Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 21

Author Topic: Astroid - TBS with robots. Round 2 underway.  (Read 23704 times)

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #45 on: April 27, 2009, 01:30:57 pm »

Partly. Grunts 5 and 7 still use 5 move.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #46 on: April 27, 2009, 01:33:20 pm »

Now?
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #47 on: April 27, 2009, 01:52:04 pm »

Alright, I see what you want to do, so I'll help you there. I don't see why you want Grunts 7 and 5 to jump to attack H14, since H14 is a blatantly open spot with no cover whatsoever. Nevermind the fact that they both end up on the same tile.

Also, you may want to order the actions accordingly. This will work:

Grunt 7: SE, S, Attack H14
Grunt 5: SE, S, Attack H14, N
Grunt 4: SE, S, S, Attack I12
Grunt 2: S, S, S, S
Grunt 1: S, S, S, S
Grunt 3: SE, S, E
Grunt 6: S, S, S, S
Behemoth 8: S, S, S, S

Pitbull 9 can't go south from where it is, it needs to jump.
It can, however, do a SW, SE, SE, SE and attack I11...

Check the map please, and keep the following simple things in mind:
Grunts have 4 move.
Moving diagonally costs 1.4 move.
Jumping up or down costs 1 move.
Units can't end up on the same tiles.

See if the plan above is good for you, or alter it as you see fit.

(clarification: for a range of 3, the height extrapolation goes like this: 0->0.66->1.33->2. Since the tile at range 2 is 2 levels high, you still have a 0.33 window to shoot through. I'm going with simplified firing rules here.)
« Last Edit: April 27, 2009, 01:55:22 pm by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #48 on: April 27, 2009, 03:13:27 pm »

...

Allright, can we please scrap that? I just realized something obvious, so I'm changing the rules. Actually, this is the point of the test run - to find an optimal set of rules.

Firing over obstacles is now only possible with at least 0.5 clearance. Meaning that you can shoot at a target behind 0.5 cover, but you can't shoot a target if your window is only 0.33. Specifically, it avoids a completely different case - if your target has 1 level of cover and you are on a 1-level wall, then even at maximum range the target will never have a full 1 level of cover. So, now you can only shoot through a 0.5 window of clearance, which actually complies with the original rules. The original rules say "At least half of the enemy's figure must be visible from the location of the attacker's head". Since oversimplified rules won't work, we'll have to go with only 0.5 clearance.

What it boils down to is that the Pitbull move I proposed won't bring it into a position to fire on the Marksman I have there. I tried several combinations, but whether he uses a jump or not, he can't reach a position to fire on anything.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #49 on: April 27, 2009, 03:36:27 pm »

Right, never mind the jumping, that action set you have chosen is good enough for me.
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #50 on: April 27, 2009, 03:43:06 pm »

Get the Pitbull somewhere safe though, it can't fire from the position the action set puts him.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Mercenaries Move
« Reply #51 on: April 27, 2009, 04:53:05 pm »

Alright then. I won't let this sit for another day, so Mercenary moves accepted, combat results:

Grunt 7 -> H14(Gladiator 3):(A{2+2}/D{6+3}) Miss!
Grunt 5 -> H14(Gladiator 3):(A{2+2}/D{6+3}) Miss! (I kid you not)
Grunt 4 -> I12(Paladin 4):(A{4+2}/D{2+2}) Hit! {1} Torso hit for 2 damage! 2 HP remain.

With that we finish phase 1, and colonists move:
Gladiator 3: Attack(F11), NW, NW, Melee(N), S, S
Marksman 1: W, Attack(F11), NE, JD, JD
Paladin 4: JU, NW, NW, JD, Attack(D10)
Marksman 2: No actions.

Combat results:
Gladiator 3->F11(Pitbull 9):(A{4+1}/D:{3+3}) Miss!
Gladiator 3->Melee N(Pitbull 9):(A{3+4}/D:{3+3}) Hit! {2} Gun arm hit for 4 damage! Gun arm is destroyed!
Marksman 1->F11(Pitbull 9):(A{4+2}/D:{1+3}) Hit! {6} Torso hit for 2 damage! 4 HP remain.
Paladin 3->D10(Grunt 5):(A{1+2}/D:{1+1}) Hit! {2} Gun arm hit for 2 damage! Gun arm is destroyed!

Heh. Sorry Kashyyk. Pandarsenic, your move.
(Future note to Kashyyk: firing through your own ranks is also impossible. Get a shot off and move the shooters away so that the others can get through.)

Current map:
« Last Edit: April 28, 2009, 02:20:11 am by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Raiders Move
« Reply #52 on: April 27, 2009, 05:52:09 pm »

Nem 03: SW, S, Fire at I10, NE, N, N
War 04: SW, SW, SW, Fire at I10
Nem 02: SW, W, SW, Fire at I10
Dev 01: S, S, S, Fire at I10

Checking orders in like 10 minutes.
Logged
KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Raiders Move
« Reply #53 on: April 27, 2009, 06:35:00 pm »

Nem 03: SW, S, Fire at I10, NE, N, N
Nem 02: SW, W, SW, Fire at I10, N, NE
Dev 01: S, S, S, Fire at I10
War 04: SW, SW, SW, Fire at I10, S, S

Finalized. That does all work, right?
Logged
KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 2 Raiders Move
« Reply #54 on: April 28, 2009, 12:47:19 am »

All fine and good except the last Warmonger's move. You're trying to go 1.4+1.4+1.4+1+1, with 5 move total. I'll truncate the last "S" and accept that.

