OOC

Mar 10, 2017 5:58 pm
OOC!
Mar 16, 2017 1:29 pm
I'm really looking forward to some starfighter action. I must confess, I haven't actually used the system for this kind of game so I'm really eager to get some experience. I just hope I don't blow up my fragile little A-wing too quickly!
Mar 16, 2017 9:44 pm
I'm in the same boat. I've seen a few posts around the internet about squadron-based games like this, and they always seemed super interesting, but I haven't actually played in one until now. Very excited, and curious to see how a pilot/gunner split works out!
Mar 18, 2017 7:01 am
Should we roll Destiny points?
Mar 19, 2017 4:16 pm
Submitted character. B0-N35 reporting in!
Mar 19, 2017 5:13 pm
Is that... does that say... "boner"?
Mar 19, 2017 5:21 pm
I read it as Bones but I think I prefer your interpretation lol
Mar 19, 2017 6:35 pm
Don't look at the hidden words on my avatars...
Mar 20, 2017 12:23 pm
As530 says:
OOC:
I think we were doing Red X but i may be mistaken. In all honesty i just picked a random number that wasn't taken since it wasnt exactly discussed who got what number. In my opinion the 2 man ship should be red 1
I agree that the Y-wing should be Red Leader, especially since the "squadron leader" is flying it. I'm not bothered which number I get. Since there are five ships one of us needs to be Red 5. Should we roll for it? :-)

Remnant, what kind of ship are you flying? We already have one of each type (A-, B-, X- & Y-wing).
Mar 20, 2017 1:22 pm
X wing. I was the last to jump in so I don't mind being Red 5.
Mar 20, 2017 2:04 pm
I actually thought Red 5 would be a popular choice, what with it being Luke's callsign in Episode 1. Personally I'd be happy to be Red 2. That would make me wingman to the Y-wing and I can provide fighter cover for it.
Mar 20, 2017 2:30 pm
I'm easy for whatever designation I get stuck with :)
Mar 20, 2017 2:49 pm
Hmm which callsign does the most showboating? I'm asking for a friend, honest...
Mar 20, 2017 7:45 pm
I may be mistaken, but it's my understanding that the callsigns line up with the squadron names (i.e. Rogue Squadron has a Rogue Leader, Rogue 1, etc.), meaning that a Blixus Squadron would follow a similar convention. That being said, I don't have an issue with changing it up.
Mar 20, 2017 8:36 pm
That's right, the Squadron name would be the first part of the call sign. Maybe it would be more fun to each choose a callsign of our own, like in Top Gun (Maverick, Goose, Ice Man, etc). In that film both pilot and navigator had their own callsign.

I've also been thinking about the roles each craft would play. I think the Y- and B-wing should be wingmen, and they would be our heavy element. The two X-wings would be our strike element and my A-wing would be recon and support.

By the way, if we do decide to come up with our own callsigns, Rayf could be "Jaggalor".
Mar 22, 2017 10:59 pm
DarthWash says:
As you power up your ships and blast out of the hangar, your sensors pick up what the problem is. A large asteroid had been towed into the hyperspace lane which caused the ships to be knocked out of hyperspace. The Malta is at the back of the convoy with the three transport ships in between it and the asteroid.

Coming out from behind the asteroid is a large carrier shooting out Z-95 fighters and some boarding transports toward the convoy.
Okay, so it sounds like our priority is getting the transports and the Malta out of danger and back into hyperspace. Should we prioritise hitting the boarding parties and stay away from the carrier?
Mar 23, 2017 12:01 am
That is a sound strategy; I like it. We'll probably have to fight through the little guys a bit, but if their goal is to board, then once they can't, they'll bail. Hopefully.
Mar 23, 2017 5:55 am
X wings and the A wing to go after the fighters, the B and Y wings to take on the boarding craft?
Mar 23, 2017 9:09 am
Sounds good to me.

Darth; are we starting at Extreme range? How about our transports? Are they in the same range band too?
Mar 23, 2017 12:03 pm
Not studied up on Star Wars naval combat but the Carrier is likely support/long range transport. Crippling the transports to slow them down so they're easy pickings for the B/Y Wings (rough to board if someone's blown out your engines) and X & A wings dog fighting out the other smaller fighters and providing support. The enemy smaller ships are there ensure the transports can board once they dock they'll flood in so we're keeping that as a secondary objective right?

