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SWRPF Archive The New and Improved Tactical Question Thread

Discussion in 'Star Wars Role Playing Archive' started by Bravo, Jul 2, 2002.

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  1. Miccu_Resea

    Miccu_Resea Jedi Padawan star 4

    Registered:
    Mar 17, 2002
    Ok, here i go.

    Tactical Question #: 2
    Fraction (Side): Republic
    Response: Ok, here i go. Most likley the Empire will hang back the Vics to protect the Freighter and send the Lancer and NB to attack first. I will spilt up my team into two groups. The Mon Cal crusier in one group, most likely with the Xwings, because will mainly deal with the TIE interceptors
    (the inteceptors will probably go after the biggest threat, the Mon Cal cruiser). in the second group will be the assult firgate and the corellian corvettes. If they follow suit like WW set up his forces, ill send the Mon Cal towards the NB and group 2 towards the lancer, since the lancer is only able to deal heavy damage towards Starfighters. The main idea i have for this battle is to keep the two ships inbetween my forces and the Vics, disalbing the Vics purpose, main weapons or have them risk the crossfire and destroy thier own ships. Since they cannot stay up to the beating, the Ships (the Lancer and the NB) eaisly buckle. Then i would, if possible, send the scrap towards the Vics to provide a shield as they close in on the Vics. I would use the Mon Cal to hit one Vic and have group 2 harass the other Vic. The main strenght that the Empire has in this engagement is the two Vics. If you seperate them, you destroy thier advantage. My ships will press on until the ships are diabled or destoyed, then eaisly pic off the Freighter.

    Winner: Hopefully me
    Losser: the Empire

    Your Losses:
    1 corellian corvette
    Heavy damage to 1 corellian corvette
    Damage to the Mon Cal cruiser and the Assult Frigate
    approx 9 x-wings destroyed

    Enemy Losses:
    Lancer (destroyed)
    Nebulon B (Destroyed)
    Vic Star Destoyer (heavily damaged)
    Vic Star Destoyer (destroyed)
    Tie Interceptors (12) (destroyed)

    What the main point is the main threats are the Vics, and if you spilt them up, divide their attention and you destroy their advantage. Anyway, thats my two cents. hope its good :)
     
  2. I-poodoo

    I-poodoo Jedi Padawan star 4

    Registered:
    May 1, 2001
    "can we answer the previous questions? id like to put in my two cents about that question #2."

    Yes I believe, you can Miccu. That's why they number'em, I think. So you can go back and respond to an older TQ without confusing people thinking you're responding to the most current one.

    Okay here's my response to Wild-Wook's TQ

    Tactical Question # 3: response
    Fraction (Side): New Republic

    I?ve given this a lot of thought and came up with several responses, but most brought Zsinj down on my head. So the winning idea is this: Gamble everything on a farmboy from Tatooine (hey it always worked for the good guys before).

    My plan is in four parts.
    First I?ll need to capture one of the shipments of ore from this Hoth asteroid mine to wherever it?s going. The usual Pirate tactic should prove successful: hide, ambush, board. shoot whatever doesn?t get out of my way to get what I want (the frieghter?s computer data).

    I know, I know, The Imperials will hear of this and change their security codes, and step up their defense drills, but they won?t contact Zsinj and ask for his help just yet. I?m betting that the Mine commander is a typical imperial and won?t want to share any credit with Zsinj, unless failure alone is a certainty. Anyway I?m also betting that they won?t change the orbits of those asteroids, which is all I really needed to learn from the freighter?s computer.

    Now I?ll wait for about a week or two (enough time for the stepped up security to become routine and thus weaker). Also it?s very important for NRI to give me the precise whereabouts of the Iron fleet, don?t want Zsinj ruining my fun afterall. Finally I?ll attack.

