemies
that sight the unit may try to shoot at it, but if the unit is
fast enough it will be behind the wall again before a shot can
||Regen Popping is similar to
both shuttle popping in StarCraft and corner dancing. The
difference is that Regen popping is much more dangerous but
a unit teleports to a Regenerator in an exposed location, fires once, and then
teleports out again. The problem is teleporting
takes time and the unit may be hit
during this period. The farther the Regen is away from the
targets, the safer it is to do (though less effective also)
This tactic is also less useful now that
Sentries take longer to fire.
Results: Four seconds into this round the
isolated Grunt fell to the ground dead from unnaturally accurate Sentry
fire and a WG implosion giving me a 1 point lead. The Regen popping Sentry
also managed to hit
Alias's Grenadier doing slight damage
but taking a shot
in return. The Regen itself took heavy damage and looked to die next
round. The Grenadier bounced several grenades behind the wall my troops
were hiding behind caused both west force Sentries to
lose all their energy.
A second Grunt was sighted coming
up the central corridor, he was the lone defender of the entire bottom of
the map. Basically sent to watch the bottom and yell loudly before he
probably had predicted my units' lack of energy and sent the Grunt up to try
and get some easy points but instead ran into my central defense.
Plan: The second Grunt was
nearly in range of my WG/Psyker combo so they were assigned to try and
kill him. The 2 Sentries who killed the other Grunt were told to rush the
position once the implosion had gone off. Otherwise the western force, all
but 1 unit out of energy,
were still fleeing home
to recharge. The scouting Sentry in the east continued moving south toward enemy territory.
Results: The WG/Psyker combo missed, but
the rushing Sentries managed to hit the Grunt twice. The western force
finally reached a doorway to the main base area, with the Guardian
arriving first. The western Regenerator for some reason has still not been
Plan: Everyone but
the 2 pursuing and 1 exploring Sentries stopped at a Regen and started
Results: All units but the 3 Sentries
surrounding a Regenerator and recharging. The pursuing Sentries didn't follow
the Grunt too closely to avoid being ambushed and taking damage. The exploring Sentry reached the
bottom corner of the map, finding nothing as expected. The western
Regenerator surprisingly still has not been destroyed.
The 2 pursuing and 1 exploring Sentries keep going while most units
recharge. I decided also to be crazy and send my 1/4 recharged Guardian
and some Sentries to snipe from the now critical top Regenerator. The
only vulnerable moment in this plan is if the Regenerator is destroyed
while the Guardian is teleporting and before the Guardian's
shield can cover it.
Results: Everyone who was recharging did
so, the Sentries continued to pursue and explore finding nothing, and my
Guardian appeared alone at the top Regen just as a shot blew the Regen
away. With the Regen dead, the Guardian couldn't teleport away. Even more
alarming was the sight of 2 Grunts who might get close enough to see
through the cloaking shield.
With the loss
of the Regenerator, the score is now 1:1.
Run Guardian, run! The southern Sentries continue to explore while
everyone else recharges or peers out of windows looking for the enemy.
Results: The Guardian was out
of sight range of the Grunts but that didn't matter when one of them ran
closer and spotted him anyway allowing other units to open fire. After
several shots its shields went down again and his little vehicle had to
run while visible and unprotected from enemy fire. The 3 southern Sentries
Push the pedal to the metal little Guardian, maybe you'll make it back. To
the south, the Sentries kept searching, trying to find the Marine HQ or kill
something. The recharging Sentries
should be topping off their tanks by now and will
start spreading out looking for Marines again.
moved at least 1 Commander
and began firing at the retreating Guardian who took light damage. To the
south, the Sentries inspected most of the rooms in the buildings and didn't find an HQ
inside. The HQ was either outside in the open where his army was or
concealed a room I didn't want to check because it might reveal my troops
Guardian would be safe next turn if he managed to get inside my base area
next turn. The Sentries in my base would continue to shoot at the
Marine units attacking the Guardian they could see. The 3
Sentries waiting in the southern room of the central-left building would
burst out next turn and let fly tiny blue shots of annoyance on anyone
they spotted. Hopefully they would spot the Marine HQ and blow it to
Results: Under heavy fire my Guardian
zipped into the main base area and was almost safe when a powerful red
bolt struck him from the rear blowing the vehicle to pieces. The corner
dancing Sentries in my base kept up a barrage of insignificant fire
hitting the units shooting at my Guardian but doing little
damage. Also visible in the picture
below are holes in the walls as high-power
shots began destroying them. The score
was now 1:3.
the south my Sentry force opened up the doors guarding the south and
spotted a Grunt aiming back at them. The faster Sentry firing rate was to
my advantage as my units would fire and be behind cover before the Grunt could hit
them. At the end of the turn, the Grunt was injured but still alive and 2 units were visible
nearby which could come to its rescue.
