Post by drspendlove on Feb 26, 2018 17:57:41 GMT -5
Stratos is going very well. The first level with the central position you must branch out of was well served by a strike team and a holding team in the south. The holding team was a Paladin (who saw almost no action), a Scout to cripple and kill, and a flame turret which kept the entryway bathed in flame. When we retreated north, the turret, alone held up with its flame but a short time. However, in advance I had laid fields of promethium all around it. Even after it died, the fields of flame killed everything that tried to pursue us over a couple turns. Also, did you know that these turrets blow up in a cross of flame when they die! Neat!
The second mission with the myriad turrets went particularly well. We captured the first TP (one I usually skip) and sniped the nearby gun from outside of its range. Then some easy-to-access switches destroyed two cannons that I usually have to fight near the end! We did have to fight another turret with a serious Xeno compliment while capturing the south-west TP but that was the worst of it. A flame turret on our eastern flank again did marvelous damage both while living and after death. I haven't seen a magma carapace in a while -- also lucky.
The most recent, third mission went smoothly. We took the first floor quickly, re-started the extra juice for the elevator and left a turret, a Scout and a Paladin on floor 1's TP. The Paladin distracted Xeno away from the TP and tanked/slowly killed them. The Scout helped as needed and dealt with other Xeno threats alongside the turret. He took more damage than I would've liked as some radiated skitterings got by my attention. The third floor was next. A Scout + my Captain and Flame tank engineer made short work of the turret across the bridge. The final, second floor went very smoothly with minimal opposition.
I've decided to take the research hall next. I've only done that map once before...
The second mission with the myriad turrets went particularly well. We captured the first TP (one I usually skip) and sniped the nearby gun from outside of its range. Then some easy-to-access switches destroyed two cannons that I usually have to fight near the end! We did have to fight another turret with a serious Xeno compliment while capturing the south-west TP but that was the worst of it. A flame turret on our eastern flank again did marvelous damage both while living and after death. I haven't seen a magma carapace in a while -- also lucky.
The most recent, third mission went smoothly. We took the first floor quickly, re-started the extra juice for the elevator and left a turret, a Scout and a Paladin on floor 1's TP. The Paladin distracted Xeno away from the TP and tanked/slowly killed them. The Scout helped as needed and dealt with other Xeno threats alongside the turret. He took more damage than I would've liked as some radiated skitterings got by my attention. The third floor was next. A Scout + my Captain and Flame tank engineer made short work of the turret across the bridge. The final, second floor went very smoothly with minimal opposition.
I've decided to take the research hall next. I've only done that map once before...