Part 259: Jeronimo: Sally Forth - Turn 2
Sally Forth: Tactical Update 2Alimah Hayaam Attias eyes closed as her Vindicator leapt heavenward on a pillar of flame. It was a fine `Mech, she almost couldnt tell it was Frankensteins monster: a melding of two crippled Vindicators to create a single working `Mech. She had to give the Star League some credit, they really know how to design durable computer systems. She also had to acknowledge the genius work of the Clan technicians theyd captured whod done the bulk of the work although a part of her kept expecting the Vindy to fall apart beneath her.
Almost subconsciously, her crosshairs dropped over the captured Clan Cyclops. As much as she hated it, the Death Commandos were now beholden to these bondsmen. That was a weakness she found difficult to tolerate. Only her respect for Colonel Williams had stilled her tongue. Even with remote shutdown commands issued to each member of the company, the loss of four `Mechs would undoubtedly leave them crippled in the face of ten Clanners. Well, they always had the contingency plans to fall back on.
Mission Objective:
Defeat Clan Forces (0/10)
Or
Bypass Clan Forces (0/14)
Key:
X1 Banshee IIC, X2 Archer, X3 Po
X4 Merlin, X5 Marauder, X6 Hunchback
X7 Blackjack, X8 Dervish, X9 Vindicator
X10 Mongoose, X11 Hussar, X12 Cyclops IIC
X13 Exterminator IIC, X14 Atlas
Enemy Movement Mods:
Dont matter this turn.
E1 Sohei: +1
E2 Wolf Spider: +2
E3 Copperhead: +2
E4 Rifleman IIC: +0
E5 Swordbreaker: +2
F1 Swordbreaker: +2
F2 Unknown: +3
F3 Unknown: +3 J
F4 Seagull: +4 J
F5 Anklebiter: +2
Player `Mech Status
Enemy `Mech Status