#Pilot Net megagame testing
1 messages · Page 4 of 1
oh fun
well if you need more strikes give me a call I'm not great at them but 3d6 is 3d6
Yah, and they only have 10 hp between the two of them, so there's a pretty good shot that they just are nearly dead by the time Steel Dawn(And maybe me) arrive
Yah, I was figuring you just hit the Vanguard with Air Support honestly
fair
And then let Viper Patrol
Or you Patrol with Viper
There's an argument for Mehen's Jackals to sit in place and Support Fire the Vanguard instead of move in
So we have someone in not-R stance on the port still
Are folks okay with dealing with the
At which point yeah you'd just patrol
I think we're pretty set for these 3
But the seocnd wave of 8+air support is my worry
I'll start by assaulting 12an
My suggestion was you catch the Vanguard
You're the only Light unit here
So you're the only one who can move before it to pin it in place
I worry if you hit 12AN you'll just meet the other 3 coming up the road and die
Does that make sense to you?
I’ll wait to see what they’re doing and then make my decision
Nod
Lots of complicated decisioins!
My scribbled diagram was merely a FOO suggestion I guess I'd say
I'm sure it can be optimized, up to and possibly including hitting that engineer over there with some airstrikes maybe
Although we'd need to hit it with 10 dice of airstrikes to have an average kill, which I don't think we can
Who's saying Viper
Me
Was kinda figuring you'd just Patrol on top of us
Since you're Patrol specialized
As a member of #aircommand and knowing we've got enemy aircraft near the city, it'd be wise to have someone patrolling.
Oh, so if we waited a turn we would have destroyed their bombers. Tragic
We did something better this turn though. We taught them to fear.
We could have gone for the city first, true, but there was no way for us to know. Besides, I'm actually not sure on the timing of rebase
so it's very possible it could have rebased away first on T2 after seeing us destroy capture the city right next to it before we could occupy the airfield and destroy it
Yeah, I'm not too sad we didn't catch the bomber. Would've been nice to catch some aircraft there, but I still think dropping on the airbase first was the right move.
As for next steps - I can't make it to the city because of the river. I'll probably Assault to AU03?
I don't think rom can make it either, even with Pankrati? Looks like it would take 4 movement to get there.
Ffzdf and Wizard could both get into the city though, if you wanted to be aggressive.
I don't think that would be a bad move. They've got fortifications you'd need to break down before they start taking full damage, but you'd be rolling 9 dice to their 6, plus whatever our support can lay down.
Suppress + supporting fire, shut down the rocket artillery and add some dice to the city assault?
@wind yacht How does the math for a half attack with a -1d6 option work? Do you halve or subtract first?
I don't think it actually matters for a heavy support with Sharangas - since halving rounds down it ends up at 1d6 either way.
I'd feel better about it if we had a full squad of 3. Not sure on the math if it makes more sense for us two to attack first instead of waiting.
Also, I believe it would only be 5 dice for the enemies thanks to Ambushers
@wind yacht For retreats, are hits against defenses counted?
And can you supporting fire against your own tile?
Also, I cleared the order planning sheet if people want to use it again
I think so? But I'm assuming you'd do half attacks instead of standard attacks during the battle. Would only make sense if you did it in S stance I think
For attacking Muskegon this turn, it'll be 10 vs 5 dice and we will definitely push the rocket artillery out. We will probably also win because of determined? We might not kill anything though
I guess we might as well be aggressive seeing as how we're undamaged. Plus, we kinda want to try to wrap up Muskegon fast so we can either hit another city or reinforce Saginaw. Although we'll also have to think about leaving behind a garrison. Maybe if one of the engineers airlifts over to reinforce it as well.
For Saginaw, it would be nice to stop the airbase from being finished
Alternatively, setup to take it next turn if the bombers try to land there again 😆
Sup bitches, union is here
I assume me, @vocal scarab and some other lucky unit can airlift this turn?
We can start scouting for yall
Yeah, 3 more units can airlift in, which I think is everyone who didn't airlift last turn.
it's skulking time
Hits are not assigned to defenses in the second combat round. So no, I guess.
Halve first - a half attack is half HP, all other modifiers are on top of that
@slow copper @worthy pelican (and the rest of the muskegon drop force) who was attacking muskegon proper?
(also sorry for waking you at whatever ungodly hour you have)
The two people who can reach it with assistance from support (and the other two prep to continue the attack)
and that would be?
I'll check later today, but it's the air mobile person and the armored unit with bioplating at the airport
ok so me and the airborne
Sadly the air mobile person doesn't have their dropships yet or we could try to encircle them 😦
sad indeed
sadly we can't double air strike one group: Only a single air unit from each side may be deployed per space, or two if one of them is executing an Escort order.
alright so, to clarify: we have all three recons coming down this turn in the Saginaw spaceport?
so @blazing basalt as the other member of airstrike detachment, what target do you want to take? I'm a little safer from air interception thanks to the Hammerheads
Question: doesn't the rebase move happen before the drop pods land, so which tile do you need to take to kill a unit that is rebasing, the origin or the target tile?
Second question: earlier you said that we would know where enemy chassis wings are based, I assume that changed? Having a only rough location of enemy chassis wings might be more fun, but I would like to know if/that the change is intentional.
The [A] stance means you stay and fight, the [S] stance means you try a fighting retreat if attacked. In this case [A] should be better.
But it might be a good idea to verify if we actually have multiple bombardments targeting that tile before you use it.
Probably worth it if we get two bombards to supplement the air strike? Makes for +3d6 effectively
Or three bombards, I suppose, depending on if we want to use our air power close or far
We can only bring 1 air unit per tile (+1 eventual escort), If it is I, my pick would most likely be suppress since I get +1d6 that way.
We do have 2 units that can bombard that are in range, so it can still do something.
@slow copper how does you supressing Muskegon and me leaving supporting fire on Muskegon and wherever else our troops are ending up sound? You're a bit better at supressing fire, but shutting off the bombard sounds real nice and I think the frontline elements are getting split up as well
If you're talking about me, I do have my dropships; they should be based off of Tron's Catapult. Otherwise, I wouldn't be able to reach Muskegon this turn. Can @wind yacht confirm this is the case? I would think it's valid, given that the bombers only attempted to rebase after our drop pods came down, therefore my dropships should be able to rebase after Tron landed. If not, would I be able to base them out of the Muskegon airfield?
Would Suppress even do anything? It probably makes more sense to let someone else take that tile and do a proper Airstrike. Verry is our Bomber and Vinyl has Monarchs, so if they're in range and don't have any other plans, maybe one of them should Airstrike whichever tile is getting the Blackspot?
Suppress still does damage, but a 6d6 airstrike would be better, do we have one?
I believe the Monarchs would be 5d6 and Bombers 4d6. That's less than 6d6, but Suppress only does a max of 1 hit per unit. Is the math such that it's unlikely an Airstrike would do more than that?
If it's three units, it's only a 5% chance to get more than three hits on 5d6
it's just two units in that tile. I believe the plan is to hit the Breacher and Sentinel next to the city
I guess it has the risk of them moving away? Since it doesn't seem to happen pre-movement like bombards
Oh, does it not? I was under the assumption that it behaves exactly like a Bombard, just with the extra air rules tacked on. I'm still somewhat unclear on the timing of air unit orders in general tho.
