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Author Topic: Commissar Quest - Apparently flak armour isn't very good  (Read 77368 times)

Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #420 on: January 08, 2012, 08:15:21 pm »

The Bridge is not huge, and it doesn't have much wasted space. You'll have fifty soldiers using command consoles as cover and discharging shotguns next to navigator's heads. It might be a more practical option once you've lost most of your squads.

Unfortunately, the elevatus is not a lightning piston of justice. It is a slow-moving object surrounded by access crawlspaces and maintenance platforms. It should be effective at dealing with a Carnifex, though.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #421 on: January 08, 2012, 09:09:11 pm »

Do you think tyranids work like computers? I mean the brain is basicly a biological supercomputer, and with the hivemind being a hivemind...

COMMISAR HALIAN:This statement is false
Hivemind:ERROR LOGIC LOBE ERROR SHUTTING DOWN TO PREVENT CORRUPTION




   
Spoiler (click to show/hide)
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #422 on: January 09, 2012, 01:18:22 am »

Ahah, I tough that much. :p

Well, anyway, we need to have a squad in the bridge guardroom (in case they go through walls). So we might as well have all of them there. Do we have time to reinforce the position with crates? How wide is the tunnel in U and V 14? How much flamethrower fuel do we have? Can we engulf the corridor in a continuous wall of flame?
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #423 on: January 09, 2012, 06:47:53 am »

The average tunnel is just wide enough for a Terminator to pass through, so three to five metres across. That's not counting occasional bulkheads, supports and niches along the length.

You don't have any industrial machinery with which to move these crates, but you might be able to block off a corridor somewhere if you hurry.

The flamers aren't meant for continuous use, but if they're used judiciously they should last a while. Their operators should warn you if they run low.

Spoiler (click to show/hide)
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Tiruin

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #424 on: January 09, 2012, 07:01:48 am »

Close doors at O,06 ; I,08 ; J,09 ; M,09

Open doors at F,08 ; D,12 ; D,18 ; Q,18

Leaving the rightmost corridor as its own chokepoint (before the cargo). Station a squad to the southern most part of that, a Flame Trooper at G,18 with some lasgun troopers covering his back.

If they breach the A,08 - Q,08 Route, then we'll have enemies spewing from point Q,08. To our left flank, but we have an already open route and I'm discounting the probability of burrowing units as they're using the (long) pathway just set up.

The Commissar will lead the ranged troopers as he is equipped with a shotgun. The chokepoint I said earlier is the A,19 - P,19 route. Lots of space for our soldiers, lots of space for our shotguns. We are also near the Cargo bay if anything needs supplies.

Edit: this suggestive opinion does not toy with the door system and prefers keeping it shut. Always shut.

And the fact that they must not reach the bridge!!
« Last Edit: January 09, 2012, 07:03:24 am by Tiruin »
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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #425 on: January 09, 2012, 07:40:11 am »

I would rather use the M14-V14 route as a choke point, maybe with two squad in the barracks (with at least 3 of the 4 flamers) and most of the long-range troops in the Guardroom? Of course, the risk of FF may be to high.

Anyway, I vote for the M14-V14 route, if only because it let us kill any xenos going through the walls, and don't cause problems if they breach the A8-Q8 route.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #426 on: January 09, 2012, 04:45:26 pm »

Perhaps we should think outside the box, when the shadow grabs onto the ship / boarding begins detonate the lance battery fusion cores nearest of it and surgically cut the ship in HALF, evacuies should be moved onto safepoints with automatic bulkheads and life support. this will obviously clip our wings but we would survive and maybe take out the shadow!
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #427 on: January 10, 2012, 11:54:11 am »

 ::) I'm not qite sure of the survival probability of mere humans inside half a ship, surrounded by pissed off tyranids drones, and several hundred millions kilometers away from nearest colony.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #428 on: January 10, 2012, 12:44:25 pm »

Well, then we kill them before they're hybridinated or eaten alive.

Commisar halian: When the shadow nears the middle of our ship overload the lance batteries closest to it.
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #429 on: January 10, 2012, 01:39:48 pm »

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Sheb

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #430 on: January 10, 2012, 02:17:33 pm »

Well, we could stop the reactors, and engineer an explosion at the front/use side booster to quickly turn around and ship-slap the monsters. Practical? Probably not. Awesome? Yes.
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kaian-a-coel

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #431 on: January 10, 2012, 02:47:59 pm »

Well, we could stop the reactors, and engineer an explosion at the front/use side booster to quickly turn around and ship-slap the monsters. Practical? Probably not. Awesome? Yes.
That's more like it.
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #432 on: January 10, 2012, 02:55:27 pm »

I agree with shebb's plan, Lets ram this shadow thing to death.
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Shade-o

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #433 on: January 10, 2012, 06:55:43 pm »

The reactors are all in the middle of the ship, to protect them from damage. Detonating might hurt the Tyranids, but it would also completely destroy the ship as well. Further, the ship cannot pirouette on the spot while travelling at hundreds of kilometres per second.

Fake Space Hulk:
Each squad takes up one square, and squads cannot fire through each other. Each turn they can move, shoot, or do other actions, their action points determined randomly with a bonus to whoever has the Commissar.
« Last Edit: January 10, 2012, 07:14:39 pm by Shade-o »
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Zecro_The_Scourge

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Re: Commissar Quest - A funtastical space adventure with chainswords and lasers
« Reply #434 on: January 10, 2012, 08:42:55 pm »

I have a solution, we need to blow up the shadow somehow. this way their synapse will be broken up and the escorts go derpie.

SOLUTIONS PEOPLE?!
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