#Pilot Net megagame testing

1 messages · Page 4 of 1

floral patio
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Not with Blackspot

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Blackspot specifically turns that off

bright nimbus
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oh fun

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well if you need more strikes give me a call I'm not great at them but 3d6 is 3d6

floral patio
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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

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Yah, I was figuring you just hit the Vanguard with Air Support honestly

bright nimbus
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fair

floral patio
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And then let Viper Patrol

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Or you Patrol with Viper

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There's an argument for Mehen's Jackals to sit in place and Support Fire the Vanguard instead of move in

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So we have someone in not-R stance on the port still

icy linden
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Are folks okay with dealing with the

floral patio
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At which point yeah you'd just patrol

icy linden
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Ones nearby

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Or should I assist in the assault

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Hmm

floral patio
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I think we're pretty set for these 3

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But the seocnd wave of 8+air support is my worry

icy linden
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I'll start by assaulting 12an

floral patio
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My suggestion was you catch the Vanguard

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You're the only Light unit here

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So you're the only one who can move before it to pin it in place

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I worry if you hit 12AN you'll just meet the other 3 coming up the road and die

floral patio
bright nimbus
floral patio
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Nod

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Lots of complicated decisioins!

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My scribbled diagram was merely a FOO suggestion I guess I'd say

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I'm sure it can be optimized, up to and possibly including hitting that engineer over there with some airstrikes maybe

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Although we'd need to hit it with 10 dice of airstrikes to have an average kill, which I don't think we can

dim spade
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Who's saying Viper

floral patio
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Me

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Was kinda figuring you'd just Patrol on top of us

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Since you're Patrol specialized

blazing basalt
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As a member of #aircommand and knowing we've got enemy aircraft near the city, it'd be wise to have someone patrolling.

dim spade
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Yea

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I'm on full dogfighting duty

floral patio
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Coo'.

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Anyway, eepy time

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Nini 'yall

slow copper
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Oh, so if we waited a turn we would have destroyed their bombers. Tragic

blazing basalt
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We did something better this turn though. We taught them to fear.

spare bay
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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

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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

worthy pelican
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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.

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As for next steps - I can't make it to the city because of the river. I'll probably Assault to AU03?

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I don't think rom can make it either, even with Pankrati? Looks like it would take 4 movement to get there.

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Ffzdf and Wizard could both get into the city though, if you wanted to be aggressive.

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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.

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Suppress + supporting fire, shut down the rocket artillery and add some dice to the city assault?

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@wind yacht How does the math for a half attack with a -1d6 option work? Do you halve or subtract first?

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I don't think it actually matters for a heavy support with Sharangas - since halving rounds down it ends up at 1d6 either way.

spare bay
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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.

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Also, I believe it would only be 5 dice for the enemies thanks to Ambushers

slow copper
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@wind yacht For retreats, are hits against defenses counted?

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And can you supporting fire against your own tile?

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Also, I cleared the order planning sheet if people want to use it again

spare bay
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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

slow copper
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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

spare bay
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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.

slow copper
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For Saginaw, it would be nice to stop the airbase from being finished

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Alternatively, setup to take it next turn if the bombers try to land there again 😆

icy linden
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Shre

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Assault and pin

lyric harbor
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Sup bitches, union is here

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I assume me, @vocal scarab and some other lucky unit can airlift this turn?

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We can start scouting for yall

worthy pelican
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Yeah, 3 more units can airlift in, which I think is everyone who didn't airlift last turn.

vocal scarab
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it's skulking time

wind yacht
wind yacht
willow ferry
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@slow copper @worthy pelican (and the rest of the muskegon drop force) who was attacking muskegon proper?

willow ferry
slow copper
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The two people who can reach it with assistance from support (and the other two prep to continue the attack)

willow ferry
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and that would be?

slow copper
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I'll check later today, but it's the air mobile person and the armored unit with bioplating at the airport

willow ferry
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ok so me and the airborne

slow copper
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Sadly the air mobile person doesn't have their dropships yet or we could try to encircle them 😦

willow ferry
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sad indeed

heady moat
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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.

vocal scarab
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alright so, to clarify: we have all three recons coming down this turn in the Saginaw spaceport?

heady moat
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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

trail fractal
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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.

north juniper
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what is better, a [S] or [A] stace for the the designator

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because i have a choice

trail fractal
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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.

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But it might be a good idea to verify if we actually have multiple bombardments targeting that tile before you use it.

heady moat
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Probably worth it if we get two bombards to supplement the air strike? Makes for +3d6 effectively

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Or three bombards, I suppose, depending on if we want to use our air power close or far

trail fractal
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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.

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We do have 2 units that can bombard that are in range, so it can still do something.

wanton ermine
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@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

spare bay
# slow copper Sadly the air mobile person doesn't have their dropships yet or we could try to ...

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?

spare bay
trail fractal
spare bay
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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?

heady moat
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If it's three units, it's only a 5% chance to get more than three hits on 5d6

spare bay
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it's just two units in that tile. I believe the plan is to hit the Breacher and Sentinel next to the city

heady moat
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I guess it has the risk of them moving away? Since it doesn't seem to happen pre-movement like bombards

spare bay
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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.

heady moat
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Same tbh

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It at least doesn't say "before movement" like the Bombard does

spare bay
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Using a Suppress would have the same issue then, especially since it's R stance for ground units.

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I read it as Bombard being nested inside Airstrike. Airstrike says to Bombard, Bombard says before movement.

