Triplanetary… play by forum

Or thrusts E
Pr thrusts E (moving into Earth orbit)
Ro thrusts C

gameN

gameS

So sorry roger can I revise my move, I confused my letters again, I wanted to thrust D, ie south west, sorry about that

OK. (And I hadn’t noticed the asteroid hex anyway.) In that case:

Or and In drift.
Pr thrusts E (moving into Earth orbit)
Ro thrusts C

gameSgameN

Re
Or 3/0 = -3
In 20/0 = -20
Pr 20/0 = -20
Ro 18/0 = -18

Or fires on Re, 2:1 at -3.

@discobot roll 1d6

:game_die: 6

WꙬt.

Turn 81:

Ro thrusts B, Or thrusts A, Pr thrusts B to go into Earth orbit.

gameSgameN

Re
Or 1/0 = -1
In 20/0 = -20
Pr 22/0 = -22
Ro 15/1 = -16

Or fires on Re again, 2:1 at -1.

@discobot roll 1d6

:game_die: 6

Wꙮt! (Look it up, it’s my favourite Unicode character.)

Turn 82

Or thrusts D.

gameSgameN

Turn 83

Or thrusts E, boards and reflags Re.

Which means that turn 84 is your next launch:

Start points:
Mercury (A or D)
Venus (any)
Mars (any)
Callisto (any)
Ganymede (B)
Io (D)

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Is it that many-eyed “O” used in something like Old Church Slavonic and only to write one particular word?

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That’s the one.

Well I’m extremely glad that I corrected my mistake with navigation. Yay! Up the revolution!

Um… how many ships have I got left? Is it 4, or 3? I am considering conceding at this point because it’s better than a long, drawn out death. I’m pretty sure even if everything succeeded I wouldn’t be able to get a fleet strong enough to defeat what you have right now.

I think it’s two left, but my record-keeping may be faulty:

2 captured
2 struck Terra while not disabled
2 struck Terra while disabled
2 went off the map edge

So if you got the remaining two to Clandestine (2×2 combat strength, doubled = 8) you’d have a single frigate, or two corsairs, or four corvettes, to take on my frigate + 2 corsairs + (eventually) 2 corvettes. I agree it doesn’t look good for you; your call.

I think we will quietly retire the revolution at this point…

I’ll admit I struggled with this one… sneak attacks are difficult in this game, and the torpedoes basically meant that it was entirely down to luck whether I got through to Earth, and very slim luck when you had two ships defending.

Similarly my corvettes were completely outclassed, and the fact it took 2-3 turns of slow positioning to land at Clandestine safely with you hot on my tail made that seem a near impossible task.

I’m sure there’s a better strategy - I think my best bet would have been to use ships to ram and disable and then launch another ship whilst yours were out of it, and I tried a few times but never quite managed to get it to work. Hm. A tricky one for me! What strategy would you have tried, do you think? I’m not sure I’m keen to play that scenario in reverse this time.

Good game. :handshake: And yes, possibly something different - perhaps @denisbloodnok would like to play something? I’m happy to step back and just do the game admin for a bit.

I started my defence on the principle that there are lots of places you can launch from, and only two places you want to go to, so I had to defend the target sites rather than rove around more generally.

If I leave Clandestine open, SoL can just run ships straight in there. Which is the same thing they can do if they get three ships crashing into Terra (just start at Io or wherever). So the assault on Terra is probably the best option. Going in fast means the attacker only has to worry about torpedoes and mines (and the mines did nothing all game), since everything else takes speed penalties to hit - and only the frigate can carry torpedoes.

I think I’d probably aim to come in from a long way out, Mars or Venus, to build up maximum speed penalties, but otherwise it would look a lot like your attacks. Torpedoes have a 5/6 chance of getting at least a one-turn disable, so if the defender deploys them within a single move of Earth it doesn’t look great for the SoL - say one attacker in six gets through, it takes 18 attackers to tie down all three Enforcer ships. Or there’s luck involved.

Going in fast reduces the risk of capture. I really wasn’t expecting that to work, and it meant I could keep the Clandestine defender refuelled and on-station. That made a huge difference to my thinking.

I wonder whether allowing the SoL some corsairs, which could carry a mine to use as an anti-defence measure, might work better.

Lots of, hmm, “improved rule understanding” on my part during this game.

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I did start coming from a long way out, but even at short distances you rarely did much with your cannons, it was those flipping torpedoes… once you picked some up, I was disheartened, and couldn’t think of a useful way round them, so I gave up on the long-range attacks and it didn’t seem to matter too much.

Yeah. I’m sure there are grognards out there who’ve played this scenario to death and know all the tricks, but I’m getting a similarly lopsided feel.

I’m in for a game, sure.

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Excellent! Any preference for scenario? I’ll have a look when I get a sec. why don’t you join too, Roger? Would be nice to try 3 players.

Scenarios that support three players (apart from The Grand Tour):

Nova: a short game; two sides compete to kill the invading aliens.
Piracy: a long game; the Patrol kills pirates, the Merchants deliver cargo, and the Pirates steal cargo. (Detection rules would be important here.)
Prospecting: a long free-for-all, most money wins.

Hmm, for that matter would @JGD care to join?

Thanks, but no. (Makes up the characters count)