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

Started by Ushgarak224 pages

Sorry, I dunno if this was confrmed- Denz is charging in; is her doing anything else special or just going for it?

Denz could tap Orthodox Guard in order to weather the firestorm coming his way, though as that would power down his Guard he'd be more vulnerable subsequently.

Personally speaking, I think Denz tapping Reflection is a good idea also. In the recent Dark Side fight, they left it too late to tap. Unlike many powers, Reflection is often best tapped ASAP, when los of people are firing at you.

I'm tapping it and charging in...

Which one, the Reflection or the Guard?

Or both, for that matter.

Reflection

Is Ripost any use in a blaster vs saber fight?

Well, no blade scthick is. They all stop working if your Gun is out.

I think what he meant is 'Is Riposte useful against people with blasters?'

Ah, well, only if you are next to them!

Ok... I'll make my move, thanks for helping Rex.

Ok, let's go!

Denz taps Reflection, which means that this turn he is far more likely to Reflect incoming bolts. He also charges down towards the bad guys!

Kiu is going for a Droid. By default, three successes on a roll will kill a Mook like a droid or Stormtrooper. It would take four to kill one of these drids due to their armour, but Lightsabres ignore armour.

Kiu's current sabre pool- as noted on his numbers- is 13. The droid has no defensive score, so Kiu needs three successes on 13 dice. As Lightsabres socre successes on a 4 or higher, that is likely...

Kiu rolls the following: 1, 1, 2, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6.

As we can see, 8 of those dice are four or higher, and hence he has eight successes, having only need three. Chop! The droid is bisected with ease! And as he was making a surprise rear attack, he does not even get shot at this turn.

The bad news is the 20 droids and two Droidekas now firing at Denz. This actually probably would have been a good time to tap Orthodox Guard- but no mattter, it is still up so you can do it next turn. This turn is when you were under the heaviest firepower, was the thing.

But as this is your first fight I will cut breaks. I will say this turn half the droids- including oine droideka- turn in surprise towards Kiu;s surprise attack and do not ayttack at all this turn.

Unfortunately, Denz lacks the Force Power 'Co-ordination', which, for free, makes you much less likely to be hit at range in any turn in which you are not attacking yourself. if, in view of any of these fights, any players wantnto tweak their characters to take different powers, plase let me know

Ok, three dice each on each of the Mark IIs. However, any that roll 12 or less AND MISS Denz will be bounce-killed.

Final result drom the Droids is- Denz takes a rather hefty 23 damage- ow! But in the oncoming storm, he reflects bolts into- and therefore kills- four droids!

Oww, then the Driodekas catches you for a nasty seven damage ontop of that... I think we have to say at this point that Denz has taken an arm hit. Well, he did just have hundreds of bolts flying at him!

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FOREST AMBUSH- START OF TURN 4

Kiu (LS 13/Force Points 7): 1/1/0 (Forward Guard/Perfect Strike/Bodyguard) Amongst enemy

Denzral (LS 9/Force Points 5): 3/3/33 (Orthodox Guard/Riposte/Reflection) Amongst Enemy

Mark II Battle Droids x16 (G 6): 0

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

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One good tactcal lesson to learn here is timing on Defensive taps- charging down large groups of foes is very risky, even for Jedi. They manage it in the filmns but not that often! You can survive such turns by tapping your defensive powers. This may leave you more vulnerable in later turns, but heopefully by then you have reduced their numbers.

Your better fighters- your Freelancers/Swordsman etc.- may have enough spare schticks to tap a defensive one and put another one in its place, of course. This is why Swordsmen are much more likely to lead charges!

Kiu will stick with going after droids for now. Could I use Bodyguard on Denz?

Sadly he's not close enough. Also, he;s actually generating more defence than you right now!

Talking of which- you may wish to tap perfect Strike this turn. That normally generates more atttack dice, but your Forward Guard is doing that for you anyway. But PS is flexible; when you tap it it generates Defence instead.

Maybe both taps would have been better... c'mon I'm a rookie.

I think Vlad and I may as well just go ahead and attack head on, I know we won't get to take out the guns ourselves, but we'll be able to thin the lines so that the troops can get round and do it, right? And if we split up we run the danger of being overrun.

Err, no. There is no chance of any troops getting round- they are all needed here and you'll never destroy all the forces the Feds have between you and the Hailfires. A Jedi must do that Hailfire destroying.

If you both go in the middle you are relying on Wentar to do that.

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No matter, Denz! All part of the learning curve. We fight on- what is next?

Rely on Wentar? Probably best not 😛

Ok, then in that case I think it'd be best if Vlad were to go round the back, his stats make him seem like the best choice for that task, I'll work on attacking the middle, if that's ok with him.

Ok then! So the, set-up is, Sean lures Fed forces into the middle by attackong there, whilst Vlad goes around the side and tries to take down those Hailfires when the forces there move to attakc Sean- or, alternatively, to tie up the ground defences there (mostly the tanks) to give Wentar a clear shot, assuming he wins his fight.

I guess we're still trying to figure out ideas how to speed up the evacuation proces?

Xeth can just take off and go for it if he wants, but I have not yet had any definitive instructions, no.

If I tap Riposte will that help now I'm among the enemy?