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It doesn't say to Bombard but ignore this specific portion of it. It just says "Bombard"

heady moat
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But yeah that's true, I guess it doesn't matter when it's from the air because they happen before ground actions anyway

spare bay
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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?

heady moat
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Okay yeah as per the round structure chart, suppress and bombard happen before everything else

trail fractal
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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"

heady moat
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I suppose the lesson of the day is: air suppression is quite good

spare bay
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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.

heady moat
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Nah nah because suppressing also does damage

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Against a group of 3, there's essentially no way for any of our air strikes to do more damage

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And Chassises suppress with a 6d6 at max health which is better than our airstrikes

spare bay
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that's kinda wacky lol

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that means you wouldn't actually be using suppress to... suppress

heady moat
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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

spare bay
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Wouldn't the Bombard hit before reinforce and hold happen?

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Oh I see, since they say "at the start of the round"

spare bay
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further emphasizing balling up into death stars of 3

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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

willow ferry
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@worthy pelican you want me to follow you to AU03?

north juniper
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Ping me if you need my designator

willow ferry
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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

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half a day?

spare bay
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like flavor wise?

spare bay
willow ferry
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I thought so too i just saw Eranziel move to AU03 so thought we could deathball there

spare bay
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Because Eranziel and rom can't make it into the city next turn

willow ferry
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Oh yeah true

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OH YEAH we have two movement

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I forgot about that

willow ferry
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ok i set my new order to go to AV03 where muskegon is

spare bay
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can you pin this? or @livid geyser

livid geyser
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hmmm lemme try something

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@wind yacht do you haev pinning privileges in the forum now?

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👀

blazing basalt
sacred valley
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Thoughts on where I'm bombarding?

floral patio
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My thought was you actually move into the Vanguard

blazing basalt
hearty yew
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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?

floral patio
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That was my conclusion.

hearty yew
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A fair conclusion

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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

  1. how we can get double black spot value
  2. 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.
floral patio
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Do we have two blackspots?

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I thought only one out right now?

hearty yew
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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

lyric harbor
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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

icy linden
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I'm assaulting the vanguard to pin it

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Ourside

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Outside

dim spade
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So I'm clear

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I can Patrol 8 right?

floral patio
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I think if you patrol the southern city point it covers everyone?

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If I understand how patrol works correctly?

spare bay
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8? Dayum that's big lol. Should be good to try and repel the condors that are incoming

floral patio
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I think they just meant tile 08

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They have Patrol 3

spare bay
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oh lol

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that's still pretty big tho and should cover everything important

floral patio
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But I think if they patrol any of the city locations or the spaceport it covers us all yeah

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XD

dim spade
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No I have an OR of 8

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which makes me assume I can patrol 8 tiles

floral patio
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Oh, no, Patrol is a radius

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From a tile

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If I'm understanding it correctly

dim spade
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Yes

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And I can patrol up to my OR?

floral patio
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"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

spare bay
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you choose a central tile within your OR

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the patrol radius is around that tile

floral patio
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In which you intercept

dim spade
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Okay but then how big is my radius?

floral patio
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3

spare bay
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that's what the number following patrol in your profile is for

floral patio
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"SSC Comet: Patrol 3, +1d6 for each intercept target past the first."

dim spade
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Oh it's under variants

floral patio
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Because you're a Comet you have Patrol 3

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Otherwise you'd have Patrol 2

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Which is the standard for Fighter Wings

dim spade
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Aight I get it now

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Instinct Pods are really the only dogfighting equipment I can get hrmm

floral patio
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Autogun

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Oh wait no

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Cloudscout or Athena doesn't help YOU

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But does help other people

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Fragment Signal is pretty good for patrolling over friendlies

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Since it also protects them from enemy bombard and supporting fire

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I think I'd take Fragment Signal

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Or Cloudscout

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Depending on if you wanted to patrol on top of us or just in front of us

dim spade
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I think I want to establish my Zone first

floral patio
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I mean both equipments work with Patrol orders

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Since Patrol does target a tile

dim spade
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I'm getting Instinct Pods first cuz I'm playing mercenaries who don't wanna die

floral patio
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Very fair.

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I was just saying there's other options if you want them. 🙂

dim spade
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Do I only get one piece of equipment?

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Or two

floral patio
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One but you get to change every time you deploy

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Unlike us landlocked mortals who have to spend a full turn to swap over

spare bay
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There aren't any ground units that can use interception over there are there?

floral patio
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Don't think so.

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In fact I don't thinkw e have ANYONE who can air intercept from the ground

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Atm

spare bay
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On either side, you're saying?

dim spade
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I'm gonna patrol out of AL09 I think

floral patio
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Me and someone else did, but I think we ended up with people swapping into drop pods and stuff

spare bay
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I was mostly talking about enemies since that would inform Instinct Pods

floral patio
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Oh

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Yeah I don't think we do.

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MMobile SAM is the only ground units that can

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And we don't see any of them

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@wind yacht Question: Can we move and then perform an order that doesn't involve moving?

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Like I'm move2, can I move 2 and then perform Construct?

spare bay
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I'm fairly certain you only move if your order says you move

floral patio
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I thought so

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But thought I'd check

floral patio
icy linden
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Oh

floral patio
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Or it can just S-stance move away

icy linden
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Blah

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Huh

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Misunderstood

spare bay
icy linden
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Blaaaah

dim spade
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I chose fragment signal because APPARENTLY these guys need help not dying

floral patio
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LMAO

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I'm reading here though and I think the only S-type order you can TAKE is Scout

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Which doesn't pin them

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LMAO

dim spade
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So yeah

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Patrol Zone is set at the southern tip of the city

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Next turn will be fucking up any visible air units

spare bay
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Isn't Skirmish a universal order?

floral patio
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Oh no wait, you can Skirmish into them

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Yeah

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@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.