Using a Suppress would have the same issue then, especially since it's R stance for ground units.
I read it as Bombard being nested inside Airstrike. Airstrike says to Bombard, Bombard says before movement.
It doesn't say to Bombard but ignore this specific portion of it. It just says "Bombard"
But yeah that's true, I guess it doesn't matter when it's from the air because they happen before ground actions anyway
oh they do? that's something I wasn't sure about. I guess rebase is just different and happens after ground actions in that case?
Okay yeah as per the round structure chart, suppress and bombard happen before everything else
Reinforce and hold both say: "...At the start of the round, increase its Fortification value,,," So if they aren't moving away, there are likely 3 "targets"
I suppose the lesson of the day is: air suppression is quite good
I mean, we don't know for sure what the enemy plan to do, right? Your theory is that they're going to try to stall and hold out for reinforcements? But if anything, that means we don't need to suppress them at all, and it'd be more effective to do some other action instead while someone else does an Airstrike.
Nah nah because suppressing also does damage
Against a group of 3, there's essentially no way for any of our air strikes to do more damage
And Chassises suppress with a 6d6 at max health which is better than our airstrikes
that's kinda wacky lol
that means you wouldn't actually be using suppress to... suppress
Yeah suppressing being (usually) better for big groups and air strikes and artillery usually being better to snipe single isolated units feels a little weird, but that is perhaps what playtests are for
Wouldn't the Bombard hit before reinforce and hold happen?
Oh I see, since they say "at the start of the round"
Yeah, normally you'd think you'd want to spread out to reduce the effects of a single airstrike, but since hits are divided instead of multiplied, you actually want to stick together to protect against them.
further emphasizing balling up into death stars of 3
feels a shame to waste Blackspot like that. Definitely feels weird that even in the best case scenario, suppress would statistically be more likely to deal more damage
Yeah, that makes sense to me
@worthy pelican you want me to follow you to AU03?
Ping me if you need my designator
also how long is one turn in game? one day or is it the same as the time between orders irl? kinda wanna know because it makes it a better sense of scale
half a day?
like flavor wise?
Depending on if my dropship is indeed based nearby, I thought the idea was for the two of us to go ahead into the city first
I thought so too i just saw Eranziel move to AU03 so thought we could deathball there
Because Eranziel and rom can't make it into the city next turn
ok i set my new order to go to AV03 where muskegon is
can you pin this? or @livid geyser
hmmm lemme try something
@wind yacht do you haev pinning privileges in the forum now?
👀
If you're safer from interception, probably best to put you on the bigger target. You take the breacher and sentinel at AL10 and I'll take the Vanguard at AJ09?
Thoughts on where I'm bombarding?
My thought was you actually move into the Vanguard
There's a blackspot targeting laser on AL10, allowing you to stack bombardment effects. Consider going there.
Hullo I awake: what are our thoughts on using air support to Bonnard the base they are building? I assume we won’t be able to do enough hits to kill the engineers so it’s probably not worth?
That was my conclusion.
A fair conclusion
We’ve been talking a lot about air bombardment we also have Ryo’s smoke show which is designed for long range bombardment support. Which is
- how we can get double black spot value
- an argument for me to hold position with supporting fire to make sure the airfield and ryo don’t get got. Although we look safe for me to walk one step forward.
Oh just that Ffzdf was complaining that because of the way black spot works that it would be wasted since we didn’t have stacking bombard and someone was considering going suppress. But with our heavy support units we have a way to stack bombard if we so wish
Are people moving out of AK08? I want to airlift down but since I'll be in [R] I don't wanna be outside the city really
I think if you patrol the southern city point it covers everyone?
If I understand how patrol works correctly?
8? Dayum that's big lol. Should be good to try and repel the condors that are incoming
But I think if they patrol any of the city locations or the spaceport it covers us all yeah
XD
"Patrol X: Establish an interception zone within a range of X from the deployed tile."
So you can pick any point in 8 tiles from your base, and it creates a radius of your patrol value
In which you intercept
Okay but then how big is my radius?
3
that's what the number following patrol in your profile is for
"SSC Comet: Patrol 3, +1d6 for each intercept target past the first."
Oh it's under variants
Because you're a Comet you have Patrol 3
Otherwise you'd have Patrol 2
Which is the standard for Fighter Wings
Aight I get it now
Instinct Pods are really the only dogfighting equipment I can get hrmm
Autogun
Oh wait no
Cloudscout or Athena doesn't help YOU
But does help other people
Fragment Signal is pretty good for patrolling over friendlies
Since it also protects them from enemy bombard and supporting fire
I think I'd take Fragment Signal
Or Cloudscout
Depending on if you wanted to patrol on top of us or just in front of us
I think I want to establish my Zone first
I'm getting Instinct Pods first cuz I'm playing mercenaries who don't wanna die
One but you get to change every time you deploy
Unlike us landlocked mortals who have to spend a full turn to swap over
There aren't any ground units that can use interception over there are there?
Don't think so.
In fact I don't thinkw e have ANYONE who can air intercept from the ground
Atm
On either side, you're saying?
I'm gonna patrol out of AL09 I think
Me and someone else did, but I think we ended up with people swapping into drop pods and stuff
I was mostly talking about enemies since that would inform Instinct Pods
Oh
Yeah I don't think we do.
MMobile SAM is the only ground units that can
And we don't see any of them
@wind yacht Question: Can we move and then perform an order that doesn't involve moving?
Like I'm move2, can I move 2 and then perform Construct?
I'm fairly certain you only move if your order says you move
Just re-read the movement rules, you apparently need to S stance in to pin
Oh
Or it can just S-stance move away
So just to make sure you are aware, instinct pods won't help you against enemy air patrol. It only functions against interception coming from ground units, of which the only ones with that capability are the Mobile SAMs.
Blaaaah
I chose fragment signal because APPARENTLY these guys need help not dying
LMAO
I'm reading here though and I think the only S-type order you can TAKE is Scout
Which doesn't pin them
LMAO
So yeah
Patrol Zone is set at the southern tip of the city
Next turn will be fucking up any visible air units
Isn't Skirmish a universal order?
Oh no wait, you can Skirmish into them
Yeah
@wind yacht Should Scout be listed under the "orders you can perform by anyone"? Atm it's there, but it's also under the Recon as one of the orders they get access to.
I'd assume it should only be under the orders that you need access to do
Maybe it used to not be universal? I can't remember
It's also listed as an attack order
Which is kinda funny because it specifically doesn't attack anything
hrm
No, rebase happens at the end of the round, after Construction
Confirmed, though I initially missed your comment
Anyone can Scout, yes - it being listed under Recon's orders is a mistake on my part
Probably. I'll note it down for v2 rework
Ah shit how to adjust order
Just submit a new one
works for me. AL10 was the Blackspot target and we don't have anyone else coming in from the air for it, right?
I don't believe so.
i will continue with this assumption but will wait until tomorrow to put in my order
I'm going to put my order in immediately and just let what happens happens
Do we want to send a scout to the Muskegon region in case their scouts are trying to head there, or do we think it's not a big deal?
@wind yacht do we know if the enemy has any other assets (besides the bombers) based off-map that need an airfield to bring them in?