    Part Two of my plan:
    My assault will essentially be a modified hit and run attack, which should play toward my forces? strengths since the Rebels lived and breathed hit and run tactics.
    It?ll be three steps first I?ll have a modified starfighter, one of my A-wings should do nicely, (modified with very powerful jamming equipment ofcourse at the cost of weapons and shields :( ). Anyway the modified A-wing will enter the system and run the asteroid belt (I?m betting everything on the skills of that one pilot-fortunately he?s a Tatooine farmboy ;) no not that Tatoooine farmboy) until it reaches one of those asteroids with a stable orbit. Once there it?ll stealthily land, powerdown to avoid being detected and to shunt all power to the jamming system, and let loose.

    Part Three:
    My fleet who?ve been waiting just outside the system standing by for the loss of Imperial transmissions will then do a microjump to the closest possible point to the Golan station oriented toward the station and fire full forward. [I?m betting everything on recklessness, surprise, and a killer first punch] [I?m also betting that they won?t hit the asteroid my A-wing is on: with luck they?d gotten at least one clean shot, realistically they probably only blasted a few asteroids to gravel, but at least all that flying debris will make it impossible for the imp forces to counter for a precious few seconds. During that few seconds I?ll have all my ships and fighters raise shields and maneuver to get better shots at the installation and/or to hold off the Imperial defenders. [I?m betting that they wouldn?t have the Imp ships within the asteroid field (c?mon a stardestroyer in an asteroid field?did you watch ESB) but in defensible positions outside the field. Thus making them have to waste a lot of time just getting to where they can engage me. The Nebulon frigates should get there in no time, but the VSD sublight engines are slow so I?m hoping to overwhelm the frigates before having to slug it out with the Vics. The Vics also can be held off with a portion of my fleet (I?m not interested in annihilating them just keeping them off my back) while the rest hammer away at the Golan station.

    [I?m still betting everything on the luck of that Tatooine farmboy, A-wing pilot] If the force is with him (no he?s not that Tatooine farmboy) the Golan station will be too distracted to concentra
     
  3. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Senator_Elegos_A-Kla - Welcome! :)

    Miccu_Resea - Welcome! :) Looks like your questions were already answered by the other Senior Members. :)

    Note to anyone who wants to join - All SENIOR MEMBERS have just a smuch power as me. If you want to join and they say its okay, its okay. You don't always have to ask me. Because, I learned very quickly that if you have a well balanced game where more then one or two people hold all the power to change the game, then it makes it a lot of fun. So, if you want to join, have a question, or something else, any Senior Member can answer it and their ruling/decission is just like me saying it or any other Senior Member saying it. :)


    Tactical Question News

    Well, we would like to welcome our two newest members, Miccu_Resea and Senator_Elegos_A-Kla. :) I'll post a updated members list ASAP.

    Now, onto other less important matters. If I seem a little tense, grounchy, and a little on edge, you can blame WOTG.

    Okay, onto fun stuff, polls, debates, and just general chat.


    POLL #1 (What a great name! 8-} )

    So far, is The New and Improved Tactical Question Thread a friendly place?

    A) YES and why?

    B) NO and why?

    C) OTHER and why?



    Now, onto TQ's. Once Wildwookie has posted his reply to his complex, brain jarring, brain twisting, palm sweating, headace forming TQ 8-}, another one can be posted.

    SENIOR MEMBERS - I will be throwing a PM your way in the next couple of days.





     
  4. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Tactical Question News Special Edition

    Note: If its titled Tactical Question News Special Edition, then it means its pretty important or a special event is close at hand.

    On our first Tactical Question News Special Edition, we are pleased to say that today marks a whole week in operation! Good job everybody! :)
     
  5. JFettG

    JFettG Jedi Grand Master star 4

    Registered:
    Jun 12, 2002
    Poll #1:

    A: Because this is a friendly place plus it's a challenging Game.
     
