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Post by Art Teach on Jun 12, 2014 9:17:59 GMT -6
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Post by Art Teach on Jun 12, 2014 13:21:56 GMT -6
Keeg team jumps into the Kotal II jump point hours before the rest of the teams will arrive. They find 2 squads of TIE fighters waiting for them with an old YT-1300 series in the area. The transponder on the YT reads the Krayt Fang. As you jump in the TIEs and YTs shields and weapons are energized and ready. You know that the TIEs do not have more than short ranged comms, but if the YT uses it's subspace comms the element of surprise is lost.
Initiative is your 4 slots then their 3 slots. They will move, then you will move and fire, and finally they fire. They have already moved it is your turn to move and perform your actions.
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Post by kinnison on Jun 12, 2014 21:16:05 GMT -6
Keeg runs through all the scenarios in his head. If the Krayt Fang (What a stupid name for a transport!) is hostile, there is no chance for a suprise. If it is nuetral there is a still a chance, depends on how much of a mercenary they are. If it is friendly, this should be easy. But with two groups of TIEs his forces would have to split in order to assure they don't get away.
Decision made he speaks up to his trusty droid "Okay hummer, send a tight beam transmission to that Transport, repeat it as neccesary message follows 'Transport ship Krayt Fang, this is Squadron Omega of the New Republic ship FarStar. Maintain radio silence. We are here to assist and mean you no harm' End message and send"
Then he switches to flight communication "Dasha take Dwyer and attack the Ties to our port, Gabby your with me and we will take the Starboard TIEs. TALLY HO!" and with that he Opens his S-foils, powers up his engines to full and heads into the fray.
MOving in closer he does a bee line to the group of TIEs. Then fires off his lasers, he nails one of the TIE fighters right in the center and it blows up in a nice cloud of vaporized particles.
Gunnery check: 2y2G vs 2P = 2 success, 2 advantage, activating linked
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Post by kinnison on Jun 12, 2014 21:17:47 GMT -6
OOC, they allready moved? From where?
Keeg runs through all the scenarios in his head. If the Krayt Fang (What a stupid name for a transport!) is hostile, there is no chance for a suprise. If it is nuetral there is a still a chance, depends on how much of a mercenary they are. If it is friendly, this should be easy. But with two groups of TIEs his forces would have to split in order to assure they don't get away.
Decision made he speaks up to his trusty droid "Okay hummer, send a tight beam transmission to that Transport, repeat it as neccesary message follows 'Transport ship Krayt Fang, this is Squadron Omega of the New Republic ship FarStar. Maintain radio silence. We are here to assist and mean you no harm' End message and send"
Then he switches to flight communication "Dasha take Dwyer and attack the Ties to our port, Gabby your with me and we will take the Starboard TIEs. TALLY HO!" and with that he Opens his S-foils, powers up his engines to full and heads into the fray.
MOving in closer he does a bee line to the group of TIEs. Then fires off his lasers, he nails one of the TIE fighters right in the center and it blows up in a nice cloud of vaporized particles.
Gunnery check: 2y2G vs 2P = 2 success, 2 advantage, activating linked
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Post by Art Teach on Jun 13, 2014 0:36:39 GMT -6
OOC: In the house rules for space combat the lower initiative ships move first. Then the higher initiative are able to respond to their actions. Highest initiative take their actions (attacks) then the low guys attack last. It follows the ideas of the FFG X-Wing miniature game. Since you have the 4 best initiative and they have the low 3 initiative slots it is easy to follow. They move, you move and attack, and they finally attack. What speed are you going 1 to 5 and are you banking, turning, 180 degree turn, evading, staying on target, gunning it? I need to know your maneuver to place you and know the range of your attack. X-Wing maneuver chart Green=1D, White=2D, Yellow=3D, Red=4D 1 through 5 are acceleration in Gs (number of little squares) punch it (success = extra 1G acceleration), evade (success= 1D harder to hit), stay on target (success= 1 upgrade attack) all make the manuever you choose 1D higher. Firing Range 1-6 squares =1D, 7-12 square=2D, 13-18=3D, 19-24=4D, 25-30=5D and so on.
