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Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 12:54 am
by Baesal Zyn
please tell me when I should try to repair the ship

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 1:02 am
by Jax Dolross
probably some time towards the end of the round should be fine, i'd prefer the next 2 slots to be used to bring people into the same range band then some mando stuff then other things

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 2:07 am
by Garth Wayne
Jax Dolross wrote:preferably the fly maneuver so you can get to close of the enemy fighter that just shot Midnight


That might work too. LOL

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 2:31 am
by Jax Dolross
I mean you could also torpedo it but I think those are best saved for the hauler

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 2:35 am
by Garth Wayne
I think I need to cultivate as many boosts as possible before a firing solution, given my massive ggg gunnery roll.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 2:36 am
by Jax Dolross
Alternatively you and chase could fly forward shoot your torpedoes at the hauler since they are range short and evasive maneuver since you will likely draw a lot of fire

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 2:38 am
by Jax Dolross
Garth Wayne wrote:I think I need to cultivate as many boosts as possible before a firing solution, given my massive ggg gunnery roll.


Fair they do have guided as a safety net and your roll would be 1 red (because dapper flip) and a set back vs 3g possibly 1y2g if you flip for it.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 3:03 am
by Jax Dolross
Well the midnight is over threshold on hull trauma at 26/25 so until Baes can repair some points we are out of this fight.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 3:04 am
by Garth Wayne
That was fast....

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 3:11 am
by Jax Dolross
I when you're the only target in range......linked damage 6 lasers do a lot of damage

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 5:27 am
by Baesal Zyn
tell me when to act

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 7:14 am
by Oddyn Vizsla
Ok, prepping to dakka-dakka.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 6:51 pm
by Oddyn Vizsla
3 threat to make him jam the gun or run out of ammo is an option?

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 6:54 pm
by Jax Dolross
Yeah we need to do something cause midnight pretty much has to bug out Garth is down I think? I don't think he has enough system strain left to snap roll 3 times but I could be wrong. So things aren't looking great.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 6:56 pm
by Dapper Dog
Adjusted it, only two hits for Garth, Chase clarified her meaning.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 6:57 pm
by Chase
<3 Much love DD

Image

We could just make it easier to hit him, or try to be a bit more creative with the spending.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 6:59 pm
by Durasay Mixo
Don't forget, we are in an asteroid field. We can use threat and despair and such for things of that nature. Table is on pg. 78 Stay On Target.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 7:03 pm
by Hacha Tsuko
Durasay Mixo wrote:Don't forget, we are in an asteroid field. We can use threat and despair and such for things of that nature. Table is on pg. 78 Stay On Target.


Yeah. I don't have that one, but my group used it for a few sessions. I think for that three threat, we forced someone to break off?

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 7:18 pm
by Dapper Dog

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 8:37 pm
by Nudimsu
Hacha Tsuko wrote:
Durasay Mixo wrote:Don't forget, we are in an asteroid field. We can use threat and despair and such for things of that nature. Table is on pg. 78 Stay On Target.


Yeah. I don't have that one, but my group used it for a few sessions. I think for that three threat, we forced someone to break off?


Here you go.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 10:11 pm
by Nudimsu
Double post for a reason.

Should I go first to get the Turtle closer? We don't have our Mechanic on board, so would like to go pew as much as possible before our system strain runs out.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 10:28 pm
by Hacha Tsuko
I mean, you're in range still, but I think sniper shot plus prepare prevent Oddyn from aiming. What is the range for the fighters, short? You can probably pew them from there with Sniper Shot with the rest of the ship weapons

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 10:58 pm
by Jax Dolross
or do peeps mind if midnight goes first to get out of there? we are useless and at like +50 crit now if they decide to shoot us

Re: Asteroids planning

PostPosted: Tue Jul 03, 2018 12:13 am
by Durasay Mixo
At this point, someone needs to go. I am fine with the Midnight bugging out first.

Re: Asteroids planning

PostPosted: Tue Jul 03, 2018 1:24 am
by Chase
I support plan Waning Midnight