  6. LightSide_Apprentice

    LightSide_Apprentice Manager Emeritus star 4 VIP - Former Mod/RSA

    Registered:
    May 22, 2001
    Poll #1:

    A: Everyone is given an individual welcome and everyone comments on eachothers responses saying the good and bad points in each. This allows us to learn from our own mistakes and those of other players. It is friendly because constructive criticism benefits all people, as does a warm welcome ;)
     
  7. YouAgain

    YouAgain Jedi Master star 5

    Registered:
    Dec 20, 2001
    A: Beacuse of the wonderfull awnsers u guys come up with its just a great place to hang and every one is nice and welcoming i might even be brave enough to come up with an awnser soon........
     
  8. Wildwookiee

    Wildwookiee Jedi Master star 4

    Registered:
    Apr 14, 2001
    A. It's civilized discussion on topic, and it's not a place for GM'ers to gain glory... We talk about true tactics, strategy, and even battle it out...This thread has potential.

    OK, my answer to my own Question


    Well, I placed this question to get you to think of several things.

    One- How to get into an area that is blocked and fortified against attack without allowing them to alert their reinforcements

    Two- To tactically survive a mission ;)

    Three- To use other methods than just bearing down on them...be crafty


    My answer basically followed bterrik's combined with I-Poodoo. I had hijacked a ship, and used that to discover the flight patterns. I had also sent the squadron of Recon A-wings into the Asteroid field to sniff around. They are small enough that they could land on an asteroid, point sensors into the fray, and monitor. I'd set the up so they could transmit to each other, then outside to the waiting fleet. In My Scenario, all the Imperial ships were inside the Asteroid belt...though it doesn't really matter for my conditions of the battle.

    The ISD hypers in, and begins to cycle through the asteroids...feining comm damage. The Imperials would launch the fleet once they noticed the ISD comming through the locks, but they wouldn't report it because they still don't know if it's friend or foe. Meanwhile, the A-wings begint their Jamming screen. and the smaller ships in the fleet, who where hiding behind the ISD as it was comming in, slip out, and form up. In no time, they should be able to conquer The Imperial Fleet. If neccisary, then the MC would follow up, other than that, it's going to stay outside, and coordinate the battle.

    I-Poo-doo, I'm not going to waste time with a ground battle either, I put it in there to allow anyone who likes those to fill their heart's content.

    Well, that's my salution...I'd give the honors of the best salutions to I-poo-doo and bterrik... good job guys ;)
     
  9. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Poll #1

    A) Let me say, that from our old thread, this new thread is much more organized and much more friendly. Our last thread was very disformal, many of the rules we have in this new thread, were the ones we created and decided upon during the game in the last thread. With the military ranks thrown out, it gives the thread a much more user friendly envivoment. There are no classes, no ranks to be earned, and no racing to the highest rank. The way to advance is by doing a good job, making the thread user friendly, and just having fun. And the only other rank is Senior Member and each and every Senior Member has the same amount of power as me and any other Senior Member.

    Anyways, the reason I voted for A, is because the thread is user friendly, it does have constructive criticism, and when I come here, the evivoment is so relaxed that I feel no pressure here and I have fun.
     
  10. Miccu_Resea

    Miccu_Resea Jedi Padawan star 4

    Registered:
    Mar 17, 2002
    Poll #1

    I choose A. this thread is a great idea, and not like in other threads, when they yell and scream at you for doing something wrong (even through they cant yell and scream at you physically through words ;) ) this thread offers constrcutive criticism, not demeaning. i really like it :)

    whoo hoo!
     
  11. GrandMoffTarkin

    GrandMoffTarkin Jedi Knight star 5

    Registered:
    Jun 22, 2001
    Poll #1
    A - I can't really add to what has already been said. :)
    This thread's great.
     
  12. Wildwookiee

    Wildwookiee Jedi Master star 4

    Registered:
    Apr 14, 2001
    I'll post another Tactical Question in about a week...but if no one posts one by tomorrow...I'll just put it in there to keep the thread going
     
  13. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Until one of our newer members or someone else posts a TQ, here is a nice short one to pass the time until then.



