Brikspace Turn 2
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- Theblackdog
- Pooplord
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Brikspace Turn 2
It's finally here!
We've had a lot of delays with order posting, so I'm implementing a strict 48-hour rule. If a player does not report orders within the time limit, another player from his team will be asked to give orders for his squadron.
The boarding frigate moves up, while the defense field frigate coasts alongside to protect it. The pirate boarding pod launches and docks with the freighter; the reinforcements will arrive on the interior battlefield next turn.
The JDF lancer spots the pirate boarding attempt, and opens fire with its main gun. It misses.
The Republic troop frigate moves up, and deploys its boarding pod, which also docks with the freighter.
The Assault Frigate moves up, and the Republic and pirate ships exchange fire. Neither side manages to damage the other.
The Noral Shipping escort frigate fires on the pirate boarding craft... and misses.
The freighter accelerates out of the clump of warships near the station.
The Trick Shot opens fire on the JDF lancer, destroying its main gun. The Trick Shot has seven missiles left.
The Nurse Shark frigate fires a pair of missiles at the lancer, but misses. It has 14 missiles left.
The Tiger Shark closes in on the Falcon.
The JDF lancer expends another missile, and manages to do a point of damage to the pirate boarding frigate. It has 2 missiles left.
The Falcon opens fire on the Tiger Shark, and does two points of damage.
Unfortunately, the Hellfury appears. Its forward lance isn't able to hit the Falcon, but its heavy missiles are...
BOOM! Chalk another one up for the Hellfury.
Space Overwatch. A lot of people will have to lose velocity and move out of each other's way next turn.
Kills
Hellfury: 1
Pirate Boarding Party: 1
Coalition Boarding Party: 1
Deaths
Falcon: 1
Pirate Boarding Party: 1
Coalition Boarding Party: 1
Damage points given
Jovian Defense Force: 1
Falcon: 2
Damage Points taken
Cutlass Squadron: 1
Shark Squadron: 2
Victory points
Pirates: 50
Coalition: 0
Now for the ground war...
The Stealthtrooper attacks the security guard in the engineering room, but misses.
The other pirates have more luck, killing the security guard in the engineering section.
The guards in the cockpit make response attacks, but miss.
The pirates steal the dead guard's machine gun, and hide in the hyperdrive room.
The security troops charge the engineering room and kill the pirate stealthtrooper.
They activate the R2 unit, and it takes cover in the room along with one of the guards. The R2 unit can heal a minifig and/or repair its life support system. If it heals a minifig with a broken life support system, the life support system is repaired as well.
The pirate reinforcements appear out of the elevator.
the Coalition boarding pod docks, and the reinforcements plant a breaching charge on the wall. The charge will detonate and bring the wall down at the beginning of the Coalition boarding party's next turn.
Overwatch of the field giving you a better idea of where the reinforcements are.
Awaiting orders for turn 3.
We've had a lot of delays with order posting, so I'm implementing a strict 48-hour rule. If a player does not report orders within the time limit, another player from his team will be asked to give orders for his squadron.
The boarding frigate moves up, while the defense field frigate coasts alongside to protect it. The pirate boarding pod launches and docks with the freighter; the reinforcements will arrive on the interior battlefield next turn.
The JDF lancer spots the pirate boarding attempt, and opens fire with its main gun. It misses.
The Republic troop frigate moves up, and deploys its boarding pod, which also docks with the freighter.
The Assault Frigate moves up, and the Republic and pirate ships exchange fire. Neither side manages to damage the other.
The Noral Shipping escort frigate fires on the pirate boarding craft... and misses.
The freighter accelerates out of the clump of warships near the station.
The Trick Shot opens fire on the JDF lancer, destroying its main gun. The Trick Shot has seven missiles left.
The Nurse Shark frigate fires a pair of missiles at the lancer, but misses. It has 14 missiles left.
The Tiger Shark closes in on the Falcon.
The JDF lancer expends another missile, and manages to do a point of damage to the pirate boarding frigate. It has 2 missiles left.
The Falcon opens fire on the Tiger Shark, and does two points of damage.
Unfortunately, the Hellfury appears. Its forward lance isn't able to hit the Falcon, but its heavy missiles are...
BOOM! Chalk another one up for the Hellfury.
Space Overwatch. A lot of people will have to lose velocity and move out of each other's way next turn.
Kills
Hellfury: 1
Pirate Boarding Party: 1
Coalition Boarding Party: 1
Deaths
Falcon: 1
Pirate Boarding Party: 1
Coalition Boarding Party: 1
Damage points given
Jovian Defense Force: 1
Falcon: 2
Damage Points taken
Cutlass Squadron: 1
Shark Squadron: 2
Victory points
Pirates: 50
Coalition: 0
Now for the ground war...
The Stealthtrooper attacks the security guard in the engineering room, but misses.
The other pirates have more luck, killing the security guard in the engineering section.
The guards in the cockpit make response attacks, but miss.
The pirates steal the dead guard's machine gun, and hide in the hyperdrive room.
The security troops charge the engineering room and kill the pirate stealthtrooper.
They activate the R2 unit, and it takes cover in the room along with one of the guards. The R2 unit can heal a minifig and/or repair its life support system. If it heals a minifig with a broken life support system, the life support system is repaired as well.
The pirate reinforcements appear out of the elevator.
the Coalition boarding pod docks, and the reinforcements plant a breaching charge on the wall. The charge will detonate and bring the wall down at the beginning of the Coalition boarding party's next turn.
Overwatch of the field giving you a better idea of where the reinforcements are.
Awaiting orders for turn 3.
Last edited by Theblackdog on Tue Mar 17, 2009 7:06 am, edited 1 time in total.
- Silent-sigfig
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- MasterEcabob
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- Theblackdog
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Since the Coalition is doing so poorly due to bad luck, I've decided to give them a secret faction which will be commanded by whichever Coalition commander is the first to lose all of his combat forces. The faction will launch from the station one turn after their commander is chosen.
Orders received from jifel, but he needs to clarify.
Orders received from jifel, but he needs to clarify.
- MasterEcabob
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- Theblackdog
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Sigfig actually only controls only one army now, with only one combat ship, whereas you have two. jifel will probably be the first to lose his ship (since its only remaining armament consists of two missiles) but he still has the ground forces. The secret faction will go to whoever loses all of their forces first. It's actually NOT as powerful as the ships you have now, so don't try to kill yourselves to get it.
Last edited by Theblackdog on Tue Mar 17, 2009 7:07 am, edited 1 time in total.
- IVhorseman
- If she don't want the brick, she won't get the dick
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Yo ho ho and a bottle of Nitrogen.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- Theblackdog
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- Theblackdog
- Pooplord
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The good news for the Coalition is that the Hellfury won't be able to do much on turn 3; all of the Coalition ships are behind cover relative to its position and it has a large vector to cancel.
I have orders in from Cpl. Halan, MasterEcabob, jifel, and birdman, but jifel and MasterEcabob still have some more things to clarify.
I have orders in from Cpl. Halan, MasterEcabob, jifel, and birdman, but jifel and MasterEcabob still have some more things to clarify.
- IVhorseman
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I know I sent you mine. Who are you still missing?
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- Theblackdog
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