| Subtopic | Posts | Updated | ||
| Archive through July 02, 2026 | 25 | 07/22 07:55pm |
| By Peter Bakija (Bakija) on Monday, July 06, 2026 - 09:48 pm: Edit |
World League
bakija (GRN) vs Andromedan (ZIN)
4 turns in.
T1: GRN moves 16/17/24 (24 moves) with an enveloper armed. ZIN moves 16/24 with 4 standards. Ships move up the map. ZIN launches SP about impulse 10. At R15 right on the spine, GRN launches enveloper B at the ZIN who is basically on the GRN #6/#1 shield spine. ZIN closes a little. GRN slips out. At about R11, ZIN fires 4 standards, hits GRN #6 with 2 for 6 damage, all is soaked by reinforcement (probably 5 allocated, 1 battery), ZIN turns off. GRN turns in. 6x speed 20 SP drones close in. Ships end turn about R11, ZIN facing E, GRN facing F, enveloper 2 hexes behind ZIN, 6 drones 2 hexes in front of GRN.
T2: GRN moves 4 till 5 then 12. ZIN moves 30/15/21-ish. GRN immediately launches a weasel. ZIN turns and runs from enveloper, which is now at R1. 6xdrones hit the weasel in the GRN hex, scoring 8 collateral to the GRN #4, but all soaked by reinforcement. GRN "speeds up" to 12. ZIN runs towards West wall, eventually turning North. Plasma hits for 2 damage on it's last move after GRN slows down to 15, ZIN stops one with reinforcement, scoring 1 point to the #2. ZIN kinda goes North as GRN slowly pursues ZIN launches 4x speed 20 drones which catch up. ZIN turns dir B, and then later C. ZIN fires 4x standard disruptors at about R9 on impulse 24, hitting with 3 dor 9 damage to the GRN #6 wich all sticks. GRN launches 50 plasma from tubes A and C (GRN facing A at that point). Impulse 31, GRN blows up all 4 drones at R1 with 4xP1. Impulse 32, GRN turns dir F, ships end at R4, ZIN facing dir C, GRN facing DIR F, right on the perfect #2 sheild line for both. GRN plasma is R1 off the ZIN #2. ZIN fires 4xP3 at the for torp, knocking 7 off the warhead.
T3: Ships are at R4. ZIN moves 0 till 9, then 10 the rest of the turn. GRN moves 14 till 5, 24 till 24, then 16. Impulse 1, the plamsa hits after 6 moves and some phasers, S torp is real, ZIN takes 38 damage. It has 9 reinforcement (and 1 damage on the #2 already), drops shield to exactly 0. GRN fires 4xP1, rolls ok, does 14 internal damage, killing a disruptor, a drone rack, 2xP3, 2x warp, and hull. ZIN did not launch drones or fire back on impulse 1. ZIN TACs to face GRN on impulse 2. Impulse 3, GRN HETs dir E. ZIN launches 3 fast drones and fires 3xOL, 4xP1. 2xOL hit, phasers roll ok, GRN takes 3 internals through the full #3, losing a warp, hull, and control space. GRN moves off, drones catch up, GRN speeds up to 24 to keep the range open. Drones catch up, 2 are tractored, one is auto killed, the other two are killed by the end of the turn (2xIVF, 1xIF). Meanwhile, ZIN speeds up to 10 and starts moving forward. GRN decides to threaten the down ZIN #2 with 40 points of possible plasma (F and fast load from tubes B and D) and turns in, but GRN is kinda too fast to get close, so ships spiral around a bit, ZIN avoids getting too close and seperates. At the end of the turn, ships are about 7 hexes apart, GRN facing C right near the North map edge, ZIN is also facing C, moving away.
T4: GRN moves 16 all turn, ZIN moves 10 till 9, then 20. GRN closes in a little. ZIN speeds up and turns D. ZIN launches 3 medium drones. GRN gets R5 centerlined on ZIN #4 and right before the ZIN gets out to R6 for the rest of the turn, GRN pulls the bolt trigger, and fires S, F bolts and 6xP1 (I figure ZIN can't really engage the rest of this turn, and next turn, I have 50 plasma on line again). Both bolts hit, phasers roll a little low, ZIN takes 44 damage, for 15 internals after 5 reinforcement (batteries, presumably). ZIN loses another disruptor, a P1, 2 more P3s, and fluff. GRN turns off in direction E, ZIN moves away, and turns C. Drones catch up, 2 are tractored, all are IDed (all type I), loose drone is phasered down. Ships move some and turn. Impulse 32, ships are about 11 hexes apart, ZIN facing A GRN facing D. GRN fired a couple P3s at the tractored drones on impulse 25, but they both survived (rolled 5, 6). ZIN repairs 2 boxes on (non-facing) #2 shield and a P3.
