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Fhealltoir Take:2
http://forums.datarealms.com/viewtopic.php?f=87&t=46306
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Author:  maart3n [ Sun Oct 20, 2019 4:05 pm ]
Post subject:  Re: Fhealltoir Take:2

> Saturation attack the infantry with the micro missiles. Then move towards the exit. Dumb the charge from the capacitors into shields.

Author:  CaveCricket48 [ Sun Oct 20, 2019 7:07 pm ]
Post subject:  Re: Fhealltoir Take:2

> Move 1 North

PA Drones fire on the Vinebro

Turn East

Fire cannon on the Vinebro

Author:  TheKebbit [ Sun Oct 20, 2019 8:25 pm ]
Post subject:  Re: Fhealltoir Take:2

>5E.

Author:  Areku [ Sun Oct 20, 2019 8:42 pm ]
Post subject:  Re: Fhealltoir Take:2

>Move 2W, sidestep 3N, Move 3E for the exit

>Turn 2 times to face back towards the others, spend all remaining mobility doing the truffle shuffle

Author:  Amazigh [ Tue Oct 22, 2019 4:49 am ]
Post subject:  Re: Fhealltoir Take:2

Image
Orbital scans of this district show there to be stacks of shipping containers, mainly to the west, a large fuel storage tank to the north, military garrisons to the south east and north west, the northwestern one housing an Anti-Orbital gun.
Objectives in this district:
- Destroy Anti-Orbital Weapons Emplacement. - Complete
- Leave District through Eastern Exit.


HKU - Thunder

You drive onwards, and swing your AP Pulse Laser to aim at the Vinbero, to see it a burning wreck thanks to Crispr and Baroque.


CrazyMLC - Crispr

Taking aim you fire off your EMP Emitter at the Prong.
[EMP Emitter] 80+20:100 - 21
A bolt of energy arcs out and grounds itself through the Prong, causing it to lock up in place just before STOP punches a hole through it with his Plasgun, Switching targets you fire your Dorn Lasair at the Vinbero.
[Dorn Lasair] 80+20:100 - 86
The shell scores a direct hit just as Baroques burst of shells hit, and it is reduced to a scattered pile of flaming debris. Grinning at the carnage you drive up closer to the Gate.


TheKebbit - Kettlehead

Leaving the enemies to the others, you keep flying on towards the gate.


CaveCricket48 - Baroque

Figuring that you you may as well give these drones a go you pull out past the district wall and have them open up on the Vinbero.
[30mm Rail Repeaters] 80-25+10:65 - 100 49 63 78 21 11
Their rounds punch through its armour, tearing apart the wheels on its left side and leaving it all but taken care of, not wanting to leave it to chance you turn and open up with your Autocannon.
[150mm Autocannon] 80+50:100 - 86 81 57 60
The shells slam into the Vinbero, blowing it wide open for Crisprs shot to land right inside it and tears whats left of it to pieces.


DSMK2 - STOP

Centering your aim on the Prong you watch as it locks up from Crisprs EMP bolt, and then fire.
[30MW Plasgun] 80+40:100 - 55
Your shot punches straight through the Prong, leaving a gaping hole in it before it promptly collapses into a heap. Turning your attention away from the wreck you drive onwards towards the gate.


maart3n - Shockwave

Swinging yourself around you fire off your Anthill into the infantry clustered around the gate.
[Anthill] 80 - 64 11 12
The missiles streak down detonating among the Troopers, leaving them little more than some unfortunate stains on the asphalt. You then move on up towards the Gate as you dump charge from your capacitors into your shield, almost bringing them to full.


Areku - Frog

Striding back out of what's left of the garrison you move up to the gate, and shuffle back and forth a bit, definitely testing the articulation of your leg unit, not trying to dance, no way.


---- ---- ----



You continue driving up to the gate, most of you taking care to cover any possible avenues of enemy advance, while Crispr tries setting fire to buildings with his flamethrower and Frog continues "Testing his legs". But you all make it there without any more enemies showing their faces.
As Kettlehead joins the rest of you near the Gate it grinds open and you pass through it onto a link-road, little more than a narrow stretch of asphalt between two district walls.

It will take 8 turns worth of time for you to reach the next district, please detail anything you want to do on the journey (set shields to inactive for faster recharge/etc.)

