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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. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    Warlord_Ken, good job on those TQ's. :)

    As for the fleet one, I would of done about the same thing. Only thing, is that I would use my starfighters and support craft to destroy the small craft and keep the enemy starfighters of my back. Then I would rush forward with starfighter and support craft cover.
  2. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    I've got a Tactical Question for you

    Space battle

    The shields and engines are out on your Star destroyer, the result of a massive Power Core leak. The leak is repaired, but the startup must commence...but you have a problem...the Zyrhan Raiders.

    As an Imperial Captain, it is your responsiblilty to take care of your crew...but incomming you have the Zyrhoan Raiders...a band of scurrvy pirates who want nothing more than to bag them a lame Imperial Star Destroyer. Their fleet consists of a Strike Cruiser, 3 Modified Corvettes and Two Squadrons of TIE-DYE wings.

    TIE-DYES are uglies that mate the Ball Cockpit of a Tie Fighter with the dual Engines of a Y-wing. They're easy prey to seasoned pilots, but watch out for their additional Lasers, Ion Cannons and Torpedo launchers. Your two Squadrons of Interceptors should be enough to shield you...if you can control them properly.

    You'll have to watch out though...dally too long, and you might run into their single flight group of Z-95 headhunters, which are just 15 minutes out, and heading in.

    Your shields will be raised in 30 Minutes, Your Propulsion in one hour. your Fighter screen will be engaged in 5 Minutes where they stand two klicks from your ship. The TIE-DYES will be in Torpedeo range 2 minutes after that. With the Shields up on a Star Destroyer, a Volley of 12 Torpedoes would not hurt terribly...however, they would be devistating with your shields down.

    the Marauders will reach firing range within 10 Minutes, and the Strike Cruiser just about the time your Shields are raised. Fortuneately for you, your Weapons systems are prepared, and your heavy Turbolasers can reach the incomming ships at a range of 5 Klicks...where they can only bearly touch you at 3...a full 5 Minutes before they reach their maximum firing range. Yours is a test of luck, skill and ingenuity. The Ships and supplies you have to work with one more time

    IMPS

    ISD (DAMAGED)

    2 Squadrons Tie Interceptors

    20 Mines

    3 Escort Shuttles



    Pirates
    2 Squadrons TIE-DYES
    6 Z-95 Headhunters (will come in in one Hour)
    3 Modified Corvettes
    1 Strike Cruiser.

    This Tactical Question is to be played out by Two Players. If there's only one out there, I'll play the attacking pirates. Good luck
  3. SaberGiiett7 Force Ghost

    Member Since:
    Jul 2, 2002
    star 6
    I'm curious to see someone answer this so.... uppers :)
  4. Miccu_Resea Jedi Master

    Member Since:
    Mar 17, 2002
    star 4
    Im interested in playing. but i have a couple of questions before i start.

    How are the incoming TIE-DYES arranged? as in a long line, flying V, etc...(this will affect my strategy)

    Also, are the mines in the ISD or in the support shuttles?
  5. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    It depends on who chooses to play the raiders...if you wish Miccu...we'll go against each other, and I'll play them. If someone else wants to, disreguard this post.

    ((Note, I've taken the Liberty of putting your Fighters out into patrol. That should give you a good head start))
    Our Formation-

    ...{}...<~~~~Your ISD Bow's to the Left.
    _________ <~~~~Your Fighters are behind this line (2 from ISD)


    _*___*_ <~~~~Mine are here
    ...***... <~~~Modified Corvettes
    ....^...<~~~~~Strike Cruiser


    OK, now to Zoom in on my Fighter formation

    there are two Cubes comming in. 3 groups of 4, in a square, stacked, each flight group only .10 Klicks apart, each Fighter .05 Klicks from the next.


    I propose that each post accounts for 2 minutes of time. So I post, and it takes 2 minutes from your clock, you post, it take 2 more, and so on. You'll feel the pressure, my ships are more numerous, but you've the better equipment...lets see who wins!

    GO!

    My TIE-DIES come at your fleet, Squadrons 3 Klicks from each other.
  6. Jedi_Master_Hammer Jedi Master

    Member Since:
    Oct 6, 2002
    star 1
    **runs in polishing his rank insignia**
    I wanna join!
  7. Miccu_Resea Jedi Master

    Member Since:
    Mar 17, 2002
    star 4
    Ok, here we go.

    since I have mines, i will deploy them infront of my ISD, for extra defensive measures.

