#Pilot Net megagame testing
1 messages · Page 5 of 1
Yeah I'm trying to decide who to Cloudburst at this point
I don't think Autoguns will do me much good
Would the support units just be dropping wherever the Armored Companies go? Both Wizard and I can't make it back into space until T4, so you guys will be dropping without us, probably
It depends on how aggressive we want to be. But Potentially? We could wait until T5 to drop if we want all the combat units to drop
Well, three of them since one needs to repair
the thing is, even if you don't do much damage because of the fortification value, when it comes to who retreats, the only thing that matters is the number of hits
so I feel like two armored companies should be able to dislodge a single enemy unit
assuming we go for a southern city
otherwise, dropping into Saginaw asap would be better than waiting (but we'll have to see how things pan out to be sure)
Dropping on Topinabee would be funny in terms of Sending a Message. Our drop forces stopping 3 attempts at reinforcing a location would be quite funny
:)
sadly im not up to dropping as were not fully ready due to casualties
but was there any way for me to get into orbit now?
You have to move next to the airbase unfortunately
oh so within two turns i can get into orbit right?
hmmm i think i might need to go to orbit so that on turn 6 we can make a better assault on a certain tile
I need to take a look at the map, but I'm thinking rn if I should build twice
Half a base where I am, half a FOB on our spaceport
Is something menacing the city's north?
Not really, but we'll (eventually) be getting forces from the northwest
Looks like my targets are AK10 or AJ11 if I opt to bombard again? IIRC I can’t do it into AL10 because there’s a friendly unit in there
Though I can also bring either the hunter killers to bear with either supportive or suppressive fire at range 4
Which is enough to hit pretty much everything nearby except the base node on AN12
@wind yacht
Why is there still a ?
Or it's passing by my 2 vision
Mh dumb idea
Skirmish at 10AK
We force this force to split
Anyone wanna back me up in this silly fight?
d love to but sadly im on the other side of the map :(
Soften up as I pin them maybe?
I'm planning on attacking into AK10 break up the line
Hell yeah we're back in business baby
dodged the Condor intercept too, damn i'm smart
but yeah if we wanna play risky, I'm up for hitting Topinabee, I can reach all the way to the city even without Drop Tanks
(or either of the southern cities with drop tanks)
here's my move for which I would like @vocal scarab and one other person's help
although if you're not [S] and Light you might not make it in time
but I wanna hit that tile before the injured units can potentially retreat
I do not think fully pulling out the combat units from muskegon is wise tbh, why would the coalition be bringing troop carriers if they weren't expecting to be able to retake the city
or at least have a solid shot at it
they're coming to Topinabee, not Muskegon
oh I can't read
don't worry I think you're like the third person to make that mistake
i need to rest either way and i think having a tank brigade might help disuade others for going there
hmm, I don't think it's likely for us to be able to hotdrop and take muskegon before the reinforcements get there, much as I really would like to
how about the southern cities? we win if we take two cities, and both only have one unit
two droptroops might do the job
i might only be airstriking them with a 2d6 because of "the risk of civilian casualties" but that could rack up to a point or two before our drop troops get there
me and someone else with drop capabilities on turn 6 will do so then
yes that one
ok so im assuming i cant get into orbit from the muskagon airport
I don't think it makes sense to divert any firepower up there. The enemies are too heavily concentrated for a random airstrike to have any real effect. The focus for the Saginaw units should be defending Saginaw.
The Muskegon units have time to reassess largely because they don't have any other choice but to lift back into space this turn.
Airlift should let us get from any FOB or airfield to space. So Muskegon airfield should work
alrighty then, any idea what the series of orders should be?
the two of us need to move adjacent to it, the other four can lift back into space immediately
then we decide if they should drop ahead of us on T4 or not
i think one engineer and heavy unit could stay
that way we are much more set to defend ourselves in muskagon
That's up to Tohu. But leaving behind a heavy would be a massive waste. Waiting for you to repair means delaying a coordinated drop until T6, which would be a massive loss of tempo.
I think 2 heavies dropping together should make a major impact. One dropping alone though won't do nearly as much
We have no enemies coming to reclaim musk, and if Intel shows any of them, we'll have time to readjust to them then
We've got enough real enemies we don't need to go chasing phantoms
@wind yacht Does the Muskegon Airfield apply a rest bonus like a normal temp base?
if so, then the order of lift > rest or rest > lift doesn't really matter
but yeah, the rest of us need to get moving
yeah since we know the reinforcementts arrive at Topinabee at the end of round 5, we can probably safely assume we have full intel until then
(I suppose there's invisible units outside Saginaw, but even repositioning to the max means they shouldn't be a concern until t5)
Scouts would be the main fear
someone else noted we haven't seen them yet, which means they're probably somewhere inconvenient
(And if a single scout runs off to retake the city, we slam a single drop pod onto their head and call it good.)
well, we also need good timing for that to work, but I think the fact that mine and wizard's drops will be staggered after the heavies mean we should be okay for a few turns at least
We have bears trying to eat our face, we don't need to worry about a raccoon trying to steal our garbage
hrm, I feel like enemy Scouts' Hide shouldn't let them move on the same turn. They're already so fast, and it's not like Conceal lets you move.
Yes it does
oh nice
wait muskegon A to the Spaceport is 9 right, or could we just go tthere straight away?
say again?
The Muskegon and Saginaw ports are 10 spaces away from each other, meaning we can't airlift directly between them, if that's what you were asking.
yes that is what i was asking
going back into space gives us more flexibility anyways. We'll have to see how the situation develops this turn before deciding where to land next turn.
Go to space, hope the rest of the battle group doesn't die, drop somewhere helpful two turns from now
We've seen and killed one in Saginaw
Are you talking about the Vanguard?
AL10 should be valid, the friendly there is an air unit so that doesn't block bombard.
AL10 is a prime bombardment target IMO - there's only 3 HP between the two units left there, so there's a good chance that bombardment can finish them off.
Ok so looking at the rules
Which would make the Saginaw front feel much more secure
I have to S stance move to get away it looks like
Since any other movement has a good chance of getting caught
since Airlift is so slow as an R order? What even dealt so much damage to you anyways?
Rest might restore your hp before any fighting now
From a game design perspective, I think this would be a fine situation. It means you need to actually assault to break dug in units, which puts some value on building momentum and discourages static turtling as an offensive tactic. (As you note, it would be a strong defensive tactic, which makes sense IMO.) It is also fairly diegetic, it's difficult to fully kill a fortified defensive position through artillery alone.
If rest heals me first I'll just do that
I think it would also make some organizational sense for rest to happen at the same step as fortification increase
Damn, the A stance reinforce is actually cracked
@icy linden @worthy pelican I'm happy to tackle either AK10 or AL10 depending on what folks thinks would be tactically beneficial based on other deployments.
ironically, this seems to be the current NPC tactic. Hell, they A stance reinforced right next to the city instead of assaulting into it. Their current strategy is to stall until they assemble a large enough force to roll over the city.
Mhm, makes sense.
Unless everyone focuses fire on the crossroads again, you're unlikely to deal much damage because I'm guessing they will Reinforce again. You'd need to deal 3 or 4 damage to have a chance at killing the Sentinel.
Trying to weaken the Vanguard probably makes more sense. It's a more vulnerable target (isolated, no terrain), and it's more important to weaken it since it's at full HP, so we can reduce the amount of dice it rolls.