GRN shields are 30-30-0-24-24-21, 3 internals (1 warp, 2 fluff). GRN has a potential S and F tubes armed next turn.
ZIN shields are 30-2-24-0-24-30, 28 internals (3 warp, 2 disruptor, drone, p1, 3xP3, 2x battery, tractor, all but one (rear) hull box.
Game will continue next week some time. Good game so far!
| By Peter Bakija (Bakija) on Friday, July 17, 2026 - 09:54 am: Edit |
World League
bakija (GRN) vs Spartan (HYD)
3 turns in.
T1: GRN (Facing A) moves 16/17/24 with an enveloper. HYD (Facing D) moves 16/25/26. Ships move up map. R15, GRN launches enveloper B. HYD turns dir C. GRN turns dir B. Ships slip some. Plasma reaches R1 from HYD. HYD shoots it with 9xP3s (Gat, all P1s), knocking 16 off warhead. HYD turns off in dir B, GRN turns back to A. Ships end at about 10 hexes, enveloper right off HYD's #3 shield.
T2: GRN moves 24, speeding up to 26 late. HYD moves 20/24. Enveloper hits for 14 damage on impulse 1, all sticks. HYD turns back in dir C, GRN launches plasmas A and D at R8 before tube A falls out of arc. HYD moves towards East wall GRN turns in. HYD speeds up to 24. GRN speeds up to 26 the next impulse (probably battery). HYD gets pinned against the wall, and is probably going to HET. HYD fires Gat at the plasma S and HETs back in dir F, GRN turns dir C, ships are at R4, #6 to #6. Plasma HETs. HYD fires 5xP1, 2x std HB, rolls ok on phasers, both HB hit, GRN takes 35 damage, for 3 in after 2 reinforcement, losing a plas F tube (empty), warp, hull. The run out, shot up plasma hits the HYD #5 for 7 damage (S was real). GRN gets R5 on the HYD #5, shoots 4xP1 and F bolt. Bolt hits, phasers roll ok, HYD takes 7 in after shield and 2 reinforcement, losing 3xP1, warp, hull. Next impulse, GRN gets another P1 at R5 in the hole, rolls a 1, does 5 more in, hitting the facing Gat, another warp, more hull. Next impulse, GRN turns, gets 2 more P1 in the hole at R6, but this time rolls a 5, 6, doing 1 in (maybe another warp). GRN turns South, HYD comes after it. Ships end at about 9 hexes, GRN near East wall facing D, HYD behind it facing E.
T3: GRN moves 24 all turn. HYD moves 27/20. GRN has a lot of room to run in the SW direction. HYD turns D, GRN keeps moving E towards SW corner of map. HYD starts to lag behind as it is facing D, so it turns dir F. GRN HETs back in dir C, soon to cross back onto the HYD down #5. HYD launches both fighters. GRN gets R4 on the down #5, fires 3xP1, rolls well, does a dozen in, hitting a Hellbore and probably mostly hull. Fighters close in on GRN. GRN launches a couple shuttles towards the fighters, and then a couple more shuttles towards the fighters as it evades. The fighters dodge around the shuttles, but it costs them a hex of range. When fighters can fire, they do so at R3, but roll poorly with the Gats and do a total of 9 damage to the GRN #4. GRN turns South towards the SE corner of the map. HYD continues moving dir C towards GRN. Shuttles turn and follow the mass. Impulse 29, two of the shuttles cripple one of the HYD fighters. Impulse 32, a third shuttle shoots at the down HYD #5 at R5, but misses.
At the end of T3, the GRN is very near the SE corner of the map, facing D. HYD is 6 hexes off, facing C. Fighters (one crippled) are 6 hexes behind. 4x GRN shuttles are a little further off.
GRN shields are 27-27-21-12-21-0. GRN has 3 internals (warp, F tube, hull) (GRN mistakenly currently has only 1 damage on shield #2, which is an error that I am reminding myself to fix).
HYD shields are 28-28-22-21-0-27. HYD has 25 internals, but most are hull (down HB, 3xP1, Gat, 4x warp, transporter, 15x hull). 1 Stinger is crippled, the other still has single fusion charges.
