ExoSquad: Flightline

I think the only attack that is affected by los are the missile

Blaster attacks can be affected by LOS, but only those with a range of two spaces or greater.

Allied units do block LOS.

I'm not entirely sure how plauge's upgrade works

Basically, you can pick any space. Then, draw a line from the Wraith to that space. Pick a random sensor contact that is along the line to be revealed.

Mostly, I gave that upgrade as an option so I don't have to keep saying "can't scan that space, no LOS", lol.
 
[X] Deploy C5
[X] [BLUE] Move to c6
[X] [GRAY] Evade
 
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I've forgotten, @NickAragua when we attack, can we say that we're attacking any enemy that enters our space?

Like how stealth and corvette does things.

I doubt it, but I might as well ask
 
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I've forgotten, @NickAragua when we attack, can we say that we're attacking any enemy that enters our space?

Like how stealth and corvette does things.
..if you mean during the Enemy Phase, that feels more of an 'Overwatch' action. If you mean during the Player Phase where we move into Sensor Contact then shoot at the enemy then it's like normal like before?

[] [RED] Blaster
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
..something like this. .-.
 
Melee
[X] Deploy on E6
[X] Blue - Evade
[X] Red - Blaster everything in sight

Engineer
[X] Deploy on E6
[X] Blue - Move E7
[X] Red - Grapple Melee to E7

Trooper
Deploy on E6
[X] Blue - Move to E7
[X] Red - Fire everything that moves
[X] Grey - Low Profile
 
Melee
[X] Deploy on E6
[X] Blue - Evade
[X] Red - Blaster everything in sight

Engineer
[X] Deploy on E6
[X] Blue - Move E7
[X] Red - Grapple Melee to E7

Trooper
Deploy on E6
[X] Blue - Move to E7
[X] Red - Fire everything that moves
[X] Grey - Low Profile
..oooh.. three units in the 'spawning point' of Column E.. interesting. The only one not Evading is Engineer A.. I'll probably let Engineer B remain as is in E6 in case a Flank Attack roll pops up from Recon's or ExoFighter's Sensor Contact Roll..
 
I hope that any attack will hit the 2/3 chance of the other frames than the engineer.

Next turn Slingshot can start to wreak some real havoc
 
"The birth of the Neosapien Order is a thing of beauty. To miss it would be... unthinkable." -Phaeton, paraphrased, when asked about why he's commanding the invasion of the homeworlds directly from the fleet, rather than the better-equipped headquarters on Mars.
Scheduled vote count started by NickAragua on Jan 18, 2023 at 10:50 PM, finished with 29 posts and 5 votes.

  • [X] Evade
    [X] Recon - Ian "Jumper" Lorenze
    -[X] Deploy on E6
    -[X] [BLUE] Move - Move one space in the grid in any direction. (E6 to F6)
    -[X] [GRAY] Low Profile - Negate the next incoming attack of any kind.
    -[X] [RED] Blaster - Attack any target within one space. If no target immediately available, will attack random target in own space after hostile action phase. (Target any revealed hostile units on nearby tiles. Otherwise, after hostile action phase, shoot at random hostile target in own space. [Overwatch?])
    [X] Engineer B - Joshua "Josh" Walker
    -[X] Pair up with Recon on E6 via Overwatching that tile/sector?
    [X] Deploy at D5
    [X] Scan D7
    [X] Assist with missile or blaster
    [X] Falcon
    -[X] Deploy C5
    -[X] Blue evade
    -[X] Gray: Order Blue - engineer a
    -[X] [RED] Triple Blaster - supporting fire for exo fighter if needed
    [X] Deploy C5
    [X] [BLUE] Move to c6
    [X] Deploy on E6
    [X] Blue - Evade
    [X] Red - Blaster everything in sight
    [X] Blue - Move E7
    [X] Red - Grapple Melee to E7
    [X] Blue - Move to E7
    [X] Red - Fire everything that moves
    [X] Grey - Low Profile
 
Mission 4 - Screening Retreat - Turn 2
Raw Plan/Resolution:
[X] Recon
-[X] Deploy on E6
-[X] [BLUE] Move - E6 to F6
-[X] [GRAY] Low Profile
-[X] [RED] Blaster

