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"Just as the big smile hits my face I happen to glance back to my base. Hmmm. What the heck are ten mutas doing coming in over my probe line?"
-AQD3


1v1 on (A Laser Squad Nemesis BR) Crossroads
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Author:Who'sGotLag.IDO
IP:usrns173XXXX
Date: 08/13/03 05:08
Game Type: Other
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Report Rating: 9.0, # of Ratings: 1, Max: 9, Min: 9
Lifetime Rating for Who'sGotLag.IDO:
1v1 on Crossroads

 

Boring Introduction

Hello and welcome to yet another Who'sGotLag.IDO battlereport.  This battlereport will be about a game played on Laser Squad: Nemesis.  Reading Mark4's BR will greatly enhance your understanding of the game but because I am redundant there is another game description below.  You can skip down to the next paragraph since you will not care about what follows this sentence.  This is report number 11 for me (numerically), BUT in terms of completed reports, this is number 8.  You may ask where are the other reports and I would say incomplete or haven't started when I got bored/lazy/busy. (Yes, I just recycled and edited this intro from my last BR)

BTW. For those of you who have web browsers that can't display pictures with brackets or use Javascript, you're just outta luck.  This battlereport was designed for Internet Explorer 6.0.  Recommended minimum screen size: 800x600 pixels.

 

 

First off, Laser Squad: Nemesis

Most of you who read Mark4's BR know that Laser Squad: Nemesis is a tactical, turn-based/real-time 1v1 game where battles are played out over 10 second increments.  Translation: Each turn (where orders are given for each) are 10 seconds long, but the action that occurs is real-time as units carry out the orders they have been given.  As Mark4 stated there are 3 races in this game (with a 4th being introduced sometime soon, that roughly equal to Terran (Marines), Protoss (Machina), and Zerg (Scourge) of StarCrafttm.  Pictures below were looted from LSNGuide.com, as well as much of the information is based on their accumulated knowledge.

Laser Squad Nemesis is available here.

 

Marines

The Marines are similar to the Terrans in that they consist solely of ranged units, but the units are all infantry with none of the heavy armor.  The Marines gameplan is more of a mobile, hit-and-run type offense rather than a powerful attack due to the fragility of their units and the easy healing provided by the medics.

Unit

Unit Description

Grunt (1)

The basic ground unit of the Marines has low hitpoints but a very high firing rate.  The low cost makes them worthwhile to have even with their poor accuracy.

Grenadier (2)

The area destruction unit. It carries 8 grenades which are fired like large, bouncy water balloons. Watch out, because there can always be a bad bounce that brings them back.

Sniper (2)

The long ranged unit obviously. It is very good at picking off units at long-range which is good because this unit can take very little damage (even less than the Grunt).

Medic (1)

The healing unit. This valuable unit can heal all of the Marine infantry units with time and even carries a cute little pop gun.

Commander (3)

The biggest, baddest Marine of them all.  What big, bad Marine would be complete without a big honking gun? A slow firing rate is a problem but this guy makes his shots count with higher accuracy and more damage.  His powerful gun is useful for safely breaking through walls to surprise enemies.  His innate badness also translates to higher hp and greater armor strength.

Headquarter (1)

The immobile supply depot. All infantry units can resupply their ammo here, but if those explosives inside go off it's a killer.

 

Machina

The Machina consist of very powerful units targeted by superior scouting units.  Sensors that can see through walls and fast, light hover units help large powerful tank units to destroy opposing units, with strong generalized infantry units making up the bulk of their army.  Machina armies number the fewest of all the races, but can make up for it with their deadly weaponry.

Unit (Point cost)

Unit Description

Scanner (2)

The best surveillance equipment money can buy.  This unit can see through walls and forests to spot enemy units, but carries no weaponry and has a relatively high point cost which could be spent on combat units.