I'd feel ok here, except I'm cornered, and the Hydran still has 4 fusion beams...
Good game so far! Will continue in the near future.
| By Peter Bakija (Bakija) on Wednesday, July 22, 2026 - 01:21 pm: Edit |
bakija (GRN) over Eric_The_Silent (KLI)
T1: GRN moves 16/17/24 with an enveloper in B. KLI moves 15/28 late. KLI slips out, GRN slips in. KLI turns dir E (from D), GRN turns dir F. KLI launches a speed 1 shuttle on impulse 17. KLI slips towards corner, then turns back South. GRN turns North. At R15 exactly on the #1/#6 spine, GRN launches enveloper B. KLI continues forward, GRN slips away, SP opens with 5 speed 20 drones (not sure if one was a type IV, or if one was unloaded, as it was launched on 17). KLI fires 4 standard disruptors, rolls 1, 1, 2, 1 (only relevant as this was where Tom used up all his good dice rolls...) for 12 damage, of which 5 was blocked by reinforcement on the GRN #6. Ships end about R13, GRN facing A, KLI facing D, 5 drones on the map 4 or 5 hexes behind the KLI.
T2: GRN moves 26 all turn (it is possible that some of it late was batteries). KLI moves 31/15 split. KLI turns dir E towards the West wall. GRN sort of follows while facing F, and gets in front of the speed 20 SP drones. KLI eventually commits to going South, turns D again, GRN turns E to follow. KLI launches a speed 20 drone. GRN pursues, plasma pursues. KLI gets near the SW corner, turns dir C, GRN turns dir D, plasma impacts KLI for 10 points spread around (KLI did not shoot it). GRN tractors the drone in front, the KLI launches another drone, which gets tractored eventually, and a third drone which is shot by P3s. The first drone dies at some point (as it was a type VI). The GRN eventually, late in the turn, GRN launches 50 plasma, then gets to R3 from the KLI #5, GRN #2 shield facing. KLI fires a couple P2s for 7 damage on GRN #1, GRN returns fire with F bolt and 4xP1. Bolt hits, P1s roll hot, KLI takes 29 damage on a 24 box shield, for 5 in. Next impulse, KLI doesn't move, GRN HETs, gets 2 more P1s in the hole, rolls hot, does 11 more in; KLI returns fire with all the P1s for 20 damage to GRN #3 (rolls middle). In total, the KLI lost a couple P3s, the ADD, 3 power, and 4 batteries (along with hull). GRN moves off a little, KLI moves forward, GRN still has a type 1 drone in tractor, shoots it with a P3, rolls low, so drone survives. Ships end at R5, GRN facing B, KLI facing C, plasma 2 hexes off.
T3: GRN moves 26/20/16. KLI moves 4/14. KLI immediately weasels (5 drones fall off the map) and takes 7 collateral on the #3 which all sticks. KLI turns AFC back on and speeds up to 14. GRN tries to seperate, but is facing the inconvenient way. KLI AFC comes up, GRN is in range 8 of the KLI and it's ready disruptors, but the P1s don't cycle till the next impulse. KLI fires the 4x standards, hits with 2, GRN uses some batteries to keep the #3 at 1 box. Next impulse, GRN gets to turn North (and #4 shield facing the KLI). Ships just move North the rest of the turn. Ships end about 11 hexes apart, GRN facing A, KLI facing A, GRN near the North wall. KLI fixes an IMP as an APR and gets a shield up on the #5.
T4: GRN moves 0/TAC/8. KLI moves 14/28/15. Impulse 2, the GRN TACS the 1 box #3 to the KLI at R11. GRN launches an enveloper from tube B. KLI declines to shoot. Next impulse, GRN TACS back to dir A, facing the KLI with the #4. KLI launches a couple fast drones and closes in. The enveloper barrels forward. Impulse 7, KLI is on GRN #3/#4 spine, but GRN speeds up to 8, so KLI is on the GRN #4. Next impulse, KLI gets to R7 on the GRN #3, and blasts with 2xOL, 2x std, 5xP1. One UIM OL misses, phasers roll middle, GRN takes 19 damage. Stops 1 with shield and 5 with reinforcement, takes 13 in, losing a couple phasers (that had just shot at a R2 KLI shuttle, ex-SP), an F tube, and a warp. Enveloper hits KLI for full 60, doing 7 internals (some P3s and power and the last battery). KLI turns in dir F (instead of B) and moves behind the GRN. GRN tractors both drones when they catch up. GRN eventually turns F, KLI turns off in dir E. GRN takes a R8 shot with 4xP1 at the now 5 box KLI #3, rolls hot for 10 more damage, KLI takes 5 more in, Tom surveys the situation and surrenders.
