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luiglin @ blueyonder co uk

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: DracoXV :

Airport

SternerThanRegnix
A mad rush down the right hand side. Lobbed grenades into the little building while the commander nipped around and dispatched the ememy snipers. Meanwhile, my snipers on the left held off the evil terrorists trying to hijack Phileas' plane. The grunt on the far left spent lots of time fighting a tree, but lost. Cleared for take off!
SternerThanRegnix Battleview File

Arena

SternerThanRegnix
The XTs used suppressing fire on the doorways and windows in the middle, while the hunters advanced down the right and the AI down the left. The hunters got too close to a grenade and went back to the AI for help, but the AI got too curious and decided to have a look around the corner. It was all downhill from there with indecision and uncoordinated movement resulting in a very embarrassing loss.
SternerThanRegnix Battleview File

El Jarrid
(STR must not deploy Marines.) On such a tight map, I'm expecting Mechs with an AI heavy (3?) loadout that sits just in the corner, waiting for me to attack. Ok, I'll go for Marines and a couple (3) of 'naders then. My biggest hope is that I can avoid having to attack, because AIs need a lot of grenades, so my 'naders would have to go back and reload frequently, meaning time for AI-healing. I don't see a big difference in the fighting skills of Medics and Grunts on tight maps, but as 3 Medics seem to be enough, I go for 2 Grunts as well and a Commander to finish off damaged AIs or fight XTs or the Spawn.

Turn 1: Ok, he chose Machina, but apparently not 3 AIs (because of the XTs I can see). A crucial thing will be to score the first point, so I don't have to attack, so I'll go into some details about that first - lucky - Hunter kill:
Turn 2: My grunt exploring the right flank (ordered to shoot some doors) is set on "continue on sighting" (green), because, honestly, I'm not expecting any Hunters at all on such a small map, so no encounters in the first movement turn. The Grunt encounters STR's Hunter at 28.1. The Hunter seems to be set on "retreat on sighting" (blue) and immediately retreats to the next room. My Grunt just continues his orders, walking past the escaping Hunter for the remaining 2 seconds. Maybe STR didn't expect the Grunt to have done this (pure luck from my side, could have gone wrong as well).
Turn 3: At the start of the next turn, the Grunt enters the room where the Hunter escaped to. Now the critical moment: The Hunter, trying to withdraw from the room, sees the Grunt at 30.4 entering the room. As he is probably still set on "retreat on sighting", he goes back to his last waypoint, so towards the incoming Grunt! The latter seizes the occasion and kills the Hunter with two shots without even being shot at. (It is, by the way, that same Grunt who later on also kills Hunter no. 2 and 3 and the very last XT - I must say I was quite satisfied with him...)
Turn 5-7: I'm quite surprised to see 3 more hunters - meaning that STR brought only 1 AI! The probably a bit hasty attack by already injured Hunters is quickly brought to an end by my Grunts.
Turn 8: The AI is gone and with it my worries about this game. Defending your HQ in such an environment with 3 'naders vs incoming XTs is now pure joy... ;-)
El Jarrid Battleview File