1) Ensure convoy's safety to jump back into Hyperspace after the readjustment
2) Stop/Impede the Transport Boarding ships.
3) Fly are being Bosses and shooting stuff.
Mar 23, 2017 7:52 pm
fluglichkeiten says:
Sounds good to me.

Darth; are we starting at Extreme range? How about our transports? Are they in the same range band too?
At the moment, their ships are at extreme range, the asteroid is at long range, and the transport furthest from you is at medium.

Let's go ahead and roll initiative, cool or vigilance, whichever you prefer.
Mar 23, 2017 8:22 pm
You want the initiatives in here or the IC thread?
Mar 23, 2017 8:30 pm
IC thread please
Mar 23, 2017 8:38 pm
Agreed on all points. Without their transports, they shouldn't be able to attack any non-fighter craft very effectively, so hopefully at that point we're ready to jump out. Otherwise, we can just clean up until they are.
OOC:
Man, didn't refresh the forum and was a few posts behind...
Last edited March 23, 2017 8:42 pm
Mar 29, 2017 2:04 pm
fyi I'm still here and paying attention. *optical receptors refocus and click*
Mar 29, 2017 2:45 pm
as am I! I'm still ready for space battles!
Mar 29, 2017 3:17 pm
Well in all honesty I'm going to need to use my notes... Track vector of squadron... Telemetry of laser impact probability on a miss... Umm... wait I know this one...
Mar 29, 2017 3:28 pm
Yup. Wanna hunt some Headhunters!
Mar 29, 2017 8:32 pm
Sorry it took so long. Initiative is up and a PC goes first
Apr 4, 2017 12:34 pm
DarthWash says:
Initiative:

PC
PC
PC
NPC
NPC
NPC
PC
NPC
NPC
NPC
NPC
PC
NPC
PC
DarthWash says:
Three sets of three Z-95s break off from the group and head toward your squadron. Moving within medium range of those who have already moved and long of those who haven't gone yet.
So the first three groups of enemies are a total of nine headhunters! And, with five more groups to go, we have here a target-rich environment folks! Woohoo!
Apr 4, 2017 1:03 pm
Sorry, I guess I left it out but there are five groups of three z-95 each and two group of two boarding ships.

Edit: 3 groups two boarding ships
Apr 4, 2017 1:07 pm
Nice. Can't wait to start stencilling headhunters on my hull.

Y'know, that or wondering just why I chose an A-wing.
Apr 4, 2017 5:23 pm
I'm not very familiar with Star Wars stargighter types and squad strategies... But why is the B-wing so heavily armed?

And Y-wings are bombers, but it seems every ship has proton torpedoes... Is the bomber specialization reflected somewhere mechanically or is it just flavor?

Basically, what makes these ships act like their reputation suggests?
Apr 4, 2017 5:34 pm
B-Wing is a bomber too, just a more hi tech one....well, they're both more heavy attack ships than strictly bombers. The bombers all typically carry a heavier payload (the Y And B wings have more ammo for their torps in addition to more guns) and have higher scores in one or all of their Defense (shields) and Armour ratings, and their Hull Trauma and Strain thresholds, they offset that by having slower speeds and handling scores than the out and out fighters like the A Wing. As for the X Wing I'd pretty much consider that to be halfway between the 2 really.
Apr 5, 2017 10:24 pm
Got it, thanks! That does make more sense.
Apr 17, 2017 8:39 pm
Is there a way to speed up combat / prevent the lag we're experiencing?

Would it be helpful if everyone pasted actions then we sorted it based on initiative? Or is there a tried-and-true pbp standard? It's just dragging quite a lot here at the start.
Apr 17, 2017 9:49 pm
In some games there are three groups of combatants; the ones who go before the bad guys (i.e. beat their initiative roll), the bad guys, and the ones who go after. That way the GM gets to move all of their NPCs at once. I find it helps.

Edit: So the bad guys either have one initiative roll for all of them, or you take the average of their rolls. The players are sorted by those who beat that initiative and those who don't.
Last edited April 17, 2017 9:50 pm
May 3, 2017 3:06 pm
"Scanners show DarthWash has gone into Stasis I will continue to monitor threads for life for a later date but I'm marking posting priority to low."
May 24, 2017 6:12 pm
Ok, I'm assuming this game is dead now so I'm withdrawing from it to clean up my active games list

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