#Battlegroup 4/10 - Dwarf Fortress & Merchants: Comms
1 messages · Page 16 of 1
AMPE would be the one towing you to 2816 so make sure they bring you there in their own order. looks good otherwise. could say facing east instead of 3216 but I think it's fine
That is my plan, yeah. Spending my 3 movement to come in off the edge and dig that trench line
As for everyone else, if you do join me, I believe there’s a road connecting the south to another area we control/will control.
If we control the south then we can easily garuntee safe travel southward for those who need it
There is no road southward.
Sweet thank you. Ill get an Rp for it then post for real.
depends, if we start on the map edge then nah its too far. if we appear on the map in our travel formation? that might bump me close enough
Only ways to go are to Elim or to H-H
Yeah I see that now…
I initially thought the same thing when I drew up the operational zone map for the BG google sheet but quickly realized this was a one way street
Well I’m still dropping there becuase the very least I can just dig in with an HMG and deny than entire mountain pass to the bots if needed
You start on the edge of the map and then get your movement
this is good. you and anybody that comes with you are an important flank
Where are our HATs going?
fair enough, hmm
I think it would be hold as you arent moving @valid pecan
One is thinking about going south. But I’m not sure the others
There is a narrow pass in 2919 but thats the only pass on that line of that mountains
according to mid round events those are robo APCs
It looks like a half-track of sorts to me.
@astral nymph you'll run up from the west side of the map to the dig site right?
also would construct classify as a movement type
or just hold
First shots fired in anger by the dwarves.
nice :D
Where should i ask for IYKY to bring me? Wheres the arty dquads setting up
Solid Gold Tank
Iron hammer “each problem is a nail” 🤣
yeah its a good one
@chilly bridge to answer your question yes. I think we can do some good work since you have shields and me melee weapons. Plus our armor
dwarf merchant and dwarf fortress are effectively the same thing I believe
but glad to have you aboard :D
It does not specify. It just says I get a construction point to assist with
I'll be going 2217 to 2816 to 2917 and then I will SUMMON SHOVEL.
So what’s the plan for this turn, VTOL pilot here
🫡
You're carrying my very chipper crew so lemme know
We are a great taxi, be sure to rate us 5 stars on the Armitage app ;3
Drop me like around 2920, where the LZ is. I’ll double time it into the forest and hope nothing shoots me.
Once I get to 3219, I can set up an HMG or make a attack from there based on what I see
A DAREing maneuver? I could be persuaded perchance
are we only moving to hill mine this turn or are we already dropping?
We are placing on the west edge of the map.
We are deploying on the map this turn.
@queen tendon My order's in.
had to resend forgot to put "Hold" as my order type :P
Any HATs please ping me when you put your order in

I'm fine with that. I was going to ask about doing that. I have a high interest in the light blue.
Honestly like
I'm gonna put my order in after the other engi so we don't stack up on one side
The only way through that mountain is the hex of 2919.
I was thinking of paradropping in.
I did come up with a few other flight paths I feel are rather safe that should get us into good position for paradropping or let us paradrop here that I would like opinions on.
If I remember correctly one small supply does two units wide of sand bags right?
yes
I'll jump here to say that if we want to do red or purple (I very willing to do so and I believe is closest to what those of you I'd be paradropping want), I'm going to need a fighter or at least another not HAT air unit in front of me in case of AA. A simple reminder that if I take any damage the lot of you and I all go down.
one small supply = 1 sandbag wall, 1 sandbag wall = enough for 2 units to fit behind
I believe @wintry swan would be willing to escort.
@night quarry We'll need to do sandbags, then do trenchline
Prioritize initial defenses so infantry have some cover
Then we can work on adding extra nice bits like razor wire or tank traps
I would be willing to provide escort against enemy aircraft but not against enemy flak
The solution to dealing with flak is to have ground units kill them, not to tank them with aircraft hp
I can drop 2 small supply of sand bag before I head south or do you want me to directly follow group strait there and not spend any?
10-4
Heads up. I work 7am to 5 pm EST, 4 days a week, so my reply on those days will be late.
Yeah no worries, we've got time.
Are you going with Templar and the Southern Vanguard group
Remember you have to jump out of a HAT before you can do anything on the ground.
Planed on going unless otherwise
he could be in a ground vic
I'm in a HAT
And I only have basics
Well you'd have to go something like this (depending on where you build the sandbags)
It might be a bit out of your way
That is fine.
I am also worried about letting the HAT get that close to those signals because we don't know if the bots have any AA yet.
Yeah, ideally they can come in after the ground vics push through in my mind.
As I said I am willing to drop two small supplies of sand bags before heading of south ward.
Well some sandbag walls would be greatly appreciated.
Sure.
anyone know if vehicles like IFVs could pass through areas like I marked? I haven't seen anything that says they can't but want to check for my buddy
It looks passable
Only a hill terrain in the way, I think thats the route the group led by Templar is taking
IFVs, to my understanding, arent restricted from crossing a hill
Are we able to make actions in map?
if so, my buddy and Votann Inf, STARRMB Vtol, myself might all push through that area to clear it out
Yes, we're deploying.
Cool what are the MBT’s supposed to do?
Need to keep at least two supplies in case need to breach or other wise.
You might want to go with @vale geode and his group then, I think he's taking a group that way.
yeh
if so we can probably roll up together well then
My main worry about the AA is what it's range would be, if it's a range of 2 or more it'll be difficult to get close to the light blue area, assuming the top left ? is AA.
I mean, it's up to you. Most of us are going on the central West side and pushing East into the city.
I wonder how artillery interact with people in structures
And a smaller group is going through the southwest corner
It'd do the same defense stat decline I'd assume
So where did @reef merlin land
I don't know.
I haven't made a flight path yet.
So that I may get out and proceed with building.
Got ya.
That's why I think the path in the first picture is the best for us but judging from what BluWolf wants to do and just the general unknowns you might want to do something more like the second picture.
@vivid vessel @civic folio @rigid jacinth Hey other MBT’s. What are we thinking?
Currently we are trying to figure out where we would want to go, if you can tell me where you want to go that'll help me figure out a path.
I also don't know how many people get to jump out over 1 hex because if it's 1 squad per hex then to get everyone out you will need to fly over a lot more area.
@queen tendon best of luck to us both, hopefully we arent blown out of the sky :P
If you drop me off in 2716 or 2717 that's fine.
Hmmm, I personally was going to stay near the artillery line and provide defensive support. Both attacking any encroaching enemy and providing a solid unit to take any offensive fire.
I'm unsure with how this current ruleset does the grouping, I just know you drop along my flightpath.
I'll just have to rush to the front to lay bags then rush again to head sout.
I'll dig the trench
reuploading defense plan here so people see it
you'll have to put sandbag walls down first, then you put a trench down in another action(?)
That sounds good. Maybe we deploy in cell 2713 and move to the north mountains?
but thank you for helping out nonclue :D
Yes that is correct
I was thinking of going to 2818, and then either move up to 3018 to pressure the center, or swing down the 2919 pass if the Templar push down south is in desperate need of firepower
It's another action to upgrade
But seeing as it doesn't look like there is much in the south, I'll probably push northward from that position because it bypasses a lot of the bots cover
Though I do believe it is free for digging trenches
I'm sure we'll be fine
I can likely do that, if I try to accommodate flying down to near the light blue zone I'll probably have to start from one of those points. I am trying to accommodate as many of my passengers as I can so you all can get to where you need.
