The Let's Play Archive

Battletech

by PoptartsNinja

Part 507: Laager - Turn 3

Laager: Tactical Update 3

“Help me clear some of these cranes out of the way.” Arakiel broadcast, her tone taking on an edge that brooked no argument. Vassago’s eyes flashed between his ammunition feed displays and his targeting crosshairs. He hovered over one of the cranes, torn between opening fire and questioning the necessity of it. Vassago hated wasting ammunition almost as much as he hated drawing Arakiel’s attention. He was Terran-born and Blake forgive him but genuine as her conversion had been the former periphery pirate terrified him.

He depressed the firing stud with his thumb, sending two flights of missiles downrange. His shot was low, peppering the soil with explosions and eventually toppling the crane she’d fired on only moments before. “Missiles away,” he grunted. “Can I ask your reasoning?”

“Fuck cranes?” Arakiel’s reply was flippant, as if her real reasoning was obvious. “Stop penny pinching, Vassago. You ain’t paying for the ammo. This is real combat, not the simulator. If you hold off the firing stud and I die because of it I swear to Blake I’m suplexing you in hell.”








Shooting Phase
BattleMaster (Player)
- Fires ER PPC at Helios (4 base + 4 range + 2 movement + 2 enemy movement = 12): rolled 6, miss!
- Fires ER PPC at Helios (4 base + 4 range + 2 movement + 2 enemy movement = 12): rolled 7, miss!
- Gains 32 heat, sinks 34

Viking (Player)
- Fires Artemis IV LRM-15 at Crane 1613 (4 base + 4 range + 1 movement - 4 enemy movement = 5): rolled 7, 9 missiles hit (31/40 CF remaining)!
- Fires Artemis IV LRM-15 at Crane 1613 (4 base + 4 range + 1 movement - 4 enemy movement = 5): rolled 8, 9 missiles hit (22/40 CF remaining)!
- Fires Artemis IV LRM-20 at Crane 1613 (4 base + 4 range + 1 movement - 4 enemy movement = 5): rolled 7, 12 missiles hit (10/40 CF remaining)!
- Fires Artemis IV LRM-20 at Crane 1613 (4 base + 4 range + 1 movement - 4 enemy movement = 5): rolled 4, miss!
- Gains 23 heat, sinks 20

Catapult II (Player)
- Fires LRM-20 at Crane 1515 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 10, 6 missiles hit (4/40 CF remaining)!
- Fires LRM-20 at Crane 1515 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 8, 6 missiles hit (0/40 CF remaining)!
- Gains 14 heat, sinks 20

Legacy (Player)
- Fires Gauss Rifle at Crane 1918 (4 base + 2 range + 2 movement - 4 enemy movement = 4): rolled 10, hit (25/40 CF remaining)!
- Fires Gauss Rifle at Crane 1918 (4 base + 2 range + 2 movement - 4 enemy movement = 4): rolled 7, hit (10/40 CF remaining)!
- Fires ER Medium Laser at Crane 1918 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 4, miss!
- Fires ER Medium Laser at Crane 1918 (4 base + 4 range + 2 movement - 4 enemy movement = 6): rolled 4, miss!
- Gains 14 heat, sinks 20

Lao Hu
- Holds fire!

Cataphract
- Holds fire!

Archer
- Holds fire!

Rifleman II
- Holds fire!

Huron Warrior
- Holds fire!

Snake
- Holds fire!

Helios
- Holds fire!

Wolverine
- Holds fire!

Von Luckner
- Holds fire!

Brutus
- Holds fire!

Brutus (PPC)
- Holds fire!

Demolisher (Gauss)
- Holds fire!








Player Status:




Allied Status




Opposing Force Status:




Mission Objective:
- Hurt them (0/3)
- - Hurt them more (0/6)
- - - Teach them the Word (0/9)

Secondary Objectives:
- Defend the Turret Control Tower (0/1)
- Defend the Administration Building (0/1)
- Keep enemy `Mechs out of the `Mechbay (0/1)



Special Rules:
Construction Zones – Unless the hex states otherwise, all construction zones count as light woods.

Reload Point – ComStar’s technicians are very motivated and have six tons of LRM reloads available. They can reload 2 tons of LRM ammo per turn spent inside the Mechbay. The Legacy isn’t built for quick reloads, but the technicians may be able to supply it with one additional ton of gauss rifle ammo. If only one `Mech is in the Mechbay the technicians will also replace damaged armor plates, restoring the armor on all damaged sections up to the nearest multiple of 5. If a section is already at a multiple of five, its armor cannot be restored.

Hidden Assets – The light autocannon turrets are currently in low-power standby mode. ComStar has always maintained up rumors that the power grid supporting them is incomplete or somehow insufficient to power them. They will not open fire until at least two players request their activation on the same turn. This deception may be detected by enemy units with a Beagle Active Probe.



Orders Due: Midnight Saturday!