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[Operation Group MALICE] Star Wars [Mini]series: [Phalla] Squadron - THREAD DONE

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Posts

  • SaberOverEasySaberOverEasy Info Broker Registered User regular
    Yeah, I'd prefer not to split us up that much. I think 2 groups is the most I'd feel comfortable with. When we start getting less, we lose out on being able to hit them back very effectively.

    Premium, that's an interesting point. Are you saying that you know what all of us are?

  • premiumpremium Registered User regular
    Just the total numbers of each type.

  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    Yeah, I'd prefer not to split us up that much. I think 2 groups is the most I'd feel comfortable with. When we start getting less, we lose out on being able to hit them back very effectively.

    Premium, that's an interesting point. Are you saying that you know what all of us are?

    It also becomes easier to hide Rebel sabotage when we're in larger groups, I would think. So that's something we need to consider.

    Let's look at it this way: Using common ratios, there are likely 5-6 Rebels, with 2-3 in each faction. If we split up into 3-4 groups, there is likely to be at least one group that is clean and reliable.

    PEUsig_zps56da03ec.jpg
  • premiumpremium Registered User regular
    So just to make sure I've got everything, could someone tell me what each of the TIE variants are good at?
    I can make assumptions based on the name but that could be dangerous.
    If not everyone gets a location figured out I'm going to have to place them myself.

  • MalkorMalkor Registered User regular
    Ok, well I'm going to head over to R20. I think a few people were going there, and I gotta get to mah strike zone.

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  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    Yeah, put Malkor behind me, we'll cover his advance.

    PEUsig_zps56da03ec.jpg
  • ObiFettObiFett Use the Force As You WishRegistered User regular

    Friendly squadrons can not occupy the same hex except if they are in the same furball. If a squadron attempts to enter end its movement on a friendly occupied hex, they end their movement early. If an two opposing squadrons end on the same hex, they automatically enter a furball.

    Rule wording changed to work as originally intended (bolded is the changed part)

  • SaberOverEasySaberOverEasy Info Broker Registered User regular
    premium wrote: »
    So just to make sure I've got everything, could someone tell me what each of the TIE variants are good at?
    I can make assumptions based on the name but that could be dangerous.
    If not everyone gets a location figured out I'm going to have to place them myself.

    The TIE Fighters work well in packs. We get a bonus to our attack if other TIE fighters are trying to hit the same target.

    We're got a decent engine skill, but not very much health.

  • BradicusMaximusBradicusMaximus Pssssssssyyyyyyyy duckRegistered User regular
    This is Wing Leader, where are the rest of my tie fighters? So far all I see is saber and myself

  • SaberOverEasySaberOverEasy Info Broker Registered User regular
    Kaplar also mentioned that he was a TIE Fighter.

  • MatevMatev Cero Miedo Registered User regular
    Interceptors, this group leader, report in.

    Not certain how placement is going yet, I'd like place in the middle of the area to react to rage's deployment.

    "Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
    Hail Hydra
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    Admiral, what can you tell us about the enemy star destroyer?

    PEUsig_zps56da03ec.jpg
  • InfidelInfidel Heretic Registered User regular
    Hay guise.

    Evil Eight is a bomber squadron.

    What do?

    OrokosPA.png
  • premiumpremium Registered User regular
    Admiral, what can you tell us about the enemy star destroyer?

    It'll fuck you right up!

    Assuming both star destroyers are the same:
    They can hit multiple targets for heavy laser damage
    They move towards the middle at up to 5 hexes per day
    They have shields that regenerate

  • SeGaTaiSeGaTai Registered User regular
    So as far as taking out there star destroyer, can it be done with a quick strike or do we need to whittle down there ships before making an attempt?

    PSN SeGaTai
  • InfidelInfidel Heretic Registered User regular
    What do the zones outlining the Destroyers mean? The area they can hit with heavy laser damage?

    OrokosPA.png
  • premiumpremium Registered User regular
    I don't know what our ships are capable of doing.
    Can someone put some numbers out?

  • premiumpremium Registered User regular
    edited January 2013
    Also just in case people start making dumb assumptions, nobody is confirmed as anything yet.
    For all you know I could be a rebel imposter admiral, and Anialos my little sidekick.

    premium on
  • BradicusMaximusBradicusMaximus Pssssssssyyyyyyyy duckRegistered User regular
    Statline per ship(Laser/Engine/Shields/Hull): 2/4/0/1

    Thats what the tie fighters look like. I'm pretty sure we're here to swat other flies out of the sky to clear a way for heavier hitters such as bombers

  • SaberOverEasySaberOverEasy Info Broker Registered User regular
    True. But we KNOW we need to deal with the star destroyer. And that means having a sense of what we can do. If the rebels have ships, I'm guessing they have the same specs that ours do and we're not giving them a ton of additional information.