Plague Doc
[X] Deploy at D5
[X] Scan D7
[X] Assist with missile or blaster
[X] Evade

[X] Falcon
-[X] Deploy C5
-[X] Blue evade
-[X] Gray: Order Blue - engineer a
-[X] [RED] Triple Blaster - supporting fire for exo fighter if needed

ExoFighter
[X] Deploy C5
[X] [BLUE] Move to c6
[X] [GRAY] Evade

Melee
[X] Deploy on E6
[X] Blue - Evade
[X] Red - Blaster everything in sight

Engineer A
[X] Deploy on E6
[X] Blue - Move E7
[X] Red - Grapple Melee to E7

Trooper
Deploy on E6
[X] Blue - Move to E7
[X] Red - Fire everything that moves
[X] Grey - Low Profile

Engineer B
Deploy on D6, D6 (+1 overwatch capability), D5, D5 (+1 no blocking LOS), C5, F5, E6 (-1 big crowd, +1 suggestion); rolls D5
[BLUE] move stay stay; rolls move D5 -> D6
[RED] Blaster (overwatch)

Player Movement:
Wraith
-Scan D7; revealed; roll 13 - 3x Outrider
-Evade
-Missile vs C7 Outrider; target destroyed

ExoFighter
-Move C5 -> C6
-Evade

Falcon
-Evade
-Order: Blue - Engineer A (Evade)

Engineer A
-Move E6 -> E6; contact revealed, rolls 12 - 3x Amphi-Assault
-Grapple Melee E6 -> E7

Melee
-Evade
-Blaster vs outrider, amphi; rolls outrider; target destroyed

Trooper
-Move E6 -> E7
-Blaster vs Amphi-A; 1/2 HP, missile launcher disabled
-Low Profile (Evade)

Engineer B
-Move D5 -> D6
-Blaster vs outrider, outrider (+1 easy kill), amphi-assault; rolls outrider, target destroyed

Recon
-Move E6 -> F6
-Low Profile
-Blaster amphi, overwatch - rolls overwatch

Allied Phase:
All units accelerating (will move next turn)

Hostile Phase:
D7 Amphi-Assault up, right, right, right; rolls right; missile vs Trooper - attack negated by Evade
E7 Amphi-Assault blaster vs Melee - attack negated by Evade
F7 Amphi-Assault left, left, left, up; rolls left; missile vs Melee; shoulder blaster disabled

A7 Sensor Contact up right, rolls up A7 -> A6
B7 Sensor Contact up right, rolls right, B7 -> C7
C7 Sensor contact C7 -> C6, rolls 5 - Outrider; Attack vs ExoFighter, negated by Evade
F7 Sensor Contact left, left, left, up; rolls left F7 -> E7; rolls 13 - 3x Outrider
-E7 Outrider blaster vs Trooper; Shoulder blasters disabled
G7 Sensor Contact left, up; rolls up G7 -> G6
H7 Sensor Contact left, up; rolls left H7 -> G7

Sensor contacts spawning in row 7
E7 contact revealed, rolls 5 - Outrider; attack vs Melee, hull hit

LCpl Nathanael "Nate" Weaver

"It's just an Outrider and another blip, we can take 'em!" Em transmits, her voice full of excitement. She's ready to kick some ass. "Come on, five, I'll give you a tow!"

"Acknowledged." Lestari replies coolly. Your E-frame projects the characteristic metallic *thunk* sound of a mag grapple attaching to her "Sergeant", and the two of them jet off towards the approaching sensor contacts. A missile streaks past you and to the right, targeting one of the outriders - a small, brown-painted, oval-shaped fighter. Reports from the carriers indicate that those are equipped with "just" a blaster but pretty fast. Not fast enough to avoid Plague Doc's missile though - the craft shatters when impacted by the warhead - you doubt there's anything left. Josh moves forward as well, targeting the central of the three approaching outriders, taking it apart with one of the large construction E-Frame's blasters.

