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Asteroids planning

PostPosted: Sat Jun 30, 2018 10:00 am
by Jax Dolross
Just a planning thread for the 4 ships in the asteroid event. first post to let all know of a free spot on the Midnight we have an aft gun that could use manning or an engineer to boost shields/repair damage that sort of stuff.

Re: Asteroids planning

PostPosted: Sat Jun 30, 2018 11:42 am
by Oddyn Vizsla
I was meant to be a gunner somewhere. Don't know if it is still on, but I keep this slot open.

Re: Asteroids planning

PostPosted: Sat Jun 30, 2018 5:40 pm
by Baesal Zyn
I can be a mid flight mechanic!

Re: Asteroids planning

PostPosted: Sat Jun 30, 2018 5:42 pm
by Jax Dolross
Welcome aboard baes

Re: Asteroids planning

PostPosted: Sat Jun 30, 2018 8:29 pm
by Baesal Zyn
Yeah!

Re: Asteroids planning

PostPosted: Sat Jun 30, 2018 9:04 pm
by Lyseil Panteer
Teams seem to be:


The Turtle
Nudimsu (Pilot)
Oddyn (Gunner)
Durasay (Co-pilot/secondary gunner)


The Midnight
Jax (Pilot)
Azura (Gunner)
Baesal (Mechanic)


Spitfire (fighter)
Chase (Pilot/Gunner)
T7 (Backup/Hungerer for Justice!)


Spitfire (Fighter)
Garth (Pilot/Gunner)


Four teams assembled!

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 12:59 am
by Oddyn Vizsla
Ok, who goes first and why?

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 4:11 am
by Durasay Mixo
My suggestion:

I'll take turn 1 to buff the Turtle/spend advantages where I can to throw out more buffs.

Mando 1 moves.

Republic 2 - One of the fighters moves to engage/destroy in coming fighter.

Mando 2 - does whatever.

Republic 3 - The second fighter moves in to engage.

Mando 3 - whatever mandos do

Republic 4 - nudie or Jax moves In to engage

Republic 5 - whoever the gunner is on the one that has moved fires

Republic 6 - remaining freighter moves in

Mandos go

Republic 7 - react

Also, only 7 of 8 republic slots are listed. This will require adjustment.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 4:50 am
by Durasay Mixo
Republic 7 and 8 both go before the Asteroid Hauler.

So. I recommend fighters clear out the fighters. Reducing enemy numbers will be paramount to successful operation. We have 6 rounds.

Good Hunting.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 5:40 am
by Nudimsu
Go Team Republic.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 7:06 am
by Illyria Acaran
I've asked if I can do a non-acting ride-along in the Turtle like last time, anyone mind?

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 9:20 am
by Oddyn Vizsla
Certainly not I. :D

*checks the Dur's battle plan*

Quite a while before I pew.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 9:44 am
by Garth Wayne
I'm still a little fuzzy on space combat, so will wait for my CO to go and follow her lead....

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 9:46 am
by Chase
The Republic, and of course Chase, are here to lead the way!

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 1:47 pm
by Baesal Zyn
my ghosting instructions are simple: repair shit, remove system strain, aid the pilot or gunner as needed.

Commit Force die to keep things working if things come to it

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 7:01 pm
by Durasay Mixo
Baesal Zyn wrote:my ghosting instructions are simple: repair shit, remove system strain, aid the pilot or gunner as needed.

Commit Force die to keep things working if things come to it


Just remember each ship gets one shot at damage control an encounter. :|

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 7:40 pm
by Baesal Zyn
I can force power strain out

and can commit to keep a few things working

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 7:51 pm
by Chase
Based off this, I would be going next but I wouldn't be doing anything time sensitive.

Does anyone have a better idea of how to use the slot?

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 10:44 pm
by Nudimsu
I could go vroom.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 10:46 pm
by Jax Dolross
yes please need more targets for those fighters to shoot as we are looking rough

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 11:03 pm
by Oddyn Vizsla
So I shoot soon.

Re: Asteroids planning

PostPosted: Sun Jul 01, 2018 11:55 pm
by Garth Wayne
Will be able to post properly in a couple of hours. Will give em another target then.

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 12:40 am
by Jax Dolross
if both of the fighters could come forward that would be great so there is more than one target that the mandos can get to easily thatd be helpful since the midnight can only take one more hit like those earlier ones

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 12:44 am
by Garth Wayne
Not sure if I've got maneuver/actions right...

Thinking - Punch it as a maneuver to get speed lead for Gain Advantage on the faster enemy fighter. Then something with the other maneuver.

Evasive Maneuvers maybe?

Re: Asteroids planning

PostPosted: Mon Jul 02, 2018 12:53 am
by Jax Dolross
preferably the fly maneuver so you can get to close of the enemy fighter that just shot Midnight