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The Agrajag Rebellion - Turn 2

Posted: Sun Aug 09, 2009 8:49 am
by Arkbrik
Turn 2

Rebels - lrdofbricks


The rebels approach the smugglers, who use a Response action to land the ship.

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A smuggler comes out with the weapons, and a deal is made.

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The smuggler takes the money aboard the ship, and the rebels arm themselves with a missile launcher, four pistols, two carbines, and three dynamite bundles. They are out of range of the army at the moment.

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Army - Elmagnifico

The army advances and the Dreadnut opens fire.

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One rebel dies.

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Smugglers - Theblackdog

The smugglers are ready to shoot at the air force fighter if it tries anyhting.

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Air force - muffinman42/Dr. Vlad/Arkbrik

The fighter zooms forward and shoots at the smuggler ship. The ship returns fire and both take a couple of hits. The fighter is still flying, but only just!

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Surviving units

Rebels: 5/10
Army: 3/5
Smugglers: 2/2
Air force: 1/2

Overviews

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Post your turn 3 orders!

Posted: Sun Aug 09, 2009 9:48 am
by Theblackdog
The freighter climbs into the air and its guns open up on the last remaining fighter. If the fighter survives that attack, the freighter rams it. Then, the freighter launches both of its remaining missiles at the Dreadnut.

Posted: Sun Aug 09, 2009 9:55 am
by Dr. Vlad
The fighter dives low, circles, and then rams into the aft engine section of the Smugglers ship while blazing fire and boosting :?

And if the fighter is hit again have him aim his craft at the dynamite guys....that should be a decent explosion :)

Posted: Sun Aug 09, 2009 12:02 pm
by lrdofbricks
have the missile luanched at any remaining air force vehicle. have the dynamite thrown at the dreadnought. have everyone else attack army infantry.

Posted: Sun Aug 09, 2009 3:33 pm
by Elmagnifico
Have the Dreadnut advance and target the smuggler's engines with everything it's got.

The troops move foward, shooting at any rebels, but those holding explosives especially.