I think I'll Deploy in 2716 and move to 2917 to hold that location and give single target enemies a target to shoot at that isn't our logi trucks or artillery until we get a solid line set up.
it is
thankfully lol
I will say if you feel we'll get blown up doing something I am fine with you just saying we're not doing that.
Someone put the sandbag then I upgrade it to trench that's what I meant, mb
oh yeah sure
could coordinate with ingenitum (or any of the other engis when they see the message)
Maybe we can deploy at 2716. I think that’s the most versatile position.
That'll be good, my movement is little bit reliant on someone else holding the center to protect (what I expect will be) the main body of the BG
I'm fine flying through 2820 and some of 2920, just the lack of knowledge on what the top-left of the light blue zone could come back to hurt us. My fear of dying is less about me not being able to play but rather having all you guys lose the ability to play before you even can start, though I am willing to fly down there if that's really where you want to go (if you're only partial then I can look into more northern drop points for you lot).
Cool. Its agreed. We all deploy at 2716 and then move to wherever we want. One in north south and center.
Then we can have the last MBT backup wherever it is needed.
Well right now I'm just trying to get everyone in the HAT's opinion. Personally I believe that every signal in the light blue building is most likely friendly from how disorganized they look but I have no proof of this.
Well I would be more like 2718 to get into position faster buuuut sounds good to me
Though I do know Clutch was thinking about pushing all the way south around the mountains
Why don't I just up yours to trench
I mean practically the same. If you are going further south that sounds good.
Yee
Looking at what BluWolf wants to do it might be better to just paradrop in our backlines like this.
i would like to call the Southern push through the mountains...
Operation Christ and Combat
@rigid jacinth? #1382040428945211462 message
also... most of my stuff is named after songs so eventually ill get more creative
Should we ping a TACCOM about our plans MBT’s?
does it have to be a straight line? Because if not I'd request to be dropped on 2818 to follow Templar
I guess we just put in our individual orders when each of us gets the chance
Holy shit how big is Vinny
It's possible they are friendly, but lack of intel is the major issue here. I also think it's a worthwhile investigation but I do want hear what the other people in my HAT want to do as well. Worse comes to absolute worst I drop off some people up North and then if we get better intel on the South I fly those who stay behind down there for their own drop.
Massive tank
Big vinny
has to be straight im afraid as well as dont risk terrain or you take 1d4 damage
"Paradrop Infantry and light vehicles, infantry / light vehicles can exit in flight with no speed cost, but must be in a straight line through the aircraft's flight path. Space must be clear, if not then take D4 damage on landing. Vehicles are destroyed on a 4."
Sadly yes and I also want to support Templar.
Touching the middle building
More like bigsigdon
He is the TONK
damn
Is this the true power of the heavy refit?
Luckily we can arty civies by accident with no incident
MBT’s are looking to deploy around 2917 or 2918 and then we will move respectively to the north/center/south to fire on “?” units and provide support to artillery to get in place.
As it can't do damage
Map plan #1382040428945211462 message
also if someone would like to everyone thats infantry real quick... make sure we spread us groundpounders out.
I think myself, maybe 1 other grunt, a medic, an engi, and a PAI at most should go south with everyone else going forward.
Unless the taccoms can assume a LM or a LV can queeze that mountain pass gap with no issue
@soft agate anywhere specific you'd like to get set up this turn?
The question I want to know the answer to is if you can drop 2 or more infantry per hex because I imagine there is a limit as the HAT is still flying but also I feel like 1 per hex is very slow.
Getting the infantry on the trenches for a holding line that the bots can crash and die on sounds good
You'll only have one speed coming out of the tactical move, but with a range of two if they try to get close to where we are setting up our defensive line you should be able to get shots off.
This works mechanically
Yeah, from what I got most of us are ok with going south to support Templar but BluWolf needs to stay above the mountains for a bit to help with trench building.
I see where you dumped your Engi team
We got a range of 3…? Speed 2 so only speed 1 when we get through.
Might be a good idea for me to drive up and drop off the arty there
range of two, but other than that yes.
Pretty much every other number on the thing is a three lmao. Crew, AP, Hits, Armor
Tanks only range two
Silly question. I see infantry can paradrop, so could Engineers do it to or am I thinking into it to much?
they totally can
Engineers and Medics count as Infantry I believe.
infantry units can, the all encompassing idea of people being units
What range are we talking about? Movement or weapon? Because weapon is 3.
Okay.
"Crew 3, 3 Hits, Armor 3, Subsystems, Speed 2, d6 Canon, Range 2, AP 3"
All human based units have the tag infantry
Yeah, I am likely going to have to start at 2717 so that BluWolf can drop there. My question on paradropping would then be if all groups then would have to go or could they hold to jump later along the flight path. (from my memory paradropping used to be the droppees (albeit free) action)
Final Update: BG3 is going to Nery's Village this turn (18 Nerys : 17 Hill Mines, Poll Closed)
Good luck and godspeed 
If you are going to paradrop people then I'll still get out at 2716 or 2717 then just in case.
Ah too late to hop in
Best of luck
Missing out of Dwarven cooking
Anyone else also looking to work with us MBTs as infantry support?
Alright, I'm off the computer for the night but ping me if you need me. It's awesome seeing everyone active and planning
10-4
I plan to start at 2717 so you can drop then.
Make sure to add a little map on your orders, it helps the TCOs out a lot
10-4 putting in order now then.
Not necessary, but definintely suggested
I mean I feel they should be able to wait to drop later as it's not like the first person jumping is dragging the others out with them.
Oh before you go paradroping is one action yes?
We'll definitely take it back
Paradropping takes no speed
We have it back
"Paradrop Infantry and light vehicles, infantry / light vehicles can exit in flight with no speed cost, but must be in a straight line through the aircraft's flight path. Space must be clear, if not then take D4 damage on landing. Vehicles are destroyed on a 4."
It's a no speed action. So you can still do other things after it.
My bad squirrel moment.
Need thicker rubber tires
you do have to drop straight down, unless you have the wing suit upgrade
so keep that in mind
@vivid vessel @rigid jacinth which cells are you deploying from and to exactly?
btw can somneone ping me who is coming south so i have a rough headcount and also if needed can send people away back to the frontline?
I plan on going
WIP @sand whale
#1382040428945211462 message
MBT Battle Plan + Roster:
Aurum:
From: 2717
To: 2816
Bukshot:
From: 2719
To: 2818
Drinker:
From: 2717
To: 2816
Hammer:
From: 2717
To:
I also plan on going if we can figure out this flight path.
Shotgoon. [MBT]
Not set in stone
soz
I'm emergency kill everything that moves
Rushing as a Logi truck, oh god I'mma take double damage
Break glass in case of robots
💔
only if someone bothers to shoot at ya
@minor solar also appears to be down for going south.
alright so i ahve myself, a medic, one MBT... and what are you bastion?
Once I am on the ground I plan to head to hex 3016
Downside is that it makes me more of a priority
I am Infantry and so is Onyx.
Arrival turn: 2719 to 2818.
Second turn: 2818 to 3018 or 2818 to 3019
Or do you all think I should just move one hex and wait an see what the question marks are that you all find.
