OOC: The Assault on Ione

Discussions out-of-character (OOC) and Q&A about the game.
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SavageBob
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Re: OOC: The Assault on Ione

#276

Post by SavageBob » Tue May 07, 2019 3:36 pm

Are we on hiatus as Rider finishes his thesis? I've been having trouble accessing the site myself, so apologies.

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DeepSpacer
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Re: OOC: The Assault on Ione

#277

Post by DeepSpacer » Wed May 08, 2019 3:10 am

SavageBob wrote:
Tue May 07, 2019 3:36 pm
Are we on hiatus as Rider finishes his thesis? I've been having trouble accessing the site myself, so apologies.
I've had a few odd happenings, myself, with regards to the site.

PC's go first, so players can act to take out as many pilots as possible. I'll consider Hell's action @swrider in the meantime. He'll likely (and cunningly) come around the back side of the building to flank the AT-ST in the distance. He may have Dennies fire the grenade launcher on the pilots OR he could have Dennies fire on the AT-ST with him. I am thinking, probably the AT-ST threat. Try to take it out first and use some DP's to up the odds.
Spoiler:
ROUND ONE:
Both PC's and the TIE Pilots have +2 SB for cover and smoke. Distance is Short.
Difficulty is: ImageImageImage
TIE Pilots are: Soak 2, WT 5. You estimate approximately two dozen pilots, which would match the number of TIE's on the airfield. The THIRD Mass Combat Check will be directly affected by how many pilots make it to their ships to defend the base.

Helios: One Maneuver needed to come around building.
Option #1: Go back the way you came, and it is +2 SB for cover to your defense. Opponent only has smoke, so ImageImageImage.
Option #2: Go fully around the building and approach the opposing AT-ST from the Flank. No defensive bonuses for either, but you'd get a Boost die for flanking. ImageImageImage
Option #3: ???

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Re: OOC: The Assault on Ione

#278

Post by swrider » Wed May 08, 2019 3:23 pm

@SavageBob @DeepSpacer what issues have you been having with the site? I need to know so I can address them. That is if they are not issues with the hosting service.

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Re: OOC: The Assault on Ione

#279

Post by swrider » Wed May 08, 2019 6:11 pm

A few questions,
Can Hell see the pilots running from his current location?
if so, how many maneuvers would it take to position the ATST between the pilots and the tie fighters?
Could the ATST run over any of the pilots in the process?
If the ATST positions itself between the pilots and the tie fighters can Hell still take a shot on the Enemy ATST?
If hell can still target the enemy ATST what would net he number of setbacks if any?
Is the range of the grenade launcher in planetary or personals scale?
What is the difficulty of targeting the pilots with the grenade launcher?

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Re: OOC: The Assault on Ione

#280

Post by DeepSpacer » Wed May 08, 2019 8:59 pm

@swrider
A few questions,
Can Hell see the pilots running from his current location? NO.

if so, how many maneuvers would it take to position the ATST between the pilots and the tie fighters?
One Maneuver to come around the building, either side. You are on the opposite side of the building. It is equidistant. After that ONE Maneuver, you would see them there and could then spend a 2nd Maneuver to take that position.

Could the AT-ST run over any of the pilots in the process?
HA-ha-ha!!! I didn't see THAT coming! I would consider that an intended Action if you made a piloting roll to see how many you could "stomp". As an incidental byproduct of passing through them with no roll? I would say that some would be hurt just by passing through their space.
Then, there is the opposing AT-ST, so taking an action to "stomp" might leave you vulnerable.


If the ATST positions itself between the pilots and the tie fighters can Hell still take a shot on the Enemy ATST?
Maneuver-Maneuver (2 strain)-Action. YES.

If hell can still target the enemy ATST what would net he number of setbacks if any?
ImageImageImage (from smoke)

Is the range of the grenade launcher in planetary or personals scale?
Personal Scale. However, it indicates" Close" which is vehicle.
Spoiler:
AT-ST (1b).JPG
AT-ST (1b).JPG (50.74 KiB) Viewed 3706 times
What is the difficulty of targeting the pilots with the grenade launcher?
+1 SB for smoke. ImageImageImage
I think the stat block indicates Vehicle Weaponry when it comes to Range but Personal Scale when it comes to damage and Blast. Minion 'Dennies' has all 2's a Attributes.

