Author Topic: Commander Generation Thread  (Read 1734 times)

Ruckdog

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Commander Generation Thread
« on: April 10, 2018, 11:56:08 am »
This thread is a place to generate commanders for the campaign, as well as adding new traits as the campaign progresses. To do so, we will declare which commodore we are rolling for, which traits we are rolling for, and use the campaign dice rolling app to do so. The code for the app looks like:

(roll)1D6(/roll)

Just replace the "()" with "[]" and you are all set!

Ruckdog

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Re: Commander Generation Thread
« Reply #1 on: April 10, 2018, 12:03:35 pm »
Here is the roll for my EotBS Naval commander:

Command Trait:
Rolled 1d6 : 5, total 5


Aggressive Trait:
Rolled 1d6 : 6, total 6


Defensive Trait:
Rolled 1d6 : 4, total 4


Here is the roll for my EotBS Ground commander:

Command Trait:
Rolled 1d6 : 5, total 5


Aggressive Trait:
Rolled 1d6 : 5, total 5


Defensive Trait:
Rolled 1d6 : 2, total 2


Here is the roll for my PE Naval Commander:

Command Trait:
Rolled 1d6 : 1, total 1


Aggressive Trait:
Rolled 1d6 : 1, total 1


Defensive Trait:
Rolled 1d6 : 6, total 6

Ruckdog

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Re: Commander Generation Thread
« Reply #2 on: April 10, 2018, 12:12:30 pm »
Ok! So my traits are:

EotBS Naval Commander
Command Trait: Not One Step Back Shadow Tactics*
Aggressive Trait: Weapons Free!
Defensive Trait: Local Air Superiority

EotBS Ground Commander
Command Trait: Not One Step Back
Aggressive Trait: Deadeye Gunnery
Defensive Trait: Perfect Reconnaisance

PE Naval Commander
Command Trait: Reputation for Failure Lightning Assault*
Aggressive Trait: We shall attack the enemy with the Sun at Their Backs!
Defensive Trait: Battle Drilled Ack-Ack

*These traits were swapped for nation-unique traits per the PE and EotBS ORBATS.

Covertwalrus

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Re: Commander Generation Thread
« Reply #3 on: April 10, 2018, 04:04:44 pm »

 That is an interesting mix of commander traits you've got there. The EotBS ground commander has in particular a great combination in Deadeye Gunnery combined with Perfect Reconnaissance, which will be rather an effective combination for this campaign.

 It'll be even more interesting to see how they compare to the FSA commanders :)

thelasthuzzah

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Re: Commander Generation Thread
« Reply #4 on: April 10, 2018, 10:10:02 pm »
Ask and ye shall receive, I have no idea what these will translate to, but will look them some time before our Saturday game  ;)

FSA Naval Commander- Matthias "The Red Squall" MacCannon
Command Trait:
Rolled 1d6 : 5, total 5

Agressive Trait:
Rolled 1d6 : 2, total 2

Defensive Trait:
Rolled 1d6 : 5, total 5


FSA Ground Commander- Josef "Socket" Tume
Command Trait:
Rolled 1d6 : 4, total 4

Agressive Trait:
Rolled 1d6 : 3, total 3

Defensive Trait:
Rolled 1d6 : 1, total 1


And in the event I need a 3rd (only running one faction, possibly joined by Angry Russian Captain Nemo):

FSA Naval or Air (is this a thing?) Commander- Danny "Deadeye" Wales
Command Trait:
Rolled 1d6 : 4, total 4

Agressive Trait:
Rolled 1d6 : 4, total 4

Defensive Trait:
Rolled 1d6 : 5, total 5


Now to see about getting some paint down...

thelasthuzzah

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Re: Commander Generation Thread
« Reply #5 on: April 14, 2018, 01:51:35 pm »
Matthias MacCannon:

Command: Not one step back
Aggressive: Close Range Precision Take Aim
Defensive: Jury Rigger

Josef Tume:

Command: Coordinated Attack
Agressive: Send In My Best
Defensive: My Precious Requisitioned for my Personal Transport

Danny Wales (Thinking he should be a BB Commodore and Matthias joins up for Dreadnought time?  We can discuss)

Command: Coordinated Attack
Agressive: Strike Hard and Fast
Defensive: Jury Rigger

Covertwalrus

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Re: Commander Generation Thread
« Reply #6 on: April 15, 2018, 03:38:17 am »
 This is an engaging list of command attributes here.

 Both sides have Not One Step Back in their fleets which will make for some gripping play, while ally commanders with Co-ordinated Attack can only be most helpful in most cases. Two Jury Riggers are noteworthy and the combination of Send In My Best and Strike Hard And Fast against the Local Air Superiority and Battle-Drilled Ack-Ack will be the perfect matches for aggressive play with lots of action I feel.

 All in all, this is a mixture that I would love to witness first-hand in your battles, commanders. Good hunting to you all :)

thelasthuzzah

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Re: Commander Generation Thread
« Reply #7 on: April 15, 2018, 10:37:49 pm »
Had our first round last night. Not sure what Andy's plans are, but I'll see about coming up with an after-action report.

 Maybe we can bounce what we remember off of each other and summarize the report with a narrative write-up.

Here's my quickish summary (going to take a few updates)-

FSA Fleet (replaced Covenant in this scenario):

Naval Group 1-
Deployed where EoBS Commodore had to exit.
 -Battleship +3 Escorts (Shield, Commodore)
- 4 Reveres

Naval Group 2
-Battleship (Kinetic)
-2 Princeton (Shields)

Aerial
-Valley Airship (target painter)
-Justice Robot Squadron (2 JH, 3 Freedom)

EoBS/PE Fleet (from memory)-

Naval 1-
Carrier (Commodore, randomly determined for scenario)
4 Frigate

Naval 2-
Heavy Battleship+3 escorts (Shield)
3 Lt Cruiser
4 Frigates

Aerial-
Big Zappy Blimp,not air carrier
2 Pflichts


Ruckdog

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Re: Commander Generation Thread
« Reply #8 on: April 16, 2018, 06:26:17 pm »
Yep! Definitely plan on doing a full blog post from our battle on Saturday! I'll forward you a link to the draft when I get it typed up :).