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Post by kinnison on Jun 13, 2014 0:45:37 GMT -6
OOC star wars minitures does not work well with EotE/AoR IMHO. Also I wont really know my gunnery ranges until AFTER you move me. Bogs things down since i have to do a piloting roll, move, and then gunnery roll. also i cannot really do any of the EotE listed maneuvers. my .02 credits
OOC I guess i will go 3 and turn 45 degrees. That is a 3d, 2 success
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Post by Art Teach on Jun 13, 2014 1:15:39 GMT -6
So a 3G bank it puts you basically 3 diagonal at the 45 degree facing. A right turn puts you half of your G forward (round up) and half sideways (round down) with a 90 degree turn in facing. So 2 forward and 1 sideways. Going straight is pretty easy. The 180 turn is like going straight but you turn your facing 180 degrees in the end. Extra success beyond the first may be used to move an extra square (push it), add a setback to hit you, or add a boost to hit them. Advantages let you change your facing 45 degrees per advantage. Estimate you position, count your range, and attack. The system gives a little more tactics to space combat but we don't have to get crazy about is it 6 squares or 7 squares. As long as you are close it is fine.
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Post by kinnison on Jun 13, 2014 8:35:08 GMT -6
Extra success beyond the first may be used to move an extra square (push it), add a setback to hit you, or add a boost to hit them. Advantages let you change your facing 45 degrees per advantage. OOC: That makes a big differnace and quite breaks it... well, your rules. So according to my last post I did a speed 3, 45 degree turn to the right. Will use one success to give myself a boost on gunnery, and another to add a setback to hit me. Putting me in the 3D range to hit one of the TIES. lets make it the lead one with the group to my port side. Now my gunnery AGAIN 2Y2G1B vs 3D = 1 success, 2 advantage. Activating linked.
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Post by Art Teach on Jun 13, 2014 10:33:54 GMT -6
Hopefully instead of breaking it the rules will make space combat be more than we roll to shoot each other and the guy who shoots last dies. If we see it is a problem we can always adjust and change the rules. I have always thought that Star Wars space combat is first about the pilot and second about the ship. An awesome pilot like Han Solo or Lando can make a hunk of junk outmaneuver a TIE fighter (like the Asteroid field or second Death Star). So you start with the basic maneuvers the ship is able to do then do crazy stuff if you are good enough. Back to the action Keeg (lt blue) banks to starboard. Two of Keeg's cannons strike the TIE from long range and the port flanking TIE explodes. "Whhaahhooo! Meesaa spinny spinny!" Gabby(yellow) reacts slowly to coming out of jump. She over steers the bank (3 Failures, 4 advantages) and loses control for a moment. Righting her vessel she loses her chance to make the shot. (Needed to use action to regain control of vessel). She now trails your vessel by 300m. "Last one to hit buys drinks," Dasha announces to her wing-mate and hits the thrusters. Dasha (Red) and Fiona(Blue) burst forward. Dasha flashes forward closing on her firing position in a textbook manner. Fiona follows falling behind by 100m. Dasha's cannons all strike the TIE reducing it to a burst of dust. Fiona's cannons miss the lead TIE fighter. "I like Correlian Red Rum. I expect a bottle in the ready room." Keeg and Gabby are not in the firing arc of any TIE fighters. The TIEs focus on Dasha and Fiona. The TIEs before Dasha fire on her striking her vessel (3 hull damage). The TIE squad Keeg was firing on make a long range strike on Fiona and miss. The turrets of the YT-1300 target Dasha and fire. Both miss at the long range (the Kryat Fang does not have the big time turret the Falcon has). "Keeg I don't think they are a harmless freighter. The TIEs where probably using it as a base." Dasha comments as she prepares to arc at the freighter. "They have long ranged comms, Valkrie jam them," Fionia's R2 VK3 begins to jam the freighter. Hummer whistle and hums to Keeg in the cockpit. "The gas giant is emitting a strange gravaton burst similar to the Gas Giant at Kal'Shebbol. The hyperdrive core is unbalanced on all X-Wings and you can not make hyperspace communications or jump until it is balanced." The bright side of this the Kryat Fang will not be making subspace communications either. Next round Keeg's TIE squad arc expertly banking toward you they are performing a coordinated evasive maneuver making them hard to target (1 setback for evading). Dasha's TIE squad did not fair as well they burst forward but the dodging of Fiona's fire placed the rear TIE is the ION exhaust of the lead. He spun into the flanker's space causing him to evade. They are a scattered mess of a formation just looking to be gunned down. (2 boosts to hit for threats when maneuvering). The Freighter lists lazily to the port keeping a steady target for it's gunners. Your turn to move then you get the first shots.
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Post by kinnison on Jun 13, 2014 12:51:30 GMT -6
"Keeg to squad, Target the Eyeballs first, then worry about the Transport"
"Good news bad news eh, hummer?" the ships close and then Keeg mutters under his breath increasing his throttle "I really hate this part"
Keeg calms down and starts doing a wonton weave towards the TIE figthers starting a spin with slight pitches back and forth to line up his shot and reflexively presses down on the trigger and filling up the space where the TIE should end up with laser blasts. A hit is scored and blows out the Cockpit with a single bolt.
