Skua #1, 2920, E, 12.0, 5.0, LV, 0, SHD M(0), -, 5H MC=-2 V=0 OC=0 3H: RR to RB 2H: TTR 2/4 carry 2d-(2os+1tt) = -1 Skua #1, 2925, E, 11.8, 5.0, RB, -1, SHD (2TTR) |
Skua#1 vs Falco#2 Range: 2H+1V(300`)=2 Firepower: 12 Initial/Final Deflection: 150°/150° Defense: 5x4 Odds: 1:2 Modifiers: Simple Gunsight: +15 Gun Harmony-A: -15 Speed (5+4): +15 ~~ Shot: 1:2 +15 ~~ Skua 1 fires on Fiat #2, Odds 1:2, +15 mod. D100 = 43 = -07+15 = +08 final LH = Misses. Skua 2 makes head on attack on Fiat #1. Determination required. Actual range 3, CRR = 3 (1/3 of 9.5 rounded up). Hexes inside CRR = 1, need ≤ 90 on % roll. D100 % roll = 13 = Skua pilot determined to fire. Odds 1:1 (Long burst), +25 mod. D100 = 94 = +69+25 = +94 final LH = Wild Miss, random gun jam. Gun jam D10 (2 pips each, reroll 9,10) = 2 = W1 jams |
EoT: S1 = 2925 E, 11.8, 5.0, RB, -1.0, SHD, 2TTR / Ldr. / Thumper S2 = 3023 E, 11.5, 5.0, RB, +4.0, LVL / IF / Pluto (W1 jammed) S3 = 2823 E, 12.0, 5.0, RB, +2.0, SHD / IF / Doug F1 = 3026 W, 11.5, 4.5, LV, +0.5, SHC / Ldr. / Craig F2 = 2827 SW, 11.5, 4.0, RB, +4.0, LVL / IF / Tragic F3 = 3126 SW, 11.5, 4.0, LB, +4.5, SHC / IF / David |
All need to take their best shot right now 'cause it may well be the only one we get this encounter. Those Falco's are just Way more maneuverable than us. But we are Fighters, so we will fight. As Pluto mentioned we want to keep speed and formation as we turn back around for another pass... another pass that the Falcos pretty much will have the advantage. My guess is if we get another good/so-so shot it will be as Pluto described; one of us gets a Falco on their tail, this AC tries to dive past his two comrades (a maneuver we have never trained as a team) such that the two comrades may get a good/so-so shot if the Falco is intent on pressing home his attack on our odd man out.
Sadly for my AC the current shot is below so-so, its poor. a 2:1 +45 Head-On with collsion risk for a 4% Critical Hit chance. Or a 1:2 +15 no collision risk with a 3% chance for a CH. |
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The Falcos are in a low speed SHC, so they will pose no threat for a while.
In general Im thinking to keep East and build speed, maybe even a VFP or two, then level up and wing-over for another head-on run. The Falcos are in a low speed (˂5) SHC so I think we will end an unmolested wing-over with altitude advantage. Turn back around North/left or South/right: wait for the init and decide then, same for desired speed to level out at. Get up to speed 6 and thats -4overSpd, gezz. Or not. Falco#2 may cause a change of plans... need to wait on the always critical Init. |
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The two sides close on each other for a merge. Fiats 1 and 3 pull up while Fiat #2 stays level. Fiats 2 and 3 turn left to SW as the Squas close the distance from above. Skua 1 takes a poor, high aspect shot on Fiat #2 that just misses. Skua 2 fires on Fiat #1 head on, but his shot goes wild as one of his guns jam. |