They do yes. NAVINT will update as they fly in
Hmm, can we get an idea of what they can send in? Or is there a wider conflict and NAVINT doesn't know what they can commit at any given time?
The latter
I think we don't need to support Muskegon more atm?
Unless there's further reinforcement routes?
@wind yacht Can people come in through boats or something to Muskegon?
Or just walking in off the edge of the map?
If there's no reinforcements possible, Muskegon should just be a matter of cleanup tbh. It might take 2 turns or so, but I can't see 1 sentinel and 1 rocket artillery holding us back for long.
It would take pretty miraculous dice rolls for them to even remain in the city if both of our possible units assault, and then they'll be stuck outside of fortifications and damaged. Or they could even be destroyed this round.
Coalition forces can reinforce the northern towns by sea. NAVINT is not currently aware of any such effort
So we definitely want to leave a garrison, and possibly send an engineer to build up fortifications.
Ffzdf answered already, but just to confirm - AU03 is as far as I can get, and I think it's best for you & Ffzdf to assault the city this round.
I'm going to guess Union isn't cool with printing naval mines to dissuade naval reinforcements
I was thinking if I sit in AU03 and rom sits in AU02, that cuts off all possible approaches to our supports. We only really need to worry about the sentinel making a move like that, the artillery can't effectively assault, so 1 unit in each tile should be just fine.
we are also attaking AV-03 this turn, correct?
@wind yacht for rivers, is the (unintuitive) situation where there is an asymmetry between crossing a river to difficult terrain (no change in cost) and crossing a river to flat terrain (increased change in cost) correct?
yes that's correct
I should get out of bed and draw a map, but yeah, the idea is to attack the city while the combat units that can't reach move up. Support will do support things to the city
yes, ive already set my order to go into muskagon propper
cool cool, I'll hit AU03 with the secondary on the missiles then; it seems unlikely that they'd push across the river and if there is something hidden, I figure it'd be there
or, well, moving into there
Sounds like a reasonable guess!
It'd be pretty ballsy for the Sentinel to move into us
I half expect the two of them to S or R out of there, tbh.
pretty sure it couldn't reach us anyways even if it wanted to
S would be the only option to evade getting pinned down by the airmobile assault, actually
The rocket artillery can't S, so the Sentinel would leave it behind to an extra round of combat
Okay, Air gang. Voy is patrolling out of AL09. Winged is doing their forced repair. I am going to the skies above AL10 for a 6d6 suppress unless people complain.
What are other people doing and what is prioritized?
An airstrike on the vanguard at AJ09?
Supporting forces at Muskegon?
Trying to counter enemy flight chassis at unknown location(s) south of Saginaw?
Escorting other air units?
Doing something to the incoming units to our south-east and south-west?
will any bombarding occur on AL10 ?
Wingman Project is going to be dropping an airstrike on Vanguard (1) at AJ09
Not from me, but I wouldn't mind a unit on [A] in AL09 keeping me safe.
6d6 suppress against even two units is hard to beat, it's all yours
If they create any fortification, it should be even harder to beat.
looking at my own air-to-ground capabilities in comparison like 🥲
5 more range is 5 more range.
do we need any more hate pointed at the ground or should I just join Voy in patrol?
can do [A] to protect you
More air strikes never hurts, but if you patrol and they do try to do any kind of anti-air operation, we'll be sending them home crying.
I think I'm just gonna air strike the enemy airbase with Cloudscout Drones, might do some damage to the engineer and we'll get to see what, if any, they move in there
i'm sure it's not nothing but it's a real feels-bad moment in this scenario
my thoughts exactly
airstrike bombards so does it fall under the Blackspot target designator (order)
[S/A] Choose an adjacent space. This turn, Bombard effects targeting that space do not suffer stacking penalties.
Absolutely, but I am doing a suprress, since it is better on average in this case.
other are doing airstrike on it
so i will do [A] Blackspot target designator and everyone wins
Nice, if you already submitted, I'll also do so.
Unfortunately, only 1 air unit doing fun stuff per tile (1 other can escort).
yeah, and i don't think we're doing enough bombardments+airstrikes on any one hex to really make a Blackspot worth it if you have anything else you can do
But, [A] designator is still strictly better than [A] hold in your case, so go for it.
i cant do anything better
Whats the situation rn in the main city?
i already reinforced so it caps hold positions
so i have no better move
yeah
anyone interested in airstiking or bombarding AL10 ?
I think we are trying to kill the vanguard to the west, the breacher and sentinel to the south, not loose any city tile/the spaceport to sneaky moves, and it would be nice to delay enemy reinforcements from south-east or south-west
I am [Air] Suppressing AL10 so no friendly airstrike there this turn, but bombards aren't a bad idea.
steel dawn can bombard
If we want the sentinel and breacher in AL10 pinned and hopefully killed, we want a medium unit (or light) on [S] to pin them. And I guess 2 units on [A] to do the killing.
If we want to pin the vanguard at AJ09, a light unit needs to do the [S] pin, but a fast recon unit could do a lot of other valuable things instead.
and thundermaw
I would love it if steel dawn could bombard that far, but they don't have the range.
Thundermaw and Smokeshow can.
what do you think of pinging them ?
Your call.
Tbh if you can't get both of them to join in on the bombard, maybe making sure you and steel dawn (Magmanaught) both [A*] assault AL10 might be a good idea. Putting both of you in the same tile increases the chance of mass bombardment immensly IMO.
I think I was planning on bombarding AL10 if I recall the map correctly.
But am currently on phone access.
are you in the order exel ?
https://docs.google.com/spreadsheets/d/1ZWDtChFxA2UVOhbFlOkwpyY6kIpzxvZlX1RZA2SeaRg/edit?gid=0#gid=0
this should really get pinned
Smokeshow (Ryomassa) has an Apocalypse Rail with extra range, they are likely very happy to bombard if you ask.
@hard lance What are your plans, and if you have none could you please bombard AL10, im going to designate it so its no longer diminishing returns
I have no plans but it looks like @sacred valley is bombarding AL 10 already?
Blackspot target designator (order)
[S/A] Choose an adjacent space. This turn, Bombard effects targeting that space do not suffer stacking penalties.
i have this
OH HO
so the more the merrier
SAY NO MORE
glad to have you on board
also join this
this is where you can put down what you will be doing
helps organize
Can we get the most current order summary post pinned as well
I wanted to read it but I clicked down to find my tag and refuse to scroll through several hundred messages
if its the thing i think your talking about its the 3rd thing pinned
if its the other thing scroll up a bit and you find the text summary
I remember someone suggested collecting the order summaries in a google doc so we could have them all together in one place, plus we can just pin that doc instead of pinning a bunch of random messages
Alrighty, going downwell on AK08
you can airlift down to adjacent tiles, and the airbase can only hold 3 ground units
we can??? smh
Yes, but we're vulnerable to being hit by stuff
I set an alternate LZ in my order tho
(AJ08)
I already put in my order for the airbase itself lmao
but eh, as long as somebody shuffles off it, should be fine?
AL08 and AL09 are not full right now, and I don't think we have anyone moving there.
Someone likely moves out of the airbase, but 2 units moving out is not guaranteed.
