#Pilot Net megagame testing
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@wind yacht I can't seem to add equipment to aircraft?
Aircraft pick different equipment each sortie
Ah, okay
my understanding is we start at the 'home' city
Aight well, Viper Squad is locked in
āReady in the front, ready in the back? Here we go!ā
āāā
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āāā
This ...
not quite, we all start in space and need to rebase or airlift into the city on turn 1, unless you have Local Recruits, Drop Pods/Platforms, or are a Blacksky style air unit.
Also if we wanna look at the foundry, we can just pick any player number right?
yep
Name green, hypothetical turn in the planning spreadsheet, I'll submit to the form tomorrow barring so major discussion here
If you don't have drop pods, Airlift is an [R] stance action BTW
should I make a mini?
No, I've got tokens for everyone
Retrograde has a limited selection of aircraft so I had to get creative
Oh! We're supposed to make our names green got it
That's what is supposed to indicate we're not changing our character anymore yah
@slow copper are you still planning on a Muskegon Blitz? I can't get onto the airstrip Turn 1, but I can relocate to AS3 or AT4 turn 1 and be prepared to support with covering fire
<@&1310264693650362378> 24 hours to the order submission deadline. NAVINT has completed their analysis of the orbital scans. Hostile infiltration units are suspected to be operating near Saginaw, but do not show up in the scans - be wary.
Where am I based at first as an air squadron?
Can multiple units rebase in the same tile?
An airbase can hold 3 air units, a FOB can hold 6
funnily enough we don't need a fob for our air cause of our 6 air units only 3 need a base
Can I show up in the spaceport and move
If your order is to airlift to the spaceport (or an adjacent tile) then that's your movement for the turn
If you have Local Recuits, you can start in the spaceport tile and take any order from there
If you're not packing droppods, and you're a ground unit, you're chilling in space until next turn.
Air lift priority has gone to the support units so we can get more bases down and get more people down t2
I do want to. But I think ideally we would have 3 people able to combat drop into the airport (plus the two supports nearby). But right now people are concerned about the defense of Saginaw and we don't have the drop/lift capacity for more boots on the ground turn one and to drop somewhere else.
Gotcha, in that case, I may just deploy to Saginaw. I have some SERIOUS repositioning ability, so if there's a front that needs shoring up, I can just DROP on some fools
Please put your unit selections in the player list so I can make tokens for you
Oh, just to check @wind yacht does rebasing my dropships consume my single order of the round? Does/can anything else happen when I rebase my dropships or is it just an aura thing that I can bounce around?
Rebasing your dropships is a bonus order you can issue, in addition to anything else you are doing
Flavor-wise, is it okay to make my unit primarily omni-net controlled subalterns? I'm feeling like writing some little lore bits
sure why not
There will be a couple of human operators mixed in, especially to keep the hooks "tuned" but I'm thinking this is a rapid response force, so they sent a few operators on the fastest shuttle to link up with the Vistula and have them print the principle "bodies" of the company
https://docs.google.com/spreadsheets/d/1XuQC_8pkVuQIVF6a8jf7-ghyvjfrkIDuXFByZQ_zFbw/edit?usp=sharing
put their unit info in here, please
Oh, I'm on row 26
Would a different player name be clearer for you?
Or am I on the wrong page?
There we go, up on both pages
Ok, just to make sure I understand everything correctly:
- We can move 3 units from space to ground each round.
- Local Recruit Units get to deploy at "round 0"
Right?
Does capturing another airfield (Muskegon) increase the number of players we can drop in each turn?
wait so other than me and tron who was going to muskegon?
Gotcha, and an aggressive triple push onto Musk was determined to be too risky because of the encroaching enemy forces that might flip the city round 1ish and trip one of the immediate lose conditions?
so was there anyone else?
as if plans have changed this puts me and tron in a pickle
We can move 3 ground units from space.
... does me having my own set of dropships bypass that?
shouldnt as you dont have drop pods which is the one infantry need to bypass the drop restriction
(Or local recruits)
I asked more because I literally have a built-in "dropship" which appears to be the name of the "resource" that is the limiter on drops
My understanding of the current situation is as follows:
We have air units in the black "circle", we have local recruits in/going to the blue circle.
Provided there is at least 1 move 4 enemy among those three enemies, it could [s] along the red line and guaranteed kill one of our air units.
(Some) possible solutions:
1: don't move local recruits into the open, have the third local recruit hold a city tile along the red line.
2: have the local recruit heading into the open start somewhere along the red line, and have a light unit with drop pods cover the tile that unit leaves. [This assumed the ground unit going into the open isn't light, while the enemy move 4 unit should be]
3: move the air unit.
Either way we should also have a combat capable unit in all locations we are basing air units [excluding any air unit based in space/on a gravity catapult]. both to protect against enemy [R] Reposition orders, and for next turn.
Cool. I'm not a "front line" type unit, so I'll Hold round 1 and we'll re-evaluate on round 2-3, I think
Hell yeah I am, I happily place the safety of my lads partially in your hands
@wanton ermine are you still dropping in AT02? And is any air/airmobile using Tron as their airbase?
especially since NAVINT indicated there might be hidden infiltrators near Saginaw, we need to drop in around it to defend imo
if @livid geyser goes with Blacksky, she can also help soften up the approaching force
I have not altered my orders
We only have three dedicated air units that need air bases so I think we're all better off rebasing to the spaceport so we can already become active next turn
And operational range isn't really an issue from there for the mid-to-near future
You'll be going in alone Tron
@sweet cobalt how do you feel about dropping with me and @worthy pelican directly on top of the attacking force at AM11?
idk what to pick for the combat engineers, there is already 2 with Forge-2 Subaltern Maniple, not sure if i should also pick that one or try to be different
Alternatively, we might drop directly to the north at AM10 or AL10, assuming they'll be using the road to try and cut them off. If we're trying to hedge our bets against a skirmish order evading us
up to you, although personally I think some variety would be nice for testing purposes. You can always change your equipment by resting at the city or by someone with Mobile Printers
hmmmm
im thinking of either Mobile Printers as only one other person has it or Blackspot target designator
I think a Blackspot could be quite good (not biased)
I'm black sky yeah
so can we atleast get 1 more person to help us near muskagon (either air or drop) as its going to be a rough fight
I have submitted my orders: spawn in AK08 and upgrade the spaceport to a FOB with the subaltern maniple
Tron is a support unit fyi. You probably want a full company of 3 combat units to assault Muskegon at the very least.
ellyeah, hopefully me and tron can survive long enough to have forces move up and help us
yeah thats my request, me and tron cant really take the position on our own (well that depends how good determined is and how much we can take from the rocket arty)
I don't think there's anything left. All the other Drop Pod units are going to defend Saginaw
yeah ik
the issue is that we decided to let the support units airlift in first to upgrade our airlift capacity for all the other units. If we don't drop in around Saginaw, they'll be vulnerable
Blackspot target designator (order)
[S/A] Choose an adjacent space. This turn, Bombard effects targeting that space do not suffer stacking penalties.
what does [S/A] mean ?
can i chose either ?
yes
Yes, if you are looking for simple suggestions, an [A] Hold Position in AL08 would be both safe and protect our air mechs.
im a combat engineer, i can reinforce instead
Originally a contractor specialized in making habitats for reptilian megafauna, they went bankrupt after their main sponsor, Jurassic Jhon, was accused of resurrecting ancient creatures for some sort of park.
