helltank
7353 posts
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tttttt
Building walls and watch towers, converting soldiers into snipers.
Approximately 4/10 of his resources left.
Wiiwonder
[Scavengers will auto-scavenge ammo, and factories will auto-produce ammo at the cost of a cheap “I start making ammo” phrase during the start up phase(which costs about 0.2/10 of the starting resources). So don’t worry about ammo.]
[If you want to, you can tell me to auto-man all offensive structures with militarized citizens.]
Building MG post.
Approximately 1/2 of resources left.
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myhome16
3911 posts
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Originally posted by myhome16:
The soldiers repair the wall and make ammo and remove the dead if needed.
All noncombatants including the helocopters scavenge. (The helos are looking for Hoomuns.)
it is now tommorow.
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yiu113
2995 posts
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Originally posted by yiu113:
Maybe we’ll dig a good old pit around the city or something neat like that, then add a drawbridge for our people to get over it. Nothing could possibly go wrong here.
Oh, right. If I can build again, let’s do that. Also, build actual towers for the snipers that are higher up than the walls, so that they get more area to shoot at.
Also, since apparently we only have 1 gate, build two flamethrower turrets on either side of it, that shoot out flames most of the way across the gap that is the gate, when activated. They are activated by a button on the inside of the wall, near the turrets.
Next, we’re going to train these people more. The people in the watchtowers will get scopes on their rifles if we have them, and the men on the ground will, if we have them, get automatic weapons. Also, train people how to use melee weapons better. For example, not running straight into the people and hitting them. Hit them at the farthest point you can. Then send them out to scavenge again, as we need those supplies. Once again, priority on wood, food and metal. Secondary on weapons and ammo.
Finally, let’s build a second, smaller wall on the inside. Dig a trench between the two walls, that is too high for the zombies to climb up, and put a bridge over it, that can be pulled up so the zombies can’t use it. Also, make sure the farm is doing well. If we have them, pesticides should be applied soon.
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Shandys
901 posts
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Originally posted by Shandys:
Build an Automatic Turret Defense System on the main hall which stops incoming zombie with their deadly spray of bullets.
Also, if my recon satellite is done. Send a troop of scavenger while following the map that recon satellite made. They should be able to get the landscape clearly.
Third, build 4 barricaded outpost around the city entrance along with 4 mg nest on them.
Fourth, train soldiers and replenish gun and ammo supply.
Fifth, if possible. Build an gunship to support ground troops while launching artillery strike on its own.
If not, build 2 medium tanks and a heavy tank.
Last, dig a huge pit right behind the city gate and when the pit is full, soldiers will throw torches into it and burn them all.
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wiiwonder
3561 posts
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Originally posted by helltank:
tttttt
Building walls and watch towers, converting soldiers into snipers.
Approximately 4/10 of his resources left.
Wiiwonder
[Scavengers will auto-scavenge ammo, and factories will auto-produce ammo at the cost of a cheap “I start making ammo” phrase during the start up phase(which costs about 0.2/10 of the starting resources). So don’t worry about ammo.]
[If you want to, you can tell me to auto-man all offensive structures with militarized citizens.]
Building MG post.
Approximately 1/2 of resources left.
(okay. So If I was to, say, build artillery pieces around the wall, would I have to worry more about ammo then?)
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tttttt
2973 posts
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I still haven’t got the results of my people collecting the resources from the clock tower.
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helltank
7353 posts
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[tttttt, I factored the resource collecting when posting your resource estimate. So the results have been to work already.]
[wiiwonder, if you built artillery, you would need to build a factory to manufacture ammo for the artillery. It would drain some resources, but it would be only a one-time payment. From then on, you wouldn’t need to worry about artillery ammo any more.]
myhome
Repairing wall. [making ammo and scavenging is automatic]
Helicopters have discovered a heavily fortified human settlement run by yiu113. Approximately 4/10 of resources left.
yiu113
Building pit and drawbridge, plus sniper towers and flamethrower turrets. Making rifle scopes and automatic weapons, sending melee fighters for training. Scavenging priority on wood, food and metal, secondary weapons and ammo.
