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

Started by Newjak438 pages

I like Chunn, I wonder why someone on Red hasn't tried to recruit him yet?

Xavier will bring in FB and break a Defenders neck.

Rand would prefer to keep the block moving along. Con, feel free to strangle archers.

Rand will move up, though.

After leaping the trench Rah, axe in hand, will use Dodge Weave, tapped Feint and Whirling Strike to try and relieve some of the defenders of their heads

Gallador will shout for Det, Orikan and thugs to move forward through the trench.

Could Con pick up the slingshot Relle dropped with pull?

Yup!

Con will do that then and advance with co ordination

Originally posted by Baylin
After leaping the trench Rah, axe in hand, will use Dodge Weave, tapped Feint and Whirling Strike to try and relieve some of the defenders of their heads

The taps might be excessive, Rah!

I think that is just a tap for feint, he meant.

Originally posted by Ushgarak
I think that is just a tap for feint, he meant.

Yep that is definitely what I meant!

Swap out Impervious, swap in Martial Artist. Relle decks another defender.

Rianna: Tap DW for FE, attack defender
Galder: Swap out DW for FB, attack defender
Xavier: Swap in FB (not sure for what)
Rand: Keep lifting block
Con: Pull slingshot, use co-ordination, advance behind shield.
Rah: Leap trench, tap feint, use DW and WS, attack defender
Relle: Impervious for Martial Artist, attack defender
Dak: -
Azarl: -

Det and Kai advance over bridge.
Rest of army advances as far as they can.
Passive army starts advancing.

My bad FB is coming in for DW which I just tapped

Azarl chokes out that defender he was Gripping and advances.

Swap out DW for FE, attack a Defender.

6-5 keeps initiative with you.

Much fighting continues over the trench; Rah advances into the attack, but his Feint tap was a bit of a waste as he is only targeting mooks.

"No no no!" yells out Kai when Gallador gives his orders. "We don't all have steel teeth!" HE advances first and cuts the wire...

-

On their attack- the good news is that there are fewer attackers per person. The bad news is that this allows the archers to fire- though frankly they make a bit of a cock-up of it. Three archers fire behind the trench again, though- they drop a thug. Meanwhile, Damage-magnet Xavier is fading fast as he is out of defences.

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ASCENT TO RED, Start of Turn 7

Junction

Rand (C4): 2 (1A)/0 [DW] (5F) (Knife) (halfway to Ramp South)

Azarl (C5): 1/6 [MA] (7F)

Gallador (C4*): 1/0 (5F)

Almir: 0

Ranto: 0

Ramp South)

Clear

Trench Area

Det: 4

Kai: 0

Orikan: 4

Con (C8): 2 (1A)/25 [MA DW FA] (7F)

Thugs x5 (C5)

Shielded Thugs x5 (C5)

Ramp North

Galder (C7): 3/34 [DU FB] [SF DW IM PA] (2F) (Girder of doom)

Rianna (C11): 3/36 [MA DU FE] [FA DW AS] (2F)

Dak: (C9): 3/41 [FE WS DU] [IM SF DW TW] (2F)

Xavier (C9): 1/54 [MA FB FE] [FB AS DW SF] (3F)

Relle (C9): 3/5 [SF DU MA] [FE FA IM] (5F)

Rah: (C9): 2(1A)/38 [FE DW WS] [SF FA] (5F) (Axe)

Chunn: 6

Defenders x14 (C5)

Improvised Fortifications

Archers x4 (C5)

Floating door block

Door Area

Archers x6 (C5)

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Doors close in: 3 turns

Just to be clear, Ush, is there any way to move forward into the fortifications, or do the Defenders have to be cleared first?

They aren't that sophisticated, so being fortifications makes no difference. It's disengaging that is the worry.

That's what I thought...

Those who can attack at range should kill some Archers.

Dak will attack another Defender.