They were bought by a small mercenary company who saw value in their quickness to deploy and reinforce structures of any kind. Despite being recent to the theaters of war, they've earned a reputation of always carrying around gigantic glass panes and UV lamps, because "you never know when you'll need it".```
also valid
it depends on how paranoid you are about a first turn raid by hidden infiltrators
this is my build
since Reinforce is R stance
That is an [R] order, so if they can reach with an [A] move, Vinyls flight chassis die. But if they can't it works great.
a hold position is A and im a medium so it wont be to much of a difference
we already have another combat engineer holding there right? So it's probably safe enough to reinforce
?
Am I misunderstanding something?
if the enemy has light units, they could rush the spaceport turn 1
my plan for now is to upgrade the spaceport (A), rom will drop in (B) to intercept enemies that try to attack the spaceport (as my stance is [R], I couldn't do nothing if there's a fight)
you could spawn in (B) and hold ground to help with this, Ammourazz may also do the same
[S] Light
[S] Medium
[S] Heavy
[A] Light
[A] Medium
[A] Heavy
[R] Light
[R] Medium
[R] Heavy
i dont think R is movement related
exept fly
If you are in an [R] order we also need to get someone there that will stay and fight, or get someone to block the way. Since you will retreat before [A] does.
R means if the enemy catches you in a battle, bad things happen and you'll be forced to retreat off that tile. If enemy units are occupying a tile that friendly air units are based out of, they're automatically destroyed
hmmmmm
If you are in [R], someone else could come in with a [A*] drop pod to hold the fort.
Oh I see, I thought Turi indicated earlier he was planning to Hold, but he's gonna Construct now, that's why I was confused. We have plenty of other Combat Engineers available tho, since they all took Local Recruits lol
it good for defence
We have air units in both these places.
yes, if noone else was available to hold AK09 I would need to hold, but seeing that there's some I think its best to upgrade it to a FOB early on
Just using the drop pods to defend feels like a bit of a waste, idk. They're A* for a reason after all. I want to try to force a battle asap against that attacking force.
Both are most likely within reach of enemy troop(s) on turn 0.
I don't know, just figure of speech.
If you (as a light unit) do drop on them, then they would have to [S] move if they wanted to get out of the way, so we would have less need of [A] defcence that way, just [R] would likely be enough.
it'll be turn 1
the alternative is to set up on the road ahead of them. I feel like a big difficulty of this game will be trying to predict enemy movements, especially since they can just easily go around you. And you can't really set up a picket against a massed force because you'll just be annihilated if you're outnumbered.
all enemies seem to have move 2
The alternative is to set up in the city, since it seems highly unlikely that all 4 have move 4
Scout and Vanguard have move 4
yeah exept those 2
but then we're stuck waiting even longer, idk
I mean I do think dropping on them has value, but I don't like dropping right in front of them, that seems the worst of both worlds.
if they are not, i could reinforce as the enemy troops could not reach me in time
True, and if you are on [A] you get to fight back with significant advantage against 1 of them.
but they are earlier in the order score
they are light
they would attack me before i hold
That is the order of movement, if you hold you aren't moving.
Morning š„± Iām happy to change my orders (in the planning spreadsheet) to get the drop on them if I have company.
Iāll submit an order to the google form in 14 hours or so. Iāve got plans today in the interim š so happy wargaming, planners!
so when are attacks done
there is a planning spreadsheet ?
https://docs.google.com/spreadsheets/d/1ZWDtChFxA2UVOhbFlOkwpyY6kIpzxvZlX1RZA2SeaRg/edit?gid=0#gid=0
Think itās pinned, but there you go
Good question. But you count as being in you chosen stance no matter when you are attacked.
All ground battles should be resolved after all movement.
not pinned
Alternatively if we have enough Local Recruit folks defending Saginaw, we (the collective) could peel off one of our Drop Pod Armored Companies (me) to go support taking Muskegonās airbase.
Iām fine dropping into a fight either way so long as I have friends coming with.
i just realised i confused what name to put into the orders :p
@wind yacht do i submit a new order with the "correct" name?
leaving the defense to just the combat engineers? Some of them will need to Hold instead of Constructing or Reinforcing in that case.
Wizard wants to go north, so it could be the two of you with Tron for support while Eranziel and I defend Saginaw? Or one more of us could go with you if we trust the Combat Engineers to hold
probably me so I can base my dropships out of Tron's gravity catapult if we need to
Yeah, we should let the Combat Engineers with Local Recruit make the most of turn 1 (or 0 whichever) by actually Constructing/Reinforcing
Hold also increases the fortification value, just not as much as reinforce
i will try to reinforce AL08 i think
The northernmost tile of Saginaw?
That is AL09
AL09 is notably not a place we have air units.
But reinforcing AL09 isn't a bad idea
The road does nothing if they don't reposition.
Until proven otherwise I fully expect the GM will have them do whatever we don't counter.
I'm just going off the hope that Peri will somewhat telegraph enemy movements, or else anticipating them will be literally impossible. We'll just be guessing at that point.
following the road is a good bet
The only way this game stays fair is if Peri decides the NPC orders before looking at player orders.
There's already a huge intel gap in that enemies have perfect knowledge of our positions. If they also have foreknowledge of our orders, we might as well surrender now lol
its like having a mole
we are going to bombard that area, to bad now the npc's are going around it
bombard happens before anyone gets to move.
I mean Bombard at least happens before movement thankfully
yeah, either the gm need to be blind of our orders when choosing his or we need more predictability
it was just a bad example
I'm more worried about trying to pin down enemy forces with A orders if they can just perfectly S away
now imagine it didnt happen before movement
Okay, let me rephrase, I fully expect us to have bad luck and the GM to have picked something we don't counter, so we should make sure to have some counters to the greatest threats.
This doesn't mean the GM has to pick orders after looking at all of ours.
Wait I thought @slow copper and co were dropping with me
My point is that hopefully the enemy units will still be following some kind of internal logic to make them slightly more predictable, rather than arbitrarily taking certain paths, i.e. like following roads.