You sigh, watching Em and Lestari pull forward, and fire up your own main engines. "Seven, take care of the left flank. I'm gonna back those two knuckleheads up." you tell Jumper, who quickly acknowledges your transmission and sends the little green Recon E-frame rocketing off in that direction.

As you advance, the "single" sensor contact resolves to three E-Frames, designation "amphibious assault", which rapidly spread out now that the jig is up and they can't pass themselves off as a single contact by flying in a straight line formation. Large, ovoid, painted with wavy blue and brown camoflouge stripes, with a weapon-laden "arm" on each side. You have no idea what the hell the point of the camouflage is, or why they're "amphibious" when the closest water is in the Endeavor's H20 tanks. But they pack a lot of ordnance - blasters and missile launchers. Lestari engages a rapidly approaching outrider, perforating the light craft with her blaster - its engines sputter out and it simply stops accelerating, tumbling end over end into the void. You briefly wonder if it's achieved system escape velocity, but that line of thought is interrupted by a shrill tone emitted by your E-Frame, along with a red "missile lock" alert displayed on your projection.

You quickly cut your main thrusters, then locate the incoming missile, rotating your craft so that your flight vector will be perpendicular to the approaching warhed. You wait until it's pretty close, then light the thrusters up again, along with some control thrusters for good measure. The alert disappears, to be replaced by a pleasant blue "missile evaded" message. You let out a breath, then try to locate the source of the missile. You think you've got it - one of the ponderous amphi-assault E-Frames, firing at Lestari. Gritting your teeth, you aim your blaster at the target lead indicator and let loose several blasts of coherent energy. They make contact, and a piece of the target comes off, a burst of air venting out the side. "That ought to get him to back off a little!" you call out, then cringe as your E-Frame rocks, the flashes of nearby blaster fire displayed on your AR projection. A quick glance at the damage indicator shows that your shoulder blaster is no longer functional. "Hey, I was gonna use that!" you call out to nobody in particular.

"Uh, two, four, five, watch your backs - you've got additional sensor contacts closing in." Joker calls out.

"Thanks. We noticed." you reply through gritted teeth, looking over at Lestari's E-Frame. She attracts a lot of fire and gets winged a couple of times, despite pulling a fancy loop maneuver and your help - a missile goes off too close, while an outrider zips in and pings her with a little bit of blaster fire.

Operational Area Map:
A0B0C0D0E0F0G0H0
A1B1C1D1E1F1G1H1
A2B2C2D2E2F2G2H2
A3B3C3D3E3F3G3H3
A4B4C4D4E4F4G4H4
A5B5C5
Falcon E
ExoFrigate Galileo
D5
Wraith E
ExoCruiser Endeavor
E5
ExoCruiser Endeavor
F5
ExoFrigate Guiducci
G5H5
A6
Sensor Contact
B6C6
ExoFighter
Outrider
D6
Engineer B
E6F6
Recon
G6
Sensor Contact
H6
A7
Sensor Contact
B7
Sensor Contact
C7
2x Sensor Contact
D7
Amphi-Assault
Outrider
Sensor Contact
E7
Engineer A
Melee
Trooper
Amphi-Assault (!M)
Outrider
Sensor Contact
F7
Amphi-Assault
Outrider
Sensor Contact
G7
2x Sensor Contact
H7
Sensor Contact

Mission Objectives:
All ExoFleet capital ships must reach row 0
-capital ships will move up one row every two turns
[Secondary] All E-Frames must be in sector D0 or E0 on the final mission turn

E-Frame Status:
Falcon (Easy-One)
Trooper (Easy-Two): Shoulder Blasters disabled
Wraith (Easy-Three): 1x Outrider kill
Engineer A (Easy-Four):
Melee (Easy-Five): Shoulder Blasters disabled, 1/2 HULL, 1x Outrider Kill
Engineer B (Easy-Six): 1x Outrider kill
Recon (Easy-Seven):
ExoFighter (Easy-Eight):

