Thorondor Posted February 8, 2023 Share Posted February 8, 2023 Stepping on my toes shall only cause you woes, aliens! We've had some close calls there, didn't we? Let's just call them singeing affairs, and we can see how well the opposition fares by comparison. Nice and crispy! Which makes me look forward to some highly flammable future action, set alight with a handful of Inferno grenades. All for the sake of science, mind. But for now, I hear another cruiser was a loser. Gravity won, and so shall we when we're done! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 9, 2023 Author Share Posted February 9, 2023 Since MikeTheRed was promoted last mission, it's time for some fresh blood to fill his shoes. NKF gets the nod. This time it's an arctic/antarctic base map. Kinda nice to see the snow again. NKF takes a few steps and spots a Rider nearby. I don't want to move him to get a clear shot as that might trigger reaction fire so he's going to toss a grenade at it. The tree is kinda in the way to get a grenade directly under the Rider but getting it close is good enough: The blast killed the Rider and also set off some fuel drums creating a nice blaze. During the first alien turn a Rider is spotted on the roof next to the transport. It walked to the edge and then stepped off into thin air (apparently in an attempt to reach the ground quicker). What it failed to realize was that Hobbes was directly under so it got stuck in the air. Now a Bonesetter shows up by the lift on the roof. Space Voyager reaction fires on it: One hit for 38 damage. Not bad at all. It's our turn now so NKF is getting ready to take out the Rider in the air: He killed it with some decent damage rolls and still had plenty of APs left so he may as well take some shots at the Bonesetter on the roof: All the bullets hit but were absorbed. Crap. Sorby is going to take some shots now: He had to take a couple auto shots as quite a few bullets missed, but he was eventually able to kill it: With the LZ cleared we can relax a little bit. Another Rider appears during it's turn and thinks it's a good idea to stand in the fire. NKF is going to chuck another grenade on it: Another easy kill for him. All goes quiet for a few turns until Thorondor reaction fires at a Bonesetter. First shot hit but was absorbed and the rest missed: The alien's were not finished yet. A Rider appears from a door in the building to the left and was blasted by JFG: Then more reaction fire on the Bonesetter by Thorondor (again!): And finally Space Voyager who kills it: Easy-peasy, right? About 10 more rounds go by. We've been staying put for the most part but something needs to be done about the building to the left. It sounds like a Bonesetter is in there so three team members go in and check. A Bonesetter appears during it's turn but runs out of APs and is now a sitting duck near Hobbes: He kills it with one auto shot: Quite good damage rolls there! We also spot another Bonesetter near the UFO so NKF is going to auto shoot at it hoping for a few good hits: One missed, the other two were absorbed and then the Bonesetter reaction fired back at him for no damage. Discretion is the better part of valor in this case so Sorbicol shoots at it instead and kills it: During the aliens turn Tammy takes out a Rider along the left side of the map: Excellent! When it's our turn, Hobbes goes up the lift in the building to the left and spots a Bonesetter. He kills it with some near-point blank shots: A couple more turns go by and another Bonesetter appears exiting the UFO. NKF is going to take some snap shots at it: Only one shot did actual damage - the rest were absorbed: Sorby, SV and Mr T take some shots but they were unable to kill it. We let it go hoping it comes closer. It does and is met with reaction fire from NKF who hits but the shot isn't registered in the combat log: When it's our turn, NKF sees that explosive barrel and decides he's going to shoot at that instead of the Bonesetter: The shot hit, set off the barrel and took out the Bonesetter in one swoop: There's another Bonesetter by the UFO yet so NKF is going to take an auto shot at it: It did decent damage and amazingly killed it: During the alien's turn another Bonesetter appears and enters the blaze from the exploding barrel. NKF starts reaction firing on it: First shot hit for 24 damage, I wonder what the next one will do: Must've been enough for a kill as that's the end of the mission: Not bad at all. NKF is a one man killing machine and earned himself a lot of xp and a lot of other soldiers contributed too. That's always nice to see. Back in the Geoscape and a recon UFO is spotted over Russia heading to the United States. The three golden eagles from my main base follow it and begin shooting when it reaches Alaska but my US interceptors are on their way to help: That worked out good. So stay tuned for that in just a little bit - we just have to wait till the crash site is in daylight. - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted February 9, 2023 Share Posted February 9, 2023 Dang it! I could do with some better suit insulation - this cold is cramping my hands something wicked. Speaking of nastiness, what's this dog and pony show we're seeing? A Rider brazenly trying to ride Hobbes out of the blue. Bonesetters carefreely trying to warm themselves on blazing fires. These critters have gone right bonkers! But, sure, we always welcome the chance to turn 'em into little puddles on the snow. So, load right up onto our fancy sled we shall, to gun for some more fun. Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 12, 2023 Author Share Posted February 12, 2023 Small UFO = quick mission, right? So this was another arctic base battlescape, but in this case the UFO is spawned near to my transport. I actually like this setup better than the UFO being further away as we can keep a close eye on it for exiting aliens while also covering the LZ. The first alien we see is a Minol by the door of the UFO and NKF is going to take it out with an auto shot: He kills it with two hits. The next round another Minol shows up between some buildings. We can't shoot at it but Sorby can heave a grenade there so let's do that: Another easy kill. During the aliens turn a Minol appears from a door to the building to the right of our transport but Mr T is covering that so reaction fire ensues: He kills it easily, but we can also see another Minol inside. When it was our turn again, it was not visible anymore. It didn't move though because when Mr T went in to investigate he was shot by it (for no damage). Obviously a case for an auto shot: And he kills it with the first bullet: Good job! During a subsequent aliens turn a Minol exited the UFO and shot at Sorby for no damage which caused him to reaction fire back at it: Easy kill for him. A bunch of turns go by with nothing going on, but we've been hearing building doors opening next to us. I send in NKF (alone) and he finds it right by the lift. He takes an auto shot at it and every bullet hits for decent damage which kills it. But the game sometimes allows the alien a free reaction shot before dying (cheater): Unfortunately I forgot to save the game at this point and wanted to test if this Minol always do reaction shots after dying. It doesn't, but I had to redo the kill to get back to where I was. Not a big deal. Tammy went into the side door to this building and came face-to-face with another Minol. Time tor an auto shot: She kills it with a monster critical hit dealing 70 damage. NKF huffs it back outside hoping for some cleanup kills. During the aliens turn a couple rounds later a Minol exits the UFO and it met with reaction fire from Sorby: He kills it somehow even with