They should be because you
are supposed to clear an LZ after you land 😛
that's kinda how they work
'Dropship traffic collision kills 8,000'
remember kids: in war, the way you're slinging the trucks around doesn't matter
I also heard the open terrain next to the airbase is nice this time of year, if you happen to want to scout in those directions.
lol
Logistics is what you keep lieutenants busy with, if the situation gets real bad just get the troops to live off the land. How hard could it be?
The most important part of war is making sure your uniforms are shinier then the enemy when you're charging at them, in order to destroy their morale.
Do all our air units have plans already?
If one of them is still looking for something to do, a patrol covering the new airbase could be amusing. Pretty sure you get to roll interceptions against enemy air units rebasing there.
As far as I can tell, Eranzial and Rom can't get to muskegon this turn, you going there as backup or heading back to space?
You would think so, but "Rebase is not vulnerable to interception"
Oh, what? Interesting, I thought that was explicitly a thing in earlier conversations.
how is our defense of Saginaw looking?
Turns out I am wrong some of the time XD
Re: Muskegon, I'm planning to move 1 space closer, AU03. Then next turn I have the option of either assisting with Muskegon cleanup, or I could airlift back to space because I'll still be adjacent the airbase.
Nope, you're definitely right in this case.
Rebase: The air unit moves to any friendly airbase. It may move to airbases that are set up this round. Alternatively, the air unit may move from a carrier spacecraft to an airbase, or from an airbase to a carrier. Rebase is not vulnerable to interception and does not benefit from Equipment. If the target base is unavailable (due to being captured, at capacity or under construction) the rebase is canceled.
I am right now, I was wrong earlier this week XD
lol
It is one of the best nicer ways to learn that you are wrong. I was wrong, but now I am right, probably
shit did I miss the order window?
I changed it after that conversation - I do not know how intercepting a rebase would work and don't want to deal with it right now
Your round 1 order was executed. Round 2 orders are not due until <t:1733193000:f>
Oh great
Still got plenty of time
Also I need to ask, how far away can our units see?
Most units have Vision 1. Recon units have 2
Ah so it’s only adjacent tiles then unless we’re a recon
Probably gonna hold position then
There’s a good chance there’s an enemy in the fog of war that could attack the tile I’m on that I just can’t see
we're also within bombarding range
What holding position help with being bombarded?
I think the +1 to defenses can help a bit with that
@wind yacht if I'm building and I get bombarded, could that interrupt my action if there is no direct battle?
Nice
Being under bombardment does not interrupt any action
I wonder what are the chances of that vanguard trying to take the airport...
Well it already tried once
I doubt it can take the spaceport unless we leave few units there, but I could see it trying again just as a harrassment play.
I'm fairly certain only Concealed units, i.e. Scouts, are completely off the map. The other units should show up as the mystery blips, but Peri can correct me if I'm wrong.
Oh I assumed units are just invisible until seen, and those mystery blips were more like additional intel from the sitrep
Are we still inputting orders through the Google form and the spreadsheet is for planning?
(Also if I’m reading this right I can’t Bombard AND move, right?)
Orders still need to be issued through the google form. I will not be looking at the planning spreadsheet.
You can only issue one order, and the Bombard order does not include any movement
I think we're landing at least one other bombard on there
Yes
And yeah
.>
Don't mind me responding to things super after other people have
Lmao
Excellent, my reading comprehension is not shit today
@weary stump Can I convince you to A into the sentinel/breacher pair? (AL08)
Then yah I’m willing to charge it
If you charge
With me, Archon, and Shovel unassigned
@unique sequoia I think you just A into the Vanguard to make sure it dies after Blackjack catches it?
And I join Steel Dawn in AL08?
Looks like we have a supporting fire on every unit, with either you supporting into the Vanguard and Amr walks in freeing up Turi to do something, or Amr supporting Turi to walk in freeing you up to do something, if I'm reading this all right.
We only have two bombards into the sentinel breacher team atm, @heady moat it might be better for you to airstrike them since we don't have an air unit doing that atm, than go after the airbase?
Since it doesn't look like you'll stop the airbase finishing anyway since I think they'll finish unless they die?
Or lose a combat?
can't, Helicon Lance is already taking up the air slot for that hex
@bright nimbus Nvm then we have air support on the two locations already around, so yeah just patrol I think
mostly i'm pondering between hitting the airbase or just doing a Surveil and trying to get vision on both the airbase and possibly the enemy Condors to the south of the city because i'm not actually sure what the engineer would do of importance after finishing the base
Come up and fight, build them some defenses?
oh yeah, ground units can fight by default, yeah i guess getting some damage in there is nice, then
I believe these are our plans for the Muskegon front
yup seems like it
also are people using this exel file to coordinate? https://docs.google.com/spreadsheets/d/1ZWDtChFxA2UVOhbFlOkwpyY6kIpzxvZlX1RZA2SeaRg/edit?usp=sharing
i know some are but it seems like only the muskegon and a few others
Actually do we want air cover for the Muskegon offensive? I can reach there with Drop tanks either for Fire support or patrol
also did we come to a conclusion?
3d6 is pretty nice fire support though
it indeed is
the exel is now pinned by the way
but yeah like @ me or just reply as ill be nonexistent for the next 12 hours
given that it's a playtest, i don't think there's a specific one in mind, but personally I'm imagining it being in real time
The space with the sentinel and breacher is AL10 right?
yep
Hm, I wonder if it would make sense to destroy some of the roads leading to Saginaw
assuming we're trying for a strategy where we just hold Saginaw instead of trying to push out of it and just rely on drop troops to capture cities.
i can sap a road if needed in 2 turns
We don't know if we should expect continuous reinforcements via the roads. If not, then it would make sense to keep them intact for when we push out. Then again, I guess you could just rebuild them.
It'd be premature to do so now with so little Intel
just an idea for later if the combat engineers run out of stuff to fortify lol
We can build roads more quickly than we can destroy them, as long as we don't get attacked
Roads can't be destroyed - only bridges
@bright nimbus I'm probably gonna join the charge on the vanguard to obliterate them, so it should be fine if you do other action
Yeah I’m just patrolling
ope, my bad
@wind yacht the vanguard's tile is 08, or 09?
my instinct tells me its 08
9
@wind yacht I think in the future we do squares or a different labeling system, this is feeling like constant confusion about what hex is which
I think the hexes are important, but another labeling may help
order submitted, that vanguard is gonna suffer our fury
or have each hex with the number on it
Horizontal grid lines might help.
Like, just putting these lines on the map. But thinner and under other stuff.
They had that on the Armco map and it seemed like a fairly good solution. I think the main issue is that it's a lot of work if your map generator doesn't do it automatically.
There might be a way to do this that makes it look like a UI Overlay on an in-world tac map? 🤔
there's probably a foundry module for that
yeah, there must be a way for it to label the hexes automatically
or maybe through whatever Peri used to make the map?
that'd definitely be convenient, yeah, having to draw lines with your eyes is workable but always takes me a few seconds to check exactly which hex i'm looking at
Technically this Foundry scene is gridless
Not to say you couldn't use a hex grid scene, but that's not how Peri did this one. Pros and cons - multiple units per hex is easier to manage this way, since the hexes only actual exist in the background image.
