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Icareane

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  1. Thanks
    Icareane reacted to Stay OT Leader in Tie advance X1 compared to T65 x wings?   
    It’s a bit out of context from an upcoming blog.  But basically, the B-Wing is 6% MORE LIKELY to survive 4 incoming 3 dice shots than a T-65 is.  When you flip to 8 incoming 2 dice shots the B-Wing is 12% less likely to survive than a T-65 would be.
  2. Like
    Icareane got a reaction from Vontoothskie in Tie advance X1 compared to T65 x wings?   
    @Stay OT Leader : not sure how to read your table.
    Are you saying that a B-wing has -12% chance of survival versus 8 ties?
  3. Like
    Icareane got a reaction from AEIllingworth in Carolina Krayts is the best X-Wing podcast   
    As a swarm player I follow the great Justin Hammer / Ivan Vanko teaching:
    Don't get too attached to things. Learn to let go.
     
    I don't think this means what you think it means. If I remember correctly (not scrolling up) that stat was calculated by getting the number of 200-X games versus the number of X-Y games.
    What I think it means is that swarm list take longer to wipe out when they loose.
     
    Swarms (especially CIS sear swarms) have a large damage advantage in the early game that decreases rapidly and they also bleed points faster than other lists. The scenario where the swarm ends up loosing because it did not have time to hunt that last hull point  on a damaged point fortress looks less likely to me than the reverse : the opposing list just does not have the time to finish all swarm ships. 
  4. Like
    Icareane reacted to DTDanix in Missed Opportunities and "Mandatory" effects   
    The thing I am most worried about in these kinds of discussions is making the game into something where conveniently forgetting everything negative to you is to your benefit.
    This can effectively encourage players to keep incorrect game state or try to skip over things for the other player.  And it can all be hidden as a "oops, I forgot" or "oops, we both forgot" type of thing.
    Let's take this hypothetical example:
    My ship has a buzz droid on it.  I finish up shooting with the last ship and pause a bit then say "That looks like everything, back to dials."  We pick up our dials and start deciding the next moves.  Just after we put down dials and are saying "all set?", my opponent says "Oh, the buzz droid!"
    The buzz droid effect is mandatory, and engaging is mandatory.  What I've said as a player is easily excusable/reasonable behavior.  At this point, rewinding to deal the crit isn't going to break game state or change anything as long as you can reset your dials if the crit matters.  I would hope most everyone would be like "Oh yea, let's fix that real quick."  Obviously if it is harder to rewind game state, it's time to call a judge.  But many game mistakes are solved without judge interference.
     
     
    If I am able to argue "missed opportunity" here and skip the opponent's mandatory ability, then I think we're in a really bad place.  This will encourage players who want every possible advantage to try to skip every little thing possible.  Not every player is going to have the confidence to call a judge over and make sure this gets noted to catch someone doing this continuously and maliciously throughout a tournament.
    My conclusion: All mandatory effects are required and the standard response should be to fix it as much as possible even if the timing window passed.  If significant game state change has occurred, then call a judge.  Guidance for judges should probably be "Fix if it is reasonable, otherwise too bad.  Make note of players involved to see if this crops up more in the tournament."
     