Btw, you don't have to move (unless you want to of course). So you can just build a base instead of two halfsies
Sounds good, I'll give it until tomorrow morning to see if things change
The lone Breacher in AM10 could also be a good target. My understanding is that their armor only works in combat, so it shouldn't protect against Bombard/Airstrike
Healing will happen at the same step as fortification
@wind yacht one suggestion for future maybe to let people move one when they rest? It'll happen at the end of movement anyway, but spending the double turn to move away from Frontline and then rest feels pretty bad, and units almost never recuperate on actual Frontlines in combat
Fixed. It's a rocket artillery
They'll hgave changed formation potentially to other stuff like A stance
share with the class
Option 1 is to skirmish into AL10 and break the column,
I skirmish to pin them and friends assault them
Option 2 is AK10 and just
bully the artillery
but it looks heavily guarded
I will ask again btw
which guys south of the city are getting bombarded, if any?
I'd like to Cloudburst them this sortie
I think that AL10 probably is
yeah AL10 is probably the likeliest spot to get bombarded the following turn, but it's also within enemy SAM range
here's the danger zone for it, I'm willing to hit a target in there because I can nullify at least one hit from it, but I recommend caution for any other air units
Hrmmmmm
honestly you might best off repeating last turn? the enemy has a shitton of air units now, and that keeps you away from SAM range
We also just have a ton of ground units that can bombard
But yeah I vote for Heavy Patrol this ground
Alternate suggestion, if the opposition is moving in from Topinabee, you could delay them:
Yeah the thing is if I Cloudburst all those Bombards get +1d6
and that would probably gurantee kills
Don't I have to deploy to the hex?
Patrol deploys you to that hex, yeah
Like don't I have to deploy to the hex I wanna cloudburst
Yeah
okay
unless.... we get an air suppress on the SAM from one of the chassis
But also they have like
2 additional fighters
In that base
So there's just gonna be a TON of anti-air from enemies right now
yeah but that's gonna be the case everywhere
Escort is also an option
yeah absolutely, we want definitely both our fighters doing anti-air
I am going to patrol no matter what
but i think we critically need a suppress on the enemy airbase; I left Cloudscouts on there and with just two hits you finish off the engineer and damage and turn off the SAM for the round
But I wanted to see if I could squeeze value out by Cloudbursting the assault group directly south of the city
if we can get a suppress on the airbase I think that's worth the risk (of the suppress failing)
This seems like a bad idea tbh
Feel free to elaborate
Ehhh
They're probably moving in R stance
Which means they only roll 3d6
And then we retreat
Or 6d6 and then they retreat
Average of 1/2 damage
And if it's a light unit, it can move away before they can attack
An average of 1/2 damage is a lot of damage
I mean, if ya have 4 hp, you're pretty unlikely to die, but yeah there's gonna have to be some risk.
With a bit of bad luck that could easily woodchip a lone recon and for not a lot of reward
Tbh, it might be a bad idea, they might only advance this round, clear the road for the naval reinforcements next round.
I think going for the vanguard and weakened sentinel/breacher is a better play for us speedsters this turn - we can see about harassing incoming as a unit later I think
in conclusion, my air plan is
-Viper Patrols
-Archon Patrols or Escorts
-Helicon or Wingman Project Suppresses the airbase and the other one either Suppresses AJ11 or Patrols/Escorts
-Whitefish air strikes the Breacher at AM10 or the Vanguard at AK10
Aight I think I'm gonna Patrol AK09
Try to get myself as much coverage as possible while remaining out of Sam range
Could Fragment Signal?
Help us not die to bombardment
Alternatively the anti-dying-to-patrol item
Are you guys getting bombarded?
They could, no idea if they will.
oooh not bad
risky tho
yeah I really wanna take stuff off the board
If you want a safer similar move, going 1 step shorter means the vanguard can't reach with an [s]
Yeah, Just Fucking Killing Them is good.
But as I realised, they might not move that fast this turn. Waiting for the naval support before the "full" move out.
NGL I am regretting going Bachs now since we have actual airstrike units the airstrike I can do is always the strictly wrong move and the fire support isn't worth it either
I'm not sure chassis lance was the best choice, since I realize now you only get 1d6
1d6 of what?
Supporting Fire seems bad
Suppress is great tho'
Sap is also pretty good
I feel like Sap maybe should roll full dice @wind yacht since it's ONLY hitting Fortifications?
they're good but only if you're against the stuff that cares about it
(A generic supporting fire is good, but not the chassi lance version)
On the chassis lance in particular since you're not actually fighting
yeah in retrospect I would rather have gone Smartguns since we're kinda defending not attacking
maybe might be useful sapping later
I think it's... Pretty bad? Like, you need two hits to destroy a bridge, which is a HARD.
Ask
When you only get like, 2-3 dice
1/9 for most users of Sap
Question: When other people take an order to heal, when in the round structure does this heal happen? @wind yacht
yeah 2 hits to do consistently you want 6 dice
And it's a half-attack
So that's just
Not happening
It also only happens once AND only targets fortifications
yeah like what 2 dice for almost everyone?
If you're 5hp it's 3
But that's only possible for line infantry and heavy fighters taking the lance
it rounds down for half attacks
yeah
yeaaaah it is a bit of a trap option in hindsight, especially when you already start with a Suppress +0 which is Basically Just Better than the -1 Airstrike
I think we might be best off having Red Rooks do the suppress on the air base, since the SAM can't shoot them, and if the air units want to keep it in their patrol range it means they can't also cover the city.
Then Wingman and and Helicon can both patrol and we commit to the air battle.
I'm not sure I like the odds of that, Red Rook would only be rolling two dice for the suppress (assuming no damage from air threats)
I mean it's the thing they're built to do best.
also key part is that Suppression happens before ground-to-air attacks happen
so the only time Red Rook is the better choice is if the unit doesn't manage to suppress the SAM
Also, we have lots of enemy air units that can patrol, sending in Red Rooks could just end with them dying.
That is not to say they shouldn't participate, but...
Nah, Red Rooks are at full hp
But yeah should I
yeah that full HP is 3
Skirmish and pin the vanguard and condor?
They can't die, if they get shot, they mission abort and fall back to base at 1hp
I am at full HP (I have regen)
Good point, but that tile has fortification, you need 2 hits to actually suppress any enemy unit
Might not even be worth suppressing then at that rate.
3 hits to turn off three dice as opposed to just putting three hits into the enemy, y'know?
I mean, if only someone had 6d6 worth of suppress... XD
But also, we could just tank the interception from them and focus on closer enemies, as you said.
it's actually 7d6 because of Cloudscouts
Someone put cloudscouts there already? Nice
now that i think of it, it might actually be worth asking GM advice for about how exactly Suppress interacts with fortifications
Wait, the red rooks could just equip gandiva missiles
"Gandiva Missiles
When executing a Suppress order, hits are only assigned to Defenses or units with active Air Interception."
Fortifcations are defenses
yeah, they're just gonna get assigned to the Defenses
Good question, When I first read it I thought defenses would count as a target, but I don't know.
But each Suppress order can only hit a unit once.
yeah if there's no chance on getting damage on the units in the base it's def not worth it
worst case scenario could be that no matter how many hits you get, you get your one hit on the defenses and the rest whiff because there's no other eligible targets
? Hits are evenly distributed. starting with defenses, if you can't hit everyone.
There is a clear is orderfor how to assign hits normally.