Hunter (1)

A fast, flying scout unit. This unit can fly over low walls and cover large distances and even snipe units (typically in the back) with its little gun

Exterminator (1)

The backbone of the Machina army is basically a better Grunt (physically) with a slower firing gun.  It's good cost effectiveness usually warrants at least a few of them on the battlefield.

Missile Tank (4)

The area destruction unit.  This powerful unit's missiles can smash walls down and has a wide splash radius.  This is a blessing against units far away and a curse when they are near.  The small ammo capacity and slow-movement rate shackles the Missile Tank to remain nearby it's HQ or be rendered impotent while it races home to resupply.

AI (4)

The short-ranged destroyer.  This unit is essentially an armored shell with a large, fast-firing gun which mows down enemy units nearby, but gets inaccurate over long ranges.  Distance is it's enemy against more accurate units.  The AI is also useful for cutting holes through walls, but large holes are needed to allow this large unit through.

Headquarter (1)

Same purpose as the Marine Depot, it supplies ammo but explodes when destroyed

 

Not significant for this game

 

Spawn

The Spawn are the Zerg of the game with the most numerous of units, and a different but dangerous recycling ability.  The Spawn have cheap, strong units which are penalized with melee attacks and two types of slow moving, ranged units.  The regenerative ability of the Spawn is based around the Queen unit which can consume dead Spawn and Marine units to produce eggs which grow into additional Scourge units.  Destroying bodies of the dead or the eggs is preferable to fighting a renewed enemy supplied by your own combat success and losses.

Unit (Point cost)

Unit Description

Buzzer (1)

Fast, flying air unit. This durable melee unit can quickly fly over low obstacles and through windows to surprise and overwhelm enemy units.  Usually used in flanking attacks (en masse) to target vulnerable units in the rear or for quick scouting jaunts.

Drone (1)

The mobile ground-melee unit of the Scourge.  This unit is very strongly armored for its point value and when approaching in waves can overrun stronger/ranged units.  Packs are vulnerable to explosive weapons however.  This unit is immune to the effects of goo from the Goo Spitter.

Goo Spitter (1)

Unit/area immobilizing unit.  This unit fires grenade-like projectiles (also bounce) which when exploding sprays ooze which immobilizes enemy ground units inside its radius and does minor damage over time.  The goo dissolves over time or can  be "blown" off with explosives.

Spiker (1)

Spawn ranged unit. This ranged unit is slow and has only average accuracy and damage, but has a low cost.  When the Spiker runs out of ammo it dies and can be consumed to create another Spawn unit.

Splatter (1)

A suicide bomb unit.  This unit is well armored and if it gets close to enemy units, can do a great deal of damage.  The unit explodes regardless of whether it dies voluntarily or not, so any unit nearby needs to be wary.  The simple appearance of a Splatter usually causes changes in enemy tactic just to deal with this dangerous unit.

Queen (4)

Big, slow recycling unit.  The Queen is the best unit for cutting through walls and can consume organic bodies to lay eggs for new (low level) Scourge units.  The Queen is heavily armored and has a strong melee attack, but should avoid direct combat to avoid a devastating loss of future unit production.

 

 

The Map

The map this game was played on is called Crossroads. You might recognize the map as the same one used in Mark4's BR which is purely a coincidence of map randomization.  The reason for the name is likely the 2 main streets running through the map that cross in the center. All four sides of the map have buildings on them, with the blue player starting on the bottom-left edge and the green on the top-right.  There are two open tiles in the center of the map (4x4 map, roughly) which are next to two center buildings where the opposing players can place forward troops.  The open courtyard areas give the advantage to ranged units, while the dense buildings around the edges favor melee troops.

 

 

Minimap Key

This really only applies to the gameplan maps, but enjoy.

 

Yellow Lines : Mark the limits of fire coverage from a given position (where yellow lines converge)

Colored dot : Unit that will be labeled but larger dots indicate larger units

Red Lines : Weapons fire

 

 

Pre-game

Pre-game setup in this paragraph, move on down if you don't care.  This game was played on August 11, 2003.  This game was played on the hotseat option, because I am cheap and haven't subscribed yet.  My opponent has no SN so we'll just call 'em Anonymous.