  5. Like
    Icareane got a reaction from Jeff Wilder in The 10(?) Skills of X-Wing   
    That's no longer really true, some ships can move backwards now.  But it's true enough!
  6. Like
    Icareane got a reaction from Smikies02 in The 10(?) Skills of X-Wing   
    That's no longer really true, some ships can move backwards now.  But it's true enough!
  7. Like
    Icareane reacted to Jeff Wilder in The 10(?) Skills of X-Wing   
    The 10 Skills of X-Wing
    X-Wing is a game of skill and luck.  The proportion between the two will depend upon whom you ask, but in my opinion, speaking for X-Wing Second Edition, early in 2020, I believe the ratio to be something akin to 3:1.  There is another aspect to X-Wing, though, that isn’t generally factored into these discussions, but should be: player expectations; i.e., what is each player seeking from a game of X-Wing?
    If one player really enjoys playing seldom-played ships, pilots, and upgrades, and another player really enjoys playing ships that have consistently performed well in large tournaments, these players have different expectations from the game, and those expectations need to take a place alongside both skill and luck when discussing X-Wing.  After all, these two players could be perfectly evenly matched in skill (as discussed in the bulk of this piece), and perfectly evenly matched in luck, and yet one of them will likely have a not-insignificant advantage over the other, should they play each other, and each play according to preference.
    I think that “player expectation” is about as significant as luck in the make-up of X-Wing, so the ratio could be expressed as 3:1:1 … or, put into percentages, 60% skill, 20% luck, 20% player expectations.  (BTW, it’s not a coincidence that I consider these aspects of X-Wing make-up roughly equivalent.  In most games of X-Wing, even when player skill is significantly greater for one player, luck has a chance of allowing the less skilled player victory.  But when both player skill and player expectation favor one player, luck has virtually no chance of providing victory to the disadvantaged player.)
    This piece is an attempt to talk about the “skill” of X-Wing.  I make an argument that skill in X-Wing is actually 10 sub-skills, separate but often interacting, give some concrete examples of them, and offer methods in which one can improve each of these sub-skills.  I’m far from exhaustive with this. It’s a big job, for one thing, and discussion about it would be great.  In a lot of cases, I’m just not really able to offer anything very helpful; again, discussion will be good.
    Finally, I’ll offer a fun (but largely arbitrary) way for you to assess each of your sub-skills, and then your aggregate skill in X-Wing.
    Before I get started, I do want to offer a little bit of a C.V., because I’m not a well-known “name” in X-Wing.  Without offering readers some context, I could hardly blame them for just skipping over this piece.  So, here goes, for what little it's worth:
    I’ve been playing X-Wing since December of 2012, and playing competitively since early 2014. I’ve made Top Eight in Regionals (Hyperspace Trials) in 2014, 2015, 2016, 2018, and 2019.  I’ve always dropped after making cut, for reasons that aren’t exactly secret, but that are too complex to easily convey here. I’ve had multiple seasons each with multiple wins in Store Championships in the San Francisco Bay Area since 2014. I’ve been invited to the NorCal Invitational (16 player field, based on local tournament performance) for all three years that it’s been held. I was an X-Wing playtester for several waves of First Edition. I’m a podcast co-host (but who isn’t, amirite?) on Wide World of Wargaming (X-Wing), well past our 50th episode. I’m an occasional TO for small store tournaments in the San Francisco Bay Area. Okay, so earlier I asserted that “X-Wing skill” is actually composed of 10 sub-skills.  Here they are, with explanations.  These are not in any particular order of importance or priority, but as I was making notes, I did notice that the first five sub-skills are those I’m pretty good at, and the next five are those in which my own ability is average or below average.  Draw whatever conclusions you’d like from that!
    Spatial Visualization and Geometry - Knowing where ships will land after maneuvers; visualizing arc coverage; estimating ranges. Improvement is purely a matter of practice and memorizing some geometry tricks.
    Lay out every obstacle on a mat, start your ship in one corner, see how many maneuvers you can perform into the interior of the mat without hitting an obstacle. Take an unused ship base, name a maneuver, and place the ship base where you think your maneuver will land.  Test it. Geometry tricks are things like noting that the starting and finishing positions of a turn will lay along the same line, traced diagonally through those positions.  Or noting that the 1-turn for a Large ship very slightly overlaps its own corner.  There’s quite a bit you could memorize, but aside from the easier ones, I think practice serves most people better. Equanimity and Objectivity - The ability to maintain one’s cool in the face of adversity or bonanza; the ability to judge actions and outcomes based on risk and reward, rather than on results.  Improving this is a matter of education and, to some extent, behavioral hacks.
    Learn probability.  If you have a good conceptual and intuitive grasp of probability, it’s easy to shrug off one or two rolls that go against you.  (Unfortunately, it actually becomes harder to shrug off extended negative variance.) Similarly, when you get super lucky, it’s very helpful to know that, to avoid relaxing and underestimating your opponent’s ability to recover. Force yourself to breathe slowly and deeply. Force yourself to smile. Range Control - Knowing what ranges you want for engagements, and how to get them; knowing what ranges your opponent wants, and how to deny them. Again, improvement is practice.