MEchanics: Accelerating to 4G and going straight while evasive. 2Y2G vs 3D = 2 success, 1 threat.. taking strain. Boosting move by one, and addding a boost to attack. (i am not sure if the threat should be a setback or diffculty upgrade, or I can take strain. taking strain.)
Gunnery: going after the Yellow one in the back, I think i would be in 2d range. 2Y2G1B vs 2D1B = 4 SUCCESES!
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Post by Art Teach on Jun 13, 2014 13:42:16 GMT -6
OOC They will take that threat and make it a little easier to hit you. You opened yourself up to a shot.
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Post by kinnison on Jun 13, 2014 15:30:50 GMT -6
still going evasive so +1D
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Post by Art Teach on Jun 14, 2014 10:01:36 GMT -6
Keeg punches it spinning and weaving to create a harder target. He fires his cannons striking with one, but one is enough to destroy the fragile TIE fighter. Gabby thrusts forward focusing on catching up to her wingman. Her cannons catch the lead TIE and put him away. Dasha makes an easy turn and the TIE is a sitting duck hit with full cannons. "Amateurs," she comments on the general comms channel for you and the TIEs to hear. Fionia follows her lead and flashes another squint. The TIE left over fires on the less evasive Gabby and hits. (4 hull damage) The final TIE of Dasha's squad does not have a target. The Fang fires both turrets at Dasha. The top turret stikes her X-Wing ripping into the just repaired hull. Her hull is breached and her helmets oxygen kicks in to compensate. (7 hull damage for a total of 9 damage and a critical hull breech which is not real critical in an X-Wing) Next round Keeg's TIE is making a break for it he pushes the TIE to 7G (with success) and is flashing past your X-Wings. Dasha's TIE burst forward past their X-Wings then Barrel rolls sideways spinning ending with both X-Wings on target(too bad he doesn't fire first) The Fang seems in slow motion compared to the fighters as he moves forward. You do note that the TIE and Freighter are running toward the Gas Giant not the planet Kotal II. Your move and fire
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Post by kinnison on Jun 14, 2014 15:00:13 GMT -6
"Keeg to flight, hard to port and Pincer the Eyeballs! "
Normal analytical thought is not possible in the heat of the battle, he is worried about Dasha taking a hard hit, but she has to know what to do. That Transport could easily take everyone out. too much is happening at once and he is worried about.
"Hummer, switch shields to double forward!" It is a risk, but it is the best he can do against that Transport, he might get hit once, but he wants to have the best shot possible for at least one pass. Dropping his speed he performs a textbook bank and just is barely able to get the speeding TIE in his sights. And in his HUD he can see the Transport in the distance.
Mechanics: i am dropping to speed 2 and trying to do a 90 degree-turn to the port, not sure if i can get the TIE in my sights it is close, if i can't I am going to spend my firing action just aiming at the transport. 2Y2G vs 2D = 1 Success, 1 advantage.. I think the TIE *is* in my sights with that roll.
Defiantly short range. I am going to use my Piloting success to help me line up with the TIE if needed.
"Not going to get away that easily!" keeg presses down the trigger again and gets nice looking high deflection shot on the TIE.
Gunnery check: 2Y2G vs 1D = 3 success, 2 advantage, activating linked and Vaporizing the TIE
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Post by Art Teach on Jun 16, 2014 9:50:58 GMT -6
Seeing Keeg take out the near TIE Gabby spins nearly in place and targets the second TIE targeting your wingmates. She destroys the TIE leaving the other 2 X-Wings able to focus on the Freighter.
Dasha has had about enough of this old frakkin ship and it's old frakkin turrets. She loads a torpedoes and lets it fly. The Freighter dodges pulling right into Fionia's sights.
Fionia's proton torpedoes blow through the ships hold breaching the ship from dorsal to ventral. They rip into the ion engines taking the engines down. The ships hull is damaged, the engines are down, and it is floating in space leaking gasses and from your sensors radiation. The turrets are not tracking you though the ship still has power.
(Dasha and Fionia now only have 4 torpedoes each. Dasha's R2 is working on repairing her ships hull. Your ships are working to stabilize your hyperdrive cores.)
You sit in the void of space and watch ships flare out and die around you. The Freighter could possibly fire on you but no is firing or moving the turrets now.
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