Star Wars Clone Wars: Cyclone Squad OOC

By Rabobankrider, in Star Wars: Force and Destiny Beginner Game

5 minutes ago, Shlambate said:

Sure what's the difficulty? Could 9182 get boosts from his squad mates?

Believe it's an average Mechanics check. If you want, I can give you 2 boost die straight off, or do you wish for a boost die to go to someone else?

Mechanics with 2 boost then.

Mechanics : 2eA+2eB+2eD 1 success
a--.png a--.png b-s.png b-a-a.png d-th.png d-th.png

I'm glad 9182 had those boosts.

Just got back from work and read up on everything.

Instead of Label Maker maybe just shorten it to Labeler? If you want that I can make it in an IC post.

Weapons wise 3478 is engaged range for the most part though he does have a sidearm what will enable him do to ranged.

In regards to tactics 3478 is good with anything. Though just an idea what if we climbed the outside of the dome and just dropped down the center into the control room and went inside out? Maybe this was already suggested and I didn't understand what was being said.

5 minutes ago, Stneu73 said:

In regards to tactics 3478 is good with anything. Though just an idea what if we climbed the outside of the dome and just dropped down the center into the control room and went inside out? Maybe this was already suggested and I didn't understand what was being said.

I think that is the idea behind the air vents. Climb up the outside and then go in through the air vents. But you bring up an interesting point. We can get out of the ventilation shafts and through walls and floors at any point we want if Anler is with the group and uses his lightsaber. Hopefully nobody gets too mad about us destroying half the building in that case though.

Edited by Sterf

Still an average check

*bit late on the response there, my bad :P

Just now, Sterf said:

I think that is the idea behind the air vents. Climb up the outside and then go in through the air vents. But you bring up an interesting point. We can get out of the ventilation shafts and through walls floors at any point we want if Anler is with the group and uses his lightsaber. Hopefully nobody gets too mad about us destroying half the building in that case though.

Haha yeah that's what I was worried about. Also just getting up there might be difficult in the storm.

Also just a question. Are we facing fully trained guys or other cadets?

And in regards to tactics I think that Drummer will have a fairly good idea of the tactics we'll be using. He knows we have a jedi and will probably expect us to have at least one flanking group maybe 2. I don't know just a thought. We should probably come up with some contingency plans.

@Rabobankrider what did my check find out?

@Stneu73 if nothing of note happens in this combat mission for 9182 then sure Labeler sounds good.

I also have the same question as @Shlambate

Edited by satkaz

@Shlambate You now know the most straightforward route through the vents to the network. It is a reall mess of different routes in there, so you can lead them through relatively easy now.

Don't forget though, if you do take the network, it will be a case of holding it for the allotted time, you don't want the whole company to fall back and find you there necessarily. :P

Just now, Rabobankrider said:

Don't forget though, if you do take the network, it will be a case of holding it for the allotted time, you don't want the whole company to fall back and find you there necessarily. :P

Yeah that's the problem with fighting other clones. Against Clankers you take/destroy the control center and you're done. :P

8 minutes ago, Rabobankrider said:

@Shlambate You now know the most straightforward route through the vents to the network. It is a reall mess of different routes in there, so you can lead them through relatively easy now.

Just reminding that I also rolled for the vents, but if @Shlambate knows info to the vents, is there any more information that I can gather from it, or could I use that roll for another section, like the drainage?

Haha, that's the fun of the challenge!

Ah, hadn't spotted that, sorry. Ok, you can lead the way as well, but for your advantages: The first is you notice small indentation in the ventilation system that not the vents. These are service hatchways, used by maintenance. These have small control panels that are used for controlling the fans so they can pass through safely. For your second I'll say you spot a slight shortcut, but it is a trickier route.

Just now, Rabobankrider said:

Ah, hadn't spotted that, sorry. Ok, you can lead the way as well, but for your advantages: The first is you notice small indentation in the ventilation system that not the vents. These are service hatchways, used by maintenance. These have small control panels that are used for controlling the fans so they can pass through safely. For your second I'll say you spot a slight shortcut, but it is a trickier route.

Alright.

Wow. Things are moving faaaaast in the OOC. Lots of rolls and my old brain is getting a mite confused. Let's see if I can sum things up:

  • With Matt‘s roll we found a veeery good place to breach, considering how good the roll was.
  • Sterf rolled to get a hint about military strategies and found out that the enemy will probably try to wear us down by holding a position until it becomes untenable and then falling back to the next defendable position.
  • Satkaz rolled to get hints about enemy force patterns and recalls that there are auto-turrets that the defenders can likely access.
  • Sakaz rolled to get more info on the turrets and failed.
  • Sterf rolled to get more info on the turrets and found out they are controlled by a network, but have terminals set into walls near them that could be used to take them over individually. A good slicer can hack the network from the terminals, but a good hacker in control of the network could potentially shut down someone who has sliced into an individual turret.
  • Satkaz rolled to figure out if the vents have any dangers and found a good way to use the air vents and noticed ways to pass the vents and a risky shortcut.