Buliding second wall and trench between two walls, building bridge between trench. Only one bottle of pesticide was able to be spared, and it was applied onto the farm crops.
Approximately 1/10 of resources left.
Shandys
Building turret, sending out scavengers onto mapped areas, building 4 MG nests and 4 barricaded outposts, training soldiers and making guns and ammo, half-finished gunship(gunship will finish completion by the end of the next bulid period).
Digging pit.
Approximately 4/10 of resources left.
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myhome16
3911 posts
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Make and arm 2 more apache helocopters.
3/10 resources left.
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wiiwonder
3561 posts
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Okay. construct factory for producing artillery ammunition then if enough resources are left, build artillery along walls and man them. oh, and in the case I have some to spare, build a mechanism that allows the gate to be opened without the opener getting mauled by the zombies on the other side, if you know what I mean
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devourer359
8462 posts
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My builders return outside to build the second wall. Soldiers are trained to stand on top of this new wall and shoot from it. The gate is located at the south of the first wall, but another one is at the north of the second wall. I also keep some builders inside the city to build a small airport for small planes/helicopters.
It also seems like Octaganapus is near me, judging from the battle reports. Want to team up and form some sort of strategy?
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myhome16
3911 posts
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Send a contact to yiu asking for basic cooperation.(no merging cities yet, but just no shooting each other and things like that{possibly loaning defenses if the other is deficient})
Also, bring a map showing him the location of my city, in case he needs it.
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therealsirmark4
3865 posts
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Buy a factory and start producing four jeeps. Train two more flamethrowers and get them back to to their places. Have two jeeps on each of the maze exits to kill any zombies that escape the maze, using the mobility of the jeeps to make sure no zombies get close.
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yiu113
2995 posts
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Send almsot everyone scavenging, but leave the snipers, and have them shout out to the people when to come back. They’ll shout at the first sign of a mildly organized zombie horde.
Agree to Myhome16’s idea, and give him a map of where we’re at as well. Also making sure that the person who came with the map and plan doesn’t fall into the pit, get shot by our snipers, get shot by the soldiers, get his head bashed in by the scavengers, get roasted by the flamethrower turrets, doesn’t impale himself on our walls, and doesn’t get eaten by a random zombie. (Oh god that’s a lot of ways to die just around my place. Glad I’m a nice person and don’t try to kill you.)
(Also, loving how several people are relying on vehicles for a lot of things. My question is; what happens when you run out of gas? Worse, what happens to one of the helicopters when it runs out of gas? You now have a crashed helicopter, which may or may not somehow hit the other one, or worse smash into your defenses and break everything.)
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helltank
7353 posts
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myhome
Making two more apache helicopters. Runner has arrived from yiu113’s city with a signed contract by yiu to form an alliance against the zombies. Given a map of your city in exchange for a map of yiu’s city.
3/10 of resources left.
wiiwonder
Making artillery ammo and building artillery. Installing gate opening mechanism. 3/10 of resources left.
deveourer
Building second wall and airport.
therealsirmark4
Building factory and making jeeps. Training flamethrower soldiers. 0.5/10 of resources left.
yiu113
Exchanging city maps with myhome.
[yiu113, I’m assuming they have a gas factory… at first. Somewhere in the game I’ll probably have them run out of gas or something. Or maybe I’ll have the zombies develop a sudden immunity to melee weapons. That should wipe out you and DrOctaganapus.]
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yiu113
2995 posts
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Originally posted by helltank:
yiu113
Exchanging city maps with myhome.
[yiu113, I’m assuming they have a gas factory… at first. Somewhere in the game I’ll probably have them run out of gas or something. Or maybe I’ll have the zombies develop a sudden immunity to melee weapons. That should wipe out you and DrOctaganapus.]
(Ranged weapons.)
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helltank
7353 posts
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Still, a signifcant portion of your defenses will be taken out. The scavengers would need constant military escorts, meaning less raw labour for building stuff and things like that. And if you run out of ammo, God help you.