As far as I know, Suppress only limits the number of hits each target can be assigned (in exchange for stopping some actions), It shouldn't change the allocation logic.
i've got to learn to read
so yeah, two hits suppresses the SAM, third hit kills the Engineer, no reason not to do it
Depending on when resting applies healing
But there could be a reason, other targets could have higher priority.
I can't see one, with some luck, it lets us air attack safely within the SAM's range this round and prevents the engineer from upgrading the airfield to a full FOB
Rest healing will happen before basically anything else
How much is their anti air from the SAM versus the enemy aircraft?
The SAM does interception in a radius 3, has HP 4
At the beginning now
The SAM has about the same anti air as a single group of enemy aircraft, there are 4 such groups.
Thanks to Eranziel and Tohu, good to know, especially for Tohu (who is on low hp in a high hp regen area)
Yeah - it rolls the same number of dice, and has a 1 tile wider interception radius than the fighter aircraft
Re-reading the air interception rules, I think the SAM would get to roll intercept damage in the first air combat round before getting suppressed
Nope
Air units ordered to Patrol and ground units with Air Interception create interception areas. They will attempt to intercept any hostile air unit operating in their area of effect. Once all air units are deployed to their ordered tiles, each air unit in a hostile interception area will be assigned an interceptor.
Ground units with Air Interception create an interception zone. Nothing about the first step specifies that only air interceptors roll for intercept.
"In the second air combat step, each ground unit with an active Air Interception effect makes an attack roll and distributes the resulting hits among its interception targets."
the SAM does not join in on the first round of air vs air
and air units only fire on the first round of air vs air
If that means they don't roll in the first step, that could be clearer. I would move the wording there; something like "ground units with active Air Interception effects do not roll attacks in the first air combat step."
and then say the same for air units in the second step, that works, but it is a bit much writing
that's why it's a playtest babyyyyy
mhm
(i have very strong thoughts about air Suppress, personally)
probably rewrite to air and only air for round 1, ground and only ground for round 2.
but yeah i'll just go airstrike the lone Vanguard in AK10, even if the SAM's online I don't mind it too much
Yeah, checking the summary post for last round that does seem to be the intent
Suppress vs. Supporting Fire does have some odd competition
Also regarding the HA bach, air support at +1d6 seems awesome, getting to roll 3d6 in the first round and 3d6 in the second round (if you are on full hp) seems great.
Though I will note that supporting fire gets to roll twice (once in each combat step), vs Suppress only rolling once. Not sure everyone has been including that in their evaluation.
Related to this, the enemy condors can also air support at +1d6, causing the same issue.
On the other hand, you could go for the sam, since you ignore your first sam damage.
sorry for interupting but this just came out and i got exited
can't suppress babyyyy
Well, not quite - ground interception rolls -1d6
If you pick instinct pods
"GMS Hammerhead: Cancel the first hit applied in the second air combat step."
Nooo, I'm looking at the entirely wrong unit, never mind me
That is on average stopping 3 out of 4 dice of the sam, and if @heady moat damages it as well...
You could go instinct pods for even more defense, or take an autogun (I think you're likely to get tagged by an air interceptor too)
sadly bombard happens after the ground interception step so any damage wouldn't actually help the rest of the air force this round
Right, good point
i can go for it just to get some use out of the cloudscouts if no one wants to suppress but i think a suppress would be better value for money
yeah an escort would be a good idea because odds are they're gonna defend their airbase and getting that full 7d6 suppress would be excellent
Considering Verry marked it with cloudscout, it seems like an obvious target to patrol near for them.
How much fortification do they have on the airbase?
Doesn't matter for Suppress, but it looks like 2 (either it has defenses or it doesn't as far as Suppress cares)
and should probably have 1 terrain defence as well, assuming it works the same as our temporary bases.
Considering I got 0 hits this round on autogun and suppress, I wouldn't assume I am getting 2 the next round.
If I get to Suppress with full hp, I think I have a little over 70% chance to cancel the sam intercept. So far from guaranteed, even if they don't defend.
yeah it's the riskier option with higher reward
AJ11 is the other good Suppress target, three units, outside SAM range
Yes, AJ11 is a good target, with a low, but plausible chance to stop the rocket artillery as well
Hm. You'd have to land 3 hits to suppress the rocket artillery there, since breacher and home guard both have higher hp.
yeah the suppression would be a nice bonus, i'm mostly thinking about the damage side of things
4 if either of them holds
Home Guard is pretty nasty to get assaulted by. On the upside, only move 2 so they can't get to the city this turn.
i guess air supporting the crossroads could also be an option for me but i fear that might be a little overkill depending on how hard the ground troops come down on it
Do we have ground units planning to assault the crossroads this turn?
Question: why is Steel Dawn out in the open instead of in AL09? It is unclear to me which of the two tiles it attacked from since it moved 2 (and could have gone through either), but:
"GMs should place retreating units close to other friendly units and away from hostile ones if possible."
And that should usually favour AL09 over AM09, right?
@wind yacht
oh yeah i guess that's also possible, i did recall some talk about holding position
I think it would be good, that sentinel and breacher both look low, and if either heals, they are in [R]
That's true
Expect the enemy to count on that though
On the one hand, the Sentinel's [A] reinforce is nasty to fight into
On the other hand, if they do that they're not healing, so a single hit on them wipes the unit.
Right, I remember now - I don't expect either of them to rest tbh. They don't have any base or medic support, so resting for 1HP in frontline combat seems like a bad idea to me.
The sentinel is a medic
Bah. Reading comprehension again, you're right.
But they might not rest, that is still true
Another question: Right now hits from intercept are not assigned according to distance, should that be a factor? (They are a factor in deciding who gets intercepted by who, though)
me and I think derpghost are gonna skirmish it
because we get to act before anyone else if we do that
if we get lucky we can snipe the sentinal
@willow ferry Do you want me to wait around so you can move-> fully heal. Or are you just planning to go to space and then figure out healing/other actions after?
just getting to space is priority no.1
I will depart then. Enjoy the R&R spaceside when you take it
will do
It might be good to make sure we leave someone to hold the city. But appart from that, you can do a lot of good on other fronts.
The idea was to just drop back to the city if something threatens to take it. Things are staggering to space so we probably have some safety on that front
@wind yacht Do friendly bases and cities provide any vision around them?
I submitted orders to go for the vanguard, m'self
oh huh... can you not actually airlift from or to the hex of the airbase itself?
If it's written to imply that, I suspect that is not intentional lol
I guess very strict RAW is that you can airlift to/from an adjacent tile of an airbase (but not the base itself). Unless you are going to/from space, then it has to be the base itself lol.
I do not think this is how it is intended to be read
The adjacency rule says a tile is adjacent to itself
So yes, you can airlift to/from the airbase tile itself
@willow ferry @slow copper in case you weren't aware, the airfield at Muskegon counts as a temp base, healing bonus and all. So even if Wizard wants to heal before lifting into space, you don't need to stick around.
regardless, for the two units in Muskegon proper, our only logical order is to move back to the airbase this turn. Not much decisions to be had for us
Oh perfect
im already going to the airport, my only concern is how to get to space
You can get to space from the airport (or any space adjacent) with the Airlift order
At present, cities and bases provide no vision.
oh i could go to space now then?
No, you need to be adjacent to the airbase at the start of the round to be able to airlift up.
So this round you move adjacent to the airbase, next round you can rest or airlift
ok
yep, and resting in space is also an option anyways
which tile's the vanguard?