 

1v1 on Crossroads

 

This game was between Who'sGotLag.IDO (Marines) and Anonymous (Machina)  on Crossroads.  Who'sGotLag.IDO started at the lower-left edge and Anonymous started at the top-right edge.  The two starts are far apart but the smallness of the map guarantees immediate combat (unless one or both sides turbo turtles).

Who'sGotLag.IDO's placed his troops as shown below. Mouseover the picture for the gameplan visual aid.  Who'sGotLag.IDO's gameplan was to hold his flanks with Grunts who would hide in their buildings and shoot any unit entering their respective fire zones.  Snipers would cover both middle courtyards making any passage through them extremely dangerous.  A Grenadier would blow down building fronts allowing the Snipers and Commander to take down exposed enemy units. The Headquarters was placed well forward to allow rapid replenishment of the Grenadier's limited ammunition supply.  Eventually the left-side Grunts, Grenadier, Medic, and Commander would advance under Sniper coverage.  This plan was reflected by the orders given to allow the units to move into position and control fire zones.

 

Anonymous's gameplan was to overload the left-side of the map with Missile Tank firepower, leveling the buildings for Exterminators and an AI to cleanup. The AI is a short-range unit so a Scanner was placed first to find hiding enemy units and allow the AI to get in close and mow them down.  The right-side of the map was guarded by the measly protection of 3 Hunters whose main purpose was simply to observe and allow Missile Tanks to apply explosive treatment to spotted enemy units.

 

Turn 1: We'll ignore the deployment phase and move on to the first turn where movement occurs.  The first set of orders was applied with units moving towards their assigned positions (according to the gameplans).  A Hunter coming down the right-side street was shot down by the right-side Sniper, but no other losses occurred.  The Anonymous's Missile Tanks opened fire but their rounds hit empty sandbag emplacements doing no harm to the enemy.

 

Turn 2: The Sniper assigned to cover the top courtyard smiled grimly when he reached his assigned spot.  He reached his post just in time to watch a missile from Anonymous's tank slam into the window he was looking out of.  Needless to say, he died with a bang.  Also not according to Who'sGotLag.IDO's gameplan was a Grunt being picked off by a Hunter while securing the right side building between the two sides.

 

 

Turn 3: Anonymous sent a second Hunter scouting for the Sniper that killed his teammate, quickly moved into a sandbag emplacement on the right-side.  It encountered a Grenade launched the previous turn (clearing sandbag emplacements to prevent just such an occurance) and Sniper fire, dying.  A third Hunter, who previously killed a Grunt, soon followed its peers in destruction as the remaining Grunt and Medic in the far-right building sprayed him with fire.  Anonymous reported (after the game) that his Scanner located in the left building spotted Who'sGotLag.IDO's Grunts and Headquarters convincing him to concentrate his Missile Tank fire on the building obstructing fire on it.  Anonymous also sent his AI forward to take advantage of the incoming missiles which would soon knock down the walls preventing him from closing range (The yellow line in the picture below indicates he can shoot through that window).

 

Turn 4: The Missile Tanks (remember 2 tanks each capable of firing 2 missiles per turn) began smashing walls and crates down while Snipers slowly whittled down their armor from long-range.  Anonymous's AI moved in closer, trading hits with Who'sGotLag.IDO's Commander who had moved to target the AI.  (In other words nothing really exceptional happened)  Who'sGotLag.IDO's Grenadier did reload his depleted ammo supply (Ooh, exciting!)

