A Happenstance Meeting - kidko vs. olothontor

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A Happenstance Meeting - kidko vs. olothontor

Postby Olothontor » Tue Feb 09, 2010 5:06 pm

Just a small closed online BrikSpace match, because we're bored and don't want to work anymore. This will be a good opportunity for me to scout out my old system and fine tune the revamp points so that, come February's end, I will be ready to tackle BrikSpace v1.5.

Anywho, the fleets:

kidko:

SQUALOR DAVID [Frigate]
Armor: 1d6+1 Move: 5"
--- PARTS ------------------------
Light Armor (1d6+1)
Light Engine (5") - 6CP
Small Lasers (1d6) - 2CP
Small Lasers (1d6) - 2CP
Small Lasers (1d6) - 2CP


TEMPLAR [Frigate]
Armor: 1d6+1 Move: 5"
--- PARTS ------------------------
Light Armor (1d6+1)
Light Engine (5") - 6CP
Small Lasers (1d6) - 2CP
Medium Lasers (2d6+2) - 2CP


HERCULES [Cruiser]
Armor: 1d8+3 Move: 4"
--- PARTS ------------------------
Moderate Armor (1d8+2)
Plating (+1 armor, -1" move) - 2CP
Light Engine (5") - 6CP
Medium Lasers (2d6+2) - 4CP
Small Lasers (1d6) - 2CP
Small Lasers (1d6) - 2CP


BARRAGE A PRIORI [Cruiser]
Armor: 1d8+2 Move: 2"
--- PARTS ------------------------
Moderate Armor (1d8+2)
Basic Engine (2") - 3CP
Medium Lasers (2d6+2) - 4CP
Small Rockets (1d6+1) - 3CP
Small Rockets (1d6+1) - 3CP
Mid-Range Hold (8 units) - 3CP
6x FIGHTERS (see below)
2x Light Missiles (4d6, 2")


FIGHTERS
Armor: 1d6+1 Move: 3"
--- PARTS ------------------------
Small Rockets (1d6+1) - 3CP

Olothontor:

HAMMERSCOURGE (Frigate)
Armor - 1d6+1
Agility - 10
-=Parts=-
-Light Engine(6cp)
-Small Cargo HOld(2cp)
-Small Missile Pckg(2cp)
--Light Missile(x4)
--Small Lasers(2cp)

SWIFT (Frigate)
Armor - 1d6+1
Agility - 10
-=Parts=-
-Light Engine(6cp)
-Small Laser(x3)(2cp each)

HELL'S PATIENCE (Cruiser)
Armor - 1d8+2
Agility - 8
-=Parts=-
-Basic Engine(3cp)
-Mid-Range Cargo Hold(3cp)
-Large Missile Pckg(3cp)
--Light Missile(x4)
--Decoy Missile(x4)
-Medium Lasers(4cp)
-Small Burst Cannons(3cp)

HEAVEN'S FURY (Cruiser)
Armor - 1d8+2
Agility - 8
-=Parts=-
-Basic Engine(3cp)
-Large Torpedoes(12cp)
-Small Torpedoes(3cp)

Pics incoming (they become crappier the farther I move away from the field, so beware the blur)!

First off, a basic view of the battlefield and my cult. Two piles of Light Debris are added just to be difficult.

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My fleet...

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... and kidko's...

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The ships, from left to right: Swift, Hammerscourge, Heaven's Fury and Hell's Patience

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Left to right: Hercules, Templar, Barrage A Priori, and Squalor David

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And, we begin turn 1! Pics to come.
"In a mad world, only the mad are sane." - Akira Kurosawa
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Turn 1

Postby Olothontor » Tue Feb 09, 2010 6:11 pm

Here we go! Playtesting, ftw!

kidko takes the initiative of the round and moves everything forward in one way or another. The David shoots forward full speed, the Barrage inches forward, steering towards the debris, the Templar moves up behind the rubble, and the Hercules moves onwards on the right side of the debris.