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Re: OOC: The Assault on Ione

#281

Post by swrider » Fri May 10, 2019 5:35 pm

There is something satisfying about making imperials go splat.

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Re: OOC: The Assault on Ione

#282

Post by DeepSpacer » Tue May 21, 2019 1:41 am

Updated:
  • Went for Sanguine. It'd been a while to wait.
  • Took the liberty of having the minion group pilots rolls combined into ONE effect. Netted out to Zero Adv/Thr.
  • @swrider The DP did not update this evening. Either "Use LS or DS" or "Update".
  • We are at 3 LS, 4 DS, officially
  • There are TWO sets of NPC Threats to resolve in the IC. After which, PC's can begin to go again.
  • TIE Pilots are medium Range, but use a DS DP on any targeted attack on them --- GM's action. One SB still for smoke. (ImageImageImage). Over a dozen pilots left.

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Re: OOC: The Assault on Ione

#283

Post by swrider » Tue May 21, 2019 1:55 am

DeepSpacer wrote:
Tue May 21, 2019 1:41 am
@swrider The DP did not update this evening. Either "Use LS or DS" or "Update". [/list]
  • We are at 3 LS, 4 DS, officially
I'll look into it this week. You will need to keep manual track until then.

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Re: OOC: The Assault on Ione

#284

Post by DeepSpacer » Sat May 25, 2019 3:59 pm

PC's turn! But first, suggestions for spending the threats? BOTH form the enemy AT-ST. If not, I'll choose.
@swrider @SavageBob @SanguineAngel

Getting close to resolving the final mass combat conflict. TIE's that get off the ground and a functioning AT-ST to deal with will affect the final Mass Combat check to resolve the battle.
PLAYER OPTION: 3 Threats
1) +3 Strain
2) The initiative slot used by active player drops to last in
initiative order.
3) Active character grants the enemy an advantage in the encounter, decreasing the difficulty of checks made against it by one until beginning of his next turn. (Only One Diff to hit it next round instead of Two Diff)
4) Another?
PLAYER OPTION: 2 Threats
1) Opponent (Helios) can perform one free maneuver (Aim).
2) Gain a Boost Die
3) give it a SB die next turn.

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Re: OOC: The Assault on Ione

#285

Post by swrider » Sat May 25, 2019 5:16 pm

I like dropping difficulty and a boost die.

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Re: OOC: The Assault on Ione

#286

Post by SavageBob » Sat May 25, 2019 5:46 pm

I agree with Rider. Works well.

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Re: OOC: The Assault on Ione

#287

Post by swrider » Sat May 25, 2019 9:22 pm

@DeepSpacer once you confirm the choice I will roll for Hell and Dennies

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Re: OOC: The Assault on Ione

#288

Post by DeepSpacer » Sun May 26, 2019 6:20 pm

swrider wrote:
Sat May 25, 2019 5:16 pm
I like dropping difficulty and a boost die.
Sounds good to me.
swrider wrote:
Sat May 25, 2019 9:22 pm
DeepSpacer once you confirm the choice I will roll for Hell and Dennies
"Do it. Do it now."

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Re: OOC: The Assault on Ione

#289

Post by swrider » Wed May 29, 2019 4:13 pm

I am not sure how to spend the 3 advantage from Dennies attack. I suppose that depends in part on the condition of the ATST after Hell's attack. Seven damage - armor may not be enough to disable it... or it may be I cant remember how damaged it was before this attack.

Sorry for the delay.

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Re: OOC: The Assault on Ione

#290

Post by DeepSpacer » Wed May 29, 2019 9:56 pm

swrider wrote:
Wed May 29, 2019 4:13 pm
I am not sure how to spend the 3 advantage from Dennies attack. I suppose that depends in part on the condition of the ATST after Hell's attack. Seven damage - armor may not be enough to disable it... or it may be I cant remember how damaged it was before this attack.

Sorry for the delay.
The enemy AT-ST is worse off than you are by a little bit.

Repeat of previous option?

"3) Active character grants the enemy an advantage in the encounter, decreasing the difficulty of checks made against it by one until beginning of his next turn. (Only One Diff to hit it next round instead of Two Diff)"

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Re: OOC: The Assault on Ione

#291

Post by swrider » Wed May 29, 2019 9:59 pm

That sounds good. I am not sure how many more hits my own atst can take.