Combat results:

Nemesis 3->I10(Marksman 1):(A{4+2}/D:{2+1}) Hit! {6} Torso hit for 2 damage! 3 HP left.
Nemesis 2->I10(Marksman 1):(A{6+2}/D:{4+1}) Hit! {2} Gun arm hit for 2 damage! Gun arm is destroyed!
Devastator 1->I10(Marksman 1):(A{6+3}:D{2+1}) Hit! {5} Pack hit for 3 damage! Pack is destroyed!
Warmonger 4->I10(Marksman 1):(A{4+2}:D{5+0}) Hit! {2} Torso hit for 2 damage! 1 HP left.

Ouch. :)

Kashyyk, you're up next.

Edit: oops, mixed up part hit locations. And in the previous phase as well. Damn, I should have stuck with the original rules, I keep mixing them up with my own set.
« Last Edit: April 28, 2009, 02:22:01 am by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 3 Mercenaries Move
« Reply #55 on: April 28, 2009, 04:05:42 pm »

If Kashyyk doesn't post within 2 hours, I'll accept anyone's set of moves for the Mercenaries. Chaoticjosh is the prime candidate for this.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Let's play Astroid! (test run) Turn 3 Mercenaries Move
« Reply #56 on: April 28, 2009, 04:15:22 pm »

Grunt 3: JU attack G10 JD
Grunt 5: E NE
Grunt 4: N attack G10 N
Grunt 2: attack G10 SE
Grunt 7: NE attack G10 SE
Grunt 1: JU attack G10  JD N
Grunt 6: E JU attack G10 JD
Behemoth 8: E E E attack G10
Pitbull 9: E Melee G10

I Think that all works
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 3 Mercenaries Move
« Reply #57 on: April 29, 2009, 07:15:54 am »

Alright, I'll be unable to post the map now (posting from the PPC), but the moves are accepted. Here are the results:

Grunt 3->G10(Paladin 4):(A{2+2}/D{1+2}) Hit! {5} Pack hit for 2 damage! Pack destroyed!
Grunt 4->G10(Paladin 4):(A{3+2}/D{3+0} Hit! {4} Legs hit for 2 damage! 2 HP remain.
Grunt 2->G10(Paladin 4):(A{4+2}/D{5+0} Hit! {3} Melee arm hit for 2 damage! 1 HP remains.
Grunt 7->G10(Paladin 4):(A{5+2}/D{4+0} Hit! {3} Melee arm hit for 2 damage! Melee arm destroyed!
Grunt 1->G10(Paladin 4):(A{6+2}/D{5+0} Hit! {4} Legs hit for 2 damage! Legs disabled!
Grunt 6->G10(Paladin 4):(A{1+2}/D{1+0} Hit! {2} Gun arm hit for 2 damage! 1 HP remains.
Behemoth 8->G10(Paladin 4):(A{2+2}/D{2+0} Hit! {4} Torso hit for 2 damage! Torso destroyed!
Pitbull 9->Melee N(Paladin 4):(A{1+2}/D{3+0} Hit! {2} Gun arm hit for 2 damage! Gun arm destroyed!

Paladin 4 of the Colonists has been COMPLETELY OBLITERATED!
I mean, really. Not a single limb survived.

Now, it's personal. RRREVENGE!

Colonists move:

Marksman 2: W, W, W, W, JU, JU, W, Attack(E11)
Marksman 1: JU, JU, W, W, JD, JD, W, Melee(F9)
Gladiator 3: Attack(E11), NW, NW, Melee(D11)

Marksman 2->E11(Grunt 7):(A{5+2}/D{2+1}) Hit! {5} Pack hit for 2 damage! Pack destroyed!
Marksman 1->Melee N(Grunt 5):(A{3+1}/D{3+1}) Hit! {4} Melee arm hit for 1 damage! 1 HP left.
Gladiator 3->E11(Grunt 7):(A{2+1}/D{6+0}) Miss!
Gladiator 3->Melee N(Grunt 2):(A{6+4}/D{1+1}) Hit! {6} Torso hit for 4 damage! Torso destroyed!

Grunt 2 of the Mercenaries EXPLODES INTO GEARS!

Pandarsenic can make his moves whenever he comes online. Which, unfortunately, isn't going to be soon if his profile is to be trusted.

Meanwhile, I accept applications for anyone who wants to participate in the second match!
« Last Edit: April 29, 2009, 10:01:04 am by Sean Mirrsen »
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Pandarsenic

  • Bay Watcher
  • FABULOUS Gunslinger
    • View Profile
Re: Let's play Astroid! (test run) Turn 3 Raiders Move.
« Reply #58 on: April 29, 2009, 10:36:16 am »

Making my moves when I get back from school.

Also, can I get in on Round 2? <_<
Logged
KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Let's play Astroid! (test run) Turn 3 Raiders Move.
« Reply #59 on: April 29, 2009, 10:43:23 am »

I'd like to cycle players between rounds. If there isn't three players by the time this match ends, you might get in though.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
Pages: 1 2 3 [4] 5 6 ... 21