110 Seconds: First Loss
These natives are more hostile than we imagined.
Old Ghlbt almost made it back to base in his little tractor safely
where he could recharge his shields and help us sneak up on the
The loss of the outhouse didn't matter much but now
the boys are angry. They're talking about using extra large probes
on the next alien they catch.
Plan: I ordered the 3
Sentries in the south to Red-line
the half-dead Grunt in the south before retreating. Each unit then
op-fired in a different direction to check for enemies before continuing
to flee. With the loss of my
Guardian, I've lost a powerful tool in my arsenal. Now either the Marines
have to come closer to me or my valuable troops will have to expose themselves
when they advance to
get the enemy into range.
Tactics Box 4
|Red-lining is a shorthand for
a common order pattern in LSN. An aimed shot at a target is
indicated by a bright red line and indicates the firing unit will
shoot if it can see the target or skip the order if it can't or
the view is blocked.
Repeated aimed fire by a unit tells it to shoot at
a target until either one of the 2 units are dead or there is no
ammo. Red-Lining means that on almost every step along a route the
unit is taking, it takes several aimed shots at a unit. This is done with step by step movement so if at any point
along a route the target is visible to the shooter, the shooter
will fire. If not then the shooter continues along its route
Results: With 3 Sentries
pouring rapid-fire death at it, the Grunt crumpled to the ground. On the
exit route however a Commander appeared from the top of the room and
caught a Sentry with Halt on Sight
on. The Sentry stopped and fired as fast as it could against the
Commander, but a single Sentry vs. a Commander is like a normal human with
a pistol vs.
Not a pretty sight in other words. I believe the Sentry shot the Commander
3-4 times but as you can see below that hardly mattered.
was also trouble in the north from Alias.
Using the superior range and firepower of the Marine army, Alias backed
his forces up and began cutting his way through brick walls of my base
two surviving Sentries in the south were to immediately flee eastward away
from the Commander while my the rest of my army cut paths through walls,
recharged, and pulled back from firing positions being destroyed by long-range fire.
12 - 13
Commander pursued the retreating Sentries
across the southern edge of the map. An third Sentry coming down from the
north was unable to help its compatriots significantly. What was
significant however was the movement south of a lone WG which hid in the
Plan: With the
support of the WG far to the north it was time to make a stand. I ordered
the obviously targeted Sentry to dodge south before coming back up. This unit would then remain standing
bait. The second Sentry in the meantime would be standing nearby
aiming down the path the first Sentry came from. Also timed to this
setup was the WG, at the spot where a pursuing unit was likely going to
WG was ordered to fire
Results: The plan worked perfectly, with
Alias's Commander following its pursue order
precisely and stopped at exactly the right point. The Warp Gunner
critically injured the Commander while the Sentries pinpricked him to
death. The Commander did manage to get off a shot that burned through the
bait Sentry's energy and injured his hp directly. With the death of the
Commander, I took the lead in score 5:4.
to the north Alias
continued to burrow into the buildings with long-range fire and now the
bottom Regenerator in the building was visible to the Marines.
picture for movie. 458 kb.
Explanation of the ambush
enemy Commander was following a pursue order when the Sentry
dodged south causing it to lose sight of it. As per its
pursue orders, the Commander then ran forward until it regained
sight of the Sentry, which had by then run back up. The other
Sentry in the meantime was firing at the pursuing Commander. When
the first Sentry reappeared the Commander stopped to aim and shoot
at it. The Sentry itself was told to remain standing there as bait
to make sure the Commander stayed right where the implosions would
go off instead of chasing it again. This whole planned ambush
hinged on the Commander being given a pursue order and following
it to the letter. If the Warp Gunner missed... well you can see
how effective the Sentries are without support in the movie.
understand? Watch the movie its easier. =)
2 combat weary Sentries headed north to recharge as did the supporting WG which also needed energy. The WG/Psyker combo moved to take over
the WG's area of responsibility in case any enemies appeared with a scouting Sentry
in front for spotting/protection.
