USH'S STAR WARS GAME- CAMPAIGN II EPISODE V (DARK SIDE)- The Prisoner of Datura

Started by Baylin438 pages

What about some sort of subterfuge, If were in a cave the light will either be artificial or some sort of natural glowing element. It should be possible to knock this lighting out and using the force to guide us sneak a couple of us to the door so that when the door is opened for the change we are already there, thus when the forcy ones 'hold' the door open can we fight our way in and take control of the doors

Turning out the lights may well be possible. Getting them back on again will be much harder, and that brings a huge range of issues.

We appear to be stuck on this.

So if we were somehow able to ensure that Rand and Azarl (and whoever else has Super Lifting) would be untouched in the fighting, we could hold the door open. The problem would then just be killing everyone quickly and making sure the murder holes don't destroy us, which I think we are going to handle with incendiaries.

We could maybe use some of our grunts to defend us and Ranto while everyone else charges forward to do the killing. Or maybe even some of our fighters could hang back to protect us.

Incendiaries would be pretty useless against murder holes.

IfRand and Azarl hold the doors open can we 'speed' our way through to avoid the murder holes and then set to work killing the folk behind?

Possible!

So, where is the plan as we stand?

The plan then!

How about we...

Get the grunts that we've enlisted to protect the strong force users with the shields we've devised. They then hold the door open while the fighty ones amongst us speed through and secure the door.

Once open we'll leave it open for all the residents of our current level to enter and cause chaos while we do what we need to do to find the traces of Kuylen.

Ush, can we prepare several jetpacks to let some of go above the trench?

Jetpacks? No, nothing close.

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As for Rah's plan- there'll be a lot of defenders there, for just you guys to take on, especially at speed. If you want to secure the doors quickly you need your mini-army in place too.

The enthusiasm of a free-for-all for the denizens of our current level in order for them to elevate their status may be just what we need to tip the balance to our favour. These folk have been repressed for a long time and this may be their only opportunity to take control, I think they'll fight pretty ferociously to get up there!

But they can't fly. They'll be stuck at the trench.

Your deadline is when the Jedi finish this first section of their fight, which I doubt is long. When they begin the next section, your fight begins too. You'd better have a. a good plan and b. a finalised list of who you are recruiting!

Sure is quiet on the Dark Side... unusual.

Here is the final proposed 'purchase list' of minions that I will make.

14 Grunts - 7
Almir Salan - Geologist - 1
Orikan Rhang - Pirate - 3
Det Dravaad - Murderer - 2
Chun Sorenn - Big Alien - 4
Kai Feskin - Thief - 3
Ranto - Useless - 1

I say pile points into standard grunts so that we have more numbers, rather than just a few of these and a few heavies. Then, Kai and Orikan to help preparations and future use. Det and Chun as our killers. Almir and Ranto to show our 'good will' to maybe draw more to our cause later.

For the plan, send our minions in first, including the Named followers that can fight. If we can, we give them scrap metal shields. If we can, we can cover them with ranged weapons to clear out the ranged fighters amongst the guards while our minions tumble into the trench. If we can, we have them toss over a few molotovs from out of the trench to start fires, spread chaos, and kill guards. Then our Dark Side fighters follow, someone cuts the barbwire, and we attack.

Rand and Azarl and maybe Con since he has Super Lift will hang back and pin the great gates open with the Force from a distance. I want Det to stay with us and a couple of volunteers from our group that can fight well but maybe hopping trenches isn't a strong suit. I'm looking at Galder and Xavier here. Gallador, Kai, Ranto, and Almir will likely hang back too. All will have shields and maybe armor and will do everything they can to protect the group pinning the gate open.

Once the guards are killed, we need people to get past the murder holes safely to dispatch those behind. This probably requires Dash. I'm looking at Relle and Rianna and Dak for this. High Agility being the reason, and all having Dash too.

Beyond that, we secure the door controls and relieve Rand and Azarl and maybe Con of their duties. Then, we proceed to Red and clean up any remaining resistance we meet going up.

Did I miss anything? I am eager to see what preparations we can make in regards to shields, molotovs, and slingshots.

That works for me, but would be better if I were included at some point! 😉

Rah will be with those in the charge forward.

Ok, so, next step to finalise- what equipment preparations will you make? You can choose as many projects as you like, but the results your combined Fix-It rolls will be split between all ideas so you will end up with a lot of nothing if you go for too many.

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Probably the biggest issue with the plan is the extended amount of time you guys will be having to hold the doors open. Added to that, once you reach the doors, you can't be certain about how long it will take for you to shut them down, as it were, and meanwhile your lifters are still all the way back at the start of the battle.

I want to work on shields for that phalanx effect Galder considered. What protection would they give versus armor?

Incendiaries for killing and a few slingshots for our fighting types were my other choice. What do others think?

As for the plan, perhaps the lifters could advance inside the phalanx for total protection? Then they can carry on with lifting from inside the trench while everyone else advanced.

How quickly does the door close, in terms of combat turns?

If they are concentrating on a hardcore Lift job, they cannot move.

And maybe 4? Hard to be sure.

What about moving and sustaining the Lift in turns to get through the trench and the doors?

We don't need to be doing it simultaneously... so Rand could hold it while Az and Con go, then tag-team it that way.