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 TBS: Hardening 
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Post Re: TBS: Hardening
> Gestalts and Golems to position I10.

Tanks to position K12.

Command Squad directly to the west of the Gestalt/Golem group.


Sun Feb 19, 2012 7:05 am
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Post Re: TBS: Hardening
Turn 3:

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Tomaster
Your Recon Squad moves Forwards only to have several Tanks round the Corner in front of it, They open up with Autocannon and Pulse Laser Fire shredding a good portion of the Squad before they can even consider returning Fire. Your Tanks begin to move out from behind the buildings to back up your Recon Squad.
Command Gestalts:
-Squad 1: [7]
Gestalts:
-Squad 1: [25]
-Squad 2: [13]
-Squad 3: [25]
Golems:
-Squad 1: [5]
-Squad 2: [3]
-Squad 3: [5]
Tanks:
-Tank 1
-Tank 2
-Tank 3

Roast Veg
Your units move forwards rather uneventfully, Gestalts and Golems Cramming themselves into buildings while your Tanks creep forwards a short distance.
Command Gestalts:
-Squad 1: [7]
Gestalts:
-Squad 1: [50]
-Squad 2: [25]
Golems:
-Squad 1: [5]
-Squad 2: [5]
-Squad 3: [5]
Tanks:
-Tank 1
-Tank 2
-Tank 3

CaveCricket48
Your Golems and Gestalts move along the Road while your Tanks group up at an intersection.
Command Gestalts:
-Squad 1: [7]
Gestalts:
-Squad 1: [75]
Golems:
-Squad 1: [15]
Tanks:
-Tank 1
-Tank 2
-Tank 3

Ragdollmaster
Your southern Forces move forwards with nothing of interest occuring to them, while Command Gestalt 1 keeps riding the Tank it is on, just after catching up with the other forces it detects something moving across the gap between the two buildings just ahead, but can't see anything there, by the time it raises its weapon to fire on the source of motion it is no longer in sight.
Command Gestalts:
-Squad 1: [1]
-Squad 2: [2]
-Squad 3: [2]
-Squad 4: [2]
Gestalts:
-Squad 1: [40]
-Squad 2: [35]
Golems:
-Squad 1: [5]
-Squad 2: [5]
-Squad 3: [5]
Tanks:
-Tank 1
-Tank 2
-Tank 3

Notes:
Command Gestalt Detection has two components, a passive motion detection that affects a radius around itself and the ability to perform an active sweep in a direction, the active sweep will detect stationary hostiles as well as moving ones, both work through walls.

New Enemy: Tank
A unit that can adapt to various threats thanks to it's armament of: a Large Pulse Laser, Twin Light Autocannons and Two Quad Tube Missile Launchers. capable of taking down infantry with its Autocannons, armoured targets with its Laser and using the Missiles against hard targets or massed light units. There is also a variant that exchanges the Laser for a High Velocity Cannon greatly improving its single target Anti armour capabilities.


Mon Feb 20, 2012 1:40 am
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DRLGrump
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Post Re: TBS: Hardening
Have S1 take cover in the building directly north. Provide covering fire.
S2 & S3 move up under S1's covering fire, and engage the tanks.


Mon Feb 20, 2012 8:30 pm
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Post Re: TBS: Hardening
>Have my bottom two squads converge on L-18, do not advance past the long building.


Sat Feb 25, 2012 3:17 am
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Data Realms Elite
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Post Re: TBS: Hardening
>Northern golem/gestalt squad to L5.
>Southern golem/gestalt squad to L9.
>Tanks to L10, K10 and K8.
>Command squad to J6.


Sat Feb 25, 2012 2:42 pm
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Post Re: TBS: Hardening
> East-most tanks move east and open fire on whatever isn't a friendly.

All Gestalts and golems into large C-shaped building to the east.


Sun Feb 26, 2012 1:07 am
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Post Re: TBS: Hardening
Turn 4:

Image

Tomaster
Your Recon Squad rushes into the nearby Bunker diving in through its windows to take cover, while attempting to provide covering Fire, due to the losses they have sustained the covering fire the Provide is rather innefectual, but at least stops the Tanks from firing their Autocannons at the rest of your units, allowing them to get into the street, just as a barrage of Particle Cannon fire is released the Hostile Tanks fire a swarm of Missiles and fire their main guns causing rather severe amounts of damage to one Tank and destroying another, from the Barrage of Fire the front Hostile Tank suffers an internal Explosion and is reduced to a pile of smoking rubble, while the second one takes moderate Damage.
Command Gestalts:
-Squad 1: [7]
Gestalts:
-Squad 1: [20]
-Squad 2: [6]
-Squad 3: [25]
Golems:
-Squad 1: [5]
-Squad 2: [3]
-Squad 3: [5]
Tanks:
-Tank 1 [Damaged Frontal Hover Unit, Diabled Auto Blaster]
-Tank 2

