I just saw this on Facebook as I was dating breakfast! Comgrats man! Off to work but we'll dojo later!
So...so many directions I could go with that...joke generator approaching critical mass...containment failure imminent!
I just saw this on Facebook as I was dating breakfast! Comgrats man! Off to work but we'll dojo later!
So...so many directions I could go with that...joke generator approaching critical mass...containment failure imminent!
Burger – Oh well, videos are a bit beyond my time constraints.
To answer the questions though. Yes he was the second player so got to deploy the mines – more on this below.
He deployed the victory, then 6 squadrons, then the gladiator, then the final two squadrons. I deployed the AF, squadrons, squadrons, CR90, Neb-b, CR90, squadron (so I was able to match the two CR90’s against the gladiator, but the neb was too far away)……..8 squadrons certainly helped with deployments, but I still had more drops in total.
Okay more mines have been deployed, and ships have been pushed around, and as a result its major edit time for this post……
After this testing phase it turns out that the wall is really quite a good idea, but not so much at distance 3.5, at that distance a small base ship can just fly past at speed three without detonating the mines.
However a wall at distance 4.5 is a different story! In this instance a small base ship can still ‘leap the wall’, but it has to be travelling at speed 4 to do so. Then if the gladiator roughly opposite moves forward at speed 3 its straight into black dice range for the next turn.
Things are a little harder for the AF2, it cant leap the wall regardless of a range 3.5 or 4.5 deployment, but it could heal the damage of a single mine detonation on turn two with an engineering command…….but that’s forcing it to take an engineering command it might not want to take otherwise…….however for the demolisher to actually capitalise on this it has to rush forward ahead of the victory and risk getting picked off again. I think against a double or triple gladiator list the wall of mines would be quite a daunting prospect (I would have to either take the mine hit(s) and get jumped on by gladiators in the same round, or I go round one flank of the setup area, but that essentially funnels the fleet in a manner it does not want to be in against multiple gladiators). Against one victory and one gladiator I think the end result is much the same….I end up funnelled in some manner, but not enough o be majorly worrisome.
Once the wall is dealt with it seems to pose very little problem though, its not like one of the funnel deployments whereby a ship could run into a couple of mines if it tries to exit the funnel.
Edited by Boothythe wall forces their hand and to telegraph deployment. Now its totally to the second player to out deploy and spring the trap. the first player is like here it is my hand of cards, can you beat it with your superior knowledge of knowing my plans? i said 3.5 4-4.5 may be better. I have to play it more. he should deploy vic all squadrons then gladiator to try and maximize gladiator placing.