2-1 keeps initiative yours, though that's not how you wanted it this turn.
Well, hard to work out what happens with Gallador there, so I'll have to have him stick there I am afraid.
Rand cannot move with Ranto- the bridge is half blocked (by Almir). Azarl requested to go through with Almir as well. In the confusion, no-one crosses this turn (though I'll allow Azarl's retrospective action).
Kai is buggered if he is going through first if the likes of Con are staying back. He stays back. You also forgot it takes the shielded people two turns.
That would actually leave so many people behind, I am actually going to have everyone lag- even Chunn doesn't rush, as he cannot see his target yet (walls and doors confuse him).
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ASCENT TO RED, Start of Turn 17
Trench Area
Rand (C4): 2 (1A)/0 [DW] (4F) (Axe)
Ranto: 0
Thugs x3 (C5)
Ramp North
Gallador (C4*): 1/0 (5F)
Azarl (C5): 1/6 [MA] (6F)
Shielded Thugs x1 (C5)
Thugs x1 (C5)
Almir: 0
Improvised Fortifications
Shielded Thugs x2 (C5)
Door Area
Dak: (C9): 3/54 [FE TW DU] [DW SF WS IM] (2F)
Rah: (C9): 2(1A)/61 [DW WS FE] [SF FA] (5F) (Axe) (halfway to Upper Ramp South
Con (C8): 2 (1A)/30 [MA DW] [FA] (7F)
Rianna (C11): 3/45 [MA DU FA] [DW FE AS] (2F)
Relle (C9): 1/45 [FA FE IM] [DU SF MA] (3F)
Galder (C7): 3/34 [DU PA DW] [SF IM FB] (2F) (Girder of doom) (halfway to Upper Ramp South
Shielded Thugs x1 (halfway to Upper Ramp South)
Det: 6 (halfway to Upper Ramp South)
Kai: 19
Orikan: 33 (halfway to Upper Ramp South
Chunn: 36 (halfway to Upper Ramp South
Upper Ramp South
Defenders x12
Archers x4
White Stripe: 0
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Certainly no teamwork award for Con there. Unlike with the Jedi, there is no formal issue this causes, but you may wish to consider your reputation in the group- if they feel they cannot rely on you, then one day when you maybe need to rely on them...
Mind you, Galder can't complain, seeing as he ran away from a big fight to get a shield and left his friends to take the pain. There ARE going to be consequences for that, which I shall deal with after the fight... not moral consequences, obviously., but more a matter of image...
Con feels like he has enough use to the group without being in the front line. 😛
I was however thinking about the teamwork issue, I think it's in character though, being a cautious dark sider, I'm sorry that messed things up a bit.
He'll shot an archer and move up this turn.
6 people moved halfway up, so this turn one can go all through and 6 halfway as the others move up, right?
Originally posted by Bardock42
Con feels like he has enough use to the group without being in the front line. 😛I was however thinking about the teamwork issue, I think it's in character though, being a cautious dark sider, I'm sorry that messed things up a bit.
He'll shot an archer and move up this turn.
6 people moved halfway up, so this turn one can go all through and 6 halfway as the others move up, right?
Not necessarily a mess up!
And it is indeed in the character of the Dark Side, hence there being no formal consequences (a Jedi abandoning his friends is in serious issues). The thing to remember, though, is that this campaign explores the issue of what it is like to be a Dark Sider- and why the Dark Side so often fails despite its advantages.
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To answer, though, sadly not. Those six places are blocked for this turn.
Damn. Well Con is willing to move up now, but perhaps it would be better if someone that could get into the fight immediately went in, especially since Con can offer (at least some) distance attack. So if someone is going to do that, he'll let them..I think only Dak and Relle could, and I get that they are pretty beat up, so fair enough if you don't want to do that.
Originally posted by Bardock42
Damn. Well Con is willing to move up now, but perhaps it would be better if someone that could get into the fight immediately went in, especially since Con can offer (at least some) distance attack. So if someone is going to do that, he'll let them..I think only Dak and Relle could, and I get that they are pretty beat up, so fair enough if you don't want to do that.