I haven't heard from our second medic yet.
so we have 3 infantry... that should be plenty.
no seriously we can have all of us go south someone needs to sit in the middle and do stuff in trenches
From 2717 to 2816 since I only have one movement point left after entering the tac map.
We definitely want to make attacks on this turn, and yeah you should be able to cover the engineers
My facing will be directly west, and I'll be able to fire upon the first enemy to enter within range 2.
We may want to use artillery to drive the longer range vehicles (my assumption on the larger question marks) into MBT range
Nice. Thanks.
I could rush action to keep up with the artillery, but then I'd be severely vulnerable and might end up being destroyed by the first enemy barrage.
Remember moving a cell costs 0.5 speed. Plus. Firing is a primary action and costs no speed.
Did I miss something? Reading the speed rules the movement is = to the number of cells that can be moved through, was there information that changed that for our tactical maps?
Ah. Must be my bad. I’ll see if I can find the rules for movement :)
My bad. I was reading actions instead of speed :P
It's cool. Just wanted to clarify.
Moving one hex is one speed.
smh my head
oh nalla is already going to help me with that
you gotta find another engi's sandbags to dig
@honest quail Should I rush to hex 3016 or should I move just one hex till everyone sees what those question marks are?
Wew thought I was way faster for a moment
you can say in your order you go AFTER combat folks roll through I think
then you can start putting down walls
We should likely bait the question marks into coming at us due to not being able to move deep into the territory
I don't want you to walk into gunfire afterall
And so we get attacks off first round
Cool. I’ve edited my planned order to fix my speed.
Still waiting to hear back from my LV transport @polar comet , but I'm keen to get in there. If any infantry can get up there with us to dig or start shooting that'd be cool.
I'll be ready and nearby to restock you in your defense building efforts
Copy that, thank you :D
Also, nice pfp.
This reminds me I totally forgot to add the image I was supposed to for my order
im gonna go do that real quick
I'm thinking of heading to 2917 to unhitch arty but that could put them at great risk though would be better placement for next rounds actions
Tried to contact my arty hitched but havent gotten a ping back
Ok, @reef merlin it looks like quite a few Infantry can paradrop per hex (or I just had a big misunderstanding) so I think the flight path can be shorter.
So something like this where BluWolf paradrops on 2717 and whoever wants to paradrops on either 2818 or 2920 although 2920 might not be completely safe.
Oi! I pinged you first! (Though at this point it might as well be ancient history)
As far as the plans go, that looks great. That is basically a path I was going to use anyway
Do not forget that the only passage we can go through is in hex 2919
@snow python Hey man me and a few other units are planning on doing a push on the southern flank since you hitched to me that good to you?
Getting a pincer on the south side seems like it will be quite effective with the other bg
Shit, sorry. It didn't do the thing.
Do you mind doing g a order check?
Callsign: BluWolf
Unit: Engineers
Carrying: 4/4 Small Supplies
Equipment: N/A
Order Type: Paradop, Hold till battle force moves and rolls first, then Order Rush
Movement: Paradrop into 2717, hold till combat units get ahead of my unit, then proceed to Hex 3016
Start Coords: P/F'S Cargo hold
Ending Coords: Hex 3016
Facing: Middle of trees facing towards 3117
RP:
Current thought for Christ and Combats plan in the South.
We set up at the Blue line then have a chance to assault along the red arrow.
Thoughts for first impressions?
Where are we dropping. The coords are needed for the order.
yo templar, I'll be dropping in with you and I have an IFV with another infantry following up
Hey Dwarves
LM Draken and I were thinking of either pushing past those vehicles and scout the northern side of the mines, or harass them while they're in range
Do you guys have a preference for what you'd have us do?
I’m in a VTOL who’s gonna drop me off.
Recommend you appear on the long line somewhere whether paradrop or just dropped off then move south.
You should be okay to double time in theory
You probably should scout and harass whatever goes north. If we don’t have anyone go that way, you’re the only thing slowing the bots down up there
I also have a Vtol, I can drop in at 2920 also
If you’re VTOL then drop on my position at 2920.
Otherwise hoof it the other way and act as a reserve unit in case something sudden happens
alright I'll drop in at 2920 with you
I'ld drop at 2718 and move along the mountains to the blue line in the south.
Roger, we'll do a drive by on those transports and likely end our movement in 3415/3416.
Godspeed 
I'll be dropping on 2718 or 2818 depending on P/F's trajectory and meeting with you guys on the way
Like this
That might be a good idea as well.
Just realize if anything happens we have a whole impassible mountain between us
This looks good.
Sorry, was doing other stuff.
Can't you still do your action though?
For sandbags
oh wait hold on @night quarry we're speed 1
I don't think you can go that far
We could do it so that those in VTOLs go were you drop and the rest move along the mountain towards the blue line. Picking off any hostiles on the way.
Well rn the only confirmed ones are ahead of 2920…. So when we move into the trees for cover, we’re gonna run into them in the light blue and on the way to the green
Rush doubles it.
Unless I'm mistaken
Ending Coords for me, if i go along with my plan, would be 3319. Meeting hostiles there.
So I would have a speed of 2.
Is there anyone that wishes to work with us MBT’s?
We could welcome infantry support.
if theres 3 going south and 12 in total of normal infantry, should be able to find the other 9 going eastward
Any going north? I’m thinking of looking toward the “?” On 3213.
That’s all good
An LV is headed that way but as for infantry you may need to ask around
@wintry swan Do you have any ideas for our deployment and where on Hill Mine we should try to cover? I want to stay together for survivability.
What is our overall plan for defense of hill mine? How many trenches do you think we can get away with?
As many as we can build
So my idea would be this.
Drop in yellow - move along the first Red line - find out what that large signature is (Orange btw, fight it if possible or needed) - move along Red line - same as first orange - meet up with the rest for further Mission targets.
As outlined several posts above
Thoughts
Sandbags planned to go up in your path on 3018 atm, so you can pause there for cover
Would be a two turn move though
Turn 6 Order
Callsign: Onyx
Unit: Infantry
Carrying: N/A
Equipment: N/A
Order Type: Paradrop
Movement: loaded inside HAT P/F, drop and advance
Starting Coords: 2718
Ending Coords: 3018
Facing: 3118
RP: follows
Can someone proof read this. Thanks.
Aren’t there hostiles in 3117?
That is why i am stopping at 3018
In the hope i am not alone
our current defense plan but we hopefully can defend the entire city once we gain control:
#1382040428945211462 message
But don’t worry! You’ll have tank support! (In a turn)
Oh trenches nice
Cool. You have 2 MBT’s in 2816 and 1 in 2818.
I agree. Since we have no idea what the enemy units are, I want to ensure we avoid walking into a flak ambush. So let's fly conservative this turn and loiter around 2816
thoughts?
So first movement is T6 for this turn and T7 maybe for Turn 7 or 8, depending on enemy movement.
For me
Feel free to join in though
By the way. What do the map colors mean?
For me:
Yellow is drop/start zone
Red movement
Orange hostile contact
Those are just my map colours. Doing this via phone sucks.
Ah. I mean the colours on the tactical map.
The blue/green/light blue and so forth.
random question, when I dismount from a vehicle for 0.5 speed, can I still advance into another hex with my remaining 0.5 speed and be on the edge of it?
