Discussion
Loading...

#Tag

Log in
  • About
  • Code of conduct
  • Privacy
  • Users
  • Instances
  • About Bonfire
'(vidak) _(:3」∠)_ boosted
prokyonid
prokyonid
@prokyonid@mastodon.sdf.org  ·  activity timestamp 2 weeks ago

The end of turn six. We have an entirely different tack we're following this time, taking human wave tactics to another level. In addition to just infantry though, I've also mixed in some bazooka units (known as mechs, even though 'mechanized infantry' is used to actually mean like some dudes in an APC) to give us some cheap extra firepower. They're glass cannons and almost entirely useless on the offensive, but we can deploy a *lot* of them.

#retrogaming #snes #letsplay #superfamicomwars

3 media
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
  • Copy link
  • Flag this post
  • Block
prokyonid
prokyonid
@prokyonid@mastodon.sdf.org  ·  activity timestamp 2 weeks ago

The end of turn 1. So it begins - again.

#retrogaming #snes #letsplay #superfamicomwars

Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
prokyonid
prokyonid
@prokyonid@mastodon.sdf.org  ·  activity timestamp 2 weeks ago

The end of turn six. We have an entirely different tack we're following this time, taking human wave tactics to another level. In addition to just infantry though, I've also mixed in some bazooka units (known as mechs, even though 'mechanized infantry' is used to actually mean like some dudes in an APC) to give us some cheap extra firepower. They're glass cannons and almost entirely useless on the offensive, but we can deploy a *lot* of them.

#retrogaming #snes #letsplay #superfamicomwars

3 media
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
State of the map, end of turn 6. Blue infantry and mechs are spread all along the southeastern half of Donut Island, encircling red army units in places.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The info window for mech units. The base damage stats indicate a damage output similar to light tanks. However, they're slow, can't carry much ammo, and like regular infantry suffer massive damage if attacked by even the weakest units.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
The stats screen. The red army has an income more than double that of blue's, but the blue army has more units deployed.
  • Copy link
  • Flag this comment
  • Block
prokyonid
prokyonid
@prokyonid@mastodon.sdf.org  ·  activity timestamp 2 weeks ago

The end of turn 1. So it begins - again.

#retrogaming #snes #letsplay #superfamicomwars

Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
Donut Island, state of the map at the end of turn 1. Four infantry for blue, five for red.
  • Copy link
  • Flag this post
  • Block

bonfire.cafe

A space for Bonfire maintainers and contributors to communicate

bonfire.cafe: About · Code of conduct · Privacy · Users · Instances
Bonfire social · 1.0.2-alpha.34 no JS en
Automatic federation enabled
Log in
Instance logo
  • Explore
  • About
  • Members
  • Code of Conduct