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Author Topic: SC BEL: Mission 2  (Read 65523 times)
Draxas
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Re: SC BEL: Mission 2
« Reply #90 on: February 27, 2010, 10:45:12 pm »

Well, you did say it was low enough to see over. I figured it wouldn't be that tricky to get on top of it, but I guess that's not quite the case.

My suggestion: I will melee attack once, then back off SS (and take whatever damage comes my way; I am not delighted with this scenario). Depending on whether I inflict damage or not, Koose can move E and use Psy Blast or Slap (whichever is sufficient to finish him off). That should leave me in a position to easily snipe at the runner next turn, and hopefully minimize our damage.

What do you guys think?
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Alvarin
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Re: SC BEL: Mission 2
« Reply #91 on: February 28, 2010, 03:06:22 am »

I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn.
I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else.
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Lukipela
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Re: SC BEL: Mission 2
« Reply #92 on: February 28, 2010, 11:20:19 am »

When you guys are done discussing strategy, let me know who knows and where Smiley I get lost in all that text.
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Angelfish
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Re: SC BEL: Mission 2
« Reply #93 on: February 28, 2010, 01:10:19 pm »

I'm too woozy in my head to discuss strategy. Just get this going, so my stun ends! Cheesy
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Draxas
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Re: SC BEL: Mission 2
« Reply #94 on: February 28, 2010, 09:04:09 pm »

I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn.
I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else.

I think you're misinterpreting my plan. I attack the VUX in melee and back off; I have plenty of health, and the best I can do is one hit (and will probably take one in return at least). That will put the VUX at either 2 or 3 HP left. Koose can move into my old position and use either Psychic Slap (2 damage) or Psychic Blast (3 damage). Either way, that VUX is dead with no chance to dodge, and Koose is out of harm's way (assuming the runner keeps running, anyway; I think that's a safe assumption).
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Koosemose
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Re: SC BEL: Mission 2
« Reply #95 on: February 28, 2010, 09:11:36 pm »

I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn.
I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else.

I think you're misinterpreting my plan. I attack the VUX in melee and back off; I have plenty of health, and the best I can do is one hit (and will probably take one in return at least). That will put the VUX at either 2 or 3 HP left. Koose can move into my old position and use either Psychic Slap (2 damage) or Psychic Blast (3 damage). Either way, that VUX is dead with no chance to dodge, and Koose is out of harm's way (assuming the runner keeps running, anyway; I think that's a safe assumption).
I agee with the details of this plan, so ater Draxas attacks and backs off, I will go E and use either psychic Slap or Blast, whichever one matches remaining health, and If I rcall correctly I will have a MOV left (having used one, and use of one AP leaves me with two, I believe) and will move back W to clear line of fire for next turn.
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Alvarin
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Re: SC BEL: Mission 2
« Reply #96 on: March 01, 2010, 01:51:20 am »

Right, I thought you were talking about peashooter or sissyslap in order to conserve Powers. It is a good plan, then.
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Draxas
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Re: SC BEL: Mission 2
« Reply #97 on: March 01, 2010, 03:50:45 pm »

All right then, time to execute.

Luki, I'll attack the VUX adjacent to me in melee, and then move SS (breaking combat in the process).
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Angelfish
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Re: SC BEL: Mission 2
« Reply #98 on: March 01, 2010, 06:50:53 pm »

Finally. Our turns are taking too long, i'm getting bored Wink.
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Lukipela
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Re: SC BEL: Mission 2
« Reply #99 on: March 01, 2010, 07:17:48 pm »

If Drnmnraxas had emotions, he would be shocked by the violent attack from what he had considered a cowardly species best suited for long range combat. He fires off his laser and retreats. The shot goes wide, but it distracts the Ensign for long enough to ensure that he can retreat without suffering further damage.

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Draxas attacks and fails. The VUX retaliates when he moves out of range but misses. So no injuries there. Is Koosemoose going to do something now or do we roll the turn?

Finally. Our turns are taking too long, i'm getting bored Wink.

I had envisioned a slightly quicker tempo as well, I must admit. Still, the game is what we make of it.
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Draxas
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Re: SC BEL: Mission 2
« Reply #100 on: March 01, 2010, 11:38:28 pm »

Well, according to The Plan, Koose is now supposed to splatter that VUX's head into jelly. With any luck, that should happen shortly.
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Alvarin
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Re: SC BEL: Mission 2
« Reply #101 on: March 02, 2010, 12:46:24 am »

Yeah... We have spent almoust a month on our first almost two turns, out of potential 100... Anyone has any other plans for next 3 years ?


Whenever the next turn starts, unless I'm stunned, two times knife strike against my VUX.

« Last Edit: March 02, 2010, 07:14:41 am by Alvarin » Logged
Lukipela
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Re: SC BEL: Mission 2
« Reply #102 on: March 02, 2010, 05:56:04 pm »

Okay, so as soon as Koose signs off I roll the next turn, then there's possibly some knifing and then we can get going!
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Koosemose
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Re: SC BEL: Mission 2
« Reply #103 on: March 02, 2010, 09:18:37 pm »

Okay, so as soon as Koose signs off I roll the next turn, then there's possibly some knifing and then we can get going!
Yep Moving E, and Psi Blast VUX to my North, then assuming I still have A MOV left N, if not still execute just no second move...
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Lukipela
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Re: SC BEL: Mission 2
« Reply #104 on: March 02, 2010, 10:26:40 pm »

As the mighty metal machine retreats, Koosaloo steps forward. His fellows have dithered for far too long and it is time for someone to take charge. The Ensign seems momentarily surprised, possibly by the similar tint of their skin. perhaps the green colour ignites hope in his heart, however temporary. But his hope is quickly dashed as Koosaloo unleashes the powers of his mind upon him.

The psychic slaps hits the Ensign with full force smashing his body and flattening his mind at the same time. He crumples into a heap on the cold metal floor.

The lone Ensign left, stunned and confused, attempts to fire his weapon at Sonny. But confused as he is, the bolt buries itself in the floor in front of him. Sonny doesn't miss though. With grim determination she charges, using her knife as only a well trained soldier can. The Ensign never has a chance to evade her strikes and his body falls lifelessly to the floor with several major arteries severed.

Nervously glancing back at the sounds of his friends dying, the last Ensign breaks cover and continues his mad dash towards he alarm.


Map:



Room:



Turn 2 / Turn 3

Koosemoose kills VUX . After moving one step the consumes his first AP, the attack consumes the second one, so he can't move north. Ensign attacks Sonny. First attack misses completely. Since he is stunned, there is no second attack. As the turn changes Sonny attacks back. First attack scores two bullseyes! Second attack scores a bullseye and a hit. Looks like you're making up for that lousy shotgun shot.

Sonny has finished his AP for this move, the rest of you are at full AP.
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