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Author Topic: [ISG] Solis  (Read 10826 times)

Mlamlah

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Re: [ISG] Solis
« Reply #120 on: October 30, 2015, 09:53:47 pm »

This battle concerns me, as it looks trivial, so I don't want them getting at all near us. Sadly, we'll need to let them in Warden range.

Fan the wings out one space forward, so the enemies can only get barely within Warden range without moving through our ships. Wait for two enemy movement cycles, but be on watch for missiles and such. Keep a pair of wardens tracking 180 degrees from them, in case they have cloaking tech.

+1 to this.

I'm thinking we try to form a defensive line to hold airspace, and wait to see what happens from there.
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highmax28

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Re: [ISG] Solis
« Reply #121 on: October 31, 2015, 12:26:29 am »

I don't want to sacrifice ships if we can. After all, they are all manned craft, are they not?
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Mlamlah

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Re: [ISG] Solis
« Reply #122 on: October 31, 2015, 12:40:27 am »

I don't want to sacrifice ships if we can. After all, they are all manned craft, are they not?

The populace and the infrastructure necessary for future defence of our planet ought to be our priority. We have to keep them outside of the inner atmosphere, the line must be held. 

Edit:As such, i believe the Defiler Variants ought to be our priority targets.
« Last Edit: October 31, 2015, 12:43:07 am by Mlamlah »
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KillerHP

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Re: [ISG] Solis
« Reply #123 on: October 31, 2015, 10:54:09 am »

This battle concerns me, as it looks trivial, so I don't want them getting at all near us. Sadly, we'll need to let them in Warden range.

Fan the wings out one space forward, so the enemies can only get barely within Warden range without moving through our ships. Wait for two enemy movement cycles, but be on watch for missiles and such. Keep a pair of wardens tracking 180 degrees from them, in case they have cloaking tech.
+1
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High tyrol

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Re: [ISG] Solis
« Reply #124 on: November 02, 2015, 10:29:20 pm »

This battle concerns me, as it looks trivial, so I don't want them getting at all near us. Sadly, we'll need to let them in Warden range.

Fan the wings out one space forward, so the enemies can only get barely within Warden range without moving through our ships. Wait for two enemy movement cycles, but be on watch for missiles and such. Keep a pair of wardens tracking 180 degrees from them, in case they have cloaking tech.
+1
+1
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Donuts

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Re: [ISG] Solis
« Reply #125 on: November 03, 2015, 04:56:40 am »

This battle concerns me, as it looks trivial, so I don't want them getting at all near us. Sadly, we'll need to let them in Warden range.

Fan the wings out one space forward, so the enemies can only get barely within Warden range without moving through our ships. Wait for two enemy movement cycles, but be on watch for missiles and such. Keep a pair of wardens tracking 180 degrees from them, in case they have cloaking tech.
+1
+1
+1
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escaped lurker

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Re: [ISG] Solis
« Reply #126 on: November 03, 2015, 05:40:57 pm »

Phew. Well, that delay was unplanned. I blame the weekend. And me taking my sweet time with doing that gif. Then again, I really wanted to do that one, so there's that, I suppose.


Solis System, Era of Vindication, Year Two, Later Half of Second Quartal

Battle Proceedings
As per council orders, our Defenders have taken a defensive stance, well within the range of our Wardens.


The xeno advance, took halt a good deal from our defenses; Our intelligence has revealed their newest ploy, as can be seen below.



Current Situation


New Enemy Ship
"Swarmlings" (Tentative)
Seemingly a greater number of rather small craft. Judging by their size, these can't be much more than lasers strapped to an engine, really.
Even without fighting them, we can tell that their small size, and sheer numbers, is not to our advantage.
4? Hull, ??, ~6? Damage

Defenses
5 "Defender" Fleets - [12 Hull, 1 Plating, 4 Damage] - Combat Positions
6 "Warden" PDS - [60 Hull, 5 Plating, 12 Damage] - Alert Standby

Enemies

2 "Ravager" Fleets - [8 Hull, 50% Evasion, 6 Damage]
3 "Defiler-Carriers?" Fleets - [~20? Hull, ~3? Plating, Carries 2 "Swarmling"-Fleets each? Damage?, Bombs?]
6 "Swarmling?" Fleets - [4? Hull, ??, ~10? Damage]



Tactical Guidelines
Our ships can move 1 Tile each Turn, the enemy ships can move 2 Tiles each Turn due to technological advantages.
Conventional ships, can only open fire on adjacent ships.
Retreating from and adjacent enemy ship, incurs an attack of opportunity.