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I'd assume it should only be under the orders that you need access to do

spare bay
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Maybe it used to not be universal? I can't remember

floral patio
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It's also listed as an attack order

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Which is kinda funny because it specifically doesn't attack anything

spare bay
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hrm

wind yacht
wind yacht
wind yacht
floral patio
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Ah, huh.

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I feel like they should get something else then maybe

wind yacht
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Probably. I'll note it down for v2 rework

floral patio
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Just looking at Vision 2 vs Fly

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For Airmobile vs Recon

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Vision 2 is really good

icy linden
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Ah shit how to adjust order

floral patio
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Just submit a new one

heady moat
blazing basalt
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I don't believe so.

heady moat
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i will continue with this assumption but will wait until tomorrow to put in my order

blazing basalt
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I'm going to put my order in immediately and just let what happens happens

slow copper
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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?

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@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?

wind yacht
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They do yes. NAVINT will update as they fly in

slow copper
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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?

wind yacht
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The latter

floral patio
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I think we don't need to support Muskegon more atm?

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Unless there's further reinforcement routes?

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@wind yacht Can people come in through boats or something to Muskegon?

worthy pelican
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Or just walking in off the edge of the map?

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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.

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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.

wind yacht
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Coalition forces can reinforce the northern towns by sea. NAVINT is not currently aware of any such effort

worthy pelican
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So we definitely want to leave a garrison, and possibly send an engineer to build up fortifications.

worthy pelican
slow copper
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I'm going to guess Union isn't cool with printing naval mines to dissuade naval reinforcements

worthy pelican
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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.

wanton ermine
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we are also attaking AV-03 this turn, correct?

slow copper
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@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?

wind yacht
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yes that's correct

slow copper
willow ferry
wanton ermine
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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

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or, well, moving into there

worthy pelican
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Sounds like a reasonable guess!

slow copper
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It'd be pretty ballsy for the Sentinel to move into us

worthy pelican
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I half expect the two of them to S or R out of there, tbh.

wanton ermine
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pretty sure it couldn't reach us anyways even if it wanted to

worthy pelican
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S would be the only option to evade getting pinned down by the airmobile assault, actually

slow copper
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The rocket artillery can't S, so the Sentinel would leave it behind to an extra round of combat

trail fractal
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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?

north juniper
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will any bombarding occur on AL10 ?

blazing basalt
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Wingman Project is going to be dropping an airstrike on Vanguard (1) at AJ09

trail fractal
heady moat
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6d6 suppress against even two units is hard to beat, it's all yours

trail fractal
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If they create any fortification, it should be even harder to beat.

heady moat
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looking at my own air-to-ground capabilities in comparison like 🥲

trail fractal
bright nimbus
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do we need any more hate pointed at the ground or should I just join Voy in patrol?

north juniper
blazing basalt
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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.

heady moat
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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

heady moat
north juniper
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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.

trail fractal
north juniper
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other are doing airstrike on it

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so i will do [A] Blackspot target designator and everyone wins

spare bay
trail fractal
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Unfortunately, only 1 air unit doing fun stuff per tile (1 other can escort).

heady moat
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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

trail fractal
north juniper
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i cant do anything better

unique sequoia
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Whats the situation rn in the main city?

north juniper
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i already reinforced so it caps hold positions

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so i have no better move

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yeah

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anyone interested in airstiking or bombarding AL10 ?

trail fractal
# unique sequoia Whats the situation rn in the main city?

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

trail fractal
north juniper
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steel dawn can bombard

trail fractal
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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.

north juniper
trail fractal
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I would love it if steel dawn could bombard that far, but they don't have the range.
Thundermaw and Smokeshow can.

north juniper
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right, they only have bombard 1

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wingman has airstrike

north juniper
trail fractal
# north juniper 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.

sacred valley
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I think I was planning on bombarding AL10 if I recall the map correctly.

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But am currently on phone access.

north juniper
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are you in the order exel ?

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this should really get pinned

trail fractal
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Smokeshow (Ryomassa) has an Apocalypse Rail with extra range, they are likely very happy to bombard if you ask.

north juniper
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@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

hard lance
north juniper
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Blackspot target designator (order)
[S/A] Choose an adjacent space. This turn, Bombard effects targeting that space do not suffer stacking penalties.

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i have this

hard lance
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OH HO

north juniper
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so the more the merrier

hard lance
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SAY NO MORE

north juniper
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glad to have you on board

north juniper
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this is where you can put down what you will be doing

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helps organize

hard lance
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Can we get the most current order summary post pinned as well

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I wanted to read it but I clicked down to find my tag and refuse to scroll through several hundred messages

north juniper
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if its the thing i think your talking about its the 3rd thing pinned

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if its the other thing scroll up a bit and you find the text summary

hard lance
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Yeah this one

spare bay
#

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

vocal scarab
#

Alrighty, going downwell on AK08

lyric harbor
#

same besty

#

pls make sure there's space for us

trail fractal
#

you can airlift down to adjacent tiles, and the airbase can only hold 3 ground units

vocal scarab
#

we can??? smh

lyric harbor
#

Yes, but we're vulnerable to being hit by stuff

#

I set an alternate LZ in my order tho

#

(AJ08)

vocal scarab
#

I already put in my order for the airbase itself lmao
but eh, as long as somebody shuffles off it, should be fine?