    ...{}... <--ISD, in retreat.
    .*.*.*.*. <--minefield
    ----- ------ <--seperate squadrons

    The seperate squadrons will seperate, then they will break into wingpairs, and held towards the squadrons of TIE-DYES. Two wing pairs to each "square."

    Your turn...
  8. Quinnithxtherol Jedi Knight

    Member Since:
    Nov 28, 2002
    star 2
  9. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    ...{}...<~~~~Your ISD Bow's to the Left.
    ~~~~~~~ <~~~~Mine Field
    _________ <~~~~Your Fighters are behind this line (2 from ISD)

    _*___*_ <~~~~TYE-DYES
    ...***... <~~~Modified Corvettes
    ....^...<~~~~~Strike Cruiser

    Ok, 4 Minutes into the fight

    My TYE-DYES come within 4 Klicks of your Interceptors.

    Now in the game X-wing, the Interceptors have torpedo warning systems...however, in the books, they do not. The TYE-DYES coordinate, and at the same time- 2 Klicks out, launch a torpedo at each incomming Interceptor.

    The Modified Corvettes change formation slightly, the Center one moving "upward" on the galactical Plane .10 Klicks

    TAG
  10. Miccu_Resea Jedi Master

    Member Since:
    Mar 17, 2002
    star 4
    ...{}...<~~~~ISD Bow's to the Left.
    ~~~~~~~ <~~~~Mine Field
    _________ <~~~~Fighters are behind this line (2 from ISD)

    _*___*_ <~~~~TYE-DYES
    ...***... <~~~Modified Corvettes
    ....^...<~~~~~Strike Cruiser

    Ok...hmmm.

    My interceptors begin to jink and juke. Since the TIE-DYES do not accelerate to attack speed, they must be launching their torps.

    As soon as the torps near, then they break to avoid the torps (these are interceptors, and they are very agile and swift). Some do not make it, and probably two to four of my interceptors die from the incoming torps. (is that sounds too god-modish, then tell me, ill revise.)

    My interceptors then juke and accelertate towards the TIE-DYES again

    TAG

    One quick question: what is the torp compliment of the TIE-DYE?
  11. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    The Torp Complement is 12.

    OOC: The TIE-DYES would already be going attack speed...they're on the offensive.

    the Tie Interceptors Juke for 45 Seconds...that takes them away from the TIE-DYES. The TIE-DYES re-direct all energy into their engines and surge forward, increasing the gap between themselves and the Interceptors...

    This point, the TIE-DYES are 45 seconds closer to the ISD. They've been traveling at 70 MGLT, and now have accelerated to 90 MGLT. There in Torpedo Range already...however, they're getting painted by the large guns on the bow of the ISD...lucky for them it's hard to target a TIE-DYE from 4 K.

    The Pilots switch to dual Torps, and take a VISUAL aim, not locking the torps onto the target. two volleys spring out heading directly towards the Port side of the ISD...they're 30 seconds from impact. The TIE-DYES turn about 180, switch to single fire again, and fire one Torp at the incomming Tie Interceptors again.

    TAG

    8 MINUTES
  12. Warlord_Ken Jedi Master

    Member Since:
    Dec 2, 2000
    star 4
    Sorry for the interruption but I realized I never finished the last TQ (the Imperial Remnant one).

    I'm supposed to play as the Imperials. Very well...

    The first thing I would do is evac the crew of the heavily damaged VSD's and Escort Frigates.

    I would then position one Lancer in front of my bow ("my" as in the ISD) and the other two at my aft, at both port and starboard sides. I would place the non-heavily-damaged VSD's above my ISD, to the port and starboard side, and the two damaged VSD's generally level, maybe slightly below my ISD. The smaller ships can be arrayed around the front and is mainly to ward off fighters and prevent the X-wings from launching barrages of proton torpedoes. As will my fighter complement.

    Meanwhie, my ISD and VSD's will be firing mainly into the fleet, trying to soften it up for the kill. As my fleet and the NR's come close to each other, I will order both active (non-heavily-damaged) VSD's forward, along with some of the corvettes and gunships and the forward Lancer and fighters, and surge through the NR formation, cutting open a path through the middle. The NRians will probably hesitate to fire since they don't want to hit each other.

    The VSD group (call it Group II) will emerge at the rear of the enemy fleet, blocking its line of retreat. At this point, the NRians will no longer hesitate to fire on Group II, and will probably do so. To forestall this, I will wedge my ISD/heavily-damaged VSD's/and other support craft (Group I) in between the two sides. I will hold one of the inactive VSD's fast to my starboard side, to protect it from the enemy on that side, while lowering my port VSD to launch a full broadside against the port side (my support craft and fighters will also join in. Group II will also be concentrating against the fleet on my port side. Thus, I can destroy the enemy fleet piecemeal.

