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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Those sure are some moods on the unknown forces

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glwgameplayer
Nov 16, 2022
I agree about the Rifleman. It's a troublesome but fragile unit, I think the best thing to do is quickly kill/disable it with a backstab. Just remember that one of you still needs to stay within 2 hexes of 1307 to convince the Rifleman that the mechs are a bigger danger than the Prowler.

For the team outside the base, I was going to suggest taking out the laser turret but I'm not sure if you guys can. It's got 17 structure left, the Shadow Hawk can't deal enough damage even with an alpha strike, and the Trebuchet isn't really going to be in range.

Outside of that I suggest circling around the lake instead of heading straight for the base and using the trees as cover. We're in a bit of an "enemy of my enemy" situation where we might get the two enemy units to soften each other up.

Gwaihir
Dec 8, 2009
Hair Elf
Why are you guys worried about the turret? It's weapon was crit and destroyed earlier. We got a lot more to worry about now!

Holybat
Dec 22, 2006

I made this while you were asleep.
I think my move will be to jump into 1107 and kicking range of the Rifleman this next turn. It'll give me a chance to cool down to (maybe?) have to start dealing with the new arrivals.

anakha
Sep 16, 2009


Holybat posted:

I think my move will be to jump into 1107 and kicking range of the Rifleman this next turn. It'll give me a chance to cool down to (maybe?) have to start dealing with the new arrivals.

1107 also fulfills the Prowler bodyguard requirement.

I think our priorities in order should be killing the Rifleman, then the Centurion, then defend the facility while our allies do their thing, and let the Hermes and PHawk deal with the new arrivals.

Dachshundofdoom
Feb 14, 2013

Pillbug

anakha posted:

The Rifleman has such poo poo rear armor you could conceivably cripple or kill it this turn from 906. That gives our allies free reign over the facility and frees up the rest of the lance to gang up on the Centurion since the Prowler can now be left alone to do its job.

Honestly fair point. Taking the Gladiator to 906 and shooting the Rifleman.

Slavvy
Dec 11, 2012

Surely if you take out the rifleman and Centurion the other silver phantoms will cut and run?

Gwaihir
Dec 8, 2009
Hair Elf
Not necessarily, they have more forces on site as well, called out in this update.

Dachshundofdoom
Feb 14, 2013

Pillbug
Not to mention that there's a hangar full of stolen mechs up for auction that could presumably come online, including a "70-ton monster."

Slavvy
Dec 11, 2012

Gwaihir posted:

Not necessarily, they have more forces on site as well, called out in this update.

I read that as the other half of the company is at the field base and likely too far too assist so the losers from this fight can just retreat there if the going gets too tough

Was there any mention of the auction mechs being operative? I can't remember

Dachshundofdoom
Feb 14, 2013

Pillbug
The pirate guys are planning on stealing them so presumably they can at least walk. They're supposed to be illegal salvage so they might be damaged though.

Plus, come to think of it, the logical reason for them to have guys inside before the attack is that those are the people planning to pilot the mechs.

anakha
Sep 16, 2009


Orders in - running to 2118 and engaging the Centurion.

Gwaihir
Dec 8, 2009
Hair Elf
I'm going to stand still for good cent shots this turn, but following that I'm going to plan on running up to jump inside the compound. I'm much more worried about these newcomers than the Hermes and PHX.

Holybat
Dec 22, 2006

I made this while you were asleep.
Orders in, running to 1207, firing off medium lasers and SRM 6 as well as kicking the Rifleman.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Man, the players aren't having much luck this turn. Rolls have been mixed again, and a couple of tactical blunders mean the Rifleman is probably going to stick around for a bit longer.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 6

“Alright fellas, this looks like your stop!” Mason Voyce announced over the Prowler’s intercom as he drew up in front of Meteorological Facility Tau’s main building. He slammed on the breaks, then thumbed the button that would open the vehicle’s transport bay. “Thank y’all for travellin’ with Voyce & Co Public Transportashun’. Be sure to collect all o' y’all’s belongin’s on the way out.”

“Much appreciated, Mason,” Captain Kubesch replied. “We’ll be in touch once we’re ready for extraction.”

“Yup, y’all just gimme a holler, I'll be there.”

Mason waited while the troops disembarked, watching their progress through his Prowler’s external cameras. Men poured down the exit ramp, shouldering their weapons and forming up into small combat teams almost as soon as their boots hit the icy concrete. Most infantry would have a hard time operating in the extreme cold of Panzyr II’s arctic regions, but these troops were trained to endure the freezing temperatures and had been outfitted with specialised goggles and snowsuits that would prevent immediate death from exposure.

“Well, that’s the first lot done,” Mason murmured, stroking his scraggly beard as he watched the last of Kubesch’s men leap off the exit ramp. “Capt’n Kroger, you ready to-”

A cacophony of gunfire obliterated all other sounds. A shadow fell over the Prowler, and Mason’s stomach did a backflip as the craggy silhouette of the Rifleman intruded into his camera feeds. The mech’s autocannons were laying down a ferocious barrage, blazing away at Jenna Sable’s Wolverine as if it meant to bring the sky itself down upon it. That was a problem, but the real danger for Mason was the heavy mech’s thick, club-like feet. If one of them kicked him, or even stepped on him by accident, he and the troops still in his bay would be in big trouble.

“Mason? What’s wrong? Why is the hatch closing?” Captain Kroger demanded as Mason sealed the transport bay.