I'm not sure what ASoM's current plan is. We kinda got spooked by all the enemies that spawned next to Saginaw.
Who are "and co" because a SAM on [R] isn't taking any land?
You got one at least!
Cuz that's that where I'm going
It was originally all the other people with Drop Pods, basically me, Eranziel, and Wizard (since rom didn't have drop pods back then)
Mind, uh telling me how, considering you need an airbase and there isn't one in AL09 as far as I know?
(the Saginaw spaceport is AK08)
I like us having air units, but some ground units unfortunately need to actively protect them.
to spawn in i just say what tile im right ?
You have local recruits, so specify which of the 4 blue tiles you start in, what your order is, any target of this order, (and if you move, where)
Right, you could target a different (adjacent) tile than the one you are in if you wanted to.
if the enemies move into it im just helping them so i think its better if im in it
good point
think im good to go, submitting it
So that's 2/3 Combat Engineers in R stance. I think @hearty yew is planning on Holding? If @floral patio also Holds instead of doing an R order, we should probably be okay with Eranziel backing them up. Otherwise I'd probably want at least one more combat unit to land at Saginaw to defend.
That would leave AL09 well defended, the spaceport defense depending on amr, and no known defense for AL08 or AM08. Is that right?
Hm, I just realised that local recruits can start adjacent to the city, not just in the blue area.
". Any units with the Local Recruits perk may start in or adjacent to Saginaw, and take their round 1 orders from there."
I'm built different
(I thought every blue hex counted as an airbase)
What exactly is the condition for losing a city? All tiles occupied by enemy forces?
Sadly the UN rules of conduct say we can't use the town square as a runway š
We do have a support unit with gravity catapults that can count as an airbase, at least one of our air units should probably link up with them
Do you want to, it would let you repair if you get injured?
It might've been a good idea but I already committed to landing in the city.
Tron's the one with the Catapult, so if you want you can accompany the Muskegon attack force. Otherwise, I'll probably base my dropships there if I end up dropping with them.
Look I submitted a team of cocky flyboys who like to be stylish and only barely care about tactics and I'm committing to my roleplay
(My order's already in.)
I think at least for the first turn having our fixed wings land at the airbase is a better idea if only because weāre not sure of how much weāll need to defend the city and even then we can reach most of the way from the city anyway
My order is also already in
Yeah tbh I think the grav catapults might not see too much use this game purely because of the relatively small map and our central airbase
We can reach most of the map from it with our base OR and with drop tanks I think almost the entire map if needed
Last I checked me and Turi were both on hold position?
(I'll only change my order if Tron's Adamant Sky is going unescorted and needs some planes in them, otherwise I'm committing.)
@wanton ermine @willow ferry @sweet cobalt are we committing to Muskegon? We can put our orders in the coordination sheet first to make sure we're all on the same page. It's a big risk if only some of us drop in there after changing our minds.
Are we dropping on AT03 or directly on the city?
we could, i thought the original plan was the airport but sure we can drop on the city
Tron already submitted an order right? Do we know the exact tile they're landing on?
above the airport
AT02?
think so im checking the map
Would it make sense for us combat troops to drop there or directly on the airport?
depends, we can cripple all visible air capacity that the enemy has immediately, either way muskegon is a city we need to get as its the furthest from any actual enemy forces so we can make secondary fallback bases here
Does it matter if we lose Saginaw? I'm unsure if that's an instant loss condition.
but if we had three troops we could have two on the city and one on the airport
in which case a backup base doesn't really matter
true
We don't know what the enemy unit on the airport is though. It's a gamble since our unit might be repelled in a 1v1
If we lose Saginaw we lose a bunch of people
It's true I don't know if it actually matters if we let them into the city...
@wind yacht what happens if the enemy gets into the city
Do we lose
Is it ok to lose parts of the city and then retake them?
I feel like Airlift needs to be A stance by default, even if it's not an attack
otherwise, you can't even reinforce a city reliably, since attacking forces could easily just chase you out
Obviously, it wouldn't be an issue if we weren't being threatened with a turn 1 loss, but still. Even later in the game, I think it would feel pretty bad if you were caught in a similar situation.
@wind yacht Can Airmobile infantry fly into an airbase with A stance?
Since their Fly stance is A?
Keeping Saginaw is an explicit requirement in the briefing
Though I would imagine it's a 3-tile city because you don't have to keep all of it at once >.>
It's defend it, not keep it
Which might mean if it gets lost we just can't win until we take it back?
Or it could mean we lose if any tile gets taken
My goal is to head to Saginaw to help establish air superiority
Or it could mean we lose if all 3 get taken
Oh, I would normally read defend as "not lose" aka keep
Yeah, fair
And it's worth checking if that's ANY tile, or all 3
(RP accent) Regardless we probably don't want opposing forces in a major population centre at all
they can fly anywhere with A stance, I don't see why an airbase would be any different. It needs to still be in range and everything tho
I mean at start of game
Like from space
My main thought there though is if we're sending a bunch of people off to the other city in drop pods
We can consolidate all of our local recruits in the city into one tile
If that doesn't make us lose
Airlift is different from Fly, and afaik Airmobile have to use the regular Airlift
Drop Pod notwithstanding
Yes, I believe that's true too.
But I'm checking.
The difference "in lore" between unembarking from space shuttles and combat shuttles might not be that different
And they're trained to do so into combat
So maybe they can disembark from space into combat
Which would make them a priority for landing in the airport
Regardless, that'd have to be Pom landing at Saginaw. I need to accompany the Muskegon attack force to make sure we have a group of 3
that's not counting Tron btw
the only other drop unit is Eranziel's who's going to defend Saginaw afaik
Gotcha
Let's coordinate on that and then see how confident we are on the city defence. The plan is for support to drop next to the airport and combat troops to drop directly onto the airport. We can then move onto the city after that (the bombardment will be annoying though).
Backup plan will be to aid in the Saginaw defense and then reorbit once we are confident about that
I see.. Ffzdf, Eranziel, rom, Tron, ShieldofMeat, Soap
I would like a third drop unit to take the airport though
I think we try to send all 6 to that to Muskegon
If we send anyone
Maybe Waar too with the Everest
That doesn't seem great, since the local recruits are the main way we can be sure that we defend the city tiles, rather than attack them.
if you spread yourselves thin, then wherever the enemy force hits will get crushed since you'll be massively outnumbered
If 3 recon with 4 hp walk up, any of us by ourselves usually die.
you kinda have to group up to defend effectively
Really though, I would encourage the people stuck in space to take drop pods and then switch them out after we do a bunch of early game maneuvers
i have the Blackspot target designator so if you need something bombarded i can designate it so it can be stacked
Not yet, this turn I'd just be Hold Position
yeah a lot of our problem go away if everyone takes drop pods and defends Saginaw early
It does only take one turn to swap out the drop pods
Does Musk Goon have an airfield?