AK10
Ah okay
that's also a good move
Alrighty, orders submitted
Please can someone else attack with me, I'd rather not solo this 😛
(use the planning doc)
Not sure what i should do, reinforcing would probably put me in a bad spot if the enemy goes in for a attack, i dont have anything worth designating and ill be at a disadvantage if im not defending near a city
What's the fortification value of the tile? You could maybe just Hold. Otherwise, are people planning on trying another assault on the crossroads?
the enemies there won't be rolling many dice seeing as how damaged they are
MagmaNaught specifically designated movement through AM09
Speaking of, could you at some point check that I designated the right tile for my skirmish this round? I'm trying to hit the weakened sentinel and friend
Worried I read the map wrong
Looks correct; you ordered AL10 and that's the tile with the damaged Sentinel and Breacher.
i think this is the fortification and its at 3
Alright, I think i'm gonna patrol at ak09. It'll cover the city with my tiny patrol range.
*Voy, yes
but I am unsure which tile Voy is patroling in, it might be AK09, might be an adjacent one, what they wrote suggested 2 different tiles.
I'm gonna submit my order tonight, in a few hours
It looks like Suki is pinning the crossroads (AL10), is someone else following up with an [A*], and do we have any air going to that tile?
If anyone wants something built or a charge against someone near Saginaw, ping me
I think AK10 and AL10 are getting pinned by [S*] so they should be good assault targets.
You could also go for a [S*] of your own of course, prioritizing light fighting over pushing the enemy back.
Skirmishing is probably a good move for anyone worried about taking too much damage, yeah
@weary stump too maybe?
We do need to be careful that we don't leave AK08 (spaceport), AL08, and AL09 too bare, since we've got air forces based there.
But how we will obliterate them to smithereens by Skirmish?
You should be able to kill the sentinel at least with a skirmish, if a couple people are in on it
Maybe add in a bombard
If the sentinel heals then it likely survives a skrimish, and if it doesn't it likely dies to a stiff breeze.
The other potential complication is if a fresh unit joins that stack
That would make it a fair bit less likely to kill the sentinel, but it also makes it a lot riskier to A* instead of S*
No known enemy will (be able to) move in from the west, due to the pin at AK10, that leaves the adjacent breacher.
Both Verry and Entropy have good air support abilities, which are very valuable on [A*] moves, but less so if it is just a skirmish.
If anyone wants a targeted airstrike on a lone unit, Vinyl should usually be the best at the job.
And for suppressing targets under light-moderate air interception, I should probably be the first choice, with Vinyl a close second.
Also, Air gang, don't be afraid to give orders that are in range of that SAM, since I will try to suppress it (also it probably targets me if I fail).
Mathematically, I think the smartest move for the Sentinel is to just A Reinforce again. It's not affected by how little health it has and it happens immediately at the start of the round; it's not contestable. And it benefits all the units in that tile, not just itself.
(basically, it's a super strong order and I'm still salty about it)
Might just reinforce again on AL09
Yeah, the air war's going to be vicious this turn
With any luck both sides will just cripple each other, and then the ground forces can seize their airbase or force them to at least rebase and we can repair.
Same, I WANNA DO IT 😦
@wind yacht Things like turning one order in a stance into another type are a potentially really interesting place for perks/Equipment that aren't just "Gets better numbers"
I'd rather spend a Perk on "gets to do X order but in Y stance instead" than "+1d6 when attacking on first round"
Kind of deal
don't say "luckily you'll be crippled" when "you" is "me"
Luckily you'll cripple them and they'll have as great rolling as you did last turn. 😄
You is us
I'm the one missing a hit point, unlucky rolls could have me knockd out here.
“Ready in the front, ready in the back? Here we go!”
———
Shout out to Gryphus on the Project Wingman Discord for helping with some of the Project Wingman Sound Effects, and to FlyAwayNow for permission to use them!
If you like these videos, consider giving me a tip on Ko-Fi! Every little bit helps! https://ko-fi.com/lilithnakamura
———
This ...
I MUST embody this this round
my hopes
my prayers...
Through the power of friendship (and this sidewinder I found) we shall prevail
the next turn happens when again, i was under the assumption it was today at 5 my time?
Order deadline is in about 14 hours
The timestamp in that pin automatically adjusts to your local time
Ah ok i got today and Tomorrow mixed up
Okay hmm
So like going to head in to pin the vanguard and condor
Unless someone has a better diea
Idea
<@&1310264693650362378> round 3 orders are due <t:1733457600:R>
What's the bot command for getting the mega game tag? I swore I had it round 1 but didn't get the round 2 ping
?rank Pilot NET Megagame
Note that the condor isn't actually there to pin, since it's an air unit.
TY
Good luck to everyone next round, those who are about to die salute you
Huh
Should I still split the colum or
Something else
It does seem worthwhile to me. It prevents the vanguard or any of its buddes to the west from joining the crossroads.
i'm also air striking it so it shouldn't be the hardest fight in the world
are all the enemies that could get to the airport pinned?
If Admiral pins the Vanguard, effectively yes. Technically the Home Guard and Breacher in AJ11 could make it to the spaceport with a reposition.
they'd be rebuffed automatically though right? As long as the units there aren't in [R] stance.
Yeah, we'd need one unit there in S or A to be guaranteed safe
Mehen's Jackals ( @hearty yew ) are there already and have the option for S/A Supporting Fire, maybe that's a good option? I think @unique sequoia and @sacred valley are the other two infantry options that I'm not sure their plans currently. Though I think Turi wants to build something, and we should probably keep a unit on AL08 for some insurance for our flight chassis base there.
I have no plans atm, I'm available to jump whenever I'm needed
I was contemplating more bombardment, but also I specifically took line infantry to be able to scrap if needed.
It does not currently appear safe for me to fly anywhere.
👀
I'm ready to bomb any location from orbit
do you guys have any specific targets you think are extra valuable to long range harass?
In terms of efficiency, you could try airstriking the lone Breacher at AM10. There are gonna be so many enemy air units coming in that I'm not sure Patrolling would really do anything.
There's so many air units coming in that patrolling is extra helpful
I mean, is it? It would reduce the efficiency of my patrol by a lot
Eh.
Max patrol efficiency is when you catch any number of units that are doing things that rely on their dice that aren't shooting you back
Well the more I intercept the more powerful I get
Infinitely so
So if someone takes 2-3 intercepts off me they are reducing efficiency I think
I can send supporting fire into the spaceport and hold AL08 secure.
I mean taking one dice off of your intercepts in exchange for adding X many of their own hp to the intercept is still good
except, since the interceptions would be split mostly evenly, it'll actually halve the amount of dice from the Comet bonus
This is a larger question of direction, but holding off this turn and air striking the forces outside Topinabee next turn alongside ground units dropping in as our second city to take could be an option.
Narratively, taking Muskegon with its airfield and Topinabee (cutting off reinforcements from the sea) and defending Saginaw feels decisive enough to clear the scenario imo
Trying for Topinabee doesn't make much sense tactically, since it's so much more heavily defended. I wouldn't advise it unless Peri explicitly says taking the southern cities won't be enough.
Both the south cities are vulnerable, north-west is not, and is getting more enemies coming in from of map. We need 1 more to win, so go for one of the south ones.
It might not be what you are looking for, but you have a great patrol radius and there are 4 enemy air units operating in the center. You could cover a lot of airspace from something like AL11 or AM11.
i'm pretty bad at air to air
bombing is a smarter idea for me
I can hold for a turn
Isn't patrol the order you have with the most dice?
