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Well, things are certainly starting to heat up. This turn see the SAM operators warm up a bit, so maybe the tide is changing for the DRV. We shall see!
In the random events phase, some loyal peasants with small arms notice US flight 101 streaking overhead, surely up to no good. The villager takes a couple of pot shots as the flight thunders by on the deck, to no effect.
During the detection phase, the DRV detects one more flight (305). Unfortunately, all three flights of what looks to be the strike package (flights 105, 300 and 101) remain undetected as the fly on the deck through rough terrain.
During the movement phase, Flight C dashes toward an eventual intercept with the strike flights, should he defy all odds and remain undetected. I remove Flight A from the map board (as it was a dummy flight) with the idea that I will attack flight 202 with SAM battalions E and F if it continues in its path towards Hanoi and DRV flight B.
The two US jamming flights continue to fly towards the Red River, and it appears as if they will attempt to provide a jamming screen for the strike package as it comes into strike whatever target it has been tasked with.
I then move DRV flight B over the heart of Hanoi, to see if I can draw flight 202 towars him and into Flak and SAM range.
Next, the three US strike flights continue along their path, closing in on their target. US flights 204 and 205 move into a position to strike flight C if it is detected. To add insult to injury, flight 205 goes back to an undetected status during the track phase. Uh-oh...
Finally, flight 202 moves straight towards Hanoi. It is at this time that I remove DRV flight B from play (it was a dummy), opening up SAM shot opportunities on 202. SAM battalion F fires a salvo of 2 SAMs at the flight, and the missiles streak off homing in on their target accurately. Unfortunately for the DRV, flight 202 notices the tell tale lines of smoke lacing their way up to their position, and the flight breaks hard to the left, shedding altitude at a frantic pace. The SAM avoidance maneuver prevents him from being struck by the SAMs, but it also puts him in range of the medium flak on the outskirts of Hanoi. The flight is very lucky again, and avoids any damage from the flak. Finally, SAM battalion E fires a lone SAM at the flight, hoping to achieve a better result than their comrades. Unfortunately, the SAM deviates from the target and poses no threat whatsoever. This flight must be well trained or damn lucky - I'll let you make the call!
During the SAM acquisition phase, SAM site B switches targets from the jamming flight to flight 204. It achieves a full acquisition result, so flight 204 has been lit up by two SAM sites. Finally, during the admin phase I activate two inactive light flak batteries, hoping to lure the US flights into range of my hidden fire can and flak batteries which lie to the south. I also generate a dummy flight in DRV flight C's hex. I remove flight C, and replace it with generic DRV flights D and E, noting on my log sheet that flight E is a dummy flight and that flight D is the real flight (old flight C).
Here are links for the cyberboard game file for scenario D1 and end of turn 6 map.
May 26, 2004 13:51 | [ games/board/downtown ] | # | G | Comments (0)Sorry for the delay, however my opponent went on a well deserved vacation and thus the game was put on hold for a week or two. But now back to our regularly scheduled programming...
During the detection phase, the DRV detects two more Yankee Air Pirate flights. This is always a good thing, as it is hard to go up against undetected targets. Next up is the movement phase!
DRV flight A continues his dash into the fray, screaming over Hanoi on the deck. He has remained undetected so far, and is hoping to stay that way.
US flight 204 (targeted by 2 SAM sites) hits the burners to get out of range of one of the sites, but not before the operator of SAM site G salvos off two shots at the streaking flight. Unfortunately for the DRV, the shot is a miss. However, flight 204 isn't out of the woods yet. SAM site C also fires on the flight, but also misses!
DRV flight C streaks into the outskirts of Hanoi, positioning himself for action. Maybe.
Flight 202, also lit up like a Christmas tree by two SAM sites, kicks in the afterburners and streaks towards Downtown. SAM site E takes a shot at the flight as it appraches it in a straight line, and manages to miss. Great shooting, guys!
DRV flight C commits to making a run for what he thinks is the US strike package (the three flights on the deck). He is putting himself in harm's way by flying out of the flak's protective canopy, but he is hoping that he'll remain undetected by flying on the deck. Furthermore, he is hoping that at least at least one of the three assumed strike flights will remain detected by the time he is in a position to intercept them. The other US flights advance to new positions, with no further SAM shots possible or taken.
During the tracking phase, I lose contact with the one US flight on the deck (part of the assumed strike package), which is a bit disheartening. However, I have a few turns to detect another of them, so we will see what develops. Closing out the turn, during the SAM acquisition phase I firm up a few contacts which may prove beneficial next turn.
Here are links for the cyberboard game file for scenario D1 and end of turn 5 map.
May 24, 2004 15:51 | [ games/board/downtown ] | # | G | Comments (0)It started with the Revenge of the Nerds movies, then progressed further with the internet boom. Now, the cycle is complete, and the geeks have won. Introducing the new geek action figure - Geekman!
Like many other action figures, Geekman has the following special abilities: ungodly coding abilities, opposite sex repulsion, analytical reasoning, ability to create technical acronyms, and less than ideal personal hygiene routine.
May 24, 2004 08:53 | [ humor ] | # | G | Comments (0)I went out surfing this morning in the early AM, getting in the water by 5:50 AM. I was the only one out there for around 15 mintues or so, and was it peaceful! Just me, my board, the lapping of the water and the crash of the lip of the wave as it explodes on the surface. The sun was rising, a light breeze blowing off shore, and the pelicans were doing their "let's fly 2 inches above the surface of the water" schtick.
A great way to start the day, clear out the cobwebs in my mind , and get charged up for the remainder of the work day.
May 13, 2004 09:11 | [ surf ] | # | G | Comments (0)MiniBall is a flash game sutiable for one or two players, which mimics the game of foosball in your web browser. It's a good way to kill the last hour of a tough Monday work day, trust me.
May 10, 2004 15:55 | [ computers ] | # | G | Comments (0)It has been over a week since I've updated the ole' blog, so I am well overdue for at least a lunch break surf report. And who am I to disappoint my phantom audience? For those of you not in Souther California, we have been going through a bit of a heat wave these last few days. On the coast, highs are in the high 80s, and inland the temperatures climb to the mid 90s all the way to 100+ at the Wild Animal Park.
So with all of this heat, I was anxious to get in the water today on my lunch, paddle around and get wet. If there were waves to be had, then so much the better. It turns out that the waves were extremely fun, with the sets approaching shoulder high and a very light off shore wind grooming them for a few fun rides. I hope this weather holds up for a few more days... If so, I may try trunking it tomorrow!
May 03, 2004 14:16 | [ surf ] | # | G | Comments (0)