the low damage rolls. During our turn I have Sorby huff it over to the side of the UFO just in case he needs to toss a grenade. NKF takes Sorby's previous spot. Another Minol exits the UFO so it's time for NKF to take an auto shot at it: He kills it easily and that was the end of the mission: JFG is promoted! So let's allocate those points: His shooting and strength were already maxed out so I put 2 points into throwing to get him to 87, then 2 in agility and the last in vitality. What a beast! His next promotion will probably be more of the same except 2 points in vitality and 1 in agility. Definitely end-game soldier caliber. Back in the Geoscape and our two supplemental workshops have finished construction at our main base: And here's what the base looks like: So happy I did this because it means we'll be able to manufacture soldier-only stuff quicker. For instance, it takes our 20 engineers 3 days and 3 hours for 3 VT3000 personal shields (lots of 3's there): With 40 engineers it takes about a day. That'll make it far faster to replenish our consumables (like shields, ammo for the AK rifles, mortar bombs, etc, etc). Not to mention we haven't even manufactured one hellfire suit of armor yet. Oh, and the heavy rocket defenses finished construction at all my bases so we have a little more firepower now: That should help with the bigger UFOs that show up from time to time. Well, since JFG was just promoted it's time to get some fresh blood in the team. Off comes JFG and on comes NoXÂ : He gets the pale blue crystal for it's protection and a personal eternal shield too. That should keep him in prime condition for killing and earning xp. Back on the globe we shoot down a medium crusiser east of our base in Europe: I think we can still get to this before nightfall so stay tuned for that next time! - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted February 12, 2023 Share Posted February 12, 2023 Some people risk their necks. JFG does the clever thing and gets promoted for his deep thinking! No matter. More uglies left for the rest of us to play with, right NKF? And since we're mentioning it, Tammy clearly doesn's have much appreciation for the close-up beauty of alien life forms either. Good for her! Luckily we're getting stuff ramped up on the infrastructure side because we want to poke some serious holes on these things, killing them dead takes more than peas and, more often than not, absolutely no firing restraint. I'd love to stand around and show you all the new notches on my belt but next deployment is time critical, so let's leg it! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 13, 2023 Author Share Posted February 13, 2023 Let's do this! Another airport map but it's set up a little differently than we are used to. The terminal is across from the fence from the transport while the hangar is to the left. The first thing we spot is a spitfire along the side of the UFO and NKF is all over that with an auto shot: He did fantastic damage and killed it with the first two bullets: That's what I'm talking about! When we take a peek at the terminal we spot a couple fireballs. Nobody really has a decent shot at them so Nook readies the mortar: He kills the closest one outright and seriously damages the other: Nobody is in a position to shoot at it so we have to let it be. Lots o' alien activity during their turn and it's worse than I thought when we take a peek again: We better start whittling the numbers down quick or this could turn out to be bad news. Hobbes can shoot at the Fireball way up in the air: He hit for decent damage it's just that Fireballs have tremendously high health but he was eventually able to kill it. Mr T is going to take somewhat accurate snap shots at a spitfire on the ground: It only took two shots as Mr T's photon beamer did excellent damage: That's two down at least. Not many soldiers in a decent position to shoot at the rest again as I don't want to clump guys together and risk getting hit with AOE fire damage. The next round the spitfire that was up on the roof came down to play so Hobbes is going to start auto shooting it: He did decent damage when he hit - it just takes lots of hits to kill: That fireball inside the terminal still hasn't moved so Mr T takes a snap shot: And killed it easily: If only Space Voyager's shots always did this much damage... one can always wish, right? NKF finally finds a shot at the fireball on the roof so he'll try some auto shots: He hit a number of times but the damage was absorbed so he was unable to kill it. Next round it hasn't moved so he'll try the same thing: This time he kills it and I think that's about it for the aliens in the terminal. We can't get a clear look in the control tower for some reason so I'm still worried about that. Hobbes and Mr T guard the lower floor to make sure nothing sneaks up on us while NKF goes up to the top to scope things out. He finds a spitfire camped out there so time for an auto shot: The first shot did 9 while the second did 50 which was enough for the kill: NKF huffs it back downstairs hoping to get in on the cleanup action. No reason for the rush as the aliens were mostly content to sit in the UFO. Eventually a spitfire comes out and NKF gets ready to toss a golden pineapple on it: It actually did some worthwhile damage for once. Might as well let NoX take it out for some xp though: And kills it with the first bullet: Pre-damaging really helps these "rookies" get some xp with the minimum of fuss. You gotta be careful and not damage them too much though. We heard some doors opening inside the UFO and then the next alien turn we catch two spitfires milling around the door: Tammy kills one of them with reaction fire but when it's our turn again there's still two so maybe there was three that exited the UFO. In any case, NKF loves tossing those golden pineapples: The blast did rather low damage to both so he's gonna try a photon grenade next: It damaged both but not enough to kill either. Sorby is in the corner though and he want's in on the action with a normal grenade. It took out one at least: Ok, Hobbes please finish it off: And that was it for the mission: Keep that money rolling in! No promotions, but that's fine. Back in the Geoscape and our research into the inferno grenade completed: Let's check out it's description: We just picked up four of these bad boys from the previous mission so we have a pretty good stockpile of them now. As I said before, these will be backup for the incendiary grenades or for larger groups of bonesetters. Now the question is what to research next. The Gehe and Spitfire don't really provide anything decent so the only thing left is the patrol vessel: A medium cruiser shows up right after this heading to our base in South America. The usual greeting is established: It continues to come closer even under the heavy barrage and I was getting a little worried it was going to take over our base. Nope, we shot it down just in time: It'll be dark if we leave now so we are going to wait a half a day. In the meantime, we just finished production on our short run of VT3000 soldier shields so it's time to put everyone on the hellfire armor: Four and a half days is a hell of a lot better than 9 days that's for sure. Hopefully we can crank one of these out soon (and more would be nicer). Stay tuned! - Zombie Link to comment Share on other sites More sharing options...
Space Voyager Posted February 13, 2023 Share Posted February 13, 2023 5 hours ago, Zombie said: If only Space Voyager's shots always did this much damage... one can always wish, right? HE HE HE, my incompetence will continue to impress you, no doubt! Â Link to comment Share on other sites More sharing options...