Points being raised:

Will they suspect us of trying to flank them?

I would imagine so, but by cutting through the wall we‘ll hopefully be able to surprise them anyway.

Do we need a contingency plan?

Well, no plan survives contact with the enemy, and the Major will hold some troops in reserve to react to any changes or take advantage of a breakthrough, but we don‘t really have the manpower for anything too fancy.

Options now include going through the ventilation shafts or drainage system. Of the two, the ventilation shaft sound much better. We have a decent chance of navigating them successfully now. The water sounds risky, it's been raining a lot this morning, I would not count on that being a feasible choice. Splitting our forces up too much adds too much complication and spreads us very thin, so I think it's not a good option to try both.

How about this then: The main attack and the flanking maneuver remain as outlined, taking care to stay out of the field of fire of the turrets if at all possible. Cyclone squad tries to use the ventilation shafts to get to the HQ without running into fortified positions on the way.

The obvious problem with this is that we‘ll have no place to fall back to. There are, however, two reasons we want to take the HQ. First of all, it will throw the enemy into disarray if we ‘kill’ or capture the HQ. Secondly, I’m willing to bet the turrets are controlled from there, meaning that if we take that spot we can turn the turrets on the enemy.

It will probably take us a little while to get there through the ventilation shafts, which is perfect, since we want their forces to be heavily engaged and flanked with any reserves already thrown in when we assault the HQ. So there is no need to take the risky shortcut. If we get there too early they will simply call for reinforcements and overwhelm us in no time.

What do the rest of you say?

Solid plan Commander @Kymrel

Well if you're happy with it, feel free to post it ic and I'll have the Major respond accordingly.

10 minutes ago, Kymrel said:

Wow. Things are moving faaaaast in the OOC. Lots of rolls and my old brain is getting a mite confused. Let's see if I can sum things up:

  • With Matt‘s roll we found a veeery good place to breach, considering how good the roll was.
  • Sterf rolled to get a hint about military strategies and found out that the enemy will probably try to wear us down by holding a position until it becomes untenable and then falling back to the next defendable position.
  • Satkaz rolled to get hints about enemy force patterns and recalls that there are auto-turrets that the defenders can likely access.
  • Sakaz rolled to get more info on the turrets and failed.
  • Sterf rolled to get more info on the turrets and found out they are controlled by a network, but have terminals set into walls near them that could be used to take them over individually. A good slicer can hack the network from the terminals, but a good hacker in control of the network could potentially shut down someone who has sliced into an individual turret.
  • Satkaz rolled to figure out if the vents have any dangers and found a good way to use the air vents and noticed ways to pass the vents and a risky shortcut.

Points being raised:

Will they suspect us of trying to flank them?

I would imagine so, but by cutting through the wall we‘ll hopefully be able to surprise them anyway.

Do we need a contingency plan?

Well, no plan survives contact with the enemy, and the Major will hold some troops in reserve to react to any changes or take advantage of a breakthrough, but we don‘t really have the manpower for anything too fancy.

Options now include going through the ventilation shafts or drainage system. Of the two, the ventilation shaft sound much better. We have a decent chance of navigating them successfully now. The water sounds risky, it's been raining a lot this morning, I would not count on that being a feasible choice. Splitting our forces up too much adds too much complication and spreads us very thin, so I think it's not a good option to try both.

How about this then: The main attack and the flanking maneuver remain as outlined, taking care to stay out of the field of fire of the turrets if at all possible. Cyclone squad tries to use the ventilation shafts to get to the HQ without running into fortified positions on the way.

The obvious problem with this is that we‘ll have no place to fall back to. There are, however, two reasons we want to take the HQ. First of all, it will throw the enemy into disarray if we ‘kill’ or capture the HQ. Secondly, I’m willing to bet the turrets are controlled from there, meaning that if we take that spot we can turn the turrets on the enemy.

It will probably take us a little while to get there through the ventilation shafts, which is perfect, since we want their forces to be heavily engaged and flanked with any reserves already thrown in when we assault the HQ. So there is no need to take the risky shortcut. If we get there too early they will simply call for reinforcements and overwhelm us in no time.

What do the rest of you say?

Tried to see if there was anybody important, didn't make that due to a 0 success, which I attributed to similar armor and the feed having a filter that turns everyone into a monochrome color, so can't tell even colors on the team.

As for the plan: I think the vents are the best choice. The only issue is that, again, we have no place to retreat to, but if we take the HQ while everyone's focused, the defenders are now in a bind: do they split and take us on, making the main force the flanking force, or do they stay and hope their defenders hold out?

I'll follow your lead, @Kymrel .

Sounds good to me

I'll give it a little time, see what the other say, before posting IC.

Count me in as well.

Well, I guess that's pretty much consensus. I'll start working on the IC post.