But if you want to be bombing, pick one of the south cities and bring something like cloudscout drones.
Yeah, and since you have 3 hp, you roll 3 dice for patrol
But you get a die penalty to airstrike and suppress, and air support rounds down to 1d6/battle stage even without the penalty.
if we're gonna start on one of the southern cities now, my vote is for the SW one, Kalamazoo. It's further from the hostile airfield.
Good point, it is out of range of the condors for now, but the fulcrums could still patrol near it, though nothing more than that.
sure
It also means that, in the event that we capture it and they don't capitulate, it will be harder for the remaining enemy air units to harass us there.
We have rules limiting our bombardment of cities, but Suppress is still fully effective.
ah, fair enough. can I resubmit?
I still think it makes more sense to aim for the Breachers right next to Saginaw
you'll have the best effect on target there. Isolated and undefended
yeah, Peri will just use the most recent order submitted
Yes, perijove has said they will go with the last order anyone submitts, not the first.
AM10?
I see it, off to the east
If that breacher picked bombard, a suppress order there could be very usefull
done
nice
Sure which is definitely maximum for you.
Also I think it's worth noting you can't die as an air unit, and have to rest between turns anyway in space, so losing all your hp in patrolling vs people... Kinda doesn't matter for you?
you can die, you just can't die in one turn if you deployed with full HP.
it's not as if patrolling will cause you to take any more or less damage than other actions.
"If an air unit begins the round at full HP and would be reduced to 0 HP or below, it is instead reduced to 1 HP and cancels the remainder of its order, returning to base for repair."
Yeah
But resting in space I think heals 2 hp
So they go out, come back at 1
And then go back to 3
it heals half your HP rounded down
so if you're reduced to 1, it basically always takes 2 turns of repairs
Get your order in if you can
I just realized that being forced to Hold Position is even worse for support units, since they'd still be in [R] stance, from my understanding.
correct
Yeah
Movement's happening on the board, air strikes seem inbound
Let's hope air cover does it's job
hows our fighting going
Round 3 air intercepts
Air seems wild and in terms of decision making I’m glad that other people are happy in that space.
How are you feeling about the state of air? (Understanding that it’s early days)
It's kinda hard to judge right now because of the siege situation we're in
Looks like they're doing 2 bombing runs on the city. That makes things a little less hairy for our air forces, but also means they're probably trying to soften us up for ground forces...
Oh, one of the condors isn't patrolling either. 🤔
hm, that means they'll be the first to break the taboo on bombarding cities
There isn't a taboo that we were told I think, just that they do half damage or something since you have to try to avoid collateral damage
Makes me wish I hadn't set up base on top of that puppy orphanage.....
Right now I'm in the attacking colum
helping the bombardment
pinning the vanguard
ahahha
All the player air units have to share one set of Good Dice and it's Winged's turn with them apparently
I am curious how our composition compares to the "expected" ratio of ground to air units, if there is such a thing
Winged didn't hit anything T1 so I guess it's fair lol
although if all our air units collectively only got 2 hits, that's gonna be pretty disappointing.
is this the orange cat braincell
My opinion on the current state of air is having bad luck dice feels bad
Also Bachs feel like an objectively bad decision with how air strike and air support work plus the overwhelming need to just be patrolling
Bachs?
Fighter variant that basically turns them into worse bombers
I wonder if it would have been worth it to have one or two escort-focused air units
What order did you give this turn?
Just bad rng I guess. If it's any consolation, it's not like you'd have done much more with any other unit lol
this game does kinda suffer that "oh I rolled nothing so I can't contribute" problem
for combat units at least
Yeah just kinda sucks
I mean no lie I'm not really having any fun
Just sorta getting pinged relentlessly to change nothing on my order, put no thought into my equipment since nothing helps dog fighting, and then get up into the air to accomplish nothing
<@&1310264693650362378> Round 3 complete. Round 4 orders are due <t:1733630400:F>
Air Combat
Fulcrum (1) and Condor (2) patrol
Fulcrum (2) suppresses the spaceport, but only hits defenses.
Helicon Lance suppresses the SAM launchers set up around the hostile airfield.
Bombards
Red Rooks scores 2 hits on Breacher (3)
Whitefish and Smokeshow score 2 hit on Vanguard (2)
Breacher (3) scores 2 hits on Steel Dawn
Rocket Artillery bombards the spaceport, scores 2 hits (1 to defenses, 1 to Mehen's Jackals)
Beaver (1) airstrikes AL09, scores no hits.
Skirmish in AK10
Union recon units pin down the Vanguard, stumble onto a concealed Scout, then a Breacher blunders in.
Shovel TMC is unable to join, as there are already 3 Union units in the tile.
ROUND ONE
Blufor: 7 hits
Opfor: 4 hits
All Union units retreat.
Skirmish in AL10
Hunter-Killers charge and catch the coalition tank company off-guard.
Blufor: 3 hits
Opfor: 0 hits.
The Hunter-Killers destroy Sentinel (1) and withdraw.
oh damn, I guess Winged didn't change from Airstrike to Suppress after all. Would have prevented the damage on Steel Dawn in exchange for one less damage on the Breacher.
working on it
I deleted what I was pretty sure was the older order
I think the older order was probably something else entirely
I think she just missed waar's suggestion, probably already submitted the airstrike before it was posted
oh well
I liked seeing the round by round results btw
Round 4 orders are due <t:1733630400:F>
I'm guessing the Union units in AK10 were all in [S] stance or something? We probably should have coordinated better; only one unit needs to be in [S] stance (the lightest one) to pin down the enemy units, then all the others should follow in [A] stance so they can actually hold the tile.
Sorry, Voy
I think for future games it would be good to raise the HP of all units, to reduce the variation in rolls
Mehen's Jackals were in [A] Skirmish, which I interpreted as [S] Skirmish
oh, not to mention blundering with 4 units trying to enter the same tile. So basically, Shovel TMC's turn was just completely wasted?
What order was Shovel trying to execute? Was it an [A] stance order, and that's what caused them to be last in line, so to speak?
yes
So
I see a really really dumb idea
I wanna execute
Asault here
Nice rocket here
SHAME
Kai Bioplate
hehehe
I don't like where that Northern Vanguard went to. It's threatening the two city tiles in the North (one of which has no defenses) plus the Airport
So for dropping: Do we want to go for a Southern city (because it is safer) or for Topinabee to send a message (espeically since they moved a unit away from there)?
I guess our drop force could also land on that airbase to take out their air support
Can enemy air units rebase off of the map the same way we can rebase back into space?
I'm wondering if it would make more sense to drop on the flight chassis bases first to destroy them before they can get away, assuming the other enemy air units are stuck at that airfield.
That would be 3 instances of difficult terrain
breaking through and holding that tile was actually crucial to having a chance at striking the enemy airbases on foot this turn
yes
Other option, we suppress+bombard that breacher in AL10, and you can skirmish the concord 1 base.
That's the tile the Condor patrolled out of. It's based off of one of those two tiles in the south next to the enemy airfield. Actually, I'm not even sure what Condor 1 did this turn. It's not in the AAR.
AL13/AM12
On the other hand, if we drop on Kalamazoo and defend Muskegon, we should just need to hold on to the entire city to win.