Thorondor Posted February 15, 2023 Share Posted February 15, 2023 Talk about a team effort, performance peak, with no retort whatsoever to speak of from the alien maggots - Earth rejoices! There's hell to pay for messing with us, now even more so with Inferno grenades. And from what I've read, we should book us a spot at the Hellfire Suite in the armory. Suit up, folks; we're on for the next cruiser! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 19, 2023 Author Share Posted February 19, 2023 Recon Vessel Part 1 That's right, I'm making this a two-parter! It's another cityscape but before we could even start deploying there's a Rider near the lift from below. NoX needs some xp so he's going to take an auto shot: He kills it easily as these Riders are mostly pushovers. Now we can start our normal deployment procedures. It's pretty quiet for about 5 turns, no door or alien movement sounds. Eventually we spot another Rider below near some "cars". NoX is going to throw a grenade on it due to the railing being in the way: With all the explosive stuff nearby it's always to catch the thing going off: It's insta-death for this poor Rider! Then, during the alien's turn a Gehe appears inside the fire. Sorby somehow, someway was able to squeak some reaction shots at it through the railing. The first two shots were absorbed unfortunately: The Gehe stupidly stays put but takes no damage from the blaze around it. Sorby still has a shot on it so he'll do some 90% accurate auto shots: A lot of his shots were absorbed or did minor damage. Ok Mr T let's see what you can do with some aimed shots: Not very good it turns out. I know it's asking a lot, but maybe Space Voyager is up to the task: The first shot was absorbed but the second did 22 damage which was enough for the kill: That's a start, you need to keep that up mister! Then all fell quiet again. We've been hearing a Gehe nearby though and it shows up in nearly the same spot as the other one (minus the flames). Sorby is still in a good position and starts reaction firing on it. The first shot does a whopping 42 damage, wonder what the next shot does: It was absorbed unfortunately. Bugger! When it's our turn Sorby takes an auto shot at it: Make that three auto shots, and he was finally able to kill it: All goes quiet for another 5 turns. There's a Rider nearby though as we've been hearing it during the alien movement phase. Must've been upstairs as it came down the lift. Sorby is just going to take some snap shots at it. The first did 23: Not bad, keep it up. Let's try an auto shot next: The next bullet does a massive 61 damage and kills it. The last bullet flies off into the distance and sets off another big multi-chain reaction explosion: Too bad there wasn't anything hiding there! Four turns later another Rider shows up. Same bat place, same bat shooting by Sorby: An insta-kill for once which is nice: Now it really gets quiet. We start spreading out a little more hoping to spot something. NKF spots a Gehe by an explosive barrel near the UFO. He can't throw a grenade as it's too far away but he can take an auto shot: He actually hit all three times and did some decent damage. Not enough for a kill though. Since we know where it is, Tammy is going to try an auto shot too: Unfortunately, everything was absorbed. Nobody is in a decent position to shoot at it but our last line of defense named Nook is ready to dump a mortar on it: It wasn't a critical hit, just a measly 151 normal run-of-the-mill damage: It's always a good feeling nuking a Gehe off the map. Now 14 turns go by as we spend it searching most of the map for any stragglers. It's slow going due to the map being mulit-level with interconnected buildings and one way in and out lifts. When we enter the UFO NoX spots a Gehe down the left hallway and will start with an auto shot: NKF tried too but wasn't very successful. The Gehe is still there the next turn so SV shoots at it but the damage was absorbed. NKF is going to try an auto shot: Two were absorbed and the last missed. He withdraws and tries it again next turn: He hits for 1, 11 and absorbed. This time the Gehe reaction fired it's fire weapon back at NKF: Thankfully the damage was absorbed but we back off for a few turns to let the blaze dissipate. NKF charges back inside and finishes it off: Next up will be a new strategy, more Gehe action, fire fire everywhere, the exiting conclusion, a surprise promotion, manufacturing, selling, another UFO shot down and more manufacturing. I'd stay tuned for this, lots of stuff yet! - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted February 19, 2023 Author Share Posted February 19, 2023 Recon Vessel Part 2 Back at the recon vessel. Some of you may be wondering why it took so long to kill the last Gehe. The reason is three fold. NKF needed the XP and this was a good of a place as any to give him the honors. It's hard in this game to get a specific soldier in the right place and the right time to shoot/kill an alien - it is mostly just "dumb" luck. When the map has been cleared we know where all the aliens are and that's when you can focus on getting the xp for soldiers. Couldn't I have just sent more soldiers inside and kill the thing the first time I saw it? Sure, but if everyone ends up clumped together due to insufficient APs to move back into cover, your soldiers are going to be sitting ducks for the next Gehe(s). I've been noticing some alien movement patterns as of late and it always seems like after you kill the last "scout" in the UFO then the rest of the aliens converge on your location and try to overwhelm you with a show of force. By having just one soldier inside doing the shooting and using the bare minimum of APs necessary (mainly auto shots) that gives him sufficient APs to withdraw to a safe location (anteroom). Now, I wasn't counting kills nor did I know how many aliens are supposed to be on this specific UFO, so it's hard to know when you killed the last scout. The best practice (which is a bit fiddly and slow) is to assume the alien you see now is the last scout and prepare accordingly by backing off and watching/listening for UFO doors opening and alien movement. If nothing shows up, you are safe to assume there's another scout inside somewhere. These Gehe's are tricky aliens to deal with because they have AOE fire which can affect multiple soldiers at a time. I certainly didn't want to set up a firing "line" in the anteroom because in those confines it's just asking for trouble. My plan was for NKF to kill the Gehe, then withdraw completely outside of the UFO. I'd need to station one soldier at the inside anteroom door to provide some heals (if necessary) to NKF as he was leaving and this soldier should have the most APs (sounds like a job for Throrodor). The reason for the high APs was because Thorondor is going to open the door and then close it behind NKF as he was leaving. This would give us a little more time to withdraw because the aliens would need to open the doors themselves during their movement phase. After closing the anteroom door we'd need yet another soldier with high APs to open/close the exterior UFO door for NKF and Thorondor (sounds like a job for SV). Finally these three would withdraw as far as they could and let the rest of the soldiers (who were stationed outside in a semicircle) reaction fire on any Gehe's exiting the UFO. I actually guessed correctly that the Gehe NKF killed was the last scout, because after we withdrew we heard doors opening. SV needs to book it out of there because he was low on APs last round (kinda implemented this strategy hastily): He went to the right side of the UFO cutout thinking that was a safe spot. It sorta was except for the explosive barrels. Mr T was kneeling by a hedge on the right side too directly across from another explosive barrel. In hindsight I probably should have detonated these barrels way earlier to allow the fire to dissipate, but here again, it was a hastily put together strategy at the last minute to check proof of concept. During the aliens turn the