Einner
5th July 2009, 21:50
476
Round 1:
Note: Blue team has now posted players, it's up to Reds to get IMing and blah. The quicker someone PMs me the quicker we play.
Please e-mail me or send me at least 1 replay as well as a screenshot of the scores pages. Please take one for each tab if you can remember, that way I can make graphs and stats; which is for nerds, what it's all about! ;)
nickrennie@hotmail.co.uk
Battle 1:
Map: Van De Mar Mountains
Victory Conditions: Destroy HQ
Blue Players:
Bluepixie
Einner
Red Players:
Sid
Octavion
Battle 2:
Map: Janus Savannah
Victory conditions: Assassination
Blue Players:
To0
Captain_Caveman
Red Players:
Mogwai
GigaFuzz
Battle 3:
Map: Fata Morga
Victory Conditions: Take and Hold
Blue Player:
gor
Red Player:
Brialzebub
The Campaign is simple. On the Map above you’ll see three locations marked. Each one is a different kind of battle, be it 1v1, 2v2, 3v3 or any rule changes.
In each battle, we are playing through variations of Annihilate, Assassinate, Control Area + Criticals and Destroy HQ.
Regardless of objectives or numbers of players involved, everyone is playing to win. Each round there will be three engagements. There will be four rounds.
You will also see two HQ icons. Players fight to get the chance to attack the HQ: Defeating the enemy at their HQ will win the campaign for your side.
There was also mention of an artefact that will change the universe in some way. Players also fight to get the chance to win by excavation. The excavation can’t commence until the enemy are wiped from the dig site, (of course).
Rules
The way we get the chance to claim the artefact and get to the HQ is simple. Wins.
At the end of this round, those yellow engagement squares will be replaced with markers to show who won. If a team manages to collect three win counters; they may use them to attack the HQ. This will trigger an extra battle, the details of which are up to the defenders.
Attackers will choose the number of people involved, while defenders get to stipulate the game type (Control Area, Assassinate etc)
If the team who attacks the HQ wins, party over losers. If the team defending wins, it’s the next round.
Different rules apply to the “artefact” scenario.
The artefact mission requires six[B] counters to activate
The artefact/ dig site mission can only be activated once. If Red activates it and fails to win; Blue cannot activate it again, visa versa.
In the battle that is generated, the attackers will get to decide the number of players involved, as well as the rules or win conditions they want to set.
[B]Win counters: earned and used, will all be recorded on this post.
To attack the enemy HQ, a team needs four counters, or wins. To attack the dig site, a team needs six counters on the map.
Objectives
There are three ways Blue or Red can win the campaign.
1. Get more overall wins against the other team in four rounds of play.
2. Destroy the enemy HQ
3. Defeat the enemy force guarding the dig site.
Playing the Rounds
At the start of each week, the round changes. It is only a new round after all the permutations have been played and any additional scenarios have been ended.
When new battles are available each week, it is up to the teams to decide who plays on what scenario. A player can only play once per round, unless they are part of a HQ/Dig site battle.
It’s clear that some players may want to address balances; the choice of race is up to you, as is your position in battle each week.
At the start of each battle, at least one person has to document the affair.
Save your replays, put a date to them.
At least one person is also required, per battle, to take some screenshots of the scores tabs that come out after.
The more information you give me, the more stats can be generated on your performance.
If your scores are made public, it may shed some light on to what works for you as a player, making you more useful to the team.
This post will be continually updated with the week’s battle scenarios. As the rounds progress, scroll down it and I’ll put up whatever statistical info I can along with a battle summary and current standings. This page will be updated with new scenarios every Sunday evening. They will not be done, however, if the round has not been completed, or the last battles have been on Sunday night.
To avoid confusion, Blue team will place their players by Wednesday 8th July Red team will then have to decide and place their players in the same time, after the round has moved forward, which is every Sunday
In round 2, Red team must place their players first. This process of switching will go on until round 4.
Note: contact your team mates. Find a time you can all play if possible. Start talking to eachother about who is playing where, then use this thread for setting up games against the other side.
Game Times:
Possibly the most difficult aspect to pull off without a hitch, game times should be arranged this week.
Because this will be more difficult to do using larger game numbers, we should agree on a time that suits all. Thursday or Saturday/Sunday are good for me.