Oh yeah, so I guess it would have to be an external tool
unless there's a way to turn off grid snapping for all tokens easily
Not in core AFAIK... but there's probably a module for that 🙃
alright, order logged, let's see some engineer casualties
😄
Me and Verry: "Lets' take construct so we can do useful things out of combat!"
Actually in game: "I guess we hold objectives and then charge like crazy people!"
throw a brick at them or something
oh no, i don't know shit about engineering other than the fact that guys who do are building an airbase near us and I don't like that
Hopefully whenever we make the non-beta map I can hack together a way to stick numbers on the hexes; I have some ideas on how to make it easy on myself
the main issue with doing it not by hand is the numbering system used, honestly, a 2 letter code for the X coordinate that starts with A is not super common, though I do quite like it
I usually see just A as the first code, yeah, rather than two letters.
If you get past Z then you add another digit in
I think aesthetically 4 digit coords look great, but having it be number-number is more than a little confusing
I meant as like, why it's AA##
IN the other direction it becomes AA1 AB1, AC1, etc
two letters, two numbers
Shrug
keeps it consistent, same amount of characters
IDK why, A1 seems pretty simple
well if you go from A1 to AA1
It depends on if you're reading it with a computer or a person I think.
or A12
because once you exceed 26, you have to add an additional character
like you have coords of varying length
yes
Yeah, but we're not computers.
I didn't say it was a good reason, just a reason
even if it's just for bookkeeping or something, idk
Just have really small maps. Then you don't have to worry about overflow
I'm a builder, but... 
You could use a hex grid for the map, and hold alt or shift when placing the tokens to place them freely
alright cant wait to see the result of todays orders, good luck troops see ya tommorow
@wind yacht Would it be a good idea to do a reminder ping? Since the timing for orders is a bit different than last time.
1 hour until the order window closes! <@&1310264693650362378>
Who's still due?
I have 23 responses, which I think is everyone
No, actually, I have at least one duplicate submission
Just checking to confirm I did in fact submit an order because I feel like I did it this morning in a half-asleep haze
Also in general, if you want my attention always feel free to ping me because it is like 99% likely I won't see it otherwise
I have yours yes
Excellent
I know I’m like 15 minutes late I just got home
Will try to get mine in momentarily
Done
Round 1 air intercepts
I thought Viper was also on air intercept? Do they only intercept the one condor and not both?
oh boy
Someone grab the 7th fleet emblem and post it here
I see condor one is attempting to fight and I quote EVERYONE
Lmao
Each interceptor tries to intercept as few hostiles as possible, and each hostile should be intercepted by as few interceptors as possible, as long as all interceptors are assigned a target and all hostiles are assigned an interceptor.
The interception hits are split across all the interception targets
I see. So because we have 2 interceptors, and there's only 2 enemies, they each intercept one target
Because the enemy has 2, and only one is intercepting, they just intercept everyone in range?
yeah
Yep they attempt to fight everyone
Shouldn't they also be intercepting Helicon Lance then?
Yes, I missed them initially
Love the.... 4v1 they've set themselves up for, lmao
It's working for them so far
Does this mean Viper fights both?
This is correct
Ah, OK. So it looks bad because there's so many red arrows, but basically it just means they spread hits wider.
yep
If they can’t knock anyone out nothing gets stopped I believe
Well at least someone can roll well
Might reduce effects though
I don't think interception prevents any air orders, unless it kills the target
@heady moat kicking ass
But the HP reduction could reduce how much you roll for suppress, air strike, etc...
Gotcha, that makes sense
Damn only hitting on 5s and 6s
Did verry just annihilate an enemy chassis wing??
They’re bombing I think? So no damage to the chassis but the people below them are not doing so hot
Oh yeah, Whitefish is a bomber wing
Yeah from the looks of it both fighter wings rolled 0 hits which hurts
Oh, I thought that was like, a hit back?
looks like Whitefish was hitting the Engineers building the enemy base
Hm. They might have just obliterated those airbase engineers unless there were fortifications there
Ah, shoot
hm, I guess that means the base completed as well
would it have been possible to destroy them beforehand if the bombards were concentrated there? I assume our supports couldn't shoot that far regardless
Mayyybe
We would have on average needed to hit them with... 15 bombard?
So very unlikely
Esp. given diminishing returns
Yeah doing damage is kinda hard in this system
well they should be at 1 HP now, since the defenses wouldn't have been raised when the airstrike hit
though I assume they're gonna rest next turn
1 round kills seem difficult, which is overall a good thing for this kind of game IMO
agh damn, I realized I forgot to put the Ambushers bonus in my order again
I don't think it was possible to add any more to that. The airbase is 5 tiles away from our ground artillery.
Fair enough just wondering if the lethally is maybe a smidge low with an average of 1 damage per 3 dice when most units have 4-5 health but that’s what this test is for
Yeah, that's a thing I definitely made note of with this system - we don't have the usual TTRPG protagonist factor of mechanics stacked in our advantage
Especially since there are no respawns
yes, but bombard happens before movement
Oh thank god
I thought bombard had a "no friendlies on the target tile" condition?
oh right it does
I thought for a second I just sent my unit into a death trap
But also it's pretty deterministic since it's before movement
Yeah it's pretty easy to tell if you can bombard
I think it should be "always" since in combat someone always retreats or dies?
Which is definitely a plus. Skirmish/assault involve more guesswork.
So bombards happening before movement is processed allows walking barrage type beats
Except you can't move and bombard the same turn but yes
I think it's not possible for units to be in the same hex between rounds tho'?
Anyway yah that was a mistake
I meant AL10
I just confused with the tile system
Must have rolled hot or they would have retreated to an adjacent tile, right?
Musta, yeah.
5 hits in the first round and 6 in the second
Wow, our air intercepts not doing great, but other things I guess are doing good
XD
Wait and Ashley had missed everything too
It's just the crossroads to do now
Have I fucked up
Nah just missed everything
We fucked up together
And now we get to answer the exciting question of how are we going to choose to garrison cities (and this airfield)
I'm looking forward to how the bombard goes on the crossroads
It was not a good day for the air superiority team
The bombard scored 5 hits
Nice
But they have fire support and you don't
We don't?
I thought we had someone providing it
Oh well.
Was that not what Helicon Lance was doing?
Helicon is suppressing which should be at least preventing their fire support?
I think that only works on ground units
Yeah, it was a Vanguard and a Breacher
So I guess the Breacher could have been Bombarding maybe?
But then it woulda been in R stance about to get mobbed
Which we woulda loved.
Oh well, on average Suppress woulda generated the same # of hits as bombardment I think from them
Oh, no, more.
Average of 2 hits from suppress and... Wait no, yeah, the same.
Suppress is basically just better most of the time
Since it'll be a pre-combat firing of 6 dice
With the only downside that it can hit the maximum of (# of units in hex)
As where supporting fire rolls 3 dice in each of the 2 combat rounds so totals the same average, but can roll higher, particularly if there's a low unit count.
The coalition still holds the crossroads
Damn, we lost?
Btw did any of the suppress shots hit?
You mentioned the 5 from bombard but not from suppress
Helicon scored no hits with suppress
Damn
Bad dice 😦
6 dice and no 5s or 6s
Well, coulda been less depending on how the intercept had gone.
Have you rolled the assault yet?
They said the crossroads was the last thing left, so presumably.
