The first two strategic turns of economic turn one have been played through.
Forces were put on the table only once, when John and Colin faced off of possible control of B7 - only for John to reveal that he had jumped in system with three super dreadnaughts to Colin's half dozen light cruisers and worse. Colin backed off after some initial posturing, and John pressed home his attack only to roll a 1 and be driven off with damage and embarassment.
Other operations were purely book operations. In the first turn, all players put out scouts to check local neutral systems out; there are now two systems with no income at all, and a couple with so little they will probably never be claimed by anyone. Con's scouts were driven back to home territory, gleaning only a sense that Eddie travels loaded for bear.
In turn two, everyone tried to take over at least one system, with mixed good fortune; Eddie managed to use overwhelming force to take over I8, destroying the system defences completely in the process, and J 10, reducing the local defences to a third of their strength. John similarly crushed the defences of D4, destroying them completely. UNSC moved into its closest neighbour in A3, rolling a natural six followed by a natural 5 and thus getting unconditional surrender and completely intact system defences. This outcome can only be interpreted as the locals welcoming the peaceloving UNSC with open arms. Colin had no luck on this front.
UNSC made unspecified refits to its prime units during week one before issuing out on turn two in full strength - at least one task force has more than 2000 points worth of ships. Eddie bought fighters for an unspecified number of carriers during turn one, neatly skirting the capital cap on initial builds by buying the carriers empty and then fitting them out from retained cash as soon as the game started.
Bugs identified; we need a better system for tracking moves and outcomes.
Bugs dealt with; outcome moves out of a system count as the strategic move for the following turn. So if you get kicked out of a system in turn two, the move to the kick-out destination is your turn three move. So all the more important to write the move down secretly rather than announce it, since a kicked out fleet is kicked out with its damage in place and will be vulnerable to attack if anyone moves into its destination.
Proper maps and the like will not issue this week; to the extent that I have time at all, it's going on paid work - I'm doing this only because there's only so long I can spend staring at bureau-gibberish about how cool I am before I need to do something else instead.
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- And the same thoughts, but not in gibberish
- News from the sector
- When the UNSC gets around to naming ships
- One little link
- Minor rule clarification
- Continuing news from our conflict correspondents
- Paying visits to planets; a revised etiquette guide
- One way to deal with Savasku
- The growing threat of conflict in the region
- 20% off for army surplus
- We have met the enemy and he is you
- System Defences; a superficial analysis
- The inverse Q ship
- K-gun ballistics, the detail
- Charted routes and interdiction
- Re-roll damage
- Repair
- The Average Taxpayer has just died OR K-Gun ballis...
- Leading by example
- New race
- Drive-by shootings; how the rules constrain them
- But I don't like it that way OR it seemed like a g...
- Windshield wipers
- Economic turn clarification Revised
- Left over money
- Combat Repair
- Focus
- Savasku, and the need to start every day with a he...
- Logistics ships
- Oceanic Union Defence Forces and the Islamic Feder...
- Bugging out; when bad things happen to inept people
- Travel to distant exotic suns, meet interesting pe...
- Allies
- Gentlemen, start your engines
- Grasers; simplified cost benefit analysis
- Big versus small
- Turns. The ugly, expensive option
- UNSC ships
- After Action thoughts; four way battle of 10 April 07
- The Campaign Rules Proper
- Introduction
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