No, it reads that way to me, too.
"Bombard: Throw bits of the scenery at your enemies! A Force attack with a damage of 5* and is Unstoppable. Use the total of Defence or Force Defence to defend against this. Depending on available debris, Bombard may allow you to split your pool to attack multiple targets as with Twirl (see below)."
Reads to me as if it works like Twirl, not that it requires Twirl for multiple targets...Ush, what is correct here?
Con - Lift Bridge in Place, advance forward, use co-ordination
Galder - Swap out Impervious (not sure for what if anything), tap Dodge and Weave, attack defender
Azarl - Grip one of Rianna's attackers
Rianna - Tap Dodge and Weave, attack defender
Rah - Drop shield, jump over trench, attack defender
Relle - Dash over trench, tap impervious and street fighter, attack defender
Dak - Tap Dodge and Weave, attack defender
Rand - [] should continue lifting the block though, I suppose
Xavier - []
2-1 keeps initiative with you; like for the Jedi this is good news.
Kills for: Xavier, Dak, Relle, Galder and Rianna. Let's not pretend this is not impresive, but I shall have to stylistically veto Galder's description- you cannot perform a roll whilst carrying a metal girder as large as you! You are fighting Sauron style or nothing here; your Dodge and Weave tap likely involves you using the girder to intercept incoming attacks...
At this point, Chunn has climbed up, bitten his way through the barbed wire and pulls a leg off one of the defenders as he gets up. Oh yeah, he's serious...
Azarl begins his grip...
The bridge is in place at the trench!
Kai pulls out some bolt cutters from his waistcoat.
Ok, their turn! Things are looking much better already over the trench and your taps cover you guys this turn. Turns out Chunn has natural armour, and Relle picks up a Street Fighter tap kill!
The defenders at the door are suddenly alarmed about how close you guys are getting, with the trench now bridged, and move forwards. The archers, though, drop a couple of your thugs waiting for the bridge to be in place.
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ASCENT TO RED, Start of Turn 6
Junction
Rand (C4): 2 (1A)/0 [DW] (5F) (Knife)
Azarl (C5): 1/6 [MA] (7F)
Gallador (C4*): 1/0 (5F)
Almir: 0
Ranto: 0
Ramp South)
Con (C8): 2 (1A)/25 [MA DW FA] (7F) (halfway to trench area)
Trench Area
Rah: (C9): 2(1A)/36 [FA DW WS] [SF FE] (5F) (Axe)
Det: 4
Kai: 0
Orikan: 4
Thugs x6 (C5)
Shielded Thugs x5 (C5)
Ramp North
Galder (C7): 2(3(BH) 1A)/30 [DU DW] [SF DW FA IM PA] (2F) (Girder of doom)
Rianna (C11): 3 (1A)/30 [MA DU DW] [FA FE AS] (2F)
Dak: (C9): 3/31 [DW WS DU] [IM SF FE TW] (2F)
Xavier (C9): 1/46 [MA DW FE] [FB AS SF] (3F)
Relle (C9): 3/2 [IM SF DU] [FE FA MA] (5F)
Chunn: 3
Floating door block
Defenders x8** (C5)
Improvised Fortifications
Defenders x12 (C5)
Archers x4 (C5)
Door Area
Archers x6 (C5)
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Doors close in: 4 turns
Swap out Dodge & Weave, swap in Focused Blow.
I believe Kai is coming over to cut the barbed wire. Det should go with him. Rah is jumping over this turn. Rand, Azarl, and the civilians should start moving up. Con, move door block up if Rand isn't doing it. Rand and Azarl should strangle archers.
And fair enough, Ush, Galder will keep on smashing defenders into the air a la Sauron, a whirling menace of girder that none can oppose!
Just to make sure, the murder holes are inside the improvised fortifications area or the door area?