Depends on if the coalition is confident it can take Saginaw
It looks like they tried to air support a tile we didn't attack
in which case, they'll keep fighting
if we had pushed them back and were poised to strike their air assets this turn, I'd be more confident
but the clumsy maneuvering cost us
hm, when firing bombards, do they all happen simultaneously? As in, damage taken during the bombardment from another unit isn't taken into account? (following the normal order sequence rules)
because then that's just yet another point in favor of suppress over bombard/airstrike
Bombard is great when an enemy unit is isolated and doesn't have a order you want to suppress, but uh, right now it looks like airstrike too often have a -1d6
even then, I'd argue that if that unit is threatening indirect fire, using suppress to deal damage while also preserving your own unit's health is the better deal
We have 4 units with drop pods in space this turn, sure only 2 of them can [A] drop, but even an [R] drop should be able to threaten an enemy air unit.
I think that works for the undefended one, but the other base has an Engineer on it, which is a combat unit.
it's pretty risky for the supports regardless, but then again, if it draws fire or gets them to move away from the city, that's a strategic win for us overall
The hunter killers can attack either of the base and condor 2 tile. And the air base has a 1 hp engineer and a support unit.
to be clear, I made that comment in response to the idea of capturing one of the southern cities to force a capitulation
if we drop them on the airfield instead, then obviously we aren't doing that, so the point is moot
which is why it would have been ideal to threaten them on foot with our recon units
We have 4 units, only 3 can drop on kalamazoo, so one [R] could be dropped elsewhere.
It's really only the Armored Companies that matter for the drop forces, when it comes to capturing one of the cities
I guess if someone's up for dropping alone on that undefended mech base, more power to them. Like I said, it'll definitely be a thorn in the side for the NPCs.
The support unit does help if there are unexpected defenders or unexpectedly good enemy rolls
If we think taking a southern city will win us the game, we should definitely take one (we need to stop that Vanguard from getting into the city though)
just to spread the damage out I guess?
Yeah
I want to go for Topinabee but that plan really doesn't work if the two unknowns fall back into the city this turn
Kalamazoo it out of range of enemy air support, only air patrol can reach it.
As long as we have at least one unit in [A] stance in each of the city tiles, I think it should be okay. Vanguard has to [R] to get to the undefended tile, which means it'll be repulsed automatically.
Oh right, I forgot about the difficult terrain
That is a good use for a [R] unit as well
Reminder: that vanguard can reach our spaceport, so can the scout.
I just include the spaceport as a city tile. Obviously we wouldn't want to leave it undefended either.
I kinda wish the air units either weren't shown or were somehow more visually distinctive from the ground units.
I very much like that they are shown, but good point on them taking up space and needing some focus to interpret as Air units.
I'm kind of regretting wasting my turn just moving next to the Muskegon airfield. I could have instead repositioned down the road and rebased my dropships at Saginaw so I'd be in striking range this turn, instead of needing to airlift back into space.
I think being able to do a follow-up drop next turn if we don't take another city this turn (due to bad luck etc.) it will be good that you get back into space
@wind yacht i thought i was going to the airport at AT03? or did i misunderstand?
probably just an accident. It shouldn't really matter though, since all the effects extend out to adjacency.
yeah, just mildly botherd but idk bout too much
I didn't, yeah. I left drones in the area to make suppression easier in the next round, but I thought an airstrike was just for the best
Yeah I had an older order that was for a location very far away, definitely ignore it
AL09 is at max reinforcement of 5
i fell acomplisment from that
not sure how useful it is
Wow I got 3 hits on 4 dice
@wind yacht so piece of feedback, next time I think I'd prefer something like waves of enemies, more incentive to spread out, and/or less immediate oh fuck urgency at the beginning of the game
Re: drop squad, I'm leaning more towards supporting Saginaw than aggressively dropping on another city. Saginaw still looks very tense.
Dropping in AN12 or AM12 look like good odds and would significantly thin the air battle in our favour.
AJ11 would be another option, take out that rocket artillery and maybe another unit
You could do that this turn to cut off Vanguard 3's flank. Fly 8 goes far!
We also have Pom's fresh airmobile infantry this turn
Though they probably can't do an air drop this round, pretty likely they'll get intercepted if the coalition air forces keep doing what they've been doing.
I will admit I expected the air battle to go a lot more viciously. For both sides.
If you want to drop on Saginaw, our best bet is to coordinate with the Hunter Killers to try and hit all 3 tiles with enemy air bases at the same time. Otherwise, they will be able to rebase away. If the 4 of you can help stabilize Saginaw, I might just wait in space for Wizard to repair, and then the two of us can try dropping on one of the southern cities together.
While it is really tempting to try and drop one of the small cities, I think reinforcing Saginaw is the best bet, yeah
Not if we lose a bunch of our forces at Saginaw and reinforcements roll into topinbee though.
I don't think the Topinabee reinforcements will matter if we go for an early win. It's just Saginaw that needs to hold.
I think forcing a capitulation before their reinforcements arrive will save us a lot of time and headache. In particular, I think their reinforcements can hit Saginaw turn 8, whereas our other drop troops won't be and to drop into another city until turn 7
It'd also be nice to win before they realise things are desperate enough that they start shelling Saginaw indiscriminately
One potential concern with dropping on another city to force a capitulation - the coalition forces might not consider Saginaw a lost battle yet and so could continue fighting, and then our drop pod forces are far out of position to help.
yeah, but I think Wizard and I can take a southern city once Wizard is rested. It's just that it'll be very slow, and won't happen until after the Topinabee reinforcement arrive.
The hope would be that those reinforcements are too slow to actually contribute.
The number of troops on both side is pretty even. The last known guidance is this and I don't think it is reasonable for Coalition forces to take Saginaw without much trouble: #1308791114526097469 message
So unless we have a truly disastrous turn, I think dropping on Ypsilanti or Kalamazoo + blocking the enemy from entering a Saginaw hex will win us the game
Is anyone actually defending Muskegon? If we are going for the win then countering potential hidden unit(s) near Muskegon may be a good idea.
I generally agree
Our current decision to handle it is to drop back there in the event enemies show their faces. But we figured nothing could get there fast enough and would be focused on Saginaw anyways
They do have hidden scout units. And my question was primarily based on " If we are going for the win..." if we aren't then it is less important.
Air gang: that rocket artillery + low hp vanguard (AJ11) looks like a prime target for a suppress, unless anyone complains, I am going for it.
Heck em up boss 
@wind yacht Hmm, for future games I would suggest having a "orbital" map space somewhere so it's easier to tell who is in orbit (or otherwise offmap)
@wind yacht what city between Kalamazoo and Ypsilanti has better cuisine. trying to decide the best city to drop in
I'm afraid the only place in lower Michigan with good cuisine is Detroit
I do like Detroit style pizza
if we need to, I can send my airmobile to block the eastern road into Saginaw to prevent the northern Vanguard unit from repositioning there.
Oh, that might be a good idea if we can't spare people from the front lines
Yeah, I think that's a great move
And it puts you no further from the Saginaw siege than if you went to space
I can fly all the way to AN08
although I guess if the tile directly south of the vanguard is navigable, then it could just go for the spaceport instead of taking the road all the way around
we're just betting on the Vanguard trying to get into the unguarded tile, basically
Yeah, we will want troops in the spaceport anyways
I'm expecting the Home Guard to make an assault on the spaceport, tbh
Vanguard 2 and Scout 2 could also potentially move on the spaceport, so we do need to keep some troops there
The jackals probably need to just heal on the spot
My understanding was it wasn't "Lost battle" that they needed, it was "Is it trivial to take it," I think as long as we're doing an even action they'll surrender?