    Know the Rule of 11. More importantly, know the conceptual underpinnings of the Rule of 11, so that when ships are closing at slightly off angles, you know how to adjust. Know how far your meanuvers -- and your opponents -- will carry them. Know what range your opponent wants … and why. Basic Probability - Knowledge of the faces of attack and defense dice, and of the make-up of the damage deck; knowing how to do simple probability calculations on the fly (or, in many cases, the ability to memorize the common situations).  Improvements here involve study and memorization.
    First, internalize that most human beings are legitimately terrible at intuiting probability.  There are lots of reasons for this.  But what it comes down to is recognize it.  Among other things, knowing this will help you maintain Equanimity and Objectivity. You must know the basics of probability.  You must know that the chance of rolling three hits/crits on three red dice is 12.5%, for instance.  You must likewise know that if the attacker has a focus to spend, that 12.5% jumps to slightly over 40%.  There are a number of introductions to probability online; find a good one and use it. Rules Understanding - Everything from basic knowledge of the phases of the game, all the way to extremely complex timing interactions.
    Spend a lot of time peeking in at complex rules questions online. Talk a lot with Dee Yun. Read the Rules Reference, for God’s sake. Spotting “Rules-Breaking” Combinations - Being able to recognize when abilities from ships, pilots, and upgrades combine in ways that fundamentally change the underlying assumptions of the game.  Truthfully, I don’t really know how to improve this, so suggestions are welcome.  I’m terrible at it.
    Understanding Target Priority - Evaluating which ship of your opponent’s squadron you would prefer to target and destroy first; knowing which ships to target in a given engagement phase, and in what order you should target them.  Improving this is largely a matter of logic.
    For example, if one of your ships has only one target, it’s generally better to attack with that ship before a second ship with the same target choice, but others as well. It’s often better to attack with ships at longer range … but not always; strip shields from a VT-49 with a range 1 shot before firing a Proton Torpedo into it, for instance. It’s good to kill a ship before it can shoot.  (See?  Just logic.) Tracking Scores and Determining Win Condition - Knowing the score at any given point in a game; knowing your best options to gain a lead or to protect a lead from an opponent.  Both FFG and some opponents will make this difficult.  (IMO, every time points are scored, the player giving up the points should have to clearly announce how many points and why: “That’s two shields from Jake, and 21 points for you.”)
    All you can really do here is frequently ask, if you don’t have everything memorized. Speaking of, it is possible to memorize the point values and thresholds when scanning the list before the game. Once you know point values, the current score, and the remaining time, figuring out your win condition is actually usually fairly trivial. Patience - The ability to delay engagement to gain an advantage or to delay the use of limited-use effects until they will have the biggest impact on your chances of winning the game.  I’m pretty bad at this, so I would love suggestions for improvement.
    Aggression - This is the ability, once you make judgments as to your opponent’s intent, to leverage risk for reward to pressure your opponent into defensive game-play.  Improvement here is a matter of practice.
    During games in which nothing is at stake, “flip a switch” in your brain, and go hyper-aggressive.  Make every decision as if you want to end the game on that turn. Then, at some point, flip the switch off, and go back to normal play. A Fun (But Mostly Arbitrary) Assessment of Your Skill in X-Wing
    First, in each of the sub-skills discussed, rank your personal ability on a scale from 1 to 10, where 1 is abysmal and 10 is superlative.  Needless to say, try to be objective.
    Second, add together your ratings, for a number from 10 to 100.
    Third, compare to this chart:
    10 to 30 -- You’re either very new to the game, or just plain really bad at it.  (FWIW, IMO 99% of players who score here are pretty new to the game.)  Evaluate again after 20 games or so, and see where you fall then
    31 to 45 -- You are a below average player, and probably don’t play frequently, but you’re not terrible.  Either luck or player expectations discrepancies could let you present a challenge to, or defeat, more skillful players.
    46 to 55 -- You’re an average player.  You usually finish middle-of-the-pack in tournaments you attend, but you’ve probably done pretty well in a couple.
    56 to 70 -- You’re an above-average player, and probably feel some disappointment in yourself when you don’t do very well in small tournaments and at least moderately well in larger ones.  People don’t feel fortunate to draw you in the first round of a tournament.
    71 to 85 -- You’re an extremely good player, and probably the odds-on favorite to win most of your local tournaments.  You routinely make the cut in larger tournaments, and you’ve probably made the cut in at least a couple of very large or national tournaments.
    86 to 95 -- There are probably only 30 to 40 players this skilled actively playing X-Wing.  If you listen to X-Wing podcasts, you’ve heard of 90% of them..
    96 to 100 -- Nobody’s this good, and if you scored this high, I can guarantee you ranked yourself too high in Equanimity and Objectivity.
     
