GMSO - Silent Surprise (Turn 25)

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SeeAMoose
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Re: GMSO - Silent Surprise (Turn 15)

Post by SeeAMoose » Mon Jun 01, 2015 2:28 pm

orry didn't see that it had updated because the thread title didn't change. Makes will advance to H4
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Re: GMSO - Silent Surprise (Turn 16)

Post by Runsaround » Mon Jun 01, 2015 11:27 pm

Yeah, someone really should fix that...
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GMSO - Silent Surprise (Turn 17)

Post by Nerre » Thu Jun 04, 2015 2:26 pm

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 17
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- better spacesuits might have better values.
- You can only deployed on column A-G until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-too-late flies to G1 and uncovers a 2. He tries to place a beacon on G2, but cannot do so as he is not a minefield marshaller like Ka yet.
Fails-to-see flies to F9, feeling the urge to take a risk. To his regret he explodes. His clone will be deployed in turn 19 (post actions after turn 18).
Ka's Splaat awakes in the cloning tank. He will be equipped and send back to the minefield in 18. He should decide where he wants to be deployed.
Makes-it-go-boom flies to H4 and uncovers a 1.
Pats-Asteroids remains on G5 and repairs his suit for 2 hp. He is now almost on full health again.

Spec ops 1 stays on F5 and fires on building F7, the now empty barracks. He deals 4 damage to it. The eastern half of the building collapses.
Spec ops 2 remains on E4 and repairs his suit for 2 hp. He is now on full health again.
Spec ops 3 remains on E2 and repairs his suit for 2 hp.
Spec ops 4 stays on E7 and fires on building F7, the now empty barracks. He deals 1 damage to it. The eastern half of the the building collapses.

Ka will use the teleportation window this turn, Fails the one next turn.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 4/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 6/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Health: 4.5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 7/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Destroyed:]
Building F7 - Damage taken: 5
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
Building F6 - Damage taken: 14
Tower G1 - Damage taken: 21
Soldier F8 - Damage taken: 7.5
Soldier F7 - Damage taken: 7
Soldier F6 - Damagetaken: 14
Tower G4 - Damage taken: 16
Tower E3 - Damage taken: 15
Tower E8 - Damage taken: 15
[/tabs]

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Re: GMSO - Silent Surprise (Turn 17)

Post by Krulle » Thu Jun 04, 2015 2:54 pm

Comes-too-late places a beacon on G2 (lucky me I did not blow up when passing diagonally past an unmarked mine...).

SO1 (F5): moves G4
SO2 (E4): moves F4
SO3 (E2): moves F2
SO4 (E7): could move F8, but cannot fire at tower on F11, while getting shot at. Not good vs. buildings, would need support... Any other ideas?

edit: these moves are not complete, new moves posted in this post
Last edited by Krulle on Sun Jun 07, 2015 5:34 am, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 17)

Post by Zigit » Thu Jun 04, 2015 7:16 pm

Ka'A respawn on E9.

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Re: GMSO - Silent Surprise (Turn 17)

Post by Patdragon » Fri Jun 05, 2015 6:38 am

Pat flies to H5 and fires on J4

Agree to move special ops forwards... and as for spec ops 4...i think we should bring him up to help support the other, we'd be better we mass fire powers so

Spec ops 4 to E6
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Re: GMSO - Silent Surprise (Turn 17)

Post by SeeAMoose » Sat Jun 06, 2015 6:53 am

Okay so there has to be one in either H3 or H5, I might reconsider that action Pats.

Makes will move to I4


Right you are, Makes will set a beacon on H3.
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Re: GMSO - Silent Surprise (Turn 17)

Post by Krulle » Sat Jun 06, 2015 1:20 pm

H3 is mined:
G2 is mined ( F2), G1's two means that there's none on H1, H2;
from G3 then follows that H3 is mined.


