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Author Topic: Star Command: Carriers at War - Turn 2: There Will Be Blood  (Read 8655 times)

DracoGriffin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #75 on: February 13, 2011, 08:36:29 pm »

Knave, can you update whether enemy ships are "Aware" or "Unaware"? That way others will know what ships might bring along escorts/patrols.

To others, these ships are AWARE (plan for resistance/enemy escorts):
Ochakov - Frigate - Spotted by 242nd
Kirov - Destroyer - Spotted by 23rd

UNAWARE ships:
Nikolaev - Frigate - Spotted by 242nd

I won't make any suggestions/help/tips since I'm just squadron leader compared to captains of the capital ships. My only suggestion though is be smarter and don't risk our only major ships. Going after AWARE ships is stupid when you can pincer or blindside or ambush UNAWARE ones...

edit: Also, Ochakov was spotted by a patrol group so it's VERY close; risking an attack when the Duke might be discovered is a bold move.
edit edit: And could the people that are controlling the capital ships be more clear as to who they are? It's pretty difficult trying to constantly going through the thread to find out who's who. And on that, Knave are all capital ships being controlled by players (except Duke)? That's a lot of work for you to do now to update all that...
« Last Edit: February 13, 2011, 08:43:29 pm by DracoGriffin »
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Knave

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #76 on: February 13, 2011, 08:38:27 pm »

Knave, can you update whether enemy ships are "Aware" or "Unaware"? That way others will know what ships might bring along escorts/patrols.

To others, these ships are AWARE (plan for resistance/enemy escorts):
Ochakov - Frigate - Spotted by 242nd
Kirov - Destroyer - Spotted by 23rd

UNAWARE ships:
Nikolaev - Frigate - Spotted by 242nd

I won't make any suggestions/help/tips since I'm just squadron leader compared to captains of the capital ships. My only suggestion though is be smarter and don't risk our only major ships. Going after AWARE ships is stupid when you can pincer or blindside or ambush UNAWARE ones...



Good idea, I'll edit that into the last post along with how long has passed since they were seen.

Unaware ships may have escorts with them as well, just not as many. They'll split their defense in where they think the attack may come from.
Just remember that your own ships might also be unaware that their location is known to the enemy.
« Last Edit: February 13, 2011, 08:42:39 pm by Knave »
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Dwarmin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #77 on: February 13, 2011, 08:47:32 pm »

Man, I'm getting squat out here guys. Maybe the enemy had better sensor capabalites than intel would indicate...
Nereid is moving to engage the Kirov. No point in heading back to the fleet yet, if they conned me, I'm already dead

The Nereid will move to attack the Kirov with fighter support.

OOC: I'll probably die now-an example of moving out with no escorts. Acceptable risk, and all that. Fight on! :)
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adwarf

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #78 on: February 13, 2011, 08:49:58 pm »

I wish you did not simulate battle because I think we could do better ( Or worse ) at it and that would be so much more fun
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Taricus

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #79 on: February 13, 2011, 08:51:17 pm »

The Intrepid Will move to engage the kirov.
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Weirdsound

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #80 on: February 13, 2011, 08:55:30 pm »

Wow we are going make or break on the second turn! FOR THE GLORY OF THE EMPEROR!
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Dwarmin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #81 on: February 13, 2011, 09:02:56 pm »

Lol yeah...adwarf had a point.

Can the battlegroup attacking the Kirov get some fighter screens when it gets together from you guys? to protect us against bombers that is!
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DracoGriffin

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Re: Star Command: Carriers at War - Turn 1 is underway!
« Reply #82 on: February 13, 2011, 09:08:37 pm »

242nd Roster: Turn 2
Spoiler (click to show/hide)

Spoiler: Fluff (click to show/hide)
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DracoGriffin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #83 on: February 13, 2011, 09:10:08 pm »

Lol yeah...adwarf had a point.

Can the battlegroup attacking the Kirov get some fighter screens when it gets together from you guys? to protect us against bombers that is!

No, that's on you guys. If you're commanding a capital ship, better make a solid plan with others instead of running around willy-nilly. Better work on those people skills if you want our support! Makes the roleplay all the more delicious...
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Weirdsound

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #84 on: February 13, 2011, 09:21:53 pm »

Lol yeah...adwarf had a point.

Can the battlegroup attacking the Kirov get some fighter screens when it gets together from you guys? to protect us against bombers that is!

"Don't worry Nereid, for every hole they blow in ya I'll see that my boys put at least five or six into that destroyer of theirs!" Sounder laughs heartily "Would it make you feel better if my bomber fleet flew in a fucking escort formation or something?"


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Dwarmin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #85 on: February 13, 2011, 09:58:05 pm »

"Any help would be appreciated fighter groups...remember-the frigates keep the fleet safe while your out flying in little loop-de-loops in your pea shooters! How's that for diplomacy!?" Jones said, cutting comm.
Arrogant SOB fighter pilots! Think they'll win the war by themselves!

