#Pilot Net megagame testing
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I’m down to do some lore for the steel dawn
ell yeah, im gonna start writing something soon
What happened to you?
I got dunked on on like 5 seperate occassions that required fundamental rule changes to the game
You lost so hard the game fundamentally changed its rules
oh whoops
Just taking the chassis lance then
Recon snipey boys
@vocal scarab besties
Gonna sneak around a railgun in your hand?
besties
Fuck yah
Also damn recons can move 4 spaces
You’re gonna be running around the map like nothing
2 spaces if we're wading through shitty terrain most likely
but still
my plan is to hole up somewhere annoying to reach and keep supporting fire/suppress at range 2
and keep scouting for everyone
"We put an Apocalypse Rail on the Swallowtail"
"What"
When you need more Dakka...always get more Dakka...
That’s how SSC made the death head
Rules irrelevant q: what scale is the game for units? Company? Battalion? Regiment?
I don't know what any of those words mean
That answers that question lmao
No worries
Basically 'how much stuff are you imagining makes up a single player's unit'
I'm not doing lore until we get past the play test but people should feel free

?rank Pilot NET Megagame
Added <@&1310264693650362378> to @icy linden.
Ahhh
?rank Pilot NET Megagame
Added <@&1310264693650362378> to @weary stump.
?rank Pilot NET Megagame
Added <@&1310264693650362378> to @lyric harbor.
?rank Pilot NET Megagame
Added <@&1310264693650362378> to @dim spade.
?rank Pilot NET Megagame
Added <@&1310264693650362378> to @slow copper.
It's a map!
If we use orbital drop equipment, how much information do the enemies get about where we deploy? (I am trying to figure out how safe it is to immediately rest to print new equipment)
Basically, the enemies have perfect knowledge over where you deploy
That is easier than the GM trying to split their brain, lol.
Annoyingly, the output script also does not copy drawings or text
Oh, that's an export from Foundry?
yep
Nice! Does it show tokens?
Yeah, OK
That's where I was getting stuck. The built-in thumbnail generator only does background and tiles, so I was trying to sink my hooks into the live PIXI canvas, haha.
Would anyone like to try logging in as a player to see the scene?
https://perijove-megagame-playtest.forge-vtt.com
player pw pilotnet
It was just a black screen for me. Did you give vision to all the players? You might also have to have a token with vision to be able to see anything
even then, do you need to have a token to be "in" the scene?
I don't think so
There currently are no tokens or actors. Do you have any errors in the browser console (F12)?
I'm on mobile, don't have access to my PC
I see. Foundry might just not work on mobile
Didn't see any errors, could log in. Triangle, half circle, full circle, is that difficult terrain and terrain defence bonuses?
yep.
As far as I can tell: if you zoom in on the center of the map, you can't see what the tile coordinates are. Need to be a bit careful to identify the correct coordinate, but otherwise fine.
Map is missing airbases, and I assume you want to add some more things as well.
I'm a little unsure how to handle the vertical coordinates. Is this space AB01 or AB02?
On the other side of the map
You get a number for the other half-rows, it is AB02 btw
It's the same coordinate strip on both ends of the map
I think this illustrates my question better
The space is in line with only one of the two numbers
Each tile is in-line with only one row number:
The tiles at the other end are off-center aligned as well. At least that was the clue for me.
@livid geyser would you pin this, please?
Thanks!
Question: do water tiles have anything special going on, or are they open normal terrain?
Entirely water tiles are impassable
So the half circle and full circle are just the "natural" terrain defense bonus? 2 is the max then in that case?
I know we are the union navy but it's been a long time since we did anything actually wet
yes
Naval "air"base? XD
Naval air bases are absolutely a thing
And how do we take them, if water tiles are impassible?
And can the enemy get to me, if basing wherever I want includes the water?
No ground units can enter water tiles
oh, for chassis wings
one moment
Can't park your fuel truck in a lake I'm afraid
That was expected XD
Well, you could
just ain't going anywhere with it afterwards
Yeah, it is a nice map @wanton ermine
@wanton ermine made the map so you can direct praise and/or criticism at them
Question: do we know where the enemy units are when we deploy? And/or do we need to think about drop pods droping right on top of enemy units?
You will generally know where enemy units are, though it's possible to drop on some hidden scout units.
Actually, drop pods need a stance
You know, dropping in A stance would be funny
helldivers moment
:)
Dropping in A stance sounds pretty nice when you want to bring air support?
@wind yacht so is that little triangle in the middle the city we're... Defending?
What's the mission objective?
Defending that, and taking 2 of the other 4, I think
There are more?
I will set up a proper mission briefing and send it soon
Oh on the roads
I am not seeing any triangle other than the terrain triangles? Is it not loading or have I missed it?
That triangle of tiles is what Tohu is referring to, I believe
Ah, that makes more sense.
ok so i wrote some lore ill be taking criticism today (its so late god damn) ```the 23rd “Starhoppers” Mechanized Drop Infantry is a regiment specializing in CQC and rapid ingress tactics. They are often seen breaching various things, from enemy spaceships to trenches, and even urban environments. They were first formed on the hab-station “hvilestedet” a massive habitation complex near the edges of the long rim from there they were supposed to be sent to the dawnline shore as a peacekeeping force, but due to unforeseen events were sent to the other side of union territory to help fight pirates as the 23rd mechanised were deemed to be “not important enough to be at the dawnline shore” and so their misadventure began.
Currently led by Senior Colonel Harrison Carthage, and Major Tom Vilea, both veterans of the Starhoppers since its founding. They earned their fame in the Gramesa Sector where they were sent as a retaliatory expeditionary force against a local pirate empire, they spent years fighting the pirates that had entrenched themselves alongside other Union forces to break their chokehold on the systems. Spending many years displacing positions and performing boarding operations against the pirates.
Their most famous operation was the siege of Baidalon IV, a massive trade port that the pirates took hostage. Not wanting to endanger them the commander of the siege decided they needed specialists that were used to space combat and so, the 23rd were uniquely suited for the job as many of the troops were born and raised on stations, and spending the last 5 years fighting through spaceships, stations and trenches let them break into Baidalon and flushed out the pirates in the span of a month with surprisingly few casualties despite the tough resistance and made sure that as many of the civilians trapped were saved.```
Yeah
My first thought is we have a lot of terrain fighting
So we probably want to focus on the two left cities
Tryharding
Recon infantry with Aerial Camo and Chassis Lance
I organized them like a weird mix of recon and armor, which I guess they are
tank platoon org but with Death's Head/Swallowtail sniper teams
That rules
hell yeah
Adversary units are up on the document
we love a good org chart
oh i've had this one for like a month now, it was supposed to be a halloween thing but i've been too lazy to change it back to a normal shroomish
When the arrival of the Union brought the war to an end, most members of the unit joined the Union Navy; few members had a home to return to, as the conflict had reduced South Harbor to a wasteland. The resulting 114th Operations Wing is now known for their unflappable demeanour and cold optimism: after all, they've flown through worse.```
(i never read Lancer lore that well tbh)
Ok, so we're fighting humans here
I assume multiple people can be in the same hex btw?
