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

Started by Ushgarak224 pages

No attacks ordered this turn? Very well. Some redployment occurs. I cannot make sense of an order to both advance and switch units around at the near right though; confused orders mean that does not happen. I am not even clear if you wanted the reserves to advance. A reminder- each unit can move ONCE per turn; moving into the enemy is an attack.

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FINAL BATTLE STRATEGIC SITUATION- Start of fourth 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: 20/2
AATs: 50/1
STAPs: 20/2
(110)

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

Near Left

Aluran Reserves:
Light Artillery: 20/0
Gothan Militia: 15/0
Gothan Militia: 15/2
(50)

Aluran Front Line
Selenian Infantry: 30/2
Dorgonath Assault Troops: 30/2
Armoured Speeders: 30/2
Mounted Riflemen: 30/0
(120) +20

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/2
AATs: 50/0
Battle Droids: 20/1
(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: 30/2
Dorgonath Assault Troops: 30/1
Dorgonath Battlecrawlers: 40/2
Dorgonath Battlecrawlers: 40/1
(140)

Federation/Union Front Line
Battle Droids: 20/2
Battle Droids: 20/2
AATs: 50/1
STAPs: 20/2
(110) +25

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

Near Right

Aluran Reserves
(0)

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

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

Federation/Union Reserves
Cultists: 30/2
STAPs: 20/0
Hailfires: 25/0
Cultists: 30/2
(105)

Far Right

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

Aluran Front Line
Selenian Infantry: 30/2
Dorgonath Assault Troops: 30/2
SWAT: 30/1
Beastmasters: 20/2
(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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Feds to move- are Jedi deploying?

There are five squadrons of Elerian interceptors in whatever parts of the battle we simulate. This is all you get for the entire battle; they must last you for the space fight as well. The squadrons are twelve large, from Alpha to Epsilon.

Fights over the battlefield are straight fighrer clashes just as been done in earlier fights. However, Federation fighters will not run out. Each turn you are figthing them, they will not give support to their Feds on the ground.

*facepalm*

I completely forgot that I am supposed to order the attack! How foolish of me. Nor did I realize I could choose who was attacking and who wasn't. I had intended for the fighters to support Near Left during their attack, and I guess Center and Far Left would have kept slugging it out with the Feds while Near Right moved in and Far Right sat.

Too late to amend my mistakes?

If so... I need to send the Jedi to the Far Right again, and fighters will engage over Near Right. Any way to tell how many vultures we'll be dealing with and distribute squadrons to deal with it?

If the fighters engage, they just fight the other fighters; no location is needed.

I'll re-do the turn if you want. Is that so?

Yes. Center to Far Left squares are to attack, Near Right is to occupy the Federation/Union frontline, whilst Xeth and Wentar will take the Elerian starfighters up to engage the vulture droids.

Can it be determined how many vultures there are so we can throw the proper amount of fighters at them?

'Too many'. You need all of them.

Ah. We will just need to be careful with them then. Xeth and Wentar will likely be flying defensively to cover their allies.

The turn re-done then!

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The forest firefight on the left goes on- but it s the Feds that take the first serious casualties! A battle droid unit has been effectively destroyed!

-

Closer on the left has now stabilised to a firefight, but your casualties are telling. A Selenian unit has been rendered useless, the remnants withdrawing from the field.

-

The centre attack goes well! Two enemy units are blasted away by your heavy firepower!

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FINAL BATTLE STRATEGIC SITUATION- Start of fourth 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: 20/2
Selenian Foresters: 20/2
(100)

Federation/Union Front Line
Battle Droids: 20/2
AATs: 50/1
STAPs: 20/2
(900)

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

Near Left

Aluran Reserves:
Light Artillery: 20/0
Gothan Militia: 15/0
Gothan Militia: 15/2
(50)

Aluran Front Line
Dorgonath Assault Troops: 30/2
Armoured Speeders: 30/2
Mounted Riflemen: 30/0
(90) +20

Federation/Union Front Line
Battle Droids: 20/1
Battle Droids: 20/2
AATs: 50/1
Battle Droids: 20/2
(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: 30/2
Dorgonath Assault Troops: 30/2
Dorgonath Battlecrawlers: 40/2
Dorgonath Battlecrawlers: 40/1
(140)

Federation/Union Front Line
Battle Droids: 20/2
AATs: 50/1
(70) +25

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

Near Right

Aluran Reserves
(0)

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

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

Federation/Union Reserves
Cultists: 30/2
STAPs: 20/0
Hailfires: 25/0
Cultists: 30/2
(105)

Far Right

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

Aluran Front Line
Selenian Infantry: 30/2
Dorgonath Assault Troops: 30/2
SWAT: 30/1
Beastmasters: 20/2
(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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Okay, that's better.