Assuming you get dropped off in the middle of a hex yes.
What do you think of the plan above?
This one?
I'll need to start at 2717, but I move at speed 7, meaning I could move down to 2715 to fly straight along to 3018 or maybe 3118.
3018 would be good, avading some hostiles in 3118 and 3117.
That plan works for me, I'm hoping if you guys paradrop along that line you can land North of the mountain to avoid any paradrop damage.
We can get MBTs in range to fire at 014 through 018
Also been cooking tonight just got a moment of break
So do we got a flight path?
Good Idea. Means we can launch forward next turn one what assets the bots have are identified.
Exactly, we'll be in range to engage any of them
Super greasy double American cheese bagel burgers with seasoned home fries
I’ll go 2816 facing 2917 so if we have to avoid the central bot build up we don’t have to fly over the fortress to the north that likely has AA.
If you guys are fine with it I can do this route where I drop Blu off at 2717 (and anyone else who wants to drop around the North. and then you guys can paradrop along the diagonal route (I presume, as I think we can space drops like that).
I may actually want to cut it at 2919, just so we are 2 hexes away from the nearest ?.
Turn 6 Order
Callsign: Onyx
Unit: Infantry
Carrying: N/A
Equipment: N/A
Order Type: Paradrop
Movement: loaded inside HAT P/F, drop and advance
Starting Coords: 2717 drop at 2919
Ending Coords: 3018
Facing: 3118
RP: follows
My Order would then be this, that ok?
Looks good to me.
Good then imma Post it in the orders channel
@dry wraith @willow lantern @odd valley @night quarry Just want to make sure you guys see this flight plan.
I'm cutting it at 2919, so some may be a little behind, sorry but I am a bit fearful of getting blown out of the air.
Can we drop directly on 2919 or do we take damage?
There isn't much safe terrain for me to fly over.
Wait, so 2818 is also risky?
you need just a hex to paradrop so as long as theres 1 open you should be fine if i remeber right but ask a taccom if you need to to be sure
@queen tendon we need some info here if you have time
So dropping in 2818 seems better
It's because I was planning to drop on 2818 or 2719 and go through 2919 to join with you guys. But, if I take d4 damage landing on those, then I'll have to land on 2718
as ive learned... better safe than sorry
because if you take 4 on that drop youre dead and we cant afford that to happen
That being the case the flightpath could look more like this.
I’ve been summoned?
Yeah
We need some info about Paradrop damage and limits
We're wondering if paradropping on 2818 would deal damage
Infantry can dig in the trench I believe, with their primary action (I can to cause catch these hands 
Don't forget we need a unit or two for the northern path.
No, the blue and orange will deal damage if you land there
So green is safe?
🧸 in mind, there will be 4 light mechs at least there as well
Green is safe
Perfect, thx for the help Axx
So 2919 is a safe land?
Yep yep just an action. I AM ANSWERING OLD QUESTIONS ARNT I. SORRY
So 3018 is good to drop?
my bad thought anything in a hex was bad mb
Also look at the unit size in the hex, you don’t take up the full thing. You can be precise with where you want to be
IF YOU HAVE BAD JUJU VIBES. Just say no. Trust your gut instinct on this
That's what I had assumed it was (I remember seeing that hexes were more like guidelines than the whole thing, but I could be misremembering that).
Oh, that is nice
2919 is mostly safe. I believe the mountain part that’s not green is treated as out of bounds. Like you just can’t be there. So I image shack would have you take damage as you tumble down the mountain. But that’s just my conjecture
Yeah, I've drafted a path that doesn't put me at risk (or so I'm praying), I am never doubting the ability of the enemy to have AA ever again.
So we land at 2919 and advance to 3018
I already am with my construction point, so your free for sandbags at another location, or something else you wanna do. 
I can hear this and I love it
If you remember C3 where we had the big grid squares and those were just coordinates, you could have as many units in there as you could fit. Same deal but hexes this time
Friendlies put up green smoke, it was asekd of them. I wont ASSUME everything else is unfriendly, but more likely then not
Hello everyone here are the plans for the MBTs.
WIP @sand whale
#1382040428945211462 message
MBT Battle Plan + Roster:
Aurum:
From: 2717
To: 2816
Bukshot:
From: 2719
To: 2818
Drinker:
From: 2717
To: 2816
Hammer:
From: 2717
To:
I am treating this still as a recon phase tbh
Thanks everyone and good luck 🍀
I'm willing to risk it on 2919 as I can't die if we do take damage and roll a 4 I don't know if Prayers would want to do that.
Yeah, though those grids were a bit larger. My flight path intends to be a bit more north of the mountains (as drawn), so hopefully that will be recognized.
Hey Nalla…
My newly made Operation Christ and Combat is on the move :3
hopefully we don’t die instantly
I’m going to submit orders soon. 🔜
I trust nothing that isn't directly shown are friendly.
I prefer to play it safe and drop on 2818, personally
But for you it's not that big of a problem
Due to lack of speed 2816 may be a good space to safely unhitch my arty and give them good cover
Yeah, I'll have a medic to heal me if my guys all tumble down the hill to your feet.
So maybe a flight plan close to this?
Turn 6 Order
Callsign: Onyx
Unit: Infantry
Carrying: N/A
Equipment: N/A
Order Type: Paradrop
Movement: loaded inside HAT P/F, drop and advance
Starting Coords: 2717 drop at 2919
Ending Coords: 3018
Facing: 3118
RP: follows
So this can be done?
Seems good
It's good, I'm drafting my order as well and that should be legitimate.
If you land in the blue you’re fine, if you land in the red I’m guessing you’ll take damage (or be routed to the blue where it’s safe). Reason being you can’t normally traverse in the red area so I would imagine it’s treated as rough terrain
The blue pencil drawing, not the building (I should’ve used a different color)
You're good, it was understandable
Removes your cover and makes you a priority target for Some enemies. Would not recomend rushing anywhere close to shooting distance of an enemy.
If they are jumping out along the diagonal line you think it'd stand to reason they'd hit the blue zone then?
Yup, looks good to me
Adding onto this, deployment right now is probably the perfect time to use rush to get closer inside the map while we aren’t in immediate damage
Apologies if I’m retreading ground you’ve already talked about, trying to catch up on everything and also it’s late
Rest well when you do
Very nice! Seems like you will be dropping of @haughty mauve and me
Okay caught back up. I'll check orders in a moment and draft mine up since I'll be driving more tomorrow
Side note, we took back first place in messages.
Alright, final order check please.
Callsign: Onyx
Unit: Infantry
Carrying: N/A
Equipment: N/A
Order Type: Paradrop
Movement: loaded inside HAT P/F, drop and advance
Starting Coords: 2717 drop at 2919
Ending Coords: 3018
Facing: 3118
RP: *The HAT P/F shook during the flight from Elim City to the Hill Mines as Onyx-1 looked at the Tac-Screens he saw the dropzone inching closer and closer.
"This is it people", he said, "time to drop."
They got up and prepped to drop, Feet first into Hell.*
This good for our Tac-Coms?
I am so nervous
Order type would be advance
Everything else is good then?