Yes
Yes, I am more or less counting on fewer than 3 of those units being move 4.
Near it, yeah
That's why we're targetting it
from context I believe it's the red tile to the left of the city
Ah, so there's probably planes there
It's their only airfield
Aight yeah I'll help with Muskgoon
That's why I want to say hello lol
So like
It's why I think if we send anyone we should send everyone who can
I can't base anywhere else BUT the city turn 1
They might have some hidden bases with planes. But yeah, it's probably the bulk of them
Given they have 4 types of air units, yeah.
Can't you base on the gravity catapult (Tron)?
Yeah
Yeah with this small map and the position our airfield is in fixed wings have a very simple time this run
yeah, the only person in this list who isn't going to Musk is Eranziel
Okay so I'm not gonna change my order I just got the hex off by 1
@worthy pelican I recommend you go to Musk tbh if the rest of the party is heading there
I'm worried about them getting wiped out
Maybe I should swap out the AA gun for something to suppress the bombardment unit
ASoM has the mobile printers though
And the Icarus
When we know there's gonna be air units nearby
I thinkt hat's super valuable
Good to know, I assume you are sure of this.
Well, if things go as planned the AA gun will be dramatically less useful this game lmao
HK nexus? I think that's the only way to get suppress on a support. That would definitely help tho
Yeah peri confirmed it earlier
Yes but considering you're attacking an airbase it might be IMMEDIATELY useful
XD
No, because all the planes die if we take the airbase
unless we destroy them all by taking the airfield first. Then it won't be doing anything
Ah true.
HK to shut down the rocket artillery would definitely be nice.
@wanton ermine @willow ferry @spare bay @worthy pelican @sweet cobalt For people interested in the Muskegon airfield drop, when's the latest that people can submit orders (Mine is basically anytime before they are due)? If we are comfortable enough at that time to go for it, let's do it (I'll switch to the HK Nexus if so). If we aren't, I made a Backup Plan sheet to coordinate the alternative where we stick to Saginaw
In terms of where we want people, the support are going for AT02 and combat troops are going AT03. If we get six people, the fourth combat troop should probably drop onto AT02 to protect the supports
It's really funny that Ambushers works with Drop pods lol
i need to submit within the next 5 hours( the orders end at 7 for me)
k, I'll poke everyone in four hours if no one says anything sooner
yep, that and even the Airmobile fly order, it's why I took it.
And yeah I can submit basically whenever
Eranziel or Wizard should probably be the ones defending the supports since they have Determined. I'll definitely want to be on the attack to take advantage of Ambushers (ambushing from orbit lol)
oh wait no, determined only works while attacking
so I guess rom would be stuck on guard duty
Basically everything but Active Camouflage, Aerial Camouflage and Local Recruits is an attack bonus. I guess Union is used to being on the offensive
some seccomm tendencies shining through lmao
No, because they are using the Airlift order, not the Fly order. Airmobile infantry are equipped for bluesky operations only, when moving from the carrier they have to pack their dropships in proper uplift craft or fit them with entry packages.
Best defence is a good offence
You don't lose instantly, but if coalition forces control all 3 Saginaw tiles and the spaceport, that's game
You can submit a new order and I'll use the one with the later timestamp
Airmobile infantry are air mobile - the dropships are designed for in-atmosphere flight. For you, the Drop Pod equipment represents entry packages installed on your dropships that let them fly from space to the ground (not the other way around).
Ok, cool
@hearty yew I thinkw e just stack on top of each other
And Hold position
@north juniper You too probably?
Just put 3 of us on the southern point of the city and hold position
So we leave the spaceport with 1?
im reinforcing AL09
That seems risky
ok so just a quick question the original order is that i drop onto muskagon airport right if its legible what i want to do i dont need to make a new order
But if we put people on the spaceport
Fewer people can come in
To my understanding
They can come in adjacent to the spaceport
so no
with people in AK09 and AL08 or 09, they won't be able to reach the spaceport
yes
And we just let them have the rest of the city if they want it
So who are in AK09?
AK08, the spaceport? 09 would be the tile south of it
If you mean you want to [A*] airlift, yes that's clear enough
I think Amr is in AM08 atm?
And then Turi is on AK08 upgrading
I think we had someone agree to drop onto AK09?
Eranziel I think?
Eranziel is heavy, so if they are alone, it won't do anything.
Depends on if Eranziel comes with us to Muskegon
We could put Amr there too instead of AM08?
Ffzdf could, but they seem pretty invested on Muskegon.
Or with me on AL08
I think Muskegon is a loss, but we'll see
XD
I'm expecting them to land and find out there's like 10 enemy units around there
Honestly it is kinda tempting to stop trying to base in the city and instead just support the attack on Muskegon with a blackwing airstrike
And so they take the airport and immediately die
Takes me out t2, but means that hopefully we'll have better intel and more places to base up t3
Tron already committed and just leaving a support unit stranded is actually throwing it away. Might as well take a shot.
for all we know there could be an enemy unit on every tile on the whole map
Genre suddenly shifts into zombie subaltern survival
I'm just going off the fact that some mystery units are visible near the other cities, so if we assume Peri is revealing them consistently, then there shouldn't be any others directly nearby
We have explicit information that there are hidden units about
yes, but not where they are
it makes more sense that they would be located away from where known enemy units have been spotted
There are 20 enemies we can see already, plus any air forces in that airbase. There shouldn't be that many hidden units.
I'd expect them to have 2-3 times our number personally
So roughly 1/2 to 1/3 of the enemies visible
2-3 times would be a lot. I would expect more numbers though
If we're outnumbered that heavily, I honestly have no idea how we could possibly win unless the NPCs maneuver extremely passively.
2-3 times our number, with tempo advantage, and better intel. It isn't impossible, but uh...
I mean we have the advantage that their forces are split and we can try to defeat them in detail.
Only the coalition Scout units can remain hidden from orbital photography.
I also just think eliminating the airbase asap could help swing the action econ disadvantage a bit for us
But yeah I'm a very risk adverse strategy player
Ok so that's valuable new intel. We've got 19 units visible on the map so far.
the main thing I'm unclear on is if there will be enemy reinforcement spawns or what have you
Ok yeah that info makes me more confident some
That means once we all land we'll actually outnumber the visible units
Also makes it less likely that group of 3 by the main city has movement. 4
We know there's invisible scouts, plural, so we're facing at least 21 enemy units, possibly more. We outnumber them....until we account for them having no logi units
Signal intelligence is telling me that based on enemy numbering systems (putting a giant number on the unit in sequential order), the incoming attack force is likely to have at least one breacher and one sentinel amongst their numbers. There is a potential of one or more Vanguard units (though that could be in a number of other places as well)
What?
