The Let's Play Archive

Battletech

by PoptartsNinja

Part 357: Hastilude - Turn 3

Hastilude: Tactical Update 3

“Lance Commander, attacking the Clanners head-on is too risky,” Dr. Sequord’s Wraith pirouetted in mid-air to face El-Hashem’s Albatross. “We should circle around, keep them at a distance and try to take the high ground before they can.”

“They’re circling around to the west,” Sir Varas countered, apparently ill-content to let the doctor dictate strategy. “The central hill’s not strategically valuable if we meet them head-on. It won’t be a factor until one side or the other attempts to disengage. If we take it too early, that gives it strategic value and they’ll have to take it from us—or they’ll stand off and let their Clan-made machine pick us apart. Only the Albatross has any real long-range hitting power.”

“It’s hardly our fault you weren’t satisfied with an Awesome,” the Doctor interjected. “That machine’s here because of you, if—”

“If we don’t plan around its capabilities,” Varas pressed, “we’ve already lost. Vincente, you have field command so it’s ultimately your call. We can’t keep standing around debating this because in a few more seconds we’re 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!