exterior door of the UFO opened allowing us to see what was going on inside: Tammy starts us off with some reaction fire even though most of it was absorbed by the Gehe that exited the UFO: After finishing her reaction fire sequence (and failing to kill the Gehe) I was expecting it to shoot back at her. Logical assumption, right? Nope, it turns and shoots it's fire weapon at Thorondor instead. That sets off the explosive barrels. It only really hurt Thorondor, but SV was caught in the mess. Thorondor doesn't take too kindly to being hurt so he reaction fires at the Gehe: One "bullet" hit but the damage was absorbed. Then Sorbicol started in: Again, absorbed. Tammy then starts in again hitting for 35 but the rest were absorbed or missed. Hobbes even got in on the action with some reaction fire, but here again, all absorbed. When it was our turn Space Voyager is going to toss a photon grenade on the Gehe outside: It was absorbed by the one outside, but the blast was big enough to reach the Gehe inside too dealing 17 damage. Nice! Since I knew a grenade blast was big enough to reach inside SV tossed a normal "black pineapple" next. The damage was absorbed by both. Mr T then auto shoots the Gehe outside dead: One down. Let's see what we can do to the other one inside. Tammy is in a good position so she auto shoots at it: Most of the shots were absorbed except for three which did minor damage. NKF is going to try one of his famous 99% accurate auto shots: His first did 24 damage but the rest were absorbed. He'll try that again: He was unable to kill it. Well, nobody else is in a great position to fire so we have to let it be. During the alien's turn the Gehe exits the UFO: NKF dug deep and came up with enough APs to reaction fire somehow even though he didn't have enough to shoot during my turn. The Gehe reaction fires back, but missed and then Sorby gets in on the action with a shot that deals 10: Hobbes even has a chance and hits all three times damaging it once for 35. (The combat log claims his last shot missed during our turn but this was all reaction fire. Sorby is going to start us off this turn: And he kills it! And that was it for the mission. EOM report: Congrats Sorby! Wasn't expecting your promotion but you were quite active this mission. Let's allocate his points: He was a little low in agility and vitality so I put two points into each of those and the last went into throwing. End-game caliber soldier? Borderline. But we need warm bodies with decent stats to backup our other soldiers. And he'll be great for base defense missions/alien bases if we ever get those. To recap my strategy from this mission: it worked ok but needs improvement. With pushover aliens it would have been perfectly viable as any shot would be a kill shot. With high vitality/armored aliens like Gehe's you can't really rely on reaction fire from your soldiers to take them out. My soldiers were also way too close to the exterior UFO door and I didn't have enough of them stationed in-line with the door to shoot inside. It was hard on this map type to get a nice big open area outside the UFO door for a killing field. The moral would be to destroy all explosive stuff nearby well in advance of going inside the UFO, station more soldiers in-line with the UFO door and set them back far enough so that Gehe reaction fire wouldn't be a factor. Or get them behind cover, pop out and take a shot, then jump back into cover. An alternative would be to move everyone far, far away except a lone soldier to act as a scout, then when the aliens exit, nuke them with a mortar. Back in the Geoscape, our base in South America is finally ready to produce another Golden Eagle as we have all the latest components manufactured: I'm going to try to upgrade all the interceptors to golden eagles as there really isn't a monetary drawback to doing so. It just takes time. And we don't have any new interceptors in the pipe which we could make instead. With Fire Arrow missiles on every interceptor in North America, it's time to sell them for the same price we purchased them for: Again, there's no monetary penalty for selling back so you can recoup your full investment when you upgrade. That takes the "sting" out of stingray launchers, now doesn't it? Ba-dum-dum. We also shot down an alien patrol vessel near our main base in Russia: It's still dark though so we are going to wait till it's daytime. While we are waiting for sunrise, we finished manufacturing our first suit of Hellfire armor: About time! Who to give it to? Well, NKF or NoX would be possibilities, but both of them have pale blue crystals and eternal shields so they are mostly protected from fire. I'm thinking we need to put these on our vets first as they are always getting into trouble. Plus they have the high strength. If it's a choice between Thorondor and Space Voyager, I'm giving it to Mr T first (sorry SV we'll get you one soon): It really isn't as bad of an armor as I originally thought. At least you get a higher mechanical protection than photon and a lot of protection from fire. So there's only a little drawback as you don't have any protection from cold or chem. I know those aliens are coming eventually, but for the time being it'll help with these Fireballs and Gehe's. Stay tuned for some patrol vessel carnage next! - Zombie Link to comment Share on other sites More sharing options...
Space Voyager Posted February 20, 2023 Share Posted February 20, 2023 Well, it is better to still have at least some challenge. If all opposition was a pushover, things quickly devolve into a grindfest. Anyway, nobody got killed so all is well. Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted February 20, 2023 Share Posted February 20, 2023 Lovely explosive mushrooms - quite a visual treat! Smoked up my visor a smidge though, so I'm glad SV picked up the slack here and there to show the aliens some manners when we were in that pickle. Oh, and Warrant Officer Sorbicol, you had your sights true today. Extra brownie points for you! We've got a game plan, we do. And fine-tune it we shall, more kills to accrue. This brand spanking new armour has me in a fiery disposition. Deal me in for another maggot roasting enterprise! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 21, 2023 Author Share Posted February 21, 2023 Alien Patrol Vessel Part 1 We zone into yet another cityscape and deploy the usual way. Not much happens for 9 rounds though. On the alien's turn 8 we heard some Bonesetter movement sounds but we couldn't find it. It shows up though because when NoX opens the door and steps forward he sees it. He'll take some auto shots: Most hits were absorbed but there was one shot which damaged for 53. This thing must be teetering on the brink of death. NKF is up next with another auto shot: One shot was all it took as the first bullet dealt 6 damage and killed it: That's a good start! The next turn we find a Iron Rattler below so Sorbicol (who was inside the transport) is going to auto shoot it: Easy kill obviously. Then a turn later our soldiers inside the transport catches some movement during the aliens turn. Nobody shoots, but we find out it's a BoP. Thorondor steps out and is going to take an auto shot (no need to kneel for this as it's basically a point-blank shot): He hits twice for great damage but doesn't kill it. And then the BoP tries to shoot back (AOE weapon), hits itself and Thorondor and kills itself: I really should have reloaded and tried again as this suicide thing isn't fair, but it is what it is. Sorby steps off the transport to check the left side and finds another Iron Rattler below. He has a shot so may as well auto shoot it: And kills it easily: Nice! Then nothing for a bunch of turns. On turn 16 Sorby finds a BoP below where the Iron Rattlers were. Auto shot time again: One wasn't enough so he took another and kills it: During the aliens turn we hear lots of Trep movement sounds nearby. Lots. When Sorby checks his side of the transport he sees two Treps hovering next to each other below. Time for a grenade: Get ready for the