Game 364: knowman, SteveSmith, Deadlime in 3-Player The Assassins
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- Sorry for the delay, gentlemen, I was unexpectedly without a computer the last couple of days. I should be able to get a turn off this afternoon or early evening.
Posted by
knowman 15 years ago [Login to reply]
- So does the Fugitive player get credit for killing assassins if it is the other assassin player that actually kills them? (Sorry about your guy behind the door, btw, Deadlime).
Posted by
knowman 15 years ago [Login to reply]
- In a way, yes. The fugitive player only wins if all the assassins are killed regardless of who kills them (or if the time runs out).
I can't believe I survived the grenade to fight another turn! Posted by
SteveSmith 15 years ago [Login to reply]
- But it says "They can win by either killing ***at least 5 assassins*** or surviving until the end."
Is that just a holdover from the original 2-player assassin's mission?
It was a dumb move on my part that resulted in you living, I think. Rather than just stand next to you and hold the grenade, I tried to throw it in your square, and it ended up landing where my guy was standing, and thus you were partially shielded.
I'm curious how the damage variability works though, as I only took 70ish points of damage being in the same square, but Deadlime's guy on the other side of the door took 120! Posted by
knowman 15 years ago [Login to reply]
- No worries. I was pretty much a bystander in that game. I still haven't won a game of 3-player Assassins. Well played knowman, you deserved the victory. What happened to Steve's opp fire though?
Posted by
Deadlime 15 years ago [Login to reply]
- He didn't shoot at me - maybe he spent all his APs running for safety?
Posted by
knowman 15 years ago [Login to reply]
- Watch the play back. He spent the whole beginning part of the game hiding out in that room. Your guys originally passed by him.
Posted by
Deadlime 15 years ago [Login to reply]
- Yup. I figured he'd be closer to the center, although in retrospect it makes more sense to fight one team of assassins at a time I suppose.
Posted by
knowman 15 years ago [Login to reply]
- Ignore what I said, I was wrong. You (and the mission text) is right: the fugitives can win by killing 5 enemy units, but they will only get the VPs if they kill them, not if the other assassin squad kill them. I forgot about that aspect.
All damage is randomised for each unit by 50-150%, and then armour is subtracted. Posted by
SteveSmith 15 years ago [Login to reply]
- I decided to make a run for the hills, and got shot in the back!
Yep, I was waiting in the middle room, and for several turns I knew there were enemy units on the other side of the door. Brilliant game with loads of tension. Posted by
SteveSmith 15 years ago [Login to reply]
- Very clever, the staying in one place bit. I found myself trying to go back over the previous turns and figure out if I had already looked behind the pillar, I thought I had.
Which would be a suggestion for an enhancement, if it's not too hard to do, having a "field of vision" option? Kind of like how you have the grid option? Posted by
knowman 15 years ago [Login to reply]
- i think a 'field of vision' view that you can toggle on/off like the grid view is a very good idea. It would save a lot of confusion and uncertainty of which squares units can see (for me anyway). I dont know how difficult this would be to do though.
Posted by
monkey 15 years ago [Login to reply]
- I agree with knowman and monkey - a field of vision toggle option like the grid would be a very useful feature.
Posted by
Deadlime 15 years ago [Login to reply]
- It would be a good idea, but probably not that easy as it would mean checking every single square each move to see whether the unit can see it or not, which would take quite a lot of time. I'll see what I can do!
Posted by
SteveSmith 15 years ago [Login to reply]
This topic has now been closed.