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

Started by RocasAtoll224 pages

I'll agree with the cutting down of trees for Denz and keeping the element of surprise. Denz should be able to get enough down to block the route.

AGREED... So we doing this.

Fight time then! No more messing around.

Now the actual process of fighting is fairly straightforward- you tell me what you want to do each turn and I will tell you how it goes.

You need to be aware tha tin this fight you have two sorts of enemies- Mooks and Supermooks. Mooks are the general bad guys you fight in large numbers, almost harmless on theor own but can be a large threat when fought en masse as the firepowe from them adds up. In this fight, the Mooks are the Super Battle Droids- still Mooks despite their 'super' name, just better than normal battle droids. Mooks are very easily dispatched in one blow- especialyl with a lightsabre.

The two Droidekas are Supermooks. Although they function ina very similar way to Mooks, there are three differences. First, they are simply better (more skilled) at fighting (so they roll more dice). Secondly they have a damage track so killing them normally takes longer than with a Mook. Thirdly, they can have special abilities. These Droidekas are, of course, shielded. This makes ranged attacks on them almost impossible. Up close, you can push yor sabre through the shiled and try and cut them down but it is not convenient; they have a high defensive ability up close (still, it's your only choice!). Their powerful weapns are twin-linked and hit hard, so be careful.

Remember, damage in this game is not literal- you cannot actually be hit a dozen times by blasters and stay up. Taking damage represents you tiring and your luck running out. It is assumed by default (and as part of your 'Defence' rating) that you are trying to deflect enemy fire as much as possible.

What you need to do for me now is to tell me what Blade Scthicks you have active. You can choose three of the ones you have to be the ones you are currently using (even a Jedi cna only co-ordinate several of his available blade techniques at once!). It may be that you only have three- or less- to choose form, in which case it is all of them. The most powerful ones are your 'Guard' schticks, but you may only have one of those in at a time.

Here was my original plan of attack: Denz would get close enough to 'advance sabre throw' at the Destroyer Droids, then; while the droids turned to face him, Kiu would make use of the distraction by dropping trees on them, or having a direct attack from their rear. After that we'd clear up. That I believe has a good chance for success.

Our current plan involves the same technique but with the roles swapped around. And since the trees are coming first in this plan there is more chance for the Destroyer Droids to get their shields up and as I'm still the destraction meaning I'll be every blasters target for several seconds before Kiu attacks.

Either way: I'm using:

Orthodox Guard
Riposte
Reflection

As my only three Blade Schticks.... lol

ok, now I'm confused on how leadership works and what it is and how to make it work on those people...

Leadership as a skill is really the ability to inspire and influence groups, which is a good skill for this situation (in the way the normal Jedi resort, Persuasion, is not, as the crowd is not currently open to reason).

As opposed to Intimidate which is making someone do what you want (without actually having to force them), which is a much better deal to be used on the individuals who could cause trouble.

Well I guess things need to be moved along, so Vlad will go around the flank and Sean will go up front.

I'll take Forward Guard, Perfect Strike, and Bodyguard on Denz. Ush are our combat schticks separate or apart of the three?

Denz, I'll go after the Droidekas. You focus on the other mooks for the beginning.
And don't use saber throw this early. It will leave you open and it's more useful to just fight conventional after the initial surprise attack.

so basicly, if I yell the plan to the mob, the important ones will help me out?

Great... lets kick some droid ass!

My advice for Denzral and Kiu-

Don't Saber Throw at the Droidekas. Ranged attacks aren't going to go well with them, even if you use your lightsabers. Not to mention you wouldn't have your lightsabers.

Kiu and Denzral should chop down trees to cut off their exits in the first move, then move in to attack.

Go for the super battle droids first. The way this game works, it is usually better to get rid of the opponents who are easier to dispatch first. Otherwise you are spending rounds attacking one target that is not going down easy while everyone else shoots at you. The less people shooting at you, the better. After you've got the super droids down, get the droidekas.

Denz, don't forget what Reflection is capable of. It is going to be very useful against the super droids.

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My advice for Vlad and Sean-

The two of you should strike up the middle, rather than try to flank. Or come from the sides... which I guess would be flanking sort of. But don't get around behind because then you'll have the heavier units near you.

Otherwise, you're set.

I chose REFLECTION for its specific traits. It seemed a handy Defense/Attack method. And I expected to be attacked by blasters so it seemed a logical defensive offence.