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The, the David and Hercules fire on the Patience, only succeeding armor penetration once out of four shots. However, they succeed in knocking the engine off of the Patience.

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The finished, Olothontor's fleet makes a retaliatory move. The Patience and Fury move forward as a squadron, neither ducking for the debris, while the Swift jets around the debris. The Hammerscourge positions itself behind the debris and waits.

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The Swift fires at the David, hitting and penetrating with a three-laser combined fire, knocking off one of its laser batteries.

The Fury fires its torpedoes at the Barrage and, taking a penalty for the debris, still manages to hit and penetrate the armor, knocking off its engines.

The Patience fires at the Templar, missing with its lasers but hitting and penetrating with its burst cannons, which then ineffectually spread to the Barrage, doing nothing. The Templar, however, loses its small laser.

Image

Code: Select all
Parts Toll:
-=Olly=-
-Engine on the Hell's Patience

-=kidko=-
-Engine on the Barrage A Priori
-Small Lasers on the David
-Small Lasers on the Templar


Turn 2, in-bound!
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Postby Grudo » Tue Feb 09, 2010 6:42 pm

First pic made me lol. Make the cult attack the ships!
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Postby Olothontor » Tue Feb 09, 2010 7:40 pm

Grudo wrote:First pic made me lol. Make the cult attack the ships!


He was certainly considering it for a few minutes, then decided it wasn't worth the effort.

Anywho, turn 2, ahoy!

kidko's fleet once again takes initiative.

The David zooms forward and hits the Swift twice, knocking its engine and one of its laser batteries offline.

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Barrage fires on the Fury, hitting with everything, and penetrating with two laser shots, throwing the engines and small torpedoes into a blaze. It also releases two of its six fighters, headed towards the same target at breakneck speed.

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The Templar fires at the Fury, missing due to the debris with the small lasers, hitting with the medium, but not successfully penetrating the armor of the ship.

The Hercules moves forward, and opens fire on the Patience, and successfully penetrates once, knocking off Patience's burst cannons.

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Olly initiates 'Project: RETALIATION, DAMMIT'.

The Swift zooms forward, laying a barrage of fire upon the David, destroying one of its laser batteries and its engines.

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The Hammerscourge releases some shots from its laser batteries, scoring a hit on the Barrage, and penetrating, causing it to lose a Light Missile. The Hammerscourge also releases a Light missile at the Barrage.

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The Patience and Fury both lock-on to the incoming Hercules Cruiser and unleash a torrent of fire. They hit... once, and... penetrate, causing the loss of the Hercule's Armor Plating. The Patience also releases one Light Missile, aimed at the Swift.

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Overview

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Code: Select all
Parts Toll:
-=Olly=-
-Engine and Small Lasers on the Swift
-Engine and Small Torpedoes on the Fury
-Small Burst Cannons on the Patience

-=kidko=-
-Engine and Small Lasers on the David
-Light Missile from the Barrage
-Armor Plating on the Hercules
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Turn 3

Postby Olothontor » Tue Feb 09, 2010 8:55 pm

Turn 3! Hurrah!

kidko begins his turn with a vengeance.

The Swift and Barrage both move forward and inch, while the Hercules and Templar maintain ground.

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The Barrage lays a volley of fire upon the Hammerscourge, hitting three times, and penetrating not even once (two of those shots were extremely close)! The Barrage then empties its hangar bays of all six fighters.

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There's a gimpy Fighter back there... ran out of those silly robot arms

The Hercules lays down some fire on the Patience. One of the Small Laser shots penetrate, knocking off a Decoy Missile.

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The Templar lays down a barrage on the Swift, hitting twice, and scoring twice. That's it for the poor Swift. Point 1 for kidko!

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One of the Barrage's Fighters fires on the incoming missile, hitting and successfully annihilating the threat.

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Retaliate!