Command
Pilot: Tom "Joker" Ward
Available Actions:
[] [RED] Triple Blaster
- Attack any target within one space.
[] [RED] Gatling Blaster
- Attack any target within one space.
[] [RED] Missile (10/10 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction
[] [BLUE] Evade
- Negate the next incoming attack of any kind
[] [GRAY] Order: Red
- Designated other E-Frame may take an additional [RED] action that they have not taken this turn
[] [GRAY] Order: Blue
- Designated other E-Frame may take an additional [BLUE] action that they have not taken this turn

Wraith
Pilot: Christopher "Plague Doc" Stuart
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (5/6 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Deep Sensor Scan
- Reveal the contents of a sensor blip.
- If target is not in LOS, a random sensor blip along the projected line is revealed instead, or nothing
[] [GRAY] Comms Jamming
- Designated target is unable to move or fire this round.
[] [GRAY] Probe (1/1 available)
- Designate a space within line of sight. All sensor blips entering this space are automatically revealed going forward.
[] [GRAY] Target Guidance
- Designated target within line of sight may be targeted by missiles regardless of line of sight.

Engineer A
Pilot: Emily "Em" O'Dwyer
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
- Coordinated Fire: If used on "Melee" E-Frame, may use another RED ability instead of a BLUE ability
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Engineer B (note: will be driven by QM per player request, but suggestions can be made)
Pilot: Joshua "Josh" Walker
Available Actions:
[] [RED] Arm Blaster
- Attack any target within one space.
[] [RED] Shoulder Blasters
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Magnetic grapple
- Move designated target (allied or hostile) within one space one space towards this E-Frame OR
- prevent designated target within one space from moving away OR
- pull self towards designated "large" target within one space (e.g. capital ship or shuttle)
[] [RED] Repair
- Re-enable one damaged system on any other E-Frame in the same space. Target cannot issue [BLUE] orders this turn.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Melee
Pilot: Calista "Lestari" Wahyuni
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Shoulder Blaster System Disabled
- Attack any target within one space.
[] [RED] Laser Cutter
- Attack any target in own space.
[] [RED] Fist
- Attack any target in own space OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Charge
- Move one space in the grid in any direction, the execute a Laser Cutter or a Fist
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.

Recon
Pilot: Ian "Jumper" Lorenze
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
- If no target immediately available, will attack random target in own space after hostile action phase
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [RED] Claw
- Prevent designated target in own space from moving away OR
- grab a mission-critical object in own space (and move with it if it moves on its own)
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Power-To-Weight Ratio
- Move one space in the grid in any direction.

Trooper
Pilot: Natanael "Nate" Weaver
Available Actions:
[] [RED] Blaster - Left Arm
- Attack any target within one space.
[] [RED] Blaster - Right Arm
- Attack any target within one space.
[] [RED] Shoulder Blasters System Disabled
- Attack any target within one space.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Low Profile
- Negate the next incoming attack of any kind.
[] [GRAY] Automatic Targeting
- Fire the shoulder blasters at a randomly chosen target.

ExoFighter
Pilot: Oliwia "Morze" Dabrowska
Available Actions:
[] [RED] Blaster
- Attack any target within one space.
[] [RED] Missile (4/4 available)
- Attack any target within line of sight.
[] [BLUE] Move
- Move one space in the grid in any direction.
[] [BLUE] Afterburner
- Move one space in the grid in any direction OR negate the next incoming attack of any kind.
[] [BLUE] Evade
- Negate the next incoming attack of any kind.
[] [GRAY] Nimble
- Take any BLUE action that has not been taken before

AN:
Request going forward - please format your plans like so:
[X] E-Frame Name
-[X] Deployment zone if necessary
-[X] Order 1 (just the name and any designated coordinates/targets, no need to include the description)
-[X] Order 2
-[X] Order 3

This will allow the automatic thread tally tool to catch them properly; it wasn't a big deal when we didn't have too many people but now I'm starting to get worried I'll miss somebody's order.
 
