AAR Required

Post descriptions of your brilliant victories and unfortunate defeats here.
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JudgeDredd
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RE: AAR Required

Post by JudgeDredd »

Turn 7
On my way to Gameris, I’ve run into some trouble!


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JudgeDredd
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RE: AAR Required

Post by JudgeDredd »

Turn 7
This is the start of the combat screen.

Top left highlighted in white, you can see the “sensor” showing reinforcements. These will move closer to the left as battle commences and will eventually get to me and help out
You can see the two ships
The number of APs remaining are circled red
Their shield status are circled blue.
The Fire Guns button is highlighted pink (1AP)
The Fire Missile button is highlighted yellow (4APs)
The Activate ECM is highlighted green (2APs)
My special abilities are highlighted orange and, from left to right…
Ships Special Ability (3APs) – in my case Evasion Computer – makes me and my enemy harder to hit (I’m confused by that!!)
Discipline (1AP)– Next gun salvo will have a higher chance of hitting
Flee (5APs) – Small chance of escaping the enemy
Tractor Beam (2APs)– Pulls the enemy ship and interrupts it’s attempt to flee


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JudgeDredd
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RE: AAR Required

Post by JudgeDredd »

Turn 7
So I have selected my Discipline special ability and this will help my salvos hit. Unfortunately, it costs 1AP and 2APs to fire, so I can only use it once. So I will activate it now and fire a missile (4APs) using all 5APs up.

The logic here is I get my missile away and use my Discipline…my discipline will stay until the next round, so it won’t be lost. This way I get to use all my APs and hopefully the enemy ship will be forced to use ECM (2APs)
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JudgeDredd
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RE: AAR Required

Post by JudgeDredd »

Turn 7
I activated my Discipline and fired my missile and therefore used all 5APs. The enemy ship immediately took it’s turn and activated ECM, evading my missile. It then activated it’s Taunt discipline which affects my accuracy, and fired at me.

It’s now my turn again. As you can see from the shields, there is no damage to either ship.

Highlighted in yellow you can see my discipline is still waiting to be used. Highlighted in orange at the bottom you can see my missile is greyed out and won’t come back for a few turns. I think there is an upgrade to the missiles which allows a faster reload (not sure).

Highlighted in green at the top right, you can see the enemy Taunt it activated.


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RE: AAR Required

Post by JudgeDredd »

Turn 7
My first salvo hit the enemy ship. I then immediately activated my Discipline again for a more accurate salvo and fired again. All APs were used (2 for firing, 1 for activating the Discipline and 2 for firing again) and the enemy ship took it’s turn.

Here the enemy ship fired a Missile (highlighted in red). Highlighted in yellow is the damage to the shields I did with my first salvo.


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RE: AAR Required

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Turn 7
I activated ECM at a cost of 2APs and the enemy missile was fooled. I then activated my discipline for a cost of 1AP and fired a salvo for a cost of 2APs. The salvo missed!

The enemy fired back but did not hit. It only fired back once, which is strange. I came across this ship in the demo, and it fired back more than it is at present!

Also you can see highlighted in orange is the enemy’s Taunt. I’m not sure if this is a new taunt or whether it was activated last battle.

Highlighted in white the reinforcements don’t seem to be in any rush!


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RE: AAR Required

Post by JudgeDredd »

Turn 7
Ok – some more here….

Highlighted in red up the top right, I’ve activated my Discipline for 1AP and fired a missile for 4APs.

Highlighted in white you can see my reinforcements moving to the left – getting closer to the battle.

My missile is highlighted in yellow and the highlighted number in green next to it is the number of turns until impact (it’s 3 when you fire, it shows two now because after my APs were used, the enemy took it’s turn).

Highlighted in blue is the damage done by my second last fired salvo in the previous turn. The damage is indicative of the two hits I’ve scored so far.

For the enemies part, they have used all their APs on ECM (which did not work as my missile is still visible), and Taunting me and activating it’s Discipline (highlighted in pink at the top right)


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RE: AAR Required

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Turn 7
My Discipline was active from the last round, so I fired a salvo (2APs) and hit. I then activated my Discipline again (1AP) and fired a salvo again (2APs) scoring another hit and using all my APs. As you can see highlighted in red, the enemy shield is being reduced.

For the enemies part, he fired a salvo (had the Discipline on from before) and scored a hit. He then tried to ECM, but the missile is still on track. He may be lucky next turn…there is only 1 turn left before the missile strikes.


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RE: AAR Required

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Turn 7
I activated my Discipline (1AP) and fired (2APs), scoring a hit. I then fired again (2APs) and hit again.

The enemy ship used ECM and thwarted my missile!! It then fired and missed me.


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RE: AAR Required

Post by JudgeDredd »

Turn 7
I activated my Discipline (1AP) and fired, scoring another hit. I then fired again and hit again. As you can see, the enemy ships shields are quite low now.

My reinforcements have arrived – a bit like the cavalry!

The enemy ship has fired a missile at me. I now have two options…use ECM, or go for the kill. If I manage to kill the ship, the missile will be thwarted anyway.


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RE: AAR Required

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Turn 7
I decided to use ECM at 2APs. The first time failed, so I used it a second time and the missile has disengaged. With my 1 remaining AP, I activate my Discipline ready for the next round

The enemy fired a salvo at me and hit. I haven’t heard a peep from the cavalry yet!


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RE: AAR Required

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Turn 7
I fired a salvo and scored a hit (2APs). I then activated my Discipline (1AP) and fired again (2APs) and missed.
The enemy ship fired another focussed salvo and hit me…again nothing from the cavalry!

Next turn should do it!


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RE: AAR Required

Post by JudgeDredd »

Turn 7
The next turn didn’t do it – I missed with both salvos! However, he missed me again and I got him the next turn.

That wasn’t very close run, but I have had much closer run ins with the enemy. They aren’t all quite as easy as that.


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RE: AAR Required

Post by JudgeDredd »

Turn 7
I looted 8E (I don’t know) of cargo and gained 704 credits.


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RE: AAR Required

Post by JudgeDredd »

Turn 8
I made it to Gameris after that and continued my mission to buy Jewellery. 20 pieces this time. I am now heading off to Petersburg to deliver and continue on my mission to deliver 200 pieces of Jewellery. I expect I will run into more ships in the future
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RE: AAR Required

Post by JudgeDredd »

Turn 9
At any time, I can use my Ship Sensor to locate ships and intercept them to gain loot and experience.

The Red dot is an enemy vessel. The blue dots are friendly. If I attack those, I will be in trouble with the galactic police. The yellow dot is the currently selected ship on the sensor.


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RE: AAR Required

Post by JudgeDredd »

Turn 9
Using the Communicate button, I had a dialog appear…nothing else though. I’m not sure of the usefulness of this yet (if any).

I decided not to attack the red dot – it’s a Federation Paladin (Corvette) which I think is quite a bit stronger than my ship! When I clicked attack, a dialog appeared telling me it was a bigger ship and asking me if I was sure I wanted to attack. I chose no.


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RE: AAR Required

Post by JudgeDredd »

Ok. I've been busy upping my credits to try and get one of those costly Corvettes so I can have a crew and sneak off to another system.

When you succeed in attacks or missions, you get experience points. When you get a certain amount, you are promoted

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RE: AAR Required

Post by JudgeDredd »

For each combat ribbon, you get a new non combat ability

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RE: AAR Required

Post by JudgeDredd »

They come in 3 flavours:
Trade
Mercenary
Criminal

Regardless of your character choice, you can choose any one of these. This time, I’m going for Disguise under Mercenary. This gives me a 50% chance to avoid being flagged a criminal after committing a crime.


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