15 - 18
Results: The units
recharging headed north but its a long trip and the Sentries were still on
their way there. The Sentry scouting the center-right building found no
Marine units inside and probed further westward. The southern Regen in the
center-right building was also destroyed by long-range fire bringing the
score to 5:5.
scouting Sentry along with another recharged one, will continue to probe
west while the WG/Psyker followed a safe distance behind ready to attack any targets sighted by
19 - 22
Results: The scouts for the WG/Psyker
spotted some of Alias's
units retreating south along the western edge to reload and enemy Grunts
scouting my Sentry's building. The WG/Psyker missed 1 Grunt but on a
subsequent turn froze and killed another Grunt giving me a 6:5 lead.
turn I could see Alias's
troops charging along the north edge of the map toward my base. With my WG/Psyker
short of energy and far out of position it was a deadly threat. Alias
after seeing my WG/Psyker combo to the west, had apparently decided against reloading and instead was bum-rushing
my base while half of my remaining army was
ordered my WG/Psyker team to quickly retreat back to
where it could cover my
base. The 2 Sentries from down south had recharged by now and were ordered
to corner dance in front of the Marine units mainly to stall the enemy
advance. The lone WG had also recharged by now and run forward, but I had
a plan to conceal my top Regenerator. With no units running in or out of
the room it was in, Alias wasn't likely to suspect there was anything
inside. I told my lone WG to take the long way to reach the back room to
conceal the existence of the Regenerator.
Results: All units moved to their assigned
positions, with my forward WG firing a speculative implosion along the
Marines suspected approach route. Alias's Grenadier
also launched grenades at positions
he thought I would fire from while a Commander ran through the building,
probably hoping to arrive before my defenses could form against the new
had a second group digging for my Regenerators and after seeing many units running to and from
the far-right location, burned down the terrain until he could see my eastern-most Regenerator.
The Commander inside my base area was a serious threat to my base and
needed to be neutralized. Only my expensive units stood a decent chance of
killing or disabling it though since my Sentries' attacks are laughable in
close combat. I had to use my WG/Psyker pair to disable the threat, but
they both had 9 energy left, only enough for 3 shots apiece. The only way
I could recharge my units was to run past the Commander to the
Regenerators, but that would be an almost guaranteed death. In addition,
the 2 Sentries closest to the Commander were almost out of energy as well.
decided to use my WG/Psyker combo on the trespassing Commander while
running my low-energy Sentries away. The lone WG hiding in the backroom
placed 2 implosions on a Commander and Sniper that were about to snipe at my
eastern Regenerator. The remaining Sentries were ordered to disrupt the Marine
assault and keep them away from my valuable units.
Results: Success! The Psyker hit the
Commander dead on, therefore ensuring that the following Warp Gunner
implosions would land on their target. The other Warp Gunner also had an
unexpected success as both the Sniper and Commander to the west remained
stationary, absorbing the full impact of the implosions there. Snipers
aren't built to take damage and this one was no exception. Both a
Commander and a Sniper were killed this round giving me a 11:6 lead.
On the other hand the Sniper and
Commander both were firing shots toward my exposed Regenerator and whether
by accident or intent, one my retreating Sentries took a shot and blew apart
in the icky way Greys die.
Grenadier also slipped into my base and fired several grenades at the
exposed Regenerator, pretty much guaranteeing its destruction.
Plan: Running the test orders I could see
that my exposed Regenerator was dead. Two grenades were bouncing on their
way and would destroy it soon, but with a hop, skip and a diving leap one
of my Sentries could teleport to the backroom. Even with the significant
point lead I had right now, the situation was still critical. Half my
troops had barely any energy and couldn't safely run to my last
Regenerator to recharge. With their energy this low, practically any of Alias's
units could kill my valuable troops.
first priority of course was to kill the Grenadier in my base. That little
fellow could discover my hidden backroom or could drop an unlucky grenade
which would do a lot of damage to my low energy troops. I had the Psyker
attack him while bracketing his position on one side with the last of my
southern WG's energy while the hidden WG covered the other end. The
implosions were placed close enough to kill the Grenadier if he stayed in
place or was psyked, but also would
hit him if he ran. Also
coming down was my Sentry outside the backroom on a "kill or die
Results: The psyke
successfully went off and ensuring that both bracketing implosions would
blow the Grenadier
down. Visible in the west however was the formation of a Commedic
team near the top and charging Grunts and Medics further down south. The
killing of the Grenadier and my Regenerator made the score 13:7.
Tactic Box 5
|Commedic team is a unit combo popularized
by Crank in his Grenadier Bible.
This team is composed of a Commander and a Medic. A Commander is a
big imposing SOB with heavy firepower and strong armor. A
Commander teamed up with a Medic who is healing him constantly (1
hp/2 sec when standing still) is potentially an extremely
dangerous threat. Especially against units that do little damage
at a time.
260 Seconds: Enemy Casualties mounting.
We have done heavy damage to our enemies but they
are rapidly closing in on our position. The men don't know what to
do, but I do. I needed to give them a speech.
I told them about the valiant old days when our
forefathers probed many an Urther with vigor and delight. We must
carry on the traditions passed down to us so that they would not be
forgotten. We must do what we can for victory.
They understood my
message, priming their weapons and readying to move. Next turn we go. For Victory!