Mother Nyx
Mother of Elpis
- Location
- The Kei Klub
- Pronouns
- She/Her
[X] Plan Going All In
@Dr. Snark I was going to do a quick test on my own to demonstrate my reasoning, but I realized I don't quite understand the Counterattack phase. Are each of our units rolling d100+buffs against a DC 40 to avoid getting shot, or are enemies rolling a d100 against a DC 40+buffs to try to hit our units?
Team [5 experienced Guardian squads, 5 veteran Seeker Squads, 10 B1 Battle Droid squads, 4 Kaleesh Warrior groups, 4 Abyss Agents, 2 Wookiee Warrior groups, HK-47]Foundry Assault Team Setup
Available Units (30 Max)
5 basic Guardian squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
4 Cyborg Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.
18 experienced Guardian squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
17 veteran Guardian squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-At The Front: Guardian squads gain +5 to their attack rolls.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.
6 basic Seeker Squads (Tier 1)
-Rookies: This squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
1 Cyborg Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
-Already Part Machine: Cyborg Squads' Survival Rolls' difficulty is decreased by 10.
16 experienced Seeker Squads (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
22 veteran Seeker Squads (Tier 3)
-Veterans: This squad gets +15 to their attack and counterattack rolls.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives the squad +10 to their counterattack roll.
-Kyber Blasters: Due to semi-limited supplies of "Kyber Blasters," the squad gets +5 to their attack rolls.
-In the Shadows: Seeker squads gain +5 to their counterattack rolls.
10 B1 Battle Droid squads (Tier 2)
-Cannon Fodder: This squad gets -5 to their attack and counterattack rolls.(Negated by Sair Frame).
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.
4 B2 Super Battle Droid groups (Tier 3)
-Built To Endure: B2 Droid units have +5 to attack rolls and +15 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.
2 CB-3 Droid groups (Tier 3)
-Designed For The Front Lines: CB-3 Droid units have +10 to attack rolls and +20 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.
1 BX Commando Droid group (Tier 3)
-Programmed For Subterfuge: BX Commando Droid units have +20 to attack rolls and +10 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.
14 Kaleesh Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-Phase 1 Armor: Phase 1 Armor gives the squad +5 to their counterattack roll.
-Kalee's Finest: Due to a history of warfare and innate skill Kaleesh warrior groups get +15 to attack rolls and +5 to counterattack rolls.
1 Dwarf Spider Droid group (Tier 3)
-Gun On Legs: Dwarf Spider Droid units have +25 to attack rolls and +5 to counterattack rolls.
-Sair Frame: Cheriss' enhancements to droid units give them +10 to attack and counterattack rolls.
8 Wookiee Warrior groups (Tier 2)
-Regulars: This squad gets +10 to their attack and counterattack rolls.
-High-Grade KashyCorp Weapons: High-quality weapons from KashyCorp give Wookiee squads +5 to attack rolls.
-Let The Wookiees Win: Due to their high resilience and strength Wookiee warrior groups get +5 to attack rolls, +15 to counterattack rolls, and their Survival Check difficulty is decreased by 10.
17 Abyss Apprentices (Tier 1)
-Force Apprentice: The squad gets +5 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.
16 Abyss Agents (Tier 2)
-Force Adept: The squad gets +15 to their attack and counterattack rolls.
-Phase 1 Armor: The squad gets +5 to their counterattack roll.
-Force Training: Training in the Blazing Chains and Matukai gives the squad +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 10.
Kygeetu San Torgh (Abysswalker)
-Abysswalker - In Ciaran's Name: Kygeetu gets +25 to her attack and counterattack rolls. She is not subject to Grievous' "Scion of Kalee" buff, instead getting a +10 to her rolls when Ciaran is on the field. If a counterattack would incapacitate Kygeetu she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Kygeetu +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Kygeetu a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Kygeetu +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.