    Tada! Sorry if this is hard to follow, but TQ responses are always so. :)
  13. Miccu_Resea Jedi Master

    Member Since:
    Mar 17, 2002
    star 4
    Sorry im so late!



    ....i never realized that my TIE interceptors ever passed them...

    ok. Since I passed the TIE-DYES, the Interceptors pull a quick loop and head towards the fighters again. Since the TIE-DYES have the engines of a Y-Wing, they are very slow in comparison to TIE interceptors, the "squints" easily overtake the TIE-DYES. (i assume it will be after they fired thier dual torps). They fire on the TYE-DYES, in firing runs.


    twenty seconds to the detoniations of the torps on the ISD, the ISD throws up a wall of fire, and at five seconds they do the same thing, in a effort to destroy the Torps.

    (since you just took a VISUAL lock instead of a computer lock, i assume some will miss...)

    TAG

    10 minutes
  14. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    Miccu...this is where I get you. Your Interceptors will be passed becasue the Torps caused you to juke....this will take you not only out of formation, but way out of pursuit of my flight group. The Torps home for 45 Seconds, keeping you juking for that long...in the books, Torps are not as easily lost as in the game...you'd have to actively juke to avoid a firey death.

    The guns on an ISD are automatic targeting, so when the Torps are fired, your gunners would not see them in the air...Now, unless I'm wrong, Those Torps would come in undetected until they were right on top of you...I'd say that you'd only have 5 seconds of warning...not to mention that your Interceptors have another barrage comming at you.

    With this Info, I'd like you to review your Interceptors' fate.
  15. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    I do homework for a few days and looks what happens, its alive! :) :D

    I was just thinking about doing a turn-based TQ too, look at that. Well, I have to get to reading these posts and then go home and finish my homework.

    Once Wildwookiee or Bravo, both Senior Members as most of us know, get time here to settle down, we'll be sure to welcome everybody who is new.



    I jsut read the posts between Wildwookiee and Miccu_Resea. Although I was a little lost, I got the main idea and after I re-read it, I understood it.
  16. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
  17. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    Back from Chrismas (sp?) Break. How is everyone doing?
  18. Warlord_Ken Jedi Master

    Member Since:
    Dec 2, 2000
    star 4
    I'm ok. Wow this thread hasn't been touched in awhile...
  19. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    Yeah, I know. Its probably do to the fact that we had finals, we are starting new semesters (sp?) and some people just don't have the time. After I get my feet under me, I'll start a new TQ or some else can start a new TQ and I'll reply to it. These TQ's are really fun, they just take time.
  20. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    TACTICAL QUESTIONS NEWS

    All the Senior Members and members here welcome our new members. Hope you guys have fun here. I'll get a roster up ASAP. Have fun. :)



    Battle Type: Combat Patrol Battle

    Loctation: Deep Space

    Time Period: 3 years before the peace treaty between the Imperial Remant (sp?) and the New Republic

    Nearby planets: None

    Forces: New Republic/Imperial Remant (sp?)

    Allies: None

    Foes: NR/IR

    Rules: Pick either side

    Mission Information: Two combat patrols have ran into each other. With orders to hold each other there until reniforcements arrive, its a death match battle.

    Forces Mission and goals: Hold each other there until reniforcements arrive

    Forces sizes and ships (Keep it realstic):

    New Republic:

    1 Lancer Frigate
    2 Corellian Gunships
    2 Corellian Corvettes
    3 X-Wing Starfighter Squadrons
    2 Y-Wing Squadrons

    Imperial Remant (sp?):

    1 Lancer Frigate
    1 EF76 Nebulon B Escort Frigate (2 TIE Fighter squadrons)
    2 Corellian Gunships
    4 CR90 Corellian Corvette (Three Interceptors each = 1 Interceptor Squadron)

    Reinforcements (if any):

    New Republic:

    1 Victory Class I Star Destroyer
    2 EF76 Nebulon B Escort Frigates (2 A-Wing Squadrons, 1 B-Wing Squadron, 1 X-Wing Squadron)
    ETA: 30 minutes


    Imperials:

    1 Corellian Gunship
    2 CR90 Corellian Corvettes (3 TIE Starfighter each = 6 TIE Starfighters)
    ETA: 20 minutes
  21. Wildwookiee Force Ghost

    Member Since:
    Apr 14, 2001
    star 4
    I'll see what I can do with that.
  22. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    Tactical Question News

    If The New and Improved Tactical Question Thread does not get some replies or at least some posts soon, I might close it. Not a lot of people are here any more and I don't know why. Is it the leadership from the Senior Members? Is it the lack of new and different TQ's? Or is it something else and or all of this and more? If you have something to say, feel free to either PM a Senior Member or post it here.





