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

Started by Bespin Bart224 pages

There goes a tank!

I'd tell the Selenians to get packing since there isn't a whole lot they can do against the droidekas.

Denzral, gotta get those actions in. Rex's advice to tap Riposte and tap Orthodox Guard is pretty sound. Just make sure you attack too.

Sorry but I had assumed... I had more time.

I'll attack droideka D and tap balanced guard then switch it out for forward guard.

Do you need me to tap bodyguard to stay alive Denz?

Remember that only works if you are adjacent!

Smart thinking, Kiu. That way Denz can hold on to his Guard at least a turn longer. You two should pile into the same Droideka.

Remember to post what you're doing, Denz.

Originally posted by Ushgarak
Remember that only works if you are adjacent!

Would me or him have to move for the tap to work?

You would have to be attacking the same droideka.

Sorry, yeah I'll slash at Droideka D and tap riposte to help with the attack. I'll also scream at the Selenians to retreat and get outta there.

Indeed! With Kiu tapping defensive and covering Denz, he has sewn this one up. Denz and Kiu destroy their droideka between them and take no extra damage. A second tank blows up, and by this point the tanks are caught in the middoe of the minefield.

The remaining droidekas withdraw, and the three tanks that escape the minefield pull back to the Federation lines. The scenario is a success!

Great job, guys! This will shift the ratio one step in our favor, and hopefully win us this roll for the Far Right sector. Denzral and Kiu will get to rest this upcoming turn, but I think it is Jovan and Vera who are going in next!

Really wish we'd hear from Vlad, wonder what happened to him...

Meanwhile, all around, the fight goes on!

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On the far left, the competing strengths are 250 to 110. That is an evens match,. However, the presence of Federation armour in the zone is unopposed. Tanks in such concentrations without counters are dangerous; this shifts the odds 3:2 in the Federation';s favour. Yet the tanks are ill-suited for use in the forest, and wit yuor foresters there your ambushes can swin things back in your favour. The result is back to evens!

The die rolls a 3- result, firedfight! Both sides blast away in a murderous close-range encounter in the forest, which may become set abalze, No ground is won or lost, but there are casualties. Every uit invovled takes a hit, except the AATs.

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On the left, your attack bonuses are not quite enough to egt a 3:2 advantage, though their tanks are this time countered by your speeders.

This battle would have been a firefight again... but now there is troubloe. Federation Vultures are deplying in large numbers in the air, strafing your ground positions. Your troops ehre are being hammered! They hold their ground but take much worse then they give.

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In the centre, armour on both sides keeps things even again. But the roll goes your way, and it is the Feds that lose out here! With your battlecrawlers firing, you manage to score a hit on the AATs, too.

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Close on the right, the Cultists storm at your positions in the midst of a great artillery duel between both sides. This is a bloody firefight again; both sides take heavy losses.

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On the far right, the tanks make the odds 3:2 in the Federation favour. The roll says this turn is an Aluran loss... but intervention by the Jedi makes this another firefight! Luckily, your SWAT guys avoid being hit... but the shields on the droidekas mean the hit applied to them is ignored! Disaster on the far right is staved off, but your losses are heavier.

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FINAL BATTLE STRATEGIC SITUATION- Start of second turn (Federation to move)

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Far Left (Forest)

Aluran Reserves:
Selenian Reserves: 20/0
(20)

Aluran Front Line
Selenian Infantry: 30/1
Dorgonath Assault Troops: 30/1
Kaldan Beastmasters: 20/1
Selenian Foresters: 20/1
(100)

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/1
AATs: 50/0
STAPs: 20/1
(110)

Federation/Union Reserves
Battle Droids: 20/0
Battle Droids: 20/0
Battle Droids: 20/0
STAPs: 20/0
(80)

Near Left

Aluran Reserves:
Mounted Riflemen: 30/0
Light Artillery: 20/0
Gothan Militia: 15/0
(65)

Aluran Front Line
Selenian Infantry: 30/1
Dorgonath Assault Troops: 30/1
Armoured Speeders: 30/1
Gothan Militia: 15/1
(105) +20

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/1
AATs: 50/0
Battle Droids: 20/0
(110)

Federation/Union Reserves
Battle Droids: 20/0
Battle Droids: 20/0
Battle Droids: 20/0
Battle Droids: 20/0
(80)

Centre

Aluran Reserves:
Selenian Infantry: 30/0
Selenian Reserves: 20/0
Kaldan Beastmasters: 20/0
(70)

Aluran Front Line
Selenian Infantry: 30/1
Dorgonath Assault Troops: 30/0
Dorgonath Battlecrawlers: 40/1
Dorgonath Battlecrawlers: 40/0
(140)

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/1
AATs: 50/1
STAPs: 20/1
(110) +25

Federation/Union Reserves
Battle Droids: 20/0
STAPs: 20/0
Hailfires: 25/0
Droidekas: 40/0
(105)

Near Right

Aluran Reserves:
Mounted Riflemen: 30/0
Light Artillery: 20/0
Gothan Milita: 20/0
(70)

Aluran Front Line
Selenian Infantry: 30/1
Dorgonath Assault Troops: 30/1
Armoued Speeders: 30/1
Gothan Militia: 15/1
(105) +20

Federation/Union Front Line
Cultists: 30/1
Cultists: 30/1
Cultists: 30/1
Cultists: 30/1
(120) +25

Federation/Union Reserves
Cultists: 30/0
STAPs: 20/0
Hailfires: 25/0
Cultists: 30/0
(105)

Far Right

Aluran Reserves:
Selenian Reserves: 20/0
(70)

Aluran Front Line
Selenian Infantry: 30/1
Dorgonath Assault Troops: 30/1
SWAT: 30/0
Beastmasters: 20/1
(110)

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/1
AATs: 50/0
Droidekas: 40/0
(130) +25

Federation/Union Reserves
Battle Droids: 20/0
Battle Droids: 20/0
Hailfires: 25/0
Droidekas: 40/0
(105)

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Your only choice here- deploy Jedi this turn or not?

EDIT

Actually, scratch that. I have a strategic question. If the Jedi were to join in, say, at Near Right, and help everyone clear out the Cultists there, would they be able to drive the Cultists back and enable a flank on the Far Right Feds? Or would that square still be required to fight the Cultists?

Also I hav taken a lot of amage, so I was wondering, should I rest for two turns, or/and make a medicine roll.... also, this game has been going on for a rather long time... I assume this game was meant to be over a while ago.

Yes it was!

The maximum result causes the losing side to retreat, so hit them hard enough and yes, that can happen.

Ha ha, sucks right! Well I have to say I have really enjoyed myself.

Yes, it's been fun, we've just dragged way too much.

In that case, I want to deploy the Jedi to Near Right, to counter the Cultist assault. Vera-Kin and Jovan, that's you. Kiu, if you are up for it, you don't have a high amount of damage and we could use you!

Also, can it be determined at Command if the vulture droids are still going to attack the Near Left, or if their flight patterns have changed?

I'm okay with that plan. Laying into the Cultists is something we can do really well I should think. Maybe we can launch an ambush.

I also want to see if Wentar and Xeth can go up in borrowed starfighters/airspeeders, wanting to preserve their own ships for the final assault. I want to deploy fighters this turn either to counter the vultures or to pull off an advantage somewhere else...

Aye. I feel a little bad for having Wentar sit back at Command while you guys are doing all the fighting right now. I'll jump at any chance to help.