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Good Game vs iPro Meeting : iPro discussion - Printable Version

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Good Game vs iPro Meeting : iPro discussion - Thrutchy - 10-04-2013 11:41 AM

Feedback vs Feedback on Glitch just like our game with wolfpack, but we are P2.

Glitch grid

All I can say regarding turn 1 is they took their bonus and I see no unit of theirs.

What should we do?


RE: Good Game "meeting": turn 2, started 10/3 4pm central - terenceshiu2005 - 10-04-2013 01:52 PM

My suggestion will be:

1. Spawn and move a runner to G2, move the medic to D4 and heal heavy. For saving wits.

2. Move medic to D3 to heal heavy. Move heavy to G2. Move soldier to D4. Spawn a soldier and move to E3. For better protection.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - Thrutchy - 10-04-2013 03:53 PM

What do you think the likelihood of them having an unboosted runner on E8? If this seems likely enough, we could start with moving our soldier to C6. Then spawn a runner to kill theirs if we find an unboosted one there. Doing this would hinder the FTA initiative that they have. If not, it still gives us vision. The problem is that we still need another runner to show what's going on.

I'll submit 2 more options:

3. Start with soldier to C6. Then plan the rest of the turn.
4. Medic -> D4. Spawn/boost runner -> G2. (4 wits). This gives us reliable vision for a while.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - terenceshiu2005 - 10-04-2013 06:22 PM

For option 3, will they move their heavy on E8?

I'm fine with option 4.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - aaronINdayton - 10-04-2013 10:11 PM

I like option 2


RE: Good Game "meeting": turn 2, started 10/3 4pm central - Thrutchy - 10-05-2013 12:45 PM

(10-04-2013 06:22 PM)terenceshiu2005 Wrote:  For option 3, will they move their heavy on E8?

In my opinion that would be good because:
* assuming we bank a few wits, we can scramble the heavy if they attack
* the heavy becomes a great scramble target. We can hide it behind the soldier.

If we were any other race, I'd be concerned about they heavy if we move the soldier to C6.

Here would be an unexpected option:

5. Spawn runner -> G2. Medic -> F2 and boost runner. I'm guessing that they most likely put a runner on their bonus, so they would be able to tell a runner is on G2. They will assume that it is not boosted and may they may try to kill it.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - terenceshiu2005 - 10-05-2013 01:34 PM

Option 5: good trap, but they may move their soldier to I3 before trying to kill our runner. We may wasting a wit of moving medic for this trap.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - Thrutchy - 10-05-2013 02:12 PM

Yeah. I know. We had that situation with america vs. eurasia and decided not to move the soldier because it was unlikely that eurasia would be wit inefficient. We guessed right.

Just trying to think of some creative turns...


RE: Good Game "meeting": turn 2, started 10/3 4pm central - Thrutchy - 10-06-2013 11:19 AM

Here are my preferences from highest to lowest:

* option 3: soldier -> C6 then plan the rest of the turn based on what we find: runner (1hp or 2hp), heavy (4hp or 2hp), or even a medic. If it is 1hp, we kill it with a spawned runner. If it is a heavy, we should do something wit conservative to allow spawning a scrambler.
* option 4: boosted runner to bonus
* option 1 with possible switch to option 5 after inferring what they've done after putting the runner on our bonus
* option 2: boosted heavy to bonus and spawn soldier

Anybody else want to give me at least their top 2 preferences? I think I have less than a day left.


RE: Good Game "meeting": turn 2, started 10/3 4pm central - terenceshiu2005 - 10-06-2013 01:23 PM

Lets go to option 3 if you like it. It is hard to tell without vision.

At the very beginning. I'm fine with all five options