Looks good. Yup
Alright then. Here goes nothing
Tac coms will always reach out if there’s an issue with your orders. We won’t just go “well this is wrong you get to do NOTHING”
It was meant as the Impression
I know you're all nice
To an extent
Lmao
Okay you guys got anything else for me? It’s closing in on one and I gotta get to trying to sleep here soon
First actual order. Phew, i am so nervous.
We should be good, thanks for the help mate.
No problem
Nah get some sleep man
Feel free to ping me and I can check in the morning.
I know it’s a lot of rules, so working through them as a group always helps
Callsign: Aurum
Unit: MBT
Carrying: N/A
Equipment: N/A
Order Type: Advance
Movement: Advance into the tactical map of Hill Mine from 2717 and advance to 2816. Making sure to aim cannon at 3117 in case of potential enemy movement. Fire if they approach forest.
Starting Coords: 2717
Ending Coords: 2816
Facing: 3117
RP: The tank crew of Aurum approach the hill mines as the green lights of the flares flicker through the sky. Sights ready and engines spewing smoke they advance with MBT Drinker ever vigilant for possible attacks.
I’m sending this in now.
👍
@rigid jacinth when are you thinking of putting in your orders?
Good luck!
Now here's hoping there isn't any AA.
Good luck Lads
Alright post in. Off to bed.
would you be able to drop me off at 2818?
also. I might not be able to post till after deadline tomorrow
wont be getting off work till an our after cutoff.
@frank grotto , any updates to where the IFV's are heading to?
Unit Call sign: Driver
Unit Type: Logi truck
Carrying: 10/10 Small Supply.
Tow: Deleter
Equipment: A dashboard full of food
Order Type: Advance
Starting Cords :2717
Ending Cords :2816
Action: Unhitch Deleter from logitruck facing 3137
Still waiting to hear back from deleter
Thanks for the help.
But figured this would be a good place to drop them
Gonna be hella busy tomorrow so typed it up now
itll be fiiiiine
Hey guys 🙂 Sorry for the intrusion, I come from Fluffles. Since you guys are coming to Hill Mine this, turn we should probably coordinate our attack. Are you in range to attack anything this turn?
Of note, if your fighters want to reload after attacking this turn, they could land on the Triple this turn, I will be in atmo with two hangar slots free for one turn
Well we'll be landing in the west side and we'll have forces going into the southwest corner.
We plan on pushing directly into the city
This is just a defense build plan but it gives a general idea
Is Fluffles going to be playing defense @lyric forge ?
Our goal is to sweep the city, save the otters, and hopefully take it within a few turns.
From there we can push on / fortify Hill Mine.
can the arty players make the assumption that all unknown targets without the green flares are to be treated hostile?
Nope, but you can put in an order to bombard an area, if it isnt identified by the time your turn comes up for shack he wont let you fire
I think most of the targets up for artying will be ID'd due to our frontliners going up to see / shoot at them
Should be okay
copy, im going to drop my post to bombard 3137. im also assuming that IRON can drop me off at grid 2818 since he said that he was heading south.
I'll send you the plan once I'm back to computer. In a couple hours. But in summary we plan to attack the bots as much as possible. We'll scan the bots and send our fighters and bombers focusing on the ones attacking the buildings. And our ships are also joining in
The mechs and light vehicles are scouting
Do you have enough troops on the ground to do that
oh okay
I don't know your composition that well
so im assuming mostly aerospace stuff
Here's very preliminary one. Circles are scan, red line is aerospace path, red cross is Triple S dropping to low orbit
We're mostly air yeah. Just a few light vehicles and mechs for scouting
Okay.
So we need y'all to actually do the extraction, but we can provide good firepower this turn already
3137 is off map do you mean 3117?
extraction of the otters you mean?
Yup
yeah we'll try and push that westernmost building with green smoke on the first turn of deployment
yes. im tired
hopefully by next turn we arent bogged down in too many firefights (I dont think we will be) but we should be able to get to the other green smokes
We are starting on the lower left side, we havent been given a specific set of entry tiles
central west, southwest
that area is where you can deploy
Id say map edge from 2720 to 2717
alright. i'll get my post in now. if I need to change anything for any reason. it'll have to happen after deadline though.
So far it seems like we have plans to drop units south and likely pincer with y'all the units down there. Aside from that we are digging in the west and raining hell on them
Unlikely going to be able to set arty down in 2917 unless I or other Logi trucks rush order. Might not be worth it as it will expose them to quite a bit of fire depending on the range of their units. Best I can do on normal speed is 2816
@civic forge if anything needs changing. tell me. Hopefully I can get to my phone at lunch tomorrow
Wondeful. Now we need to get Foxbat into it and we should be able to deploy. Since Foxbat has the rappeling gear, he doesn't need to land. And I can just jump out
before I go to bed. I want to ask something so I can understand a few thing. since ELIM is cleared of hostiles. we get to go straight to the Strategic map to move to the hill mine and since we're speed 2. and hill mine is one one Strat movement away. we are still able to transition into the TacMap and do our movements and orders? am I understanding how this is working correctly?
wherever your arty wants to be set down / wherever you are okay eith going is fine
So we get to use 1 movement to move from Elim to Hill Mine,
If you have movement of 2
That leaves you with 1 more tile to move on the Hill Mine map
Yee haven't heard back so gonna submit now and change it later if they hit me up tomorrow
12 hour shifts and it isn't easy to examine maps and follow the planning on my phone.
But I was thinking that spot between the two rocks and the building at the top of 2918 looks like a nice arty hole. Plus 2918 allows the big structure to the south to be in targeting range. It's out of range of 2917.
How does turn order happen?
Like, I'm a medic, so I can only heal somebody who's injured. Can I put in an order like, "Heal nearest unit if they get damaged this round"?
Or could I only heal them from the start of the next round?
Actually, on that same line, can an engineer build a sandbag wall and have an infantry unit upgrade it that same round?
Turn orders are simultaneous, so your healing happens around the same time as all the damage every round. I did get confirmation a while back (so could be outdated) that if a unit your healing gets brought to 0, your healing applies still and keeps them up.
which would imply that your healing happens just after damage, which makes sense.
It does say 'Target' wounded unit, so you might have to pick one to focus on rather than 'do the closest one'
Totally understandable! Nothin' against ya. I can get you to that tile but won't have the speed to unhitch you myself without a rush order
Also, last question, do I need to be in the same hex as a unit to heal them?
Or an adjacent hex?
I'm guessing the former since medics have no Range attribute
You would have to be very close to them, within about .5 hex distance around you,
You arent locked to the grid
Ooh, does that mean I could use 0.5 movement to just move half a grid tile?
Indeed you can
Edited my order for ya deleter. I should now place ya at the top of 2198
You will need to spend speed to unhitch yourself
I believe that shouldn't effect your ability to shoot
Do you already know what your fighters are doing?
I don't think we have talked about them yet
This is the map attached to their orders
Ha
Hmm, could you convince them to coordinate a strike on the hostiles in 3216 with Fluffles fighters
Here's the plan from our side for now. That doesn't include ground Troup movements
@wintry swan @indigo willow what are your thoughts?
Btw if anyone asks why I’m double timing into forest I’m hinging my bets that the ruins are either filled with melee units… or they won’t roll high.
@queen tendon so orders are due today, but what do we put since we dont even know what he we have landed in?
What do you mean by “don’t know what we have landed in”?