Not that you will, if you remembered to build ammo factories.
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wiiwonder
3561 posts
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Okay… start ammo production as soon as possible.
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tttttt
2973 posts
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What can I build with 4/10 resources?
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myhome16
3911 posts
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Don’t worry yiu, if your defense can’t cope, I may have an extra helo or two.
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wiiwonder
3561 posts
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Well, I built a factory, artillery pieces and a gate mechanism for 2/10.
edit: Anyone want to join with my town?
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helltank
7353 posts
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wiiwonder, ammo production is already going strong. That’s why your soldiers could fight so well in the first wave.
By the way, wave 2 is long overdue. Soldiers, man your stations. Commanders, get ready to fight.
250 zombies scream and howl for blood, longing for the sweet revenge over the humans…
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tttttt
2973 posts
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I tell group 6 to go to their various watch towers along with 1 civvy. I keep group 4 back to protect the civvys that didn’t go with group 6. In place of group 4 I’ll send group 7 in the same direction as group 6 did last wave. In case you forgot:
Originally posted by tttttt:
Okay comrades do and kill those zombies with all you might and will but before you go I’ll group you. Makes 8 groups of 10 to go Okay now Group 1 you are to go north and protect all the good men and women’s houses. Group 2 you are to go north east and do the same as group 1. Group 3 you are to go east and do the same as the previous 2 groups. Group 3 you are to go south east and do the same as the previous 3 groups. Group 4 you are to go south and do the same so the previous 3 groups. Group 5 you are to go south west and do the same as the previous 4 groups. Group 6 you are to go west and do the same as the previous 5 groups. Group 7 you are to go north west and do the same as the previous 6 groups. Group 7 you are to protect the civis collecting the resources from the clock tower.
I basically do this with the changes stated before.
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myhome16
3911 posts
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man the gaurd towers with the 5 men layout, 1 MG 4 snipers to a tower. 1 apache will circle the moat making sure no zombies are able to cross. The other 3 apaches will hover about a mile and a half from the city and decimate (most of) their ranks before they can get to the city.
Apache=boss.
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yiu113
2995 posts
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The snipers that are already in the watchtowers are going to shoot at the first ones, aiming for the head, to give everyone else as much time to prepare as possible. Once everyone is inside, the drawbridge will be lowered (I picture my drawbridge as one that is lowered to make it vertical. and raised to make it horizontal.), and everyone will get to where they should be at.
Soldiers are going to be in front of the gate, at the base of the bridge. Scavengers will be on the inside of the inner wall, ready to strike if something goes wrong. Additionally, one soldier will stand on the switch to activate the flamethrower turrets. Once the first zombie makes it through the gate, he will activate it, and get with his fellow soldiers to fight. If something does go wrong, such as the soldiers being overrun, they retreat to the inner wall, and make sure the bridge doesn’t work anymore, preferably in an easy to fix way such as cutting a rope holding it up or something. Obviously, they would make the bridge no longer work after everyone is across.
Snipers are in their towers, shooting at the zombies. Once they get into the gate, they shoot at the last ones they can shoot. Once all of the zombies are dead, they shout down to the men, who will turn the flamethrower turrets off, as to not waste any fuel. After the attack, the men clean up the bodies, perhaps by throwing them into the pit, covering a good portion of them in a flammable liquid, then dropping a lit match down there. The drawbridge will be raised while the zombies are burning.
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SrMark
90 posts
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Originally posted by therealsirmark4:
All soldiers open fire! Flamethrowers should concentrate on the bigger patches of zombies, riflemen should be shooting all zombies getting a little bit to deep into the maze, mg gunners shouldmstart mowing down any zombies who survived the flamethrowers, and the snipers should either be A) shooting zombies in the back, to thin the horde, or B) shoot any zombies that compete the maze, close the gates!
The only deference is that the snipers will try to keep zombies off our jeeps once many zombies get out of the maze.
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