I also agree to pull SO4 upwards...
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Re: GMSO - Silent Surprise (Turn 17)

Post by Patdragon » Sun Jun 07, 2015 4:45 am

Current known un-flagged mines

G2, H3, F6
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Re: GMSO - Silent Surprise (Turn 17)

Post by Krulle » Sun Jun 07, 2015 5:27 am

F6? It could also be F7, IMhO.... (We know F5 is none, but as only SO's have been on that field, we don't know the number hidden there.)
Also the B12 mine is not 100%... It could just as well be on A12...

updating my moves:
[]Comes-too-late places a beacon on G2 and fires at the barracks on J1.

SO1 (F5): moves G4
SO2 (E4): moves F4
SO3 (E2): moves F2
SO4 (E7): moves E6
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Re: GMSO - Silent Surprise (Turn 17)

Post by Nerre » Sun Jun 07, 2015 5:49 am

You could use the probe to find out. :)
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Re: GMSO - Silent Surprise (Turn 17)

Post by SeeAMoose » Sun Jun 07, 2015 6:16 am

Right you are, changed my move above
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Re: GMSO - Silent Surprise (Turn 17)

Post by Patdragon » Sun Jun 07, 2015 7:30 am

Can't be F7 as E8 has a number three and all three bombs are already found thanks tho that last explosion from fails.
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Re: GMSO - Silent Surprise (Turn 17)

Post by Krulle » Sun Jun 07, 2015 7:57 am

Indeed, right you are... :oops:
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GMSO - Silent Surprise (Turn 18)

Post by Nerre » Mon Jun 08, 2015 4:31 pm

OPERATION: SPACE ODYSSEY

Mission 2: Silent Surprise
After the minesweeper crew successfully cleared the huge minefield during Mission Asteroid Slalom, your fleet now has arrived. While they fight big battles, your squad has already a new asignment. A shield generator has been located on a porous asteroid, which protects the enemy's spacestation. While your fleet can wipe out the enemy fleet, it cannot attack the station while it is protected by the powerfull shield.
Since the generator asteroid also is surrounded by a strong shield, only small objects can be teleported in, and only one at a time. Such as a person in a space suit. Your task is to clear the path for a special ops squad that will try to raid the generator base. To make sure most of them arrive, your task is to clear their path. From time to time, you will get special ops members to help you fight hostile forces. They share the teleportation windows with your team, and can move and fight just like you, only with different attributes. Try not to explode mines, as it might attract hostile forces and block possible teleportation windows for spec ops if players have to respawn. You start in turn 0 after all of you have been teleported in.
Turn 18
Image

Information:
- you start with 1 mp (movement point) as a new character. You can shoot for free, even while moving.
- you start with 5 health. Lost health can be regained by doing a repair action, restoring 2 health per turn. This is a full turn action, no other actions or movement allowed.
- moving diagonally costs 1.5 mp, moving up/down/left/right costs 1 mp.
- placing a beacon/flag costs 1 mp, and so will special actions that may come later.
- the more mp you gain,the quicker you can move. Once you reach 2 mp, you can also spend 1 of your mp for a special action or to place a beacon. You can move normally with the rest of your mp. But you cannot place 2 beacons or buy more actions like this.
- if you move diagonally and one of the adjacent tiles, which you would have to pass with none-diagonal movement, is an active mine not marked with a beacon, you have a 50% chance to trigger it.
- your blasters start with a range of 3 and 1 damage. You automatically defend yourself, but do not automatically aid somebody or attack.
- if you have more than one attack, you can split them between several targets.
- each tile with a number also has an equal amount of red dots in the upper left corner, just in case you cannot read the number cause of the player avatars.
- better spacesuits might have better values.
- You can only deployed on column A-H until somebody reaches a column further to the right, no matter if PC or special ops NPC. Once somebody reached a column, it is then unlocked for deployment for the rest of the game.

