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Author Topic: SC BEL: Mission 2  (Read 73539 times)
Lukipela
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Re: SC BEL: Mission 2
« Reply #15 on: February 12, 2010, 04:04:42 pm »

Glad we're getting moving here. Unfortunately, as I said, I wont be able to update today. I'll aim for tomorrow or Sunday, monday latest.
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Lukipela
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Re: SC BEL: Mission 2
« Reply #16 on: February 12, 2010, 09:12:51 pm »

Koosaloo approaches the door while his allies argue about proper placement. Only the Human Female is silent, standing eerily still and ready for what her beautiful race does so well. Killing. There is a small control pad by the steel door and a gentle touch activates the door. It slides op en to reveal a long hall, filled with limpets for the pods.. At the very end of his vision, Kosaloo can make out a cabinet and a red button on the wall. That's probably the alarm, a standard thing on VUX ships. Vessels this slow get boarded more than others. There are four VUX ensigns moving about between the limpets.

Map:



Long Room:



The VUX ensigns aren't big fighters, but there are quite a few of them. Make sure no one reaches the alarm. Since Angelfish decided on position before Draxas he gets preference. Dunno why the graphics are messing up. The look fine in Inkscape, but when exported the squares look funky. Oh well.

Also, next update on Monday probably. Have a good weekend and make sure you've planned your course of action by then!
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Draxas
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Re: SC BEL: Mission 2
« Reply #17 on: February 13, 2010, 05:23:26 am »

Where on that map is the alarm button, exactly?
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Son_of_Antares
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Re: SC BEL: Mission 2
« Reply #18 on: February 13, 2010, 09:27:49 am »

@Draxas:

It's on the far north wall of the long room



...which makes that furthermost VUX ensign our primary target.

Somebody should run up to him and engage him at melee ASAP (the Shofixti preferably) so we can block his advance towards the alarm. I could start peppering those two VUX in the south with the Mrmn joining me after he takes care of the eastern one. Arilou can provide us with much needed backup while staying in cover of the room popping out to throw some powers while staying concealed and thus safe (most of the time).

What you say team?
« Last Edit: February 13, 2010, 09:39:02 am by Son_of_Antares » Logged
Draxas
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Re: SC BEL: Mission 2
« Reply #19 on: February 13, 2010, 09:52:57 pm »

For some reason I couldn't see the pic of the long hallway last night, that seems to be fixed now. Sorry about that.

I don't think we'll be able to catch the guy to the north in melee before he bolts. We certainly can't do so this turn, anyway. Instead, you three could concentrate on killing the ones closer to us, and I'll snipe him before he can get to the alarm.

No matter what, he's got a head start on us. We positioned rather poorly, and until just now I didn't realize that the door was occupying a tile.

Before I get into the tactical discussion, a bit of a rules question: If Sonny stood on the same tile as the door and fired the shotgun downward, would it still cover the area we expect other than the wall tiles (hitting the VUX), or would it be blocked by the wall connected to the door entirely?
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Koosemose
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Re: SC BEL: Mission 2
« Reply #20 on: February 13, 2010, 11:06:38 pm »

Ok,  just  a quick tactical analysis in relation to preventing to alarm from being sounded just to get basic groundworks in place...

It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha.

If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha.

Unfortunately I don't have the time right now to complete the analysis, hopeful I'll have time to cover things before we need to make our moves, but this should give us a decent basis to start from
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Draxas
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Re: SC BEL: Mission 2
« Reply #21 on: February 14, 2010, 05:08:35 am »

It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha.

If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha.

I don't like those odds. I say we let Wajang and Sonny aliminate the VUX closestto us in close combat, and use shooting and/or psionics to neutralize our runner. Especially since there are a lot of doors that could potentially spring ambushes on someone charging up the hallway full-tilt.
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Lukipela
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Re: SC BEL: Mission 2
« Reply #22 on: February 14, 2010, 05:56:54 pm »

For some reason I couldn't see the pic of the long hallway last night, that seems to be fixed now. Sorry about that.

Both pics were put up on tinypic at the same time. Maybe some server problem?

Quote
Before I get into the tactical discussion, a bit of a rules question: If Sonny stood on the same tile as the door and fired the shotgun downward, would it still cover the area we expect other than the wall tiles (hitting the VUX), or would it be blocked by the wall connected to the door entirely?

If you fire it downwards you're just hitting the wall, but it'll dent the metal a bit. If you fire it sideways, it waries. I've illustrated two cases below in the first one, the Arilou is firing the Shotgun. In the Second the Shofixti. Red squares are places that get hit . hopefuly this'll illusrate hwo the weapon works.