big boom as it's near a "car": It damages both but doesn't kill either unfortunately. Time for another grenade then: And that kills both: Sorby is really cranking in the xp this mission. Unfortunately he's out of APs and can't get back into the transport. During the alien's turn a Trep comes into view right next to Sorby, but Thorondor takes it out with reaction fire: But there's more aliens visible above us: a BoP, a Sentinel and (hidden right now) a Trep. NKF is going to start us off with auto shooting the BoP: And takes it out! NoX is going after the Sentinel: It takes two auto shots but he was able to kill it. Sorby is going after the Trep as its in the corner of the transport: And kills it easily: A little while later and Thorondor kills a Trep with reaction fire dealing a critical hit of 82 damage: That's how it's done folks! Five turns later and we see a Trep hovering at the back (actually the front) of the transport. NKF somehow has a shot through the railing so he takes it: He deals awesome damage for all three hits and kills it: Tammy comes out to take a peek and finds a BoP almost directly behind where the Trep was. She's going to try auto shooting it: She hits all three times but for very low damage. Well, she wouldn't have enough APs left to take another but NKF still does: He deals great damage on each hit and kills it: Atta boy! He can't get back inside though so he's going to have to risk it this turn. It could have turned out bad for him but a Iron Rattler comes up the left by the transport and shoots at SV doing 3 damage. He shoots beck wildly hitting once: It deals only 22 damage so he couldn't kill it (as usual). Because NKF was still outside he's going to take an auto shot at it: He kills it with one shot hitting for 26. With that out of the way Mr T patches up SV so he's good to go again. Meanwhile, Sorby has been moving through the building where NKF and Tammy are taking cover in. He finally makes it up to the roof and is able to spot the UFO's central cannon. Nook is ready to mortar it: Get ready for the big boom: It deals 144 damage killing it: It's hidden because we didn't have the alien spotted icon. Maybe one more tile closer would have reveled it totally but if we can even get an outline of it we are going to mortar it. The other smaller turret is still there so we have to be careful and spot that ASAP. Next up is the second part where we deal with the other cannon and lots more Bonesetters, Treps and Iron Rattlers. Busy, busy, busy! - Zombie  Link to comment Share on other sites More sharing options...
Thorondor Posted February 21, 2023 Share Posted February 21, 2023 Frisky Giant BoP got bopped over. Gonna happen when you're in my face like that, punk! Treps & Co. didn't seem to learn the lesson very well, but school is in session and we're only too happy to oblige with some further practical examples. We can do this all daaay loooong, so do stick around if you're feeling lucky. Well, do ya? ? Zombie 1 Link to comment Share on other sites More sharing options...
Space Voyager Posted February 22, 2023 Share Posted February 22, 2023 Wow, noice explosions! And again, Thor takes all the glory. ??  Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 22, 2023 Author Share Posted February 22, 2023 6 hours ago, Space Voyager said:  And again, Thor takes all the glory. ?? You are going to eat those words pretty soon, just you wait. Alien Patrol Vessel Part 2 We just finished nuking the big central turret of the UFO. If you recall, Sorbicol spotted that from on the roof. He wasn't going to stay up there as there's another UFO cannon nearby so he went down one floor (which is still kinda open). During the alien's turn a Trep shows up floating above the UFO. So Sorby is going to take an auto shot at it: And kills it with two very decent damage rolls: Fantastic! Sorby spotted that other UFO cannon the next round and Nook already has his finger on the mortar trigger: The blast hit three things. One was hidden and suffered 144 damage (which killed it). Another was just damaged for 41 so it survived. And lastly, the alien cannon only suffered 38. Nook needs to send another bomb over there: That destroyed it. With the cannon gone, we move up a little knowing we are safer. Someone spots a Bonesetter where the cannon was (probably the hidden unit) so Hobbes takes a long range auto shot at it: He hit all three times but the damage rolls were unimpressive: Nobody else can shoot at it so we have to let it be for now. When its our turn again, SV spots a Trep so he's going to attempt an aimed shot at it: And kills it dealing 57 damage: Good job! That Bonesetter Hobbes shot at last turn wasn't visible anymore, but on our next turn it shows up one level higher so Hobbes is going to try to finish it off with another auto shot: Some low damage rolls prevented that from happening, but Tammy now has a shot too: She was able to kill it with 2 hits (one doing 25 damage): During the alien's next turn a Trep shows up on the corner of the UFO on ground level which Sorbicol killed with reaction fire: Here you can see him on his rooftop perch ready to do whatever it takes: There's a Bonesetter below, but by now NoX is in a great position to shoot at it: Five shots was all it took to take it down: During the alien's turn another Bonesetter shows up in nearly the same place and Sorby kills it with reaction fire: You may be able to see there's an Iron Rattler standing by the corner of the UFO. It moves a little closer to us and for a minute I thought Sorby was going to shoot at it too. Nope, but he can see it during our turn again: He could have thrown a grenade down there to make a big boom but NoX needs some XP too so he let's NoX shoot at it instead: One shot, one kill. Gotta love that: During the alien's next turn, another Iron Rattler shows up and proceeds to run behind those cars and barrels preventing us from shooting at it. NoX couldn't really toss a grenade over there safely so he's going to shoot at a car instead: Big boom again which killed it. Sorry couldn't catch the explosion as the game switches to the EOM so quick: Nobody was promoted but we recovered 4 more inferno grenades and made some good money in the process too. When the transport gets back to base, our scientists finished researching the Patrol Vessel (kinda fitting, isn't it): Before we assign our scientists to something else, let's check out the description of this UFO: I don't think it's telling the entire story though. There must be either stairs, or a lift or a hole somewhere (maybe on the right) that allows aliens to get up there because more often than not when we mortar the corner cannon we seem to catch aliens in the blast a lot too. Another thing it doesn't mention is that I think that there's only a primary race that shows up (so far) and the other Treps and Iron Rattlers that show up come from the alien hibernation pods inside. Kinda important. We have a choice between the Hand of Fate Launcher and Reinforced Alien Fibers to research next. We already have a launcher though so there's really no rush on getting a different variant. I think fibers are a better choice as that may lead to better armor: Back in the Geoscape and we just shot down a medium cruiser near our base in North America: It's gonna be light there soon, so we are going to send out the team to take care of this UFO in just a little bit. Stay tuned for that! - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted February 22, 2023 Share Posted February 22, 2023 Nook's got it in the pipe in case the aliens didn't believe the hype! There's always going to be haters, but, you know, in our team there are no fakers, behind all can see we're leaving only craters. Fate is in our hands, cruel invaders will find; we've got just the fiber to break 'em and there's no doubt in my mind they'll soon be paying the piper. Now get a piece of that pie and some shuteye - what the hay - we'll let them die another day! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 23, 2023 Author Share Posted February 23, 2023 Medium Cruiser Part 1 Yet another cityscape this time. The first alien we encounter is a Rider below us which seems like a job for Sorbicol and a grenade: Which kills it easily: Five turns later and we are surprised by a Gehe on our platform. NoX is going to shoot first and pray the thing doesn't reaction fire back at him: It doesn't. Maybe that's because most of NoX's shots were absorbed. Time for NKF to start shooting: He kills it as most all of his shots do damage: It's funny how the damage rolls can be so one-sided sometimes. Sorby checks the other side of the transport and finds another Rider below. A grenade is already in his hand as he knows the routine: It deals a massive 65 damage killing the Rider: Amazing! Eight turns later now and Sorby is ready to toss another grenade on a Rider below: It only dealt 18 damage so he tossed another which did 28 killing it: Ten turns later and we've only started to spread out a little bit. Hobbes has made his way into the building next to us and finds a Rider below. He has just enough APs left for an auto shot: And he kills it with the first shot which deals 26 damage: A few turns later and NKF spots another Rider on the ground just below where the transport is. Sorby probably could have thrown another grenade on it, but NKF found out he actually had a shot on it (he needs the xp too): He needed all three shots but killed it: Because it's been so quiet, I figured it was pretty safe to spread out some more. It took us about 10 turns to clear out the south of the map - nothing to be found but that means the aliens are near the UFO. We have some pretty good hiding spots below because of all the walls blown out by Sorb's grenading and spot a Gehe by the door to the UFO. Thorondor is going to take a snap shot at it: Well, he took two but both were absorbed. Sorby has enough APs for either a 56% auto shot or a 90% snap. Hmmm, let's try the snap shot: It did a whole 1 damage but that must've annoyed the Gehe as it reaction fired back. I caught it in the act: I hope you know what you're doing there Mr Gehe, those are explosive barrels and cars. Apparently it was fine with it's decision as it caused a big boom: Tammy was able to take an auto shot at it which damaged both times but wasn't enough for the kill. The thing freaks out and runs back inside the UFO during the alien's turn. We can see you in there though: When it's our turn again we still see a Gehe outside the craft. Maybe it's the same one we've been shooting at? NoX is going to auto shoot at it: All his shots hit but only two did damage - 1 point each time. Might as well shoot one more time: And he killed it: Most definitely the Gehe we saw inside the UFO was a different one. Six turns later our breach team is inside the UFO while I've set up a firing squad outside - forgetting about the explosive stuff: It seems like there's a Gehe on the left side somewhere, but where? The door's open to the room, maybe it's inside. NKF throws an exploratory grenade down the hallway first just to rule that out, but it hits something: Interesting. NoX goes in and tosses a grenade in the same spot which deals more damage to it: When it's our turn again, NKF goes inside and tosses another grenade in the same spot to see if it was there. Apparently it was as it magically appeared out of nowhere and reaction fired back at NKF hitting him for 8 fire damage: That's really not fair now is it? NoX shoots at it dealing 16 damage then Thorondor snaps shot with his photon beamer but the damage was absorbed. Next turn NoX's shots did little to no damage but Thorondor pulled out a hit for a whopping 45. Not enough for a kill though: Mr T has a stim pack in his hand because he healed up NKF from the fire damage. Since he's all patched up, NKF shoots at the Gehe and kills it: About time! Stay tuned for part 2 where we clean up the rest of the Gehe's, allocate points for a couple more soldier promotions and deal with researching projects. - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted February 23, 2023 Author Share Posted February 23, 2023 Medium Cruiser Part 2 After killing that last Gehe we thought that was it for aliens on the left side of the UFO, but we still hear at least one moving around close by. The door to the room on the left was open before so that's where we think it is. NoX takes a peek inside, finds it and takes an auto shot dealing 43 damage total. We're not going to risk it so he's gonna retreat: That's a good start. A couple turns later the Gehe shows up and reaction fires on NoX dealing 2 fire damage. When it's our turn though Hobbes is going to take one auto shot at it to soften it up a bit: And then NKF unloads on it with most shots being absorbed, and finally NoX who finally kills the the thing: Nothing happens for about 10 turns, but now we've been hearing a Gehe moving around somewhere on the right - probably in the room. So NKF goes over there and finds it and takes an auto shot: Very little damage so he retreats and then Hobbes shoots at it but only deals 24. A couple rounds later I bring up Thorondor - a point blank auto shot with the photon beamer should help: One shot was absorbed in his first volley so he shot again and killed it with no APs to spare: Our team gets ready to retreat as I think that was the last scout. During the alien's turn we hear a lot of doors opening but don't see anything so I know there's more Gehes coming. No looking back it's time to huff it out of there and let the team outside handle the aliens with reaction fire. Space Voyager shoots at a Gehe trying to exit the craft: Not sure what he was shooting at because it sure looked like a Gehe, but the shots didn't connect somehow. Guess it doesn't matter as we want NoX to get some xp by auto shooting it a bunch of times: And when he failed to kill it, NKF took over: And he finally killed it after a lot of shooting: Plenty of xp gained from one Gehe, that's for sure. During the alien's turn another Gehe tries to exit the UFO and it met with reaction fire from Space Voyager again: Did anything connect? Nope. Dunno what happened there, maybe the alien wasn't in that spot or something. It's buggy like that sometimes. Hobbes seems to reaction fire just fine however: And Tammy, and oh hey, Space Voyager finally gets some hits and lastly Sorbicol. Now we see two Gehe's: Let's have NoX shoot at the one outside as it's probably pretty damaged with all those reaction shots it took from us: He kills it so now Hobbes is going to shoot at the one inside: He used up almost all of his APs shooting at it and failed to kill it though: So I have Space Voyager take a snap shot which does 20. Let's do another one: And he kills it. I guess that makes up for all those missed reaction fire shots. But that was the end of the mission: Two promotions! Tammy's first: Three points immediately went into strength to max her out at a perfect 100. Her throwing was pretty good already so I put one into agility and vitality. And now for Hobbes: He required 4 points to max out strength so I put the last into throwing to get him to a very usable 79. Gotta love that 99 shooting though. Back in the Geoscape our research into reinforced alien fibers finished: I thought that was going to lead to new armor, but no, it leads to a new transport. Interesting. Let's look at the description of the fibers first: Ok I need to produce one of these ASAP. All our hangars are filled though so I temporarily transferred a golden eagle to a different base, then started production: Our current Argo transport is fine, but I have some new soldiers back at base that I want to bring along on missions to start training them up. At least we'll have 2 extra spots on the new Icarus to do that. Back on the globe, we shot down a recon vessel and now we just shot down an alien patrol vessel near our base in Europe: I think we'll go after the patrol vessel first as it's closer to base, then if we have time we'll go do the recon vessel. Stay tuned, should be interesting! - Zombie Link to comment Share on other sites More sharing options...
