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Post by kirkh on Nov 1, 2007 20:18:24 GMT -5
As a quick update to this game, it's moving along at a furious pace. We're starting turn 15 with Dan and Kirk in their twin gun Oeff*gs trying to keep Carls nimble little Hanriot in their sights. Andy's Hanriot had to depart some time ago, but he's almost had enough time to land, repair his damage, and rejoin the fray.
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Post by kirkh on Nov 2, 2007 13:29:57 GMT -5
Apparently my update was what generated the poor numbers roll and jammed gun for Carl that caused him to decide discretion was the better part of valor and fly into the clouds and escape. That being the case this game is at an end with both Hanriots escaping and leaving a pair of Albatri damaged but still flying.
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Post by kevan on Nov 3, 2007 1:16:57 GMT -5
Yes, Carl finally threw in the towel, with only 3 rounds left in his Vickers. He definitely had the dice on his side, finally jamming on a 35% jam roll after firing long bursts 7 out of the last 8 turns. Andy had much poorer luck, jamming his guns on a long burst with a 5% jam chance on turn 4 and quickly diving to the nearby clouds.
In his valiant fight, Carl managed to put 20 hits into his opponents, while taking only 14 hits, not bad for being outgunned 4 to 2 for 2/3 the game. While I would love to attribute this to Carl's experience and tactics, at least part of the blame must go to Dan's consistently horrible initiative rolls and Kirk being down to a single gun for half the game (at one point, he even managed to have both guns jammed for a turn).
Everyone made it home safely, as there were no crits, but Kirk's LW was a little shaky after absorbing 1/3 of Carl's hits.
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