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Author Topic: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.  (Read 8479 times)

Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #135 on: October 07, 2010, 01:14:20 pm »

Then you'll lose too, because after colonists get the better of him, they'll start getting the better of you as well. The game isn't meant for cooperation, really. I'd forbid it if I could, but it's explicitly stated that sides can cooperate in defence attempts, and it's an integral part of strategy - it just wasn't meant for ganging up on one opponent so that the survivors can duke it out later. Also, Mercenaries lose if the Raiders lose to the Colonists - don't forget that, Sheb. ;)

And no, units can't bail out one-by-one, but you can at least move them out of combat range while they still have legs, and not throw them into the midst of battle as a momentary distraction. Units are your sole resource, you'll have to learn to care for them if you want to win here.

Alright, keeping the fight going.


Crossroads:

Challenger:
>Beam Cannon vs Beria: [6]+1 vs [6]+1 =Hit! [4] Left Arm hit for 4-(4-2)=2 damage! Left arm destroyed! Size down by 1.
>Beam Cannon vs Beria: [3]+1 vs [6]+2 =Miss!
>Challenger gains 2XP.
>Beria gains 2XP.

Track:
>Compound Bow vs Beria: [2]+0 vs [3]+2 =Miss!
>Compound Bow vs Beria: [6]+0 vs [6]+2 =Miss!
>Beria gains 2XP, gains a level!
>Levelup rolls: [3][2][5][3][4][1][4] Beam Rapier penetration raised by 1!

Strider:
>Compound Bow vs Beria: [4]+0 vs [4]+2 =Miss!
>Compound Bow vs Beria: [2]+0 vs [3]+2 =Miss!
>Beria gains 2XP.

Kayne:
>Beam Cannon vs Goring: [2]+1 vs [3] =Hit! [2] Torso hit for 4-(1-2)=4 damage! Torso destroyed, unit destroyed!
>Beam Cannon vs Goring: No target!
>Kayne gains 6XP, gains a level!
>Levelup rolls: [2][1][1] Beam Cannon Accuracy raised by 1!

Cyclone:
>Moves to F11.
>Plasma Sub-Mag vs Beria: [5]+2 vs [3]+2 =Hit! [6] Powerpack hit for 4-(4-0)=0 damage! Well that was smart.
>Plasma Sub-Mag vs Beria: [3]+2 vs [2]+2 =Hit! [3] Right arm hit for 4-(4-0)=0 damage! ....yeah.

Storm:
>Moves to G12.
>Plasma Sub-Mag vs Goring: No target!
>Plasma Sub-Mag vs Goring: No target!

     A   B   C   D   E   F   G   H   I   J   K   L
 1   .   .   .   .   +   +   +   +   .   .   .   .
 2   .   .      .   +   +   +   +   .   .   .   .
 3   .         .   +   +   +   +   .   .      .
 4   .   .   .   .   +   +   +   +   E      .   .
 5   +   +   +   +   +   +   +   +   +   +   +   +
 6   +   +   +   +   +   X   +   A   U   +   +   +
 7   +   +   +   +   +   +   +   T   A   +   +   +
 8   +   +   +   +   +   +   Z   +   +   C   +   +
 9   .      .   W   .   R   .   .   .   K   P   .
10   .   .   .   W   D   .      .      C   .   .
11   .   .      .   D   H      .   .   .   .   .
12   .   .   .   .   .   .   H   .   .   .   .   .
                                    

==Mercenaries==
==Raiders==
==Colonists==

Still failing to see good strategic decisions I see, Kashyyk. You should have let the two fliers concentrate on Goring - they'd rough him up good enough - and the rest of your fire should have been concentrated on Beria. Why'd you even send a unit with 4 total attack against a unit with 4 shield, anyway? Again, I might add.
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

Sheb

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #136 on: October 07, 2010, 01:19:35 pm »

No, Göring! Who's going to strike down those filthy Bolsheviks now?

Well, anyway, I got the satisfaction to know that I'm going to kill you hard.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Criptfeind

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #137 on: October 07, 2010, 01:25:54 pm »

My turns? Yes?
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Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #138 on: October 07, 2010, 01:37:07 pm »


Recreation:
Barbarossa:
>Moves to G10
>Longsword vs Proudhon: [1]+1 vs [1]+1 =Hit! [5] Legs hit for 4-(4-1)=1 damage! Move down by 1.
>Longsword vs Proudhon: [2]+1 vs [4]+1 =Miss!
>Barbarossa gains 1XP.
>Proudhon gains 1.5XP.