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Draxas
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Re: SC BEL: Mission 2
« Reply #23 on: February 14, 2010, 11:25:18 pm »

If you fire it downwards you're just hitting the wall, but it'll dent the metal a bit. If you fire it sideways, it waries. I've illustrated two cases below in the first one, the Arilou is firing the Shotgun. In the Second the Shofixti. Red squares are places that get hit . hopefuly this'll illusrate hwo the weapon works.

Mostly I just wanted to know if it could be fired around the doorjamb to the south instead of into it. Basically, this means we can't bring it to bear this turn. Bad positioning means we're going to get our asses kicked quickly. 8/
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Re: SC BEL: Mission 2
« Reply #24 on: February 15, 2010, 02:38:09 am »

It will take 5 rounds for the northernmost VUX (designated Alpha) to get to the alarm and presumably a 6th round to actually push the button. Wajangtoey, if he makes a beeline towards Alpha, ignoring the VUX he will end his first turn next to (Designated Beta) and accepts Delta's attack and presumable Attack of Opportunity, he can reach Alpha on the end of his third turn with 1 MOV to spare so be able to attack, leaving 3 rounds in which to eliminate Alpha, for a total of 6 attacks (3 attacks between his turns, and 3 breakaways by Alpha. Assuming no ridiculously bad luck, this should be plenty of opportunities to eliminate Alpha.

If Beta manages to stun Wajangtoey, he will effectively lose a round and won't make it to Alpha until his fourth turn, giving him only 4 total attacks, plus this will allow Beta 1 more attack (getting in melee and getting a breakaway attack) and possibly keeping Wajangtoey stunned possibly preventing him from intercepting Alpha.

I don't like those odds. I say we let Wajang and Sonny aliminate the VUX closestto us in close combat, and use shooting and/or psionics to neutralize our runner. Especially since there are a lot of doors that could potentially spring ambushes on someone charging up the hallway full-tilt.

I just realized there was a really stupid error in my analysis... I misread Wajang's MOV... he would in fact NOT be able to catch the VUX at all.

soo yeah pretty much ignore my previous post except for how long it will take the VUX to activate the alarm.

There's very little I can do this turn since I opened the door, I can either get out into the hallway or stand in the doorway (is half my movement rounded up or down?) I would advise everyone else to spend an action point to automatically move into position, since we're still within 5x5 area, just be sure to leave me a clear line of effect, especially if we opt for just Psychic Blasting Alpha.
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Draxas
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Re: SC BEL: Mission 2
« Reply #25 on: February 15, 2010, 05:55:57 am »

Save the powers for now; these guys are the low rungs on the totem pole, and worse stuff is yet to come I'm sure. I'd say to stay where you are, let Wajang get stuck in, and see what happens from there. I think we're all going to just have to suck up a bad first turn, though; spending 1 AP is actually a loss of one tile of movement for me, and really no gain for anyone else.
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Lukipela
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Re: SC BEL: Mission 2
« Reply #26 on: February 15, 2010, 09:03:52 pm »

So let's get moving my boys. I have an itch for blood.

But also note that Draxas is very right. Next time you open a door, think long and hard about positions.
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Re: SC BEL: Mission 2
« Reply #27 on: February 15, 2010, 09:37:55 pm »

ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped...

And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta.

What am I missing that would actually make spending the AP for an autosetup move the worse option?
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Lukipela
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Re: SC BEL: Mission 2
« Reply #28 on: February 15, 2010, 09:48:26 pm »

ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped...

Whoops, fixed

Quote
And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta.

Meh, this rule isn't as well thought out as it should be. But yes, you're correct. It allows you to "warp" people in front of Koosaloo. Sort of like initiative.
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Re: SC BEL: Mission 2
« Reply #29 on: February 15, 2010, 09:48:56 pm »

ok, first, my analysis IS correct, the reason for my confusion is that the MOV stats listed in the second post has Wajang's MOV and STR flipped...

And perhaps I'm misinterpreting the rules but I'm not seeing how using the one AP would be no movement gain. From my understanding the 5x5 square is determined by my position since I am the one who opened the door and the farthest northeastern edge of that would spread past the position northeastern of Beta, allowing someone to set up there if they wished and still leave an AP to attack and possibly adjust further. Whereas if someone were instead to use an AP up for movement, the best someone would get would be Wajang being able to move 5 squares and still have an AP left, getting him at best to the position southwest of Beta.

What am I missing that would actually make spending the AP for an autosetup move the worse option?


Haha, I had the same issue. I thought I could easily catch the furthest vux. "I have 6 mov I can easily catch the furthest vux" Cheesy
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