Ok if everyone who says they'd sign up do so we'll have at least 20 people
😄
At this poiint
Up to 3 friendly units and 3 hostile units per tile
kk
We can have a giant mosh pit. 😉
@wind yacht Question about R stance and Local Recruits, do I roll the extra dice in the second round from Local Recruits, or is it just set to 1?
Maximum of 1, even after bonuses
Hmm, might swap that out then.
Nothing else in perks is very good defensively tho'...
Determined
Determined says "When Attacking"
So does Ambushers, Lancer Team, Pankrati and Superior are only useful in S or A stance
So Aerial Camo is literally the only thing that does anything if I'm in R stance
As it turns out lmao
Yeah, that's why support units don't get perks
Yah. But even Reinforce is an (R) action
I don't really intend units to be able to take support actions and also participate in combat effectively in the same round
Sure! But there's also not perks that do something other than help effectively participate in combat.
I don't necessarily consider that to be a problem
Right.
Any chance of Support units getting to be able to Reinforce?
Or one of the equipments or systems unlocking it?
I could just add that to forge-2
kk, I'd prob just swap to Heavy Support then
Also you never answered if the movement on Forge-2 is required?
Or can I sit in place and Construct twice?
Movement is never required
All movement specified in an order is optional; a unit does not have to move, even if an order says that it moves.
Ah coo'
I do think more stuff that helps with defense could be cool in perks.
Even if they don't work in R stance.
FTX c-21 "Flock Omen"
"Here at Farseeker Exotics we push the boundaries of the known and go further beyond, researching and homesteading planets untouched by humanity in order to make tomorrow brighter for us all. And of course, what kind of message would that be if our exploratory field teams weren't available for the public? For only a small sponsor fee, you can guarantee that the future will be found in your name! Our standard package comes equipped with twenty-eight personnel, four FTX-brand all-terrain light transports, and the peak of information gathering and security in 4 Histoplas-frame mechanized units - If you don't see it, they will! Deluxe package upgrades include..."
:// all the PR goons say theyre not intended for engagement, that the mechs arent weaponized or combat certified and that the teams arent all armed to the teeth. but past the legalese these are corp mercs by any other fuckin name and a lot less blame to hold. incredible that union hasnt smacked them yet. dont bother asking any of the grunts about the tech and chassis they haul around - poor fuckers only know enough to shut the hell up about it. you see some of these guys on the other team, watch it. this company is a joke but the shit they field is something way outside of their caliber
I'm being self-indulgent
Yeah the tokens are looking good
Hello <@&1310264693650362378> testers - the first round of the test game starts Saturday. Round 1 orders are due <t:1733032800:F>. The unit list will be locked at about that time. Check the pins for all relevant links.
SITREP
The planet Arbora has been in talks with the Union Administration Bureau for formal membership for several years. As talks have neared their conclusion, a coalition of cities rejecting Union membership invaded nearby states in a bid to remove Union influence. The city of Saginaw has petitioned Union for aid, as the independence coalition moves to take the city and its spaceport and printers. Eager to forestall a repeat of the Vestan incident, Union Naval Command has hastily assembled a quick response force from neighboring systems. The UNS-LS Vistula leads the task force of subline transport ships. Lacking in orbital support, ground troops will be limited to local and bluesky assets.
OBJECTIVES
-Defend the city of Saginaw and its spaceport
-Take 2 of the 4 outlying cities, currently under coalition control
SCENARIO RULES
-To reduce civilian casualties, any Bombard effects targeting city tiles make half attacks. Coalition forces intend to capture the cities intact, but may discard this restraint if they become desperate.
-Saginaw's print facilities are available to Union forces. Any units that Rest in the city heal 3 HP and may replace their Equipment.
-The Saginaw regional spaceport (grid AK08) has been fortified by the defenders. It is a friendly airfield that is ready to receive troops on round one. Any units with the Local Recruits perk may start in or adjacent to Saginaw, and take their round 1 orders from there.
-UIB agents are in contact with informants in the occupied cities. Any coalition units in cities are visible to Union forces.
Roll call: if you have read this message and are still available to play, highlight your name in green on the signup list.
- If you don't have Local Recruits or Drop Pods, where can you start?
- What happens to air units stationed on air fields when you move in/attack the air field? What if the air field that air unit is stationed in is taken by an opposing side
- Can a gravity catapult be used for air lifting?
Dropod gang: Where do we want to show up? My initial thoughts are that trying to take Muskegon plus it's airfield could be useful. Denying enemy air assets a place to land (though I assume they have hidden airfields somewhere) could be pretty nice. Plus then we can redeploy from the airfield after
Kalamazoo has too many units is a silly place, so maybe we shouldn't go there >.>
yeah, i think kalamazoo ends up being last due to its geography. but where do we drop, right at the airport or somewhere between (AS-02 and AV-04)
(also who else was in the drop squad?)
Well, we only have to take 2 of the 4. Though I expect them to try and move in on us
Currently me, you, Tron and Ffzdf have drop equipment. If we want to be really aggressive, we could drop the combat capable units on the airport with the support at AS- or AT-02 (or add the support to the airport if we want to be extremely aggressive lol)
If the drop troops want to do an aggressive push on the NW I can provide air cover
ell yeah that would be nice
I'm on team 'take muskegon first'
leave some of us to defend and just drop onto em and roll armor up in support
Hello, is it too late to join the playtest?
Depending on what we see at Muskegon, we might want people landing at the Saginaw airport to push towards another city
i think so but ask @wind yacht for more info it might still be open
oh, we can airlift back to space and then reuse our drop pods. That seems pretty strong
If its closed, is there a way I could spectate it?
most likely i think the board state is going to be published here
(also where is the section on retreat? i cant find it)
Retreats is the last section in Attacks and Hits, after Battles.
afaik, today is the last day to join; just add your name and unit to the roster in the pins.
much as I'd love to hotdrop into their faces, I think I'd at least like to drop Adamant Sky within 8 hexes of the Saginaw airbase, just so we can airlift reinforcements in if need be. From say, AS-04, if I'm counting the range right, I can apply the weapons of my unit to both the airbase and the city, and also allow for airlifts from Saginaw
also @wind yacht if us, the players, are expected to make tokens, could you provide an example of what you expect?
I think not conquering Kalamazoo and sapping the two bridges that lead to it may be a good strategy
yeah so the real question is should our focus be topinabee or ypsilanti
also, would it be possible to build a road + bridges over the lake (red)? or make a road towards the west (orange)?
this would shorten our path towards Topinabee
we focus our attack north, and our defenses south
I think Topinabee is better, if we build that road
probably but that depends on muskegon
Peri made tokens already and I've been painting them. 😉 Should have the rest done tonight. I assume the "token made" column is mostly for his own tracking.
oh oki
oh where's the link to the map?