Armoury

El Jarrid
Loadout/deployment: I took Marines on the last map, so I go for Machina this time. I've had two pure Machina matches on this map before (out of two), so am expecting Machina on joegan's side as well. I think of some long range MT duels in the beginning. My left flank has a nice place for the MTs to step out and launch their missiles. I put two MTs there so they could quickly destroy an enemy HQ on the other side. My HQs (the second on the other flank in case I have to launch missiles from there or as backup) are set back from the corridors to protect them, making some AI work necessary in the beginning. Else I take 2 AIs, 1 Scanner, 7 XTs (great for the long corridors even vs. AIs) and 3 Hunters to spot, sneak around and attack lone HQs or MTs if possible.
Turn 1-5: As planned, my MTs unleash hell on my left flank - but it turns out that they shot 8 missiles at nothing... His single MT is doing the same on the other flank. I plan to stay back and score some points with my missiles, but would like to advance my Scanner on my left flank (to see his HQ). Unfortunately, strong resistance shows up and I have to abandon this plan.
Turn 6-10: Hey, what's that: I only shot a missile or two at his Scanner - and now he's attacking me with an army of countless XTs, supported by an AI. My MTs are reloading and try to position themselves so to give a warm welcome to the oncoming hordes.
Turn 11: As he has obiously stopped to shoot at nothing on his left flank, he'll surely be moving his MT over to his right flank. My plan is to scare away the XTs on his right flank and get a Hunter there that can fly through and attack the unprotected MT.
Turn 12: Although I defeat the group of 3 XTs in the middle, it's looking bad in the middle corridor. And despite my missile fire, his XTs don't leave his right flank. The Hunter on my right flank trying to break the enemy lines to attack the HQ also encountered XT resistance and will now do the job of withholding three enemy XTs for the next turns. One of his AIs has almost reached my backup HQ on my right flank.
Turn 14: Finally, the breakthrough on my left flank. And he eats some missiles in the middle corridor, his first AI is almost gone.
Turn 15: His AI doesn't want to die (despite the damage from the own missile) - I'm afraid he might kill my MT and HQ, leading to big explosions an a bloodbath nearby.
Turn 16: I`'m sending the damaged MT into exile to prevent chain reactions when it dies, withdrawing the other MT. His MT is surrounded and shot down in 5 seconds.
The rest of the game doesn't need to explanations, methinks ;-)
El Jarrid Battleview File

joegan Battleview File

Attrition
El Jarrid
Loadout/deployment: With all the bunker-like defensive structures, Marines seem to be a good choice for a sound defence. 2 'Naders, 2 Commanders, 1 Sniper, 5 Grunts, 2 Medics, 1 HQ. I put most of them already in the military building to be able to defend a Spawn rush.
Turn 0: I don't see anything - could be Spawn!
Turn 1: Although I`'m believing in a Spawn attack, everybody is performing anti-Sniper movements - except one unlucky Grunt that is sniped down. I'm behind, for the first time in the PFMT, my opponent got the lead - so I have to attack. I already see myself running into a bloody defeat.
Turn 2: Ok people, we'll have to go out and attack. Leave your name at the exit doors so we cann tell your relatives in case you don't return...
Turn 4: jwonni doesn't stay back to defend, but comes towards me. Apparently some of his men are preparing terrorist assaults with flying weapons of individual mass destruction (grenades). We have to stop these terrorists!
Turn 5-9: My criminal-seeking anti-terrorist grenades do their dirty work. With wall-breaking assistance by my Commanders, they find their way to the hiding gangstas.
Turn 10: A heroic commander sacrifices himself on a succesfull attack vs. a Sniper nest
.
El Jarrid Battleview File
Barracks

El Jarrid
I should probably not have done the breakthrough with the Queen. As soon as I completed it, things got worse... Splitting my forces was apparently a bad idea. Although I probably had the most effective Splatter explosion in the game (damaging at least 6 units), STR's splatters were more effective overall (and he had more). His Spikers were also more effective than I originally thought they'd be.
Before my Queen died, she didn't fight, although ordered to walk on a spot where an enemy was standing... :-( And if the egg that hatched afterwards had contained a Splatter... that would have been undeserved luck. Well played, STR, and good luck on the Tour!
El Jarrid Battleview File

