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

Started by Ushgarak224 pages

Oh, I got this totally wrong... turns out that Aluran Interceptors actually have a lower Thrust/Manoeuvrability than Vultures...

... but their armour is 3, not 2. Bigger fighters than I had previously implied!

Ok, scratch what we had before- this is the actual result of the first round in the air.

There are no objectives in this air battle! You simply fight on as long as you can, holding the enemy off the Aluran ground forces. Federation fighters will reinforce every so often. You may withdraw at any time.

-

The following events occur in the air battle.

Wentar- SITUATION- Wingman. Do not draw another card. Instead, you have one turn to destroy an enemy fighter. If you do, reduce the number of fighters killed on your side by one this turn

Success, Wentar! Althpugh you don't actually have those dice bonuses I gave you before, you are atill a good pilot an you blow an enemy fighter out of the air as it comes in on one of the Alurans! He did get you first, though (faster ships always fire first), for two hits.

Xeth- On Your Six: An enemy fighter has got onto your tail! Fight your opponent but ignore any bonuses from have better or superior Thrust / Manoeuvrability and your opponent fires first.

If you have Tactical Awareness this event becomes a Melee - In the swirling chaos of combat you and an enemy engage each other. Fight normally.

Your turret gets a shot first at that fighter at a -2 pool (due to its superipor speed), Xeth. Success! It is brought down before it hits you!

The Alurans and Feds clash. The casualties are listed below, but as your side scored more hits than the opposing side, you won the round. As there are no scenario conditions, the benefit for winning the round is to destroy an additional enemy fighter in a squadron of your choice. This choice is rendered faintly irrelevant by the reuslt of the round, so I have taken the casualty off the one remaining squadron...

The superior Vulture droid speed means they get a good load of hits off against the Alurans, but the Aluran retaliation is brutal.... The Vultures reform as seen below...

-

FINAL BATTLE (AIR SKIRMISH)- Start of turn 2

Vulture Squadron A x12 (P5): 1

Alpha Squadron x11 (P6): 3
Alpha Squadron x1 (P6): 2

Beta Squadron x10 (P6): 3
Beta Squadron x1 (P6): 2

Charlie Squadron x9 (P6): 3

Delta Squadron x9 (P6): 3
Delta Squadron x1 (P6): 2

Epsilon Squadron x9 (P6): 3
Epsilon Squadron x1 (P6): 2

Nexu's Grin: (P7/T6): 50

Wentar's Interceptor (P8): 28

-----

Incidentally, this is you guys still in the third battle turn. If you clear all the fighters, you held the skies for that turn.

Vultures are just too soft for prolonged fights against well-shielded enemy fighters, Xeth. The kill ratio here is going to be massive.

Xeth, please note that your Manoeuvrability against the Vultures is so poor they will get four extra dice in prolonged fights. Luckily, that is unlikely.

I'll use bodyguard on Jovan right now.

Did the Elerian Interceptors just wipe out nearly every single vulture droid in this part of the sky, and there are only twelve left to have reformed into Squadron A?

Meanwhile... I guess I'll have to look into Pilot Schticks to balance out Xeth's bucket of bolts.

Yes, that is what they did.

Holy crap. The Elerians aren't even feeling this.

"Let 'em have it!" Xeth shouts as the cloud of vultures around him seems to peel back as the wedge-shaped Elerian interceptors tear into it, filling the skies with fire and smoke and debris as the droid fighters are blown to tiny bits.

When his gunner whips about and guns down a fighter before it can get Xeth, he gives a whoop of confidence and makes his way after one of the remaining vultures, pounding heavily on the firing trigger to destroy it.

"Lets clean this mess up," Wentar says, immensely proud of the Vulture casualties the Elerians have already inflicted.

He moves in to reengage the last of the Vultures.

Moving on on the ground! I'll have to hold Denz's action, and as I am unsure of any defensive action from Jovan (Evade needs a target...) he'll have to brave it out for now. Kiu using Bodyguard isn't any good to him this turn as Kiu has no defence in, and in any case it would not be betetr than Jovan's Guard he already has in.

I think Kiu may have forgotten that swaps take place at the end of the turn- he's left himself very vulnerable this turn. Mayhaps someone should have spotted that? As a team, guys... let the Dark Siders be the ones who delight in each other's misfortune.

