USH'S STAR WARS GAME- CAMPAIGN II EPISODE IV (RENEGADES)- Battlefield

Started by Craft224 pages

So do we want Wentar in the land battle or helping Xeth with the Control Ship?

Kiu is going.

After some thought I'm leaning more towards holding Wentar back and having him help Xeth against the Control Ship.

I'm going just as long as I can still rest the first period.

You can rest on-site, but bear in mind that lacking suitable facilities there will be no 5 point auto-heal.

As long as we can make our Medicine rolls, it's better than not going at all! The Aluran forces need our help with this.

So we've got Denzral, Kiu, Jovan, and Vera-Kin going so far. Haven't heard from Vlad yet, he kinda seems to have disappeared from KMC...

Ok, well, final list submisison comes from Xeth.

Vlad, Kiu, Vera-Kin, Denzral, and Jovan are going to fly off on that last air transport to the battle; Wentar and, of course, Xeth are staying here in the command center until it comes time to attack the Control Ship.

Wentar is lacking a ship right now, I believe? He can take an interceptor.

Or there is Denzral's Jedi starfighter prototype, if Denzral is once again willing to loan it into Wentar's care. It and the Nexu should be fully repaired by this point.

Should I decide where our Jedi combatants are going in my strategic arrangements?

Not decide. You can recommend but they'll go where they want to. That's the thing with Renegades...

I don't mind, long as it comes back in one piece

So then, Denzral and Kiu, since you're going in, you should choose where you're participating in the fighting.

Where...? What are the options?

http://www.killermovies.com/forums/showthread.php?s=&postid=12227917#post12227917

It'd be one of the spaces labeled 'Forward' or 'F.'

Choose wherever, ask me if you want suggestions.

suggestions sounds good

I think you and Kiu would be best used either in Far Left or Far Right, where our units are of lower strength. You could help ensure that they succeed in their resistance of the Feds and Cultists. So pick which one you want, if you want to follow my advice.

I'll go far left.

Far right sounds good...

Well, you might want to fully appreciate the situation before you start placing yoursleves.

First of all, let's make sure everyone is happy about how the strategic side of this works.

When a force attacks another force, we compare the total strengths of both forces. If one side is noticably stronger than the other, then the following D6 roll that decides the battle is more likely to favour them.

For example, if both sides are roughly even in strength, then a roll of 1 or 2 means the defenders in the current fight win, a 3 or 4 means an inconclusive and bloody stalemate that turn, whilst a 5 or 6 means the attackers win. But if, say, the defenders are outnumbeed 3:1 on Strength, then a roll of 1 or 2 brings a stalemate and a 3-6 would bring victory to the attackers.

Certain special abilities can shift the odds back in your favour or further against you, like use of air power. The most significant factor is is armoured units- if one side has them and the other does not, the odds shift one step in favour of the side with armour.

Possible odds are: Evens, 3:2, 2:1, 5:2 and 3:1

Whenever units get defeated or caught in a firefight they take a hit. Three hits will render a unit unable to contiue fighting.

When it is your turn, you can order a unit to move in any one direction. if that is into an enemy held area, it is an attack on that area. Do remember that this means that units moving into plug gaps in yuor lines, or just being shifted around, wpon;t be able to attack that turn as their action was to move into place.

If a force that loses a fight began that fight with each unit in it having taken at least one hit, it will also be forced to retreat to the reserves. If there is no room for that then there is trouble.