trail fractal
#

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.

lyric harbor
#

They should be because you

#

are supposed to clear an LZ after you land 😛

#

that's kinda how they work

vocal scarab
#

it'll be fiiine

#

what's a little traffic

lyric harbor
#

'Dropship traffic collision kills 8,000'

vocal scarab
#

remember kids: in war, the way you're slinging the trucks around doesn't matter

trail fractal
#

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.

spare bay
#

lol

blazing basalt
#

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.

worthy pelican
#

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.

trail fractal
#

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?

trail fractal
worthy pelican
#

Oh, what? Interesting, I thought that was explicitly a thing in earlier conversations.

unique sequoia
#

how is our defense of Saginaw looking?

trail fractal
worthy pelican
#

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.

worthy pelican
#

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.

trail fractal
worthy pelican
#

lol

trail fractal
#

It is one of the best nicer ways to learn that you are wrong. I was wrong, but now I am right, probably

weary stump
#

shit did I miss the order window?

wind yacht
wind yacht
weary stump
#

Oh great

#

Still got plenty of time

#

Also I need to ask, how far away can our units see?

wind yacht
#

Most units have Vision 1. Recon units have 2

weary stump
#

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

unique sequoia
#

we're also within bombarding range

weary stump
#

What holding position help with being bombarded?

unique sequoia
#

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?

weary stump
#

Nice

wind yacht
#

Being under bombardment does not interrupt any action

unique sequoia
#

I wonder what are the chances of that vanguard trying to take the airport...

wind yacht
#

Well it already tried once

worthy pelican
#

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.

spare bay
weary stump
#

Oh I assumed units are just invisible until seen, and those mystery blips were more like additional intel from the sitrep

hard lance
#

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?)

wind yacht
#

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

floral patio
floral patio
#

And yeah

#

.>

#

Don't mind me responding to things super after other people have

#

Lmao

hard lance
floral patio
#

@weary stump Can I convince you to A into the sentinel/breacher pair? (AL08)

weary stump
#

I was considering that yah

#

Do we have any forces attacking them yet?

floral patio
#

NJope

#

Just a ton of bombardment

#

This is what current orders look like

weary stump
#

Then yah I’m willing to charge it

floral patio
#

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?

floral patio
#

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?

heady moat
#

can't, Helicon Lance is already taking up the air slot for that hex

floral patio
#

Ohhhh right, it's not just one type of order per

#

It's one air unit per

floral patio
heady moat
#

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

floral patio
#

Come up and fight, build them some defenses?

heady moat
#

oh yeah, ground units can fight by default, yeah i guess getting some damage in there is nice, then

slow copper
#

I believe these are our plans for the Muskegon front

willow ferry
#

yup seems like it

#

i know some are but it seems like only the muskegon and a few others

bright nimbus
#

Actually do we want air cover for the Muskegon offensive? I can reach there with Drop tanks either for Fire support or patrol

slow copper
#

I think we are ok for now

#

Supporting fire also doesn't stack 😦

willow ferry
slow copper
#

3d6 is pretty nice fire support though

willow ferry
#

it indeed is

north juniper
#

the exel is now pinned by the way

willow ferry
heady moat
weary stump
#

The space with the sentinel and breacher is AL10 right?

heady moat
#

yep

spare bay
#

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.

north juniper
#

i can sap a road if needed in 2 turns

spare bay
#

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.

dim spade
spare bay
#

just an idea for later if the combat engineers run out of stuff to fortify lol

unique sequoia
wind yacht
#

Roads can't be destroyed - only bridges

unique sequoia
bright nimbus
#

Yeah I’m just patrolling

icy linden
#

Vanguard should be pinned by me

#

I think

spare bay
unique sequoia
#

@wind yacht the vanguard's tile is 08, or 09?
my instinct tells me its 08

floral patio
#

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

unique sequoia
#

I think the hexes are important, but another labeling may help

#

order submitted, that vanguard is gonna suffer our fury

north juniper
#

or have each hex with the number on it

sacred valley
#

Horizontal grid lines might help.

sacred valley
# floral patio

Like, just putting these lines on the map. But thinner and under other stuff.

worthy pelican
worthy pelican
unique sequoia
#

there's probably a foundry module for that

spare bay
#

yeah, there must be a way for it to label the hexes automatically

#

or maybe through whatever Peri used to make the map?

heady moat
#

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

worthy pelican
#

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.

spare bay
#

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

worthy pelican
#

Not in core AFAIK... but there's probably a module for that 🙃

blazing basalt
heady moat
#

alright, order logged, let's see some engineer casualties

floral patio
#

😄

#

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!"

vocal scarab
#

throw a brick at them or something

heady moat
#

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

wanton ermine
#

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

floral patio
#

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

spare bay
#

I did find that kinda curious

#

I guess it helps to always have 4 digit coordinates?

wanton ermine
#

I think aesthetically 4 digit coords look great, but having it be number-number is more than a little confusing

floral patio
#

Yeah, like.... A1 A2 A3 A4 etc

#

And then it just becomes A10

#

A20

spare bay
#

I meant as like, why it's AA##

floral patio
#

IN the other direction it becomes AA1 AB1, AC1, etc

spare bay
#

two letters, two numbers

floral patio
#

Shrug

spare bay
#

keeps it consistent, same amount of characters

floral patio
#

IDK why, A1 seems pretty simple

wanton ermine
#

well if you go from A1 to AA1

floral patio
#

It depends on if you're reading it with a computer or a person I think.