    Battle Type: Infantry (Survival)

    Loctation: Unknown (Rock Planet)

    Time Period: 1 Year after ANH

    Nearby planets: N/A

    Forces: Imperial Stormtrooper Company/Plantary Military Force

    Allies: N/A

    Foes: N/A

    Rules:

    1. Must play as the Imperials

    2. Must state tactical moves and their effects

    Mission Information:

    An Imperial Stormtrooper Company has been cut off from any form of reniforcement or support. They have set up a command and defense position in a crater that is large enough to fit a total 300 troops.

    The crater is against a canyon wall almost, thus the Imperials have no threat from the rear for now. The crater is in a region that has many other craters, hills, canyons, and caves. The ground is rocky and has red dirt and sand.

    The Imperials have set up a med station towards the rear of the crater and the command post is with the med station. The Imperials are outnumbered greatly and have no hope of reniforcement. They must reach a EV spot to even survive this encounter with a hostile enemy force. All but short range, Stormtrooper to Stormtrooper via comm link, communcations has been cut off. The Imperials have greater fire power and although they are equipped for an extended deployment, their ammo and rations will run out depending on how well the Stormtroopers ration their equipment and tools. The Imperials are armed with a variety of weapons, including E-WEB Heavy Repeating Blasters, T-21 Light Repeating Blasters, gernade (sp?) launchers, motar launchers, land mines, rocket and missile launchers and flame throwers.

    The Imperials have one key edge on the enemy. The enemy is poorly equipped, having mostly blasters, projectile weapons, knifes and swords. The enemy has a few rocket and missile launchers, gernade (sp?) launchers, motar launchers, land minds and flame throwers.

    The enemy has an edge on the Stormtroopers by knowing their terriorty better then the Stormtroopers, superior numbers, and unknown hidding places to ambush the Imperials.

    The enemy, unknwon to the Stormtroopers, is rushing head on with 1,000 troops with artillery support from a hill out of the Stormtroopers' weapons range. Another 300 troops, not supported by artillery, is rushing in from the left side while the main force diverts much of the Imperial force's attention to the 1,000 troops rushing head on. Another 200 troops is in support of the 300 troops, hidden above the Stormtroopers' position on a hill, and in perfect striking range, and having excellent cover from Stormtrooper fire. They will only attack if the 300 soldier attack fails. All artillery supports ends here for the Plantetary Military Force.

    Additional 500 troops has lined the rear of the crater, hidden, and behind the canyon wall. They are instructed to attack the Stormtroopers only if they run. 1,000 troops line the only escape route to the right and are hidden in the sides of the canyon walls and hills. They have set up many land mines and traps in all possabile escape routes to the right.

    The enemy has an additional 1,000 troops waiting about 50 metes away from the Imperials' Warlord-class Drop Ship (name?). They have set up a defensive position around a small hill and have trench lines around the small hill in a half circle and are dug in. They have land mines and traps gaurding all sides from enemy attack, although the land minds and traps are spread out and are not enough to stop an enemy attack alone.

    Forces Mission and goals:

    The Imperial Stormtrooper Comm
  23. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    TACTICAL QUESTION NEWS

    Looks like this will be the last TACTICAL QUESTION NEWS. The New and Improved Tactical Question Thread has just slowed down too much. Maybe when school ends, it might pick up again. But, for now, I am gonna have it locked. If someone wnats to get it unlocked later on, you have my premission, just give credit to everyone who was here and at the old one where credit is due. If you want to create a new one, you also have my permission, yet again, just give credit where credit is due.

    It was fun when this thread and when the old thread were going strong and it was still fun when it was slow. We had a lot of fun, I am sure, and fun is what made this thread and the old thread go, even if it was slow. Thanks for the fun times everyone. GrandMoffTarkin, WildWookiee, and Warlord_Ken, it was a pleaseure to know you guys and I hope to talk to you guys again, we will always be known as the first Tactical Terrors and as, in some ways maybe, the Old Crew.

    It was fun to play against all of you, both here and in the old thread. :) Have fun with the rest of your lives everybody and remember to never give up. :)
  24. Bravo Chosen One

    Member Since:
    Sep 10, 2001
    star 6
    I am gonna wait for POT to lock this thread. If anyone has anything to say, say it now.

    This was a good game while it lasted. Hopefully everyone had fun.
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