KLI had 2 down sheilds (#3 and #5), at least 10 damage on all the rest, and 28 internals (6 power, all the bttys, ADD, drone rack, P3s all dead); GRN had 1 down shield (#3) and 13 internals (plas F, P1, P3, 1 power). GRN had 2 more torps coming up on T5.
Excellent, quick game (under 2 hours), and I finally got to play a game vs Tom, who I met at Origins, probably 30 years ago.
| By Peter Bakija (Bakija) on Wednesday, July 22, 2026 - 04:42 pm: Edit |
Adjustments:
T2: "KLI moves 31/15 split."; this was probably a 30/15 split.
"Bolt hits, P1s roll hot, KLI takes 29 damage on a 24 box shield, for 5 in."
KLI took 29 damage on a 23 box shield (due to earlier enveloper scuff), for 6 in.
| By Peter Bakija (Bakija) on Wednesday, July 22, 2026 - 07:55 pm: Edit |
World League
bakija (GRN) over Andromedan (ZIN).
We ended T4 at 13 hexes, GRN #6 facing ZIN #6. ZIN has two damage drones on the map in front of the GRN. GRN has down #2 and 3 internals. ZIN has down #4, 2 box #2, 29 internals.
T5: GRN moves 12 till 15 then 20 (which was batteries), arms S+F, rearms guns. ZIN moves 17 till 17, then 20 (also probably batteries). Impulse 1, GRN kills 2 damage drones on the map with P3s. Ships kind of wheel in at each other till mid turn. ZIN launches 3 medium drones, two of which are tractored, and one is shot down. Ships turn into each other at about R6, #6 to #6. GRN launches S+F at ZIN. ZIN speeds up to 20 and declares emergency decel, allowing it to avoid the plasma with a weasel, but it needs to turn off, showing the GRN the down #4. It turns off, stops, launches a weasel. GRN fires 4xP1 at R5 through the weasel shift for 6 internals. Plasma hits the weasel (which moves, avoiding collateral). 2 drones in tractor fall off map. GRN moves a couple hexes. When weasel explosion clears, fires another P1 in the down #4 for 3 more internals. When the smoke clears, ZIN is down 6 power, P1, 4P3, 4 battery, drone, but then also all 4 disruptors. Paul surrenders here.
GG!
| By Peter Bakija (Bakija) on Friday, July 24, 2026 - 08:43 am: Edit |
World League
bakija (GRN) over Spartan (HYD)
We started T4 with the GRN facing D in the SE corner of the map, against the wall, probably 5 hexes from the corner. HYD was about 6 hexes West of the GRN, facing C. One Stinger and one crippled stinger were 6 hexes to the NW of the GRN. 4x GRN shuttles were on the map, 2 right in front of the Stingers. GRN had down #2 and 3 internals. HYD had down #5, 25 internals, down a HB, Gat, and 3xP1.
T4: GRN moves 8/12 (which is batteried up to 8/16 instead), arms a standard S torp in tube B (facing HYD), second turn of arming tube A, rearms phasers. HYD moves 9/4/9, OL HB, 2 fusions, has power for a HET (which was probably battery, as I didn't see any reinforcement when it would have been helpful). The two Stingers immediately vaporize 2 of the GRN shuttles at R1. GRN launches a standard S torp. HYD slows down to 4. Plasma gets to R1, HYD does not weasel, but turns dir B the next impulse to take the plasma on the mostly up #3, but the torp is fake. The turn B, however, gives the GRN the ability to avoid being centerlined at R1, so speeds up to 16 and starts running by the HYD along the S map edge. HYD speeds up to 9, GRN launches the facing real S torp. Ships end up at R2, #2 to #2. HYD hits GRN with OL HB for 13 internals through the down #6, hitting an empty F tube and a couple P1s that fired a few impulses earlier (to cripple the other Stinger which has flown into R4). Next impulse, plasma gets to R1 of HYD #2. HYD fires 2x standard fusion, 2x P1, the Gat, exactly taking the GRN #2 down to 0 after a point of battery reinforcement (fusions rolled 5, 6). GRN fired back with 3xP1 and a P3, knocking the HYD #2 down to 11, not envisioning the HYD was going to make a second HET. Next impulse, HYD makes the second HET (turns to E, pointing at GRN), does not break down, takes the full S torp on the 27 box #6 for 3 in (another P1, hull). GRN avoids R2 while crossing in front of the HYD. Crippled Stinger gets a single P3 in the GRN down #2 for 4 in (P3, warp?). The HYD lands the crippled Stinger (having landed the other crippled Stinger earlier on). Impulse 32, GRN ends up R3 from the HYD 11 box #2 shield (GRN #4 to HYD #2), fires 3 more P1s and knocks the #2 down to exactly 0.
