Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » 1.13 War Stories
1.13 War Stories[message #20967]
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Sat, 17 September 2005 04:09
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Madd_Mugsy |
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Messages:626
Registered:July 2005 Location: Canada |
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Share your strategies, exploits and tales of defeat at the hands of the new AI!
I'll go first:
Settings: Insane/BR All/Drop All/Sci-fi
Drassen Airport. Midnight. Day 3 or 4. Mercs onboard: Blade (IMP), Igor, Grunty, Ira.
After I took the airport, I hid Ira in the office and made her train militia while the other three went to find Skyrider.
On my way back to Drassen Airport from trekking through the swamps to find Skyrider, Deidranna's forces managed to take over the undefended drassen mine and central town sectors. I returned skyrider to his chopper, and attempted to wait until dark.
It didn't take long before we were assaulted at the airport. After several militia losses, and a great expenditure of ammunition, the enemy invaders were defeated. I was now the proud owner of an MSG-90A1, a G36K, an AK-103 and two MP-5Ns.
I gave Grunty the AK and an M4 Super 90, Igor the twin MP-5Ns and an M4A1, and Blade got the MSG-90A1 and the G36K.
At midnight I went on to take the central sector, which, while long and bloody, went without any injuries to my team. I kept them close, in the dark, and always had one guy watching the others' backs.
I was not so fortunate at the Drassen mine. Since there's a central lit up area at the mine at dark, I parked my three mercs on one of the northern buildings overlooking that area. I the proceeded to lure the enemy to that location with some mini-grenades, and pick them off one by one with the MSG-90A1 (w/silencer attached), using stunners to keep them down. The central area became a blood bath, filled with exploded heads and loose entrails.
All was going according to plan, with Igor and Grunty taking care of the occasional bad dude who got too close or managed to make it up on to the roof. Until it got really quiet and went back into real-time... Grunty pipes up: "Don't do anything crazy..."
Suddenly, a redshirt pops up onto the roof, not 5 tiles away, in full view of everyone, and opens up with 20+ rounds into Grunty.
Alas, poor Grunty, I knew him well... :bawling:
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Re: 1.13 War Stories[message #20970]
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Sat, 17 September 2005 13:14 
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Kaiden |
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Messages:499
Registered:September 2003 |
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Don't feel bad. I lost 4 out of 6 IMPS in THE FIRST SECTOR when I started on Insane.
One died to 3 enemies that came around a corner.
One died to a hit of 91 FRIGGIN points ?!?
One died to a round of AutoFire at close range when looking for the last two enemies, I beleive it was a total of around 400pts of damage. (Even if I had lowered Autofire accuray at that point, at such close range, I'd have been dead anyway). I counted 2 80's, and a few 40's, some lower numbers too, but 8 shots alltogether and I was toast.
And ACK!! Beleive it or not, the last of the 4 Imps died due to lack of BANDAGES! See, all of my mercs started with 35 medical. And with the new externalized ImpItemchoices, I got no first aid kits. So he was too close to dying to make it until I found a kit.
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Re: 1.13 War Stories[message #20971]
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Sat, 17 September 2005 13:19 
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DurtyDan |
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Messages:101
Registered:November 2001 Location: Oregon, USA |
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Tixa, day 22 (I like to train and collect goodies) Cambria and Drassen are full of militia. Kingpin is dead, so no cash flow issues anymore. Going to get Shank so I can have fuel.
DurtyDan, the rooftop/nightops IMP, opened up the back door to the prison, shot the warden with a burst in the chest from his tricked-out TAR21 (no more babies from HER), and then jumped on the roof above. Raven is left covering the door, while Lynx, Thor, and Grunty joined DD on the roof. Trevor then covers the southwest corner of the building with his MSG90.
DD took two crouched steps toward the front door, still on the roof, when Mike comes running from the main gate area. A quick burst vents his head, and then all heck breaks loose. During the next 4 turns, no less than 16 enemies climb onto the roof. Everyone on the roof took at least one good hit before Thor could break up their charge with mustard gas in the courtyard below. Trevor and Raven below even got in two or three kills each.
