

Slur also has Black Wave charged - at least that B copter's martyrdom achieved something.
/37-Screenshot_2019-09-07_at_11.51.03.png)
#ADVANCE WARS BY WEB IMAGE ISSUES FULL#
Power bar wise, we have our first full power bar - Overdrive is ready to roll whenever Roonespism needs it. Slur's faltered a bit with that B copter error, and may need to change his approach. Speaking of Slur, kooky does look set to take those cities off of him - so that's definitely something.Įnd of Day 13/Start of Day 14 and we're seeing KennyMan build up an increasingly solid looking position against Roonespism, while Roonespism builds up an equally solid one on kooky. Kooky gets off a couple of easy shots against Roonespism, but his front there is crumbling - the tank moving back onto the base being both a retreat from Roone, a way to protect it from blocking by Roone's northern tank, and a way to get it away from Slur's AA. but the rain makes driving through woods tough work for tanks. If it wasn't for the rain, Slur could strike that newly built AA from round the other side of the mountain. Kenny also graciously accepts Slur's offer of a B copter, builds a second AA, and sets up a neat little meatshield to ensure that Slur can't nip his AAs in the bud. Kenny takes advantage of Roonespism's dwindling resources at the eastern bridge chokepoint, finishing off three half-finished infantry and coptering more infantry in with the goal of taking Roonespism's only city on those bridges. The rain, by the way, began at the start of KennyMan's turn - Roone wasn't hit by this rain. First, some softening up as infantry gun down the 2HP artillery, we have another infantry battle, and the B copter falls to an AA.įollowing up from that, we've got more breaking down of the infantry wall, as well as action on the cities to the east and north. Roonespism keeps up the assault on kooky's lines, and again this is one of those turns where I feel like there's so much going on I need to split this into before and after shots. Slur fares a bit better against kooky here, delaying the capture of his two western bridge cities and dinging that AA sitting on one of the central cities.

It's a pretty simple mistake, but something like this could well mess up Slur's whole assault on Kenny.

Slur could instead have attacked the mech from the tile labelled with an "!": the mountain would have blocked the AA out. Either way, that B copter attacked from a position where Kenny's AA can hit back at it. Slur sends in the B copters in a bid to consolidate taking KennyMan's river city, and makes a pretty big mistake: when I chatted to him about it, seems that the movement overlay had confused him a bit. As before, Slur is Teal Galaxy (playing Hawke), Roonespism is Amber Blaze (playing Jess), KennyMan666 is Pink Cosmos (playing Sami) and darealkooky is Cobalt Ice (playing Lash). Here's where we left off, at the start of Day 13. I hope you look forward to my infantry continuing to meat-shield important things and rush in to die gloriously for their 1000 funds worth of damage! But my infantry know that their role is sometimes to peck vehicles to death in exchange for their worthless, worthless lives. Sure, it's still worth it to delay my capture. anything, really) but they both ended up biting me in the ass on the eastern front so what do I know.įinally: I'm sure Kooky understood that I was willing to surround that recon. I was kind of questioning Kenny's purchase of a T-copter (over another APC, on such a flat map, or just more infantry) and a rocket truck (over. Those mechs ended up never firing their bazookas, too, so I just overpaid for infantry. While I was considering a recon rush instead, the snow meant I had to play catch-up before considering anything agressive, I think. I guess the mechs were an over-reaction to a) The recon and b) The gosh-darned snow. You basically brought up all of the interesting things about my first dozen turns, but to further explain what I've done:
