AAR: Xerkis vs. AI – Salemo Countryside

Team Assault is a 3D turn based tactical game where players fight in close combat action at a squad level.

Moderators: Slitherine Core, Team Assault Design, Zeal

Xerkis
Major-General - Tiger I
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Post by Xerkis »

The enemy’s 1st Assault squad attempts attacking from the opposite end of the skirmish line against 1st Sniper and made no hits. Return fire option for my snipers gives a 77%.
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1st Sniper Team will show the enemy what is needed if you are going to be firing across a field of battle. But only one of my two snipers has a clear shoot, so we will go after just the enemy’s squad leader.
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Video


1st Striker (the lone gunman) will continue to keep an eye on the right flank and the Control Point there until reinforcements can be spared to support him. HQ keeps promising that relief is on its way; but it has yet to be seen. Isolation in combat can be even more deadly then rounds coming down range. HQ better know what they are doing.
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Same situation with 1st Recon on the left flank and the Control Point there.
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New round.


2nd Striker moves in to take the center – and the last – Control Point.
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2nd Sniper will try to finish the job that 1st Sniper started last round. Their scopes zero in on the unsuspecting targets.
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Video


Since 2nd Sniper was only able to hit one of the two targets, it’s back to 1st Sniper
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New round and time for a Jump Team. They will drop in on 1st Recon on the left flank to secure that position. Once we completely secure this flank, we will work on the other.
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Video


2nd Striker is going for better positions to protect the center Control Point. With now having taken all three Control Points from the enemy, we are definitely back in this – but HQ wants to make sure we can effectively ward off any counter attack that will be coming.
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Video


2nd Sniper team moved forward to a slightly better position.
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They are met by an ambush!
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2nd Sniper got lucky in the ordeal. They could have easily been pinned here, if not actually have taken some loss of men.
1st Sniper is able to take out the Squad Leader from the ambush.
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1st Recon is on other side of the target and unable to see it for a clean shot.
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Video
Perhaps overkill, but grenades are excellent for taking out targets that are not in your LOS. Plus, leaning from the demise of 1st Striker, running around the end of an obstacle to try and shot your opponent isn’t the best tactic… And besides, grenades are just fun to use too.


New round – and unless the enemy does something this time, it’s over.


2nd Jump Team is called in to help on the right flank; but HQ doesn’t expect that they will see any action. The long awaited reinforcements come when they are no longer needed. The men in the trenches will never understand what HQ is thinking at times. But still, the lone soldier is relieved for some company.
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The enemy’s 2nd Recon tries to out flank us on our left and takes cover by simply laying on the ground.
1st Jump Team sees them and walks up to them…..
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… And eliminates the threat.
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The Recon team is now followed by an enemy Sniper Team that enters the same area…
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… the enemy Sniper team goes for an attack on 2nd Striker squad instead of 1st Jump Team. The boys in 1st Jump Team are wondering why the enemy did not fire on the men right next to them but are glad they didn’t. It’s because at that close range the odds of hitting with a K98k Scharfschutzengewehr is quite low – distance is where they do their most damage.


It is getting a bit tight on the left flank. 2nd Sniper to the job from their “distant” position…
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They only hit one of their targets. 1st Sniper next… …. Left flank now secure once again.
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And with that, a hard fought victory for our brave lads. It is back to base for a hot shower, a hot meal, and a cold drink – that they will raise in honor to those that had fallen in the line of duty. All the while HQ will be planning the next hot zone to send the men in to.


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teamgene
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Post by teamgene »

Great job Xerkis! It gets better and better! Lots of videos thanks! Seems that the enemy was caught in the open a lot, but you got good mileage out of your snipers. Your jump team looks like a good balance with 2 smgs and 2 rifles, but didn't see action here. I that you had a video of you picking your target with 1st sniper, that was fun to watch!