“Things’re gettin’ a bit hot here, Capt’n,” Mason said. The Prowler shuddered lightly as he disengaged the brakes, then began to hum softly as he ramped the fusion engine’s output back up to near maximum. “Ah’ll drop you folks off someplace safer. Wouldn’t want any o’ you to become a stain on the unnerside o’ one o’ them big dawg’s feet.”



Wolverine WVR-6M (Player) attempts to move to Hex 1207 but does not have enough MP; movement stops short in Hex 1208!

Gladiator GLD-4R (Player) turned while running on pavement (Hex 1407); must pass a piloting test to avoid skidding out of control! Needs 4, rolls 6: Succeeds!

Gladiator GLD-4R (Player) turned while running on pavement (Hex 1308); must pass a piloting test to avoid skidding out of control! Needs 4, rolls 8: Succeeds!

Prowler MTV (Snow) (Allied) offloads Military Police (Panzyr II) Squad into Hex 1307!





Weapons fire for Gladiator GLD-4R (Player):
-Would like to fire Medium Laser at Rifleman RFL-3N (Silver Phantoms) but Building Hex 1106 blocks LOS!
-Would like to fire Medium Laser at Rifleman RFL-3N (Silver Phantoms) but Building Hex 1106 blocks LOS!
-Would like to fire SRM-6 at Rifleman RFL-3N (Silver Phantoms) but Building Hex 1106 blocks LOS!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 4: Misses!
-Fires LRM-5 at Centurion CN9-AL (Silver Phantoms); needs 5, rolls 2: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fires Medium Laser at Rifleman RFL-3N (Silver Phantoms); needs 7, rolls 8: Hits Right Torso! Rifleman RFL-3N (Silver Phantoms) takes 5 damage to Right Torso, 10/15 Armour remaining.
-Fires Medium Laser at Rifleman RFL-3N (Silver Phantoms); needs 7, rolls 8: Hits Left Torso! Rifleman RFL-3N (Silver Phantoms) takes 5 damage to Left Torso, 10/15 Armour remaining.
-Fires SRM-6 at Rifleman RFL-3N (Silver Phantoms); needs 7, rolls 11: 4 Missiles Hit! Rifleman RFL-3N (Silver Phantoms) takes 2 damage to Right Arm (13/15 Armour remaining, Head (4/6 Armour remaining (Pilot Hit!)), Right Arm (11/15 Armour remaining) and Right Arm (9/15 Armour remaining).

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 5: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 6: Misses!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 6: Misses!
-Fires SRM-6 at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 6: Misses!
-Fires SRM-6 at Centurion CN9-AL (Silver Phantoms); needs 9, rolls 8: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 5: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Large Laser Turret (Single) #2 (Silver Phantoms); needs 4, rolls 6: Hits! Large Laser Turret (Single) #2 (Silver Phantoms) takes 5 damage, 12/30 CF remaining. Turret Damage Threshold Exceeded! Critical Chance!
--Critical Chance in Turret Interior! Crew Killed!
-Fires Medium Laser at Large Laser Turret (Single) #2 (Silver Phantoms); needs 4, rolls 6: Hits! Large Laser Turret (Single) #2 (Silver Phantoms) takes 5 damage, 7/30 CF remaining. Turret Damage Threshold Exceeded! Critical Chance!
--Critical Chance in Turret Interior! Weapon jams, but no functioning weapons remain!
-Fires Medium Laser at Large Laser Turret (Single) #2 (Silver Phantoms); needs 4, rolls 7: Hits! Large Laser Turret (Single) #2 (Silver Phantoms) takes 5 damage, 2/30 CF remaining. Turret Damage Threshold Exceeded! Critical Chance!
--Critical Chance in Turret Interior! Weapon hit, but no functioning weapons remain!
-Fires SRM-4 at Large Laser Turret (Single) #2 (Silver Phantoms); needs 4, rolls 6: 2 Missiles Hit! Large Laser Turret (Single) #2 (Silver Phantoms) takes 4 damage, 0/30 CF remaining. Turret Destroyed!
-Fires SRM-4 at Large Laser Turret (Single) #2 (Silver Phantoms); needs 4, rolls 8: 2 Missiles Hit! Large Laser Turret (Single) (Silver Phantoms) has already been destroyed!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Shadow Hawk SHD-2K (Player); needs 10, rolls 11: Hits Left Leg! Shadow Hawk SHD-2K (Player) takes 8 damage to Left Leg, 8/16 Armour remaining.
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 12, rolls 8: Misses!
-Fires LRM-10 at Shadow Hawk SHD-2K (Player); needs 7, rolls 6: Misses!

Weapons fire for Hermes II HER-2S (Silver Phantoms):
-Fires AC/5 at Fire Javelin JVN-10F (Unknown); needs 12, rolls 5: Misses!

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Trebuchet TBT-5Sr (Player); needs 10, rolls 10: Hits Right Leg! Trebuchet TBT-5Sr (Player) takes 8 damage to Right Leg, 0/15 Armour, 11/12 Structure remaining. Critical Chance!
--Critical Chance in Right Leg! No Critical Hits sustained.

Weapons fire for Rifleman RFL-3N (Silver Phantoms):
-Switches Autocannons to Rapid Mode!
-Fires Large Laser at Wolverine WVR-6M (Player); needs 6, rolls 7: Hits Right Arm! Wolverine WVR-6M (Player) takes 8 damage to Right Arm, 10/18 Armour remaining.
-Fires AC/5 (Rapid) at Wolverine WVR-6M (Player); needs 9, rolls 6: Misses!
-Fires AC/5 (Rapid) at Wolverine WVR-6M (Player); needs 9, rolls 11: 2 Shells Hit! Wolverine WVR-6M (Player) takes 5 damage to Left Leg (14/19 Armour remaining) and 5 damage to Right Leg (14/19 Armour remaining).