The missile moves...

And then the Hammerscourge moves out and fires a missile at the David, hitting it instantly and penetrating. It then lets loose a barrage from its laser batteries, successfully felling the potential left-flanker.

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Then, the Patience and the Fury both join fire on the Hercules, hitting twice but only penetrating armor once, causing the Hercules to lose some Lasers.

The Patience shoots off a missile, aimed at the Barrage.

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Overview

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Code: Select all
Parts Toll:
-=Olly=-
-Decoy Missile on the Patience
-R.I.P. Swift

-=kidko=-
-Small Lasers on the Hercules
-R.I.P. Squalor David
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Postby Olothontor » Tue Feb 09, 2010 10:03 pm

Turn 4! Parts for the Part God!

kidko's fighters all surge forward. One moves off and eliminates the on-track missile fired by the Patience.

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The rest barrage the Hammerscourge with rokkit fiyah, hitting all five times but only actually damaging it twice. The Hammerscourge's engines and Small Laser batteries are now offline.

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The Barrage then continues the rokkit fiyah, blasting the Hammerscourge out of two of it's missiles.

The Templar speeds forward, its movement slightly hampered by the debris, but makes it to the other side unscathed and unleashes its ammo into the Fury. It hits once, and penetrates. R.I.P. Fury.

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Then, the Hercules wipes the floor with the Patience, hitting it twice and penetrating armor twice. The Patience is now out two Decoy Missiles.

My turn.

The rogue missile that was headed for the David before it was destroyed scatters in a random direction, heading, ironically enough, straight into kidko's swarm of rokkit fighters, killing four of the six.

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Then, the Hammerscourge and Patience rift forward... and the Hammerscourge fires its last missile at the Templar, coming up centimeters short of a hit.

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The Patience hovers, awaiting its doom.

Overview

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Code: Select all
Parts Toll:
-=Olly=-
-R.I.P. Fury
-Engine, Small Lasers, and 2 Light Missiles on the Hammerscourge

-=kidko=-
-R.I.P. 4/6 Fighters (VICTOLY!)
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Postby Olothontor » Wed Feb 10, 2010 12:36 pm

I'm getting to Turn 5, guys, hang in there.

Should be the last round of the battle, anyway. Good ol' kidko is wiping the floor with my bloodied [bottomcheeks].
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Postby Olothontor » Wed Feb 10, 2010 1:23 pm

Turn 5!

The Templar zooms forward out of the way of the incoming missile and blasts with its remaining laser batteries at the Hammerscourge, taking it out in one swift penetration.

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One of the fighters moves up to take out the missile, and does so with ease.

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Then, the Barrage and the Hercules both fire on the Patience, taking out its remaining missiles.

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Olly's turn:

The Patience, in a last, desperate attempt, rams the Templar that had zoomed in so close to escape the missile. Luckily, the Templar was within one inch. The ships collide...

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The Patience deals 16 damage to the Templar's armor roll of 6. Both go down in flames.

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And, the winner is kidko! Yay!
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Postby Olothontor » Wed Feb 10, 2010 1:29 pm

Alright, so a couple of things I noticed about my old BrikSpace rules.

    1). There is very little point to movement... why buy an engine?
    2). Missile packages are pointless unless they add something to individual missiles. They take up space that you can only use for missiles.

Now, my solutions to these two things are as follows:

    1). Create hard points with 90 degree firing arcs, so that a ship must use its movement to pivot, or spend credits on additional hard points. Either way drains money, because either you buy an engine or more hard points. Hard points will also be available in different areas. More to come with v1.5.
    2). Either remove missile packages entirely and just blanket rule that if a ship has missiles in the cargo bay it mus have some way to fire them (in which case the Freighter ship class will need revisions), or adjust them so that Missile Packages are a weapon that do not take up cargo space.


I will also take the time at some point to revisit my old BrikSpace revision thread and see what the peeps at large had to say about it.
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