OOC: Actually, looking at the stats, Frigates seem best against enemy fighters, and in theory, on defense. I'll just be a "risk taker" commander! Like Patton, only without skill.
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Knave

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #86 on: February 13, 2011, 10:39:33 pm »

edit edit: And could the people that are controlling the capital ships be more clear as to who they are? It's pretty difficult trying to constantly going through the thread to find out who's who. And on that, Knave are all capital ships being controlled by players (except Duke)? That's a lot of work for you to do now to update all that...

Yes, currently all Empire ships minus the Duke are being controlled by players! :) The Cap Ships are actually fairly easy to process because I only need to keep track of the one ship each. Most of the time is spent on the fluff text. I don't think it will be as nearly in depth once the big Cap Ship battles start happening (looks to be coming down pretty fast)

It takes me a while to go through the turns, but I roll dice for all the outcomes, so it's a little like we're all playing a co-op boardgame! It's been really entertaining for me so far.

"Any help would be appreciated fighter groups...remember-the frigates keep the fleet safe while your out flying in little loop-de-loops in your pea shooters! How's that for diplomacy!?" Jones said, cutting comm.
Arrogant SOB fighter pilots! Think they'll win the war by themselves!

OOC: Actually, looking at the stats, Frigates seem best against enemy fighters, and in theory, on defense. I'll just be a "risk taker" commander! Like Patton, only without skill.

Yeah, the frigates are definitely the anti-fighter cap support ship. They work best in tandem with a destroyer so they can cover each others weaknesses.
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DracoGriffin

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #87 on: February 13, 2011, 11:17:54 pm »

edit edit: And could the people that are controlling the capital ships be more clear as to who they are? It's pretty difficult trying to constantly going through the thread to find out who's who. And on that, Knave are all capital ships being controlled by players (except Duke)? That's a lot of work for you to do now to update all that...

Yes, currently all Empire ships minus the Duke are being controlled by players! :) The Cap Ships are actually fairly easy to process because I only need to keep track of the one ship each. Most of the time is spent on the fluff text. I don't think it will be as nearly in depth once the big Cap Ship battles start happening (looks to be coming down pretty fast)

It takes me a while to go through the turns, but I roll dice for all the outcomes, so it's a little like we're all playing a co-op boardgame! It's been really entertaining for me so far.

Eh... More players just means waiting that much longer between turns... meaning longer waits for updates... meaning eventual thread death. :P
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Weirdsound

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #88 on: February 13, 2011, 11:23:59 pm »

"Any help would be appreciated fighter groups...remember-the frigates keep the fleet safe while your out flying in little loop-de-loops in your pea shooters! How's that for diplomacy!?" Jones said, cutting comm.
Arrogant SOB fighter pilots! Think they'll win the war by themselves!

OOC: Actually, looking at the stats, Frigates seem best against enemy fighters, and in theory, on defense. I'll just be a "risk taker" commander! Like Patton, only without skill.

"Alright. New plan boys. We follow the Nereid into battle instead of the Phobos. I think the captain likes us. Keep that frigate between yourself and the hostiles until you have a chance to strike the Kirov."
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Draignean

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Re: Star Command: Carriers at War - Turn 2: Enemy Contact! Explosions!
« Reply #89 on: February 14, 2011, 12:51:36 am »

As cor's Bios go out Blackjack bob's happy go lucky attitude vanishes.

"Time to play for blood boys and girls, Scouting groups get back to base, freshen up and pour some wine for Corrick. Kal Get your fighter back to the "Dike of Venus" as the captain of the Triton has christened her and get those repairs made. Everyone else it's time to find out why they pay our sorry asses. Fall in formation behind me, we're going with the Nereid on her attack run against the Kirov, we're going to clear a path for the Sounder's bombers so they can lay the bastard to waste."

Magic: How long are the odds?
Everyone else: Long odds long!

Ace: How high is the pot?
Everyone else: Til the richest stop!

Blackjack: How Long will we play?
Everyone Else: Until death takes us away!


5 (Jack)(R)(IN)(1)(R)
6 (Trinnie)(R) (IN)(0)(R)
11 (Pips)(R)(IN)(1)(R)
12 (Fancy)(N)(IN)(0)(R)
8 (Kal)(N)(LF)(0)(R)
Return to the Duke and standby

1 (Blackjack)(V)(HF)(5)(R)
2 (Ringo)(R)(HF)(1)(R)
3 (Ace)(V)(FB)(5)(R)
4 (Vinny)(R)(FB)(1)(R)
9 (Magic)(R)(BM)(1)(R)
10 (Joker)(N)(BM)(0)(R)
Support the Nereid, clear a path for the Bombers.



" All fighter captains this is the Triton we will stay with the Dike I request someone leave a few squads on escort duty. "

I nearly fell off my chair laughing at the "Dike of Venus".
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