This post has the link to Foundry. Maybe we should get it pinned?
I think I'll go with a Combat Engineers unit. Build stuff, fortify, defend the city and all that
the first post (already pinned) has it too now, actually
Oh, so it is. Nice.
my unit is ready I think
It's been added to the pin with the player list and rules
so any ideas for a plan?
we did have the idea of dropping onto muskegon and getting hold of the airport up there, while we hold the south as the rest of the main forced went for topinabee
but is there anything more concrete?
finding out exactly what the force to the south is would probably be pretty useful so we don't get caught off guard by a fast unit sneaking into Saginaw
oh yeah totally
Oh, I missed the range limit on airlift. Yeah that makes sense (assuming we can airlift to a gravity catapult)
@wind yacht it looks like Airlift isn't in the list of actions a Support unit can take. Is this intentional?
The Muskegon area sounds like a good idea for a drop. If you want a different option to compare it to consider participating in crushing the advance force and moving to Ypsilanti:
As I control an Air unit and the only known enemy airbase is outside Muskegon I would like to take that out. But I may be a bit biased.
thats true
Oh hey I was just wandering through pilotnet and found this. I love me some megagames. When do signups end today, is it too late for a last minute player?
(Also hi admiral.)
Ask @wind yacht for if it is too late to sign up or not.
In the mean time, rules, map and player list is pinned.
It looks real shine
It is still about a day and a half before we need to submit our first order, so there might be time?
Looking at the units people already have it seems like another air unit of dedicated interceptors might come in handy?
Question: is the round 1 orders deployment and first order?
Question: Is the blue area where land units lacking special deployment can deploy?
Maybe, but we already have a dedicated SAM support unit as well. And people are talking about dropping near the only known enemy airbase.
So I would say an interceptor would be good, but make sure you have other orders you can give it as well.
Monarchs look nice. Capable air cover, and capable of softening up an area if we gain air superiority.
A lot of us took Aerial camo precisely because we're afraid of getting caught out and strafed/bombed to death
so I'm fully on board with neutralizing enemy air cover
OR 8 and fairly free basing means I can essentially just take a quarter of the map and cover it.
(Cover it effectively? Different story.)
It is not too late to join. Put your name down in the signup list (link in pins)
- You start in space and Airlift down to an airfield.
- If an airfield is taken by ground units, air units in that airfield are destroyed. I should add that to the document somewhere
- Gravity catapult cannot be used for airlift.
Also, good morning folks. Before you all plan the operation I do need to add more hostile contacts to the map
uhh nope, I will add it
Round 1 orders will be Airlift or Rebase, unless the unit has the Local Recruits perk
its not too late :D
Ayyyy
yes, welcome
should we pin the sitrep message, with the mission's objectives and all that?
oh probably
😔
@livid geyser would you pin this, please?
also, where are we meant to submit the orders?
The link to the order submission form - oh oops
It will be in the pins momentarily
done
I'm going to defend the main city, who will be doing so too?
my plan atm is to build a shorter road towards Topinabee, and then fortify the south
So maybe half the players will have their first order be airlift to Saginaw regional spaceport?
The enemies are already pretty close, aren't they able to enter Saginaw city on this turn? Provided they get a turn while we deploy.
Sounds like everyone will be right in the thick of it.
it seems me and Ammourazz are the only ones with local recruits so far
We also have people with drop pods/platforms
I'm planning on dropping at AT-02, given I cannot in fact airlift troops
i'll need to properly absorb the documents and finish picking my options tonight
👀
busy work week
I don't have huge opinions on where to go, I'm happy to contribute to defending the main city
Hmm. We'll need to see the enemy forces. I could make the terrifying decision, as a light unit, to rebase ahead of the main force and set up for interception in the future.
@wind yacht can you airlift back to space from an airbase?
I'm recon so I'd like to scout those possible enemy contacts
You can yes
Do we start in field or do I need to take a deploy action
like idk 'airlift' onto the city
Yes, airlift into the city
The spaceport can only receive 3 units by airlift each round
(6 after it is upgraded to a FOB)
Oh jeez, so we're gonna have to collectively agree on who arrives?
yeah
I think the answer is definitely gotta be the support units, then
Or take drop pods and swap them later
Drop in the scvs and get them to build us some nice platforms to land on
so bring drop pods or local recruits?
we need someone to hold the airbase, and support units ain't it.
Ok so as a light air unit it'd probably be best to just rebase but do it like, right next to the city so I can get down turn one and start contributing.
I think it's gonna be hard to contribute without people spotting for you
since iirc you're Vision 0
You can Bombard without vision of the targets
also I'm biased but I think we could drop pod the 2 heavy support and then airlift the three recon units down to get some vision going
I was thinking patrolling and trying to give our local recruits some air cover
I have local recruits, so I can just spawn in the city, right?
But generally yeah I think our priority is trying to get our forces actually into the fight to start with, followed by gathering intelligence so we know where to put the forces once we're done with em
You should ask Winged about it
alright so where should the drop people go immediately south or should we wait or do the Muskegon gambit?
we have solid drop potential and i feel like we should use it
@wind yacht can I build on an adjacent tile?
I think we need more people with drop pods or local recruits, right now it seems the airbase can only let 3 ground units arrive per turn, and we have 8+ ground units that has that airbase as its only deployment.
Have I understood that right? @wind yacht
I don't think we're gonna be particularly pressed in the first rounds
we're dropping 5 units round 1 plus 3 airlifted
fair
I think I could build a temporary base turn 1 with the subalterns
that would allow 3 more people to airdrop I think?
I think construct actions happen in the tile you are in
so you can only build half a base
true
but half a base is pretty good
If any of these units have move 4, we could be under attack in round 1, and even if not, they could still reposition into the city if we leave any of these 3 tiles undefended.
half of TWO bases
TMC stands for Terrarium Mercenary Company
lmao
Movement is optional
if they have move 4, they're light infantry so we shouldn't have much difficulty defending
Swap one of those for the combat engineers (so they can upgrade the air field)
Oh so just deploy adjacent to the city and then build a base round 1
nice
Nice
If we have local recruits on [A] orders, or [A] drop pods going into the city, otherwise they just need to survive to take the tile.
Like we could in theory lose the airport round 1.
You don't have to do the move part of the construct action. So you can fully build a base with that one Support thing (can you confirm @wind yacht?, )
so me/the other drop troops drop onto the city in order to form a defensive line so we can set up bases?
That's correct yeah, got clarified yesterday
see here
Oh whoops he double answered it while I was asking lol
(we as in the support units i should have phrased that better)
Do we want to bail on the drop near the East city plan?