Oh, with your order. I just noticed some errors. Technically your order type is “rush” but that’s not as big a deal. Your starting cords look good but your ending cords and facing cords aren’t correct. I’m assuming it’s supposed to be 3119 & 3219 respectively. But you have it as 1319 and 1329
@chilly bridge 3117 is a little close for me without any other support. I'd be willing to take you to within a grid of it perhaps, and you'd have to walk. Unless we're going with a whole party. I don't want to get knocked out on planetfall 😛
We don't know what those are. We don't want to fly into potential flak coverage or waste precious ammo on ground targets
What grid are we coming in on btw?
Oh, yesterday/ laat night it was said that we know vaguely we are coming in in the southwest of the map, has that been updated?
That works for me. We do have 1 Speed each and since you will have to hover to let Angi disembark, it's probably better that way. @haughty mauve
@lyric forge
Noted
Do we have any other Inf dropping from VTOLs?
Thank you
I'm a bit OOTL
Although, how would you guys reload your fighters either way
Southwest side. It’s not a precise location of “you have to enter exactly here”. Shack told us to go off of where it looks like the strategic map line comes in. So I’m just saying the range of 2717-2719.
Also, if there's any flak in The area, our guys will already have tanked it, so you shouldn't worry about that
I just read the midrounds. Friendlies are green smoke on buildings. Got it
We split into two BGs so that we can resupply ourselves + our fighters by having the smaller logi group leave the hill mine and go to the airfield
Do you get any advantage for being on buildings?
@chilly bridge @soft bloom I am ok with that. Don't want you to swatted of the sky. So to clarify we are getting dropped off at 3117 this turn
Ho I see. So it's one fighting group and one logi group?
I'm trying to figure out where I'll drop you
Smart
I’m going to 2917 and dropping my engineer off there
But I'm aiming in that direction
Well in any case, your fighters have a landing spot this turn on the triple
If they want to actually expend their ammo
We can reload them
Do we know the range of AA?
We don’t know if they have any tbh
Not saying they don’t, just saying we haven’t encountered it to really say
Yup
But our fighters/bombers are already taking the risk
We ain't taking the risk of more civies dying for a hypothetical
Although I understand the want for precautions
How long are you staying? Because they can’t land and take off in the same turn. So it would have to be fire this turn, land next turn, take off the turn after
They can fire and land in the same turn
They can’t make it to you this turn
We're leaving as soon as the situation is in your hands proper. Hopefully next turn
I'm not on the map yet, so I can drop in a place where they would be in range
My concern is this
Well it’ll be up to the fighters themselves, but knowing they can rearm would help I assume. What do you think @wintry swan?
They’re offering you a resupply (also we can specify I want to fire on only air targets I’m pretty sure)
Very fair, I pointed that out as well yesterday. But we’ve got hits now, I’m sure we’ll be fine 
I really don't think there's any air targets on this map. They seem mostly ship bound
That’s probably true. He was just worried about wasting ammo on ground targets before you offered a resupply
We can infer these are either vehicles, emplacements, are large groups of infantry based on previous midrounds and sensor pings.
Perfectly understandable
I'm leaning towards enemy, as the friendlies have already marked their own locations
It's still too risky to walk in blind imo
My thought process is this: If I can squeeeeeze into 3116 on the roof, I can drop both my PAI, and potentially rescue the civs on my next round outta there. I can take fire from one squad ez. But if we're looking at 2 AA Just outside of 2 distance I'm kinda cooked
Don't want another airfield incident
nahmean
We've got 3 green smokes
My goal is to create a connection to the civs in the green smoke close by 3117 and potentially divert the enemies attention
They're on a rooftop
We could possibly clear the enemies at 3117 (or at least distract them) while the civvies get to our defensive line at 2917
Then have VTOLs go for the ones further in
I might be dumb a little bit
I think unhitching is something we do anyway. Hitch and unhitch is counted as part of our deploy action.
Same xD
I might move up to 3017, so I can jet over to 3417 next turn, land to pick up those civvies, then take off
Oh my
But yeah, that's the plan then. Take the heat of the civvies so that you guys can pick them up
Would you guys accept a 3017 drop?
I could move even closer, go to 3116
There's strength in numbers, and that makes me more comfy
I don't have a map rn, how far away is it?
3116 >_>
one tile over 😛
That works for me then
Beat me to it
Don't forget that our fighters will take an AA fire that might come, so you guys should be safe
How do you figure that?
I’m not saying that it’s the same, but our AA all has a range of two. So 3117 should be safe
If the stuff on the mountains is AA
That's a lot of ❓ within 1 distance of 3117 though
We'll be there before you, and all four our fighters and two bombers are flying into this question mark potential range
Yeah, there’s also two mechs there already
I refer you to my previous statement
I might be dumb a little bit
I did Saving PVT Warli with you, but I had a few rounds to gain some unearned confidence. Not turn 1

It seems decent...
Actually turn order seems done based on which taccoms sent maps first, so you might play first
It’s turn 6, I’ve got that confidence already
We’re coming in from the west side 2717-2719
Damnit
I'll go 3117 if you do
But I'd feel more safer with 3017
And then I'll pick up the friendlies at 3116
Final offer
Also, we're sending our fighters in pairs to increase the amount of hits they can take if that helps
What are the black zones on the map? Non-passable terrain?
3017 vs 3116/3117/3118 is the difference between getting a tile away from the pickup spot and hovering in place
Correct
Hmmm
You right
2919 coild be a good arty spot
Ah i see
Hmmm
Okay hoq best could i use my spider mines
(The anty infantry minefield upgrade)
We have 2918, 2816 as arty spots currently
I saw those
Mby 2917
Set up at those rocks
Minefield in front of me
Ok, so landing at 2717, and then moving straight to center, and tanks only get speed 1, meaning that I can only move 1 hex atm, right?
2917 is about to be a fortress, a trench there and mines? Hell yes
Correct
Okay perfect
Do we have any forces moving around 2818 atm?
@velvet scarab we headin to 2917, drop me off at those top rocks
Yeah, but what I mean is if I' able to do that without hurting my unit by using the Jump Pack. I can't remember the rule on damage for paradroping in an urbanized area or forest.
Keeping in mind I don’t know everything. What I do know is that we have a group of people heading south through the mountain pass. We also have a HAT deploying infantry along the 2719-2918 line
1d4 damage normally let me check if the jump pack affects it
I don’t think the jump pack would negate the jumping into a forest damage
But that’s a weird use case that hasn’t been explored yet so I can’t be 100% confident
So much information?
Yessss
So it wouldn't be clever to jump into the forrest, but to use the rapelling rope
I mean we only have checks the roster 59 people
Can he jump from my VTOL at any point? Similar to airdrop
You could get out the hex before and walk into the forest lmao
Its also like... im an MBT and apparently a very important asset and I dont want to do the wrong thing and go where I'm not needed lol
Or only when stationary
You’d have to say “I stop here to let them out, then continue moving”
Unless something has massively changed from the last campaign yeah it’s fine
i member i member
Yes
I can leave any flying vehicle like a paradrop
But, I don't want to be inside the forest in the first place. xD
@soft bloom I think I’m going to end my turn at 3118 and hope that big question mark isn’t AA
Does not seem worth the risk. There's no reason to rush in immediately
And I'll assist you guys goin north to the green smoke?>
Can we fly togedur to 3017
Ok, I need someone to help give me direction, where will I be needed in terms of the front
What's your route of flight
It's your choice!