  8. Like
    Icareane reacted to TV0R in Showcase: T65 X-wing   
    For some reason the forum won't let me upload anything bigger than 20 kB. Here's the insta link then 🤔
     
     
  9. Thanks
    Icareane reacted to Boom Owl in In Game Tactics vs Boba   
    Boba+
    The Core:  Boba ( Slave 1 Maul Contraband )  One Point Supernatural Reflexes  "Luke" Force Charges with Maul  Open Dial while stressed with Contraband  K Turns/Talons + Boosts to avoid drifting away from combat  Usually has Bombs to punish players trying to recycle/disengage/or slow ships  Usually has Hull Upgrade to change half pts threshold  Sometimes has a 15-21 pt bid  Friends: Fenn, 2x Fangs, Fenn Nom Lom, Frost  etc.  Near 360 Turret in open space moving last 
      Counter Strategy How It Deploys Usually  Cornered Boba will bank or 1 forward and bank the following turn  Other ship(s) will do something generic to see how flanking options develop 
      General Strategy Try to engage at R2-3 without anything R1 of Boba  Engage far enough away initially so Boba cant "jump" your entire list with a 3 bank or 4 forward  Try to engage the rest of Boba's Squad without him involved and without giving up a consecutive round r1 flank to Boba ( Not easy )  You can create "nets" for Boba that sorta disallow Slave 1 bank/hard turn options Try to force Boba into a corner or on to a board edge to limit Slave 1 Options  Rocks can create "corners or board edges" depending on where combat happens  Opt to disengage entirely and recycle instead of k-turning/slooping into Bomb damage and unmodded trades with Bobas rear Arc Sometimes possible to block Bobas boost options so he cant get to R1 This isnt something you can easily do intentionally, it can happen though  Setting up Target Locks is pretty important for eventual R1 engages since pushing damage through on Boba is very difficult  4 forward + boost and 3 bank + boost covers a huge amt of ground fast  Inside of roughly Range 4 previous turn Boba is likely going to get R1 of you. Try to engage the turn after your R5-R6 Be cautious about engaging near rocks if it has seismics  To Engineer an R2-3 Engage... Hug a board edge and try to get Boba to come to you or a corner (Dont Fortress/Stall)  Rush to a spot that invalidates a couple Slave 1 Options and sets up the R2 Engage you want (Warning: Boba can boost to react)  If you block with one of your ships R1 of Boba sometimes its better for it to get init killed than to still be around to feed rerolls 
      Target Priority Your goal is usually not full destruction, its half on Boba when time is called  Depends alot on what your list is, sometimes targeting the not boba part of the squad is correct Alot of the times you need to prevent full Boba from operating freely in the end game vs 1-3 of your ships  Generally work towards half points on Boba, while you threaten the rest of his squad, usually have to split fire a bit   If its just Boba Fenn, they will frequently feed you Fenn Rau early at R2-3 If its Fenn and Nom Lom, they can accidentally engage with Nom Lom in the way of Fenn/Bobas R1 options If its Frost it will likely go on a Rigged Bombing Run and attempt to "jump" your list with fast moves 
      Combat  Ok Engage Examples  Option 1:  Boba over commits to an R2-3 trade without any of your ships at R1 of him Good opportunity for collecting Half Points early Followed by trying to finish Boba or more likely switching to the rest of the list.  Option 2: Boba isnt able to engage at the same time as rest of list or rest of his Squad over commits to a spot Opportunity to delete parts of Boba's squad early before trying to hunt half pts  Despite "messing up" this often sets Boba up for consecutive rds of R1 flanking and a full pts end game 
      Not Ok Engage Examples Option 1: Boba player forces you to guess at a Flank to focus on  Boba Slave 1 arc dodges your entire list and still lands R1  Rest of Squad takes uncontested shots at your list. Panic.  Option 2:  Part of your list is R1 of Boba while the rest of your list only can Target Boba  Sometimes means he has 3 agility + rerolls + 2 force + focus token 
      Examples:  All of these probably involve being flanked by rest of list  Engaging with Boba along a board edge makes these scenarios more possible Middle of the board he has alot more opt out Slave 1 options   Rocks Can Create a Board edge or Corner Good: They have to help you make this happen  Not Helpful :   A Little Less Not Helpful  Sketchy, next turn you eat a bomb and Boba jumps your entire list 
      Uninteresting Strategy Be i6  Discord Missiles, Probes, and Ordinance Roll 4 Dice at R1 ( i.e. bring 3 attack dice ships )  High Ship Count High Init (Lots of ways to build 5 ship lists with multiple i5+ things)  i5 Moving Last ( Generally low ship count and bad against rest of field )  Bring Rear Arcs to attack while moving away from R1  Bring lists that have semi durable pieces that can out point half point + bid Boba or points locker end game  Jango Fett Preview 
     