Weapons fire for Manticore Heavy Tank (Silver Phantoms):
-Holds fire!

Weapons fire for Large Laser Turret (Single) #2 (Silver Phantoms):
-Has no useable weapons!

--

Weapons fire for Assassin ASN (Creed) (ACE) (Unknown):
-Holds fire!

Weapons fire for Fire Javelin JVN-10F (Unknown):
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 13, rolls 8: Automatic Miss!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 13, rolls 4: Automatic Miss!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 13, rolls 7: Automatic Miss!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 13, rolls 8: Automatic Miss!

Weapons fire for Panther PNT-9R (Unknown):
-Fires PPC at Griffin GRF-1N (Allied); needs 11, rolls 9: Misses!

Weapons fire for Whitworth WTH-1 (Unknown):
-Fires LRM-10 (Indirect) at Manticore Heavy Tank (Silver Phantoms); needs 2, rolls 4: 6 Missiles Hit! Manticore Heavy Tank (Silver Phantoms) takes 5 damage to Rear (19/26 Armour remaining (Motive System Hit!)) and 1 damage to Turret (41/42 Armour remaining).
--Chance For Motive System Damage! Vehicle already immobilised.
-Fires LRM-10 (Indirect) at Manticore Heavy Tank (Silver Phantoms); needs 2, rolls 4; 10 Missiles Hit! Manticore Heavy Tank (Silver Phantoms) takes 5 damage to Right Side (28/33 Armour remaining (Motive System Hit!)) and 5 damage to Front (16/42 Armour remaining (Motive System Hit!)).
--Chance For Motive System Damage! Vehicle already immobilised.
--Chance For Motive System Damage! Vehicle already immobilised.

Weapons fire for Heavy APC (SRM) (Unknown):
-Holds fire!

--

Helen Cartwright (Rifleman RFL-3N) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 3+, rolls 9: Succeeds!



No melee attacks this turn!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 0 heat, sinks 4 heat and is now at 0 heat.

Shadow Hawk SHD-2H (Player) gains 10 heat, sinks 10 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 10 heat, sinks 14 heat and is now at 4 heat.

--

Griffin GRF-1N (Allied) gains 10 heat, sinks 12 heat and is now at 0 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 15 heat, sinks 15 heat and is now at 0 heat.

Hermes II HER-2S (Silver Phantoms) gains 1 heat, sinks 1 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 8 heat, sinks 10 heat and is now at 0 heat.

Rifleman RFL-3N (Silver Phantoms) gains 11 heat, sinks 10 heat and is now at 5 heat. Overheating!

--

Assassin ASN (Creed) (ACE) (Unknown) gains 0 heat, sinks 0 heat and is now at 0 heat.

Fire Javelin JVN-10F (Unknown) gains 11 heat, sinks 11 heat and is now at 0 heat.

Panther PNT-9R (Unknown) gains 10 heat, sinks 10 heat and is now at 0 heat.

Whitworth WTH-1 (Unknown) gains 7 heat, sinks 7 heat and is now at 0 heat.



Griffin GRF-1N (Allied) is planning on running to Hex 1512 next turn.

Prowler MTV (Snow) (Allied) is planning on cruising to Hex 1507 and offloading Military Police Squad #2 next turn.





Player Status


Ally Status




Enemy Status




Unknown Units Status



Special Abilities:
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne.
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (0/30) (50,000 C-Bill Reward)
Objective B: Facilitate the arrest of at least 60 auctiongoers (0/60) (100,000 C-Bill Reward)
Objective C: Facilitate the arrest of all 100 auctiongoers (0/100) (150,000 C-Bill Reward)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Saturday 13th 9:00PM GMT.

Scintilla fucked around with this message at 14:33 on Apr 10, 2024

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

LoS strikes again

Gwaihir
Dec 8, 2009
Hair Elf
Ugh, what a batch of useless shooting for me. I'm thinking to move up to 2215 and shoot the enemy heavy APC that showed up. I really don't think we want when infantry contesting our squads.

glwgameplayer
Nov 16, 2022
Masterful gambit sir.

Jokes aside I absolutely would have done the same thing. I stopped worrying about LoS after we left the City arena. And in the map it looks like there’s plenty of room for you to shoot it in the back.

This is a really bad situation though. If you guys walk away from the Rifleman you’ll be entering prime AC range, but if you stay there or get closer you’ll be in prime laser range and have no evasion. The angry aggressive part of me wants you to walk up and kick him to death, but that’s probably a poor strategy.

I think the Treb and Shadow Hawk have to get moving, or else they’ll be between the mystery enemy and base defenders.

anakha
Sep 16, 2009


Treb

Oh I'm definitely getting a move on this turn.

Given the damage to my right leg, my best move is a run to 2212 to continue engaging the Centurion. 2115 is also an option since it's a straight line dash to the facility entrance after, but that hex exposes my right leg to the Centurion's fire which I'm not willing to risk.

Let me know if anyone sees any other movement options worth considering.

anakha fucked around with this message at 03:45 on Apr 11, 2024

Holybat
Dec 22, 2006

I made this while you were asleep.
Aww man I'm a doofus I forgot to account for the MP reduction for heat :dumb:

Edit: well now I'm looking at it I'm thinking that I jump out to to 0710 keep my TMM up and fire on the Rifleman's side from there.