Look at the names of the Sentinel
Not certain, that sentiel looks like it could be defending the airbase.
Or Breacher. You'll notice a lack of Sentinel (1) and Breacher (1) >.>
That would probably be Sentinel 5
But a lot of their units seem tied up in defending the cities so it seems like if we can hold against this initial push, a lot of this battle will turn us into splitting up and sieging the cities.
Sentinel 5 is in topinabee, but the missing sentinel, yes.
Oh, yeah, forgot about him. I suspect the air base unit is something else though. But I am metagaming the unit names pretty hard here lol
And I am assuming the airbase isn't unguarded, and if it has a guard, a sentinel makes a lot of sense.
The German Tank Problem is a valid intelligence tool
Do planes hide from orbital photography?
German tank problem suggests no more than 2 vanguards and no more than 1 breacher in the initial group.
But it could be less.
Because if not, and it is only a plane on that airbase, it is going to have a bad day
I mean, they do have support units, but all they do is shoot.
massive overkill of a triple drop on an undefended air base lol. I've just been assuming that we can't see where air units are based nor can we see how many air units are based at a given airfield.
Yeah, same
(There's another mass ww2 wargame I saw with a fun intelligence incident. A unit was trying to move up beside a river, and got hit with artillery. After two rounds of this happening, one of the commanders noticed that getting hit twice with artillery means that the unit didn't reposition, and quickly triangulated all the possible positions the artillery could be on the map, noticed that one spot had good cover, and immediately ordered that a blind-fire artillery barrage be dropped on that position.
Next turn the enemy team were told that their perfectly hidden artillery had been destroyed.)
Amazing
Thank you for introducing me to a new idea, Peri 
Eh, they are about all as shooty as our support units?
I just meant that not all the enemy units are direct combat units
Oh yeah, fair
even though they don't have any pure logistics units
I definitely feel like Scouts are the scariest enemy unit. Fast and Invisible without being much weaker than frontline units
The sentinel is a real good unit, but it is a known challenge, rather than an unknown one.
yeah, especially since if we see the fortification value of a tile increase, we can guess that the mystery unit there is a Sentinel
(There were another couple of fun incidents from that game, like the German commander rage quitting, and another player immediately declaring that they're being shot for treason and now I'm in charge.
Or the bike unit that got stuck behind enemy lines and proceeded to do a glorious sabotage campaign that destroyed the enemy intelligence because they just cut every telegram line they saw.
Or the unit of French cavalry that charges a heavily fortified hill filled with machine guns...and proceeded to roll perfectly, taking the position with only minor casualties and causing the entire French command to spend the rest of the game screaming about 'Ʃlan lads, Ʃlan!)
So I have a question, Iāve missed a bit of the strategizing thatās been going on here, I know our current plan is to hold Saginaw, but do we know whoās dropping first for it yet?
I know there were plans to drop in the armored companies but Iām not sure anymore
I'm pretty sure all the armored companies switched over to drop pods, so they won't be taking up space on the queue
all the engineers have Local Recruits, so it's the same story there
all the other armored companies, sorry
Iāve already got a bombard, the howitzer is kinda just overkill
You can switch it out in Saginaw once youāre ground side
Oh has the window to swap gear passed?
I don't know that anyone else has claimed spots to airlift in first
No
Oh ok
we probably want our line infantry in first, but idk
Saginaw has a printer, so if you do a rest action there, you can switch your equipment
Oh I meant without further orders
Derpghost and Suki put that they'll Rest on the coordination doc, so that leaves Thranatar and Admiral to land, and all our combat units will be accounted for. Last slot could be Ryomasa if you take Drop Pods.
With that it looks like we only have 6 ground units that need to use the airbase to get down. So upgrading the airbase won't make it go quicker.
Oh I forgot about Pom. Maybe Pom could take the third slot
Whatās currently the least reinforced city tile?
Either the northmost or the eastmost.
Ok then
Iāll drop on the East to reinforce that front
Probably just wanna hold position right?
We donāt actually have much eyes on where to attack yet
that would be sensible, increases the fortification value a bit
yeah, it'll be your first turn order to drop pod down
Oh yah
With that, I wouldn't mind if we could get our recon to airlift down early, get some eyes out and about.
still in A stance though meaning you'll be harder to dislodge
I donāt have access to the map rn, can someone grab the city just so I can see what tile to put in my order?
Thanks
Should be AM08 if you're going for the eastern city tile
I can also submit anytime up until the deadline.
yeah
I'm awake and sort of caught up, lol. There was some skimming involved.
noice
My thoughts are:
- priority 1 is making sure Saginaw and especially its spaceport are secure
- taking Muskegon's airbase would be great
- taking Muskegon itself is good for objectives, but less tactically vital than its airbase
If we're comfortable on the Saginaw front without me, I'm happy to drop by Muskegon. We would want at least 3 combat units + 1 support there to give us some confidence of victory, IMO.
Is the organizing spreadsheet fairly up to date?
the current hope would be you, me, wizard, and rom going north with ASoM and Tron to support us. rom would stay behind to guard the supports while the three of us drop directly on the airport
I kinda canāt submit any new orders at this point, my phone is largely non functional and Iām away from a computer until tomorrow morning after they are due
If that is the plan, I would also need to figure out a way to switch my order to AS-02 rather than AT-02
Nope, I'm just a dummy and put the wrong hex in
That sounds solid, I'm on board as long as Saginaw is OK. I'm really not clear on what the current planned orders are there, lol.
hm? AT02 should be fine. Why did you want to land there originally anyways?
Maybe AS02 would be marginally better though, I guess it depends on how many turns it would take the defending unit to reach Muskegon afterward
Airbase
we're going for the airbase first
I think AT02 is fine for the supports. There is a river in the way of counter-attacks.
AT02 is fine. AS02 is a bit more defensible (and puts us out of Sentinel suppress range), but AT02 lets the combat unit attack Muskegon (particularly rom) if it drops with the support
I'll switch to the HK Nexus then
Can you not just do it? Clear your browser cache/cookies/whatever if that is an issue?
I don't think he needs to, sounds like AT02 is the plan.
there's a river and difficult terrain on the way, but I know rom has Pankrati
not sure if it'll be enough tho
So at Saginaw, it sounds like we've got Turi, Tohu, Shadow (3 combat engineers), Magma (armored), and Amr (line) as units that can do actual combat this round, plus whoever else we airlift in R stance?
With Turi at least doing construct
Why construct? it shouldn't help us get people down quicker anymore (some have switched to drop pods).
Wizard is coming with us to Muskegon
That's a question for @unique sequoia, I'm just writing out what I understood of the conversation to see if it's accurate
I also think it is Ammourazz not wizard that is the line local recruit.