  10. Like
    Icareane reacted to Cuz05 in Carolina Krayts is the best X-Wing podcast   
    Not exactly I'm afraid, but the 3rd ship was Nom Lumb. He was at 197, so fill to taste? There were definitely cannons involved.
    I presume most of it was on Boba. Boba definitely did not have 2 focus tokens. 
    Bid wise, I've won a couple games with my 88pt Precog Vader purely because he had an invisible 10pt upgrade on top of that. Feelsbadman. Was robbery and I'm a nice guy
    Didn't even need the bid in those games....
  11. Like
    Icareane got a reaction from Brunas in Carolina Krayts is the best X-Wing podcast   
    @Cuz05 : can you share that Boba/ Dengar build?
    Asking for a friend.
  12. Thanks
    Icareane reacted to Biophysical in Carolina Krayts is the best X-Wing podcast   
    I know what you're thinking.  Will you roll no eyes or some?  Well to tell you the truth, in all this excitement, I've kind of lost track myself.  But being as you're throwing 4 dice at Range 1, and it would blow my ship clean off the board, you've got to ask yourself, "do I feel lucky?"  Well, do ya, punk?
  13. Like
    Icareane reacted to pheaver in Carolina Krayts is the best X-Wing podcast   
    I'm pretty sure I remember(ish) the ranges:
    One 4-die no focus (he bumped), one 4 die focus, three 3 die focus shots vs 2 die calc, force point and Luke (to sim Networked Calcs), = 6 average damage (2 dead vultures).  3 damage and 9 damage (!!) are equally likely at 7%.
    The return fire did 5 damage to the damaged X-Wing, killing it, and 5 damage to another X-Wing with buzz attached, killing that as well.  With two 3-die plasma with lock and a single calc, a 3-die range 1 with a calc, and three 2-die with calcs, expected damage is 9.4 against unmodded defense dice.  So good variance in both instances.
    Yes, Blake should have spread out with his other two ships that weren't playing rule-of-11 games on the first round, but he was equally likely, even from that minor error, to have half of Duncan's list dead before it could fire as what actually happened with only dropping two of the droids and ending in Block City.
     
  14. Like
    Icareane reacted to TV0R in Showcase: Tie Silencer   
  15. Haha
    Icareane got a reaction from Npmartian in Most actions per ship per list challenge.   
    Now I've got an even better one, but you never want to be in this situation.
    Feethan, TA 175
    7 vultures (3 with afterburners).
    Somehow you get all of them at 1 health, I'm pretty sure you are all seeing where I'm going with this
    Activation phase :
    All roll + calculate : 16 actions.
    3 afterburner a boost. (19)
    Then sadly in the engagement phase they all die to a single diamond-boron missile that splashed all.
    8*8 calculates ...
    SO 64 + 19 = 85  83 action equivalents.
     
    EDITED to calculate properly (see below).
  16. Like
    Icareane got a reaction from Npmartian in Most actions per ship per list challenge.   
    So here is my entry :
    Berwer Kret, snapshot
    6 hyena bombers .
    T-1 :
    The hyenas lock a ship.
    T :
    The ship moves into Berwer snapshot, who hits.
    All hyenas get a red calculate action
    All hyenas do a blue move, then a barrel roll + linked lock.
    Berwer moves, take a tractor for to rotate his turret, then a focus.
     
    6*3 + 2 : 20 actions.
    21 if you consider Berwer barrel roll from the tractor.
    It's only 3 actions per ship though.
     
     
  17. Haha
    Icareane got a reaction from JBFancourt in Most actions per ship per list challenge.   
    Now I've got an even better one, but you never want to be in this situation.
    Feethan, TA 175
    7 vultures (3 with afterburners).
    Somehow you get all of them at 1 health, I'm pretty sure you are all seeing where I'm going with this
    Activation phase :
    All roll + calculate : 16 actions.
    3 afterburner a boost. (19)
    Then sadly in the engagement phase they all die to a single diamond-boron missile that splashed all.
    8*8 calculates ...
    SO 64 + 19 = 85  83 action equivalents.
     
