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What do you guys use the tactics skill for?
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worfbacca
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PostPosted: Tue Oct 19, 2004 11:40 am    Post subject: What do you guys use the tactics skill for? Reply with quote

I was wondering what you guys have used the tactics skill for?
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Loc Taal
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PostPosted: Tue Oct 19, 2004 6:04 pm    Post subject: Reply with quote

I don't think I've ever actually used this skill, but here's one option:
If a battlefield commander makes a successful Tactics roll and then a successful Command roll, each soldier under his command could get a +1D bonus on their chance to hit for a few rounds. Maybe the tactic that he successfully executed allowed his troops to surprise/surround/flank the enemy or something along those lines. The bonus that the troops receive could be based on the commanders skill, or the number of points that he rolled above the Tactics difficulty, something like that.
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Volar the Healer
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Joined: 04 Aug 2003
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PostPosted: Tue Oct 19, 2004 6:08 pm    Post subject: Reply with quote

I use it to give the players some hints as to what their opponents could do, and are most likely to do; Also, to give them ideas on what they could attempt. This is especially useful to players who have no military experience.
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Argamoth
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PostPosted: Fri Jul 08, 2005 11:16 pm    Post subject: Reply with quote

It could be used in place of the gambling skill when playing games of strategy. And giving odds of succes when going against some kinds of opponents.
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KageRyu
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PostPosted: Sat Jul 09, 2005 1:28 am    Post subject: Reply with quote

Loc Taal & Volar the Healer both give excellent uses for tactics, as does Argamoth. Further, a good use of tactics would be to know military procedures, battlefield organisation, and common strategies and manuevers. For example, knowing that Star Destroyers jetison garbage before going to hyperspace could be a use of Tactics:Space, Knowing how many stormtroopers are in a company, or what resources and support might be at a normal garrison. It could be used to help players come up with a plan of attack, or set up ambushes, but I tend to frown on this unless the players get really stuck, and then I give them a tactics roll and drop clues based on their roll ("yes, that ridge would be a great place to set up a crossfire, if you could lure the AT-ST into it"). If you give players everything they need to set up a good battle plan, but they aren't putting it together, allow tactics rolls for clues I'd say (but hold back some skill points from performance at the end of game).
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Argamoth
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PostPosted: Sat Jul 09, 2005 8:53 pm    Post subject: Reply with quote

Perhaps a tactics roll when enering battle could give you a combined action bonus for some actions.
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Lord Aramus
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PostPosted: Fri Jul 15, 2005 1:04 pm    Post subject: Reply with quote

Tactics has always been pretty useful in my opinion.

My players have used it for everything from predicting where a local stormtrooper garrison would sleep, to knowing when and where an effective ambush can be layed for an imperial garrison or fleet.

I can be a mean GM, so parties without at least one tactical mind do not fare well with me around Razz
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garhkal
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PostPosted: Mon Jul 18, 2005 10:14 am    Post subject: Reply with quote

This is one of those skills IMO it is hard to judge what the pcs (or npcs) get for their rolls. SOme of the suggestions, like handing the players information on what the enemy is doing, is good, but i would have liked it if the book gave more concrete examples of what it does...
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Fehya
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PostPosted: Tue Sep 27, 2005 7:18 pm    Post subject: Reply with quote

This skill is another good example of if a player comes up with a good idea then go with it, if they're struggling then give them the benefit of the dice, and hint. But it's still nice to have it wrote on a character sheet to back up your abilites.

I have Jedi Lore at 6D, What good is it to me, other than backing up knowledge already known?

Twi'leks have a secret language, I have spent skill points in it and now have Kinetic Communication at 5D.
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Trusty
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PostPosted: Wed Sep 28, 2005 11:20 am    Post subject: Reply with quote

We use tactics for combat...especially massive combat. Whichever side wins the difficulty numbers come down making the characters action easier to be successful.
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Jedi Skyler
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PostPosted: Wed Sep 28, 2005 1:23 pm    Post subject: Reply with quote

There have been a number of FABULOUS ideas for uses of the Tactics skill. Tactics can be used for a host of things, but primarily it's a military- related thing. Admiral Ackbar is famous for his understanding of Ship's Tactics, which gives him a distinctive advantage when in a fleet battle. If you have this understanding, you'll know if it's better to send this Nebulon-B frigate in a straight-line course toward that Carrack light cruiser, or if it'd be better to send it on an Anvil maneuver, bringing it up from "underneath" the cruiser.

I particularly liked the idea of using Tactics in a strategy game! Very clever!
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Volar the Healer
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PostPosted: Wed Sep 28, 2005 2:58 pm    Post subject: Reply with quote

If the PCs use tactics to "gain a tactical advantage" such as setting up a good ambush, I give them +1D to their blaster skills for that battle.

...like shooting fish in a barrel.
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Boomer
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PostPosted: Wed Sep 28, 2005 8:11 pm    Post subject: Reply with quote

I disagree with the kind of bonus Volar gives, but I agree with the hows and whys and would give similar circumstantial bonuses in the form of target modifiers for gaining a tactical advantage.
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Argamoth
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PostPosted: Wed Sep 28, 2005 10:14 pm    Post subject: Reply with quote

You could also use it to see how well the PCs carry out a strategic manuver. Such as setting up and ambush: getting in the right spots. Or in suppressive fire: trying to shoot past the targets head.
And all sorts of fun stuff.
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Tahlorn
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PostPosted: Thu Sep 29, 2005 2:57 am    Post subject: Reply with quote

I always like to look at these things from the persepective of other games, where the said skill has affect. Uses my group has for Jadeclaw and Ironclaw:

-determining the movement of troops (large and small groups alike) that are iether ahead or behind them.
-as an advantage in large scale battles
-to determine the proper spot to place an ambush
-hints for proper way to attack or defend against an enemy or place
-as a safety net to keep the players from making a bad desicion.

The last one explained a bit further, possibly a new topic, sorry if this blows up across the thread:

Say Bob the ex-general has 9d in tactics. The players are moving in to assault an encampment. The players come up with a plan on thier own, but the GM knows that it is a foolish idea. As the GM, you have Bob roll his tactics to realize that there is something faulty with thier plan. I know some of you will say, "But you should dock them character points for needing hints and help". Well, Bob might be a heroic level tactician, but the PLAYER is not, and thus he does not have the knowledge that the character has. Such a roll allows them to play in character more and not be penalized because they lack the same skill.

Shouldnt the player get to roll the characters skill die as a way of 'taking back an action', because the CHARACTER would know better? The reverse can happen as well, where the Player knows, but the Character does not That I penalize, for use of out of game knowledge. Never for the lack of out of game knowledge.

~Tahlorn
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