HYD surrenders here. GRN has 3xP1 to fire in the down shield on impulse 1 and another S torp on line T5. GRN shields are 25-0-19-9-18-0, has 20 in (down 4 power, 2P1, P3, 2x F tubes, but one gets repaired at the end of the turn). HYD shields are 28-0-22-21-0-0, 28 internals (down 4 power, HB, 4xP1, Gat, but busted Gat probably fixed at the end of the turn). GRN has 2 shuttles on the map, one of which is a suicide which was originally targeted on one of the Stingers, but now the HYD.
GG!
| By Geoffrey Clark (Spartan) on Friday, July 24, 2026 - 12:13 pm: Edit |
Hey Peter, how many did you have in tractor on T4? after I hit you with the OL HB, and then the remaining phasers and fusions, I was thinking that instead of recovering the second crippled fighter, I was going to attempt to tractor you and 1) keep you on a strong shield and 2) slow you down so I could finally launch my 2xSS that I was holding. I had allocated 4.5 to tractor, but used my btty on the second HET. Anyway, I did not, but was thinking it might have been a good move.
Hydran has a tough time with the Gorn. You did the mizia thing very nicely, even though I was pretty happy with my plasma defense.
GG, indeed!
| By Peter Bakija (Bakija) on Friday, July 24, 2026 - 01:20 pm: Edit |
I think I had 2, IIRC?
Yeah, it's a rough game for the Hydran (as the Hydran generally needs to close in, and closing in to plasma is, well, difficult). But I have certainly been whacked by them in the past (usually as the result of me being all "I know! I'll go anchor them at R1 on T2! I can win that exchange!" that inevitably goes poorly :-)
Just double checked--yeah, I had 3 in tractor on T4. I think I figured worst case, I could have grabbed a fighter at R3 to avoid getting pasted if needed.
| By Geoffrey Clark (Spartan) on Sunday, July 26, 2026 - 09:58 am: Edit |
Spartan (HYD) over Hardcore (ORI)
T1 - Hydran plots 19/25/20, holding standard HB, arms fusions C&D, holding 2xWW, 2 into tractor, Orion has the photon package, burns 2 warp, moves 26, then later 31, OLs 3xPhotons, has 2.333 in HET, holding 2xSS. Hydran starts in 2530A, Orion in 1701D. Pretty early on Orion turns out dir E (SW), so Hydran also turns in, dir F (NW). Imp 12, Hydran launches fighters and tractors them, R1 from the ship, dir B. There is maneuver, when the Orion gets to R8, Hydran drops tractor on fighers. Imp 28 Hydran turns to R4, #6 to #6 on the spine. Hydran fires 5xPh-1s, fighers fire 4xfusions from R5, then 2xStd HB, both hit. That's 25 to the shield, then 15/15. Surprisingly no reinf, so 10 internals ... 1xFusion, 2xPh-3s (RA/L). No fire from Orion. Next Imp 29, Orion turns in, and fires 4xPh-1s at fighters, crippling both. Next imp 30, Orion has slipped, must move forward, puts Hydran at R3 on the down shield, Hydran fires 2xStd Fusion + Ph-G at R3, scores 11 points, hits 2xWarp, plus another torp (photon), one more Ph-3 (RS). Imp 31, Orion HETs to R2, no fire ... Imp 32, Hydran HETs, and Orion decides to slip to centerline, R1; Orion fires 2xPhotons, 1xPh-1, 1xPh-3, does 40 points, 9 center hull, R-warp. Hydran fires other gatling, plus 2xPh-3 from crippled fighters, that plus feedback from Photons takes the Orion #1 down, scores 1xR-warp.
T2 - (forecast), Orion would be down 5xWarp, FA Ph-1s cycle on Imp 5. Hydran is down 1 warp, Ph-1s cycle on Imp 4. Hydran is looking at a down shield at R1 with 2x Fusions ready to fire. Both ships are under HET restrictions, Orion must move forward, so maybe a R0 shot could happen. Only crippled fighters on the board.