Ah ok
😔
damn, they're marching up on us pretty viciously
Just gotta hold the line
We could readjust strategy, get the musekgon team back into space, and see if they can do another orbital drop on one of the soutern cities, since they seem pretty undefended.
<@&1310264693650362378> Round 2 complete. Round 3 orders are due <t:1733457600:F>
AIR COMBAT OVER SAGINAW
Viper and Archon squadrons engage two wings of flight chassis south of Saginaw, but fail to deter their attack.
Condor (1) score 3 hits, one each to Wingman, Helicon, Archon.
Autogun return fire from Helicon and Wingman score no hits.
Viper scores no hits
Archon scores no hits
SKIRMISH AT THE SPACEPORT
The Wingman Project: 2 hits to Vanguard (1). Blackjacks move to pin them down while Shovel TMC attacks from the spaceport and Mehen's Jackals provide fire support. They score 3 hits in the first round to the Vanguard's none. Twink obliterated
BATTLE FOR THE SOUTH CROSSROADS
Union forces opened up with artillery at dawn, scoring 5 hits on coalition forces dug into the crossroads. Helicon Lance scores no hits with Suppress. Iron Turtle and Steel Dawn move in.
Round one
Blufor: 4 hits
Opfor: 2 hits
Round two
Blufor: 2 hits
Opfor: 4 hits
Steel Dawn's Determination is not enough to win the day. Union forces retreat into the tiles they entered from.
MUSKEGON UNDER SIEGE
The Magonia' DCMFOB attempts to suppress coalition artillery, but fails to strike their position (2 hits, to Defenses and the Sentinel). The artillery responds, but their counter-battery fire is inaccurate (0 hits). Star-hoppers and Avenging Angels rush the city center and rout the defenders, shouting something about élan. Hostiles score 1 hit in each round of combat, both on the Star-Hoppers.
COALITION AIRBASE COMPLETE
The Whitefish bomber squadron made an effective strike at the airfield under construction in AN12. Cloudscout drones scattered there picked up reinforcements moving up the road towards Saginaw, as well as the arrival of two wings of Fulcrum fighter-bombers and one wing of Beaver strategic bombers.
REINFORCEMENTS INBOUND
NAVINT observed a suspicious change in surface naval traffic in the hours after the fall of Muskegon. Two ships suspected to be camouflaged troop carriers diverted to Topinabee and are expected to arrive in three days (end of round 5). They are not warships, and will not be able to unload their cargo without control of the seaport.
How’s Steel dawn looking health wise?
I don't want to game this too much @wind yacht but what does taking control of two of the outlying cities actually mean? Do we need to hold them for a certain number of turns, or do we just need to hold them at end of turn?
Ay yeah, Wingman Project put some work in blowing up breachers. We'll have the .omif files of the engagement set to pop music uploaded soon.
@wind yacht why do we not win the combat? It looks like it's six vs six but we have the plus two from determined?
Wait wouldn't five damage from bombard and six in combat have killed them both?
Winner of combat is only determined by the total in the second combat round
Which after the Determined bonus, was 4 to 4
3 were assigned to defenses and 1 was canceled to the Armored trait
<@&1310264693650362378> Round 2 complete. Round 3 orders are due <t:1733457600:F>
#AirCommand I think our priority needs to be going towards supporting our ground forces. Viper squadron should stay on interception work, it's what they're best at, but I think the rest of us need to consider which ground battles we'd be best off supporting.
Yeah, but we're all croaked if their ground forces manage to break through. But if we hold out or manage a breakthrough, we can force them to rebase or die to our ground assault.
Also wow they must have hit like every shot they had in the second round to get 4 hits
I think I'm at 1 hp
So I've got to run
Currently: if you hold Saginaw + two other cities at the end of the round, coalition forces will capitulate
I'm going to reserve some discretion, if the independence coalition thinks they can retake the cities immediately without much trouble, they will not concede
This was their attack roll
They had another 5 dice from air support
How did they have that much dice left after taking nine damage??
Wait isn't air support half roll?
ah, beans, I just realized I ran that wrong
Supporting Fire and Air support are supposed to be half attacks
Yeah
I ran everyone's as full attacks
Hmmm. Atmospheric conditions seem to have given very clear shooting today it seems
Sorry. It's too late to run that back, it would take me an hour
Yeah I think we might be best off consolidating into the city and trying to use the defenses there.
we might wanna redirect anyone drop pod capable to drop in for support
I think everyone should be out of space by now anyway?
well go back to space and then drop in
Ah yeah
Hell Feet slept through their alarm
Leave one construct capable support and a fighting unit probably
That's @wicked plover
I think you mean they strategically chose to delay deployment in order to get a fuller understanding of the situation on the ground
Reserves matter!
Just to be clear, damage is applied between combat rounds, yes? So if you take damage in the first round, you roll less dice on the second?
yes
Hmm I can only provide 1d6 supporting fire from where I am, so maybe I should move up somewhere with less than 3 units to contest
Yeah, I think we need you on the frontlines
I think we need everyone lmao
Muskegon force can be ready for another drop on T5 (1 turn to get back to the port, 1 turn to airlift, drop on T5)
If we don't it'll be because we're having a very bad time
For those coordinating while I sleep/work, consider the Hunter Killers willing and able to skirmish/assault anywhere within my move where I'm needed
Yeah, y'all are loading back up into space no matter what.
Just let me know where
But I think once you're back up in space, unless our defense is doing really badly, we're better off using you as a taskforce to take another city.
I might fly to Muskegon this turn so I have somewhere safe to Rest
Since I need to move back and if I'm understanding this correctly I can fly to Muskegon as easy as just moving a tile north
I mean I'm personally hoping really hard that the top part of the city can be held (because I'm there)
If you moved up there you could construct useful things for us
...or not actually.
Tempted to move to the southernmost tile of saginaw and skirmish or assault the tile below it
Maybe catch that sentinel before it can flee
Yeah, I think a counter-offensive there might be in order.
I'm mildly tempted to air strike it and soften it up for you.
I don't seem to be on the map?
The steel dawn is kinda hurt, but not the point where I cant fight anymore
You're on the spaceport, no?
worse case scenario I bombard an adjacent tile
Should be, but no token
Not that it's a huge deal
I see flock omen there, right now, on the map
Then it just wasn't on the screenshot posted here lmao
Cool beans then
Yeah I forgot to deploy flock omen before I took the screenshots. They're on the map now
No worries lmao
Anyway! I can offer suppressing or supporting fire as required, but I'm also half a mind to go scout out Topinabee
Hmmm, I have a clear shot of another encroaching breacher. Y’all think it’s worth bombarding the one under me instead of assault or retreating to the city?
I don't think we can airlift directly from Saginaw to Muskegon or vice versa - airlift has a range of 8.
Rom and I could airlift back to space this round to prep for a drop near Saginaw, we're both still adjacent the airbase.
you'd have to go up to space first, then airlift back down to the Muskegon airfield
either that or we go for the jugular while Saginaw hangs on for dear life
I didn't realize you could airlift up from adjacency
but yeah, having two armored companies landing on another city on T4 would be potent
We do need to keep in mind the reinforcements inbound to Muskegon via boat. We've got a 3 turns until they arrive, but I believe it will take 2 turns for anyone not in the Muskegon theater to get there. We should pick who we want to garrison now.
they're going to Topinabee
Oh, did I reading comprehension fail?
