Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

-

-
- 0 (0%)
-
- 0 (0%)

Total Members Voted: 0


Pages: 1 ... 4 5 [6] 7 8 ... 11

Author Topic: Super Astroid Wars - Battle on Khelnos'Verr. Turn 1. Combat has started.  (Read 8699 times)

Criptfeind

  • Bay Watcher
    • View Profile

It don't matter.
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile

It does, because units get XP from fighting, and sending an  unit to several different fight in one turn would mean it'll level faster.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Criptfeind

  • Bay Watcher
    • View Profile

But I am sure that he would just switch Gonzalo and Göring anyway.
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile

I'll just "subtract" Gonzalo from your North Road interference. Pretend that you've got him instead of Goring at Recreation, I'll fix it here for myself. Although since it's just the start, it won't matter if you keep Goring there, and send Gonzalo to the Crossroads instead.

Also, I think the Raiders opted out of interfering with Colonists this turn, so only Mercenaries and Colonists fight at the North Road.
« Last Edit: October 03, 2010, 02:36:57 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

The Attacker (Colonists) moves first.
     A   B   C   D   E   F   G   H   I   J   K   L
 1   .   .   .   .   X   U   X   +   .   .   .   
 2   .   .      .   Q   E   E   +   .   .   .   .
 3   .   .   .   .   +   A   A   +         .   .
 4   .      .   .   +   +   +   +   .         .
 5   .      .   .   +   +   +   +   .   .      .
 6   .   .   .   .   +   +   +   +   .   .      .
 7   .   .      .   +   +   +   +   .   .   .   .
 8   .         .   +   +   +   +   .   .   .   .
 9   .      .   .   +   +   +   +   .      .   .
10   .   .   .      +   +   +   +   .   K   N   N
11   .   .   .   .   +   +   +   +   .   L   N   .
12   .   .   .   .   +   +   +   +   .   .   .   .
                                    

==Colonists==
==Mercenaries==
« Last Edit: October 03, 2010, 02:39:12 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

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile

Okay, since we decided to support each other, we're not going to fight here, are we?
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile

If you don't want to fight, withdraw. On your turn. Colonists first.
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

  • Bay Watcher
    • View Profile

Okay, since we decided to support each other, we're not going to fight here, are we?

Pretty much.

You want to withdraw?
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile

We could use it to do some sparring: gaining experience by shooting whithout killing.

But I guess it'd be an exploit and it's not funny for the GM. So yeah, let's withdraw.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile

Why not? An accidental kill by an artillery round is always fun, and it spices up negotiations. Diplomatic resolving of conflicts is so not Fun. :P

Alright, Colonists occupy C3. Mercenaries withdraw, Mercenary units on the field gain 1XP. Colonist units on the field gain 3XP.

I guess that's also a kind of exploit, so no XP next time. ;)
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

  • Bay Watcher
  • You Are An Avatar
    • View Profile

Well, since it was the colonist's turn, if they don't want to withdraw but to spar instead, we can try that.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile

Colonists and mercenaries cooperating (and really, any two sides cooperating) means a big problem for the whole game. Because it means that, for example, Mercenaries can just go and occupy the Control Center, which ends the game for Raiders (and Colonists, in a non-diplomatic scenario). You can opt out of interfering with each other's moves for some time, but ultimately you'll have to fight.
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

Right, here we go.

Boom: {E,E,E,E,N} [Alpha Coilgun at J10 Gambera (Carnage)]
Thunder: {E,E,E,E,E} [Alpha Coilgun at J10 Gambera (Carnage)]
Sentinel: {E,E,E,E} [Beam Cannon at J10 Gambera (Carnage)]
Barbarossa: {E,E,E,E} (Blunderwuss at J10 Gambera (Carnage)) (Blunderwuss at J10 Gambera (Carnage))
Stalwart: {E,E} [Beam Cannon at J11 Mussolini (Yellowstone)]
Hurricane: {E,E,E,E,E} (Plasma Sub-Mag at J11 Mussolini (Yellowstone)) (Plasma Sub-Mag at J11 Mussolini (Yellowstone))
Tornado: {E,E,E,E,E} (Plasma Sub-Mag at J11 Mussolini (Yellowstone)) (Plasma Sub-Mag at J11 Mussolini (Yellowstone))
Logged

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile

Well, as I said earlier, this is no real alliance, just a short deal. This game is designed so that alliances are impossible. The whole diplomatic talk is mostly (but not only) RP.


Ouch. That'll hurt.

Goodbye Duce, you'll always have a place in our heart (Well, depending on where you stand in the political spectrum).
« Last Edit: October 03, 2010, 03:34:44 pm by Sheb »
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile

I think I made no errors, but I think Kashyyk did.
edit: no, wait. The second Defiant disappeared somewhere... ah, right. Further altering Tornado's move.

Boom:
>Moves to G11.
>Alpha Coilgun vs Gambara: [2]+2 vs [5] =Miss!

>Gambara gains 1XP.

Thunder:
>Moves to G12.
>Alpha Coilgun vs Gambara: [1]+2 vs [2] =Hit! [6] Powerpack hit for 2+ damage! Powerpack destroyed! Shield reduced to 0.
>Thunder gains 2XP!

>Gambara gains 1XP!

Sentinel:
>Moves to G10.
>Beam Cannon vs Gambara: [3]+1 vs [1] =Hit! [6] Torso hit for 4 damage! Torso destroyed! Unit destroyed!
>Sentinel gains 6XP!

Barbarossa:
>Moves to F10.
>Blunderwuss vs Gambara: No target!
>Blunderwuss vs Gambara: No target!

Stalwart:
>Moves to E11.
>Beam Cannon vs Mussolini: [3]+1 vs [6] =Miss!

>Mussolini gains 1XP!

Hurricane:
>Moves to G11: Failure! Boom in the way. Stops at F11.
>Plasma Sub-Mag vs Mussolini: [3]+2 vs [6] =Miss!
>Plasma Sub-Mag vs Mussolini: [5]+2 vs [1] =Hit! [2] Torso hit for 1 damage!
>Hurricane gains 1XP.

>Mussolini gains 1.5XP.

Tornado:
>Moves to F11: Failure! Hurricane in the way. Stops at D11.
>Plasma Sub-Mag vs Mussolini: Out of range!
>Plasma Sub-Mag vs Mussolini: Out of range!

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

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

Colonists move next.
« Last Edit: October 04, 2010, 12:22:38 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
Pages: 1 ... 4 5 [6] 7 8 ... 11