Roast Veg
Your Command Gestalts move forwards to another Building, they sense Motion in the Area, but in the Time it takes them to raise their Weapons and Fire one of them has Several Sniper rounds fired into his head, managing to break through his Barrier and killing him, moments later two of the offending hostiles are torn to pieces with concentrated Blaster Fire, leaving at least two more still in the area and invisible.
Squad 1 moves to occupy Point L5 but the buildings complex layout and lack of windows makes it rather slow going.
Squad 2 start moving into the large building but Widow Drones fill the room with a razor storm of flechettes shortly after several of the Gestalts enter the Room,
Your Tanks attempt fire on the Battle Drones and manage to tear some armour off of them.
Command Gestalts:
-Squad 1: [6]
Gestalts:
-Squad 1: [50]
-Squad 2: [15]
Golems:
-Squad 1: [5]
-Squad 2: [5]
-Squad 3: [5]
Tanks:
-Tank 1
-Tank 2
-Tank 3

CaveCricket48
The Distinctive Roar of Battle Drone Jump Jets causes your Gestalts to raise their Weapons skywards as they advance, but they aim at the wrong area causing the Drones to gain a precious few seconds of time and open fire, shredding numerous Gestalts with their Needlers, and taking relatively little return fire due to their rapid descent and the flames started by their weapons acting as a smokescreen.
Just as your two lead Tanks move ahead to engage any hostiles four Battle Drones fly over the Building ahead of them and launch Several Missiles and unleash Autocannon fire on them, they are reduced to smouldering wrecks before they can react, your remainng Tank opens Fire with its Blaster causing several Plates of armour to be torn off.
Command Gestalts:
-Squad 1: [7]
Gestalts:
-Squad 1: [51]
Golems:
-Squad 1: [15]
Tanks:
-Tank 1
-Tank 2
-Tank 3

Ragdollmaster
Your southern Forces move and halt at the corner of a long building.
Command Gestalt 1 and Tank 1 fire their Blasters at the Battle Drones as they drop from the sky, but the Tank fails to get a shot in with its Ion Cannon, due to their rapid movement.
Command Gestalts:
-Squad 1: [1]
-Squad 2: [2]
-Squad 3: [2]
-Squad 4: [2]
Gestalts:
-Squad 1: [40]
-Squad 2: [35]
Golems:
-Squad 1: [5]
-Squad 2: [5]
-Squad 3: [5]
Tanks:
-Tank 1
-Tank 2
-Tank 3

Notes:
All Units have their own distinct strengths and weaknesses.

New Enemy: Battle Drone
A heavily armoured infantry unit that comes in two variants: Anti-personnel which is armed with Twin "Firedrake" Incendiary Needlers and Twin Vibroclaws. these weapons combined make it immensely effective against Infantry if it can get close but rather lacking against Armoued targets.
The second variant: Anti-Armour is armed with a Light Autocannon, a Twin Tube Missile Launcher and a Vibroclaw. the weapons it carries make it extremely effective against armoured targets at anything but long range, and of limited effectiveness against infantry.
Heavy anti Armour weapons make short work of them, but they are a major threat to unit lacking heavy Anti armour weaponry, the Jump Jets that they all mount make ambushes a valid concern when facing them.
New Enemy: Widow Drone
A light infantry unit capable of moving silently across walls thanks to four additional Clawed Limbs mounted on its back, they also have Mimetic Armour which renders them invisible unless they are firing their weapons and even then they are only briefly visible.
Three variants exist, the Sniper variant armed with a Silenced Sniper Rifle, the Anti-Materiel variant armed with a Compact Anti-Materiel Rifle and the assault variant armed with a Flechette Launcher.
All three variants are effective anti personnel units, but have differing specialisations.
all three variants also mount Retractable Blades on their Left arms making them capable in Melee combat against light targets


Sun Feb 26, 2012 7:32 am
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Post Re: TBS: Hardening
>Northern golem/gestalt squad, support command squad.
>Southern squad continue into building and engage hostiles.
>Southern tanks follow column of route.
>Command squad hold position.


Sun Feb 26, 2012 3:21 pm
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Post Re: TBS: Hardening
>Send Western forces to back up Cave's and Roast's forces.

>Send the top tip of my Southern forces (the ones between the 2 buildings) North to back up Cave's and Roast's forces as well.

>Send the remnants of my Southern forces slightly East, until they pass the long building, and have them go North to flank the Yellows.


Sun Feb 26, 2012 5:51 pm
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Post Re: TBS: Hardening
Waiting on Tomaster and CaveCricket48


Sun Mar 04, 2012 12:52 am
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Post Re: TBS: Hardening
> Tank: battering ram the enemy directly to the east of it.

> Everything else: FIRE EVERYTHING AT THE CLOSEST ENEMY


Wed Mar 07, 2012 12:31 am
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Post Re: TBS: Hardening
HEY BLONDIE, POST YOUR ACTION


Thu Mar 22, 2012 1:48 am
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