Ah yeah was already talked aobut
Yeah, but say we leave a city undefended, and they have a hidden scout in range, that sounds more like trivial to take.
It'd have to be coming from one of the mountain ranges to not run into us before we move (originally we figured that we shouldn't worry about maybe enemies when we have for sure enemies). But I guess it is extra safe to keep a unit in the city if we are going for the coup de grâce
@floral patio @north juniper Wanna assault or skirmish into AL10 and hit the breacher?
I'm gonna skirmish into it I think
Im a engineers, i dont hit hard, i do defende well thanks to my local recruits
you still roll like what, 4 dice?
Yeah no rush, and it's just a suggestion
I'm just thinking that recon's ability to go first and cancel enemy movement is really good
Wait how am i back at full
Hmm
I thought I was at 1 before, shouldn't I be at 3 now?
@wind yacht
Did I get an HP back?
XD
Also when does Reinforce give neighboring tiles their defenses?
My inclination is to Reinforce the tile with everyone in it to the SW
AK10
Give them some more hp
Given Hold gives it at beginning of the turn, I'd guess Reinforce does too
I might skirmish if i dont think of a better plan
so now it's 12 dice against 1 reinforce 1 armor
It has reinforce 1 atm
which is less good
I can sap
But I do think attacking into it isn't needed
We're overall ahead on hp atm it looks like
Yeah that's fair
I might skirmish AM10 instead?
there's a weakened breacher there
@hearty yew @unique sequoia @icy linden What are 'yall doing in AK10? I'm thinking of just Reinforcing you guys to get +2 defense
Saginaw functions as a Foward Operating Base for the purposes of resting
Ah ok
Shadow, one of the two of us needs to be here inA stance
Since Steel Dawn needs to heal
And we need someone in A stance or they can kill Helicon
IDC which of us, and then the other probably reinforces AK10?
@lyric harbor What if you hit the base?
We also need someone to go to AM08 to stop any shenanigans
AN12
The engineer is probably gonna heal, and the mobile SAM is a support unit
So if you hit it they'd both retreat potentially
And we'd take the airbase
I think we have people in space, if both of them land with you on the airbase it's pretty guaranteed to get cracked, and we'd kill 2 air units
We want at least the combat units to land on a southern city to win this round
Ah yeah
Fair
In that case yeah, maybe just a skirmish to the base, and the rest of us just dig in
They will capitulate so long as they can't retake a city basically immediately (which they will most certainly not be able to) and so long as we hold Saginaw
I was curious cos if they do fight I get pasted
If they're in R stance they only roll 1d6
Ahhhh that's right
Supports can only ever be in R stance
SAM only ever rolls a d6
Oh then the first idea was the right one then
Your worst case I think is 2 units in R stance and the engineers
So 6 dice and then you'd retreat
Which isn't great, there's a chance you die there.
But it's unlikely
And if the second engineer doesn't move in while in S or A stance you could just take the base
The other option that would be really funny
Just do that
Kill the Condors
it's at the beginning of the turn, yes
Since the engineer is really unlikely to sit still I think
I think if you hold in your current place with a skirmish you are likely to not die (though that kind of depends on how much support firepower they throw at that tile) and also stop advancement into the city from the breachers there
You could also just A-move backwards into the city
You'd want more supporting units if you fall back to the city
I mean, why?
We'd still hold most of the city
They need to take the whole city
If they move into the eastern part of the city I'm pretty sure they're just super overextended and die immediately
Oh, hmm. I guess I assumed we had to control the entire city to win
I think that might be true, but they also just die the immediate following round if they do
@worthy pelican @sweet cobalt Do you have any preference for city you want to drop on this round? And should we send a support with you or should they both go to the city?
Ypsilanti is technically less armored
4 defense this round rather than 5
But they're probably reinforcing in place to get to the 5 cap anyway
If things go wrong, we can help at Ypsilanti a lot better
I do just want to note this Vanguard can make it to the edge of the city this round too
...I have a random question: I thought hits in combat were 5's and 6's
If you want to intercept them on the road that'd also work, although they'll probably be in S stance
They are?
Greater than 4
This is a good point
not this turn tho
to actually get in
They can if they do a ballsy reposition
Not to this city this round, yeah.
I think Ffzdf was considering flying into that route, with airmobile shenaniganry
Okay I think I'm gonna assault into AL12 then assuming nothing light manages to skirmish me somehow
time for LRDG shenanigins
@lyric harbor I think if you skirmish AL10 you maximize the chance of holding the city this turn. It stops the scariest attack the enemy can do (pushing through those crossroads into the city with the three breachers)
I'm thinking Ypsilanti might be best. As Tohu said, friendlies can get there easier, and we could get back to Saginaw easier too. I don't think we particularly need a support, odds are we can dislodge a single unit even if we don't kill it.
if they do that, don't I get fucking pasted
they all run into me
if they in fact all run into you? Yes.
I think ideally someone else would also skirmish with you, yeah
IDK if anyone else can? I think @sacred valley is the only option to go help the right flank.
I think they roll 11 dice. So they probably won't kill you in one round
I think as mentioned earlier I need to rest given my HP
The jackals are in rough shape
@floral patio The Iron Turtles could also skirmish the crossroads to tank hits for Suki if people wanted to do the pinning plan
Or the Shadow
Then we leave Steel Dawn resting by itself and Helicon
If people are taking the cities we just need to hold and take easy targets
No reason to go aggressive.
I think the air base causes more overall damage, but there's an alternative of hitting AM10 instead and just pinning that single breacher down
I'd go after the air base or the single engineer on the condor
Well, the idea is one of the combat engineers stay in the city, and the other plus suki skirmishes the crossroad so they can't concentrate their forces into an attack on the city
I think one of us stays in the city in A stance and the other reinforces the group to the SW
That's a bit overextended atm
Remember Reinforce is an R stance move for us
Honestly, the SW forces could do a Skirmish action and it would work out ok I think?
I think if I do hit that air base, they have to peel off something to stop me doing exactly the same thing to the other base the turn after
and it has to be strong enough to actually beat me
The other base?
Oh, seems a bit silly of them but interesting
Which is why I was suggesting going into them
I would be worried that the enemy notices their weakness and doing an A move
Because they are decent in combat
It's less risky than hitting the breachers
But you are threatening two locations
Or even the Breachers preempting you with an S move
now that is a real risk
if they pull back a ton of stuff and paste me, that's a time loss for them
I can prob live 2 rounds vs a breachef
If it's both of them it's 10 dice
Which is scary close to the 12 to average kill you
I meant moreso if the Breachers S forwards aggresively, they will cancel your order if they run into you before you do your A move. So you'd have to do an S attack instead... which would mean potentially automatically retreating if the Engineer Holds.
I think it's most likely that the Breacher is going to go towards Saginaw, the question is just whether it will be A or S.
I think that if they breachers do run into me, as long as I don't die, I hold them up for a turn anyway, which is honestly fine?
if we can blunt their assaults and grind them down elsewhere, one recon unit taking a beating outside the city holding them up is not bad
and they can only skirmish because otherwise I move first
I wish we had one more combat unit in the city lol
yeah that's my bad
This is my suggestion for defending Saiginaw. It doesn't matter which combat engineer does the skirmish block. And BlackJack could probably rest instead of Hold Positioning
I don't know how worried we should be about scouts in the northwest of the city
why fly to the crossroads instead of the tile to the south? It would put me closer to the action
You can go there too. For some reason my brain believes it is not strategic lol
afaik, the Vanguard can't reach the northern city tile. It can only reach the eastern tile by repositioning along the road or the spaceport if the western shore of the lake isn't blocked off
Yeah, that's why I suggest Thundermaw move
The support dropping there is just in case a scout tries to scout into there lol
but then why drop there? Might as well drop on the undefended chassis base to the south
scouts can also just assault into there and you'll be routed
They might not want to assault into the Thundermaw being there
(since they don't know if it'll move or not)
It's not as if Scouts are substantively worse at fighting than other units. Thundermaw specifically doesn't even have any combat enhacements, so it'd mostly be an even fight even if they did stay behind. Meaning there wouldn't really be a reason for the scouts to be afraid.