I feel like we could use a better way to handle the macro strategies
something like:
-
talk all together about what macro strategy to take overall (for example, defend the main city and then storm the 2 northern cities, defending from whatever comes from the south)
-
divide in groups to accomplish those objectives, so that each group may organize the micro strategy among themselves
I think it'd be really nice tempo wise to take it
uh
well
I've submitted my order lol
Support units don't hold the field.
and I don't know how conducive google forms are to changing them
Ok. I'll come then lol
it was a pleasure to fight alongside you, then
ik thats why i asked if the drop troops needed to come down near the city
The gameplan of getting out some of our construction crews to fast track deployment sounds like a good one
Units that can deploy Round 1
- 11th Airborne Infantry
- Adamant Sky (Heavy Support)
- Magonia (Heavy Support)
- 23rd Mechanized Line
- 33rd Line
- 40th TMC Combat Engy's
I think this list is accurate
plus all air units and THREE (3) chosen ground units
I think 2 local and 1 drop troop is okay for turn 1 city defence.
and three (3) chosen ground units airlifted
Hmm. @livid geyser I feel like a normal channel so we can make threads (plus actually search things) would help a lot?
yeah
indeed this feels like it will get bigger (and thusly more complicated)
where were you dropping?
AT-02
Oh good. We have more drop pods. I think one unit drops into the East side of the city and the rest commit to the east city?
as per what ASoM suggested earlier
I'll drop there too. Do we want more combat capable units to drop into the airfield?
If we're worried about an early rush, then we could mad lad and drop all three armored
@worthy pelican @sweet cobalt and @weary stump
Shock and Awe
that would fuckin' secure a city
I am ready and willing for war
I think the ideal spot for the 7th Group would be in Hex 7AM, immediately northeast of the city. Should be safe from those initial units and has a huge air defense range.
(honestly I kind of want to ask everyone to take drop pods and we just drop into two cities and win the game potentially on turn 1 lmao)
It's tempting, if not for the fact we probably have to hold em afterwards
wait quick question i can use the attack option when i drop using a (A*) order right or have i confused myself again
Not a bad idea, still need a local to hold the airbase for them though.
You can indeed!
:)
I am a local
Ammouraz is another rn, although his name isn't green yet
the airfield is AT02 right?
AT-03
ive understood that right right?
whichever it's more in line with
AT-02 is the drop zone for the support units
I am dropping one hex north because as much as I'd love to land a missile battery on top of them
I'm gonna submit my order as 'chill in orbit' then rn
that sounds deeply bad
consider the following: fuck it we ball
You could change aerial camo for local recruits if you want to?
Nah I'm happy to come in later
It is an extra d6 attack lol
I'm recon so I can zoom to catch up
good point
Also admittedly I need to look at the map proper
I haven’t had a chance to open the foundry yet
But I should be able to now
don't worry, we only get to airlift 3 units to the map at once
I just suggested we drop all three armor units
and you can only go adjacent to the airbase anyway
Magma is one of those Armor units, which you know, but maybe it wasn't clear to Magma that you were talking about them.
I have local recruits and can build, which is an [R] action after the combat phase. Where do we want a base?
it'd need to be adjacent to Saginaw
You could upgrade the spaceport to a FOB
You can upgrade the spaceport I think. So I'd start there maybe?
true
i guess then the second fort might be near the intersection of the two roads?
Submitted - Flock Omen on standby in orbit
Though it's kind of half a dozen one way, 6 another
question: if I'm in the spaceport and I get attacked, but don't die, the enemy has to move back and out of that tile right?
No, it depends on the order you have and they have. If both of you have [A] stance then it depends on how the battle went, otherwise the one in [A] stance stays. [S] retreats before [R] but [R] is a bad stance for fighting, since you do almost no damage.
I think the first wave of the enemy will get there before we can setup a base
Fitting given the name
yeah but after that
Depends on stances and who wins the combat. See the section on Retreats.
once we stormed the beaches and made a FOB
It depends on the order. [S] and [R] stance retreats but [A] doesn't
But you also might be sharing a tile with other units
And construct is [R] so you'll probably retreat before either side dies. Probably
I've been skimming to catch up, but yeah my thoughts were that we should drop at least one armored unit
Didn't realize we'd be bottlenecked on spaceport capacity!
It's a funny issue to have, but it makes sense
How many spaceports do we have?
one
Oh
so far
Oh no
Just one right now
But we can increase that to, 2-3 by next round with the heavy support engineers
Ah
Which should uncap our bottleneck pretty handily
Yah making sure we can actually call down everyone is probably our best bet
I'm just gonna go ahead and swap to drop pods so I can drop between the city and those hostiles. Hopefully we can win a reprieve and swap equipment relatively soon.
You can also go back to space and drop again!
I can build the base whenever then, but need someone to hold the ground in front of me
Medics aren't terribly useful adjacent to the city anyway. 😉
We still need 3 units to airlift down in any case
Armour and maybe somebody with a good Bombard
......we're gonna need our own google sheet aren't we
... Mebbe
I brought a howitzer for my armored unit
hmmm
I'll... think about it
I think we'd need someone with an A order on these tiles:
I don't want to make new channels for individual projects
Yeah, I get that
I think we're fine for now? There's a lot of us but not so many that we can't organize in here
how about a shared google doc folder?
or make a new discord
we make a document for "objectives", write down which units could do it, what's needed, etc
but you see, that's not needlessly complicated
A discord would also be good (but is maybe a bit sad for people at home)
The spaceport provides better defense.
Also, we would prefer a local recruit to hold the spaceport so we are defending if they attack.
If this becomes a 200+ person game in the non-playtesting version, a separate discord makes a lot of sense then
Dropping into the city for the defense is probably the smart play
Yah we’re still a small game
I gotta reread the retreat section again
I was considering dropping onto that Y in the road. 😛
You get more defense in the city as ASOM said
wait where's the foundry link?
Yeah, thus the smart play
I cant find it in the pins
so if I get this right, in order to not lose the airport on an attack we'd need to score more hits than the enemy, right?
because R stance units retreat after the 2nd round, but attackers retreat first so if they lose and retreat, I wouldn't have to retreat
@wind yacht am I getting this right?
Top post, which is the last pin in the list
thanks
That was waar, but I appreciate that you think I'm that smart
Armored companies are tough, but I'm pretty sure taking a 3v1 is a quick way to remove yourself from the game. 😉
A stance still retreats after R stance.
Just, uh have a unit with an [A] order.
Hmm, maybe I should base myself in the city then.
But if I go just outside the city, my OR ends right on the enemy airbase...
They probably can't attack the space port first turn
wait how do I know what player I am?
It doesn't matter I don't think
You can bring drop pods on specific missions
Just pick a slot for now
The players are just a big shared pool, all the passwords are the same
oh ok
alright folks, so to reinforce the airport 100% for sure I'd need someone on these two tiles, so that the combat doesn't happen on my tile
I don't think we get to actually move anything anyway, since the order resolution is simultaneous by the GM
its distance 4, a light unit could come there and make me flee
I'm a light air unit, so I can land basically anywhere and have that be my base.