Space Voyager Posted February 24, 2023 Share Posted February 24, 2023 Man, Gehe sounds so funny and cute, but these seem to be some tough MF... Mmmm, reinforced alien fibres sound great! Make me new underwear, too, please, perhaps these fibres help hide the brown colour of fear.  Zombie 1 Link to comment Share on other sites More sharing options...
Thorondor Posted February 25, 2023 Share Posted February 25, 2023 A Gehe snapping back in a flashy way, incensing the air and pretty much everything just after was quite a spectacle. Great snaps there, Zombie! Some aliens are just plain brash, whilst others are sneaky with their bait and switch in the darker recesses, to the very innards of their lair, until we lure them out. We do it all by the book, no wincing and have them face our firing squad for a grand finale. Warrant Officers Hobbes and Tammy - we salute you!! ? Our capability increases every resolute step of the way. As our enemy futilely seeks to weaken our resolve, all it really achieves is making us is stronger, faster, harder. Soon, I hear, the superior Icarus transport craft will take us to new heights, swiftly projecting our power to even greater extent. That means less vacation time for the aliens here, where they don't belong. But for now, our fly boys are doing just fine as is and you know what that means - get ready to party again! Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted February 26, 2023 Author Share Posted February 26, 2023 On 2/24/2023 at 1:49 AM, Space Voyager said: Mmmm, reinforced alien fibres sound great! Make me new underwear, too, please, perhaps these fibres help hide the brown colour of fear. Â We can't get those stains out of that so you'll find some government-issued Depends (adult diaper) in your locker. Patrol Vessel Part 1 I'm going to break this up into two parts because there were 22 aliens present = a lot of action. This time it's a train station map which is a usual type for patrol vessels it seems. We deploy and don't see any aliens, but during their turn two Bonesetters show up inside the train (with a Fireball the next car over and another Bonesetter above). The closest Bonesetter inside the train decides to shoot at one of us with his heavy photon beamer ammo (recall it's AOE) but forgets there's glass in the way so it takes out a good chunk of the wall but does no damage to us. When it's our turn, NoX tries to angle a incendiary grenade at the two bonesetters but only caught one in the flames. Thorondor is going to try some snap shots at the lead idiot: He only needed one since it was damaged from the grenade. Well, he has plenty of APs left so might as well take a snap at the other Bonesetter inside: It only did 12 damage. Hobbes was in a good position so he took an auto shot at it which killed it: We don't really have to worry about the Fireball as it's contained inside the train. The other Bonesetter above is set farther back so we are probably safe from it too (can't get a shot on it anyway). During the alien's turn that Bonesetter came down to play and Thorondor indulged it with a reaction shot dealing 38. Mr T is going to take a snap at it first: The damage was absorbed unfortunately. Before we go any further, let's get Space Voyager in on the action with some very long range aimed shots with his photon beamer: The first did 9 while the second was absorbed. Ok then, back to Thorondor and his snap shots with his first dealing 10 and the second doing 11 which killed it: Not great damage but it helped his reaction shot whittled it's health down. That Fireball inside the train is refusing to move after multiple turns though. NKF decides to make a play on it by shooting out the side of the train. Once that's done he finally can take a very accurate auto shot: The first bullet was absorbed but the next two dealt 48 and 38 respectively which was enough for the kill: Awesome shooting there! A couple turns later another Fireball appears above the front of the train so Hobbes is going to try some accurate auto shots too: It took 3 full auto shots to finally kill it as most of the damage was absorbed: A few turns later we spot another Fireball above the middle of the train. Space Voyager will take his usual aimed shot at it: Just in case more aliens appear where this Fireball is I decide to put SV on overwatch and have NKF take some auto shots at it: His first two auto shots were nothing to get excited about as the damage was all over the place. May as well take another: And with that he was finally able to take it down: Phew! A few turns later Space Voyager reaction fires at another Fireball at the front of the train dealing 18. Let's have Thorondor take some longer range snap shots at it first: He used up all his APs taking snap shots at it (all hit and all did damage) but the last dealt 52 which polished it off: Nice! After many turns we finally got up the courage to start spreading out and eventually we spot the closest UFO cannon. Nook needed a few turns to get closer for a mortar: It dealt a massive critical hit of 204 damage which killed it: Wow! It's always nice to get rid of this cannon as it gives you a little breathing room to spread out more. We still have to worry about that scary central cannon though. The next turn a Trep lands right next to NoX who was just minding his own business: That's gotta be a gift from heaven, right? An auto shot was all it took. We now see an Iron Rattler standing in the doorway to the train so NKF is going to auto shoot it: All the bullets hit and all did damage which meant another notch on his belt: Stay tuned for the next part where we have Trep tribulations, Bonesetter binds and cannon concerns! - Zombie Link to comment Share on other sites More sharing options...
