Multiplayer Fleet Battle Play by Post

By LTD, in Star Wars: Armada Off-Topic

@idjmv

Waiting on your orders

1 hour ago, LTD said:

@idjmv

Waiting on your orders

Ok. I will get them in within 2 hours or so

And with that we have a conclusion.

End of turn 6 picture: https://drive.google.com/open?id=1Qr5MH9LrN6WLnxqJx7m5boJFwDutirhm

Turn 6 logfile: https://drive.google.com/open?id=1XtQk83VOSZx2jPzf9jT-mhtLDjSHL_A7

End of turn 6 save file: https://drive.google.com/open?id=1yJvWW9VHrA3X49NQJp5Ek502yl8mQUb8

The Rebels seem to have won convincingly, but sadly, Jabbawookie made fun of my brain problems in another thread, and so the Imperials win.

Congratulations!

Thanks to those who participated. I'm curious to know whether this was an enjoyable experience.

I'm particularly interested in the realities of simultaneous play - would it make for an interesting tabletop game I wonder? And did the having two missions solve some challenges?

Thanks again!

I only mock your struggle to distract myself because I share it... :)

Thanks for modding, this was fantastic! And good game, my fellow Rebel terrorists and Imperial despots.

Gameplay was a refreshing change from activation planning and pretty intuitive. Squadrons did feel a little up in the air (until we wrecked their puny Defenders.) Interestingly enough, having no upgrades seemed fairly balanced, though the stock of double brace probably went up a good bit.

Twice the objectives, double the fun!

Edited by The Jabbawookie

Thank you @LTD for deciding to GM this. It was pretty well done.

sorry @clontroper5 and @Bertie Wooster for being useless pretty much, but that deployment screwed me over bad.

Looks like Imperials got 444 points and Rebels got 557 (My score may be off by a squadron). My last ISD should've used my repair command to heal that damage card instead of shields--I assumed he would be taking more fire that round. That would've made a 55 point difference, but still not nearly enough to catch up.

That was a tough game. The deployment couldn't have been much worse for Imperials. We definitely had enough ships to command those squads, but then they weren't in range. I ended up commanding them most of the game, which is what I hoped wouldn't happen. I really like bombing ships, but I should've hit the YTs instead. I didn't realize that until it was too late.

That being said...it was really fun! @clontroper5 and @idjmv you guys were fun teammates! Now I want to start plotting the next one with you guys! I felt like we were able to "come back" a little bit after a rough opening.

The long/close range dice of the ISD-Is and GSD-IIs was pretty good; I only had one medium range shot (vs. a ship) when I would've preferred an ISD-II.

@LTD 2 Objectives was fun, but some objectives have weird interactions with others. Blockade Run and Minefields allow 2nd player to place all obstacles, which means they won't work with each other, and they bring up some issues with other objectives (Contested Outpost, Salvage Run...) I can foresee some arguments arising if these are not clarified ahead of time.