[X] Falcon
-[X] Blue: evade
-[X] Red: Gatling - outrider in C6
-[X] Gray: Order Blue - Engineer

Also, melee's been hit so we'll have to do something about that.

maybe melee, charges into d7 attack something twice and engineer b pulls them back to d6, I'll give them blue prevent them from getting hit. I'm not sure how hits work, So if they get hit by something else, do they get destroyed?

but also, that is unfortunate, they've piled up in three of them.

edit: trooper was also hit
 
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..oof. That's rough on the system disables.. I think the same happened to Engineer B with the JumpTroop missions when they went to land near one of the Sensor Contacts and was tagged with Aerial Assault or something? The logs mentioned some of the Sensor Contacts going either left or right on top supposedly always going up though their current behavior differs otherwise. A 'pincer' attack on both sides kind of mindset I guess or maybe there's a 'commander' unit somewhere hidden?

[X] Recon - Ian 'Jumper' Lorenze
-[X] [RED] Blaster - Attack any target within one space, if no target immediately available, will attack random target in own space after hostile action phase. (Outrider in F7 as priority, any adjacent enemies on the nearby tiles otherwise, else an Overwatch none available.)
-[X] [BLUE] Evade - Negate the next incoming attack of any kind.
-[X] [GRAY] Power-To-Weight Ratio - Move one space in the grid in any direction. (F6 to F5)

EDIT: Priority change on Outrider instead due to likely swarming tactic thus the need to prioritize lower HP targets.
EDIT2: With the other orders/movements voted in, decided to let Recon retreat back to the Guiducci's tile due to three adjacent (two potentially) hostile contacts.

[X] Falcon
-[X] Blue: evade
-[X] Red: Gatling - support exofighter with enemies

Who needs the gray order.

Also, melee's been hit so we'll have to do something about that.

but also, that is unfortunate, they've piled up in three of them.
The cluster in E7 for sure, a [RED] order preferably though maybe a [BLUE] order for Melee to Evade, those are a lot of enemies. Shoulder Blasters being disabled on Trooper is unfortunate, but at least he can guarantee having two saves. Seeing Melee clearing out two units at once with Charge + Blaster, but a bit risky due to being downed to 1/2 HP. Engineer has a guaranteed [RED] action if he does a [RED] Magnetic Grapple combo with Melee. Trooper can only attack once with either Left or Right Blaster due to Shoulder Blaster being disabled. A total of 4 potential enemy takedowns, not counting any additional [GRAY] Orders. We might need to back up one tile upwards after next turn (and every time the fleet move upwards every two turns) since we want everyone to be able to be on the Endeavor tiles before the End of Turn 10.

EDIT: ..we should probably focus on the Outriders, since the Amphi-Assault has 2 HP, unless we could deal 2 damage per turn safely. Taking out the ones with 1 HP means less potential attack instead of being swarmed now that I think about it..
 
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The cluster in E7 for sure, a [RED] order preferably though maybe a [BLUE] order for Melee to Evade, those are a lot of enemies. Shoulder Blasters being disabled on Trooper is unfortunate, but at least he can guarantee having two saves. Seeing Melee clearing out two units at once with Charge + Blaster, but a bit risky due to being downed to 1/2 HP. Engineer has a guaranteed [RED] action if he does a [RED] Magnetic Grapple combo with Melee. Trooper can only attack once with either Left or Right Blaster due to Shoulder Blaster being disabled. A total of 4 potential enemy takedowns, not counting any additional [GRAY] Orders. We might need to back up one tile upwards after next turn (and every time the fleet move upwards every two turns) since we want everyone to be able to be on the Endeavor tiles before the End of Turn 10.
yep, we shouldn't have provoked row 7 :rofl2:

but melee can't stay in row 7 much too dangerous, they have to move back into 6 some way,
I'm taking out the outrider in c6
what we could do is move exofighter into d6 to finish off whatever survives in d7 and then either move back to d5 or stay in d6 and evade, it would just mean we'd have a 2x sensor contact that we won't know about. in c6 next turn
edit: wait, I don't think allies will impede missiles, so wraith can missile them. instead of exofighter moving, but we probably would want exofighter to move back once so we don't immediately trigger the 2 sensor contacts

we could move wraith into c5 so they can reveal those contacts next turn, not this one (we have enough to deal with rn)
I'll give melee an evade, and then we hope they don't get shot

recon would have to probably shoot the out rider
and then trooper and eng A destroy at least one of the enemies in their square.
I think they should back up into row 6 as well tbh.
My preference for the kill is the amphi, because next turn one of them can help recon deal with their amphi after moving back into row 6.