    Battle Type: Space
    Loctation: Between Star Systems (Edge of Wild Space)
    Time Period: 10 Years Before the Battle of Yavin
    Nearby planets: None
    Forces: Galactic Empire/Rebel Alliance
    Allies: N/A
    Foes: N/A
    Rules: Play as either side
    Mission Information: The Rebel Alliance is still young and the Empire gets bigger and bigger. The RA holds true to hit and run tactics, which although used mostly against GE convoys, have given the RA supplies if they can defeat the escort. The RA is in need of supplies and the GE knows this. But, while the Empire's convoys are heavily escorted in the early stages of the Outter Rim, all of the Mid Rim, and all of the Core Worlds, it leaves the outter part of the Outter Rim rather weak with escorts.
    Forces Mission and goals:

    Rebel Alliance:

    1) Defeat escort

    2) Capture supply ships

    3) Capture escort ships (If possabile)


    Galactic Empire:

    1) Defeat RA assault

    2) Protect supply ships

    Forces sizes and ships (Keep it realstic):

    Rebel Alliance:

    8 Z-95 Headhunter AF4

    4 BTL-S3 Y-Wings


    Galactic Empire:

    2 Guardin-class Light Cruisers (No Starfighters)

    4 IR-3F Patrol Ships

    10 BFF-1 Freighter

    Reinforcements (if any): N/A
     
  14. LightSide_Apprentice

    LightSide_Apprentice Manager Emeritus star 4 VIP - Former Mod/RSA

    Registered:
    May 22, 2001
    Tactical Question: (it had no number... I think it's 4, the wild space one)
    Faction (Side): Rebel Alliance
    Response:

    The 2 Guardin-class Light Cruisers are the easiest target since they only have forward and aft lasers. They should be attacked from the sides so that the fighters are not lost. The Z-95s should be sent against these because they are of little other use...
    2 Z-95s on each Cruiser should be enough (that's 4 Z-95s). If the Z-95s are armed with Ion cannons they should disable the ships. If not they should destoy the gun encampments (if possible) instead so that the ships can be captured.

    The 4 IR-3F Patrol Ships are the biggest threat since they have Turbolasers. The Y-Wings should be sent against these since they are able to take a considerable beating and still have functioning systems. They also match the speed of the IR-3F Patrol Ships but are much smaller and as such they present smaller targets. The remainding 4 Z-95s should attack the Patrol ships too. The attacking team would consist of 1 Z-95 and 1 Y-Wing for each patrol ship to ensure a higher chance of both ships surviving.

    10 BFF-1 Freighter are no threat at all and will be easy to take once the other ships are eliminated.

    A question though Bravo, how do we take/capture them if we don't have a cruiser or tractor beams? I don't think fighters can complete this mission alone...

    The mission is not that difficult I don't think. The better tactician would be the one who minimises his own losses while capturing the most enemy ships.


    Winner: Rebel Alliance
    Loser: Galactic Empire
    Your Losses: A few Z-95s 4 maybe and possibly 1 Y-Wing. (It would depend on how good the pilots are)
    Enemy Losses: 4 IR-3F Patrol Ships (with a little luck everything else can be captured without too much damage)



     
  15. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    LightSide_Apprentice - Yeah, it is 4. Opps. Anyw ways, you can capture the ships after the mission is done. Becasue, without escorts, alone in Rebel Alliance held space, the captains know they don't really have a chance. So, in a sense, you capture the ships after the TQ is over. Yet again, just a nice little short one to pass the time until someone gets another TQ up.
     
  16. Miccu_Resea

    Miccu_Resea Jedi Padawan star 4

    Registered:
    Mar 17, 2002
    This might sound a little like LightSide_Apprentice's. Im sorry, but you hit it right on the nose, i felt.