Curious, you got a mg, smg, bazooka squad, what is the cost of a mg compared to a bazooka?
Xerkis
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Post by Xerkis »

teamgene wrote:Great job Xerkis! It gets better and better! Lots of videos thanks!
Very pleased you liked it. Obviously the game is a lot of fun to play, if it is this much fun to watch.
:D
teamgene wrote:Seems that the enemy was caught in the open a lot, but you got good mileage out of your snipers.
Perhaps I shouldn’t say much about this subject (non-disclosure thing) I am really biting my tongue right now.
:wink:
teamgene wrote:Your jump team looks like a good balance with 2 smgs and 2 rifles, but didn't see action here.
Yeah, this is a smaller map so they really do not get to shine on it. And mostly I used them here just to demo a para-drop – plus they are a little cheaper to buy then my Striker squad. On the bigger maps though, the Jump Teams do earn their value.
teamgene wrote: I that you had a video of you picking your target with 1st sniper, that was fun to watch!
All I can say is – I’m a sniper at heart. I find them priceless to have on your side – and a big problem to deal with when on the enemy’s side.
:twisted:
teamgene wrote:Curious, you got a mg, smg, bazooka squad, what is the cost of a mg compared to a bazooka?
HMG and Bazooka are both 80 for Axis and 70 for Allies. There are sub-machineguns, light machineguns and heavy machineguns. So you get a nice mix to pick from. The main drawback about the HMG and bazooka is the huge drop in being able to move and shot in the same turn. They are meant to be more of a defensive weapon (as far as game stats) and that is usually how I use them. Find a good spot to set up shop and then let the rounds fly turn after turn. The sub-machine gunner that I have in that squad is mainly used as a pack-mule. The HMG goes through a lot of rounds real fast, so it is good to have that extra man to carry more ammo.
Laxen
2nd Lieutenant - Panzer IVF/2
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Post by Laxen »

Nice AAR. Thank you :)
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
Xerkis
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Post by Xerkis »

Laxen wrote:Nice AAR. Thank you :)
Thanks. It was my pleasure.
I tried to throw in some playing tips along the way as well.
:wink:
teamgene
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Joined: Sat Sep 24, 2011 11:24 pm

Post by teamgene »

Thanks for answering my questions. Whenever in doubt about the NDA don't answer.

Yeah, the snipers look like a must have. The jury is out on HMG and Bazooka's but that will have to wait til I play I am sure. I was surprised to not see any smoke grenades in your units, but that would have limited your long range units too.

I saw your striker units had 2 medkits and it looked like your jump team also had two medkits. Have you had much opportunity to use these in other games? If you can't answer thats ok too.

One thing, I was wondering if we can see grenades when they are thrown? I was unable to see the grenade in your video. I would love to be able to see them bounce around before they explode!
Xerkis
Major-General - Tiger I
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Posts: 2312
Joined: Thu Jul 07, 2011 12:56 pm
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Post by Xerkis »

teamgene wrote:Thanks for answering my questions. Whenever in doubt about the NDA don't answer.
Any time
:D
teamgene wrote:Yeah, the snipers look like a must have. The jury is out on HMG and Bazooka's but that will have to wait til I play I am sure. I was surprised to not see any smoke grenades in your units, but that would have limited your long range units too.
My Recon unit had smoke grenades but just never used them in this skirmish. Which now that you say that, it’s kind of odd that I didn’t – I usually use a few in a game. The thing with HMG and Bazookas is that they might not hit the target all the time to make a kill; but they can cause a great deal of panic in the recipient of the attack. And in TA, panic is a big deal.
teamgene wrote:I saw your striker units had 2 medkits and it looked like your jump team also had two medkits. Have you had much opportunity to use these in other games? If you can't answer thats ok too.
Yeah in this skirmish all shots on my men were kills – sort of odd there too. Normally you have some wounded soldiers and the med kits are obviously handy for that. Although you do not need them to try and help the wounded, it just makes it more likely you can save them.
teamgene wrote:One thing, I was wondering if we can see grenades when they are thrown? I was unable to see the grenade in your video. I would love to be able to see them bounce around before they explode!
On a PC with better graphics, yes you can see the grenade flying through the air. At least I remember seeing it on one of the Zeal produced videos.
teamgene
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Post by teamgene »

Xerkis wrote:On a PC with better graphics, yes you can see the grenade flying through the air. At least I remember seeing it on one of the Zeal produced videos.
I thought I had seen them in other videos as well but then I have been playing a lot of RO so just thought I was getting my games confused.
Laxen
2nd Lieutenant - Panzer IVF/2
2nd Lieutenant - Panzer IVF/2
Posts: 666
Joined: Wed Sep 29, 2010 12:03 pm
Location: Visy, Gotland, Sweden

Post by Laxen »

Not sure if the missing grenade is a graphics setting or if it has gone missing for some reason in the beta release. I will investigate this! :)
Rasmus Davidsson
Lead Designer at ZEAL Game Studio
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