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

Started by Baylin438 pages
Originally posted by General Zink

Rah, get Feint in.

Erm... he already has! It's his standard M/O whirling strike, feint, and dodge weave for defense.

Surprised he didn't any mook kills though 😕

Originally posted by Peach
Bringing him was a waste in the first place...

Well, we knew he was going to be completely useless during this advance. It's afterwards that we are hoping that he may be of some yet unknown use, as we are a suspicious bunch. So it surely would be silly to ditch him once we brought him through this mess.

What do people think, should Con help Relle finish of the White Stripe or attack a defender? Can Con keep the Slingshot or would he have to drop it if he attacks barehanded?

I think you would need to drop it. Someone can pick it up. Helping me would be great! So you'd attack the White Stripe attacking me, not the one suggested by Zink.

Originally posted by b1plusb2
I think you would need to drop it. Someone can pick it up. Helping me would be great! So you'd attack the White Stripe attacking me, not the one suggested by Zink.

Yeah, that's what I thought, cause as usually we should probably get through the mooks, but it would suck to have you go down as well (looking at you here Gav)

I'm not sure about the Slingshot, since it's also combat. If I can't keep it and attack I'll drop it though.

If Relle kills the White Stripe next round would it be possible for Con to attack a defender, otherwise he'd help her kill the White Stripe?

If Pon had come and helped Gav may still be up 😛

and yeah keep Ranto he is amphibious and I have a feeling that could be helpful later on.

You can attack barehanded with it.

Great, Con will attack the White Stripe with Relle then...unless that guy's dead by the time Con arrives then he'd attack a defender.

Initiative switches to them! It is also a refresh.

Relle leads her attackers a merry dance, with her Parry keeping her safe. The other White Stripes go for Rah and Dak! Ouch, that's made life hard for you guys...

(Rah- you are getting kills!)

The attacks from the archers, though, mostly ping off the shields of Det, Con and Riana. Det and Con get a little nicked.

Rand disposes of the body of a defender in any way he sees fit as Azarlgets in on the action too, though not in time to stop Dak taking damage from him.

Relle is going for a kill-crazy attack on her attacking whitey. She only rolls three successes on the attack, despite a high pool, but her flying kick of doom adds four successes onto that to make it seven and that's a total of eleven damage- a nice blow! Con then gets another three damage on him.

I shall assume Dak fights on; he and Rah drop more defenders. Your compatriots keep on it also. Det was getting the parry from his shield this turn, though, so does not attack yet.

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ASCENT TO RED, Start of Turn 14

Ramp South

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

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

Ranto: 0 (halfway to trench area)

Trench Area

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

Thugs x4 (C5)

Shielded Thugs x1 (C5)

Almir: 0

Ramp North

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

Improvised Fortifications

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

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

Shielded Thugs x1

Door Area

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

Dak: (C9): 3/54 [FE DW DU] [IM SF WS TW] (2F)

Rah: (C9): 2(1A)/57 [DW WS FE] [SF FA] (5F) (Axe)

Con (C8): 2 (1A)/30 [MA DW FA] (7F)

Det: 6

Kai: 19

Orikan: 33

Chunn: 36

Archers x6 (C5)

Defenders x7 (C6)

White Stripe (C7): 14

White Stripe (C7): 0

White Stripe (C7): 8

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Argh. Keep moving! Coordination up as always.

Galder keeps on moving up. Swap Focused Blow for Power Attack.

Dak, you need to do defensive taps this turn or you'll go down.

Rand will keep moving forward as he lifts the defender to the ceiling and drops him. He then targets another defender going after Dak and begins strangling him.

Swap out Duck for Impervious.

After kicking the Stripe back and Con coming to tangle with him, Relle performs a jump that makes her hard to hit and flips backwards to the improvised fortifications.

Defensive Leap. If they get initiative, tap Impervious.

Azarl keeps choking the defender as he moves up.

He shouts for a shielded thug and a normal thug to advance over the bridge.

Gallador will move forward, urging the thugs to advance forward as well.

Rah will keep laying down mooks until the white stripes are within reach and then he'll turn his attention on the nearest.

You've already got a White Stripe attacking you, Rah. Do you want to go for him or the mooks? Might want to consider tapping something against the White Stripe if you are going to attack him.

Rah is also short a Combat Schtick...

Rah has no other combat schticks he can use whilst he uses the axe.

I'm not sure but I think WS is still tapped which will allow for a quick leaping get away should he need it, perhaps he should tap feint as well to get a better offensive roll

Might not be a bad idea, Rah.

Bring in IM for DW and tap it, and tap DU as well.

I'm wondering, I only got 3 damage, but my flying attack alone should do 4 more, no? Does he have something that absorbs the damage?

Additionally, could I tap my flying attack on that success I just had to get more damage on the white stripe?