    Tactical Question: 4
    Faction (Side): Rebel Alliance
    Response:

    Ok. The frist thing to do is go after the biggest threats. These consist of the 4 IR-3F Patrol Ships. Since the Guardians pose little threat, the Patrol ships are the bigger threat. But they have a disavantage. They are armed with turbolasers, which in good use, are powerful, but against a small target, they have to get lucky shots to hurt them. Ok. The way to attack the patrol ships is to have each of the Y-Wings split up into 4 groups, each taking 2 Headhunters with them. Using a triangle formation, with the Y-Wing in front, have them first assult the gun emplacements. in the first couple of passes you should have destoyed the guns. After the guns are destroyed, have the headhunters go after the engines and have the Y-Wings Ion bombard the ships. Once they are disabled from running, head after the Light cruisers. Since they have no side laser implacements, attack from the sides, with ion bombardment from the Y-wings, then have the headhunters go after the weapons. After weapons are gone, head after the engines to diable the ship. The transports, now without their escorts, will have to either surrender, or if they dont, have the starfighters do strafing runs on them until they surrender.

    Winner: Rebel Alliance
    Loser: Galactic Empire
    Your Losses: A few Z-95s, 1 or 2 Y-Wing.
    Enemy Losses:
    4 IR-3F Patrol Ships (disabled)
    2 Guardian class light crusiers (1 destoyed, 1 disabled)
    10 BFF transports (captured)
     
  17. GrandMoffTarkin

    GrandMoffTarkin Jedi Knight star 5

    Registered:
    Jun 22, 2001
    Uggh. I hate Z-95s. I have no respect for them.

    Tactical Question: 4?
    Faction (Side): Rebel Alliance
    Response:
    Z-95s run interferance. They do nothing except draw fire, but if they redirect weapons energy to engines they should be able to evade being hit.
    Since we have S3 Y-wings and not A4s, we have gunners. Rotating ion cannons=good. The pilot of each Y-wing focuses on keeping the enemy ships (first the patrol ships, then the cruisers) in the field of range and on not being hit. The gunners will fire on each ship. If it gets too hairy, then permission to use particle weapons and blasters is granted. But if there aren't any major screw-ups, ion cannons only. Once the escort is taken out of the fight (disabled or destroyed) simply ion cannon the freighters

    Winner: Rebel Alliance
    Loser: Galactic Empire
    Your Losses: 3 Z-95s since they're not really fighting
    2 Y-Wings
    Enemy Losses: None destroyed; all captured, I hope.
     
  18. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Note - If anyone wants to post a TQ, go ahead. :)

    TQ #: 4
    Fraction: Galactic Empire
    Reply:

    Since the Galactic Empire is so big, it can afford to lose a few supply ships. So, once the RA starfighters hyper in, my two Guardin's will hyper out. If the RA goes for the trick, they will head for the convoys. More then likely, they will know this trick and be perpared for it. That is what I want. Forcing the RA to be on defense as well as offense now, gives my ships a slight lead. Mean while, my two Guardin ships will of hypered out and my cargo ships would report if any rebel starfighters are chasing them. My four IR-3F Patrol Ship will fire on the rebel starfighters as they come in range. Hopefully the rebels will think, I will just jump right back in behind them. As soon as my two Guardin's go back into hyperspace, my cargo fleet splits up, each cargo vessel going in a different direction. This will break the rebels formation just long enough has they are forced to go to another plan. My two Guardin's hyper in, and start pounding the rebel starfighter from behind. My cargo ships will regroup, forming up in packs of 2, combining their shields, thus making them stronger as a whole. My four IR-3F Patrol Ships will do the same, as will my two Guardin's. Since the turolaser on my patrol ship are mounted, they can fire left to right. So, this will give the rebels something to think about.

    As my cargo ships and escort fleet reforms, the enemy should be disorginized and at least two Z-95's and one Y-Wing should be down. As we regroup, we combine our shields, rerouting all power, but for weapons, shields, sensors, and life support to the shields. This means all lights, running lights, comm systems, and half of all engine power will go to the shields. Now, with my secort fleet in a tight square around the cargo ships, the enemy will have to fight against tougher shields. Thus, giving us more of a chance of survival. By doing this, we will wear down the enemy, until the starfighters are either defeated or have to retreat. As one cargo ship or escort ship gets hit badly enough to wear it has to disengage, we allow the heavily damaged one to disengage and we reform around the remaining ships. When the enemy has to retreat, we call for reniforcements and we wait until they arrive, so we don't lose any cargo ships and escort ships to capture after the battle.