(Except the lake. ;.;)
Oh, that's fair. Hmm
we can bet on them not having light units there, but I think its a risky bet
Yeah, we need to keep control of that spaceport for sure
In the far future of Lancer, floatplanes are a forgotten technology
I think that's actually a higher immediate priority than protecting the city
That is quite tricky, since we need a unit on [S] to move before a light unit on [A], it might be better to just defend the spaceport.
to defend it, think its better to drop right on it or adjcent to it?
Protecting the city is also easy because of the defense bonus, but I agree with Turi that we should make sure to screen that open terrain approach
Oh, the issue is any combat unit being air lifted in is in the [R] stance
another light unit on A also works, but yeah
Oh yeah, that's a good point. 🤔 And the only units which could even take S orders this round are our local recruits.
We might need more people to take drop pods (since we already committed to the east). You can swap them out though
Well, I'm definitely game to drop into AK09, AL09, or AM08. Whichever we need more presence on.
'Monarchs of the Sky'
A light interceptor flight sponsored directly by SSC, this unit of elite warriors are best known for their large collection of the somewhat rare Monarch chassis, appearing on the battlefield with a creative use of adaptive chroma-chassis paint and blasting speakers to achieve a stunning appearance that's as spectacular as it is deadly.
Or at least, that's what they'll tell you. Each pilot is given gene-modding, designer pilot gear, and a company-wide stylist, happily living up to every stereotype of the entitled flyboy. They might save lives with their air shows, but most infantry forced to talk to them afterwards take a long moment to consider when asked if they'd rather die then put up with them again.```
Might be best to put an extra unit on AK09 (open terrain) compared to AL09 and AM08.
Drop in AK08 instead of AK09?
The risk with AK08 is that a battle there would force our supports to retreat, regardless of whether we hold the hex.
Provided the enemy survives 2 rounds...
if there are units in AK09 and AL08, I'd upgrade the spaceport to a FOB
if not, I can hold ground in AL08 or in the spaceport
(Maybe I should set up on the forest of 7AO so I have the ability to set up to, t2, fly a patrol and get shooting on the Muskegoon assault and pibot back to our city defense if necessary.)
Oh, R retreats after 2 rounds.
OK yeah, that changes things.
Though also, we can only have 3 units on a tile, so whoever we're airlifting in will fill that space
That doesn't seem right, how can a FOB recieve 6 units in that case?
You can airlift to adjacent tiles
Aha
That explains it
Well then, maybe we drop into the red spaces and airlift people into the green space(s)?
If you don't want to permanently change your build, drop pods are good
And I understand @unique sequoia's local rec combat engineers are planning to deploy at the spaceport and start upgrading it immediately?
Or reinforcing, or something constructy?
Nah I'm happy to swap back to my original build
Oh huh, roads only give bonus movement if you reposition
Ok, that's good. That means they can't bring stronger units to attack Saginaw turn 1. I expect the three of them to attack together though
(and I'm guessing the one in the back is a support)
That was my guess too
I'll deploy on the bottom point
And Hold Position
AL-9 I think?
It's worth noting I think
That even if people are in R stance
If they're one tile south of the city
THey still stop the enemy from reahcing the city
They'll get bruised in the fight, but are probably pretty unlikely to die, particularly if they're together
And then can have the real combat units come in after
Unless there's any obvious problems people can see with the plan the 7th flight chassis unit will rebase themselves into the forest of 7AO and prepare for combat operations on t2 when we can act.
That one seems easier for them to murder me at.
Except we'll be all over the city
And it's out of range of muske
If you're at 7AO and any of them are 4 speed they can just walk over to you
On the following turn
I did consider 7am, just north of the city.
That's... Worse? They're south of the city
Again if you're not in a location that has our people on it
I'm pretty sure they can just move and kill you
I am making the presumption that if they try and walk around the city where we're deploying everyone without droppods we'd just...kill em.
Sure but you'd die first.
(Also it'd take them two turns to get to me if I'm in 7am.)
Yes, but we only find out where they moved after they moved
And if they're light units, we can't necessarily catch them if they just double move onto you.
8 movement from those locations ias a lot of range
Ngh, fair. I suppose I could base in 7al and still be able to patrol onto their air base.
While being in the city.
I'm just pretty sure if you're not directly where we can park a unit on top of you
You're at risk of instant death
Peri did warn that there's some risk of landing on invisible scouts too. They're out there, we just don't know where.
Yeah but if they maneuver onto 7AL, they're light units who just cunningly put themselves with no fortify movements right next to our defensive emplacements.
Yes.
And then we trade you for them.
And that seems like a bad trade.
I think trading 1-1 for enemy units seems like a bad plan.
My assumption is here that we're going to have to fight more total forces in stuff than we have.,
That could be wrong, but I think assuming that it is on turn 0 is a bad plan.
I'm not sure basing myself directly on the frontline is a good move though.
Why I was saying the top city hex
Ah yes, I said that at one point. 7AL, top city hex.
If there are invisible scouts, there are probably some near that invasion force near Saginaw
Oh, I thought 7AL was the one right above the city
You can still rebase to an airbase or to Tron (gravity catapult)
It is. 8AL is the top hex of the city
I'm a light air unit, I can rebase to anywhere that's not a lake.
I wish we hadn't made our monarchs to be water soluble
I know, so am I, I am just saying we don't have to.
But anyway my inability to read a map aside, the top city hex seems like a good place for me to be. Can still patrol in the enemy airbase, and my OR gives me crazy airstrike range.
😄
Lmao
Yes top city hex seems fine
We can probably move someone onto that on the 2nd turn
To keep you safe
But I think just "Where someone is defending" seems the safest
Yeah. Hopefully the enemy doesn't do a brilliant double march around our defenses and set up in the city.
Mhm. They could, but it would be ultimately suicidal so I hope they won't, heh.
Yes, as long as there's more people around to defend the spaceport
Turn 1 just Hold Position from me and you is probably the play Turi
From all the Local Recruits
Which is just the two of us and Amr
A general question for the room then - are we more or less abandoning the plan to drop a bunch of stuff next to the airfield at Muskegon? Or are we planning to split our drop capacity between the two?
Since everyone else has to be in R position
Snagging a second airbase would still be really good
I think dropping into an enemy city at the start sounds suicidal
To me
When we don't know how much stuff is over there really
mhm
It was being discussed before we knew that we had to airlift everybody in. The drop pod team was thinking about all dropping up there to take it early.
We have a total of 3 units that can drop and fight
Since our other drop units are support
Tron already committed so we have to commit lol
I would bet on them having more than 3 units around
But the plan was to drop into the air field
I mean... Tron could change their order probably lmao
Yeah, the game technically hasn't started yet. I'm sure Peri would let Tron change orders, lol.
An unfortunate limitation of google forms is that no I cannot
I think tempo wise it'd be really good to take the airport from the enemy
@wind yacht how do you feel about setting it up so you can change the orders
Turns aren't due for like, 36 hours almost
I think that's a thing you can do with Google forms
I'm sure we can figure out the technology of "Change turns" in that time period
Only if we switch taxes over enough
Order put in. Hopefully by t2 we'll have better eyes on the enemy and can figure out what we're fighting.