    EDITED to calculate properly (see below).
  18. Like
    Icareane got a reaction from JBFancourt in Most actions per ship per list challenge.   
    So here is my entry :
    Berwer Kret, snapshot
    6 hyena bombers .
    T-1 :
    The hyenas lock a ship.
    T :
    The ship moves into Berwer snapshot, who hits.
    All hyenas get a red calculate action
    All hyenas do a blue move, then a barrel roll + linked lock.
    Berwer moves, take a tractor for to rotate his turret, then a focus.
     
    6*3 + 2 : 20 actions.
    21 if you consider Berwer barrel roll from the tractor.
    It's only 3 actions per ship though.
     
     
  19. Like
    Icareane got a reaction from kyten44 in Most actions per ship per list challenge.   
    So here is my entry :
    Berwer Kret, snapshot
    6 hyena bombers .
    T-1 :
    The hyenas lock a ship.
    T :
    The ship moves into Berwer snapshot, who hits.
    All hyenas get a red calculate action
    All hyenas do a blue move, then a barrel roll + linked lock.
    Berwer moves, take a tractor for to rotate his turret, then a focus.
     
    6*3 + 2 : 20 actions.
    21 if you consider Berwer barrel roll from the tractor.
    It's only 3 actions per ship though.
     
     
  20. Like
    Icareane got a reaction from kyten44 in Most actions per ship per list challenge.   
    Now I've got an even better one, but you never want to be in this situation.
    Feethan, TA 175
    7 vultures (3 with afterburners).
    Somehow you get all of them at 1 health, I'm pretty sure you are all seeing where I'm going with this
    Activation phase :
    All roll + calculate : 16 actions.
    3 afterburner a boost. (19)
    Then sadly in the engagement phase they all die to a single diamond-boron missile that splashed all.
    8*8 calculates ...
    SO 64 + 19 = 85  83 action equivalents.
     
    EDITED to calculate properly (see below).
  21. Thanks
    Icareane got a reaction from Kreen in Most actions per ship per list challenge.   
    Now I've got an even better one, but you never want to be in this situation.
    Feethan, TA 175
    7 vultures (3 with afterburners).
    Somehow you get all of them at 1 health, I'm pretty sure you are all seeing where I'm going with this
    Activation phase :
    All roll + calculate : 16 actions.
    3 afterburner a boost. (19)
    Then sadly in the engagement phase they all die to a single diamond-boron missile that splashed all.
    8*8 calculates ...
    SO 64 + 19 = 85  83 action equivalents.
     
    EDITED to calculate properly (see below).
  22. Thanks
    Icareane got a reaction from DarthSempai in Most actions per ship per list challenge.   
    Now I've got an even better one, but you never want to be in this situation.
    Feethan, TA 175
    7 vultures (3 with afterburners).
    Somehow you get all of them at 1 health, I'm pretty sure you are all seeing where I'm going with this
    Activation phase :
    All roll + calculate : 16 actions.
    3 afterburner a boost. (19)
    Then sadly in the engagement phase they all die to a single diamond-boron missile that splashed all.
    8*8 calculates ...
    SO 64 + 19 = 85  83 action equivalents.
     
    EDITED to calculate properly (see below).
  23. Like
    Icareane reacted to Polda in Showcase: Vulture-class Droid   
    Simple black to gray with some painted in long highlights along the wings and hull. 
    Red eyes were a must  


  24. Haha
    Icareane reacted to Crimsonwarlock in How do you play vulture swarm vs aces?   
    If the internet at Large is to be believed, this isn't fair to the ace player. Having more salvo dice than your opponent isn't sporting.  Be careful with this strategy.
  25. Thanks
    Icareane reacted to Mu0n729 in I made a grappling struts flowchart. C&C welcome   
    A situation happened in my vassal league season 9 game vs Paul Heaver last weekend. We were not 100% confident and fast about how to resolve it, but I think we eventually agreed on what should be done. Here's the flowchart:
    https://imgur.com/a/h3Oy7mY
    I used a Starfortress which tried to blow up asteroids left and right, so we navigated through the path that goes to the very bottom of my chart, which can happen when an opened struts vulture starts off in emptiness and lands on a 2nd asteroid.
    As I don't want to overly complicate matters, I only include the case where asteroids are involved in this situation.
    I'm looking for mistakes and omissions if you can find some.
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