    Winner: Galactic Empire
    Losser: Rebel Alliance

    My Losses:

    1 IR-3F Patrol Ship (Destroyed)
    1 IR-3F Patrol Ship (Heavily Damaged)
    2 Guardin-class Light Cruisers (Heavily Damaged)
    3 Cargo ships (Heavily Damaged)

    Enemy Losses:

    3 Y-Wings (Destroyed)
    4 Z-95s (Destroyed)
    All other craft retreated
     
  19. Qui-Gon_Jinn_Ghost

    Qui-Gon_Jinn_Ghost Jedi Youngling star 1

    Registered:
    Jul 12, 2002
    Just saying hi. :)
     
  20. Wildwookiee

    Wildwookiee Jedi Master star 4

    Registered:
    Apr 14, 2001
    I'll probablly post later today
     
  21. I-poodoo

    I-poodoo Jedi Padawan star 4

    Registered:
    May 1, 2001
    Sorry for not showing up in a while had a little problem with my internet provider, but obviously it's been resolved now.

    W-W I thought that TQ was something to the affect of a trial of tactical thinking instead of greater resources (i.e. whatever side with the biggest ship with the most guns wins)-why I really didn't dwell on what ships I had and how many fighters they had in my response, smart thinking to get the "newbies" in the right frame of mind as to the real fun of this sorta thread.
    So the land battle stuff was indeed a red herring, I thought so.

    All great tacticians have 4 basic elements that'll give them success.
    1.Cunning-probably most importantly
    2.Good sense-there's been too many cunning and smart millitary commanders throughout history that wasn't worth a hill of beans becuz they had no real good sense
    3.good Resources-always helpful
    4.responsibility-to his men, to his cause, to his mission; essentially it's the difference between Ackbar and Zsinj.

    "From our old thread, this new thread is much more organized and much more friendly. Our last thread was very disformal, many of the rules we have in this new thread, were the ones we created and decided upon during the game in the last thread."

    Took the words right out of my mouth Bravo, as much fun as the first one was this one has much more structure allowing fun.
     
  22. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Qui-Gon_Jinn_Ghost - Welcome... :) *hint, hint*

    All great tacticians have 4 basic elements that'll give them success.
    1.Cunning-probably most importantly
    2.Good sense-there's been too many cunning and smart millitary commanders throughout history that wasn't worth a hill of beans becuz they had no real good sense
    3.good Resources-always helpful
    4.responsibility-to his men, to his cause, to his mission; essentially it's the difference between Ackbar and Zsinj.



    I agree.
     
  23. Miccu_Resea

    Miccu_Resea Jedi Padawan star 4

    Registered:
    Mar 17, 2002
    I've got a tatical question im making, its still in the refining stages, but when i get it, it will be a doozy, so ill post it tomorrow at the latest...
     
  24. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Miccu_Resea - Sounds good. :)
     
  25. Bravo

    Bravo Force Ghost star 6

    Registered:
    Sep 10, 2001
    Tactical Question News

    Today, is the first day we have dropped to the second page. Its no big deal at all. As long as we have fun, that is that counts. While we wait for Miccu_Resea to post a TQ, here is our updated member's list:


    MEMBER LIST

    SENIOR MEMBERS

    Bravo
    GrandMoffTarkin
    Wildwookie
    I-poodoo

    MEMBERS

    Gohan
    JFettG
    Kenobi217
    LightSide_Apprentice
    Deneveon
    YouAgain
    bterrik
    Missu_Resea
    Senator_Elegos_A-kla


    On to other news. We are 1 post away from 100! [face_shocked] :)


    Senior Members - A PM is coming your way ASAP.
     
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