Ultimately, I'd rather take a guaranteed benefit along with giving the enemies a strategic headache rather than hedging our bets against an enemy unit that might not even exist.
Well, it'd just a d6 so it doesn't add too much to either position
But yeah, I can also go to the west tile. I think it's also an outside chance a scout would try that maneuver
The idea was for one of the support units to drop directly on the unguarded mech base at AL13 to destroy it instantly. The only way for them to avoid it is if they're psychic (or intercepting our comms; don't read this Peri!).
I would be worried about the unit's health after that though
Even then, they might not be in as much danger as you think, since if the other enemies nearby get pinned down by drop troops, the only firepower left available is what's assaulting the city. Making them turn around for a random support unit would give us breathing room, so I doubt they'll bother.
Doing so would be a mistake on their part imo
Eh, the one engineer could bully it forever
not if there are armored companies menacing it.
Oh, is this instead of taking a city?
yes
if taking a city wins us the game instantly, then all these other tactics around Saginaw don't really matter. But if it won't, then it's not a good idea to throw our armored units away down south.
It's pretty funny though, I wonder if the most effective opfor would just be air units with a ground force purely made up of Scouts.
lmao
Yeah, so long as we keep Saginaw and take another city we win. So I think we should optimize for that?
We can do fancier stuff the next time when the scenario is presumably more involved
The ability for PC scouts to guaranteed move first with an S is a pretty huge advantage tbh
They can remove all the uncertainty in catching enemy forces
And it's super useful for control
I do think you want to sprinkle some drop pods in there, they've been very good strategically in this game. 😉
An assault brigade that can attack you anywhere without warning is probably pretty terrifying to plan against, tbh.
by opfor, I meant the NPC forces
player scouts (i.e. Recons) are pretty good just because of their huge passive movement, but they're more similar to Vanguards than anything else
the unique thing about NPC Scouts and what makes them so strong is their invisibility
In fact, they're so strong that you don't even need to have any Scouts in the actual opfor for them to make an impact. Just the fact that they could potentially be present, even if there are none anywhere on the battlefield affects the player's decision making. They just warp the game to that degree.
Ah, I missed the "opfor" in your post
Yes, the invisibility is pretty powerful on the decision space
Yeah that's why I was saying we just hold and don't bother attacking really.
Yes
you do heal immediately at the start of the round though at least
Yeah and since we're in the city you'll heal 3
Since we're both next to medics and in a fob for healing purposes
I wanna do literally anything else other than patrol
but it seems like there's no real point to it
You kinda picked the "I do patrol every round" chassis
^
Also considering their air cover isn't too effective I'm probably going to air strike someone this turn
will any bombardments happening around AL09 ?
So yeah I'm blowing up the breacher at AL10
I assume they mean that.
not sure what i will do
anyone else interested to airstrike or bombard AL10 ?
screw it, skirmish it is
I could bombard AL10
But that puts me in R, which makes the city softer if anything can get to me.
... I should have put coords on my recommendations map
I've airstriked AL10
I'm doing my base run, yolo
oh rats I've been out of the loop, where's the dropsquad headed?
if you feel like being spicy, you can drop on the unprotected mech base southwest of the enemy airfield near Saginaw.
I'd only recommend that if our armored companies drop on the airfield itself, though
takes out most of the enemy air power in the area; basically just one Condor unit has the chance to get away, and even if they do, it means they waste a turn rebasing instead of doing something else.
I don't know how I feel about dropping behind enemy lines as a support unit lol
your noble sacrifice will either be ignored by the enemies or you'll go out in a blaze of glory as you buy the rest of Saginaw precious breathing room.
alright sure why not, which hex do you mean?
AL13
Trying to figure out my play this turn... maybe try and skirmish at the retreating vanguard and rocket artillery in the back there on AJ10?
I am going to drop into AL08 unless @sacred valley wants to advance into AM08 to make sure the enemies don't try to barge into there
hell yeah I'll back you up, get some Air Support going
will my order totally whiff if no battle happens there? certainly. but thus are the risks of war
ikr? Order submitted anyway
same
I think this might indeed be my play
...Hm. I could full on assault on them actually
I'm already going to AN08. It's not possible for the Vanguard to reach AM08 without passing through that tile.
how will you reach them?
I'm just paranoid that the breachers will try to drive into the Eastern city tile lol
valid if no one else is taking care of them
wasn't sure if a more offensive posture from Thundermaw would be more worth it, is all
since the northern city tile shouldn't be reachable by any of the enemy units, at least any visible ones, anyways
There is a lot of difficult terrain in the way, unless you expect the enemy to move out of the way for you?
Oh, I didn't even clock that
AJ11 is fairly safe from land assault this turn, unfortunately
Actually is that the signifer for difficult terrain? I never actually saw a lexicon for that
Suki is assaulting a base, so we're leaving the Eastern tile undefended from the south
The triangle is indeed difficult terrain, so are rivers.
One day, I'll know the difference between East and West
have our armored drop troops committed to anywhere yet?
I think they should commit to taking a city
We should be able to hold Saginaw and take a southern city and win this round imo
even if we don't win this turn exactly, I think we'll manage it next turn as I don't see the enemy being able to take Saginaw in its entirety that quickly
Suki is unlikely to succeed on the base assault if they go in alone tho
hey, i'm giving air support
Ok I'm reinforcing AK10
This means no one is in A stance on AL10, so good luck to the airbase and all that.
Do you mean AK09? We don't occupy AK10
AL10 is the crossroads
if we're leaving AL09 undefended, then yeah that makes me a bit nervous
double check that you've submitted the correct coordinates, or else I'm not sure what will happen to your order
When’s the turn due?
And are @worthy pelican and I just dropping on Ypsilanti to try and close out the scenario before?
Yikes, lemme go do that 😅
<@&1310264693650362378> order's due in 15 minutes!
Oh shoot, I thought they were due tomorrow 
Oop, same
Kalamazoo is a better target
Hopefully you can send that drop order in time and/or rom is a hero
Right, that sounds like the plan. Submitting imminently
We decided on Ypsilanti so they can be useful after faster iirc
Uh, anything I wanna do other than hold position?
Where are you again?
On the airport
Yeah, thought it was Ypsilanti and then hike up the road towards Saginaw
if you're feeling bold, you should assault something
That's a reasonable thing to do
like the enemy airfield
AS16, right?
I think it's better to behave maximally defensively to secure victory. Ok particular there are some units that can attack the airport from multiple directions
Just did the same thing. AS16 looks right
Submitted
godspeed, gentlemen
Nah, Saginaw
?
Oh, spaceport, not airport, sry
I'm saying, you could fly over to the enemy airfield
you're an Airmobile, right?
you'd need someone to suppress the SAM there tho
What if I jump Condor 1 base?
we don't know which base belongs to which unit
