Home » SIRTECH CLASSICS » Jagged Alliance 2 » War Correspondent » The great escape - Retreats
The great escape - Retreats[message #343895]
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Fri, 29 January 2016 17:39
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Slax |
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Messages:1410
Registered:July 2006 Location: People riding polar bears... |
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Ever had to pop a smoke grenade and make a run for it? Me, more times than I'd like to recollect.
Assault squad, 8 mercs. Plenty of riflemen, one sniper, two machinegunners. "There's no way we're not taking this sector."
Clean and easy, at least until enemy reinforcements arrive. A tsunami of redshirts from the woods with elites backing them up from a distance.
"We're out of explosives!"
"MG's running low!"
It eventually happens. Out comes the mustard gas and smoke. Nope, not enough. Half the squad provides cover fire while the other half slowly pulls back. We're all running if there's enough smoke cover. Someone usually ends up getting sacrificed to keep the flood of enemies occupied while everyone else edges to safety. Bap, snipers start going for the legs. Someone falls and gets left behind.
No time to regroup and form a counter-attack. Retreat, retreat!
Morale is holding, barely. Wounds get patched, LBE gets restocked. It's night. Time for a new offensive.
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Re: The great escape - Retreats[message #361360 is a reply to message #356125]
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Wed, 23 September 2020 13:38
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NightSarge |
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Messages:17
Registered:August 2020 |
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During my first game ever i made a daytime attack on Grumm Mine from the N. Used about 10 guys, armed with only what i hade found underway, optimimism and no knowledge of what to to, but every battle up to now was succsessful. Enemy fire was heavy and my guys were taking serios damage. To much heal quickly, so i pulled back and ran. Three of my wounded died underway.
As result i learned the value of nighttime operations and structured same game organisation. This won´t happen again.
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