Nice! You actually gain a range band on them.
Map is updated, first TIE group takes 1 Accelerate maneuver and 1 Move maneuver.
It is now Kebiin's turn.
Nice! You actually gain a range band on them.
Map is updated, first TIE group takes 1 Accelerate maneuver and 1 Move maneuver.
It is now Kebiin's turn.
@RuusMarev , Kebiin is up. Do you just want to keep gunning it, or did you have something else in mind?
Keep gunning... I doubt we would last long against the huge ships, let alone TIE's and a Lancer.. (where is the link to the updated map? I'm not sure what page its on )
Here it is again: https://docs.google.com/presentation/d/1DOcQFlh8Ak5dqcfO7_-CvJ4BJDvE-kOWc056JE7UxhY/edit?usp=sharing
I'll go ahead and plonk it on the front page for quick reference.
I'll update it again in a minute.
Second TIE group:
Maneuver: Accelerate
Maneuver: Move
(I'm not going to bother posting their turn IC, it's covered by the other one)
Tam's turn!
Edited by P-47 ThunderboltIt's up to date now.
Tam and Arde are up. If you just want to pass, it's the TIE's turn and then Naz.
That puts you down to 2 SS total.
I've now added the map to the front page.
Yeah, i’m Just going to pass until they’re in range.
Okay, the last group of TIEs will Accelerate and Move.
Is Naz going to do anything?
Also, I actually had to move the first 2 groups of TIEs another tile, because at Speed 5, they move 2 hexes instead of 1. The map is up-to-date now.
I'm assuming ShockHelix was including Naz in the skipping (I sort of misread that initially), so we're back to the top of the order.
@RuusMarev , Kebiin needs to make another Chase check.
First TIE group:
Chase
:
3eP+3eB
2 successes, 5 advantage
Second TIE group:
Chase
:
3eP+3eB
4 successes, 5 advantage
Third TIE group:
Chase
:
3eP+3eB
3 successes, 4 advantage
(Updated the map)
The first group looses a step.
The second group catches up by 2 steps because they are moving faster than you and are now right on top of you.
The third group keeps pace.
First TIE group:
Maneuver: Move to Close
Action: Shoot at
Jurir
:
Shooting at Jurir Gotabor'e
:
3eP+2eD+2eS
1 failure, 3 advantage
They miss, but they add a Setback to your next check, and they add a Boost to the next allied check.
Kebiin's turn, @RuusMarev . 2 groups are within Close range of you, now.
@RuusMarev , you are up. Kebiin's turn. Two of the TIE groups are within Close range now.
Hmm... I guess we can maneuver to get a shot on the TIEs
You can get a shot on the TIEs without a Maneuver. Average difficulty.
(reminder, there are also Maneuvers like Evasive Maneuvers and Stay on Target, not just the Move Maneuvers)
Hmmm, Evasive with a shot at the TIEs?
Okay, if you take the Maneuver after you fire, the difficulty is Average. If you take the Maneuver before you fire, the difficulty is Average with one Upgrade. Since it lasts until the end of your next turn, it makes sense to do it last.
Do you also want to take a Move Maneuver for 2 SS and 2 Strain?
You kill one of the TIEs, but you add a Boost to the next attack targeting you.
I didn't say it clearly, but you didn't actually need to make the check for the Maneuver, the difficulties I stated were both for the attack.
Please go ahead and post IC.
Are you going to use a Move maneuver?
If Evasive will make it harder for them to hit us, we'll do that