Only 3 or 4 enemies remained in the prison area to be cleaned out after the big charge. Then time to collect the goodies; 3 of the new automatic grenade launchers with lots of ammo, 2 Barretts, 3 RPKs, 2 HK21s, and plenty of TAR21s, and L85s, all rounded out by no less than 16 mortar rounds.
All in a good night's work :bluegrin:
Postscript: The following fight in the prison below was not so pretty, maybe told another time.
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Sergeant
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Re: 1.13 War Stories[message #20981]
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Mon, 19 September 2005 16:26 
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zango |
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Messages:128
Registered:January 2005 Location: India |
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alright - here is what I did.
Chose insane+enemies drop all+awesome selection at bobby-rays.
had 15 K to start.
so, i created 4 IMP mercs (imp-editor + 90210) with stats:
name: hea,mks,str,agi,dex,lead,med,mec,exp:skills
zango: 100,100,100,100,100,100,35,35,35:nightops(exp)
mrin: 100,100,100,100,100,100,35,35,35:nightops+auto
mots: 100,100,100,100,100,100,35,35,35:nightops+martialarts
sister!: 100,100,100,100,100,100,35,35,35:nightops+ambi
all at experience level 1
equipped them with FNP90 (silencer+laser scope) one stick of 5.7mm cal ammo each, queen jelly coated spectra vest+helmet - then i let them go destroy the enemies in arulco.
this is way too good. great job M.M.
I have captured drassen (fully equipped militia) and also sam site east of drassen
hired some more IMPs hehehehe..
i will play with this setting for a while - then i will play a real game.
thank you MM/Kaiden and the remaining squad!
Edit: Forgot to add that all the IMPs are pshycho+optimistic
Edit2: whats the deal with those snipers? How can they spot my nightops expert (with UV goggles) when there is no other enemy in view?
no shots were recently fired from this location.
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Sergeant
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Re: 1.13 War Stories[message #20992]
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Wed, 28 September 2005 18:55 
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zango |
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Messages:128
Registered:January 2005 Location: India |
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okay - i started a new game (left the previous one after capturing all but balime and meduna - orta is also taken - tho i dont use the rocket rifles any more).
new game - expert - br awesome - drop all + sci-fi.
zango (IMP): agi 80, hea 80, dex 80, mks 60, mech 35, med 35, exp 35, wis 94, level 1 pshycho+optimistic, nightops expert. has an MP5K with laser light +silencer. metal helmet + flak jacket.
Stephen, igor, grizzly, MD are on the team. MD was hired for a day with no equipment. Stephen - 1 week, igor - 2 weeks, grizzly - 1 week.
first sector (omerta) was easy - cleared that - then handed fatima the letter - recruited ira.
then - i decide to hit chitzena enroute san mona. Travel to San mona - each sector has enemies but place mercs on the edge of the map from where they can exit the sector. Did not get involved in the fights yet.
reached san mona - spoke to agnel. get maria quest. go to shady lady but find that i only have $25 whereas i need $400 for speaking to maria. I didn't try to force the door open (grizzly + crowbar should have worked) - instead went to tony's shop and sold some pistols i had picked up on the dead enemies in omerta. got $500 now - good. go back to shady lady - pay $400 for maria - and then escort her back to her brother. got the deed and the kevlar leather jacket!
sold the deed to Kyle. Took this money and went to San mona club and had the three fights. Grizzly killed one opponent! and knocked out two others. earned $15000 - and kingpin's invitation. Grizzly goes to the mining office and cranks open the door to acquire the toolkit.
it is 1600 hours on day 1 - let the mercs rest up before travelling further. extend MD for 2 weeks.
go to san mona's mine sector - there are enemies present. zango goes stealthily around and kills 2 enemies using the throwing knife. it is still daylight - zango gains one level.
Ira+zango clean out this sector - zango gets hurt a bit.
