Mon, 24 May 2004
Downtown D1 - Turn 5 Summary
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.
posted at: 15:51 | path: /games/board/downtown | permanent link to this entry
Geeks as Action Figures
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.
posted at: 08:53 | path: /humor | permanent link to this entry