wanton ermine
#

or A12

spare bay
#

because once you exceed 26, you have to add an additional character

wanton ermine
#

like you have coords of varying length

spare bay
#

yes

floral patio
#

Yeah, but we're not computers.

spare bay
#

I didn't say it was a good reason, just a reason

#

even if it's just for bookkeeping or something, idk

slow copper
#

Just have really small maps. Then you don't have to worry about overflow

unique sequoia
willow ferry
#

alright cant wait to see the result of todays orders, good luck troops see ya tommorow

spare bay
#

@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.

spare bay
#

1 hour until the order window closes! <@&1310264693650362378>

floral patio
#

Who's still due?

wind yacht
#

I have 23 responses, which I think is everyone

#

No, actually, I have at least one duplicate submission

hard lance
#

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

wind yacht
#

I have yours yes

hard lance
#

Excellent

hearty yew
#

I know I’m like 15 minutes late I just got home

#

Will try to get mine in momentarily

#

Done

wind yacht
#

Round 1 air intercepts

floral patio
#

I thought Viper was also on air intercept? Do they only intercept the one condor and not both?

wind yacht
#

Viper is intercepting Condor (2)

#

Or trying to at least

spare bay
#

oh boy

wind yacht
#

Someone grab the 7th fleet emblem and post it here

bright nimbus
#

I see condor one is attempting to fight and I quote EVERYONE

floral patio
#

Lmao

spare bay
#

The interception hits are split across all the interception targets

floral patio
#

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?

spare bay
#

yeah

bright nimbus
#

Yep they attempt to fight everyone

floral patio
#

Shouldn't they also be intercepting Helicon Lance then?

wind yacht
#

Yes, I missed them initially

floral patio
#

Love the.... 4v1 they've set themselves up for, lmao

wind yacht
#

It's working for them so far

floral patio
#

Does this mean Viper fights both?

worthy pelican
#

Ah, OK. So it looks bad because there's so many red arrows, but basically it just means they spread hits wider.

wind yacht
#

yep

floral patio
#

Do they actually stop anyone from performing stuff?

#

If they don't win?

bright nimbus
#

If they can’t knock anyone out nothing gets stopped I believe

wind yacht
#

Well at least someone can roll well

bright nimbus
#

Might reduce effects though

floral patio
#

Lets goooo

#

Goddamn

worthy pelican
#

I don't think interception prevents any air orders, unless it kills the target

floral patio
#

@heady moat kicking ass

worthy pelican
#

But the HP reduction could reduce how much you roll for suppress, air strike, etc...

floral patio
#

Gotcha, that makes sense

bright nimbus
#

Damn only hitting on 5s and 6s

worthy pelican
floral patio
#

THey only have 4 hp

#

So uh

#

Yes

#

Kicked some real ass.

bright nimbus
#

They’re bombing I think? So no damage to the chassis but the people below them are not doing so hot

worthy pelican
#

Oh yeah, Whitefish is a bomber wing

bright nimbus
#

Yeah from the looks of it both fighter wings rolled 0 hits which hurts

floral patio
#

Oh, I thought that was like, a hit back?

spare bay
#

looks like Whitefish was hitting the Engineers building the enemy base

worthy pelican
#

Hm. They might have just obliterated those airbase engineers unless there were fortifications there

floral patio
#

Oh.

#

Damn, those are 5 hp

#

So no

worthy pelican
#

Ah, shoot

bright nimbus
#

Softened them up at least

#

Ground can finish the job

spare bay
#

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

floral patio
#

Mayyybe

#

We would have on average needed to hit them with... 15 bombard?

#

So very unlikely

#

Esp. given diminishing returns

bright nimbus
#

Yeah doing damage is kinda hard in this system

spare bay
#

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

worthy pelican
#

1 round kills seem difficult, which is overall a good thing for this kind of game IMO

spare bay
#

agh damn, I realized I forgot to put the Ambushers bonus in my order again

worthy pelican
bright nimbus
#

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

floral patio
#

I think it's for the best

#

We don't wanna die instantly ourselves either

worthy pelican
#

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

spare bay
weary stump
#

Wait I just realized I may have made a mistake

#

Can bombard do friendly fire?

wind yacht
#

yes, but bombard happens before movement

weary stump
#

Oh thank god

worthy pelican
#

I thought bombard had a "no friendlies on the target tile" condition?

wind yacht
#

oh right it does

weary stump
#

I thought for a second I just sent my unit into a death trap

worthy pelican
#

But also it's pretty deterministic since it's before movement

floral patio
#

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?

worthy pelican
#

Which is definitely a plus. Skirmish/assault involve more guesswork.

sweet cobalt
#

So bombards happening before movement is processed allows walking barrage type beats

floral patio
#

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'?

wind yacht
weary stump
#

I meant AL10

#

I just confused with the tile system

wind yacht
floral patio
#

Damn we took the city already??

#

Nice

sweet cobalt
#

Must have rolled hot or they would have retreated to an adjacent tile, right?

floral patio
#

Musta, yeah.

wind yacht
#

5 hits in the first round and 6 in the second

floral patio
#

Wow, our air intercepts not doing great, but other things I guess are doing good

#

XD

#

Wait and Ashley had missed everything too

wind yacht
#

It's just the crossroads to do now

dim spade
#

Have I fucked up

floral patio
#

Nah just missed everything

bright nimbus
#

We fucked up together

wind yacht
sweet cobalt
#

And now we get to answer the exciting question of how are we going to choose to garrison cities (and this airfield)

floral patio
#

I'm looking forward to how the bombard goes on the crossroads

bright nimbus
#

It was not a good day for the air superiority team

wind yacht
#

The bombard scored 5 hits

floral patio
#

Nice

wind yacht
#

But they have fire support and you don't

floral patio
#

We don't?

