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Author Topic: Era of Machines! - Holy Circuit Victory!!  (Read 9116 times)

Kashyyk

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Re: Era of Machines! - Turn 5
« Reply #45 on: March 02, 2020, 04:33:23 am »

@Conflict Engine
The Conflict Engine and Holy Circuit Commanders see one another for the first time in centuries. As their armies grow this war will inevitably turn hot.



It is now Unification's turn.

Code: (Status) [Select]
Order Name            M. In  Store  | E. In/Draw | Comm
3.    Unification         6   7/20  |     9/ 4   |  E9
1.    Holy Circuit       12   3/20  |     6/ 5   |  C5
2.    Conflict Engine    12   0/ 0  |    12/ 9   |  D1

# Unification
Energy: 5 = 3 (Comm) + 6 (2 Gen) - 2 (1 Factory) - 2 (Other)
Metal: 6 = 5 (Comm) + 1 (Mines)
1x Storage

# Holy Circuit
Energy: 3 = 3 (Comm) + 6 (2 Gen) - 2 (1 Factory) - 4 (Other)
Metal: 12 = 5 (Comm) + 4 (Mines) + 3 (Rich)
1x Storage

# Conflict Engine
Energy: 3 = 3 (Comm) + 9 (3 Gen) - 4 (2 Factories) - 5 (Other)
Metal: 12 = 5 (Comm) + 4 (Mines) + 3 (Rich)
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Naturegirl1999

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Re: Era of Machines! - Turn 3
« Reply #46 on: March 02, 2020, 05:28:53 am »

Bot Factory produces 1 Fabricator, Commander moves to E7 and build a Mine, and start construction of a Bot Factory
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Kashyyk

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Re: Era of Machines! - Turn 6
« Reply #47 on: March 02, 2020, 06:54:34 am »

@Unification
After marching across the bottom of the channel, the Commander steps foot on the Pangaea contested by the other two Factions and a beachhead is prepared.

Turn 6

Fact of the Day: The only thing that will stop your Fabricator from building Turrets in the middle of the enemy base is getting shot before it gets there.



The Initiative Order has cycled. It is now Conflict Engine's turn.

Code: (Status) [Select]
Order Name            M. In  Store  | E. In/Draw | Comm
2.    Unification         7   7/20  |     9/ 5   |  E7
3.    Holy Circuit       12  15/20  |     9/ 6   |  C5
1.    Conflict Engine    12  12/ 0  |    12/ 9   |  C3

# Unification
Energy: 4 = 3 (Comm) + 6 (2 Gen) - 2 (1 Factory) - 3 (Other)
Metal: 7 = 5 (Comm) + 2 (Mines)
1x Storage

Bot Factory @ E7: 1/8 Completion

# Holy Circuit
Energy: 3 = 3 (Comm) + 6 (2 Gen) - 2 (1 Factory) - 4 (Other)
Metal: 12 = 5 (Comm) + 4 (Mines) + 3 (Rich)
1x Storage

# Conflict Engine
Energy: 3 = 3 (Comm) + 9 (3 Gen) - 4 (2 Factories) - 5 (Other)
Metal: 12 = 5 (Comm) + 4 (Mines) + 3 (Rich)
« Last Edit: March 02, 2020, 06:59:47 am by Kashyyk »
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evictedSaint

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Re: Era of Machines! - Turn 6
« Reply #48 on: March 02, 2020, 02:25:06 pm »

Uh oh.

Happerry

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Re: Era of Machines! - Turn 6
« Reply #49 on: March 03, 2020, 02:31:30 am »

I'd suggest building at least one turret, Saint, or else you're gonna have a real bad time.
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Forenia Forever!
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evictedSaint

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Re: Era of Machines! - Turn 6
« Reply #50 on: March 03, 2020, 09:11:19 am »

When combat occurs, does it go until one side dies? Or is it just one "round" of combat? 

If it's the former then I should be alright.  If it's the later...well, gg.

Kashyyk

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Re: Era of Machines! - Turn 6
« Reply #51 on: March 03, 2020, 12:00:37 pm »

Combat is one "round" per involved player turn. So a fight between Conflict Engine and Holy Circuit will experience two rounds of combat per turn, one after each of those player's turns. If Unification joined in the same brawl, then three rounds will occur per turn.