I missed writing down Amr, thanks
Edited
Winged picked Scarecrows, nice. Good to see HORUS representation. 
making it into a FOB will give it more defenses and drop more people on turn 2
No, we should be able to drop all the people we have anyways.
Also, I don't see how a FOB has more defenses, I must be missing something.
Yeah, it seems that enough people switched to drop pods that we don't need the extra airlift capacity
hi hello could you help me set up in the player organization sheet?
Though it could help get troops back from Muskegon if that wraps up quickly
this goes for anyone else also :)
Penciled myself in on the Muskegon drop
nice also what font did you use as for some reason my letters are thin
(might be going insane)
I didn't change the font, I just used whatever the default was š¤·āāļø
So where am I going?
If I drop on Muskegon airfield (AT03), I should be able to move into the city the next turn with the 3 Move total I get with Pankrati (ford the river counts as two and then up into the city).
I'm good to submit my turn once someone gives me a hex to land on.
Sure! What do you need help with?
I think AT03 will be full with Ffzdf, Wizard, and I. So you'd drop in AT02 to screen the supports.
i think i figured it out, but you still might help me as for some reason the things i wrote in are thinner than the others and idk why
I'll figure out the formatting once I take a nap
sure
Also I have a question, the drop pods imply if we get back into space we can drop again
its fixed?
But is there anyway to return to space?
the spaceport near saginaw
Cool
(ithink)
Aircraft can just rebase back into space, it's unclear if ground units can do the same.
I believe you can use Airlift to do so? Unless that's only one way
Airlift mentions you can do between airbases and orbit
So take the enemy airbase, and then...
Yeah. Or build a fob etc
It kinda just means anyone with airdrop can switch fronts once a front is won extremely quickly
Does dropping into AT02 actually screen the supports since hits are allocated to [R] stance units (Tron and soap) before [A] stance units (me)?
Hits are allocated as evenly as possible first
Basing in AL09 try to not get me killed round 1 XD @floral patio @north juniper
I guess the alternative would be landing between them and the city and preparing to bombard next turn
or just assaulting it with me if the others can't get there in one turn
Thanks, Peri! Missed that sentence in the damage section. Order submitted!
Thought about that, but figure we shouldn't be the first to bombard cities with people in them.

See you on the front
I wish all you ground-dwellers the best of luck
will try
@hard lance @sacred valley @vocal scarab @icy linden @lyric harbor @wicked plover It looks like you 6 are the ones that need to use the spaceport (airbase) to airlift down to the planet. The spaceport can take 3 ground units per turn down to itself or adjacent tiles. If 3 of you get down this turn, the rest can get down the next.
I think I can wait a turn. Unless we want me bombarding next turn, but that would preclude movement and therefore inhibit our ability to land our 6th next turn.
You can land next to the airbase, so you shouldn't be blocking anyone.
I already submitted orders to chill in orbit
Only if everyone
with building stuff is done dropping down
They brought their own ride down (drop pod, local recruits, drop platforms), as far as I can tell.
From an action economy standpoint, dropping is my whole turn, right? I canāt input other orders if Iām getting this right?
Yes
Okay, yeah I think I put myself down as dropping directly onto the spaceport so I can provide artillery support next turn anywhere within four tiles because of my range buffs
Wheee, lookit those tokens. Always fun seeing new stuff in action. š
Great idea putting the stances on the tokens, too. Are those statuses?
In addition to hits being divided, it also means they have to think twice about walking into us
No, the tokens are done. I assembled the images and @worthy pelican colored them in
Not yet, but I could post them if Peri doesn't mind?
Go for it
Nice
Yup
Airmobile, armored, combat eng, flight type chassis, heavy support, line, and recon
I am also already submitted to stay in orbit - recons are fast, we'll catch up
Also, hell yeah
Kinda funny the recon unit is not being sent first but with our current objectives yah theyāre not suited for it
yeah once we're sure the LZ is secure, us recon can land and start scouting things out for y'all
love these
what mech is that in the line infantry?
Yeah, I for one am pretty keen to get our recons out reconning, but first we need to punch some faces. š
Giglamesh
HA Gilgamesh I believe
ah
š„·
I'd also love to go do some scouting with that Surveil 2 but given the situation I suspect Whitefish is gonna be bombing the countryside for a good few rounds
god id love to commission someone for a custom squad for the Starhoppers
HA continues to win the war of standard model vs GMS by virtue of having art
I'll be there third orbit-bound for round 1, I'm a little more fragile than a standard Line or Armored unit
Okay so I'm catching up: It seems like currently we have a two pronged assualt?
Half of us are drop podding agressively to Muskegon in the top right which allegedly only has 3 units, while the other half secure the city against the initial/ future waves and build up the airbase so that we can deploy/ redoploy everyone as needed?
Clarity question: Are hexes in between two numbers going to the number below or above
They are offset so they only ever line up with one hex
Yeah
yep, you always draw a line directly right from the number is the easy cheat
šš¾ thats what I wanted to verify
So we need to protect the building on ak08 and al09 for the city defense, and since everyone wtih droppods went in thats gonna come down to @floral patio and I on the local recruits until the rest can land normally? And Tohu is currently planning on holding AL 09
Yeah
And shadow and our other engineer with construct
I'm just holding position in al09, shadow is on top of me
I'd consider being right below the spaceport and using support on us
Or reinforce yourself
Er hold position
That should give our other construction the most cover
Yeah, it's a good defensive position. Could be a pain if they rush us, but if they do, we're in a prime position to cycle in reinforcements, counter-attack, and have the wounded heal up
yeah my two options right now are
either hold on you
or support fire from ak08 onto you
that way I both provide some cover onto the other engineer, help you out if they rush you, etc
thoughts on either option from the group?
hold has a guaranteed effect while supporting fire won't do anything if they can't actually reach us
The main risk is if you're on ak08
You might die
Holding on us has no point, since we already have two people holding
And that gives us maximum fortification from holding
What stance is support fire?
A or S
shadow is currently listed as reinforce, so unless thats changed holding would have an effect (we hold twice onto 2, shadow reinforces to 3)
Or support fire next to us
Ah yeah
Ok if shadow is reinforcing being on me has more vendor
Benefit
Since shadow will be in R stance
And give not much to the fight
yeah
the one thing im concerned about is if they rush AK08, do we lose our spaceport?
yeah, it just delays hen the rest of our troops arrive
fair
We do not want to lose AK08, that would kill 3 of our air units.
oh also true
what would we need to lsoe to lose the city?