Actions:
Comes-too-late stays on G1 and places a beacon on G2. He also fires at the building on J1. To his regret, this attack causes a lot of drones to fly out of the building, swarming at him from H1. To his regret, the 6 drones deal 6 damage, which means that his suit explodes. His clone will be deployed in turn 20 (post actions after turn 19).
Fails-to-see awakes in the cloning tank. He will be equipped and send back to the minefield in 19. He should decide where he wants to be deployed.
Ka's Splaat is deployed to E9, uncovering a 4.
Makes-it-go-boom stays on H4 and places a beacon on H3. Makes gets 1.5 damage by an hostile attack (see Pats), firing back and dealing 1 damage.
Pats-Asteroids flies to H5 and uncovers a 0, triggering the discovery of all 14 adjacent fields. For uncovering his 25th mine, he gets promoted to Spaceman First Class. He receives a slightly better suit, taking 6 damage instead of 5 and dealing 1.5 instead of 1. He also fires on the building on J4. Like Comes, the attack triggers an reaction, as two ships dart out of the silo building from the depths of the asteroid. One flies to I4, one to I5. One deals 1.5 damage to Makes, one 1.5 damage to Pats.

Spec ops 1 flies to G4.
Spec ops 2 flies to F4.
Spec ops 3 flies to F2.
Spec ops 4 flies to E6.

Ka will use the teleportation window this turn, Fails the one next turn.

Player Chars:.[tabs: Comes]
Image
Name: Comes-too-late
Health: 5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Fails]
Image
Name: Fails-to-see
Health: 5/5 hp
Speed: 1.5 tiles/turn
Weapon: plasma pistol
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Ka'a]
Image
Name: Ka'a Splaat
Rank: "Spaceman First Class"
Health: 6/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
Specializations:
- "Minefield marshaller" (you can place 2 beacons in on round, or move and still place 1 beacon)
► Show Spoiler
[tabs: Makes]
Image
Name: Makes-it-go-boom
Health: 3.5/5 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Pats]
Image
Name: Pats asteroids
Rank: "Spaceman First Class"
Health: 4/6 hp
Speed: 1.5 tiles/turn
Attack frequency: 1 /turn
Attack strength: 1.5 dam
Attack range: 3 tiles
can use:
- 1 x probe: Can uncover a field at least 2 tiles away from you current position.
► Show Spoiler
[/tabs]NPC:.[tabs: Spec ops 1]
Image
Name: Spec ops 1
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 2]
Image
Name: Spec ops 2
Health: 10/10 hp
Speed: 1 tiles/turn
Weapon: Laser gun
Attack frequency: 2 /turn
Attack strength: 2 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 3]
Image
Name: Spec ops 3
Health: 7/10 hp
Speed: 1 tiles/turn
Primary Weapon: Blaster launcher
Attack frequency: 1 /turn
Attack strength: 6 dam (only vs buildings)
Attack range: 2 tiles
Secondary Weapon: Laser Pistols
Attack frequency: 2 /turn
Attack strength: 1 dam
Attack range: 3 tiles
► Show Spoiler
[tabs: Spec ops 4]
Image
Name: Spec ops 4
Health: 8/8 hp
Speed: 1 tiles/turn
Primary Weapon: sniper railgun
Attack frequency: 1 /turn
Attack strength: 8 dam (only vs infantry)
Attack range: 4 tiles
Secondary Weapon: Light Laser Pistol
Attack frequency: 1 /turn
Attack strength: 1 dam
Attack range: 2 tiles
► Show Spoiler
[/tabs]Hostile:.[tabs: Drones H1:]
6 left
[tabs: Ship I4:]
1 damage taken
[tabs: Ship I5:]
0 damage taken
[tabs: Building J1:]
Damage taken: 1
[tabs: Building J4:]
Damage taken: 1
[tabs: Destroyed:]
Building F7 - Damage taken: 5
Tower F10 - Damage taken: 16
Ship H2 - Damage taken: 0
Building G6 - Damage taken: 10
Ship H3 - Damage taken: 5
Building F6 - Damage taken: 14
Tower G1 - Damage taken: 21
Soldier F8 - Damage taken: 7.5
Soldier F7 - Damage taken: 7
Soldier F6 - Damagetaken: 14
Tower G4 - Damage taken: 16
Tower E3 - Damage taken: 15
Tower E8 - Damage taken: 15
[/tabs]