    On the other hand, if we don't deploy well, we could be dead before we even get around to taking out the rebels.

    TIE Fighters are in squadrons of 5 ships. Each ship has the stats - (Laser/Engine/Shields/Hull): 2/4/0/1

  • SeGaTaiSeGaTai Registered User regular
    Doesn't really matter right, we are all just requesting where to setup but you or whoever are real admiral is is turning in are starting positions right

    PSN SeGaTai
  • BradicusMaximusBradicusMaximus Pssssssssyyyyyyyy duckRegistered User regular
    Assuming I have saber and kaplar's cooperation, where would you like us in relation to your hex placement? @gandalf_the_crazed

  • EgosEgos Registered User regular
    In any event, I think just being perfectly open is our best bet. Unless you've got a scanner to find the jedi infiltrators or something, there's not a ton of reason to hide what we can do from each other. Our best bet at finding the jedi is to make a plan and see who deviates from it.

    In that spirit, I'm leading a squadron of TIE Fighters. I've got a fairly decent high defense value as well and can be nimble.

    Also, in the spirit of full disclosure:
    I suck at wargames.

    I also suck at wargames. So somebody tell me what to do.

    I'm young and impressionable

  • premiumpremium Registered User regular
    Hahahaha oh my god fighters are like ants compared to this destroyer.

  • premiumpremium Registered User regular
    I'm hoping bombers are a bit more capable
    Or maybe that TIE advanced.

  • premiumpremium Registered User regular
    If every single Fighter squadron did a balanced attack against the destroyer and hit for full damage it would take several days just to penetrate the shields.
    The shields can regenerate.

  • SmasherSmasher Starting to get dizzy Registered User regular
    Bomber statline per ship(Laser/Engine/Shields/Hull): 1/2/0/4

  • premiumpremium Registered User regular
    Do the bombers have some sort of "bomb" attack or is the name a misnomer?

  • BradicusMaximusBradicusMaximus Pssssssssyyyyyyyy duckRegistered User regular
    Fwiw, if two or more fighters target the same thing we receive a 50% attack value increase

  • SmasherSmasher Starting to get dizzy Registered User regular
    Is there any reason not to post our formations/ship abilities? I haven't seen anybody else do that but can't think of one offhand.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I'm a lieutenant on the Star Destroyer.

  • KaplarKaplar On Google MapsRegistered User regular
    If bombers were incapable of bombing, it seems like taking a destroyer down would take way too long.

  • SmasherSmasher Starting to get dizzy Registered User regular
    Yes we can bomb. Assuming no torpedoes get shot down, I can do 60 damage (plus pilot modifiers?) every other day to a star destroyer.

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Since side attacks are super effective, I'm recommending we split into two groups and then pincer attack them.

  • premiumpremium Registered User regular
    There's enough of them that they could just have 2 fronts for us to attack.
    If we're going to go for side/flanking bonuses it's probably going to have to be done by a few squadrons while the main force keeps their attention.

  • premiumpremium Registered User regular
    Anyways, we need to get this figured out in the next 3 hours or so.
    Would we prefer 2 main groups, or 3?

  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I'm for two groups.

  • BradicusMaximusBradicusMaximus Pssssssssyyyyyyyy duckRegistered User regular
    Two groups seems to be the concensus

  • SeGaTaiSeGaTai Registered User regular
    Interceptor stat line:
    Statline per ship(Laser/Engine/Shields/Hull): 3/3/0/2
    squad of 4

    PSN SeGaTai
  • SmasherSmasher Starting to get dizzy Registered User regular
    I can't think of how this info would hurt and our Admiral's gonna need it, so:

    Tie bombers

    Formations: Evasive, Balanced, Launch

    Burn it down (launch formation required): When 15 squares or less from enemy Star Destroyer may launch 2 torpedoes per operational ship. Torpedo statline = 10/5/0/1. This is done instead of attacking. May not be done in a furball. Cooldown: 1 turn.
    Let ‘em fly : May fire cluster missiles at a hex 3-5 squares away and in your firing arc. Missiles explode the following turn. Any squads in target hex take 3 hull damage. Any squads in nearby hexes take 1 hull damage. This is done instead of attacking. May not be done in a furball. Cooldown: 1 turn.

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