Can we encourage the crowd to start moving in the direction of where we are taking them? That way they are not standing here when the enemy gets here, and we can rescue more of them.
Otherwise, Xeth can't think of another way to improve things...
As for Riposte, I'd keep that in, Denzral. What it does is it gives you a bonus attack in close quarters against a foe that, when he rolls his dice, they total as a multiple of 5. If you tap, it's a multiple of 5 or 6. So if a SBD rolled a 1, 1, 3, that's 5, so you'd cut him down with a Riposte.
Evac people:
If these people simply start scattering into the city or other areas, you'll never be able to pick them up. You need a dedicated evacuation point.
Time is passing and right now you are just sitting there. The sound of firing is getting closer, and Xeth, you are picking up Vultures on the edge of your sensor range.
Are you simply going to cram them in as was suggested earlier? Are all the Jedi going in?
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At the guns-
Ok, Sean, you are going head on. Now, the defenders here have a sinlge field gun (a big laser emplacement, not unlike the guns the Rebels used on Hoth) which is what they will use against any tanks that get too close. Without that field piece the tanks would simply have advanced and blown the guns to hell ages ago, though as the field commander says, he reckons if they just rushed the position they would probably take it. Their programming forbids such reckless attacks it seems- the tanks are deemd to vulnerable to lose in such a way (unlike the droids themselves, which they are always happy to throw away).
Everyone is in cover- even the droids. Advancing out into the open is very hazardous to both sides, and this is where the fight has bogged down. Because they are in cover, it will take you a full move action to get around one of them, with no attack with it. This is unless you use Dash to cover the ground quickly. Your trouble is, once you become a target in the open just about every droid will fire at you... and you will note the nearest droid is two turns away from you, running in the open.
Vlad- you are on the way around the side. That's an Intrusion roll to do it without being spotted, and hence a complete cock-up I am afraid. Sean was by far the better choice for flanking. Still, we'll see what happens. Vet players- you should be keeping an eye out for this sort of error!
Sean- you don't have a defence up. I very strongly recommend it.
Wentar- you still here to do your fight?
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In the forest...
Denz and Kiu easily cut down another droid each. But now you have a biiig ol' firepower storm coming your way! Let's see...
Denz is in serious trouble. I will be frank- I would have tapped something this turn, either Orthodox Guard to remove damage, or Riposte to reduce enemy numbers ASAP. Denz already got shot up last turn and cannot afford anotjher turn just standing and taking dfire from such a crowd of opponents. Still, his Riposte does trigger twice, and he cuts down another two droids.
Kiu takes a whole lot of hits as well, though it could have been much worse without the PS tap. Kiu- PS is now useless to you so you should think about swapping it for another,. However, your only spare power is another Guard, which you cnanot have in whilst Forward Guars is in play. Hopwever, this was the wrong situation for Forward Guard- you need defensive power in this fight, not offensive. The droids will fall easily under your sabres, the trick is staying up long enough to do it.
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HAILFIRE DESTRUCTION- START OF TURN 1
Central battle
Sean (LS 9/Force Points 7): 1/1/0 (GUnslinger, Reflection, Charge)- by Guns
Field gun crew x3: 0- By Guns
Selenian Infantry x5 (G 6): 0- In cover by guns
Selenian Infantry x5 (G 6): 0- In cover one turn from Guns
Selenian Infantry x5 (G 6): 0- In cover one turn from Guns
Selenian Infantry x5 (G 6): 0- In cover two turns from Guns
Selenian Infantry x5 (G 6): 0- In cover two turns from Guns
Battle Droids x10 (G 5): 0- In cover two turns from Guns
Battle Droids x10 (G 5): 0- In cover two turns from Guns
Battle Droids x10 (G 5): 0- In cover three turns from Guns
Battle Droids x10 (G 5): 0- In cover three turns from Guns
Battle Droids x10 (G 5): 0- In cover three turns from Guns
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FOREST AMBUSH- START OF TURN 5
Kiu (LS 13/Force Points 7): 1/1/20 (Forward Guard/Perfect Strike/Bodyguard) Amongst enemy
Denzral (LS 9/Force Points 5): 3/3/50 (Orthodox Guard/Riposte/Reflection) Amongst Enemy
Mark II Battle Droids x12 (G 6): 0
Droideka A (G 8): 0/0 (3P)/0
Droideka A (G 8): 0/0 (3P)/0
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Xeth, these folks badly need your guidance!
Evac-
Jovan and Vera-Kin should stay with the people, because you will need to keep them under control and possibly defend them if battle droids enter the area. We don't want them getting blasted down without us around.
Ironically, both of our talkiest talkers are the ones with Cleave, which everyone else needs right now. Oops.
Also, unless we can get a new evac point established that is further away from the droid forces, Xeth has no ideas on how to quicken things, since we can't get another ship in the area. He'd call on Wentar, but Wentar's need to fight those droids attacking the guns.
Guns-
Sean, do you not have a Guard? Those are usually the best to keep in. Orthodox Guard instead of Gunslinger.
In any case, if you have many droids shooting at you, close in with them and tap Reflection so that you might take down a few with reflected gunfire. Don't tap Charge yet, not until you need it. Find out from Ush how many attackers you have on you.
Your goal is basically wiping out the droids, so get past their cover and get rid of them. If you have any Force powers that would help, make use of them. Dash (costs 1 point) will get you into the fight quicker if you like, and Coordination (a free power) will increase your defensive posturing against the droids as you move in, as they will need 6's to hit.
Forest-
Oh dear. Don't worry, Denzral, you aren't going to die. If you go down in the fight, it'll just mean that you retreated. So let's keep you on your feet as long as we can, yeah?
My advice to you is to tap Riposte (so that you cut down more droids if they roll multiples of 5 or 6) and tap Orthodox Guard so that your defense is greatly increased. That way you'll last longer because you gain +2 parry in addition to the +2 Defense is already gives you. Like with cover, the droids would need to roll three successes to land even one hit. Less droids means less likely for that to happen.
Kiu, you're bringing in your other Guard. Great! I think, though, you should also tap it. +3 Defense, +3 Armor (Armor reduces damage), and any 1's and 2's the droids roll mean you get extra Armor. You'll need that against the Droidekas.
I hope that helps, guys.
Starports are not that common- which is to say this pl;anet has five major starports, but only one in Selenia. There ar esmaller ones around, most likely, but ALL ships that can be requsitiioned already have been.
Jovan, you think that by the time Xeth is making his third lift, enemy forces will have reached here. And that's not counting Vultures.
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If Denz confirms any taps, I'll move that fight on.
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Vlad- well, you're not THAT much faster than Sean, you know! He's not a fat bastard!
"There's one!" comments a yellow-striped droid, poitnign in your direction as you close in on the Hailfire area. "Go get him, Corporal!"
Some twenty five battle droids peel off to get you, Vlad. Well, you have at least reduced the forces there!