#

I thought we had someone providing it

#

Oh well.

#

Was that not what Helicon Lance was doing?

bright nimbus
#

Helicon is suppressing which should be at least preventing their fire support?

floral patio
#

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.

wind yacht
#

The coalition still holds the crossroads

floral patio
#

Damn, we lost?

#

Btw did any of the suppress shots hit?

#

You mentioned the 5 from bombard but not from suppress

wind yacht
#

Helicon scored no hits with suppress

floral patio
#

Damn

#

Bad dice 😦

#

6 dice and no 5s or 6s

#

Well, coulda been less depending on how the intercept had gone.

weary stump
#

Have you rolled the assault yet?

floral patio
#

They said the crossroads was the last thing left, so presumably.

weary stump
#

Ah ok

dim spade
#

😔

blazing basalt
#

damn, they're marching up on us pretty viciously

weary stump
#

Just gotta hold the line

blazing basalt
#

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.

wind yacht
#

<@&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.

weary stump
#

How’s Steel dawn looking health wise?

wanton ermine
#

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?

blazing basalt
#

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.

floral patio
#

@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?

wind yacht
#

Winner of combat is only determined by the total in the second combat round

#

Which after the Determined bonus, was 4 to 4

wind yacht
floral patio
#

Ah right they can use reinforce in A stance

#

The bastards

wind yacht
#

<@&1310264693650362378> Round 2 complete. Round 3 orders are due <t:1733457600:F>

blazing basalt
#

#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.

floral patio
#

We're about to have a bunch more air here

#

From the enemy I mean

blazing basalt
#

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.

floral patio
#

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

wind yacht
wind yacht
#

They had another 5 dice from air support

floral patio
#

How did they have that much dice left after taking nine damage??

#

Wait isn't air support half roll?

wind yacht
#

ah, beans, I just realized I ran that wrong

#

Supporting Fire and Air support are supposed to be half attacks

floral patio
#

Yeah

wind yacht
#

I ran everyone's as full attacks

floral patio
#

Hmmm. Atmospheric conditions seem to have given very clear shooting today it seems

wind yacht
#

Sorry. It's too late to run that back, it would take me an hour

weary stump
#

oh jesus

#

saginaw is gonna be a real slug fest

blazing basalt
#

Yeah I think we might be best off consolidating into the city and trying to use the defenses there.

weary stump
#

we might wanna redirect anyone drop pod capable to drop in for support

floral patio
#

I think everyone should be out of space by now anyway?

weary stump
#

well go back to space and then drop in

floral patio
#

Ah yeah

wind yacht
#

Hell Feet slept through their alarm

floral patio
#

Leave one construct capable support and a fighting unit probably

wind yacht
#

That's @wicked plover

floral patio
#

I think you mean they strategically chose to delay deployment in order to get a fuller understanding of the situation on the ground

blazing basalt
#

Reserves matter!

spare bay
#

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?

wind yacht
#

yes

lyric harbor
#

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

blazing basalt
#

Yeah, I think we need you on the frontlines

lyric harbor
#

I think we need everyone lmao

spare bay
#

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)

floral patio
#

If we don't it'll be because we're having a very bad time

lyric harbor
#

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

blazing basalt
#

Yeah, y'all are loading back up into space no matter what.

lyric harbor
#

Just let me know where

blazing basalt
#

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.

floral patio
#

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

blazing basalt
#

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.

lyric harbor
#

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

blazing basalt
#

Yeah, I think a counter-offensive there might be in order.

lyric harbor
#

If I skirmish there, I move first absolute

#

Light S player orders always go first

blazing basalt
#

I'm mildly tempted to air strike it and soften it up for you.

vocal scarab
#

I don't seem to be on the map?

weary stump
#

The steel dawn is kinda hurt, but not the point where I cant fight anymore

blazing basalt
#

You're on the spaceport, no?

weary stump
#

worse case scenario I bombard an adjacent tile

vocal scarab
blazing basalt
#

I see flock omen there, right now, on the map

vocal scarab
#

Then it just wasn't on the screenshot posted here lmao
Cool beans then

wind yacht
vocal scarab
#

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

weary stump
#

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?

worthy pelican
#

Rom and I could airlift back to space this round to prep for a drop near Saginaw, we're both still adjacent the airbase.

spare bay
#

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

worthy pelican
#

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.

spare bay
#

they're going to Topinabee

worthy pelican
#

Oh, did I reading comprehension fail?

blazing basalt
#

And once they get to topinabee, they have to walk over. They're a future problem.

lyric harbor
#

Derp come and engage in glorious skirmish with ne

worthy pelican
#

Alright, gotcha. I see it now.

vocal scarab
#

Most of our units can't cover enough ground to Topinabee in order to make an attempt to deny reinforcements worthwhile, I think

worthy pelican
lyric harbor
#

If the other cities are better defended we 'a bridge too far' ourselves tho

#

But if it works we just win

weary stump
#

Admittedly that feels sorta, needlessly risky

blazing basalt
#

I think the drop pod division could do it, too, especially if some of the air wings provide support.

weary stump
#

We don’t get much winning earlier but we lose potentially a shit ton if Saginaw falls

blazing basalt
#

But this turn, the Muske team needs to just get back up and ready to redeploy.

vocal scarab
#

The gameplan is probably just hold fast on Saginaw and once we get some breathing room we get eyes on what's coming

worthy pelican
#

I do think tge better move would be to drop into the siege of Saginaw, yeah.

vocal scarab
worthy pelican
#

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

weary stump
#

Yah at the end of the day they can’t drop until next turn anyway

blazing basalt
#

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.

weary stump
#

And we can determine what to do depending

sweet cobalt
#

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?

weary stump
#

Also y’all think it’s better to focus in pitch battle or bombards?