Image

Author:  CaveCricket48 [ Tue Oct 22, 2019 5:26 am ]
Post subject:  Re: Fhealltoir Take:2

> Twiddle thumbs

Author:  CrazyMLC [ Tue Oct 22, 2019 6:32 am ]
Post subject:  Re: Fhealltoir Take:2

> Continue.

Author:  maart3n [ Tue Oct 22, 2019 3:41 pm ]
Post subject:  Re: Fhealltoir Take:2

>Once the capacitators fill up the first time test the sonic doom on a wall. Spend the rest of the time blasting dubstep to my colleagues.

Author:  TheKebbit [ Tue Oct 22, 2019 5:20 pm ]
Post subject:  Re: Fhealltoir Take:2

>Can I pick up communications from our UAT handlers/chatter from other mercenaries?

Author:  DSMK2 [ Wed Oct 23, 2019 12:17 am ]
Post subject:  Re: Fhealltoir Take:2

> Attempt to become a beyblade Continue on driving.

Author:  Areku [ Wed Oct 23, 2019 12:38 am ]
Post subject:  Re: Fhealltoir Take:2

>Drive circles around my pathetically slow companions

Author:  TorrentHKU [ Wed Oct 23, 2019 3:39 am ]
Post subject:  Re: Fhealltoir Take:2

> Driiive. I should be good to be all refilled and topped off by the time we arrive.

Author:  Amazigh [ Wed Oct 23, 2019 8:41 pm ]
Post subject:  Re: Fhealltoir Take:2

Reaching the district gate it grinds open, and Thunders Spotter Drone shows you some Sumats guarding the hole blown in the wall, and a Juggler standing near some Powered Armours who appear to be trying to load some piles of wreckage onto transporter trucks.


Image
Orbital scans of this district show it to be a dedicated military outpost, the Orbital gun Control-Hub is located at the far northern edge of the District, and the southern area has been heavily damaged by the first wave of contractors.
- Destroy Orbital gun Control-Hub.
- Leave District through Eastern Exit. [Pre-requisite Incomplete]


HKU - Thunder

You just kick back and drive along glancing over to see your capacitors fill up and railgun finish cooling down, and you turn down that racket that Shockwave is blasting down the comms.


CrazyMLC - Crispr

You just head down the road, somewhat annoyed at how fire resistant the locals seem to have made all their buildings.


TheKebbit - Kettlehead

Flying along with the others you check your comms system, you do have a couple of channels marked as being for contact with other Contingents, but they all are greyed out with an "out of range" note next to them. You decide to have a go at scanning frequencies for anything interesting but it's all white noise, looks like the Trust have some pretty heavy jamming in place.


CaveCricket48 - Baroque

Figuring that your tank is running fine you just drive on and wait to reach the next district.


DSMK2 - STOP

You drive onwards, swerving a little to avoid Frog as he sprints around.


maart3n - Shockwave

You briefly consider trying out your Sonic Array on the District Walls, but they might be sturdy enough to result in some sort of backblast so decide against it and just walk on towards the gate.


Areku - Frog

Leaving your allies in the dust you sprint around them, giving your Leg Unit a real test, and it performs quite well.


---- Enemies ----

Juggler #1
- Shield Up
- Armour Undamaged

Sumat #1
- Minor Armour Damage

Sumat #2
- Minor Armour Damage

Author:  maart3n [ Wed Oct 23, 2019 10:13 pm ]
Post subject:  Re: Fhealltoir Take:2

>Move E, sidestep SS, Maximum power shot to E, Move E, kick juggler, Reaction fire with the anthill to N.

Set the APS to only intercept projectiles of 100mm and up.

Author:  TorrentHKU [ Thu Oct 24, 2019 1:17 am ]
Post subject:  Re: Fhealltoir Take:2

"Alright lads, here's the plan."
> Send them a quick tac map.

Image
"That red triangle I can shoot the HQ with no trouble. That blue line I can hit the HQ with 90% of my energy. Either shot should destroy it.
I'm gonna drive up around the corner and blow its brains out. There's pretty much nothing to the south right now so we're pretty safe. Baroque, Frog, come up north and cover me.
Once the HQ is down, we'll beeline for the exit. I have a feeling it's in the southeast corner. Best way is probably passing through the southern part of these buildings, the area full of rubble."

> 2E, Turn N, 2N, drop smoke. Stick close to the wall so anything around the corner can't shoot me. Reaction fire railgun on any vehicle that comes around the corner after any teammates shoot it and take down the shield, and AP laser any infantry.

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