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Re: OOC: The Assault on Ione

#292

Post by swrider » Wed May 29, 2019 10:00 pm

DeepSpacer wrote:
Wed May 29, 2019 9:59 pm
The enemy AT-ST is staggered, but operational. It continues to be vulnerable.

@SavageBob @SanguineAngel
TIE Pilots are medium Range, but use a DS DP on any targeted attack on them --- GM's action. One SB still for smoke. (ImageImageImage). Over a dozen pilots remain.
Didn't we start with a dozen pilots? Or was that a dozen ties?

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Re: OOC: The Assault on Ione

#293

Post by DeepSpacer » Wed May 29, 2019 10:06 pm

swrider wrote:
Wed May 29, 2019 9:59 pm
That sounds good. I am not sure how many more hits my own atst can take.
Allied AT-ST: 7/15 WT
Allied AT-ST: 11/15 WT
Enemy AT-ST: 10/15 WT

Vehicle does 5D + Successes. Weapon has Linked. You could take a two-success, linked hit and be at 15/15 WT (staggered, but up). The 2nd gunner aboard is going to shoot at the Rebel who just gunned down about 5 pilots (Poor Thino!).

There are "cinematic" ways to go about a disabled vehicle when the PC's are aboard. But, we'll see what happens!!

{{Two dozen TIE's, Two dozen pilots.}}

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Re: OOC: The Assault on Ione

#294

Post by swrider » Wed May 29, 2019 11:11 pm

Thanks for the reminder

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Re: OOC: The Assault on Ione

#295

Post by DeepSpacer » Thu May 30, 2019 2:15 am

swrider wrote:
Wed May 29, 2019 11:11 pm
Thanks for the reminder
Sorry. My mistake. Allied AT-ST is at 11/15 WT. (Before this upcoming action).

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Re: OOC: The Assault on Ione

#296

Post by DeepSpacer » Thu May 30, 2019 2:33 am

Top of the next Round!!!

I'd suggest Helios and Dennies each use a DP from the pool and Aim (double) to fire at the weakened enemy AT-ST. One more hit and Helios is done for! Image

TIE Pilots at Long Distance.

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Re: OOC: The Assault on Ione

#297

Post by swrider » Thu May 30, 2019 3:11 am

are savagebob and I the only remaining players in this game?

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Re: OOC: The Assault on Ione

#298

Post by DeepSpacer » Thu May 30, 2019 3:25 am

swrider wrote:
Thu May 30, 2019 3:11 am
are savagebob and I the only remaining players in this game?
Yes, it seems that way. Sanguine seems to have dropped from pbp since the end of April. A month. A shame... Less for this game, but more for Students of Tyranny. I loved following that game! .....stealing his GM'ing for my own use in a future game.

This next round should bring things to a conclusion with the pilots reaching the TIE's and the last Mass Combat check being made (unless everyone whiffs). Looks like Mass Combat is going our way and Ione may soon join the rebellion, but you never know when a Despair pops up on a successful Mass Combat roll. ;)

It's been combat-heavy, but there may be "injuries" for Vesper to treat soon. :twisted: :twisted: :twisted:

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The Rule of Two

#299

Post by DeepSpacer » Thu May 30, 2019 3:37 am

Would we want to progress with without another player? Going forward, benefits would include faster pace and more individualized gameplay involving backgrounds and story points. Drawbacks would be less big combat scenes as well as a lack of skill coverage. 2019 has slowed down a bit, but the game is still fun for me.

I feel that a "Rule of Two" (Ha-ha!) gameplay going forward would be fine. I had plans for future RP'ing including, but not limited to, >>> tracking down some Hoth survivors, further swaying systems and persons to join the Alliance, enlisting the help of some outlaws, meeting the power players of the Anoat Sector, etc... The "next" path would unfold in the aftermath of the current situation. With a Triumph on the MC roll, one could capture the Commander. With a Despair? Perhaps reinforcements show up!

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Re: OOC: The Assault on Ione

#300

Post by swrider » Thu May 30, 2019 5:10 am

I am fine with two players. I've been thinking that my future games will be limited to a Mac of the players. I was even thinking of starting up a few single player games. That is in the background for the moment as I'm working on a side project for the forum that has been on the back burner for awhile.

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