Holybat fucked around with this message at 17:40 on Apr 10, 2024

Dachshundofdoom
Feb 14, 2013

Pillbug
Gladiator

Ah, right, buildings always occupy the entire hex regardless of appearance, especially since all the shooting math is being done by a computer. Oh well!

I guess my only real option is jumping to 0911 and shooting the Rifleman from there. I could walk over and attack from 1107 but I really don't think the extra damage output on my end would be worth provoking him into alpha strike-kicking me with no movemod.

Dachshundofdoom fucked around with this message at 00:23 on Apr 12, 2024

biosterous
Feb 23, 2013




zygmunt bochenek is actually thabo ngumo in disguise, escaped from captivity and got a new whitworth and is seeking revenge. but he's zen about it this time, an emotionless killer

Mangarrian
Mar 21, 2024
Hello there!

In first place, I want to say thank you for Scintilla and PoptartsNinja, and the players of course, for discover to me MekHQ. I have been very busy lasts weeks reading thats posts.

I would like to ask you a question about mercenary campaign. The founds of "Sterling and Sable Company" are so low because you have bad luck with the payment of the contracts offered, or you made something to keep the gameplay hard?
I´m playing my own game (in gamemaster mode, because I play with "home rules" to keep the improvement of the pilots and equipment slow, because in the contracts I´ve so many missions and I feel that the skills needs few XP for level up, or the nosense that babies with skills) and most of the time I´m earning more than 1 million for payment and very low expenses. Don´t get me wrong, I´m happy but I´ve the sensation that I´m doing some mistakes here.


Best wishes, and excuse but my English (at least writing) is rusty.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Mangarrian posted:

Hello there!

In first place, I want to say thank you for Scintilla and PoptartsNinja, and the players of course, for discover to me MekHQ. I have been very busy lasts weeks reading thats posts.

I would like to ask you a question about mercenary campaign. The founds of "Sterling and Sable Company" are so low because you have bad luck with the payment of the contracts offered, or you made something to keep the gameplay hard?
I´m playing my own game (in gamemaster mode, because I play with "home rules" to keep the improvement of the pilots and equipment slow, because in the contracts I´ve so many missions and I feel that the skills needs few XP for level up, or the nosense that babies with skills) and most of the time I´m earning more than 1 million for payment and very low expenses. Don´t get me wrong, I´m happy but I´ve the sensation that I´m doing some mistakes here.


Best wishes, and excuse but my English (at least writing) is rusty.

Hi there! I'm glad you're enjoying MekHQ. It can be pretty tough to get to grips with, but very fun once you learn how it works.

To answer your question about money / contract payments, it's mostly to make things a bit more difficult / realistic to the Battletech canon. I find that the default Against The Bot campaigns are a bit too generous with contract payments. Earning millions of C-Bills from contract payments, plus the money earned from selling salvage means it's very easy for the player's company to start snowballing into an unstoppable juggernaut that never runs out of cash.

Fortunately, MekHQ gives you a lot of control over contract payments in non-Against The Bot campaigns. I can change how much the baseline pay is, how generously the players are compensated for battle damage, how much of their transport fees are paid, whether they recieve a percentage of the money as an advance, etc. It's quite intricate and fun to play around with. So far I've kept the pay relatively low, not just for the reasons above but also for narrative purposes. The players are a new mercenary company who are mostly untested and unknown, so they don't have the bargaining power to charge lots of money for their services. A small mercenary company that's barely scraping by is also much more interesting and compelling to read about, at least in my opinion. Lastly, it also means I can reward players with extra money for fulfilling bonus objectives during missions.

Mangarrian
Mar 21, 2024
Thanks for your answer. I use my own rules to try to keep my unit as a small and slow growing (only can take the units destroyed for my own pilots, and only keep one for each succesful mission, only recruit green or ultra green people, only one pilot can train to pilot another model after each contract, etc). So after 4,5 years in game I will earn the second (and the third XD) heavies (and the initial is a Quickdraw).

Thanks again for all the work to master the game, and the the histories between turns and missions.

Best wishes.

ilmucche
Mar 16, 2016

i never figured out in mekhq how to get a financial system that felt reasonable while not dealing with acquisition rolls and having to buy down to armor plates and srm ammo. same with repair rolls.

are there good settings for having to pay for repairs/new mechs but not having to juggle ammo bins and such?

Azhais
Feb 5, 2007
Switchblade Switcharoo
Turn on all the peacetime costs and margins get slimmer in a hurry

Dachshundofdoom
Feb 14, 2013

Pillbug
Last time I played MekHQ I left aerospace assets on on a whim and the bot dropped a fuel-air bomb on a like 16x16 map obliterating my entire light lance, so my only advice is turn that off.

Orders are in, I'm jumping to 0810 facing 0910 and shooting the Rifleman.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Dachshundofdoom posted:

Last time I played MekHQ I left aerospace assets on on a whim and the bot dropped a fuel-air bomb on a like 16x16 map obliterating my entire light lance, so my only advice is turn that off.

Orders are in, I'm jumping to 0810 facing 0910 and shooting the Rifleman.

If you think that's a problem just wait til you hear about the new "Princess can select her own ammo loadout" feature!

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Azhais posted:

If you think that's a problem just wait til you hear about the new "Princess can select her own ammo loadout" feature!



Honestly, if you let a real artilleryman choose what to send, and you said "this is the last fight, you're departing the planet immediately after, and you may fire A N Y T H I N G," there's a non zero chance they would use whichever canned sunshine they had access to, just to see what happens.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
It's not Battletech but there's a lot of this in the Hammers Slammers stories. If you were a bunch of mercenaries and your contract didn't stipulate you have to preserve the infrastructure you absolutely would take the least risky solution to any problem.

