Triplanetary… play by forum

…which does nothing.

In drifts, then rams.
Pr launches a torpedo then burns C.
First torpedo burns D. Second torpedo burns D+D.

(I don’t think there’s much point in launching multiple torpedoes into the same hex - they will randomly attack each other!)

Ram attack, first die is for Enforcer-In, second is for rebel-In:

@discobot roll 2d6

:game_die: 6, 3

Roger - why have you rolled three dice for two asteroids? Did I miss something?

Enforcer-In is disabled until T23, rebel-In until T20. Enforcer-In can’t follow up with guns.

T19

Rebel-in drifts.

It encounters the first torpedo.

@discobot roll 1d6

:game_die: 6

Yes, the first time I should only have rolled one die - because you’d only actually entered one asteroid hex at that point. See the bolded correction above; sorry, I thought you’d seen it.

rebel-In is now disabled to turn 23 (D4). And I should have set both the torpedoes to arrive in the same turn.

Pr thrusts D.

Pr attacks rebel-In with guns. -1 for range, -3 for velocity difference, is -4 at 4:1.

@discobot roll 1d6

:game_die: 4

In can counterattack, but at -4 on 1:4 it won’t do anything (my favourite sort of defensive fire).

In completes its movement, one way or another. The second torpedo gets to attack:

@discobot roll 1d6

:game_die: 5

Argh, not quite enough - that’s D5, but D5 is not D6. Rebel-In hits Terra, and Pr is now confined to the Terra-Luna detection zone.

Pr thrusts C.

Over to you.

So, I asked myself exactly how on Terra you can stop me doing that another two times when you have less ships; I couldn’t see how, so I rechecked the rules of the scenario - your ships only get reassigned if my ships aren’t disabled when they hit Terra. That’s a bit crazy from a story point of view, but makes a lot more sense in terms of game balance!

How do you want to play it from here? Would you have done all your defenses if you knew that? I’m going to say I would have tried the same manoeuvre anyway on the tiny chance it might have worked - I have 8 more ships, after all, but if you want to change your actions that’s fine.

Indeed, I didn’t spot the “while not disabled” - but no, I’ll stick with my actions. I should have time to reload Pr before the next ship hits, and In will recover before the one after that. Seems fair to say that this should count, if you also thought a disabled-ship hit was valid. :slight_smile:

Especially since I see that “mines… are only available from Terran bases”.

Are we playing only non-disabled ships from here on in?

Sounds fair. And I’ll take the mine off Or.

Okay. Corvette Death to the First Citizen! Launches from Mercury at C.

A or D for Mercury. Hang on, I’ll pull the list down here:

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

Ah this is why I put D initially and then forgot why. D please!

All Enforcer ships continue on present courses.

In has one more compulsory drifting turn, and can manoeuvre again after that.

De thrusts B, buoyed up by the recent death of millions of innocen… er, oppressors.