(I've noted the complaints about the spawning positions)
This combat turn at Uuni II has a bunch of rule violations and it only kind of dawned on me after I was done doing all the calculations.
Veers didn't specify which of his flanks should move, because he didn't start the combat with a center fleet, he shouldn't have been able to move both flanks at once as if they were attached to a center. Both Lorric and 0rph3u5 lost their fleet centers and according to the rules as written wouldn't have been able to execute their fleet center with flanks attached orders either. But after I had already done everything I just sort of went "well, whatever." The whole concept with fleet flanks isn't really working out as I had imagined it anyway, its too unwieldy.
Also, I can't make a gif right now because photoshop has once again to randomly give me a program error when trying to 'save for web'. And fixing this usually requires nuking all my settings and stuff. I hope the album works?
Also also, some abyssmal rolls in the Starlance leading to Harcon battle. I also made a calculation mistake with the 3rd SF Center not dealing reduced due to being below 50%, but it would only make a few percentage of hull strength difference... Sorry about that UGC.
And for my usual dose of self loathing: This combat system allows for too many calculation errors on my end and the weapon damage isnt very transparant for the Admirals. Too many little factors that I have to account for and manually change on the maps, easy to forget, frustrating to correct. Ideally I don't want to spend more than 2 hours doing a turn, but for the intrigue phases with combat its usually a lot longer than that.
So yeah, I'll change it someday. (Once I find the motivation).
Also, I'm sorry Ministers. I realize that by killing the diplomacy, your roles haven't exactly been exciting.
Well, only 3 phases remaining before game end.