Can we get the map pinned as well?
It is
or whatever the most up to date version of it is
You open up the forge link
not the foundry link, but an image
or if someone would be kind enough to take a screenshot and post it
@floral patio Where are you deploying, and is it a stationary [A] order? (I am a flight type chassi, so I have some more options for where I base.)
Here
In Hold Position
If I'm reading the map right and the south city position is AL9 anyway
Sounds like a good spot, probably not my first choice for a base, but I will keep it in mind.
Yeah, it is good for you XD
A dirty job, but an important one.
Fun fact, the enemy "sentinel" has Reinforce as an [A] order. XD
how do you even know that lol
Its in the doc
So, should I build in the spaceport, or hold ground on the spaceport?
since I'm behind, what happened to our hot drop strat? Am I still sticking to @slow copper?
I still want to push for it. But other people are sketpical, lol
Where did Tron elect to drop?
Currently near the airstrip in the east, but he is considering changing his order
Hey I mean if y'all go drop and die that too will be knowledge
I made a spreadsheet: https://docs.google.com/spreadsheets/d/1ZWDtChFxA2UVOhbFlOkwpyY6kIpzxvZlX1RZA2SeaRg/edit?usp=sharing
If people like it, pinning it would be appreciated
I like that
Drop Pod is *A btw, so we come out swinging
Anyone planning on dropping south pf the spaceport?
(can someone do me a favor and screenshot the current map?)
That, uh might not matter for this turn, you would have to have an [s] order to get there before an enemy light on [A] moves past.
He might change it if allowed
hm
I think it's worth discussing some more on the attack plan since there is disagreement and we still have a full day
how reliable are these contacts already on the board?
top left and bottom right are the least defended apparently
Was Peri still in the process of adding more enemy units? I assume more will spawn during the game.
hm, I hope we'll have a way to see our collective vision easily
It'll be on the map
Anything one of us knows, all of us know
We just don't know much yet
If you still want to attack muskegon airbase, consider having tron drop outside of supress range of the muskegon sentinel, or you could drop all of the people that are going there right on top of the airbase.
If you don't try & win a airbase drop, our air can help next round.
Tohu, don't forget to turn your name green in the sheet for roll call
I did I thought
but it's also important to know what we don't know, hence being able to easily tell what's outside our vision
oop my bad, it didn't sync since ages ago
rom, Ryo, shieldofmeat, thrantar, amr, voy, varmint, and winged
alright, I'll hold ground on the spaceport then
Are the people who aren't green
If we decide to drop on them, we should just go directly on top and force a battle right from the start imo
So, there are currently 9 units that have to come in via an airfield. If you don't build turn 1*, they will take until turn 3 either way to get them all in.
- @wind yacht: If a combat engineer (Medium) builds on a turn and completes a Base/FOB upgrade, can more Heavy troops airlift in that turn?
Oh whoops. I thought really hard about making myself green last night lmao
Steel Rain
Otherwise I think me and Turi need to hold position
I could build it in the first turn if we had a light unit with drop platform to spawn below the spaceport tho
The risk of losing the spaceport and/or city if we don't hold position is just really high IMO
If we're the only ones able to defend turn 1
I know, it'd still be nice if we had someone more there tho
Yah, agreed
Really I want to convince more people to take drop pods since you can swap them out with Saginaw's printers
Well, it has to be a FOB, but yeah
you have to get back there tho is the thing
(or near me!)
Oh, re units in cities, from the sitrep:
UIB agents are in contact with informants in the occupied cities. Any coalition units in cities are visible to Union forces.
I think this means we know what units are precisely in a city?
drop pods being reusable is also kinda nice though, but it's pretty slow to do so
Eh, way faster than moving normally if you have an airfield
I mean I don't think the expectation is we win quickly tbh
True
I don't think the expectation is we all take drop pods and bumrush the cities >.>
It would be very funny.
I think technically if we all take drop pods we can win turn 1
Look, either we win immediately or die horribly. Either way it would be hilarious
With what we're seeing on the cities
I'm kinda also just wondering how actually useful Airmobile will be. They're pretty reliant on everyone else setting up bases for them.
I'm kinda just holding out as the only one right now, for testing purposes
I think it also depends on how rebasing dropships work. Tron is also an airfield lite
For what it's worth, I expect to spend most of the game making roads and bases
I also expect us to gain ground kinda slowly
If this plays anything like the main games did
Unless Peri changed it, last I asked, you just rebase the dropships as a separate order, which doesn't affect the infantry unit other than not being able to fly that turn
We'll be spending most of the time not advancing
Oh yeah, we definitely have to creep forward after initial drops. But I don't know if the original game allowed as aggressive drop pods?
Was it also the case in the og game that once your unit is destroyed, you're just out of the game? That's the main thing I'm worried about
I think it is also good as a scouting thing. As you can go check a bunch of random spots
Yeah, that's how it works here
I think yes, but they had a LOT more people
same here
Yah admittedly with how we’re a relatively small group and any lose is a big deal, we probably want to play that safe defensive war as well
Or we has lots of people with drop pods and drop on 2 enemy cities turn 1, with remaining players either defending Saginaw or bringing blacksky wings. XD
would it be safer to have everyone land on Saginaw and just crush that large attacking force nearby? We'd still need to have people use Drop Pods to bypass the landing limit of the city, anyways
Yes it would absolutely be safer.
Drop pod people can also go back to space to drop on Muskegon in the future
That doesn't mean it's the right choice.
I think we could be hit with air support from Muskegon during the engagement though
Also, they might reinforce their Muskegon position if we take too long to take the airfield?
Or just spend a billion turns reinforcing to make it a huge PITA to take the city or airfield lol
I think due to the fact we don't have sufficient forces to take it, our current game plan is to land at Saginaw, scout out the local attack force, and then probably split into two task forces?
Well, that's why we take the airfield first: so people can reinforce if there are more units than expected
One to hold the city, one to go and start taking enemy positions.
The alternative is that we do a major restructure and have everyone who was going to hang out in space instead just take drop pods and subject Muskegon to a steel rain
Yah. Lemme know if we're landing drop pods at home so I can do mroe Construction, otherwise my order to defend the city is in
I think a big question is how fast they will reach the city
And ideally we would fight them instead of them choosing to fight us
same here
Potentially they can hit the city turn 1
Since we don't know how fast those units there move
Or how much more is arouncd
Yeah, but fortunately only scouts can hit it first turn right? (Assuming they don't do a weird reposition)
Yeah
Those are still hp4
So not like they're bad at fighting
Also @wind yacht Sob the AI can Reinforce in A position, but not me? Sob
the funniest A stance order imo is Flash Printers lol
@worthy pelican @willow ferry do you want to just drop with me directly on that nearby force? If I understand things correctly, @hearty yew should be able to give us some supporting fire as well.
i have given my order to drop onto the airport but if i can change my order i wouldnt mind
I was planning on dropping whereaver @floral patio was dropping and providing support while she built up some bases
Which tile is the airport? The one near the upper right city?
mhm
(I gotta fix server notifs/ channel mutes so I know when activity is in here one sec)
I believe Tohu is dropping at Saginaw
I might be game for that, but we might have to drop in front of them to properly intercept. @wind yacht how does that work with movement - assuming the units we're dropping on are the same weight and have A-stance orders, would we land and force battle before they move?
ye I saw there's a lot of convo I missed thats why I'm fixing that so I don't have to play catchup
They weren't joking about the flash part (also I guess no one wants to leave their new toys behind)
ah that makes sense, like you dig in before starting the print
are you suggesting dropping on the force near 12 AM?