Why risk your men and machines when you can lob nuclear artillery and nerve gas at your enemies from 200 miles away?

Fun fact that their nuclear shells were called red pills.

Gwaihir
Dec 8, 2009
Hair Elf
Orders in to close with the base and shoot the APC that showed up. I think we need to firmly shift fire to prevent that thing from being a threat to our primary objective or arresting everyone. If we lay off the Silver Phantoms as well maybe we get a longer buffer of both forces shooting back and forth at each other, while Mason and his MPs do their work.

Also, low chance that there could be enemy infantry in that APC going for the auction Mechs themselves, too. We want to make sure that doesn't happen!

Treb backing up to 1720 and inferno-ing it might be nice, because my firepower is frankly pretty pathetic.

Gwaihir fucked around with this message at 15:59 on Apr 12, 2024

anakha
Sep 16, 2009


Gwaihir posted:

Treb backing up to 1720 and inferno-ing it might be nice, because my firepower is frankly pretty pathetic.

1720 actually puts me out of LOS to the APC from my reckoning, yet also exposes me to the Manticore because that hex is still technically within its front arc (Scintilla could you confirm if both of these are correct?).

I'm a little concerned that engaging the APC now puts us in the center of the developing furball between the two opposing forces since the Panther and Assassin are close by and can give covering fire. I'm more inclined to wait another turn before charging at it to let it get further ahead of its teammates and be less protected by them.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

anakha posted:

1720 actually puts me out of LOS to the APC from my reckoning, yet also exposes me to the Manticore because that hex is still technically within its front arc (Scintilla could you confirm if both of these are correct?).

You have LOS to the APC, but the Manticore can also shoot at you.

anakha
Sep 16, 2009


Thanks!

Even with LOS, I'd be hitting the APC only on 9s from 1720. Not worth the exposure of my front (including the right leg) to the Manticore nor having my back exposed to the PHawk in 1726 IMO.

Holybat
Dec 22, 2006

I made this while you were asleep.
Wolverine

Orders are in. Doing a hook movement to 1006 and firing everything into the Rifleman's back.

Slavvy
Dec 11, 2012

Seems like swarming the rifleman and turtling up in the base while the other two squads pound each other would be the way to go rn

anakha
Sep 16, 2009


Yep, planning to make a run for the base after this turn.

Orders in - 2212 and shooting the Centurion.

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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Frozen Assets: Turn 7

Etienne’s stomach lurched as he brought his Griffin towards the meteorological facility’s outer walls. His heart pounded in his chest as he turned one hundred and eighty degrees, and his eye muscles burned as he scanned the broken terrain for enemy activity. He didn’t have long to wait. Unknown battlemechs were pouring onto the battlefield, leaping over hills and prowling through the snowfields like a pack of winter wolves.

Etienne ran a nervous tongue over his dry lips. The unknowns had yet to identify themselves, but they seemed to be firing indiscriminately at everything in sight. Who were they? What were their goals? Etienne took a calming breath and focused, guiding his targeting reticule towards the Panther that had shot at him seconds earlier. Its attention was currently focused on the stricken Manticore, allowing Etienne to zoom in and quickly examine its hull for any distinguishing markings. He found none, but the mech’s odd paintwork triggered a memory of something one of his old instructors had said back on Coromodir.

“Blood-red and bone-grey…” Etienne murmured. He frowned, then opened a comm link to Jenna Sable. “Ranger, I think I know who these gatecrashers are. A new bunch of pirates moved into the Reach about a year ago, and these guys’ paintwork looks pretty similar. They don’t have a name, but their leader’s called Glum Sarah or Grim Sindy or some such.”

“Pirates…” Jenna sighed. “They must be here for the battlemechs. Either they caught wind of the auction somehow or Montagne was dumb enough to invite them. Whatever. Let’s get rid of them before they start setting fire to things.”

“Might be a bit late for that,” Etienne mused as he watched the Panther pepper the immobilised Manticore with Inferno SRMs. The Panther’s mechwarrior seemed to revel in the tank’s distress, lingering on the hilltop purely so they could watch it burn.

Etienne promptly shot the little bastard. His PPC struck the Panther dead centre, burning away most of the light mech’s chestplate. “Serves you right you little poo poo,” Etienne growled as the Panther leapt away. Incendiaries were powerful weapons, but only an abject scumbag took joy in using them.



Wolverine WVR-6M (Player) turned while running on pavement (Hex 1208); must pass a piloting test to avoid skidding out of control! Needs 4, rolls 4: Succeeds!

Wolverine WVR-6M (Player) turned while running on pavement (Hex 1007); must pass a piloting test to avoid skidding out of control! Needs 4, rolls 3: Fails!
-Wolverine WVR-6M (Player) falls 0 levels into Hex 1007! Wolverine WVR-6M (Player) falls on its rear, suffering 5 damage to Rear Right Torso (1/6 Armour remaining) and 1 damage to Right Leg (13/19 Armour remaining).
--Jenna Sable must roll a 4+ to avoid damage. Rolls 8: Succeeds!
---Wolverine WVR-6M (Player) skids into Hex 0907! Wolverine WVR-6M (Player) suffers 3 damage to Right Leg, 10/19 Armour remaining.

Prowler MTV (Snow) (Allied) offloads Military Police (Panzyr II) Squad #2 into Hex 1507!