Stalwart:
>Beam Cannon vs Mussolini: [3]+1 vs [6] =Miss!
>Beam Cannon vs Mussolini: [6]+1 vs [6] =Hit! [4] Left arm hit for 5-(3-1)=3 damage! Accuracy down by 3.
>Stalwart gains 3XP.
>Mussolini gains 2.5XP.

Boom:
>Alpha Coilgun vs Mussolini: [1]+2 vs [5] =Miss!
>Alpha Coilgun vs Mussolini: [1]+2 vs [1] =Hit! [2] Torso hit for 5-(3-1)=3 damage!
>Boom gains 3XP.
>Mussolini gains 1.5XP.

Tornado:
>Moves to D12
>Plasma Sub-Mag vs Mussolini: [3]+2 vs [4] =Hit! [5] Legs hit for 4-(3-0)=1 damage! Move down by 1.
>Plasma Sub-Mag vs Mussolini: [3]+2 vs [4] =Hit! [4] Left arm hit for 4-(3-0)=1 damage! Left arm destroyed! Size down by 1.
>Tornado gains 2XP.
>Mussolini gains 1XP.

Hurricane:
>Moves to G12
>Punch vs Mussolini: [3]+3 vs [4]+1 =Hit! [2] Torso hit for 3-(3-0)=0 damage! Ouch.
>Punch vs Mussolini: [5]+3 vs [6]+1 =Hit! [2] Torso hit for 3-(3-0)=0 damage! Ouch ouch.

     A   B   C   D   E   F   G   H   I   J   K   L
 1   .   .   .   .   .            .   .   .   .
 2   #   .   .   .   .               .   .   .
 3      .   .   .   .      U      .   .   .   .
 4         .   .   .   Z   A      Q   #   .   .
 5         .   .   .   X         Q   .   .   .
 6         .   .   T         .   .   .   .   .
 7                     #   .   .   #   .   .
 8                  #   .   .   .   .   .   .
 9               .   .   .      .   .   .   
10            .   .      B   R   .   #   .   .
11         .   .   D   .   M      P   .   N   .
12   .   .   .   H   .   .   H   Y   .   .   .   .
                                    

==Raiders==
==Colonists==
==Mercenaries==

More of the same errors, basically. Let a dangerous assassin unit off with just a pair of shots, concentrated too much fire on a much less dangerous enemy. Left the artillery unit untouched. Sent an injured flier to punch a unit with 3 shield. Tsk tsk. Okay, I'll stop now. But seriously, Kashyyk, you're going to need to improve. (Well, you're nothing but a leader amongst ship-stealing scumbots of the galaxy, we really shouldn't have expected much military experience out of your character, heh. :) )

And yes, Colonist turns on both maps.
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

Criptfeind

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #139 on: October 07, 2010, 01:51:22 pm »

I'd forbid it if I could, but it's explicitly stated that sides can cooperate in defence attempts, and it's an integral part of strategy

I will try to make the game 100% more interesting after this turn.



Crossraods


Bulwark (Zone) G8: {E,E,S} I9 [Punch Sheb (Kennel) J9] (Jab Sheb (Kennel) J9)

Glumprong (Unraveler) I6: {Fire Dark cannon at Sheb (Kennel) J9} [Fire Dark cannon at Sheb (Kennel) J9]

Medium (Enlighted) I4: {Fire Sniper Cannon at Sheb (Kennel) J9}

Samurai (Xenopath) F6: {E,S,S} G8 [Fire AP Handgun at Sheb (Kennel) J9] (Fire AP Handgun at Sheb (Kennel) J9)

Galewind (Tornado) H7: [Fire Minigun at Sheb (Kennel) J9] {Fire Minigun at Sheb (Kennel) J9}

Keeper (Adamant) I7: [Fire Gauss SMG at Sheb (Kennel) J9] {Fire Gauss SMG at Sheb (Kennel) J9} (Fire Gauss Pistol at Sheb (Kennel) J9)