Well currently I'm the only person on the city not in R stance
R stance means they'll retreat automatically if engaged
no I mean, what qualifies as losing the city
Oh, we lose all 3 tiles
"You don't lose instantly, but if coalition forces control all 3 Saginaw tiles and the spaceport, that's game"
in that case I'd say the airfield is much higher priority, if we are assuming a potential rush
Supporting fire from spaceport?
its one of those two. Hold is more consistently reliable as it does something if no rush happens
The spaceport already has 2 fortification.
Yeah
I am also very invested in us holding AL09 since I am basing there.
AL09 is the southern point of the city right?
Yeah
Yeah that's where I am
Sounds good to me.
which should help cover multiple points, or if they dont rush us, oh well, c'est la vie
It does have the problem with if they hit the spaceport our support company there still has to run.
But I think they still complete the Construction?
If they survive.
Hopefully with 2 fortification they'll survive.
No, if the enemy survives.
And someone else to soak some of the hits
Oh, yes.
But it's only 5 hp of attacks back
I think
No, wait, Amr is line
6
Re: rushing, there is at most 2 vanguards in the approaching force, and 1 sentinel. The sentinel can't rush you, but the vanguards could.
that gives me a lot of defence dice
Yeah, 6 dice back the first turn, and... 7 the second? IDK if spaceport counts as a city
Plus an unknown number of invisible scouts
- 1 or 2 dice from [R] units.
yeah i mean if there are enough invisible scouts to just rush us and we lose there's not
of ours
also fair
So if we lose here it'll just be a lack of focus on the main objective
but that plan's been made so we're here now
Yeah.
so no point in worrying about the invisible guys we cant control
We're taking a really high risk high reward
if they're there we die if they're not we dont
And the other local recruit unit in the space port, are they on hold?
If it works it'll work great
And remember that there should be 3 more friendly units airlifting in to the spaceport/adjacent. So next turn you should have them soundly outnumbered unless there's a pile of scouts nearby.
they're on construct
No they're on Construct
Why?
upgraade it to fob
We don't need a fob
@unique sequoia wanted to upgrade it to FOB so we can get most of the people in on the next round
Also I think at the time we thought we were getting some drop support around us
But we can get everyone in anyways
Can we? Only 3 per turn
And we have 6 ground units that didn't bring a ride, last time I counted
We have... Ryo, Thrantar, Derp, Admiral, Suki, Pom? Yeah, so we do.
I think maybe fewer people had drop when we were talking about it?
Also I remember at least 4 people weren't dropped in
Er, locked in
As anything
yeah there were a lot less drop pods at time of decision
And it looks like most of them locked in as air
Yeah, a few more people switched to drop pods
Or swapped to drop yeah
But yeah @unique sequoia Might be worth being in Hold stance
No good plan survives contact with the uh, allies?
XD
Since all we have is Reinforce, Sap, and Contruct as our other-than-normal stances
Its a trap XD
the thing that might be useful once we hold the city is
building an airbase between saginaw and muskegon
Yeah, so people can transfer between them.
if they survive muskegon, having an airbase to airlift out would be good
They have drop pods, I think they are doing the other air lift strat.
Wait, so Hold and Reinforce take into account the natural terrain defense value? I thought the fortification value was independent of that?
if they survive
š© oh ye of little faith
The spaceport already has fortification 2 and terrain 1.
they would need to get back to space first. Idk if they can do that from muskegon?
The enemy surviving, not us.
š
listen I have faith! But if it fails that airbase doesnt help
also yes if the enemy survives and you need to bail
airbase would be good
@wind yacht can drop pods units airlift back to space from a regular airbase, like the one near Muskegon?
"[R] Airlift: In the Move step, if adjacent to a friendly airfield or FOB... An Airlift may also occur between the carrier spacecraft and any base..."
oh neat
alright yeah i mean they can just leave and go anywhere alright so we just have to worry about the 10 of us + our planes
which means we're either all on defence duty while drop pod squad takes a base, leaves, repeats
or we eventually have to push out
I fully expect the enemy to come to us, but I could be wrong.
they absolutely will, its just a matter of if we'll keep all 10 ground + our air units on defence
or if we will have to split to push
I expect us to do something like 5 on full defense on each of the first 2 cities
And then 10 pushing
To the 3rd city
I'm with you on AL09
So you're not alone, and we have Amr sending in supporting fire
I doubt we die
Yeah, i read something about topping you
Being on top
Lol
I mean my assumption is they're going to be using the initial force to pin us down and then start sending reinforcements from the cities to try and wipe us out
My hope is that on the first turn they can reach the city and thus give us time to prepare
Who can bombard the tile al10 in the next turn if they nove there
I have the designator, with that if more than 2 people are bombarding it could do devastating damage
I assume you meant you hope they can't reach the city?
Ryo and Thrantar both have bombard 2+ and could airlift down this turn, that would give a lot of bombard potential
Planning for t2 seems a bit immature but we'll have a lot of air assets ready to assist when it rolls around
For Shadow to designate for
Yes
nice
Yes, cant, forgot the T
<@&1310264693650362378> round one orders are due in 4 hours
Thrantar asked me to submit his orders since he'll be at work until after turns are due
So I have done so
IDK if it shows who submits them
But so you see if it says I did for Thrantar, that is correct lmao
The form does not collect the identity of the responder
as an air unit i'll need to rebase myself on turn 1 right? š
You're a blacksky wing, so you don't need to rebase
Your base is the carrier spaceship and your range is infinite
You can just start blasting
oh riight yes I remmeber now
right, I can strike anywhere, but I go on cooldown.
hrnghrgnh. I think... it may make sense to hold myself in reserve for round 1 until we see more of where I may be needed
hmmm
no I guess I can actually try and be spicy
I'm running the horus variant so I'm immune to ground interception
Those hostiles south of Saginaw probably don't have any air support š
yeah
simply bomb them
AM06
Are you sure you don't mean AM11?
oh!
.>
thanks
so we read sideways and not across the diagonal axis
yes that's what I meant
not sure how to look at the name of any given hex
^
thanks peri, sorry for being a bit behind on keeping up with your incredibly cool project here
should I pick 'air strike' or specifically mention my variant "airstrike -1d6"
Mentioning the variant airstrike is helpful
aww thanks
oh! there's a die modifier section, perfect
I'll pick airstrike and then -1d6 in the last bit
oh right, I did put that in
You are firing the first shots of the mission
yeahhh
hope I don't die!
lelouch would say a true king can only lead from the front
which is, objectively speaking, incredibly bad chess strategy
but he is very cool
It's just @wicked plover to submit I think
done
nice
I have bad news about the first shots of the mission
Ha
Well if this is anything like 7th fleet
- We won't be able to roll dice
- We won't be able to read the rules
- I'm going to fucking die
glorious leader setting our noble standard (low bar to beat)
Lmao
We already know we can't read the rules
š
Hey we can only do better now
imagine that random mystery unit by Muskegon repelling our triple drop 
Y'all are making it rain over there
Yes....
based on the rolls it looks like we might, also looks like absolutely nothing is happening in the city based on the rolls lmao
@wind yacht you can probably make your job a little easier by using the "count successes" syntax. /roll 5d6cs>4 will tell you how many of the 5d6 rolled greater than 4, instead of summing the rolls.