Stay in contact with teams and leave hamachi connected to the PauseDow group. password, pause.
It can be downloaded here (https://secure.logmein.com/products/hamachi/list.asp) (Thanks Sid)
We aim to complete a round by Sunday evening, with new dates and players arranged by the start of the next week.
Sorry for this being such a long post. I’ve almost covered everything I want to. Last part:
Teams
Red Team
Sid
Mogwai
Octavion
Brialzebub
Gigafuzz
Blue Team
Captain Caveman
To0
Gor
BluePixie
Einner
I hope this is fair enough.
I have based this purely on wins vs. losses in the last round robin; but the campaign has been set up loosely to allow for any accidental or intended team changes.
For example, I have two possible friends who may be able to join after the first round. They can be slotted into either team and the permutations of the next rounds battles can be set accordingly. If anyone knows anyone that might be able to play in subsequent rounds, let me know. The quicker I can update things the better it will all look.
Below is the current round in a little more detail. Post your names to the games and I’ll update and we’ll set times from there.
When the Blues first landed on the western shelf of this massive, open continent; they guessed that this haven at the furthest tip was the result of a vessel crashing, many millennia ago. The people they found already living in this valley were indeed strange: a lazy decadent tribe that had allowed themselves to enjoy luxury while the universe overtook them.
The Blues had none of this. With a resolve that could have only been forged in the 41st Millennium, they slaughtered them all, taking new residence in what used to be called “Silicon Valley”.
A permanent fortress was put there, in the valley’s heart. Its makers knew that some of the Reds knew of the valley’s location. Blue tech engineers needed valuable to time to begin excavation into the area to discover something. It was called ‘The Reason’, an artefact of unimaginable power, reported to hold the key to the universe itself. ‘The Reason’ was the reason Blue was here.
It was a last ditch effort by those still vaguely in command. The civil war between Blues and Reds had gone on too long; a short term answer to a resolute question that might change the outcome. The Reds knew though. They would come soon enough. To try to take ‘The Reason’ and claim it would be the plan.
When the Reds eventually landed, they found only arid wasteland, deserts and mountain peaks. They set about the work of building a command post in a favourable position without complaint, however. ‘Pole Creek Breaks’ was the place. The Reds were only a few hundred miles north-east of ‘Silicon Valley’, they would soon be marching towards the Blue defences, and discovering the truths of the universe...
You guessed it; this is the Battle of California, with DC trimmings.
=============================
Round 1:
As the dropships landed; their bellies full of Red soldiers, the Blues began to take up defensive positions at the entrances to the valley. They expected an all-out assault from the very first minute.
It never came.
Red operational commanders decided to try to use the harsh wastes to the north east as their own defence. Blue sensor stations reported continual deployment and structural emplacements appearing at ‘Pole Creek Breaks’.
As the Reds prepared to meet their foes on open ground, outside the valley; the Blues realised this would be a protracted conflict, they would have to come out of their fortress and stop the continual build-up of Red forces outside of their range.
Columns rolled through the desert. The first exchanges would begin head on, out in the open.
Round1: Battle 1
Details:
2 v 2 player
Map: Van de Mar Mountains
Win Conditions: Destroy HQ
Game Time: TBC
Players:
Red: TBC
Blue TBC
Replays:
In this scenario, Red meets Blue at a place called ‘Buckskin’ mountain. Both sides had made the mistake of not sending recon units far enough ahead, so built their HQs within range of each other.
Round 1: Battle 2
Details:
2 v 2 player
Map: Janus Savannah
Win Conditions: Assassinate
Game Time: TBC
Players:
Red: TBC
Blue: TBC
Replays: TBC
Near the smoking husk of the small town, Cordero; a command division of Blue troops are fortunate enough to find the command squadrons of their Red counterparts. It would be strategically vital to remove these high ranking officer-corps units from the field.
Round 1: Battle 3
Details:
1 v 1 player
Map: Fata Morga
Win Conditions: Take and Hold
Game Time: TBC
Players:
Red: TBC
Blue: TBC
Replays: TBC
A forward assault-recon unit moved undetected through the desert to reach the ruins of Las Vegas. The Red scouts have found a suitable point to ambush Blue forces moving east, outside the valley. As the Reds prepare to lie in wait for unwary units, they are set upon by forward guard units looking to remove any early threats to their supply lines behind them.