After soem rest -move to chitzena. Encouter hamous - recruited - and squad travels by ice cream truck to chitzena. Hamous is asked to walk to chitzena.
arrive at 2230 hrs in chitzena. Imp+stephen go around clearing the sector. IMP is nightops expert but doesnt have UVG/NVG - however manages to clear the sector without issues. (well i did reload a couple of times to save stephen - those snipers! damn it)
anyhow - end of this sector - acquired UVGs for stephen + IMP! and NVGs for the remainig squad. Also spoke to head miner and got control of the mine - then sat and trained militia(IRA+Stephen) while remaining squad either trained or repaired items. (another toolkit acquired from the chitzena mine + one more dropped on the enemy - also got a two more crowbars + 1 pair of wire cutters - and some silver from the mine).
militia is trained to 36 - 32 green - 4 blue. Then next night - attack chitzena 2. This is cakewalk as imp+stephen now have UVGs
train more militia (zango+md, ira+stephen)- let the other mercs repair equipment.
then - once the militia training is complete (36(34 blue, 2 green) +36 (34 blue, 2 green)) - leave hamous in chitzena - sell most of the items using ALT+leftmousebutton - and yea - i acquired a barett!!! with sniper scope. IMP is level 4 now!
back to san mona - to fight some more at the club - but the game is crashing. CTD!!!
Maybe i will raise a bug request.
Mugsy - are you listening.
That's where i stopped playing yday.
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Sergeant
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Re: 1.13 War Stories[message #20994]
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Fri, 30 September 2005 15:52 
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gmonk |
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Messages:668
Registered:April 2002 Location: Newfoundland, Canada |
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Night patrol after picking up the hummer and heading towards Estoni (Alma not conquered yet)>
Driving up from outside Balime I ran through two enemy patrols the first consisting of both patrols of 16 soldiers about half were elites.
First one was in open terrain with a few boulders. Mercs moved near to cover and threw out a circle of break lights in a wide interlocking pattern. The enemy was cautious but most of them got caught at the outer edges by interrupts, took a hit and were sniped by Malice with the Barrett rifle. Grunty snuck out of 'the circle of light' and spotted the rest.
Second patrol was in heavy scrub and boulders in a desert sector. Moved to a nearby patch of cover, took down two enemy with silenced guns on the way and set out a break light perimeter. Again with the interrupts and a couple of dummies charging in. This time Malice, Grunty and Buzz crawled out with Haywire, Meltdown and Grizzly standing overwatch on the perimeter. Malice took down two enemy with a silenced PDW while crawling out, Grunty and Buzz caught the remainder as they tried to flank in the dark.
The final patrol of this session was the best. Lightly wooded terrain just north of Estoni, 20 enemies with about half of them elites. The mercs move out to go for cover, Grizzly and Haywire are trailing due to low agility. The lead mercs, Meltdown, Buzz, Malice and Grunty are hit by an MLG stun round or two and are down for the count with weapons dropped. Haywire and Grizzly are next to a lone boulder and get hit by a breaklight and a single sniper shot grazes Griz.
2nd turn, Grizzly gets behind the boulder just in the edge of the lit area, Haywire throws a break light at the area where the attacks seem to be coming from and takes cover behind the boulder. One enemy revealed.
3rd turn Grizzly launches smoke into the area between the downed vets and the enemy. Haywire throws another break light just south of the first, between them and a possible flank attack, Grizzly hits the exposed enemy twice and forces a retreat. The vets have enough AP now to drink water and pick up weapons, still immobile.
4th turn, the enemies come in a few more at a time, Grizzly gets a couple of hits and Haywire mows down two with the SAW. The vets are up and moving behind the cover fire but still exposed, luckily the smoke is between them and the advancing alerted enemy troops.
5th turn the vets are behind the two rookies and behind some light cover, Haywire throws another breaklight and Grizzly drops more smoke.
After that the vets were mostly at full APs and were able to help with defense. I was just amazed to see Grizzly and Haywire do so much with their few APs and some tactics.
The vets cleaned the enemies clocks after that and everyone's morale bar was bending the top of the GUI frame out of shape. I think I'm going to send Grizzly and Haywire out on patrols as a support team for the big guns more often.
The moral: sometimes it's good to be slow.
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First Sergeant
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Re: 1.13 War Stories[message #20995]
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Sun, 02 October 2005 23:53 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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Holy crrrap!
I just cleared Alma,day 6 of an insane-realistic--drop all-BR selection "awesome" game.
Gumpy is my best mercenary so far(level 7),and Ira,Dimitri,Blood,Grizzly,Ice are there too.
No IMP char.
Reaper and Lynx were hired 1 day and dismissed after Drassen,escorting Skyrider and the D15 SAM site...(both one level up!)