That way I can land, pick em up, take off, and get a tile away
I just woke up, whats the plan so I can put in my order?
I'll talk with @brazen helm, have any of the other engies said that they're going to place sandbags on 3017 facing 3117?
There is also a southern push which Templar is leading through the small gap at 2919 and jnto that forest.
And our fluffier friends jn the other side of the map are going to continue harassing north
HEY IMOORTANT. NOTE
@haughty mauve @chilly bridge How do you feel about dropping in 3017?

Also where on the map do we enter?
We are entering from the left edge so 2715 south to 2718 ish or so
Aight, im gona ask my inf if he wants to breach a building
#1385617719466135714 message
IF another engineer was bored this turn. Please build a connecting like of sandbags from the blue building diagonally through 2918 to connect with that trench line.
This js a defense request not an order or anything
That'd be amazing^^
I’ve been saying 2717-2719 because the strategic map shows the line on the bottom half of the west side
Sooo... Do we actually know or are we just quessing?
Shack said to just go off where the map looks like it would spit us out
Ah… it appears I do….
Just delete and resubmit. It’s no biggie
Should be fixed now
As soon as Teddy okays it, I'll submit my order
@queen tendon You've got your fancy paint.net. Do I have enough speed to go drop them in 3017 and take the long way round to 3116 and land?
We have 4 total right?
Unit Callsign: Spudgun
Unit Type: Artillery
Carrying: 2 small supply
Equipment: Anti-infantry minefield
Order Type: Hold
Movement/Action Tracker: unhitch from Logi Truck Trucker @placeholder at grid 2917
Deploy
Primary Action: Bombardment grid 3117, Place down minefield facing 3017.
Starting Coords: 2718
Ending Coords: 2917
Facing: NE
RP: "Its time to get the spuddin goin. We gettin hitched to them rocks and gettin a bombardment goin."
This a good order?
just wanna double check it
Works for me^^
I don’t know, I’ll check in a bit and go through discord messages
I am ok with it. Ready to cause some mayhem. I am hoping I can get a charge in and tie up a bot unit
this is the hex me and nalla will have our trench in right? do you need us to move
im unsure how trenches interact with artillery
im fine with being behind it, and the minefield makes it even more dangerous
I think vics are fine with them dunno
wait we’re getting a minefield?
I am so happy
i have anti-inf minefield upgrade ye
“When deployed the crew sets up a small minefield 180 degrees around their position. Can damage 1 Infantry unit for D4 Damage when stepped on before depleting the field. Has Stealth Tag. Area must be clear of structures for field to be deployed. When moving the minefield is taken with the unit to be used again.”
awesome
I think the trench might interfere with the minefield(?)
Depends on the orientation
I’ll look into it more. I just noticed that
when it said structures I suppose it could mean player built stuff too
could ask shack whenever he’s online
or staff
Formation for marching
6
11
2
Bottom Left
I wonder how large the minefield is, surely it’s not the entire hex
So like if you were in the back of the hex and put it forward?
Or you could set it behind you
works for me
Btw we are currently winning the meta game of most posts again. Atlas is the nearest competitor.
@queen tendon do we have the map yet of orders in progress? I feel like that might help me better gage what im doing
Nope. I wanted to but my free time is very limited rn and most of it is helping people on here lmao
@snow python the coordinates on your order don’t make sense. Unhitching at 2821, but ending at 2818
There was mention of long range rockets in the earliest midrounds so im expecting some LRM AA around somwhere
Im working on the combat one rn so ill post it here when ive gotten going properly
Im panicking lol. What is the strategy right now? I see some people cutting straight east going north of the structure, and then some people going south into the mountain range
We’ve got nearly 60 people so we have to spread out to some regard
There's two groups. Templar is leading a group south through the pass to the forest.
There's another group. Dunno how big.. thinking of going north over that top building. Qnd then a bu xh of us just gunning straight
I think the majority of us are going to head straight east, developing trenches and defenses as we move
Mind being dropped off with Grnoble squad? Looks like they are flanking around the mountains and the back up seems like it could be good
I might run south then into the mountains and run escort on with that group down there, I see an IFV going that way. Is there an Engie going that way too?
Not that I’m aware of
Hmmm. Might be unsafe for me down there then
Fuck it, we ball. I'll run east with the main force, I at least know there is an Engie going that way
I don’t believe VTOLs have the ability to pick up LVs right? I think I remember that being discussed but don’t think it was picked up
No, that was a Lussan thing. The Multipurpose VTOLs could
Instead LVs get to paradrop from HATs now
@restive root reminder buddy to look in here when ya get a chance
So just checking to be sure, we can use rush coming onto the map in order to get a little bit of extra distance right?
Are we officially starting in 2717 or 2718?
The range is 2717-2719
Most are 2717 though
Current 9/18 on DM and 17/41 on DF
Little under halfway there
Feel free to ping your battle buddies (within reason)
Alcon,
I am from TF Fluffle. Will be moving evasively in dangerously close on a hill at grid point 3420 to unknowns on the high ground to attempt to get better visual for you all.
Please dont rain hell on my hill.
🤣
#1385616771968536736 message
so, fairly sure VTOLS cant use evasive?
Correct, but he’s an LV
oh im talking about a different order xD
You’re correct. VTOL don’t have evasive
Im sorry guys i had to move across thew country for work yesterday, where do you want us to go
Most of us are headed east, if you wanted to join in. Starting 2717 and ending 2816
that sounds great. So we spawn on the left side of the hill mine map?
Correct
Sorry! Moving quickly and im trying to catch back up
I think some infantry will try to rush 3017 while an MBT may fire upon it if the infantry IDs the bots. You can try to move in after they do. I haven't seen any orders mentioning sandbags on 3017. Sorry it took me a bit, I was on a walk.
Since you’re here Gears, I figure I’ll let you know. I’m thinking I’ll probably delete and resubmit my order, no change to anything related to you. Just going to move a little bit further in
So if you see an extra ping, that’s why
Copy that, you sure you want to move further in?
We don't know about AA capabilities, but ofc its up to you.
Good Afternoon. What did I miss?
Not much, just planning n stuff
orders getting turned in
trenches being dug
Will support you with extra firepower. Let me know where you want to go. (Preferably the trench line or near the north.)
That looks like 5 total hexes to me
I want to get closer so I can potentially jet across and pick up the civvies next turn.
AA is scary, but they either have it or they don’t
there is a trenchline?
is 2816 close enough?
@jovial crypt where you the one wanting to check out the building at 2817?
I am noticing some orders that aren't giving a facing btw people plz remember that
Does cardnal count or does it have to be grid?
as axx says grid preffered, but cardinal is fine, or say, 'facing green smoke building' for example. Some instruction that is easy to understand
I mainly ask because MBTs have range 2, so I have a bit of a wider field of fire than looking into 1 grid
your facing doesnt have to match where you shoot, its about where you can be flanked from
…. How did I manage that?
Oh we're back to doing hexes and not straight lines?