Round 1:
Note: Blue team has now posted players, it's up to Reds to get IMing and blah. The quicker someone PMs me the quicker we play.
Please e-mail me or send me at least 1 replay as well as a screenshot of the scores pages. Please take one for each tab if you can remember, that way I can make graphs and stats; which is for nerds, what it's all about! ;)
nickrennie@hotmail.co.uk
Battle 1:
Map: Van De Mar Mountains
Victory Conditions: Destroy HQ
Blue Players:
Bluepixie
Einner
Red Players:
Sid
Octavion
Battle 2:
Map: Janus Savannah
Victory conditions: Assassination
Blue Players:
To0
Captain_Caveman
Red Players:
Mogwai
GigaFuzz
Battle 3:
Map: Fata Morga
Victory Conditions: Take and Hold
Blue Player:
gor
Red Player:
Brialzebub
The Campaign is simple. On the Map above you’ll see three locations marked. Each one is a different kind of battle, be it 1v1, 2v2, 3v3 or any rule changes.
In each battle, we are playing through variations of Annihilate, Assassinate, Control Area + Criticals and Destroy HQ.
Regardless of objectives or numbers of players involved, everyone is playing to win. Each round there will be three engagements. There will be four rounds.
You will also see two HQ icons. Players fight to get the chance to attack the HQ: Defeating the enemy at their HQ will win the campaign for your side.
There was also mention of an artefact that will change the universe in some way. Players also fight to get the chance to win by excavation. The excavation can’t commence until the enemy are wiped from the dig site, (of course).
Rules
The way we get the chance to claim the artefact and get to the HQ is simple. Wins.
At the end of this round, those yellow engagement squares will be replaced with markers to show who won. If a team manages to collect three win counters; they may use them to attack the HQ. This will trigger an extra battle, the details of which are up to the defenders.
Attackers will choose the number of people involved, while defenders get to stipulate the game type (Control Area, Assassinate etc)
If the team who attacks the HQ wins, party over losers. If the team defending wins, it’s the next round.
Different rules apply to the “artefact” scenario.
The artefact mission requires six[B] counters to activate
The artefact/ dig site mission can only be activated once. If Red activates it and fails to win; Blue cannot activate it again, visa versa.
In the battle that is generated, the attackers will get to decide the number of players involved, as well as the rules or win conditions they want to set.
[B]Win counters: earned and used, will all be recorded on this post.
To attack the enemy HQ, a team needs four counters, or wins. To attack the dig site, a team needs six counters on the map.
Objectives
There are three ways Blue or Red can win the campaign.
1. Get more overall wins against the other team in four rounds of play.
2. Destroy the enemy HQ
3. Defeat the enemy force guarding the dig site.
Playing the Rounds
At the start of each week, the round changes. It is only a new round after all the permutations have been played and any additional scenarios have been ended.
When new battles are available each week, it is up to the teams to decide who plays on what scenario. A player can only play once per round, unless they are part of a HQ/Dig site battle.
It’s clear that some players may want to address balances; the choice of race is up to you, as is your position in battle each week.
At the start of each battle, at least one person has to document the affair.
Save your replays, put a date to them.
At least one person is also required, per battle, to take some screenshots of the scores tabs that come out after.
The more information you give me, the more stats can be generated on your performance.
If your scores are made public, it may shed some light on to what works for you as a player, making you more useful to the team.
This post will be continually updated with the week’s battle scenarios. As the rounds progress, scroll down it and I’ll put up whatever statistical info I can along with a battle summary and current standings. This page will be updated with new scenarios every Sunday evening. They will not be done, however, if the round has not been completed, or the last battles have been on Sunday night.
To avoid confusion, Blue team will place their players by Wednesday 8th July Red team will then have to decide and place their players in the same time, after the round has moved forward, which is every Sunday
In round 2, Red team must place their players first. This process of switching will go on until round 4.
Note: contact your team mates. Find a time you can all play if possible. Start talking to eachother about who is playing where, then use this thread for setting up games against the other side.
Game Times:
Possibly the most difficult aspect to pull off without a hitch, game times should be arranged this week.
Because this will be more difficult to do using larger game numbers, we should agree on a time that suits all. Thursday or Saturday/Sunday are good for me.
Stay in contact with teams and leave hamachi connected to the PauseDow group. password, pause.