Weapons fire for Gladiator GLD-4R (Player):
-Fires PPC at Rifleman RFL-3N (Silver Phantoms); needs 7, rolls 9: Hits Right Torso! Rifleman RFL-3N (Silver Phantoms) takes 10 damage to Right Torso, 0/15 Armour remaining.
-Fires SRM-6 at Rifleman RFL-3N (Silver Phantoms); needs 9, rolls 5: Misses!

Weapons fire for Shadow Hawk SHD-2K (Player):
-Fires PPC at Heavy APC (SRM) (Pirates); needs 11, rolls 8: Misses!
-Fires LRM-5 at Heavy APC (SRM) (Pirates); needs 11, rolls 8: Misses!

Weapons fire for Wolverine WVR-6M (Player):
-Fell during movement phase; unable to fire at intended target!

Weapons fire for Trebuchet TBT-5Sr (Player):
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 8: Hits Left Arm! Centurion CN9-AL (Silver Phantoms) takes 5 damage to Left Arm, 0/8 Structure remaining. Left Arm destroyed!
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 9: Hits Right Torso! Centurion CN9-AL (Silver Phantoms) takes 5 damage to Right Torso, 10/17 Armour remaining.
-Fires Medium Laser at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 9: Hits Right Leg! Centurion CN9-AL (Silver Phantoms) takes 5 damage to Right Leg, 12/24 Armour remaining.
-Fires SRM-6 at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 10: 4 Missiles Hit! Centurion CN9-AL (Silver Phantoms) takes 2 damage to Left Leg (18/24 Armour remaining), Left Arm (transfers to Left Torso, 2/17 Armour remaining), Centre Torso (19/23 Armour remaining) and Left Arm (transfers to Left Torso, 0/17 Armour remaining).
-Fires SRM-6 at Centurion CN9-AL (Silver Phantoms); needs 7, rolls 2: Misses!

--

Weapons fire for Griffin GRF-1N (Allied):
-Fires PPC at Panther PNT-9R (Pirates); needs 9, rolls 10: Hits Centre Torso! Panther PNT-9R (Pirates) takes 10 damage to Centre Torso, 4/14 Armour remaining. Through Armour Critical!
--Critical Chance in Centre Torso! No Critical Hits sustained.
-Fires LRM-10 at Panther PNT-9R (Pirates); needs 9, rolls 3: Misses!

Weapons fire for Prowler MTV (Snow) (Allied):
-Fires Medium Laser at Rifleman RFL-3N (Silver Phantoms); needs 5, rolls 5: Hits Left Arm! Rifleman RFL-3N (Silver Phantoms) takes 5 damage to Left Arm, 5/15 Armour remaining.
-Fires Medium Laser at Rifleman RFL-3N (Silver Phantoms); needs 5, rolls 2: Misses!
-Fires Medium Laser at Rifleman RFL-3N (Silver Phantoms); needs 5, rolls 5: Hits Left Arm! Rifleman RFL-3N (Silver Phantoms) takes 5 damage to Left Arm, 0/15 Armour remaining.
-Fires SRM-4 at Rifleman RFL-3N (Silver Phantoms); needs 5, rolls 3: Misses!
-Fires SRM-4 at Rifleman RFL-3N (Silver Phantoms); needs 5, rolls 6: 3 Missiles Hit! Rifleman RFL-3N (Silver Phantoms) takes 2 damage to Left Leg (0/12 Armour, 13/14 Structure remaining (Critical Chance!)), Right Leg (5/12 Armour remaining) and Left Leg (12/14 Structure remaining (Critical Chance!)),
--Critical Chance in Left Leg! Two Critical Hits sustained! Hip Actuator Hit! Upper Leg Actuator Hit!
--Critical Chance in Left Leg! Two Critical Hits sustained! Heat Sink Hit! Foot Actuator Hit!

--

Weapons fire for Centurion CN9-AL (Silver Phantoms):
-Fires Large Laser at Shadow Hawk SHD-2K (Player); needs 7, rolls 9: Hits Right Arm! Shadow Hawk SHD-2K (Player) takes 8 damage to Right Arm, 8/16 Armour remaining.
-Fires Medium Laser at Shadow Hawk SHD-2K (Player); needs 10, rolls 8: Misses!
-Fires LRM-10 at Shadow Hawk SHD-2K (Player); needs 9, rolls 12: 6 Missiles Hit! Shadow Hawk SHD-2K (Player) takes 5 damage to Left Arm (6/16 Armour remaining) and 1 damage to Left Arm (5/16 Armour remaining.

Weapons fire for Hermes II HER-2S (Silver Phantoms):
-Fires Medium Laser at Fire Javelin JVN-10F (Pirates); needs 12, rolls 10: Misses!
-Fires AC/5 at Fire Javelin JVN-10F (Pirates); needs 10, rolls 10: Hits Left Torso! Fire Javelin JVN-10F (Pirates) takes 5 damage to Left Torso, 4/9 Armour remaining.

Weapons fire for Phoenix Hawk PXH-1 (Silver Phantoms):
-Fires Large Laser at Fire Javelin JVN-10F (Pirates); needs 11, rolls 4: Misses!

Weapons fire for Rifleman RFL-3N (Silver Phantoms):
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 10: Hits Left Torso! Gladiator GLD-4R (Player) takes 5 damage to Left Torso, 14/19 Armour remaining.
-Fires Medium Laser at Gladiator GLD-4R (Player); needs 9, rolls 12: Hits Left Leg! Gladiator GLD-4R (Player) takes 5 damage to Left Leg, 14/19 Armour remaining.
-Fires AC/5 (Rapid) at Gladiator GLD-4R (Player); needs 8, rolls 7: Misses!
-Fires AC/5 (Rapid) at Gladiator GLD-4R (Player); needs 8, rolls 7: Misses!

