Part 357: Hastilude - Turn 3
Hastilude: Tactical Update 3Lance Commander, attacking the Clanners head-on is too risky, Dr. Sequords Wraith pirouetted in mid-air to face El-Hashems Albatross. We should circle around, keep them at a distance and try to take the high ground before they can.
Theyre circling around to the west, Sir Varas countered, apparently ill-content to let the doctor dictate strategy. The central hills not strategically valuable if we meet them head-on. It wont be a factor until one side or the other attempts to disengage. If we take it too early, that gives it strategic value and theyll have to take it from usor theyll stand off and let their Clan-made machine pick us apart. Only the Albatross has any real long-range hitting power.
Its hardly our fault you werent satisfied with an Awesome, the Doctor interjected. That machines here because of you, if
If we dont plan around its capabilities, Varas pressed, weve already lost. Vincente, you have field command so its ultimately your call. We cant keep standing around debating this because in a few more seconds were likely to be under fire. Do we engage, or do we play hide-and-seek or king-of-the-hill?
Movement Phase
Wraith
- Attempts to jump hex 1820 (facing 1821), but has insufficient MP! Movement ends in hex 1821 (facing 1822)!
Orion
- No orders received
Mountain Lion
- No orders received
Unit Status:
Knights of the Inner Sphere Mission Objectives:
- Win (incomplete)
Hastilude Enemy Movement Mods:
- Albatross Ran +2
- Anvil Ran +2
- Wraith Jumped +4
- Orion Ran +2
- Grizzly Jumped +2
General Reminder: Next orders are due by Saturday Night!