Game 1590: SteveSmith, Deadlime in 'The Stardrive*'
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- Hmm, shouldn't I be getting VP's for killing your guys?
Posted by
Deadlime 14 years ago [Login to reply]
- Damn, you discovered my plan for winning... Fixed now. :)
Posted by
SteveSmith 14 years ago [Login to reply]
- Ha ha, thanks. :) How is the scanner working? Have you tried it yet? I forgot how it works, does it just tell you how many squares away the Stardrive is? No details about the direction?
Posted by
Deadlime 14 years ago [Login to reply]
- It just gives the distance, so I bought two to use triangulation (though I think it might be a bit late for that now).
Posted by
SteveSmith 14 years ago [Login to reply]
- Nice idea. BTW, does a diagonal square count for 1, the same as a parallel square? (Believe it or not I've never been 100% sure about this when it come to throwing either)
Posted by
Deadlime 14 years ago [Login to reply]
- It uses good-old fashioned trigonometry, so the distance is the actual distance based on a square's size.
Posted by
SteveSmith 14 years ago [Login to reply]
- I have been blessed with a team full of super snipers for this mission. :)
Posted by
Deadlime 14 years ago [Login to reply]
- And I've been cursed with a bunch of scaredy-cats.
Posted by
SteveSmith 14 years ago [Login to reply]
- Well that definitely wasn't your finest hour.
I'm still not fully sure this mission isn't imbalanced in favor of the defenders. Should we switch sides and try another game? Posted by
Deadlime 14 years ago [Login to reply]
- Interesting mission.
Posted by
wonderhero 14 years ago [Login to reply]
- After I lost 3 of my first squad, half of my remaining units panicked and it was downhill from there.
OK, lets go the other way. I think I have slight reservations about the start of this mission, in that it's a bit of a long slow start for the attacking player. What do you think? Posted by
SteveSmith 14 years ago [Login to reply]
- Yeah you may have a point. I think it depends if the defenders decide to come forward and launch an attack, or sit and wait.
I can't really think of how we can solve this problem without totally recreating what the original LS version did by forceing some defending units (the Combat Droids) near the attackers starting point, and setting them to receive reinforcements for those Combat Droids who are killed.
As it stands, if we set some regular deployment squares near the start point, the defending player will most probably not choose to use them anyway because it splits up their forces and leaves some units vulnerable. The only way to force that on them would be to completely limit the deployments squares, which them makes things to obvious and easy for the attackers.
I don't know, do you have any ideas? Posted by
Deadlime 14 years ago [Login to reply]
This topic has now been closed.