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luiglin
@ blueyonder co uk
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LSN Forum Map Tour Entry :
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DracoXV :
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| Airport
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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
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| 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 |
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