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Eclipse - New Dawn for the Galaxy - Terran Union/Segatai victory
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Having finally taken the time to fully analyze the board (while waiting for my turn to roll), just wanted to issue an early congrats to SeGaTai on his victory (barring 6 hits on 6 dice from Darian). Man, you're good at these big epic space games, huh?
302: three interceptors, two missiles each with computers letting them hit on a 3 or better. Takes three hits to kill a cruiser, and if any cruisers survive the initial volley they get to mop up my interceptors for free. 302 missile fire: 6d6t34
Take out one cruiser, then die and lose the game. And things were going so well for me.
Why would it be two rounds? Their slot in the initiative order is before the cruisers, right (6 for mine v. 5 for his cruisers)?
So:
1. Missile round -- I fire the missiles,
2. First engagement round: my ships declare a retreat (initiative 6)
3. The cruisers shoot at them (initiative five)
4. Second engagement round: my ships break clear.
Man, relooking at the board, I just realized that I probably should have done an influence action to take hex 201 and flip two colony ships; that way if I won 311 I could have placed a money cube and still been ok.
Yea they have no guns since i planned my turn around some moves i couldn't make
Oh, I thought the whole purpose was to pin the Directorate Interceptors so they couldn't aid in the other battles, but I probably wasn't paying enough attention earlier.
Yea they have no guns since i planned my turn around some moves i couldn't make
Oh, I thought the whole purpose was to pin the Directorate Interceptors so they couldn't aid in the other battles, but I probably wasn't paying enough attention earlier.
Their purpose was to be pinned so he could fly through the hex to my better ones.
Posts
302 missile fire: 6d6t3 4
Take out one cruiser, then die and lose the game. And things were going so well for me.
Do I still get to draw tiles for the destroyed cruiser if I run?
So:
1. Missile round -- I fire the missiles,
2. First engagement round: my ships declare a retreat (initiative 6)
3. The cruisers shoot at them (initiative five)
4. Second engagement round: my ships break clear.
int misses
dread kills the money cube
Interceptors retreat to 306.
Neutron bomb destroys brown population.
Next up is hex 230.
Cruiser fires missiles. Hits on 2+. 4 hits. Destroy Dreadnought.
Init order is:
Black Cruiser at 5
White Cruiser at 4.
Black cruiser can't retreat and is destroyed.
Hex 221 is up.
2 Red interceptors (hit on 3+)
vs 2 Green Cruisers.
Kill one cruiser, then retreat to 306 (unless I can retreat to the site of the next battle, but I'm pretty sure I can't).
Red interceptor retreats to 306.
Neutron bombs wipe out population.
Ice you have my blessing to make all rolls for me. Assign damage in order to kill the stuff with least health first.
I made a lot of mistakes this game.
205: 4d6t3 3
Killed one of them. Then I think our ships just stare at each other for a long time, until/unless his pull back.
(insert political joke)
Oh, I thought the whole purpose was to pin the Directorate Interceptors so they couldn't aid in the other battles, but I probably wasn't paying enough attention earlier.
Their purpose was to be pinned so he could fly through the hex to my better ones.
Dreadnought fires missiles - hits on 2+.
Hits interceptor.
Neutron bombs destroy population.
Destroys a pink.
That mostly wraps everything up. Unless anyone had anything else left to do, I'll post score.
Man I got some shitty rep tile draws all game.