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2 years ago ::
Aug 24, 2011 - 1:40PM
#51
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Date Joined:
Oct 30, 2005
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TIE Bomber shoots it's Torps at the Medium Transport with Longe Range Bomber: 13 +4 = 17 Hit! 2 damage to the Medium transport is enough to take it out of action.
North TIE Fighter Ace vs B-Wing: 16 +3 = 19 Hit! 1 Damage, scratch one B-wing. But the bugger can still fire back...
South TIE Fighter can shoot also, targetting the life pod... ow never mind.
Imperial Shuttle is firing at the A-wing: 14 +2 +4(anti fighter) = 20 Hit! A-wing is also history.
Southern ISD is targetting the Alabama with lasers in the flank: 19 +5 = 24 Hit! 3 damage, flipping the corvette And the Ions to finish it off: 2 +4 = 6 a miss, the corvette lives... for now.
North ISD is taking shots at the Derp (I really want to see a real pic of this!) Lasers first, Ions after. 13 +5 = 19 Hit! 3 damage on the Derp (I assume the +1 to damage is only for ions? Stupid to not shoot them first...) Ions: 11 +4 = 15 bugger miss...
Your attacks!
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2 years ago ::
Aug 24, 2011 - 1:54PM
#52
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Date Joined:
Oct 30, 2005
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I notice I do the subjects for the rolls in the emails not always 100% good... I will try to be more secure.
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2 years ago ::
Aug 24, 2011 - 1:54PM
#53
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Date Joined:
Oct 14, 2008
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So many losses, I hope that Blue Squadron in their dying moments can effect a turning point for us!  I present the Derp One in all her derpy splendor, taking a break from the engagement to model for my crappy webcam. My returning fire to follow shortly...
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2 years ago ::
Aug 24, 2011 - 1:56PM
#54
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Date Joined:
Oct 30, 2005
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Lol thats very Derp... Tried the Hot-Cold water technique?
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2 years ago ::
Aug 24, 2011 - 2:16PM
#55
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Date Joined:
Oct 14, 2008
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Nah, I've decided to keep it that way, to make it truly Unique (hehe)
And just wow... all the rolls I made in my attacks, this is going to hurt...
Horn of Plenty engaging northern ISD Sidewinder:
Laser Cannon 17+1=18 hit! (1 damage)
Green Squadron A-Wings engaging Shuttle Wingbender in flank:
Blaster Cannon 17+1=18 hit! (1 damage)
Concussion Missiles 5+3=8 missed
Blue Squadron B-Wings engaging southern ISD Sparrow in flank:
Proton Torpedoes 13+3=16 hit! (a massive 6 damage!)
Blue Squadron B-Wings engaging northern Lighter Squadron TIE Aces:
Laser Cannon 14+2=16 hit! (target destroyed)
Blue Squadron B-Wings engaging southern Sigaret Squadron TIE Aces:
Ion Cannon 17+4=21 hit! (target destroyed)
Alabama engaging southern ISD Sparrow in flank:
Turbolasers 18+2=20 hit! (2 damage, Sparrow explodes from the onslaught)
Derp One engaging northern ISD Sidewinder:
Turbolasers 19+3=22 hit! (3 damage)
Ion Cannon 20 CRITICAL HIT! (4 damage! Sidewinder disintegrates under the bombardment)
Summary:
Both ISDs Sidewinder and Sparrow are destroyed, both TIE Ace Squadrons Lighter and Sigaret also destroyed, minor hull damage inflicted on Shuttle Wingbender.
I am still literally stunned at my incredible reversal of fortune, here I was contemplating a withdrawal of my surviving forces before your fleet finished them off, and suddenly we're blowing apart Star Destroyers! man...
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2 years ago ::
Aug 24, 2011 - 2:24PM
#56
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Date Joined:
Oct 30, 2005
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WHAT!!!!
Man I have to make a map update now.
On the other side, I guess I will win this game anyways, since I can keep my TIE Bomber at range 2 of your caps, using Long Range Bomber and eventually after a lot of turns, will kill both your remaining caps. If I loose initiative, I just pull it back...
NIW Im still up for another turn, but that will be tomorrow, same goes for the map.
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2 years ago ::
Aug 24, 2011 - 2:27PM
#57
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Date Joined:
Oct 30, 2005
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On a sidenote, did you see we drew 350+ views in 55 posts? That means a few people are actually interested in what we are doing here. Yay for activity on the SSB forum!
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2 years ago ::
Aug 24, 2011 - 2:34PM
#58
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Date Joined:
Oct 14, 2008
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That does bring up another thought, conditions for ending a match. Total annihilation of the enemy fleet is the standard of course, but I've also played a lot with a fixed number of rounds to keep the match from dragging on forever like it can right now with your Long Range Bomber option. It also forces more aggressive play to get the most out of the limited timeframe. I'm willing to concede your eventual victory since I don't have much in the way of options to box your Bomber in, but at the same time will point out I'd more likely hyperspace outta there leaving your Shuttle to recover the now stranded pilots of the sublight-only TIEs, hehe.
Either way this has been a great match, lots of learning experience and as you've pointed out, a whole ton of interest in this game's progression! Talk about kicking things up from an average of 1-2 posts a month eh.
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2 years ago ::
Aug 24, 2011 - 9:42PM
#59
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Date Joined:
Oct 30, 2005
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2 years ago ::
Aug 24, 2011 - 9:51PM
#60
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Date Joined:
Oct 30, 2005
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I think playing futher is indeed useless.
One one hand, you can escape and saving more points than I do. You got more board precense. On the other hand, playing futher will give me eventually victory. And according the rules is fleeing of the map-> death of ship.
I say we call it a draw at this point.
But indeed we need better 'end-of-game rules" than this. But winning or loosing was not the goal of this game. Testing and having fun was, and I dont know about you, but I was having fun!
Right. Let's spend the rest of this topic on analyses of the game in all it's aspects. I suggest also to get more discussion going in the reference topic, both making ready for game 2. All input welcome! Especially if your name is not GothWolf.
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