SternerThanRegnix
I was quite sure El Jarrid would bring spawn, so decided to try out my first spawn v spawn game. A queen was a must and I threw in a couple of extra splatters as well. My purple spawn deployed in the bunker except for a couple of buzzer scouts on the other side of the map.
First turn, a buzzer spotted a splatter a went for it! The spitters started moving toward the centre to cover the courtyard.
A blue buzzer had sneaked through the wasteground between the two bunkers, so I sent a couple of drones after it. A nasty splatter managed to run past my defences and exploded right in the middle of my spikers, severely damaging a lot of them, so the next turn, I spread the spikers out a bit more and sent a couple of splatters around the left flank. I also positioned a spitter to block off the door that the nasty splatter came through. Meanwhile, the blue queen and some drones had munched their way around the back through the trees! I was totally surprised, but luckily my 2 drones were still searching for that buzzer and they had been joined by a couple of spikers.
A welcoming comittee of splatters was sent to greet the blue queen. After that it was an all-out melee against the queen, while the hapless spikers couldn't hold off the blue buzzer rush. Our queen came out on top, but before laying any eggs, got gooed up and ganged up on by some bad blue spikers. The last purple melee unit went down and my queen was getting desperately worried when finally the last spiker and spitter ran out of ammo. Phew!
SternerThanRegnix Battleview File

Beach Head

SternerThanRegnix
I was a bit rushed on deployment, because I didn't want to keep MadPanic waiting, so probably picked too many grenadiers, when one or two more snipers would have been very useful.
The initial rush up the beach by MPs men proved fatal for his units on the left, but the units on the right were virtually unseen.
My snipers did a good job with picking off his, but one in the centre near the landing crafts proved very difficult. He denied movement of my grenadiers and commander defending the right flank and got many kills. Eventually, I had to charge two grunts down the beach to corner him.
After much friendly fire by my grenadiers and a failed rush by MP through the right side of the building, he decided to be sneaky and sent his last grenadier and last commander around the back of the building to surprise me on the other side. It almost worked too, if it wasn't for a healing medic spotting the grenadier through the window. The defenders redeployed and victory was won.
The cleanup crew was sent out to the beach. Phileas Fogg arrived and paused momentarily to take in the beautiful scenery of the resort before jetting off on his way to Berlin.
SternerThanRegnix Battleview File

MadPanic
I landed with 6 Grunts, 4 Snipers, 3 Commanders, 3 Grenaders, and a single Medic. The plan was to leave the snipers at the beach with the grunts drawing fire, the position of the buildings helped my snipers stay alive.
I still don't know why I advanced on the left flank, but STR crushed that advance fairly swiftly. With my Snipers notching some kills the advance on the right flank was on. Most of STR's forces were central or to the left. I managed to reach the top right corner with 2 commanders, a grunt, a grenader low on ammo and a sniper bringing up the rear.
My snipers on the beach were causing mischief, I knew STR would outflank them but by then they would be out of ammo. I decided to charge through the side door, a couple of his grenades changed that idea, I sent my commander and grenader round the back hoping to throw STR off balance. It almost worked, but his medic spotted me just before I was about to spring the trap, I was hoping to catch both his medics,grenader and if I was really jammy his commander. In the end I got his grenader but not before he launched and blew my grenader to bits. I was hoping to catch his commander in a crossfire but my sniper ran out of ammo and he nailed my commander.
Well deserved victory to STR, really good game.
MadPanic Battleview File


Boulevard
hintikka
Once I took out his heavy shooters (sniper, commander) early on he didn't have any way to hold my AIs in place. This meant his four grenadiers couldn't get direct hits -- the AIs just dodged the grenades and let the MT, hunter and XT take out the remaining units (one particularly efficient XT took out 2 medics, a grunt and a commander). In the end there were 3 grenadiers which had just reloaded. I cut off the entrances with my AIs and then drove through, cutting down the grenadiers.

hintikka Battleview File
Bunker

hintikka Battleview File
Raven Battleview File

Burr Wood

Raven Battleview File

Car Park
hintikka Battleview File
Chicken Run
hintikka Battleview File
City Block
hintikka Battleview File
Ugly Toy Battleview File
Colony
hintikka Battleview File 
Cover

hintikka Battleview File
SternerThanRegnix Battleview File
 

Crossroads
hintikka Battleview File
Desert
hintikka Battleview File