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Author Topic: Shallow Space IV: Invaders Must Die  (Read 13474 times)

10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #150 on: September 15, 2014, 03:11:20 pm »

Yes, but in this case there's virtually no situation anymore in which it is actually beneficial to board. It is way to easy to defend your ship, and way to hard to invade.

Defender's Benefit

-First shot
-Permanent Defenses
-Numbers
-Chokepoint

Attackers Benefit

-None

« Last Edit: September 15, 2014, 03:20:54 pm by 10ebbor10 »
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #151 on: September 15, 2014, 03:28:52 pm »

I find no problem with this, considering that the last game consisted almost entirely of raiding and banditry, roaming bands of crew members hopping from ship to ship to capitalize on any weakness.

There are plenty of cards to give the attackers an edge. If you don't have them then don't board.
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Playergamer

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Re: Shallow Space IV: Invaders Must Die
« Reply #152 on: September 15, 2014, 06:36:27 pm »

Play Redshirt, Play Repair 2 on one of the Engines (I can do this right, since you can't move out on to the engines?) End Turn.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #153 on: September 16, 2014, 09:02:06 am »

Cpt. Deathsword plays Overcharge and fires both lasers at the Marshal Rokossovsky. One laser hits the left strut. He plays Evasive Maneuvers, then plays Ramming Speed! on the Marshal Rokossovsky. Cpt. Deathsword takes 2 damage, his Energy Shield absorbing 1. All on board the Marshal Rokossovsky take 2 damage. 10ebbor10's Security Robot #1 and Lt-Cmdr. NAV take 1 damage.
Cmdr. 4maskwolf plays a Redshirt and fires his phaser at Lt-Cmdr. NAV, dealing 1 damage. Then he plays Fire Brigade on Lt-Cmdr. NAV, dealing 1 damage.
Lt-Cmdr. Playergamer plays a Redshirt, then plays Repair Level 2 on the left engine.
Cmdr. 4maskwolf and Lt-Cmdr. Playergamer take 1 damage from the gas. Cpt. Deathsword's Energy Shield protects him.

Turn 8 - Stardust Hopper

                              
                                    
σ        σ        σ        σ 
               
                             


Spoiler: Bistromath (ship 1) (click to show/hide)
Spoiler: Space Whale (ship 3) (click to show/hide)
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Salsacookies

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Re: Shallow Space IV: Invaders Must Die
« Reply #154 on: September 17, 2014, 11:38:47 am »

Set down a Redshirt and go to teleportation chamber. Place Anti-Personnel Mine
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #155 on: September 17, 2014, 01:39:02 pm »

Question: Are robots damaged by gas?
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #156 on: September 17, 2014, 02:40:21 pm »

They are not.
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Varee

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Re: Shallow Space IV: Invaders Must Die
« Reply #157 on: September 17, 2014, 06:20:43 pm »

Play redshirt
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ShadowHammer

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4maskwolf

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Re: Shallow Space IV: Invaders Must Die
« Reply #159 on: September 21, 2014, 08:18:08 pm »

BlitzDungeoneer

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Re: Shallow Space IV: Invaders Must Die
« Reply #160 on: September 21, 2014, 11:32:29 pm »

4MASK!!!!
I fire my lasers at the Space Whale.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #161 on: September 21, 2014, 11:51:32 pm »

Ship #4 continues to be the "slow ship." The short ship.

Lt-Cmdr. Salsacookies plays a Redshirt, enters the teleport chamber, and puts down an Anti-Personnel Mine.
Cmdr. Varee plays a Redshirt.
Cpt. BlitzDungeoneer fires the lasers at the Space Whale, hitting the right pod and left engine.

Turn 9 - Bistromath

                              
                                    
σ        σ        σ        σ 
               
                             


Spoiler: Bistromath (ship 1) (click to show/hide)
Spoiler: Space Whale (ship 3) (click to show/hide)
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #162 on: September 22, 2014, 03:35:52 am »

Quote
If a crew does not repair heavy damage within two of their turns from when it becomes heavily damaged, it will become critical damage after that second turn.

Stardust Hopper should have critically damaged right and left hulls.

My Drone will move to the teleporter, and will then fire a shot at Engineering.

Lock On, Strafing Run against the Marshal.

Play Executive Officer on NAV
« Last Edit: September 22, 2014, 11:51:38 am by 10ebbor10 »
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4maskwolf

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Re: Shallow Space IV: Invaders Must Die
« Reply #163 on: September 22, 2014, 08:03:54 am »

Erm... just a note...

We couldn't actually have played the ramming speed, since one of our engines is still inoperable.

Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #164 on: September 22, 2014, 02:43:30 pm »

Où étiez-vous alors? I will fix it.
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