I believe players go first, all else being equal
In the case of further ties, player units move before non-player units.
and yeah, that group near Saginaw
Airlift happens in the Move step, which is before construction happens
Probably be on the eastern city edge atm or on top of me at the southern one?
Right right. I suppose since you're Light you have a good shot of pinning them down before they move. They would have to take S orders to evade that.
Airlift happens on the same priority as any other movement
Do air units have to deploy to the base before they can go anywhere else?
Or can they do order the first turn?
Pretty sure they have to deploy to the base first
Drop Pods are A stance tho so they go before R
Resubmit the order, I'll use the one with the later timestamp.
Unless we aquire some Blackwings before the game kicks off. 😉
I know @hard lance was talking about maybe being a Blackwing instead of arty?
we still have 3 newcomers without unit info
I do think Ryo's build is really useful as a fire base
Not to say they have to stick with it, but I think someone should take something like that
Nah, I was originally thinking Blackwing and then I was like "wait, park and shoot? That's way easier for a first run"
Yeah, if you want to limit your decision space, Blackwing is the absolute worst choice. 😆
I admittedly was kind of drawn to the idea of a "problem-solver" deployment which is why I was thinking Blackwing, but I figure I'd do that on the second round if we get to it
Blacksky wing does look really cool, I considered it too. I am also drawn to the sole HORUS option in the compendium, lol.
Blacksky's neat, but you can steal their capabilities by just equipping the blacksky equipment
it's funny tho bc you only have to play every other round basically
So you can be a space bomber and move to the ground once we've got a landing zone clear
with the mandatory repair
Okay I'm caught up in here. Yeah since my build is designed to supportive fire and help people heal by just standing there I think being near the action makes the most sense.
Does it matter what player number we take to see the map?
no
Also rules question: Smartgun gives me supporting fire 2 but line infantry has supporting fire 1 already. Does that stack or does it override?
gotcha, but since I can do only 1 it makes the supporting fire 1 irrelevant
yep
gotcha. Might swap off of smart gun then cause I missed I alerady had sf 1. I'll take a look
There's a very funny alternate universe where we get 22 players to play blackskies and two to play infantry
maybe chassis lance since it still gives the extended range while adding more opotions. Supporting fire at range 2 with -1d6 and supporting fire at range 1 with normal dice
11 bombing strikes a turn, then land some boots on the ground to claim the crater for Union
Hey wow it turns out adding notes to the player list so I can see what my fucking equipment does without ctrl-f the rules is real useful lmao
that does sound just better yeah
In case anyone else was doing tab flipping
honestly reasonable yeah
does give you a bit more flexibility
I think AM9 deployment? Gives me range of the enemy, covers another space if Tohu is covering AL 9?
lets me still provide supporting fire if you, Eranziel, and wizard drop in
you don't have local recruits or drop pod so I believe you can't...
but im also not even sure LR/ drop pods lets you do that either, im not 100% certain how initial deployment fully works
Drop pods lets you go in on the first round yeah
My understanding is drop pods have to spend first order to land, LR is already here so we can do whatever
Everyone else has to spend an order to land through the space port
OH HELL YEAH THAT'S WHERE I WAS GOING ANYWAYS
Drop my big-ass tank off in the airport, and someone can tell me if the shit ton of people in AM11 are people I should apocalypse rail off the planet
The problem is that airfields have a limited capacity for the amount of airlifts that can land there in a turn
so we're gonna have a queue
3/turn currently, 6/turn for an FOB
Will we, if the support goes all out, be able to get everyone down by the end of t2?
uhhh, quick question do we @ voy, varmint and winged (also rom and thrantar for that matter) to see if they are still in the game?
definitely the first 3 since they don't even have units in yet
we don't have to give orders until tomorrow tho
yupyup
@sacred valley Poke
@dim spade @urban plume @livid geyser hello sorry to bother you at whatever hour you have but are you still in for the pilot net mega game (as the fact yall still havent written in any units) either way gl hf <(:D
I did say
If we land there, do we have to get out of the way for other units to land, or is just kind of assumed people will figure it out
Me and Varmint were gonna do ours tonight
I think there isnt a limit to how many units can be on a space, just how many units allowed to land
3 friend 3 foe
ahh yes, A given tile may contain a maximum of 3 PC ground units and 3 NPC ground units
there it is
Okay then I'll go last because I move VERY slow
indeed you did, sorry bout that was just a few minutes of scrolling up so i forgot
I think that means my order is "drink tequila in space?"
damn it feels good to be an air unit
I think you just get pushed past maybe? It should work itself out I think
I'm pretty sure air units still need to rebase down from orbit for their first order, but I don't think they count towards the airlift limit
Okay I'm submitting order "clap ass into spaceport" and we'll see what happens, I guess 🤣
Does that mean unit's current position in the order is "space"
yeah exactly, don't have to worry about who i'm taking space from, just "yeah that's where i'm gonna live"
yeah i’m working black friday night shift so i can’t do shit rn
unfortunately
but me and voy are gonna hash stuff out when i get home

yeah I put 'orbit'
Yeah I'm assuming Landing is Skirmish - Orbit->Spaceport
Oh wait no
Hrm
Reposition?
nah it's airlift
[R] Airlift: In the Move step, if adjacent to a friendly airfield or FOB, move to any tile adjacent to another friendly airfield or FOB. The two bases must be within 8 spaces of each other. An Airlift may also occur between the carrier spacecraft and any base.
yep
@wicked plover
me when diplomacy lancer goes hard:
"Helpful formatting change to just have an 'initial drop' section" is my feedback
We are starting to push the upper limit of the number of players I'm confident I can handle
I am still planning on finishing mine tonight yeah

weehoo that was just a making sure ping rather than a hurry up sorry bout that
no no it's fiine haha
You're fine, we have more than 24 hours and I haven't even put all the NPCs on the map yet
I am a bit tired for sure, but i'll be done with this work week in a few hours
do we have a list of existing player units?
Yes, same as the player signup:
https://docs.google.com/spreadsheets/d/1XuQC_8pkVuQIVF6a8jf7-ghyvjfrkIDuXFByZQ_zFbw/edit?gid=0#gid=0
it's pinned, for future reference
Back to the token painting mines I go
This does not change my deployment planning but this is good to know for folks
ammourazz, what are your plans for this first turn?