Aw, it's just a poor Engi unit. I almost feel bad... almost
Oh, I realized I forgot to note down the Ambushers bonus (if that even mattered)
Would that prevent an R unit from rolling any dice at all, or is 1d6 the minimum?
1d6 is the minimum, it would apply except for that
<@&1310264693650362378> round one rolls complete. Thanks for getting your orders in early, it saved me some time.
AIRSTRIKE IN AM11
The Horus Scarecrows of the Red Rooks squadron are first to hit atmo, diving for a strike on coalition forces approaching Saginaw. They score no substantial hits, but scatter cloudscout drones for intended follow-up strikes. They meet no resistance as they burn back for orbit.
0 hits
SPACEPORT SKIRMISH
Vanguard coalition units reached Saginaw spaceport just ahead of Union transports, skirmishing with Mehen's Jackals. The combat interrupted construction work; upgrades to a Forward Operating Base are not complete.
BLUFOR: 0 hits. Mehen's Jackals are commended for their bravery and recommended more time on the firing range.
OPFOR: 1 hit, assigned to defenses
HEAVY RAINFALL ON MUSKEGON AIRFIELD
Union forces performed a textbook orbital drop, taking the AT03 airfield with little resistance. A coalition combat engineering team constructing a bridge were pinned against the river and routed. No combat aircraft were found at the base, but NAVINT reports that a flight of bombers intending to rebase there was forced to divert.
Round one
BLUFOR: 5 hits. 3 to Defenses and 2 to Engineer (1)
OPFOR: 0 hits.
Round two
BLUFOR: 6 hits.
OPFOR: 0 hits.
THE SIEGE OF SAGINAW BEGINS
Coalition forces have moved to the edge of the city and are preparing for assault. Reinforcements are moving rapidly up the road from Kalamazoo. An airbase is under construction in
AN12, and NAVINT reports that two chassis wings (reporting name: Condor) have set up south of the city (exact location not known)
Union forces downlifted to Saginaw in an orderly fashion, with the exception of the 21st "Steel Dawn" Armored Company, whose drop pods did some damage to a local skate park.
Mehen's Jackals are commended for their bravery and recommended more time on the firing range.
Lol, shots fired. š
Where did the Vanguard go that skirmished at the spaceport?
Retreated to an adjacent space
Did I forget to unhide it?
It's there, in AJ09
It could not retreat to where it came from because the Blackjacks had airlifted there in the meantime
Ah, maybe a symptom of me alt-tabbing out
I think it may be time to begin bombing people
Iām docking someoneās pay for that skate park fiasco
ugh hold on, I forgot to move the Ypsilanti forces
Someoneās ass is grass for that
And it looks like the Topinabee forces stayed put
That new airbase is potentially concerning
It needs another Construct before it's useable
Drop bombs on it?
Oh, it's still partial, got it. I was about to say there must be a 2nd engineer there that we haven't spotted. š
But that shouldn't be the case if it's partial
Nah, but it does have 3 dudes coming up the road to help it out
š
We should be able to completely overwhelm the 3 dudes around us tho'
Hmm, I wondering if I should play it safe and hold position or move towards the visible sentinel and breacher
I am the only unit on the eastern part of the city
So if enemies come down there I am the first line
But also idk if anyone is coming down
The trucks represent the base tile for the chassis wings
gonna have to lift back to orbit and repair
Gotcha
Yeah you're out this turn, have fun with your turn off Ashley
š
And then I figure the flying units just do what flying units do
Presumably Peri will be placing the actual chassis Wing tokens on their target spaces, like he did with Winged
Designator lights up the Sentinel/breacher pair and they die, Blackjack moves in to pin the vanguard for Thundermaw to come in and mess 'em up
What do y'all think about a 24 hour turnaround time for orders to be due?
Steel Dawn comes in to catch anything that's left alive
I'd say 48 and we see if we can ramp up
sure
Entropy, Verry, and Voy probably just do generically useful flying things like Air Support?
<@&1310264693650362378> round 1 complete. Round 2 orders are due <t:1733193000:F>
24 hours sounds nice because the game is new and everyone is excited, but my experience with PbP stuff makes me agree with Tohu. š
To be clear this is an A for Airstrike on Wingman and an AS for Air Support from the Helicon Lance
Since only one Air Support goes through
I imagine we get another Air Support on the Vanguard, and then... The other two planes do something?
ty for updated image
Damn I don't get shit for posting like 10 images smh
Oh, sad at not catching any aircraft at the airfield. I wonder where the Coalition bombers live š¤
I'm guessing they just don't have the same rules as insta-dying if their home gets taken
As we do
XD
Well I guess for the Muskegon attack force, there's not much for us to do other than assault the city itself. Can all of us make it into the city on T2? There's a lot of terrain on the way.
thx for the zoomed in images but I still needed the coordinates at the end of the day :P
Fairrrr
Yeah I was trying to show like, what was actually happening places
So it's not a Map For Ants
An airstrike is doable from Wingman, but I could also do interceptor work by flying a patrol around the city so the air units that we know they have will take some hits if they try to fly in on us.
namely those condors
Saginaw is looking like it's gonna be a real scrap
They do actually
So long as someone's doing it.
Oh, did that bomber die and it was just fluff then?
They are based elsewhere on the continent
yes
Gotcha, so that was us catching them trying to rebase
yes
they were going to rebase but it got cancelled, so I guess they're still in reserve, basically?
I could do a patrol or I could help with air support or bombing while I leave it to Viper I think they are dedicated interceptors
My main thought is just Viper is patrol-specialized and Archon is air-support specialized, while Whitefish can airstrike it also does it worse than you
So you're our best Airstrike option.
You and Whitefish doing Airstrikes and leaving Patrol and Air Support to the others
Yeah, seems like a good plan then.
Since Air Support conflicts with Supporting Fire and we're only hitting 2 dudes near us this turn probably
We want to maximize our Airstrike potential I think
And that means using the Blackspot on that group on the bottom and hitting them with our Bombard and Airstrike
XD
Leveling the enemy with unopposed air strikes is only fun when we do it.
If we double Air Strike and Bombard on them, we hit them with uh... 13 dice of bombard?
With the blackspot on
Engraving each missile with their name, birthday, and social security number.
Could we get the turn resolution reports in a rolling Google doc for posterity? @wind yacht
Also, exciting to be underway! Thanks for starting this up!
bombard does have dimishing returns the more we do it