The teal-coloured area, is the reach of our Warden PDS.
Should enemy bombers reach the green-coloured area, they will be able to launch attacks on Naariv, and subsequently the Wardens.




The Ukron race has given the Council full authority. May your efforts protect them.
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Nirur Torir

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Re: [ISG] Solis
« Reply #127 on: November 03, 2015, 05:54:41 pm »

New Enemy Ship
"Swarmlings" (Tentative)
Seemingly a greater number of rather small craft. Judging by their size, these can't be much more than lasers strapped to an engine, really.
Even without fighting them, we can tell that their small size, and sheer numbers, is not to our advantage.
4? Hull, ??, ~6? Damage

[snip]

6 "Swarmling?" Fleets - [4? Hull, ??, ~10? Damage]
Interesting.

((GM question: When does attacking occur? That is, if we advance next to them, do they get first strike? Do we exchange fire simultaneously? Or does whoever's turn it is get first strike? Can we order anything to autofire at x during the opponents turn (either hex or specific enemy)?))
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escaped lurker

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Re: [ISG] Solis
« Reply #128 on: November 03, 2015, 06:18:51 pm »

((GM question: When does attacking occur? That is, if we advance next to them, do they get first strike? Do we exchange fire simultaneously? Or does whoever's turn it is get first strike? Can we order anything to autofire at x during the opponents turn (either hex or specific enemy)?))

Once you are adjactent (or in attack range) to an enemy ship, you can attack it. This either happens when you move in to attack it, or after it has moved into your attack range. Unless stated otherwise, each ship can only attack once each turn.
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Dragor23

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Re: [ISG] Solis
« Reply #129 on: November 03, 2015, 06:57:54 pm »

I would let every ship go a hex down, to avoid enemy fire while luring them into the warden range.
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Nirur Torir

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Re: [ISG] Solis
« Reply #130 on: November 03, 2015, 07:43:09 pm »

Alright, good. That means we don't have to charge 3 forward to keep them from dying without getting an attack off.
I'm not seeing much choice other than to fall back and hope that they can only move 1-

Oh, yes! The Wardens should get to attack before they do. We might just be able to win this without both massive luck and losses.

Prepare the Wardens to fire at different swarmer groups. Each of the front-most swarmers should get hit by 1 Warden when they enter into range, with the other two firing-at-will afterwards.
Shift Defender formation: The left-most unit moves down-right one, everyone else moves down-left one.
« Last Edit: November 03, 2015, 07:45:08 pm by Nirur Torir »
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Dragor23

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Re: [ISG] Solis
« Reply #131 on: November 03, 2015, 07:48:03 pm »

Alright, good. That means we don't have to charge 3 forward to keep them from dying without getting an attack off.
I'm not seeing much choice other than to fall back and hope that they can only move 1-

Oh, yes! The Wardens should get to attack before they do. We might just be able to win this without both massive luck and losses.

Prepare the Wardens to fire at different swarmer groups. Each of the front-most swarmers should get hit by 1 Warden when they enter into range, with the other two firing-at-will afterwards.
Shift Defender formation: The left-most unit moves down-right one, everyone else moves down-left one.


+1
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highmax28

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Re: [ISG] Solis
« Reply #132 on: November 03, 2015, 08:25:15 pm »

Those things look disgusting. I say:

Move the centre one down right, have the one forward right move into the position of the one farthest right as it shifts to the side. The forward left one moves back into the last empty spot and the last one, farthest left, prepares to attack anything in range.

This is what I will call from now on, volley fire formation where our units stand in a line and fire at oncoming enemies.

This will halt them from getting close to the planet and cover the most area and prevent them from flanking us as we spread out. Plus, we won't need to sacrifice out centre ship.
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Nirur Torir

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Re: [ISG] Solis
« Reply #133 on: November 03, 2015, 08:35:33 pm »

If our far-right ship moves right, that ravager can hit it from outside warden range. It will be dead before our next turn, and we won't be able to retaliate.
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KillerHP

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Re: [ISG] Solis
« Reply #134 on: November 04, 2015, 08:30:31 am »

Alright, good. That means we don't have to charge 3 forward to keep them from dying without getting an attack off.
I'm not seeing much choice other than to fall back and hope that they can only move 1-

Oh, yes! The Wardens should get to attack before they do. We might just be able to win this without both massive luck and losses.

Prepare the Wardens to fire at different swarmer groups. Each of the front-most swarmers should get hit by 1 Warden when they enter into range, with the other two firing-at-will afterwards.
Shift Defender formation: The left-most unit moves down-right one, everyone else moves down-left one.

Again , +1
sweet pixel art , as alway though the gifs a bit slow
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