Weapons fire for Manticore Heavy Tank (Silver Phantoms):
-Fires LRM-10 at Whitworth WTH-1 (Pirates); needs 8, rolls 4: Misses!
-Fires SRM-6 at Whitworth WTH-1 (Pirates); needs 10, rolls 10: 2 Missiles Hit! Whitworth WTH-1 (Pirates) takes 2 damage to Left Leg (Blocked by Partial Cover) and Right Torso (10/12 Armour remaining).

--

Weapons fire for Fire Javelin JVN-10F (Pirates):
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 11, rolls 4: Misses!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 11, rolls 7: Misses!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 11, rolls 7: Misses!
-Fires Medium Laser at Hermes II HER-2S (Silver Phantoms); needs 11, rolls 10: Misses!

Weapons fire for Panther PNT-9R (Pirates):
-Fires PPC at Manticore Heavy Tank (Silver Phantoms); needs 5, rolls 10: Hits Right Side! Manticore Heavy Tank (Silver Phantoms) takes 10 damage to Right Side, 18/33 Armour remaining.
-Fires SRM-4 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 7, rolls 7: 3 Missiles Hit! Inferno missiles hit Right Side, Right Side and Right Side!
-Critical Chance in Vehicle Interior! No Critical Hits sustained.
-Critical Chance in Vehicle Interior! Crew Stunned!
-Critical Chance in Vehicle Interior! No Critical Hits sustained.

Weapons fire for Assassin ASN (Creed) (ACE) (Pirates):
-Fires Medium Laser at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 8: Hits Right Side! Manticore Heavy Tank (Silver Phantoms) takes 5 damage to Right Side, 13/33 Armour remaining.
-Fires SRM-2 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 4: 1 Missile Hits! Inferno missile hits Front!
--Critical Chance in Vehicle Interior! Sensors Hit!
-Fires SRM-2 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 9: 1 Missile Hits! Inferno missile hits Turret!
--Critical Chance in Vehicle Interior! Stabilizer Destroyed!
-Fires SRM-2 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 7: 2 Missiles Hit! Inferno missiles hit Front and Right Side!
--Critical Chance in Vehicle Interior! Medium Laser Malfunctions!
--Critical Chance in Vehicle Interior! No Critical Hits sustained.
-Fires SRM-2 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 10: 1 Missile Hits! Inferno missile hits Right Side!
--Critical Chance in Vehicle Interior! No Critical Hits sustained.
-Fires SRM-2 (Inferno) at Manticore Heavy Tank (Silver Phantoms); needs 3, rolls 10: 1 Missile Hits! Inferno missile hits Turret!
--Critical Chance in Vehicle Interior! No Critical Hits sustained.

Weapons fire for Whitworth WTH-1 (Pirates):
-Fires LRM-10 (Indirect) at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 6: Misses!
-Fires LRM-10 (Indirect) at Phoenix Hawk PXH-1 (Silver Phantoms); needs 9, rolls 8: Misses!

Weapons fire for Heavy APC (SRM) (Pirates):
-Fires SRM-4 at Manticore Heavy Tank (Silver Phantoms); needs 2, rolls 3: 3 Missiles Hit! Manticore Heavy Tank (Silver Phantoms) takes 2 damage to Front (14/42 Armour remaining), Front (12/42 Armour remaining (Motive System Hit!)) and Left Side (5/33 Armour remaining (Motive System Hit!)).
--Chance For Motive System Damage! Vehicle already immobilised.
--Chance For Motive System Damage! Vehicle already immobilised.
-Fires Machine Gun at Manticore Heavy Tank (Silver Phantoms); needs 4, rolls 7: Hits Front! Manticore Heavy Tank (Silver Phantoms) takes 2 damage to Front, 10/42 Armour remaining.
-Fires Machine Gun at Manticore Heavy Tank (Silver Phantoms); needs 4, rolls 6: Hits Left Side! Manticore Heavy Tank (Silver Phantoms) takes 2 damage to Left Side, 3/33 Armour remaining. Motive System Hit!
--Chance For Motive System Damage! Vehicle already immobilised.

--

Piloting checks for Centurion CN9-AL (Silver Phantoms):
-Took 20+ Damage: needs 6, rolls 4: Fails!
-Centurion CN9-AL (Silver Phantoms) falls on its right side, suffering 5 damage to Right Leg, 7/24 Armour remaining.
--Pilot Apollo Brenner must roll 6+ to avoid damage. Rolls 5: Fails! Pilot Hit!
---Apollo Brenner (Centurion CN9-AL) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 5+, rolls 8: Succeeds!

Piloting checks for Rifleman RFL-3N (Silver Phantoms):
-Hip Actuator Hit: needs 10, rolls 6: Fails!
-Rifleman RFL-3N (Silver Phantoms) falls on its rear, suffering 5 damage to Rear Left Torso (0/2 Armour, 11/14 Structure remaining (Critical Chance!)) and 1 damage to Rear Centre Torso (3/4 Armour remaining).
--Critical Chance in Left Torso! No Critical Hits sustained.
--Pilot Helen Cartwright must roll 10+ to avoid damage. Rolls 4: Fails! Pilot Hit!
---Helen Cartwright (Rifleman RFL-3N) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 5+, rolls 9: Succeeds!



No melee attacks this turn!



