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Date: 2008-02-20 05:09 pm (UTC)
The defence you describe isn't quite possible. Marines block other marines' line of sight, so if you have units to the sides of the doors then the ones on the back walls cannot fire three spaces, only two.

It's still a viable option, but that many Marines in the room leaves very little to slow the attack on the flamers, so they'll have to start flaming on turn two. That means they run out of flame fuel after turn five (only four shots each), the stealers eat them on turn six or seven and then the marines in the room have to survive a full ten turns. The guy on the far wall jams for free most of the time (a decoy Stealer from the right runs into LoS and dances around until he jams or it dies, then another, etc.). Then the Stealers won't rush the room in one, they'll fill the tunnel. Only the first Stealer gets shot at whilst doing this, the others shuffle up for free. On a 4+ CP turn you'll usually clear your jams and as good as reset your position. On a 2- CP turn you'll lose ground on average. Then at the start of the next move you'll be looking at stand and fire actions to clear the corridor before you can reset overwatch. You'll get two cheap kills that way, then the Stealers begin their turn with (on average) two steps of progress.

Sure, you still win a fair proportion of the time, but nothing like 100%. Jam on the first shot during one of the key turns and you'll likely start your next turn with Stealers in the room!

Decoy is Mission 5 in the original set. It's the one with a vaguely S-shaped board in which you have two squads and have to save a minimum of five marines. It's insanely hard because part of the route is a single long corridor. You need a CP sprint to get you round the corner at the end and even then you need to get a bit lucky on your overwatch to hold it for the turn needed to bring backup.

I'm wrong about "CAT Hunt" (having just looked it up). The mission has a CAT in, but it's called "Rescue". It's the one where you start off holding the little sod with one of your squads and the other one starts at the exit. Basically as the Stealers you just need to kill the guy holding the CAT and have it wander off for a turn then you can shut a door behind it (ha ha!) and the Marines will likely never see it again. (The time Dawn completed the mission it involved a systematic programme of pre-emptive door shooting!)
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chrisvenus

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