Hey Folks, I made an updated version of the signup sheet that uses dropdowns to autopopulate which choices you can have and autofills unit notes so they're more easily accessible :
https://docs.google.com/spreadsheets/d/13UVocVDS_ALM6Od2nUoETQ-zjHD6Rr1ct0SuxNrwDZw/edit?usp=sharing
I should be able to do that, yes it lets me create scripts for this doc, kk, I can do that if its cool
Reminder I'm happy to help GM if you want me to instead of play
depends on who is capable of moving. Currently considering an AM-9 start with some sort of supportive order but that depends on who else can act turn 1
trying to coordinate team battles will be a challenge, esp given how important it is to not be outnumbered
Look, it's very simple
If everyone chooses to charge gloriously into combat, we'll never be outnumbered, and courage will shield us.
thats why we all should take drop capability and vertically charge our enemies
some of you may die, but thats a sacrifice im willing to make
I have local recruits and building stuff, if someone positions in ak9, just below the spaceport, I would be able to upgrade it to a FOB turn 1
if we have the supplies to go straight to fob I would be open to that option. The main issue is that I have a lot of range 2 support so I do want to be in range of the enemies if others are gonna fight immediately. If not I absolutely can go ak9
I kinda want to run Heavy Support w/ Rapid Deployment Actuators, Apocalypse Rail, and Icarus SAM System
I mean, I think the fighting's going to happen regardless, our best defense against it is actually putting all our boots on the ground instead of having them play old maid in the hanger bay waiting for their turn to get down
Alright should be in the original pinned sheet working now. The original is still there and regardless note auto-populating is active
I don't know how committed we are to it, but I made a spreadsheet to organize what we are doing here: https://docs.google.com/spreadsheets/d/1ZWDtChFxA2UVOhbFlOkwpyY6kIpzxvZlX1RZA2SeaRg/edit?gid=0#gid=0
Oh, more units got added to Muskegon since I last looked
I'm not finalizing my drop plans until our initial intel is also finalized.
Frame pilots getting on the omninet and shouting down at planet that they're going to kick separatist asses at Muskegon
The rocket artillery does make me want to drop directly on the city instead of the airfield first a bit lol
@wind yacht the base construction rules mention supplies, how does that work? is there a limit to how many bases or FOBs we can build? does constructing roads and bridges also cost supplies?
There's a maximum number of FOBs that can be constructed per scenario. No limit for this scenario. No limit for bridges or roads.
Is there a limit to a number of air units that can be in a single airbase?
3 for a normal base, 6 for a FOB (I think this is instead of normal stacking limits?)
air unit basing is independent of ground unit stuff afaik
If there’s no limit here we absolutely should build a turn 1 fob
Me and Turi can get a FOB up really fast if we don't have to be on defense of the city
It only needs 2 ticks for a fob right?
Nah
2 ticks for an airbase
2 ticks for a FOB
So if both of us spend our first turn we can have a FOB up end of turn 1
Oh I see are you suggesting a new fob? Cause we could upgrade our airbase into a fob too right?
Oh fair distinction
Getting an actual air base up is something that should be on the support team priority list at some point
Half of air command is light chassis so we can manage and the other two can just hang out in space but getting an actual base will help us operate a lot
If we only have two medium+ aircraft, they can operate out of the Saginaw spaceport I think?
yeah the scenario does say it has an airfield, from there Whitefish can hit any enemies out in the field and even Topinabee directly, and Archon can hit most enemies on the way to Saginaw also
Oh, that'll do for now then
Might want to eventually build one closer to assault a city but that's like, a turn six priority at best
I do wonder what the optimal ratio of ground and air units is
we're pretty thin on air units I think
@hearty yew could you confirm if you would be able to hold AK09 (below the spaceport) so that I could upgrade it to FOB turn 1?
I have the subaltern system so I can do 2 construct actions in one turn
it'd be risky for you, specially if there is more than one light unit in the enemy's force, but on the other hand as long as you survive you can retreat to the city and heal quickly
what do you think?
Skimming through chat, but I’ll confirm that I’m playing in a few hours!
Sounds like I should swap Bioplating for Drop pods since we’re bottlenecked and the area around Saginaw is open terrain anyway.
Where do we need me?
if needed drop tanks I think let us reach more or less the entire map from Saginaw
Airmobile infantry are silly fast, gracious
oh yeah that too, yeah we're super set for range
yep, we're very fast, but dependent on bases (which other people have to make for us)
I think our current plan is to drop around the enemy force near Saginaw
Yello
I'm trying to get people to hold AK09 so that I can safely upgrade that spaceport to a FOB
Would you be willing to fight on open ground against unknown forces? :3
I could do that 
quick note, if i'm joining the game session, what player number do I pick? to see the map I mean
hmmm o.o
is it okay if I run a blacksky wing? not too much air power right now
you pick whatever. Those are just "viewer" slots and when someone logs out you pick a diff one. I believe
yes I can commit to that pending more information. If the final units peri places changes situation I may have to adapt
You can just run a normal wing and equip the blacksky equipment to run a sortie straight out on turn 1.
An airstrike on that trio of enemies to the south is a bold, but potentially rewarding manuever, imo
more air power of any kind is probably a good idea
and here I thought your name was Legs :P
What's the benefit of the IPSN Mitchell actually?
The -1 HP means that it gets less dice on Airstrike, right?
So it's just -1HP and then gets its airstrike capability back?
it replaces the action
Normal bomber wing strikes at 4... Oh they strike at 5, yeah ok
They're just worse at everything else
yep, it's why I went with the Hammerheads myself, I prefer survivability over performance under ideal conditions, at least for a first game
Sidenote for everyone in a fighter that you can start with the return boosters and then swap into another equipment if you want to act turn 1
I believe you'd still have to spend a turn to rebase to the surface tho
Yeah
But it lets people act turn 1 if they want
And people are gonna have to spend a turn to rebase to surface anyway
I think it would also oblige them to repair on round 2 like a blacksky, but yeah.
Yeah. It does get firepower on the ground t1 though, and it's a slightly worrying situation there.
@dim spade @urban plume @north juniper Reminder you need to get your character into the sheet, and @sweet cobalt @wicked plover reminder to lock yourself in if you're still playing and are sure of your pick
we're GONNA
Ill finish it in the morning, its 3 am and i should be asleep
Me and Varm already described our situation
I couldn't finish reading the rules so im unsure what to pick
How does one "lock in"?
Just make your name green
It's an acknowledgement that you read the sitrep rules, which are pinned
Varm's gonna be dropping out
Rules question: Is Pankrati Training only for [S*] Skirmish or [A*] Attack orders?
Confused if it's:
- 1: all [S] or [A] stance orders or
- 2: if it should be
[S*] Skirmishor[A*] Assaultbecause[A*] Attackdoes not seem to be an actual order
It's 2, fixed
I think I'm gonna to Fighter Wing and go FULL air intercept mode
nice