Zombie Posted February 26, 2023 Author Share Posted February 26, 2023 Patrol Vessel Part 2 Three turns pass since NKF killed that Iron Rattler and we've spent it by slowly and carefully advancing. We want to reveal that central cannon first but got distracted by a Trep that NoX spotted below in the empty area next to the UFO on the ground. Sounds like grenade time: It was absorbed unfortunately. Tammy was there so she tossed another grenade down there too which was also absorbed: Now, NoX was out of APs so he knelt down outside of the train door and preyed that the cannon wouldn't see him during the alien's turn. It didn't, but a Trep did and melee'd him but the damage was absorbed. Here's NoX who is going to shoot the Trep (changed the camera angle to see it better): Easily killed: Another alien we've spotted is a Bonesetter who is on the roof of the building across from the train. NoX still has plenty of APs left so he's going to shoot at it first: NoX unloaded on it using up all his AP's for auto shots but most all of the damage was absorbed. What did he get from it besides a little xp? Well, the Bonesetter shot back with heavy photon beamer ammo. The damage was absorbed for him, but Tammy took 2 damage from it. She's going to shoot next: All her shots hit and did decent damage too, killing it: The last alien spotted icon is for that Trep on the ground below that soaked up the damage from two DG1 grenades last turn. Tammy still has plenty of APs left so she's going to toss another and cross her fingers: This time it did 41 damage. Not enough for the kill but I think we've got it's attention now as it came up to us during it's turn. NoX is going to take an auto shot at it: The first bullet did 32 damage which killed it: Tammy now spots a Bonesetter in the building across from the train. She shot at the glass window to get a clear shot at it and managed to hit and damage the thing for 3 points. She's going to auto shoot it next: All the bullets hit but only one did actual damage (14 points). Since NoX still has APs left, he took an auto shot with all the bullets hitting for great damage: The next round Thorondor creeped forward to try and get eyes on that central UFO cannon. He must've alerted it as it shot back at him for no damage thankfully. That's going to give us the break we need as Nook can now mortar it: It actually took two shellings to kill but at least it's gone: During the alien's turn a Bonesetter tried shooting at Sorby with some heavy photon beamer ammo but only managed to kill itself in the process. Another Bonesetter showed up in the same spot and shot at Sorby for 4 damage. He starts reaction firing back but the damage is absorbed for the first two shots: His last hit for 6 damage. Now it's our turn but the darn thing is invisible. Checking the mini-map we can see it's a couple tiles away from Sorby. Now he can target it for an auto shot: He ended up taking two auto shots and was finally able to kill it: The last alien is a Bonesetter which came through the doors of the train during it's turn right where Tammy and NoX used to be (I pulled them back). I had Hobbes on overwatch and he immediately started shooting at it: He killed it and that was the end of the mission: Overall it was a great mission as we recovered 5 clips of heavy photon beamer ammo and got a very healthy bounty of 630k space bucks - it would have been 660k if that one Bonesetter didn't commit suicide. We can just barely make it to that crashed alien recon vessel while it's light out so stay tuned for that next! - Zombie Link to comment Share on other sites More sharing options...
Thorondor Posted February 27, 2023 Share Posted February 27, 2023 Apparently some aliens are befuddled by the concept of a tube. Still, we absolutely welcome it - gnarly, dudes! In turn, we landed some actual bodacious hits of our own 'cause there's beauty in flat too, you know, as Nook totally nailed in his mortar demo reel. I mean, they tried to foor us, showed Tammy some 'tude but utterly failed, merely comin' across as rude. Even comin' in waves we laid'em down low. They ain't ruinin' our show. Another loss for the alien hive; high five! Now let's jive, we're taking point, another one took a dive and we're crashing the joint. ? Zombie 1 Link to comment Share on other sites More sharing options...
Zombie Posted March 1, 2023 Author Share Posted March 1, 2023 Recon Vessel Part 1 It's yet another farm map, and I''m not excited about that. But there are far worse landscapes, that's for sure. Anyhow, for three rounds we see nothing which is a little odd. Then we see a Rider somewhat close. Our mortar man Nook isn't going to be getting much xp this mission because there will probably not be a chance to use it so in a rare instance he'll toss a grenade: It did 69 damage which is a kill: I'm happy about that as it gets him a little xp at least. About 3 turns later we now spot an airborne Gehe just south of our transport. NoX is going to take an auto shot at it: He unloads on it but failed to kill. As he turned to take a step farther away he spots another Rider where the last one was. Nook drops his mortar and tosses a grenade which killed it: Awesome! The only way Hobbes can shoot at the Gehe is if he moves to where NoX was so that's what he does: It took two auto shots to kill it, but at least it's not a threat anymore: Six turns later and NoX spots a Rider near some haybales to the north of us. Technically Nook could have tossed another grenade on it but I want to preserve those haybales as cover so NoX is going to shoot instead: All his shots hit and did some damage but the killing shot did a whopping 60: A bunch of turns go by now as a few soldiers (Tammy, NKF and Thorondor) head just south of us to the beehive/orchard area. We've been hearing Gehe movement sounds there and need to investigate. We shot a hole in the hedge and Tammy and Thorondor station themselves on either side with NKF a few tiles south to provide cover fire. This was a smart Gehe as it shot it's AOE fire weapon at Tammy and Thorondor (destroying part of the hedge too). It hurt Tammy so I withdrew her to get healed by Space Voyager and Mr T unloaded on it as he was uninjured. He failed to kill it but it must be close to death so I move NKF up to shoot at it too: He killed it with his first bullet dealing 21: Actually, this kinda worked out pretty good as NKF and Thorondor have some APs left to withdraw a little distance back and Tammy can get patched up too. A few rounds later we gather the courage to move some soldiers to the north. The tool shed is there so Sorby tosses a grenade by the fuel drums outside: A nice big boom but nothing was inside for some reason. I bet that last Rider we killed was though as the door was open. A bunch of turns go by again. NKF, Thorondor and Tammy have reclaimed the orchard. We've been hearing more Gehe sounds coming from the "stable" just southwest so NKF has been shooting out some of the walls to get eyes on the thing. He eventually does: I was sending NKF back into the orchard for cover when the Gehe reaction fired at him. Luckily the range of that weapon is pretty short so he was safe: I also brought up Space Voyager to help because he also has Hellfire armor and set them up in a firing line. NKF moved to behind the three beehives as cover. The Gehe didn't move for a couple rounds so NKF checks and yeah, it's still inside. Time for some auto shots: Everything hit but did little to no damage. NKF gets back into cover and Tammy finds a spot where she can shoot at it: A couple of her shots missed and the remainder did little to no damage except for one bullet which did 21. Mr T snuggles up close to her to get some snap shots at this very tough Gehe: Only one shot hit but did no damage. The Gehe disappeared during our next turn so NKF was just wasting some ammo by shooting out some of the stuff inside the stable when he actually hit the thing by accident: That was a nice surprise! A couple turns later and Mr T reaction fires at the Gehe which came into view to see what all the commotion was. His first shot hit for 6 but a second will be on the way: It only hit for 7 unfortunately. The Gehe was really mad now and in a fit of rage shot back at him during it's turn. But NKF notices it's near some fuel drums and shot at those instead hoping for a humorous kill: No dice, but it was still funny. NKF also tossed a grenade on it but the damage was absorbed: It ran away during it's turn like a scaredy cat but NKF tracked it down and Tammy is going to take an auto shot at it: The first bullet was absorbed but the second killed it dealing 21: That's it for this part. Stay tuned for the second part where we deal with the final group of dangerous Gehes and a couple surprise promotions. - Zombie Link to comment Share on other sites More sharing options...
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