#

I’m not really sure how to approach the defense

blazing basalt
#

I think I have a preliminary plan, people can adjust as they see fit.

worthy pelican
#

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

weary stump
#

I kinda assumed that was for us and not the enemy tbh

blazing basalt
#

#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.

worthy pelican
#

We just need to make sure a scout can't come cap it unopposed

#

IMO

spare bay
#

Wizard and I need an extra turn to get to the airfield first anyways

#

so you 4 can go on ahead

worthy pelican
#

Star Hoppers are banged up, maybe they could rest and garrison??

spare bay
#

that could work; we'll see what Wizard thinks tomorrow I guess

worthy pelican
#

I really hate telling someone they should be on garrison duty, though. 🫤

spare bay
#

yeah

#

sit and twiddle your thumbs

blazing basalt
#

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

spare bay
#

depends on if he wants to rest and repair I guess

vocal scarab
#

Hmmm. yeah I think my play this round is to just go into the melee lmao

#

I probably won't die

weary stump
#

Honestly I think my play is move back into the city for the defense bonus

#

Actually wait what stance is moving in?

vocal scarab
#

We do have a lot of potential bombards rolling in

spare bay
worthy pelican
blazing basalt
#

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.)

vocal scarab
wicked plover
#

I'd like to drop to Saginaw this turn, and I'll be good to rush any other city the turn after

dim spade
#

Does any wing need an escort or should I just keep up trying to get condors out of the air?

vocal scarab
#

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

blazing basalt
#

We don't commit to any pitched battles, we just skirmish and weaken them so their assault fails against our defenses.

vocal scarab
#

For sure

#

That's the trick, really: less health, less to hit with

blazing basalt
#

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.

dim spade
#

I'm playing Ace Combat 7

#

I'm fucking ready

#

that was the ticket I was missing

worthy pelican
#

We've got minimum 5 hostile Wings in the AO - 2 condors, 2 fulcrums, 1 beaver

blazing basalt
#

OPERATION GUILLOTINE IS A GO

vocal scarab
weary stump
vocal scarab
#

most actions let you move on top of em yeah

weary stump
blazing basalt
#

Probably best just to have you bombard or something then, and let Pom handle threatening their air base.

weary stump
#

Rn honestly my thought is move to the bottom tile of Saginaw to support the combat engineers in place there

hearty yew
#

If I can summarize the situation as I understand it and have folks correct it so we can have an accurate tactical map

weary stump
#

I need some time to renew my health as well and I need the city to do it

blazing basalt
#

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

hearty yew
#
  1. 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.
  2. 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.
  3. 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.
  4. 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?

vocal scarab
#

reinforcements are going to Topinabee

hearty yew
#

ye I just realized that re-reading the original

vocal scarab
#

not musk
we can't do much about that

hearty yew
#

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?

blazing basalt
#

(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.)

vocal scarab
#

So that's up in the air for now

hearty yew
#

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

weary stump
#

Also, I can’t tell super well because of the picture

vocal scarab
#

heheh, up in the air

weary stump
#

What are the enemy air forces looking like?

blazing basalt
#

Painful

vocal scarab
#

fuckin lot of em

hearty yew
#

two fulcrums and a beaver

#

at the airbase

#

that I can see in the map

worthy pelican
#

Plus the two condor wings

spare bay
#

Topinabee is much more well defended than the southern two cities

#

if we force them to capitulate, the reinforcements don't matter

hearty yew
#

So generally speaking we have two options:

  1. Defend Saginaw, take a bottom city, win through capitulation
  2. 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

vocal scarab
#

Currently, all that opfor air force currently is threatening supporting fire, suppression, and an airstrike

hearty yew
#

does that seem like a reasonable analysis?

blazing basalt
#

Yeah.

#

It doesn't really change any of our strategic planning.

worthy pelican
#

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.

blazing basalt
#

It's a situation best evaluated once we get those drop pod teams back into space.

hearty yew
#

ye, right now the rest of us need to sort out the immediate fight

spare bay
hearty yew
#

that can happen in #1 or #2

#

defend saginaw has to happen for the rest of us with or without drop troops

vocal scarab
#

We'll see how the juice shakes loose

hearty yew
#

ye, a lot of it will come down to how good/ bad we do in this next round of combat

blazing basalt
#

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.

vocal scarab
#

I'm gonna go imp out at this vanguard

spare bay
#

I'm tempted to just fly 8 into the middle of nowhere and then continue the last bit to Saginaw on foot.

worthy pelican
weary stump
#

I’m on drop pods joining saginaw as well

worthy pelican
#

And we've got a turn before we can make that choice anyway.

weary stump
#

I’d rather deal with potential reinforcements then potentially lose the city

blazing basalt
#

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.

worthy pelican
#

If we can clear a bunch of the hostiles at Saginaw, that puts us in a pretty strong position to push out from.