Used the early rebel recruit patch(what am I going to do with them,if I create a wisdom 90 mrk. 90 IMP char,rooftop sniping specialist and he/she reaches level 5 after taking only Drassen?)
I waisted half an hour to increase Gumpy's mrk.(throwing knives on crows) and bought just a Calico M-900 rifle,all attachements and three 9 mm 50 AP mags from Bobby Ray's(regular service-day 4 arrival,11.00)
"Mother of god"...imagine what my team carries now...
The aggressive AI makes it easy for me to whack them,those soldiers are naive and really "know how to die properly".
Maybe they'd have a chance on new(unknown) maps.Or wilderness sectors...
PS:don't believe everything you read:insane is INSANE!
They WILL kick your *** after a second of being not 100% there.Immediately!
They seem to create their chances.Unlike the Wildfire AI,which punishes you BAD and is unforgiving with the stupid things that you make your mercs do,this insane AI will punish you EVEN IF you don't make (apparent) mistakes...
My number of reloads was unbelievable.I felt like I reely needed some 8 aces there,all the time.
Damn,those sons of bitches are good!
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Re: 1.13 War Stories[message #20997]
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Wed, 12 October 2005 22:50 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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I don't know,man.
There are so many suggestions already,that...I don't know how you guys cope with that.Really,I don't want to add on that right now.
The way I see things,you try so much to put everything,every request, in there that you'll end up with an unplayable game!
Coherence should be your next priority,IMHO,or you'll end up with a "workable hybrid of the hybrid's hybrid",good only as a platform for modders.
The way mercenaries learn and progress is here to stay.I really like that!
Personally,I can't agree with a sniper rifle with 5 a.p.(trijcon reflex scope and rod&spring),or an a.p.3 assault rifle.That calls for enormous draw costs to ballance things.
Those insane "snipers",I can cope with.Ready to accept "unpredictable" happens during a gun fight,yeah.But will you EVER convince anybody they "must" see better than a mercenary in our team?Nah...
That was born from some people's exploitative way of playing,with "spotter" and shots on black targets in the first place."I" could shoot the dick out of a colibri bird with a Dragunov or Steyr,but will "I" ever hit something "I",in person, can't see?Maybe with shrapnel or enormous (auto)fire spitting...
Heck,maybe you should give us a bunch of killer dogs,german sheppards or dobermans,trained to kill snipers,operating by smell...
Or say they have thermal(infrared) scopes and we can't get them...
In some aspects,"insane" is already startegicly unplayable.I had like 5 attacks on Cambria in one day,they erase the militia with unbelievable regularity and one has to leave garizons(2-3 mercs) in a conquered town.You can't keep a town occupied,otherwise.20 mercenaries don't look enough to keep 5 towns and advance towards Meduna,unless you..."teleport",or do it with SPEED.Before they (counter)strike on something you just took.(Need more vehicles,or "stargates" )
Maybe some work on the militia would ballance things.
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Re: 1.13 War Stories[message #20998]
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Wed, 12 October 2005 22:59 
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alerus |
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Messages:13
Registered:December 2004 Location: Slovenija |
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It is day around 50 in game. To much fighting, so I can not remember. Insane, drop all, realistic, 2 IMP-s, both at lv.10 now, both camouflaged, one night ops, other autoweapons, Ira lv.9 and Dimitri lv.8,Hamous lv.6, Defending SAM-site south of Cambria. Sam site is in ruins. It has been 10 or more attacks on this site in past few days. Dimitri and Hamous are on the remains of central building, both with barett. Dimitri makes double headshot kill, Sara (imp) is guarding south gate aproach, It is turkey shot. "sniper" missed for a change, flair goes to that direction, FOOOP, 4 of them, Dimitri aims at second one, aims carefully to the head, barett makes such awfull noise but look at that, two are down, "way to go Dimitri", Ira screams in joy, hamous kills other two, with his fine modded sniper rifle.
But all that was yesterday. Today another attack is coming, I can feel it.
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Private
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Re: 1.13 War Stories[message #20999]
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Thu, 13 October 2005 03:41 
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Kaiden |
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Messages:499
Registered:September 2003 |
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Quote:
I don't know,man.
