10-09-2017, 04:25 PM | #11 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Nightfall: Mission Five
What annoys me about them is they are too hard to see. Especially when there's other terrain around, it's hard to make out what is real terrain and what's just eye-candy. It's nice that there's variations, but they make it so hard to see what's going on. I wish it was easier to distinguish the different terrains.
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GranitePenguin Ogre Line Editor |
10-09-2017, 04:34 PM | #12 | |
Join Date: Jun 2015
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Re: Nightfall: Mission Five
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I think a sizeable force of LTs to mire the Mk3 & Mk5 is a good idea too. Engage them with the LTs just to keep them occupied while you race to the CPs with your GEVs and a SHVY or two to deal with the ridgeline side. |
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10-09-2017, 09:34 PM | #13 | |||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Nightfall: Mission Five
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I forgot this as well. Clearly, I'll never make GEV Ace no matter my aspirations. ..."but I thought only infantry could "run" and make overruns sir!"[GEV Academy Instructor silently shakes head as the rest of the class snickers and jeers]. "Ah, no prepilot Dhummas if it moves, it can overrun." Quote:
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars |
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10-10-2017, 06:41 AM | #14 |
Join Date: Jun 2015
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Re: Nightfall: Mission Five
I just want to say thank you again to the person that mentioned Overruns. What a difference that made!
http://puu.sh/xUD0y/f0f8fdae08.jpg I started with 5 SHVY at the top left deployment limit. 10 HVY at the right bottom limit, and 10 GEVs all starting on the rail. The SHVYs plowed through the Mk1s, ignoring the ridges and smoking them, then overran the north CP. After that they ate a lot of firepower from the Mk5, but their mission was already accomplished. One made it to the west road and headed for the west CP. The HVYs roared for the southeast CP, quickly neutered the Mk3, and kept it engaged. This was actually the last CP to die, since the HVYs spent most of their time on the Mk3. Meanwhile the GEVs burned along the rail almost unchallenged (I think I lost one to the Mk3), overran the south CP, the southwest CP the next turn, and the west CP on the following turn (though the last SHVY was in range on the same turn). I took this screenshot before my HVY kills the southeast CP for the win. |
10-11-2017, 01:53 AM | #15 |
Join Date: Aug 2004
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Re: Nightfall: Mission Five
Finally won it using fifteen SHVY's and a lot of luck.
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"All true wealth is biological." -Aral Vorkosigan |
10-11-2017, 01:32 PM | #16 |
President and EIC
Join Date: Jul 2004
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Re: Nightfall: Mission Five
I'm seeing a lot of love here for the Superheavy.
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10-11-2017, 01:37 PM | #17 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Nightfall: Mission Five
Weirdly, I though this mission was really easy. All GEVs, avoid contact and overrun the targets. The ridgelines weren't a problem because GEVs are fast enough to get around them in the time available. Meanwhile I had a lot of trouble with the Mark III attacking scenario in the beta and I didn't find the AI too easy then, unlike I guess everybody else.
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10-11-2017, 02:24 PM | #18 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Nightfall: Mission Five
I'm a fan of the right tool for the job. I don't use the SHVY a lot, but it's the perfect support unit for this scenario. Having something that isn't afraid of a Mark I and can ignore ridges was really helpful.
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GranitePenguin Ogre Line Editor |
10-11-2017, 02:38 PM | #19 | |
Join Date: Jun 2012
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Re: Nightfall: Mission Five
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Spoiler:
As for mission #5, I used the suggestion of two SHVY's with GEV's on the southeast corner, with all GEV's on the northwest corner. It was fairly easy. The west edge of the map has no ridge lines, so travel along there is fast. Last edited by JayBee13; 10-11-2017 at 02:41 PM. |
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10-11-2017, 03:58 PM | #20 |
Join Date: Jul 2014
Location: Pennsylvania
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Re: Nightfall: Mission Five
Just played HIT AND RUN with 15 Superheavies. Brutal!
I was down to my last SHVY on turn 7 when the reinforcements rolled in with a angry Mark5 breathing down my neck and Mark3 tightening the noose as I reduced the last remaining structure to 0 for Victory...couldn't have gotten any closer. Obviously, overrunning those structures makes a huge difference. This game was fun but I also liked the cat and mouse aspect of the previous games using GEVs and not overrunning the structures. It forced you to stand off and attack at range and watch your 6 more and was a very different game than plowing into them in overrun and moving on. To that end, I suggest considering introducing something that makes structures not able to be overrun as a optional add-on. (Whatever that would be- maybe call them "SUPER" Hardened). Thus, in this scenario for example, you could have none, some, or all the structures be overrunable.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-11-2017 at 04:02 PM. |
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