hearty yew
#

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

blazing basalt
#

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.

spare bay
#

If we go to Saginaw, I think dropping on the hostile airfield is the play

vocal scarab
#

patrolling seems risky with how much enemy air there is

spare bay
#

or if you can figure out where the Condors are based

blazing basalt
#

It's less risky the more of us do it.

vocal scarab
#

True!

spare bay
#

taking out a chunk of their air power should help

blazing basalt
#

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.

wind yacht
#

The condor bases are visible

weary stump
#

Also huh, can an armored company bombard them move?

wind yacht
weary stump
#

Crap

hearty yew
#

How much of our air support is good at anti-air vs anti-ground?

worthy pelican
#

Ah crap, they've set up a mobile SAM at their airbase too

weary stump
#

My idea doesn’t work then

hearty yew
#

they also have the mobile sam yeah

blazing basalt
#

Voy's a dedicated anti-air, Whitefish are bombers, the rest of us can flex to some degree.

hearty yew
#

mobile same has air-intercept 3

#

so it covers the entire south east corridor

vocal scarab
#

oh, and the red rooks are back this turn

worthy pelican
#

Winged is immune to the SAM, but also I think doesn't want to get into a dogfight.

blazing basalt
#

Red Rooks are at full hp so they're fine to go picking fights

wind yacht
#

Full HP on a Scarecrow is 3

worthy pelican
#

Yeah

#

Which also means they only repair 1

blazing basalt
#

Yeah they might be best off flitting off with Whitefish to soften up Topinbee risk free while the rest of us scrap

hearty yew
#

can any of our ground units

#

move 4 to flank onto the airbase?

blazing basalt
#

They cannot, I checked.

hearty yew
#

gotcha

vocal scarab
#

It would take at least another turn

blazing basalt
#

(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.)

vocal scarab
#

Alas, we cannot skirmish our way right past em

hearty yew
spare bay
#

it's an option for the armored companies to drop on next turn

hearty yew
#

ye

vocal scarab
#

but yeah alright I'm gonna lock in my order before I forget; Flock Omen moving to skirmish on AK10 with the upcoming vanguard

worthy pelican
#

I quite like the idea of dropping onto another airbase

spare bay
#

we'll see how desperate things are after T3 I guess

worthy pelican
#

But yeah

#

Time for sleep for me, catch you all later o/

blazing basalt
#

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

hearty yew
#

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

blazing basalt
#

My proposed line of order has the jackals skirmishing into Vanguard(2)

hearty yew
#

yeah taht would be the reasonable spot

blazing basalt
#

Along with flock omen

wind yacht
#

Game design question that will be relevant soon

#

When units Rest, when should they get the HP increase?

hearty yew
#

its an R stance action so probably during R round?

wind yacht
#

Importantly that is after Bombard effects

hearty yew
#

yes, thats the double bladed decision there

#

leaves both our and their low hp unts exposed vs letting them heal up before a fight

wind yacht
#

But also, does getting into a combat stop them from recovering HP?

hearty yew
#

if you are in an R stance and bullied out of your space, do you lose your action?

wind yacht
#

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

slow copper
#

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

wind yacht
#

Bombard would not block healing

slow copper
#

Question: how much do people heal in space?

#

Is that also 3HP plus can print new equipment?

wind yacht
#

Same as at an FOB

#

yes

blazing basalt
#

Can an air unit Repair in the city if not based in an airbase/fob?

wind yacht
#

No, unless it's an Everest

slow copper
#

Does Saginaw's special rule override that?

wind yacht
#

no

blazing basalt
#

Pity. Next turn's fighting is probably gonna take me out for the next two turns for a rebase and repair then.

slow copper
#

You might want to go back to space for that then?

blazing basalt
#

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

slow copper
#

Man, I really don't like how we have seen zero of their scouts

willow ferry
slow copper
#

Combat forces did amazing. They took two damage and obliterated the enemy lol

wind yacht
#

In the big combats, the dice all get rolled in one pool

slow copper
#

Rebase is different from Airlift I think?

willow ferry
spare bay
#

wait I'm dumb and should sleep

wind yacht
#

Can players see the chat log?

spare bay
#

nothing I posted made sense

slow copper
#

I can anyways

willow ferry
#

Oh probably but its 7.30 for me rn and i dont want to get out of bed

wind yacht
#

Take a look then; I had relevant tokens selected when I made the rolls

spare bay
#

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

slow copper
#

I think it's these ones?

spare bay
#

bc now they can lift up immediately

slow copper
#

Yeah

spare bay
#

and damn, those were some above average rolls

#

we totally sapped the luck from air command lol

slow copper
#

Are we going to bring the Star Hoppers back to orbit or leave a garrison in Muskegon?

spare bay
#

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

blazing basalt
#

Get to orbit, there's no threat coming to Muskegon and if one shows up we can just drop pod back down

slow copper
#

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

spare bay
#

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 ;)

slow copper
#

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

dim spade
#

Which spot should I target with my patrol?

slow copper
#

Yeah, maybe next time I should take the construction equipment instead of the mobile printers

blazing basalt
slow copper
#

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

dim spade
#

I might go out of the city

#

I could go onto the breacher and sentinels with a Cloudburst

#

Is anyone doing bombarding?

blazing basalt
#

Probably red rooks and whitefish?

hearty yew
#

our heavy support units could also do either that or supporting fire

spare bay
#

Hm, so cities don't provide any healing bonus the way bases do? What about the Muskegon airfield?

hearty yew
#

I also provide a healing bonus! I have medic