There are so many suggestions already,that...I don't know how you guys cope with that.Really,I don't want to add on that right now.
We cope with it by having a list and a lot of players who fortunately respect this and see it as "An ongoing Beta" they hit a snag, and they just keep on going! Not to mention that when alot of them do mention Bugs, they also give suggestions for fixes and other things. If we had ANY kind of a deadline for this project we'd all be severly stressed out by now, but we keep things moving at a steady pace, and the list of TODO's, TOLOOKINTO's and TOFIX's grows daily.
Quote:
The way I see things,you try so much to put everything,every request, in there that you'll end up with an unplayable game!
Coherence should be your next priority,IMHO,or you'll end up with a "workable hybrid of the hybrid's hybrid",good only as a platform for modders.
Not really, I mean most controversial type changes have been optionalized, granted, there are ALOT of weapons and they need to be balanced for sure. But Mugsy has included a complete set of XML's for the Original JA2 weapons and Items. So you can easily switch to the original and use that instead. Also, while some improvements have been made to gameplay, alot of the changes have been made specifically for the Modders. Eventually people will get bored with plain vanilla JA2, but as long as there are quality Mods available, Most of the current fans will continue to play for years. I mean look at what DL, UC, Vengeance, etc... have done to prolong the life of the game. So Yes, there will be a TON of changes to the game that only Modders will have the patience to deal with, but when they do, the rest of the players will enjoy the Mods. And Balance is left up to the Modders at that point.
But the original storyline etc... will continue to be very playable. Granted, there will be times when Balance is completely out of Whack, but that IS on the list of things to do eventually. The primary reason it's so far down the list, is because between then and now, there are going to be a lot of changes that will effect balance in both positive and negative ways. I would eventually like to get around to completely reworking the original game, Change the maps, add new Mercs, add new quests, etc... But when it all comes down to it, it will be no different than anything any other modder will be able to do.
As a Modder, I figured you'd be happy about that Especially considering that some of the folks over at Basis are working on keeping the German version of 1.13 up to date.
Quote:
Personally,I can't agree with a sniper rifle with 5 a.p.(trijcon reflex scope and rod&spring),or an a.p.3 assault rifle.That calls for enormous draw costs to ballance things.
Those insane "snipers",I can cope with.Ready to accept "unpredictable" happens during a gun fight,yeah.But will you EVER convince anybody they "must" see better than a mercenary in our team?Nah...
That was born from some people's exploitative way of playing,with "spotter" and shots on black targets in the first place."I" could shoot the dick out of a colibri bird with a Dragunov or Steyr,but will "I" ever hit something "I",in person, can't see?Maybe with shrapnel or enormous (auto)fire spitting...
Heck,maybe you should give us a bunch of killer dogs,german sheppards or dobermans,trained to kill snipers,operating by smell...
Or say they have thermal(infrared) scopes and we can't get them...
I suppose that this aspect of the AI could be considered "Cheating" But like you mentioned, players have been able to do it for ever. And perhaps wrongfully so. I know very little about what can and can't be done with firearms except what I've seen in movies and we all know how realistic Movies are
But a number of people have suggested Sniper/Spotter options for the players team, which led me to beleive that this can and does happen.
As far as the AP costs, and the trijcon/Rod&Spring, and lower AP costs etc... This can ALL be changed in the XML's, Again this goes back to your mentioning that this will turn into a platform for Modders, which is exactly one of my goals, but the original JA2 weapons and items have been placed back into the game untouched so it's a relatively easy switch for anyone who can copy files (not even sure it requires copying, I thought I saw code in there to read both of them, so it's optionalized somewhere). More Mods = Greater long lasting Life for JA2. It should not take 3 years to produce a MOD of UC's quality, nor should it take the amount of effort that was involved. And again, balance is something that will eventually be looked at.