Far Left will continue as they are.

Near Left did not go nearly as well as I had wanted. The undamaged Gothan Militia unit will move forward to support once it is our turn to strike again.

Center should be quite amusing this turn!

At Near Right, if I switch a Gothan Militia unit into Reserve and send forward a Mounted Riflemen unit, will it reduce my score or does the fast redeployment of the Riflemen keep things solid?

Jedi will be deployed to the Far Right, or we'll lose that square, which we can't afford. What does everyone's health look like after a turn of rest?

You can't move; it is the Fed's turn.

Oh, right. Then all will carry on as they are, with the jedi going to the Far Right again to defend against the Federation assault.

Meanwhile, you guys in the sky are up against 60 enemy fighters...

What Jedi are deploying? Everyone has had a turn's rest.

Okay. A turn's rest means that they have had damage equal to their Medicine pool removed from their total damage, yes? Making sure I understand the new rules there.

Indeedy. But +5 for the use of the field hospital.

I can go deploy.

I'm thinking that we should go all in right now, then, since everyone will be mostly healed up!

If two Jedi were able to kick ass in the first situation, then four Jedi should do twice as well...

Four on the ground, two in the sky, this'll be messy for the Feds.

ok, far right it is

On the far right, the Jedi are on droideka interception! Eight droidekas have taken position up on a rise and are pounding heavy fire into the Aluran lines. You guys have got to take them out! You have got within one movement of them before they noticed you and turned to face you...

No time limit, but no easy task- shifting odds on the right is becoming very difficult.

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FINAL BATTLE (THIRD SKIRMISH)- Start of turn 1

Kiu (LS 11): 1 (2A)/18 [BGu BG PS] [FGu] (2F)

Jovan (LS 9): 3/11 [OGu/CL] (4F)

Vera (LS 10/): 3 (1P)/5 [OGu/CL/BL] [BGu] (1F)

Denz (LS 9): 3/18 [OG/RI/RF] (0F)

Droideka A (G 8): 0 (3P)/0 (deployed)

Droideka B (G 8): 0 (3P)/0 (deployed)

Droideka C (G 8): 0 (3P)/0 (deployed)

Droideka D (G 8): 0 (3P)/0 (deployed)

Droideka E: (G 8): 0 (3P)/0 (deployed)

Droideka F: (G 8): 0 (3P)/0 (deployed)

Droideka G (G 8): 0 (3P)/0 (deployed)

Droideka H: (G 8): 0 (3P)/0 (deployed)

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Let me know if any schtick loadouts need changing and go for it. Remember they may get initiative!

By this point I hoped to have the full space battle system, but it has gone awry, apparently. So I shall be trying to simulate it instead.

Please state each turn which engagement you are joining; this is a simple test turn so Alpha clashes with A and so on. Pilots (that is Mooks for fighters) will no longer be directly engaging each other the way I was doing it before; this system is here tio handle larger battles.

Xeth has inferior speed and maneouvrability against the Vultures so they always get +2 dice against him. On the other hand, tap them and they die. Also on the other hand, those Elerian interceptors have speed and manoeuvrability edges on the Vultures, and THEY get the +2 against them in all cases. They are also tougher.

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FINAL BATTLE (AIR SKIRMISH)- Start of turn 1

Vulture Squadron A x12 (P5): 1

Vulture Squadron B x12 (P5): 1

Vulture Squadron C x12 (P5): 1

Vulture Squadron D x12 (P5): 1

Vulture Squadron E x12 (P5): 1

Alpha Squadron x12 (P6): 2

Beta Squadron x12 (P6): 2

Charlie Squadron x12 (P6): 2

Delta Squadron x12 (P6): 2

Epsilon Squadron x12 (P6): 2

Nexu's Grin: (P7/T6): 0

Wentar's Interceptor (P8): 0