Fixed
you can fly wherever but the total length of that line is the hex distance
Hmm
i feel we need to check whether vehicles can actually fit through this mountain pass in the south xD
its getting very squishy down there
So… how many people are moving south now? I’m a little concerned thing was meant to be small lol
@royal minnow btw since my order is posted you can do yours have fun
I might go for a trench at 3018 facing 3118 because I don't see any orders of people going to 3017
My buddy @restive root is playing an Engi and will likely need help figuring out what to do and how to do it

can we get the order template message pinned in the orders channel?
Also, what's the list of "Order Types" we write down?
You can only advance
Evasive is limited to LVs and Light mechs iirc. Maybe some upgrades as well(?)
Oh, ok
@silent glade does the
emoji on my order mean something is wrong with it?
Fighters also have it
Correct, you have your order type as evasive
indeed, as axx said, vtols cannot go evasive
Just to recap what is happening. We are moving to an active combat zone this turn.
So, if your unit has more than 1 speed or is being carried by another unit, you may put an actual order in. If you are being carried in, you can assume you have your full speed. If you are moving yourself, you have your max speed minus one.
We will be appearing on the hexes 2717-2719 (west side) of the hill mine map: #1382040428945211462 message
Orders are due at 6pm EST tonight aka <t:1752098427:f>
im begining to think i should have used a different text colour xD white does not show up so well
Check the replied message
@dim vortex @restive root @velvet scarab @cosmic canyon @lean notch
would this allow me to engage some of the hostiles in 3117? im looking to assist oilsins after my move order
You’d be in range to attack them yes
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@tired cairn @dreamy glade @royal minnow @haughty mauve @dry wraith
Where are we on the map? I saw Shack posted the BG had landed
We are going to be strategically moving to the hill mine map. We’ll be appearing on the west side
I’ll edit my message
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@vestal mountain @candid nest @cedar coral @fallen yarrow @wise oasis
VTOLs can land on roofs right?
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@sharp canopy @fading dune @silent glade @soft agate @dusk prairie
@fallen yarrow do you want to try and get help to the civvies?
They need rappelling ropes to allow infantry to go on roofs
I believe that we are trying to get the civvies in 3116 to our defensive line at 2917 this turn. If that helps you plan at all
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@silver widget @proper plank @terse merlin @polar comet
Ope. Sorry for the ping Tigris. I didn’t check the orders that had come in while I was going down the list
11/18 and 26/41 with 5 more hours to go. Better than last time
Correct
thats not good
I mean
its not bad
but for our first combat turn I'd hoped for more
maybe next time there should be a mass ping at the start of the turn
I trust too.
Bahah I saw you pinged him. Texted his ass myself. Then right under saw that he put in an order
The legendary double fumble
That’s awesome
@sharp canopy you said in the order text you place sandbags on 3017 but in the image your sandbags are on the line at 3016/3117
was this a mistake
Like I’m sorry to do the extra pinging. But it is funny
Ahah yep, alright I gotta pester my other online buddies into looking
Tho time zones and all that
(mainly trying to stay distracted from a big interview in a few hours)
@opaque aspen I built my orders to give movement priority to where you want to end up. So feel free to be specific. 😉
thank you for catching that, I believe I have fixed it now
Bahah that is a good way to put it @terse merlin good work
It takes a Speed movement to unload and take off again, doesn't it?
That will do if our goal is to clear the forest tile at 3016, then advance to hold that forest next turn.
Yeah im being hauled, can a logi make it to 2917?
sure, where exactly would that be, so I can write a disembark order?
Do these civvies or anyone else need supplies, and can a HAT airdrop supplies
I have managed to be away from my PC which has my planning (and the rules) on it for the second time, hopefully should be back before orders are due
Depends if you feel gutsy? We can try the ones at 3116 but you'd have to walk to them. Might be better to land the medics somewhere safe behind 2917 instead.
Yeah they can, you’ll need to coordinate orders with them though. There order is in, they ended at 2917
Congrats and good luck man 
Appreciate it, if I land it tho I am gone for 3 months
Unless the minefield interferes with the trench being made.
Will need to do my best for orders if that is the case
@sharp canopy have to ask you to resubmit your orders. We aren’t allowed to accept edited ordered. Also your order type should be advance
so where exactly are you putting the minefield? and how big is it? xD
180 degrees
other than that... no clue
tryna figure out dimensions rn
When deployed the crew sets up a small minefield 180 degrees around their position. Can damage 1 Infantry unit for D4 Damage when stepped on before depleting the field. Has Stealth Tag. Area must be clear of structures for field to be deployed. When moving the minefield is taken with the unit to be used again.
I believe you can dictate the 180 degrees
Idk how close to me it is, how far, how large
yeah i sent the direction they are facing
You did, I’m just not reading well rn lmao
And specified in front of trench if that matters since i heard theres one being made there
In case i cant do that, cause structure, ignore the mines then
180 degrees, is not a 2d size XD
i might have to ask the shack
i do suspect it wouldn't work with the trench line, especially as it is 'on their position' i dont think you can choose to put it infront of something else, but it will be good to know just how it works for the future
Yeah
for now ill keep it there, i just want for future reference.
ill edit orders once i know whats goin on
PAIs on the move. Lets give them hell @haughty mauve
Show these bots what a real set of power armor can do
@cosmic canyon only infantry can rush. You have 2 speed to play with this turn. You can start at 2717 if you’d like to get closer
Oh? I thought all ground units could rush
OK. On it.
“Ground units move at two times the distance per speed point but take twice as much damage (Hits or FS) if attacked and can’t attack for the round. Depending on enemy type, units under rush might become the primary target. The Bugs do like fast food after all.“
Apologies for that
Yep, for Logi trucks the danger is more so that you become more of a target
You did it correctly but just for everyone else reading. You get 2 hexes of movement per speed you’re using to move.
For instance. Logi trucks have 3 speed, one of that is being used to strategic move. So it’s not (3x2) - 1 = 5, it is (3-1) x 2 = 4
Same goes for if you do any actions that require speed
Some rules can be a bit strange, still quite sad myself that arty can't do any damage
Ah. Will need to keep that in mind
Yup, it was a whole conversation in C3
Again apologies for the mixup, your order is good alias
And thank you for catching me on that
Also for hex movement the speed in the rules states it is 1 to 1
Actions cost .5 not movement
Actions cost .5 speed, which is used to move
It's all right, no harm done.
I’m confused on what you’re saying here
From what I am reading it covers a lot of actions in the action description but nothing about movement. Movement is only talked about in speed and it reads as 1 to 1
If we can move twice as fast on the map I will be happy to hear
Dammit wrong one
Do apologize for the screen caps but it does help me talk about stuff on phone without constantly swapping
You’re totally fine
Helps me not do the same constant swapping
I’m still confused though. If you have 3 speed and spend .5 on a standard action, you have 2.5 left you can use to move
Ah based on your message here you were saying per speed we can move two hexes. But under speed it says 'speed represents how far a unit can move where the distance could be.. number of hex grids out'
I don't see that as .5 per hex I see that as 1 per hex
lmao i just realsied i sent the order with the placeholder ping
funny
im not editing it
or resending it
That’s correct but you can place yourself anywhere within a hex. So you can get halfway through a hex with the .5
So you could go through two whole hexes and halfway through the third
Ah you do you mean for the rush order? If so I get where the confusion started on my part.
For the x2
Correct
Was going off of the math here, didn't realize we were still talking about rush. Alright sweet then all good

This was strictly talking about how to do the movement math with the rush order type