Dani Plenar (Abysswalker)
-Abysswalker - You're Trapped In Here With Me: Dani gets +25 to her attack and counterattack rolls. Once per deck she can have two attack rolls instead of one. If a counterattack would incapacitate Dani she can force a reroll of the attack one time during the entirety of the raid.
-Beskar-Enhanced Phase 1 Armor: Phase 1 Armor enhanced with beskar gives Dani +10 to her counterattack roll.
-Blaster Bit Prototypes: Using prototypes of Cheriss' Blaster Bits gives Dani a +5 to attack rolls.
-Force Mastery: Training in the Blazing Chains and Matukai gives Dani +5 to attack and counterattack rolls, and decreases the difficulty of a Survival Check by 20.
Grievous (Hero, Does Not Count Against Cap)
-Hero Unit: Grievous gains +39 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate Grievous he can force a reroll of the attack one time during the entirety of the raid. Grievous cannot die.
-Scion of Kalee: While Grievous is active, all Kaleesh Warrior Squads gain +10 to attack and counterattack rolls.
HK-47 (Hero, Does Not Count Against Cap)
-Hero Unit: HK-47 gains +40 to attack and counterattack rolls (from Martial stat). If a counterattack would incapacitate HK-47 he can force a reroll of the attack one time during the entirety of the raid. HK-47 cannot die.
-Master of the Foundry: While HK-47 is active, the Control Center Capture DC decreases by 10.
[] Create a team for the raid.
"GRIEVOUS LIVES IN DEATH!"
with this New your vote wont be counted by Tally program
It seems to me that the best score to focus on is attack. Counterattack helps to resist the counterattack, of course, but if more of them are dead, then there will be fewer of them to counterattack. Survival bonuses help them survive if they fail the counterattack, but counterattack helps them avoid the death roll to begin with, and attack helps them avoid the counterattack.
Wait, what? That's not what you said during the test run on rolz. You said the Counterattack was still a 30d100 even though we had killed some of the droids, so it would be each of our troops rolling a d100 to see if they get hit.
Over the last ten pages, we've added another four omakes, giving us a new total of 27 omake bonuses for next turn.Over the last twenty-five or so pages, we've added seven more omakes, giving us a total of 23 omake bonuses for next turn's actions. Halfway there!
Since then, he's finished the Dooku dinner (awesome) and set up the Foundry raid (awesome). But that means that, as soon as the Foundry raid minigame is complete (and he intends for it to finish quickly) there will only be the 'Results' post left before next turn starts.Also note that there are only three items left before the end of the turn: 'A Nobleman and a Sith' interlude (the dinner with Dooku), 'Foundry Raid Night' mini-turn, and the 'Results Pt. 2' base upgrades.
Wait, what? That's not what you said during the test run on rolz. You said the Counterattack was still a 30d100 even though we had killed some of the droids, so it would be each of our troops rolling a d100 to see if they get hit.
Well, the foundry invasion is something that we can do again next turn until we finish the takeover, so we can send in a new squad with any new droids we've built and troops we recruit.If the Foundry's invasion goes on long enough, could we request support, like say we asked the factory on Lordran to make us some droidekas before hand and send them to us? And what would be their stats? Actually, that could make a good omake: when the raid group, or part of it that got separated, is pinned down by absurd suppressing fire, one member complains that they wish that they had reinforcement. Then in comes droidekas, their shields allowing them to destroy the enemy droids with impunity. The raid team is quite happy for the very useful reinforcement. And to think those are only the standard ones, not improved by a Cheriss Frame.
so, question, just why the hell are we doin the whole "send the wookies to die" thing? we would just get the same wookies, there would be no reason to not have the quota of wookies filled up
Cheriss Frame turret MK II:
Should we not clear the foundry in one attempt, we ought to send Ciaran in next turn. She badly needs more experience fighting in cramped spaces and against overwhelming enemy numbers. I expect we'll encounter more of that when we finally assault Palpatine.