I don't know if we should use a scan this turn tbh.

And everyone should evade as much as they can.

edit: we could also just make melee full retreat and have eng b shoot the outrider, and deal with the amphi in d next turn, or the outrider depending on how we want exo fighter to move
 
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yep, we shouldn't have provoked row 7 :rofl2:

but melee can't stay in row 7 much too dangerous, they have to move back into 6 some way,
I'm taking out the outrider in c6
what we could do is move exofighter into d6 to finish off whatever survives in d7 and then either move back to d5 or stay in d6 and evade, it would just mean we'd have a 2x sensor contact that we won't know about. in c6 next turn
edit: wait, I don't think allies will impede missiles, so wraith can missile them. instead of exofighter moving, but we probably would want exofighter to move back once so we don't immediately trigger the 2 sensor contacts

we could move wraith into c5 so they can reveal those contacts next turn, not this one (we have enough to deal with rn)
I'll give melee an evade, and then we hope they don't get shot

recon would have to probably shoot the out rider
and then trooper and eng A destroy at least one of the enemies in their square.
I think they should back up into row 6 as well tbh.
My preference for the kill is the amphi, because next turn one of them can help recon deal with their amphi after moving back into row 6.

I don't know if we should use a scan this turn tbh.

And everyone should evade as much as they can.

edit: we could also just make melee full retreat and have eng b shoot the outrider, and deal with the amphi in d next turn, or the outrider depending on how we want exo fighter to move
Might want to be at the front to deal as much damage though... the objective is to make sure not one of the capital fleet ships falls here with secondary objective of us being at two specific tiles before the end of Turn 10. @_@;

Like, Falcon shoots at C6 Outrider, ExoFighter moves to D6 and shoots at Outrider with Engineer B taking a shot at Amphi-Assault (Engineer B's actions are RNG unless 'suggested' to which increases the odds of them doing it) whilst both are Evading and taking out the Outrider and putting the D7 Amphi-Assault unit to 1 HP. Wraith can move either southwards to join the assault on the enemies in D7 (taking out the Amphi-Assault) or go to C5 and Scan C7 and launches a Missile (the latter is risky since there's two Sensor Contacts there that still needs to be rolled). Though this is just my thoughts and it's still up to the other pilots at the end of the day.

Recon is... well, fine I guess? Worried about the G6 and F7 Sensor Contacts that they may jump him (the one at F7 has a bigger chance of going to E7 though the longer Melee, Engineer A and Trooper are stacked there). There's still the Amphi-Assault afterwards being one-tiled ranged and 2 HP worth each..

The E7 cluster is worrying, since judging by the logs, it's usually 50-50 on either going up or at a nearby ExoFrame: the latter has increased odds the more there are in said tile, so it's currently a 3/4 chance they'll go for the latter aka D7 to F7 will most likely jump them next turn on that 3/4 chance, the remaining chance is going upwards.
 
Might want to be at the front to deal as much damage though... the objective is to make sure not one of the capital fleet ships falls here with secondary objective of us being at two specific tiles before the end of Turn 10. @_@;
what's this in reply to?
for keeping melee up front, or for staying in row 7?

And yes the objective is to protect the capital ships, so this is a defensive battle at the end of the day.
We don't have to travel deep into enemy territory to do this.

like melee got a hull hit because we activated e7 which spawned the amphis that took care of melee's evade, and then the next sensor contact moved into their space and spawned the outrider that hit them.

imo, being aggressive here is more punishing, and isn't really worth it.

It's damaged, and has lost the usage of a subsystem (missiles, in this case) as a result.
alright, so eng A and trooper can destroy both of them.
I think they should destroy both and move back.

@NickAragua just to double check, can wraith missile something in D7?
I think so from the resolutions but I want to check.

but that's my two cents, it comes down to everyone else's decisions at that point.
 
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