Specifically, turns are processed as follows:

Movement > Combat > Construction

Thus you will be able to continuously throw units into a never ending grinder. Remember as well the order in which units take damage:

KBots > Tanks > Turrets > Fabricators > Buildings > Commander

So if you have enough chaff in the way, you will always be able to evacuate your Commander out of a dangerous fight.

A final note, whilst KBots can pass through hostile sector to strike deeper in, they will be viable combat targets for any defenses in the intervening sector.

Also also: It's Conflict Engine/Happery's turn.
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Happerry

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Re: Era of Machines! - Turn 6
« Reply #52 on: March 03, 2020, 05:11:49 pm »

...Huh. I thought Saint was going to go before I did, thus the turret remark. Even if it'd be efficient, it'd be a bit lame to just kill him now by dropping the 4 bots and my commander on Saint...

Oh wait no, the Buildings will soak some damage so Saint won't die. How much Defense do buildings have? It doesn't seem to be on the list.
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evictedSaint

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Re: Era of Machines! - Turn 6
« Reply #53 on: March 03, 2020, 05:19:33 pm »

Buildings soak 5 damage each.  Commanders both soak and deal 30 damage.

If you attacked me full-force (your commander and 4 kbots), you'd blow up two buildings and leave me at 6 hp. Your commander would be left at 4 hp - ironically enough, I would only be able to do 3 damage on my following turn without dying myself.

I dunno if there's a way to repair.
« Last Edit: March 03, 2020, 05:22:23 pm by evictedSaint »
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Happerry

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Re: Era of Machines! - Turn 6
« Reply #54 on: March 03, 2020, 05:28:35 pm »

That is a good question. Kashyyk, how does repair work?
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Forenia Forever!
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Kashyyk

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Re: Era of Machines! - Turn 6
« Reply #55 on: March 03, 2020, 05:35:39 pm »

I knew there was something I forgot. Let's say a Commander/Fabricator can repair a unit with a build action, spending one metal per damage recovered. Its lossy on everything but Factories, but still useful at times like this.
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Happerry

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Re: Era of Machines! - Turn 6
« Reply #56 on: March 03, 2020, 05:54:56 pm »

The Commander and K-Bot in C3 and the three K-Bots in A3 move to C4.
The Commander builds 2 Turrets in C4.
The Fabricator in D1 moves to B1 and builds a Mine.
The Tank Factory in A3 spends 3 metal to start building a Fabricator.

I knew there was something I forgot. Let's say a Commander/Fabricator can repair a unit with a build action, spending one metal per damage recovered. Its lossy on everything but Factories, but still useful at times like this.
Can the Commander repair itself or do we need to send a Fabricator over to repair the commander if it gets hurt?
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GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

evictedSaint

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Re: Era of Machines! - Turn 6
« Reply #57 on: March 03, 2020, 10:34:16 pm »

Just so you know, I wouldn't blame you if you OHKO'd me.  This world isn't big enough for the three of us :P

When does repairing occur? At the beginning of your turn? Or at the end?

Kashyyk

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Re: Era of Machines! - Turn 6
« Reply #58 on: March 04, 2020, 02:21:47 am »

Repairing occurs during the construction step, at the end of your turn.

@Happerry: The Commander only has 1 Movement, so cannot reach C4 from C3. Similarly, the Kbots at A3 cannot reach C4 because it is 3 sectors away.

Commanders/Fabricators cannot repair themselves.
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Happerry

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Re: Era of Machines! - Turn 6
« Reply #59 on: March 04, 2020, 03:18:39 am »

Repairing occurs during the construction step, at the end of your turn.

@Happerry: The Commander only has 1 Movement, so cannot reach C4 from C3. Similarly, the Kbots at A3 cannot reach C4 because it is 3 sectors away.

Commanders/Fabricators cannot repair themselves.
...Welp, first major typo of the game. Good thing it didn't go through because it was impossible. I meant C5. ^_^;


The Commander and K-Bot in C3 and the three K-Bots in A3 move to C5.
The Commander builds 2 Turrets in C5.
The Fabricator in D1 moves to B1 and builds a Mine.
The Tank Factory in A3 spends 3 metal to start building a Fabricator.
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Forenia Forever!
GENERATION 11: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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