And once they get to topinabee, they have to walk over. They're a future problem.
Derp come and engage in glorious skirmish with ne
Alright, gotcha. I see it now.
Most of our units can't cover enough ground to Topinabee in order to make an attempt to deny reinforcements worthwhile, I think
This crossed my mind too - send the whole drop pod division back to orbit then drop it on another city.
If the other cities are better defended we 'a bridge too far' ourselves tho
But if it works we just win
Admittedly that feels sorta, needlessly risky
I think the drop pod division could do it, too, especially if some of the air wings provide support.
We don’t get much winning earlier but we lose potentially a shit ton if Saginaw falls
But this turn, the Muske team needs to just get back up and ready to redeploy.
The gameplan is probably just hold fast on Saginaw and once we get some breathing room we get eyes on what's coming
I do think tge better move would be to drop into the siege of Saginaw, yeah.
We Shoot Quick And We Run Fast
We also don't need to decide right now, step one is getting back into orbit.
Might be a good idea to drop into their back lines
Yah at the end of the day they can’t drop until next turn anyway
I think we can safely ignore the team of three units with Homeguard(1) and Breacher (2), they're not in range to do much threatening...this turn.
And we can determine what to do depending
So while we hike back to space, you all win on the ground and we’ll figure out where we’re dropping T4 after T3. But with that, good luck and good night.
The only question is who is garrisoning Muskegon and its airfield?
Also y’all think it’s better to focus in pitch battle or bombards?
I’m not really sure how to approach the defense
I think I have a preliminary plan, people can adjust as they see fit.
I wonder if digging in would be better. We've got a fair amount of Bombardment power, other units can hold/reinforce to fortify, and sitrep rules say Bombardment vs city tiles are halved as well
I kinda assumed that was for us and not the enemy tbh
#aircommand can either focus on helping the defense via lots of bombards and supporting fire, or via tightening up our defenses and dropping a ton of patrols over the city to shoot down their fighters.
I'm willing to stay as garrison if we need a volunteer, much as I'd like to be in the action. But I'll also note that you and I are the ones in position to airlift back to space this turn.
We just need to make sure a scout can't come cap it unopposed
IMO
Wizard and I need an extra turn to get to the airfield first anyways
so you 4 can go on ahead
Star Hoppers are banged up, maybe they could rest and garrison??
that could work; we'll see what Wizard thinks tomorrow I guess
I really hate telling someone they should be on garrison duty, though. 🫤
I mean I think the secret there is just go to space and if we need someone to go back and defend, drop pod back in
depends on if he wants to rest and repair I guess
it's just kinda slow is all
Hmmm. yeah I think my play this round is to just go into the melee lmao
I probably won't die
Honestly I think my play is move back into the city for the defense bonus
Actually wait what stance is moving in?
We do have a lot of potential bombards rolling in
you can move with Assault
If I were playing this as a TBS, I think I'd try to get the recons around a flank to skirmish with supports/airfield garrison. But I haven't analyzed the map at all to see how feasible that is, or how badly we need you on the main line. 😉
I think we buy Iron Turtle time to rest, via sending in the hunter killers and Blackjack to kill Sentinel(1) and Breacher(2).
I think Thundermaw might need to do a defensive play for us, moving up to the spaceport, while Flock Omen and the Jackals try and hurt Vanguard (2).
Steel dawn can bombard the breacher below them but might want to consider the genius play of repositioning far to the right of their air base and forcing them to either focus a lot of assets on you or taking their air base from behind next turn.
Smokeshow can pick a target of their choice, and anyone who's still in space can deploy accordingly (maybe they could drop pod onto the air base instead of steel dawn.)
My heart calls for scouting too, but this is a pretty intense siege to step away from just yet
I'd like to drop to Saginaw this turn, and I'll be good to rush any other city the turn after
Does any wing need an escort or should I just keep up trying to get condors out of the air?
Once our helldivers show up I think the recons can definitely start fanning out and playing the harassment game, but till then we just need the bodies
We don't commit to any pitched battles, we just skirmish and weaken them so their assault fails against our defenses.
Voy, we need you patrolling and we need it real bad.
The question is if the rest of #AirCommand needs to be patrolling to win the air battle or if we need to suck it up, accept attrition, and help the ground team win their fights.
We've got minimum 5 hostile Wings in the AO - 2 condors, 2 fulcrums, 1 beaver
OPERATION GUILLOTINE IS A GO
And yeah, this reads like a good gameplan to me - I'm happy to run in, throw rocks, and ditch back
Oh nice
most actions let you move on top of em yeah
I only have 2 movement, the best I can do is get above their airbase
Probably best just to have you bombard or something then, and let Pom handle threatening their air base.
Rn honestly my thought is move to the bottom tile of Saginaw to support the combat engineers in place there
If I can summarize the situation as I understand it and have folks correct it so we can have an accurate tactical map
I need some time to renew my health as well and I need the city to do it
You're not wrong, but I think the best way to achieve that is via them assaulting you and needing to take time to force your retreat
- reinforcements are arriving to Toppenbee in 3 turns. They need the port for it to matter which we currently do not control. If we can take it by then we're golden, if they do it take it we have more threats to deal with.
- A base was just constructed on AN 12 and enemies have rebased there. We need to either kill the enemies in the sky or take the base to scatter them.
- We have a ground slugfest to continue around saginaw. Iron Turtle especially needs to retreat to heal, but the rest of us need to coordinate the continued defence/ offence around the city.
- To win, we need to convincingly hold a second city (assuming we maintain control of Muskegon)
Does that about summarize the major points at this time?
reinforcements are going to Topinabee
ye I just realized that re-reading the original
not musk
we can't do much about that
muskegon was a misunderstanding when I was skimming the chatlog
I mean, we can potentially ask the drop pod force to rebase into air and drop on it right?
(One option for air command: Disregard their air wing entirely, equip drop tanks, just go bomb topinabee to soften it up for an orbital assault.)
(Their air forces aren't that scary to anything except our air forces.)
We could, but it looks more fortified than musk was, and we also might need those droppers on Sagniwa come turn 5
So that's up in the air for now
true. I mean it seems like round 3: Rebase for the drop pods
is probably the move anyway
and then round 4 is either drop on sagniwa or topinabee
Also, I can’t tell super well because of the picture
heheh, up in the air
What are the enemy air forces looking like?
Painful
fuckin lot of em
Plus the two condor wings
Topinabee is much more well defended than the southern two cities
if we force them to capitulate, the reinforcements don't matter
So generally speaking we have two options:
- Defend Saginaw, take a bottom city, win through capitulation
- Defend Saginaw, bum rush topinabee before reinforcements, win through speed
1 is safer/ easier as it puts our battle efforts in the same spot, and seems to have less threats, however it risks the fact that with reinforcements peri might rule they wont capitulate until the reinforcements are thinned
Currently, all that opfor air force currently is threatening supporting fire, suppression, and an airstrike
does that seem like a reasonable analysis?
If we wanted to aggressively drop onto a 2nd city, I think I'd choose Kalamazoo. But both of the southern cities will probably have 5 fortification next turn, which is a lot to chew through.
