Post by Wandering soul on Sept 13, 2022 9:52:10 GMT -5
Had a fun run in extermination protocol. This was after a little hiatus of playing. Playing on brutal,first run through, not ng+.
After the initial fight I had Dalan buff Rachmann and Nyra with rally, also pressing need from the cap. The dynamic duo was sent left, while others held the TP. Turrets to the north, so that they could also help with OW to the sides. Prometheum to all sides helped hold my ground.
My quick strike left wasn't quite as quick as I wanted, the capn missed the tower twice with his null blade as well. After a couple of turns the tower had 27 hp left and I finished it off with a grenade, just as the xeno numbers around my couple were starting to become overbearing. Still they made it home safe, and engi Rachmanovich cooled them off, new buffs all around for a second attack. Going north, I had the scout join the two, so that the next tower would surely fall in two turns, getting in and out before the aliens knew what hit them. The TP was holding fine, with BURNINATING all around and OW from towers and Dalan, Hydra hopping around where needed and engi sitting still cooling himself off so he wouldn't overheat cooling others.
When the north tower fell, my plan was to gather the whole squad for a final attack right. But scouting through the fog, the litch was nowhere to be found: he had spawned left! My final grenade there must have missed, or there was a misclick or something, because the tower was still there with miniscule hp. Time for a new plan: first cool off everyone with engi. Then Cap, Nyra and Dalan storm right, engi, scout and Hydra hold center before scout storms left for the final potshot on the tower. The attack right went fine, heat started building up through, because I had to attack through my own prometheum-laden hallway.
So the time came for the scout's big moment:pop on overdrive and storm through the flames to the left. His movement brought him just to the range of his sniper rifle and the tower fell... But I wasn't victorious? I had forgotten that the towers weren't enough, you STILL need to kill the litch for a final time. Worse still, he was standing NEXT to my scout, that was the only way to reach the tower in a turn. Oh well, crippled him for good measure, then my Hydra game to help. His lvl 7 napalm could just reach the litch, also a handy Predator stood right in front of the litch extending the range of his normal attack. It wasn't quite enough, with 58 hp remaining on the litch, and I bid farewell to my scout for his good service as I hit end turn.
Then it happened: the litch was scared sh!tless! Stood there and did nothing! The sight of my scout with balls of steel, charging through 5 squares of napalm to blast the bastards source of infinite life to smithereens was too much. As the litch was crying and begging for mercy, my scout got the honour to finish him off the next turn.
So pretty good! No losses, and would've maybe got the 20% bonus if I didn't accidentally leave the first tower intact on my first try Have to re-iterate, it's been said before, Hydra flames are GOOD. Usually I just use them to shut off spawn points, but they do mucho damage when used with overwatch. My turrets weren't very high level but could hold off pretty much anything with the help of fire, needing assistance mostly with a random goliath and the litch.
After the initial fight I had Dalan buff Rachmann and Nyra with rally, also pressing need from the cap. The dynamic duo was sent left, while others held the TP. Turrets to the north, so that they could also help with OW to the sides. Prometheum to all sides helped hold my ground.
My quick strike left wasn't quite as quick as I wanted, the capn missed the tower twice with his null blade as well. After a couple of turns the tower had 27 hp left and I finished it off with a grenade, just as the xeno numbers around my couple were starting to become overbearing. Still they made it home safe, and engi Rachmanovich cooled them off, new buffs all around for a second attack. Going north, I had the scout join the two, so that the next tower would surely fall in two turns, getting in and out before the aliens knew what hit them. The TP was holding fine, with BURNINATING all around and OW from towers and Dalan, Hydra hopping around where needed and engi sitting still cooling himself off so he wouldn't overheat cooling others.
When the north tower fell, my plan was to gather the whole squad for a final attack right. But scouting through the fog, the litch was nowhere to be found: he had spawned left! My final grenade there must have missed, or there was a misclick or something, because the tower was still there with miniscule hp. Time for a new plan: first cool off everyone with engi. Then Cap, Nyra and Dalan storm right, engi, scout and Hydra hold center before scout storms left for the final potshot on the tower. The attack right went fine, heat started building up through, because I had to attack through my own prometheum-laden hallway.
So the time came for the scout's big moment:pop on overdrive and storm through the flames to the left. His movement brought him just to the range of his sniper rifle and the tower fell... But I wasn't victorious? I had forgotten that the towers weren't enough, you STILL need to kill the litch for a final time. Worse still, he was standing NEXT to my scout, that was the only way to reach the tower in a turn. Oh well, crippled him for good measure, then my Hydra game to help. His lvl 7 napalm could just reach the litch, also a handy Predator stood right in front of the litch extending the range of his normal attack. It wasn't quite enough, with 58 hp remaining on the litch, and I bid farewell to my scout for his good service as I hit end turn.
Then it happened: the litch was scared sh!tless! Stood there and did nothing! The sight of my scout with balls of steel, charging through 5 squares of napalm to blast the bastards source of infinite life to smithereens was too much. As the litch was crying and begging for mercy, my scout got the honour to finish him off the next turn.
So pretty good! No losses, and would've maybe got the 20% bonus if I didn't accidentally leave the first tower intact on my first try Have to re-iterate, it's been said before, Hydra flames are GOOD. Usually I just use them to shut off spawn points, but they do mucho damage when used with overwatch. My turrets weren't very high level but could hold off pretty much anything with the help of fire, needing assistance mostly with a random goliath and the litch.