Originally posted by Craft
Nice work Tillula! Feel free to give us a yell if you need advice here.
Thanks. I should ok for at least a few turns though. I figure I have 2 more Force points, and 1 relevant defensive tap...at that point, I may need advice and/or a miracle. But we'll cross that bridge when I get there.
{edited - see below for this turn's actions}
Don't you have an escape plan you should be working on Darkie? 😛
... Hang on a sec Tillula, you have Dodge and Weave. You could swap that in and tap it this turn for some defense, instead of spending a force point. The Dark Siders used that trick to great effect in their thread. You'd have to make a combat roll, instead of a lightsaber roll, for your attack though. Which could be risky, but with 8 dice... It should could be doable.
With only 2 force points left I'd be really careful about spending them, until you get into serious trouble anyway. But it's your call, the combat roll has a higher risk of not killing the mook you attack.
I like that Newjak still wears a avatar I made like 3 years ago.
Originally posted by Newjak
You only think you will be ok Digi
I need to start trolling darkie threads. They deserve it.
😐
Originally posted by Craft
Don't you have an escape plan you should be working on Darkie? 😛... Hang on a sec Tillula, you have Dodge and Weave. You could swap that in and tap it this turn for some defense, instead of spending a force point. The Dark Siders used that trick to great effect in their thread. You'd have to make a combat roll, instead of a lightsaber roll, for your attack though. Which could be risky, but with 8 dice... It should could be doable.
With only 2 force points left I'd be really careful about spending them, until you get into serious trouble anyway. But it's your call, the combat roll has a higher risk of not killing the mook you attack.
I considered that, but forgot exactly how it worked. Truth is, I may need that PLUS all the things I'm planning on doing now.
But it's good advice. Ush, I'd like to swap to combat roll this turn and tap Dodge & Weave. D&W, Feint, and Whirling Strike if I get to choose others (but I don't think I do, iirc).
Hard to tell in the panic Wentar- you think they are saying something about black gold?
Tilulla goes dodge-tastic as she beats the odd curves and drops a mook with five successes form an unarmed blow. Quite a kick she has! She takes one damage in return.
Wentar needs just one success over H to finally destroy it... and one success over him is what he gets. Xeth, exasperated, can't quite drop E though. The shunt spoils your shot!
The irates have a good edge now but can't seem to translate it into domination; a 2-all draw starts to cause hits on both sides as the intensity of the firelight goes up. That destroys E< anyway!
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GOLD CONVOY FIGHT, Start of turn 12
Tanker
Wentar/Xeth: P8 G8/27
Convoy 4-man A: 6/6
Convoy 4-man B: 6/6
Convoy 2-man B: 6/2
Convoy 2-man F: 6/2
Convoy 2-man K: 6/3
Convoy 2-man L: 6/3
Convoy 4-man E: 6/6
Convoy 4-man F: 6/6
Convoy 4-man C: 6/6
Convoy 4-man D: 6/4
Supertanker: 0/16 (crashed)
Convoy 2-man M: 6/1
Convoy 2-man O: 6/2
Convoy 2-man P: 6/2
Convoy 4-man G: 6/5
Convoy 4-man H: 6/5
Pirate 6-man grappler C: 0/6 (one casualty)
Pirate 6-man grappler D: 0/6 (four casualties)
Pirate 2-man Q: 6/1
Pirate 2-man W: 6/2
Pirate 2-man X: 6/3
Pirate 3-man in black: P8 G8/60
Pirate 2-man II: 6/3
Pirate 2-man JJ: 6/3
Pirate 6-man grappler G: 0/6 (attached 4G)
Pirate 6-man grappler H: 0/4 (attached 4H)
Pirate 6-man grappler A: 0/3 (two casualties) (attached 4A)
Pirate 6-man grappler B: 0/4 (two casualties) (attached 4B)
Pirate 2-man I: 6/2
Pirate 2-man J: 6/2
Pirate 2-man K: 6/2
Pirate 2-man L: 6/2
Pirate 2-man M: 6/2
Pirate 2-man Y: 6/3
Pirate 2-man Z: 6/3
Pirate 6-man grappler I: 0/6 (attached 4E)
Pirate 6-man grappler E: 0/6 (attached 4F)
Pirate 6-man grappler F: 0/6 (attached 4C)
Juggernaut (0/30) (three casualties)
(Tilulla (C8) 1/35 [BGu BL DW] [ForGu RI] (2F))
Pirate 2-man AA: 6/3
Pirate 2-man BB: 6/3
Pirate 2-man CC: 6/3
Pirate 2-man DD: 6/3
Pirate 2-man EE: 6/3
Pirate 2-man FF: 6/3
Pirate 2-man GG: 6/3
Pirate 2-man HH: 6/3
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The 4-men are all being boarded now! However, the pirate's plan to board the tanker from the juggernaut seems to have hit a snag.
Afraid not, Tilulla! You are still on top this round, easily cutting down another foe.
You put a dent in Grappler A, Xeth, but their armour is pretty darn thick! You guys come under fire, and take a hit. The pirate leader destroys one of your defenders! They edge this round 3-2.
The 4-men won't suyrrender, so now there are fights on them Depleted grapplers C and D are going for the tanker, as no-one is emerging from the juggernaut.
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GOLD CONVOY FIGHT, Start of turn 13
Tanker
Wentar/Xeth: P8 G8/25
Convoy 4-man A: 6/6
Convoy 4-man B: 6/6
Convoy 2-man F: 6/2
Convoy 2-man K: 6/3
Convoy 2-man L: 6/3
Convoy 4-man E: 6/6
Convoy 4-man F: 6/6
Convoy 4-man C: 6/6
Convoy 4-man D: 6/4
Supertanker: 0/16 (crashed)
Convoy 2-man M: 6/1
Convoy 2-man O: 6/2
Convoy 2-man P: 6/2
Convoy 4-man G: 6/5
Convoy 4-man H: 6/5
Pirate 6-man grappler C: 0/6 (one casualty) (boarding tanker)
Pirate 6-man grappler D: 0/6 (four casualties) (boarding tanker)
Pirate 2-man Q: 6/1
Pirate 2-man W: 6/2
Pirate 2-man X: 6/3
Pirate 3-man in black: P8 G8/60
Pirate 2-man II: 6/3
Pirate 2-man JJ: 6/3
Pirate 6-man grappler G: 0/6 (boarding 4G)
Pirate 6-man grappler H: 0/4 (boarding 4H)
Pirate 6-man grappler A: 0/2 (two casualties) (boarding 4A)
Pirate 6-man grappler B: 0/4 (two casualties) (boarding 4B)
Pirate 2-man I: 6/2
Pirate 2-man J: 6/2
Pirate 2-man K: 6/2
Pirate 2-man L: 6/2
Pirate 2-man M: 6/2
Pirate 2-man Y: 6/3
Pirate 2-man Z: 6/3
Pirate 6-man grappler I: 0/6 (boarding 4E)
Pirate 6-man grappler E: 0/6 (boarding 4F)
Pirate 6-man grappler F: 0/6 (boarding 4C)
Juggernaut (0/30) (four casualties)
(Tilulla (C8) 2/36 [BGu BL RI] [ForGu DW RI] (2F))
Pirate 2-man AA: 6/3
Pirate 2-man BB: 6/3
Pirate 2-man CC: 6/3
Pirate 2-man DD: 6/3
Pirate 2-man EE: 6/3
Pirate 2-man FF: 6/3
Pirate 2-man GG: 6/3
Pirate 2-man HH: 6/3
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