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

Started by REXXXX438 pages

Galder keeps advancing with his shield. Coordination for those archers.

Rah will carry on swinging the axe using whirling strike and feint whilst using dodge weave to keep him self clear. If there's a white stripe near by he'll aim for them.

Go for the mooks first, Rah. You need to clear 'em.

Fair enough. Rah will keep smashing mook heads with his axe

4-2- initiative yours again.

Relle- yes, Kai is fighting, as is Orikan. And looks like you have to crawl into the murder hole area from above from INSIDE the doorway, so you can't see any more from here.

A kill for Con this time! And an arrow hit on him in return... We'll take the grip, Rand, as the thugs haven;t trained for bow usage.

Azarl has killed his white stripe target. However, the one that got blocked last turn and the one that got flung last turn come back through. The good news is, though, that the seemingly endless flow of reinforcements has stopped.

Ok, the first White Stripe is facing off against Relle... she takes quite a battering this turn actually.

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ASCENT TO RED, Start of Turn 13

Ramp South)

Rand (C4): 2 (1A)/0 [DW] (4F) (Knife)

Azarl (C5): 1/6 [MA] (6F) (halfway to trench area)

Shielded Thugs x1 (C5) (halfway to trench area)

Ranto: 0

Trench Area

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

Thugs x4 (C5)

Shielded Thugs x2 (C5) (halfway to ramp north)

Almir: 0

Ramp North

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

Shielded Thugs x1 (halfway to improvised fortifications)

Improvised Fortifications

Det: 4 (halfway to door area)

Rianna (C11): 3(1A)/45 [MA DU DW] [FA FE AS] (2F)

Con (C8): 2 (1A)/29 [MA DW FA] (7F) (halfway to door area)

Door Area

Relle (C11): 3/45 [FE DU MA] [IM SF FA FE] (4F)

Dak: (C9): 3/47 [FE DW DU] [IM SF WS TW] (2F)

Rah: (C9): 2(1A)/49 [DW WS] [FE SF FA] (5F) (Axe)

Kai: 16

Orikan: 30

Chunn: 34

Archers x6 (C5)

Defenders x12 (C6)

White Stripe (C7): 0

White Stripe (C7): 0

White Stripe (C7): 8

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Good lord, Relle's getting pummeled...someone needs to help her.

Rianna's going to keep moving.

(I was going to ask about using Combat Push on the White Stripe attacking Relle, but it doesn't do anything that'd be useful against supermooks...unless she'd be able to use the bonus generated by my successes, but I doubt it)

I'd allow that; a bit marginal though. You'd likely help more just by Combat Pushing one of her mook attackers.

Can I do that while advancing?

Yup! But it negates the parry.

...would it also negate Coordination?

Yup!

Relle is okay, no worries.

Swap Feint for Flying Attack. Tap it, and Duck and Martial Artist.

In retaliation against the White Stripe attacking her, she ducks past the defenders going for her and catches the shaft of the Stripe's axe. She twists it out of position, then arches her back and bends down to pull the Stripe's face into a super kick that she sends over her shoulder.

Rand finishes strangling the Defender attacking Dak as Ranto finally reaches him.

"You see?" Rand says. "You need not let your fear take hold of you. Come, we advance."

Rand advances as long as Ranto does.

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Rah, get Feint in.

Dak, make a defensive tap. You've got Impervious and Duck still. Maybe Duck, since you'll have a White Stripe on you this turn.

Con and Det arrive this turn... this is going well for us.

I vote we leave Ranto here after the fight. Stupid useless frog.

Rianna's just going to move up, I think.

No.

And just why not? 😛

Azarl will Bombard Rianna for insulting our new pet frog.

Just kidding.

Azarl uses Grip on a Defender attacking Dak too, now that the White Stripe finally collapses.

Con should use his freedom of movement to attack the injured White Stripe.

Originally posted by Peach
And just why not? 😛

It'd be a waste of a point to just ditch him. I'd rather keep him around.

Bringing him was a waste in the first place...

But he can carry stuff! Kind of.

Galder advances! Swap in DW.