Exactly. While Denzral can only attack one droid at a time, Reflection gives him the chance to reflect back a shot per turn and kill another. And if you tap it, you can reflect back multiple attacks.

Then that will be my main Schtick then.

Well, you can use all three of those simultaneously. It's only the Guards you can't use together. 🙂

Attacking head on sounds good to me, like Xeth said, if we try and flank we might make life alot harder for ourselves.

Yes, but both of us attacking head on won't do us much good. Either one of us attacks the front and the other attacks middle, or both of us attack middle while some forces attack the front. We want to trap them, cause confusion, and hopefully push them back a bit.

A straight attack up the middle at the Hailfire place makes the fight all about the middle- some of the forces defending the hailfires will march forwards and meet you there, and you won't be abel to get on through until they are beaten.

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Jovan- err, no, like I saids, using Leadership is nothing to do with the individuals, it is crowd control. Dealing with the individuals is just anoither approach to try and help the situation..

Looking nervous, Xeth. If that lot swarm the ship you'll never take off before the enemy gets here!

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Ok, let's look at this fight.

First of all, all of the bad guys are roughly in the same location, so I can bunch them all in one. Two extra locations is the area in front of them where Denz is, and the area behind that Kiu has moved around to. It takes a full action for you to move from that position into the fight, and you couldn;t attack at the same time if you do that (unless you blow Force to use Dash, which will get you there for free). So that part is simple.

Now, the various numbers and what not by all of you is the info you need to fight without referring to the rules all the time to get the numbers you want. We have your name. The information is as follows

Your name (obviously)

Your current combat score (normally Lightsabre, denoted LS) folowed by the Force points you have remaining

Ranged Defence/Close Combat Defence/Current damager taken

And then inside brackets, your currently 'loaded' Scthicks.

The enemy Mooks are very simple- just their guns score and how many hits they have taken. Each success you get against a Mook is a hit; three hits kill the Mooks. Incidentally, Super Battle Droids are armoured, and so would ignore the first hit against them each attack, but your Lightsabres completely ignore armour.

The Droidekas, being a bit more important, get their own defence scores as well as listing their current damage taken. You need to accumulate samage against them to destroy them- though not very much, as Droidekas are actually rather slight. Their forcefield does most the protection work, and again your sabres ignore their armour.

So, to calculate how many dice you would roll against an enemy, take your offensive socre and subtract their defence, and that is how many dice you roll! You have to get close to use Lightsabres, which is obviously a risk, but not only are you very good with them, they are so lethal that they hit more easily than other weapons- each die you roll only needs a 4 imnstead of a 5 to socre a hit, so on avaerage half the dice you roll should hit.

Watch for the defence on those Droidekas. Although their Defence socre is zero (after all, they just stand there), the '3P' on their close combat defence means 'Parry'- and this takes away from the successful dice you roll against them, ot the number of dice you roll! So if you rolled nine dice and scored three successe... that would be reduced to zero successes and hence be a miss. This represents the difficulty of forcing a weapon through their shield.

(The situation is worse at range where all but the most extreme damage against them is reduced to zero by the shield!)

In a moment, Denz is about to cut down a tree. You have not been spoted, and you are both currently in cover, giving you two points of Parry yourselves. Be careful though- that cover you are in is only wood, and gunfire will blast ia way.

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FOREST AMBUSH- START OF TURN 1

Kiu (LS 13/Force Points 7): 1/1/0 (Forward Guard/Perfect Strike/Bodyguard) Behind enemy, two points of cover

Denzral (LS 9/Force Points 5): 3/3/0 (Orthodox Guard/Riposte/Reflection) In front of enemy, 2 points of cover

Mark II Battle Droids x25 (G 6): 0

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

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Kiu- yes you could load Combat Schticks, but whilst you are using your sabre they would not work, and you can only have three loaded (of all types) in total.

For those of you watching this fight after having watched the Dark Side figh earlier, these production versions of the Super Battle Droids do less damage with their repeating arm guns than the early versions seen in the Canyon fight, but the rapid fire means they roll an extra die. Frnakly the canyon ones were more dangerous, but the Union found them too expensive.

I wish I could say I understod all of that, but unforunately, I really didn't. I got the points for our characters but do we have to calculate it for every turn, and how do we carry out combat? Thats it for my questions.

I'll do all the calculating, you just tell me what actions you want to perform. Also each turn you get to swap one schticvk for another if you want to change your loadout.