Quote:
In some aspects,"insane" is already startegicly unplayable.I had like 5 attacks on Cambria in one day,they erase the militia with unbelievable regularity and one has to leave garizons(2-3 mercs) in a conquered town.You can't keep a town occupied,otherwise.20 mercenaries don't look enough to keep 5 towns and advance towards Meduna,unless you..."teleport",or do it with SPEED.Before they (counter)strike on something you just took.(Need more vehicles,or "stargates" )
Maybe some work on the militia would ballance things. You can already change Militia in the INI file, granted, the Militia don't seem to be as good AI wise as the Enemy, but, alot of this boils down to Item Availability for Militia which is something that is being looked at. It seems, that although the Militia soldier picked up the FN you had lying on the ground and used it during the battle, during the next battle, he won't have it and neither will you, I beleive Snap or Mugsy said that their equipment was assigned randomly every time you entered the sector, or everytime there was a battle. But we are definitely aware of this balance issue, while the mercs are capable of dealing with the AI, the Militia is definitely NOT.
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Re: 1.13 War Stories[message #21004]
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Tue, 18 October 2005 11:58 
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the scorpion |
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Messages:1833
Registered:September 2004 Location: CH |
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@Kaiden
if you guys redo the ja2 map editor, adjustments can be made in the Map itself
depends on how much of the enemy behaviour can be brought to the map file (i`m thinking of a checkbox "allow climbing" (x) as an additional enemy behaviour option. )
don`t know how (as usual) how hard/ time consuming that would be though
anyway, i think i`d help trying to fiddle around with enemies in maps and how to well organize a battle with 1.13 AI
But as you can guess, i`ll wait for tileset/ editor/ items and so on changes in future builds
@Azazel
if people were to make custom maps with 1.13 AI and playtest them as intensivly as i did back then creating ja2 vengeance, i think the results would be similar or rather better than in ja2 vengeance
The point is that the 1.13 AI has no maps that were designed to suit them (sorry for terrible english)
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Sergeant Major
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Re: 1.13 War Stories[message #21005]
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Wed, 19 October 2005 00:49 
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AZAZEL |
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Messages:750
Registered:February 2004 |
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...and I felt bad about "raping" the Vengeance maps...
The reason behind this experiment was that Vengeance maps offer the best use for cover I've seen.And if you want a flanking move,the map seems to say:"do it yourself you laisy playing bitch".
Again,Kaiden,I must agree that the 1.13 AI needs some work.
I just couldn't shake this feeling:
1.13 soldiers don't use cover like the Vengeance 1.02 does!They seem to prefer blasting their way,even if they could use cover.
The impression is...you really fight not soldiers,but A.I.,robots.
They keep on coming,like ants or termites(setting was "insane", to see more elites),you squash a million-it doesn't matter:another 3-4 millions will come next day,blasting their way with autofire and banging the militia-they'll finish when you're finished...
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Re: 1.13 War Stories[message #21006]
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Fri, 11 November 2005 22:52 
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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Good god, my war story...
Drassen Mine, Expert, Normal Drop, Airstrikes and Sci-Fi.
I call this the Red Moon.
I came over to the city of drassen right after capturing Chitzena to retrain my already crippled militia. Past battles that waged in Drassen left only 18 militia left, obviously, I was concerned and left right to Drassen.
Approximatly one day later after arriving to Drassen, I let my two trainers (Igor and Lopez, who is my IMP) retrain the militia in the middle of the city, while Humous, Ira and Spider guarded the mine. I had 3 elites and 7 regulars already guarding that city, but their efforts proved in vein for the bloodbath that followed.
At 21:05, disaster strook. A strike force of 20 infantry attacked the mine, leaving the 10 militia and my 3 mercs to fend them off.
Humous took the sniper rifle, got on a roof top and was able to snipe about 10 of em, my militia was able to take out 6, the enemy was able to wipe around 2 of themselves out and my two other mercs were able to liquadate another 2. 9 of my militia died, leaving only one critically injured elite left, who died in the aftermath... No, dying isn't the best word to describe what happened to him, more like lit of fire, blasted into the air, fell down and turned into a smoldering piece of ash.
All the militia died, leaving only my mercs left to deal with the avenues of death and destruction.
Really, I can't put in words the deadly firefight that actually happened, but perhaps a picture may help...

In the picture, you can see how Spider is looking at the ash of the former militia elite, the avenue of blood (Which humous was responsible for) and the colletoral damage the air-strike left (Church)
ADDED: Oh dear god, now the middle of drassen is being attacked. Time for Igor and Lopez to shine!
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Private 1st Class
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