GG Hardcore!
| By Peter Bakija (Bakija) on Sunday, July 26, 2026 - 10:40 am: Edit |
Efficient!
| By Gregory S Flusche (Vandar) on Sunday, July 26, 2026 - 07:15 pm: Edit |
note to self never get in a knife fight with a hydran
| By Ted Fay (Catwhoeatsphoto) on Monday, July 27, 2026 - 12:05 pm: Edit |
Yes. That's the third of the three classic blunders.
| By Jeff Wile (Jswile) on Monday, July 27, 2026 - 12:23 pm: Edit |
“…never get involved in a land war in Asia…”?
| By Peter Bakija (Bakija) on Monday, July 27, 2026 - 04:46 pm: Edit |
OR GO IN AGAINST A SICILIAN WHEN DEATH IS ON THE LINE!
Ahem. I felt bad just leaving that hanging there.
| By Carl-Magnus Carlsson (Hardcore) on Tuesday, July 28, 2026 - 04:27 am: Edit |
I will bring gatlings to my ISC fight today.
| By Ted Fay (Catwhoeatsphoto) on Tuesday, July 28, 2026 - 09:51 am: Edit |
I had every confidence that my people would fully understand my reference! Thus, no elucidation was necessary.
| By Carl-Magnus Carlsson (Hardcore) on Tuesday, July 28, 2026 - 05:24 pm: Edit |
Hardcore Over Putrack.
I doubled both warp engines, held a SS, reinforced the #1 with 16 points and put two points on each #12 and #6.
I moved speed 26 with an acceleration to 31 late in the turn. Lee moved to meet me at a medium speed. He fired the PPD at range 15 and rolled a 6. I maneuvered poorly and took the main element of the splashes on my #2 and #6! After firing his PPD Lee turned away and then launched the EPT from his LP launcher. When it seemed I might ram the torp he added a rear plasma F to discourage pursuit. I turned away, expending a HET bonus. At the end of the turn I was in the middle of the map but moving in dir. F. The wrong direction but I flew the Orion. Turn two I doubled both warp engines and reinforced the front shield again. The ept hit for a few pts. after defensive fire and turned clockwise to run after Lee. He was moving quite slowly, speed 17, but in direction D along the east map edge. Two 20pters would soon come to greet me, and I was forced to turn to D too, moving in parallel with Lee but slightly behind him. I had a 15 pt brick on the nose and planned to turn C and use it as a pseudo detector, but of course I mistimed it so I let it hit a rear shield instead. (Lee would eventually send the real G on imp 31.) I was at range 5 but decided against firing phaser-1s at his #3. He, otoh, fired three phasers and found my brick.
It was now turn three and I was certain to catch Lee and plotted 26/19. He would have a fastloaded G torp available but the launcher was out of arc.
I expected speed 0, but Lee moved speed 4. That would make things easier; he could launch a ww, but could not easily react to my movement Impulse 01 the ISC WW launched. I had now a torp and a weasel to handle.I turned to B and took the 20 pts on my 21 #5 shield. It was little room this close to the edge but I moved to try get a point blank shot on his #3.
The Weasel continued doing its job until Lee turned to E and sped up to 11, voiding it. I was two or three hexes north of him so Lee decided to Emer decel asap. I would likely have made a Het and gone for a plasma launch otherwise. I slowed down to 19 and turned to D and slipped in dir E to range zero for a blast on the ISC #4. It was through a EW shift but I had to start doing damage. Poor rolls resulted in only 45 pts. Lee used up his reserve power here. I sailed past him after this salvo, tractored the second weasel and Heted back soon to get a plasma launch. I didn't know how many weasels he had prepared so had to try drawing them out. I launched an F and I got to R:1. No wws. I tractored the ISC and launched a second plasma. They both hit but were weakened by defensive fire. I fired a ph1 and three ph3s in the downed shield, doing 18, I think. Imp 32 I launched the Suicide shuttle, planning to rotate Lee into it and then fire my ph1s and gatling. At this point the opponent offered the pirate captain a treasure map in exchange for his and his three brothers' lives. The duel was over.
| By Carl-Magnus Carlsson (Hardcore) on Tuesday, July 28, 2026 - 11:48 pm: Edit |
I should have polished the text more, but it was late. I started in 1701D.
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