Subtracting 2 heat from all units due to Arctic Conditions…

Gladiator GLD-4R (Player) gains 17 heat, sinks 13 heat and is now at 4 heat.

Shadow Hawk SHD-2H (Player) gains 12 heat, sinks 12 heat and is now at 0 heat.

Trebuchet TBT-5Sr (Player) gains 17 heat, sinks 17 heat and is now at 0 heat.

Wolverine WVR-6M (Player) gains 0 heat, sinks 4 heat and is now at 0 heat.

--

Griffin GRF-1N (Allied) gains 14 heat, sinks 12 heat and is now at 2 heat.

--

Centurion CN9-AL (Silver Phantoms) gains 14 heat, sinks 14 heat and is now at 0 heat.

Hermes II HER-2S (Silver Phantoms) gains 4 heat, sinks 4 heat and is now at 0 heat.

Phoenix Hawk PXH-1 (Silver Phantoms) gains 12 heat, sinks 10 heat and is now at 2 heat.

Rifleman RFL-3N (Silver Phantoms) gains 8 heat, sinks 9 heat and is now at 4 heat.

--

Assassin ASN (Creed) (ACE) (Pirates) gains 16 heat, sinks 12 heat and is now at 4 heat.

Fire Javelin JVN-10F (Pirates) gains 16 heat, sinks 12 heat and is now at 4 heat.

Panther PNT-9R (Pirates) gains 15 heat, sinks 13 heat and is now at 2 heat.

Whitworth WTH-1 (Pirates) gains 7 heat, sinks 7 heat and is now at 0 heat.



Military Police (Panzyr II) Squad #1 arrests 2d8 criminal scum: 11 criminal scum detained!

Military Police Squads are searching for Paul Montagne. Target is 10+, rolls 8: Fails!

Griffin GRF-1N (Allied) is planning on jumping to Hex 1111 next turn.

Prowler MTV (Snow) (Allied) is planning on flanking to Hex 1605 next turn.



Helen Cartwright ejects from Rifleman RFL-3N (Silver Phantoms). Needs 8 to land safely (5 Base + 5 Mech Prone – 2 Landing in Clear Terrain), rolls 5: Fails! Helen Cartwright takes 1 damage from difficult ejection!
-Helen Cartwright (Rifleman RFL-3N) has taken 1 damage this turn! Must pass a consciousness test to avoid blacking out! Target is 7+, rolls 8: Succeeds!

Centurion CN9-AL (Silver Phantoms) attempts to stand carefully. Needs 3, rolls 6: Succeeds!

Karnov Transport (Silver Phantoms) flees the battlefield!



Player Status


Ally Status




Enemy Status




Pirates Status



Special Abilities:
-Infantry: Dig In: Infantry units can dig in, sacrificing the ability to move in exchange for removing the ‘caught in the open’ penalty.
-Infantry: Harsh Weather Training: The infantry unit has been trained to operate in harsh environments and suffers no penalties due to extreme temperatures.
-Infantry: Sprint: Infantry units can sprint, moving an additional hex in exchange for not being able to fire.
-Oblique Attacker: Pilot can fire indirectly without a spotter and the penalty for indirect fire is reduced by 1.
-Rapid Autocannons: The pilot can fire an additional shot with standard and light autocannons. However, the shot will have a +1 accuracy penalty, and the weapon will jam on a roll of 2. If the gun does jam, it will remain unusable for the duration of combat.
-Small Pilot: Negates ‘Cramped Cockpit’ penalties.
-Sniper: Modifiers for all range brackets are halved.
-Tactical Genius: This ability denotes an enemy Ace. Enemy Aces can move during the players’ movement phase, making them difficult to predict.
-Toughness: Grants a -1 bonus to consciousness rolls.

Relevant Design Quirks:
-Armoured Cowl: Provides 3 additional armour points against attacks from the rear or side of the mech’s head.
-Battle Fists: The mech receives a -1 accuracy bonus when punching.
-Cramped Cockpit: The pilot suffers a +1 penalty on piloting rolls.
-Extended Torso Twist: The mech can twist its torso to threaten an additional hex.
-Improved Targeting (Short): The mech receives a -1 bonus when firing at close range.
-Unbalanced: The mech receives a +1 penalty on piloting rolls caused by moving through difficult terrain.
-Weak Legs: When the unit is kicked or makes a Death From Above attack that unit has a chance of suffering a critical hit even if its leg armour is not breached.

--

Primary Objectives:
Objective A: Facilitate the arrest of Minister for Trade and Industry Paul Montagne.
Objective B: Once Objective A is achieved, either ensure Mason Voyce successfully retreats from the battlefield or destroy or drive off all enemy combatants.
Objective C: Etienne Decimis must survive.

Secondary Objectives:
Objective A: Facilitate the arrest of at least 30 auctiongoers (11/30) (50,000 C-Bill Reward)
Objective B: Facilitate the arrest of at least 60 auctiongoers (11/60) (100,000 C-Bill Reward)
Objective C: Facilitate the arrest of all 100 auctiongoers (11/100) (150,000 C-Bill Reward)
Objective D: Destroy or drive off all enemy combatants (200,000 C-Bill Reward)

--

Ace Contingencies
This mission contains an enemy ace. Ace pilots move during the player movement phase, making them unpredictable and hard to target. Players attempting to shoot at enemy aces are strongly advised to include contingency orders for alternative targets since the ace in question may not be in their field of fire once the shooting phase starts.

Next Orders Due: Tuesday 16th 9:00PM GMT.

Scintilla fucked around with this message at 12:32 on Apr 14, 2024

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