Good news is- initiative is yours!

Kiu goes for A (I assume) and launches a 24 dice attack. He rolls 11 successes- just under the curve- reduced to 8 by the Parry... which is fourteen damage! Good it! And then Jovan comes in as well and kills it.

Vera gets 9 successes on B, reduced to 6 for 12 damage.

Now the droidekas return fire! Droidekas are unwieldly, which is your best advantage in open ground, But right now, everyone is in a firing position. B, of course, fires at the adjacent Vera. It scores three successes, which is a hit! That's 5 damage.

Long story short- one of you does not get a second attack. This was determined randomly. It was Denz.

The vulnerable Kiu takes 16 damage. Jovan is very unlucky with one super-hit where it rolled four successes; he takes 14. The second shot on Vera is a total miss even without her parry, and the single hit on Denz is for six.

THEN your swaps happen, at the end of the turn.

-----

FINAL BATTLE (THIRD SKIRMISH)- Start of turn 2

Denz (LS 9): 3/24 [OG/RI/RF] (0F) (one turn behind)

Kiu (LS 14): 1 (2A)/34 [BGu BG PS] [FGu] (2F)
Jovan (LS 9): 3/25 [OGu/CL] (4F)

Vera (LS 10/): 1 (2A)/10 [BGu/CL/BL] [OGu] (1F)
Droideka B (G 8): 0 (3P)/12 (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)

-----

In the air, life goes on. I am clarifying with my brother how the rules work to see if mook fighrer combat really is that lethal, so don;t be surrpised if it tones down in future. |But the real trick is that it only takes two successes to kill a Vulture, it takes SIX to down an Elerian. And Wentar's result last turn wiped out a whole batch of sux successes by the Feds. On that basis, your performance is not quite so ridiculous; Vultures fall down easy.

But you did lose ships so the question is- how many such waves can you face, and still have enough to go for the big target?

-

Your events this tur:

Xeth: In the swirling chaos of combat you and an enemy engage each other. Fight normally.

If you have Killer Instinct this event becomes a Closing In - You move in close to your opponent, ready for the kill. Fight normally, except you win initiative in the first turn and get a three dice attack bonus.

Afraid no change for you, Xeth, but your turret gets a hot in a melee. Alas, it doesn't get a kill. You do, but you get three points in return.

Wentar... gets exactly the same! He takes a single point, and then blows his opponent to pieces.

Now outnumbered on the sky, the remaining Vultures only kill one more Elerian before being wiped out. The skies are yours for the third battle turn!

-----

Alpha Squadron x8 (P6): 3
Alpha Squadron x3 (P6): 2

Beta Squadron x10 (P6): 3
Beta Squadron x1 (P6): 2

Charlie Squadron x9 (P6): 3

Delta Squadron x9 (P6): 3
Delta Squadron x1 (P6): 2

Epsilon Squadron x9 (P6): 3
Epsilon Squadron x1 (P6): 2

Nexu's Grin: (P7/T6): 47

Wentar's Interceptor (P8): 27

-----

60 more fighters coming in for turn 4. Are you hanging in?

I feel whether we stick around or not is Xeth's call.

Will the damaged Elerian fighters be repaired back to full in time for the big battle if we pulled out now?

Yes, one point of armour can probably be repaired.

I'll move on to the nearest droiddeka ... is it possible for me to use cleave on it so I can hit it twice or am I misunderstanding the rules?

Cleave is for double kills of foes far less formidable than a droideka.

If we pull back, do the vulture droids maintain air superiority for the turn of the battle and assist their counterparts on the ground?

Kiu and Jovan should go for C next, and Kiu should tap Perfect Strike to get his Defense up and cover Jovan with it. That way Jovan gets higher Defense and Armor from it.

If Denzral makes up his last action and destroys C, Vera-Kin and him should make for D.

If he does't, Vera-Kin will tap Block and use that extra dice to go stabby on the thing.

Question! How much damage can Droidekas take?

Originally posted by Bespin Bart
If we pull back, do the vulture droids maintain air superiority for the turn of the battle and assist their counterparts on the ground?

They will affect the battle in turn 4, yes.

Question about the unwieldliness of Droidekas. Is it possible to position oneself in such a way that it limits their shooting options?

Yes.

Well then! How is that done?