It can be downloaded here (https://secure.logmein.com/products/hamachi/list.asp) (Thanks Sid)
We aim to complete a round by Sunday evening, with new dates and players arranged by the start of the next week.
Sorry for this being such a long post. I’ve almost covered everything I want to. Last part:
Teams
Red Team
Sid
Mogwai
Octavion
Brialzebub
Gigafuzz
Blue Team
Captain Caveman
To0
Gor
BluePixie
Einner
I hope this is fair enough.
I have based this purely on wins vs. losses in the last round robin; but the campaign has been set up loosely to allow for any accidental or intended team changes.
For example, I have two possible friends who may be able to join after the first round. They can be slotted into either team and the permutations of the next rounds battles can be set accordingly. If anyone knows anyone that might be able to play in subsequent rounds, let me know. The quicker I can update things the better it will all look.
Below is the current round in a little more detail. Post your names to the games and I’ll update and we’ll set times from there.
When the Blues first landed on the western shelf of this massive, open continent; they guessed that this haven at the furthest tip was the result of a vessel crashing, many millennia ago. The people they found already living in this valley were indeed strange: a lazy decadent tribe that had allowed themselves to enjoy luxury while the universe overtook them.
The Blues had none of this. With a resolve that could have only been forged in the 41st Millennium, they slaughtered them all, taking new residence in what used to be called “Silicon Valley”.
A permanent fortress was put there, in the valley’s heart. Its makers knew that some of the Reds knew of the valley’s location. Blue tech engineers needed valuable to time to begin excavation into the area to discover something. It was called ‘The Reason’, an artefact of unimaginable power, reported to hold the key to the universe itself. ‘The Reason’ was the reason Blue was here.
It was a last ditch effort by those still vaguely in command. The civil war between Blues and Reds had gone on too long; a short term answer to a resolute question that might change the outcome. The Reds knew though. They would come soon enough. To try to take ‘The Reason’ and claim it would be the plan.
When the Reds eventually landed, they found only arid wasteland, deserts and mountain peaks. They set about the work of building a command post in a favourable position without complaint, however. ‘Pole Creek Breaks’ was the place. The Reds were only a few hundred miles north-east of ‘Silicon Valley’, they would soon be marching towards the Blue defences, and discovering the truths of the universe...
You guessed it; this is the Battle of California, with DC trimmings.
=============================
Round 1:
As the dropships landed; their bellies full of Red soldiers, the Blues began to take up defensive positions at the entrances to the valley. They expected an all-out assault from the very first minute.
It never came.
Red operational commanders decided to try to use the harsh wastes to the north east as their own defence. Blue sensor stations reported continual deployment and structural emplacements appearing at ‘Pole Creek Breaks’.
As the Reds prepared to meet their foes on open ground, outside the valley; the Blues realised this would be a protracted conflict, they would have to come out of their fortress and stop the continual build-up of Red forces outside of their range.
Columns rolled through the desert. The first exchanges would begin head on, out in the open.
Round1: Battle 1
Details:
2 v 2 player
Map: Van de Mar Mountains
Win Conditions: Destroy HQ
Game Time: TBC
Players:
Red: TBC
Blue TBC
Replays:
In this scenario, Red meets Blue at a place called ‘Buckskin’ mountain. Both sides had made the mistake of not sending recon units far enough ahead, so built their HQs within range of each other.
Round 1: Battle 2
Details:
2 v 2 player
Map: Janus Savannah
Win Conditions: Assassinate
Game Time: TBC
Players:
Red: TBC
Blue: TBC
Replays: TBC
Near the smoking husk of the small town, Cordero; a command division of Blue troops are fortunate enough to find the command squadrons of their Red counterparts. It would be strategically vital to remove these high ranking officer-corps units from the field.
Round 1: Battle 3
Details:
1 v 1 player
Map: Fata Morga
Win Conditions: Take and Hold
Game Time: TBC
Players:
Red: TBC
Blue: TBC
Replays: TBC
A forward assault-recon unit moved undetected through the desert to reach the ruins of Las Vegas. The Red scouts have found a suitable point to ambush Blue forces moving east, outside the valley. As the Reds prepare to lie in wait for unwary units, they are set upon by forward guard units looking to remove any early threats to their supply lines behind them.