It's a situation best evaluated once we get those drop pod teams back into space.
ye, right now the rest of us need to sort out the immediate fight
option 3 is to send the drop troops directly on a city without reinforcing Saginaw
that can happen in #1 or #2
defend saginaw has to happen for the rest of us with or without drop troops
We'll see how the juice shakes loose
ye, a lot of it will come down to how good/ bad we do in this next round of combat
I think I've done all the analysis on the siege I can for now, I need the thoughts of my fellow air wings to proceed further.
I'm gonna go imp out at this vanguard
I'm tempted to just fly 8 into the middle of nowhere and then continue the last bit to Saginaw on foot.
Mhm. My gut is still that drop pods joining the Saginaw battle is the better option, just thinking through the options.
I’m on drop pods joining saginaw as well
And we've got a turn before we can make that choice anyway.
I’d rather deal with potential reinforcements then potentially lose the city
We'll probably need to send at least a few extra people to Saginaw, but we'll see how the battle's turned since then.
If we can clear a bunch of the hostiles at Saginaw, that puts us in a pretty strong position to push out from.
if we do well in this next round of fighting we migght not need them, if it goes awfully we absolutely will, so thats gotta happen first
But I think the air strategy in general is:
Option 1: knuckle down, everyone patrols, prepare for the biggest air battle the planet's ever seen, hope to win.
Option 2: Play for the team, most every commits to bombarding or supporting fire critical targets, tilt the ground battles in our favor, get shot to pieces, hope a few of us survive and the ground team can punch through and take their air base.
Option 3: Survive, use drop tanks to go soften up Topinabee, keeps us in position to do option 1 or 2 next turn while allowing the drop pod team to do a game-winning play, but leaves our ground forces to survive mostly on their own.
If we go to Saginaw, I think dropping on the hostile airfield is the play
patrolling seems risky with how much enemy air there is
or if you can figure out where the Condors are based
It's less risky the more of us do it.
True!
taking out a chunk of their air power should help
Since it splits the hits up more evenly. Option 1 is basically the air forces committing to making each other ineffective, both now, and in the next few turns.
The condor bases are visible
Also huh, can an armored company bombard them move?
on separate turns, sure
Crap
How much of our air support is good at anti-air vs anti-ground?
Ah crap, they've set up a mobile SAM at their airbase too
My idea doesn’t work then
they also have the mobile sam yeah
Voy's a dedicated anti-air, Whitefish are bombers, the rest of us can flex to some degree.
oh, and the red rooks are back this turn
Winged is immune to the SAM, but also I think doesn't want to get into a dogfight.
Red Rooks are at full hp so they're fine to go picking fights
Full HP on a Scarecrow is 3
Yeah they might be best off flitting off with Whitefish to soften up Topinbee risk free while the rest of us scrap
They cannot, I checked.
gotcha
It would take at least another turn
(That was my first move, seeing if any of the recons were in range for us to blow a hole through the enemy lines and just march on their airbase.)
Alas, we cannot skirmish our way right past em
well thank you for doing that work before so I dont hae to now
it's an option for the armored companies to drop on next turn
ye
but yeah alright I'm gonna lock in my order before I forget; Flock Omen moving to skirmish on AK10 with the upcoming vanguard
I quite like the idea of dropping onto another airbase
we'll see how desperate things are after T3 I guess
Yeah. Hopefully we can bleed them of their support elements with light skirmishing and leave them unable to take the city in the pitched battle of t4
also I think air units are "safer" if you fight on the west side of the city? At least that way you avoid the sam and just have to do air to air
Also question: I am currently the only infantry unit on the airbase. If I move off we leave it potentially exposed. How concerned about that are we? I can do things from this tile (fire support, supress, or sap) but I am still a 5hp line infantry that can throw myself at the battle
(Mehen's jackals)
I think none of the enemies can move over us so as long as we have a line front we're fine but
My proposed line of order has the jackals skirmishing into Vanguard(2)
yeah taht would be the reasonable spot
Along with flock omen
Game design question that will be relevant soon
When units Rest, when should they get the HP increase?
its an R stance action so probably during R round?
Importantly that is after Bombard effects
yes, thats the double bladed decision there
leaves both our and their low hp unts exposed vs letting them heal up before a fight
But also, does getting into a combat stop them from recovering HP?
if you are in an R stance and bullied out of your space, do you lose your action?
yes
But that would be after the move step
I'm inclined for rest to happen at the start of the round
Units alternating Hold Position and Rest are therefore very hard to dislodge through Bombard alone
I feel normally games like this it would be rest happens near the end and combat (though maybe not bombardment?) would block healing
Bombardment blocking healing could also make sense but be really rough for everyone lol
Bombard would not block healing
Question: how much do people heal in space?
Is that also 3HP plus can print new equipment?
Can an air unit Repair in the city if not based in an airbase/fob?
No, unless it's an Everest
Does Saginaw's special rule override that?
no
Pity. Next turn's fighting is probably gonna take me out for the next two turns for a rebase and repair then.
You might want to go back to space for that then?
Well either the spaceport will be fully upgraded by then, or I can just nip over to muske airport and drop tank back into the fighting if the siege is still on
Man, I really don't like how we have seen zero of their scouts
What were the rolls for muskegon assault? i want to know how well i did
Combat forces did amazing. They took two damage and obliterated the enemy lol
In the big combats, the dice all get rolled in one pool
Rebase is different from Airlift I think?
Could i atleast see the roll pool?
wait I'm dumb and should sleep
Can players see the chat log?
nothing I posted made sense
I can anyways
Oh probably but its 7.30 for me rn and i dont want to get out of bed
Take a look then; I had relevant tokens selected when I made the rolls
I will say, I'm sure glad we went ahead with Muskegon T2 instead of waiting for a full 3 with the Armored Companies
we basically saved like 2 turns
I think it's these ones?
bc now they can lift up immediately
Yeah
and damn, those were some above average rolls
we totally sapped the luck from air command lol
Are we going to bring the Star Hoppers back to orbit or leave a garrison in Muskegon?
depends on if Wizard wants to do repairs. Tohu might also be heading over for repairs and to reinforce the city, although it'll be some time
Get to orbit, there's no threat coming to Muskegon and if one shows up we can just drop pod back down
What will be unfortunate about dropping at any other of the Coalition cities is we won't be able to get back to space very easily
I guess we probably can't airlift off of a gravity catapult lol
but y'know, we won't need to worry about going back to space if we just win ;)
In that case I recommend that @willow ferry move next to the airport and then go back to orbit. You can then repair on the carrier. I can also stick around so you heal on the ground if you prefer that
Which spot should I target with my patrol?
Yeah, maybe next time I should take the construction equipment instead of the mobile printers
Honestly you've got a big patrol you can slap it anywhere and cover the whole battle. I'd suggest off-setting it slightly, so that those of us with wimpier ranges can get in
Do we know how aggressive the ground forces are planning on being? If we aren't you can probably target the southern bit of the city and cover everywhere relevent
Oh, I forgot about the capacity limits
I might go out of the city
I could go onto the breacher and sentinels with a Cloudburst
Is anyone doing bombarding?
Probably red rooks and whitefish?
our heavy support units could also do either that or supporting fire
Hm, so cities don't provide any healing bonus the way bases do? What about the Muskegon airfield?
I also provide a healing bonus! I have medic