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Last edited by Nerre on Tue Jun 09, 2015 8:22 am, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Runsaround » Mon Jun 08, 2015 6:48 pm

Fails lands on J7.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Patdragon » Mon Jun 08, 2015 8:14 pm

you can not land on j7. we havent advance that far yet. H column.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Patdragon » Mon Jun 08, 2015 8:44 pm

ok from previous turn looks like ships have five health so..
if special ops one and two fire on one each and i fire on i5 they should both die.
drone are the problem we need 6 quixk shot into them so id suggest fails spawn near them and double taps with his special laser along with makes and spec op 3 if it is in range.

pats stays still to avoid towers but fires on i5 ship

spec op 1 (g4 ) - stay still double tap i4 ship
spec op 2 (F4) - move to g5 and double tap i5 ship
spec op 3 (f2) move f3 and shoot drones if they come in range
spec op 4 (e6) - if not move to f5

edited to not use probe
Last edited by Patdragon on Tue Jun 09, 2015 3:11 am, edited 1 time in total.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Zigit » Mon Jun 08, 2015 10:57 pm

"Sending beacon to E10. Firing thrusters, vector set to F8." -Ka'A Splaat IV

Looks like the beacon on B12 is correct.

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Re: GMSO - Silent Surprise (Turn 18)

Post by Krulle » Mon Jun 08, 2015 11:59 pm

J7 is a zero. Why have I8, J8, K6,K7, and K8 not been uncovered?

Also interesting: i am exploding on H1? I am at G1.... Not really relevant, but H1 has not been uncovered yet.
Pats uncovered his 25th mine? (I think you mean field...) (in his text regarding the promotion)


Comes-too-late rests while his body and suit are being replaced.

SO1 (G4): fires at the ship on i4
SO2 (F4): fires at the ship on i5 I4
SO3 (F2): repairs and fires at drones, when they come nearer
SO4 (E6): flies to F5
Last edited by Krulle on Tue Jun 09, 2015 3:41 am, edited 4 times in total.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Patdragon » Tue Jun 09, 2015 12:38 am

SO4 is vs infantry (which i think is like the soldiers we encountered aka us in suits) I don't think it will work against Ships
So i still think my special ops works better.

Can we get a confirmation if the ships are infantry Nerre my guess is no.
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Re: GMSO - Silent Surprise (Turn 18)

Post by Krulle » Tue Jun 09, 2015 2:16 am

I amended above, as you're right.

IMHo you can use your probe better for other things than marking one where we know there is a mine.
The field must be at least 2 tiles away from you. There seems to be no limit in range, so you could uncover s.th. like K10...
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Re: GMSO - Silent Surprise (Turn 18)

Post by Patdragon » Tue Jun 09, 2015 3:15 am

The ship I5 has (most likely if same as last time) 5 health why have SO 1 and SO2 do a total 8 damage to it when it already has taken 1 damage? seems over kill when we can take both out.
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Re: GMSO - Silent Surprise (Turn 18)

Post by SeeAMoose » Tue Jun 09, 2015 2:28 pm

If in range shoot a drone in I1, otherwise move to g5 and shoot ship in I5.

Spec Op 1 (G4 ) - move to g4 double tap i4 ship
Spec Op 2 (F4) - move to h4 and double tap i5 ship
Spec Op 3 (F2) move f3 and shoot drones if they come in range
Spec Op 4 (E6) - move to F5
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Re: GMSO - Silent Surprise (Turn 18)

Post by Nerre » Thu Jun 11, 2015 1:45 am

Runsaround wrote:Fails lands on J7.
Please choose another destination, you have not unlocke the J-column yet, as Pats mentioned correctly.
If you don't post until the update, I will make it H7, as it is safe and the closest to J7.

Hope that is fine for you.
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