Turn 5: Who'sGotLag.IDO's wounded Commander pulled out of the battle with the AI and met up with a Medic in a passageway behind... just seconds before a missile blew away the wall shielding them and another one hit them directly.  Anonymous was still clearing a firing path to the HQ and the Commander + Medic were simply collateral damage.  Who'sGotLag.IDO had sent his left-side Grunts to engage the AI while the Commander escaped, getting in some free hits (Grunts barely scratch AIs) when the AI went in the opposite direction to enter the building.  Seeing an opportunity, the Grenadier sprinted into the middle of the map towards the buildings hiding the Missile Tanks and  used them as shelter.

Turn 6: Anonymous's building clearing tactic backfired on him as the missing walls enabled the 3 surviving Snipers to tear through the AI's remaining armor, destroying it.  Who'sGotLag.IDO's Grenadier (mentioned previously) lined himself up with the gap between the 2 buildings in front of Anonymous's Headquarters and began bouncing grenades down the gap.  The grenades individually don't do much damage to the HQ, but they excited Anonymous enough to pull an Exterminator to try and eradicate the threat and to cover the now exposed right side.  The Missile Tanks were likely reloading their ammo after the heavy missile barrage earlier.

Turn 7: Anonymous's Missile Tanks had finally cut through the building sheltering Who'sGotLag.IDO's Headquarters and it went up in a large ball of flames taking one of the three remaining Snipers with it.  Who'sGotLag.IDO had ordered his Grenadier to unload all his remaining grenades on Anonymous's HQ in a reciprocal attack, with one unfortunate grenade hitting the wall and bouncing back.  The Grenadier has enough time to escape the grenade (with some damage), but since he used the last of his ammo and the HQ blew up, is only usable as a target or an extra set of eyes.

Turn 7: As you can see from the previous picture, the Grunt just above the former blue HQ is about to have a close (lethal) encounter with an incoming missile.  The second Grunt was killed as it emerged from the building in front of two Exterminators.  Two more missiles were fired blindly at objects in the southern courtyard that could shelter a Sniper, with the first being close enough to kill the last left side Sniper hiding behind a tree.  The Sniper did manage to kill an Exterminator before he died (missile launching is slow).  Anonymous has 12 points worth of troops alive, but his Missile Tanks are heavily damaged and 1/4 of his "troops" have no offensive ability.  Who'sGotLag.IDO has only 6 points worth of troops alive (1/3 of the points are in the unarmed Grenadier), but his Sniper has superior vision and can shoot from out of sight, while the remaining Grunt/Medic have the green HQ between them and Anonymous's defenders.

Turn 8: The Who'sGotLag.IDO's Grunt/Medic on the right-side of Anonymous's HQ puts the finishing shots into it, blowing it up and a resupplying Missile Tank in the resulting explosion.  The second Missile Tank however put a missile into a nearby wall ending the lives of both the Grunt and the Medic.

Turn 9:  Anonymous was left with 7 points worth of troops, but the poor sight range and heavily damaged troops, were major factors against him.  Providing vision for Who'sGotLag.IDO was his cute little unarmed Grenadier, who had sighted the remaining Machina units and allowed the Sniper to reposition to give him a good angle on both.  The Missile Tank died first to a precise shot from half a map away, never seeing his killer.  Anonymous's last combat unit, the Exterminator died in a blaze of glory (his chest was on fire).  This was most likely he was a distraction to hopefully allow one of the two units to sight the Sniper and kill it.  With Anonymous having only the Scanner remaining (was watching the right side watching for more troops and couldn't get back in time, plus the range was too far for its sensor to see the Sniper), which has no combat abilities, the game ended.

 

 

 

Lessons Learned?

1. The most defensible positions aren't always the best positions (i.e. blowing up the spots where your opponent will have the best advantage over you is not a bad idea)

2. Missile Tanks are great... if they know where to shoot.

3. Snipers are good to have on open maps.  Really, really good to have.

 

Special Thanks to...

WilliamWC3 - Some unknown person stole some javascript from one of his BRs.  Let's hope the offender is caught soon.

 

Link to my other reports if you are extremely bored is here.

...

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