Hauberk (Adamant) H6: {S,S} H8 [Fire Gauss Pistol at Sheb (Kennel) J9] (Fire Gauss Pistol at Sheb (Kennel) J9)
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Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #140 on: October 07, 2010, 02:06:02 pm »

Well now, that is (despite being very nicely pulled off) cheap. I mean sure, the guy's decked out in heavy armor, but with that much firepower concentrated, you're going to kill him for sure. If all those attacks hit, he's in for 18 damage through his shield. That's if the shield is kept intact. The most Sheb can take without being killed (and with the shield intact) is 15. You're going for overkill here. I can't advise against this action, since it's a strategically sound decision, even if a reckless one - you'll have to defend the Vault yourself if Mercenaries lose. But, I would ask to divert some fire away from him. Interesting situation or not, this is still the game's first run, and the Mercenaries are the least tested side.
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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

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #141 on: October 07, 2010, 02:08:50 pm »

Well, we both had it planned. Sheb was kind of asking for it when he put his leader into a battle in the first round.
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Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #142 on: October 07, 2010, 02:13:36 pm »

It would be all fine and well if YOU made an all-out attack on his leader this round, Kashyyk, because it wouldn't be a near-guaranteed side-ending kill. His move was only reckless in regards to not expecting his temporary ally to be heavily ill. Namely, having the Chronic Backstabbing Disorder.
« Last Edit: October 07, 2010, 02:15:14 pm by Sean Mirrsen »
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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

Criptfeind

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #143 on: October 07, 2010, 02:21:13 pm »

I understand it from your prospective, Mercs need testing and it is not really fair to end the game for a guy in the first battle.

But.

This move puts me in such a good position, Kashyyk has lost some troops already and I have beat him before, the mercs are untested and maybe overpowered, I am closer to the vault so I will have a advantage next turn when Kashyyk tries for it, all in all it is better for me in every way to do this.

If I do not do this I will lose control of the game as Sheb leaves me and then it will be one vs one vs one. Maybe even them vs me, I would hate to lose because I am in the position I put Kashyyk in.

I have lost several chances to do damage to Kashyyk so far and even the alliance I had with Sheb was just to lead up to this moment.

I can not really turn down a chance to take control of this game like this.
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Kashyyk

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #144 on: October 07, 2010, 02:35:44 pm »

You know I always thought I was good at tbs and stuff. It's a bit depressing to know that's only against AI.  :-\
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Criptfeind

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #145 on: October 07, 2010, 02:37:09 pm »

Well. You were okay the first game, I most likely only won so easily because of luck.

I don't know why you are doing so bad this game.
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Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #146 on: October 07, 2010, 02:39:41 pm »

All right then. Next iteration, I'll add counterattacks. IT WILL BE GLORIOUS!!!

Or actually, can we try it with counters NOW? Just for fun. We're not too long into the game, it might be a good idea to play like this anyway.

Clarification: Counterattacks imply that for every attack you make, the attacked unit replies with an attack of its own. As it is done in Super Robot Wars. Since there's no ammo or energy involved, the units will automatically counter with their most powerful weapon that's in range, with restrictions. Heavy Weapons and Charge Attack weapons cannot be countered with. Burst Fire weapons deal half damage. Area Attack weapons affect only the attacking unit.

Since actually doing counter-per-attack would really be overkill, and disproportionate with Sub-Weapons against normal weapons, I can restrict that to equal-or-lower attacks instead. So, sub-attacks can only be countered with sub-attacks.

What do you say? It won't affect the amount of damage you dish out this turn (unless he gets lucky and levels his Shield), but at least it'll give him a chance to give your units a few memorable scars.
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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

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #147 on: October 07, 2010, 02:47:56 pm »

So that will give a bonus to sniper weapons and subattacks? Sounds interesting.
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Criptfeind

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #148 on: October 07, 2010, 02:52:31 pm »

I got to say, that sounds like a raw deal for me. And it seems like it will take almost all the strategy out of the game and turn it into mostly luck.

But if you want to go ahead.
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Sean Mirrsen

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Re: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.
« Reply #149 on: October 07, 2010, 03:04:18 pm »

Well, it did work in SRW...

Allright, I'll keep the current game as is.

Ahem. Let the Sheb-killing commence! Place your bets on how many attacks it will take to take him down. I think either Samurai or Galewind are going to finish him off.
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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
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