Part 674: Snake Pit - Turn 2
Snake Pit 2Watch those alleys, Geoffrey Van Dijk advised even as he twisted his torso to sweep one with the barrels of his autocannons. Imperial City would have been an infantrymans paradise, but the Clans used very few troops that werent wrapped in their larger-than-life power armor. He hoped they wouldnt run into any of those power-armored toads today, but they had to move quickly if they were to have any hope of success. The risk simply wasnt worth the delay of a careful sweep.
Somethings interfering with my beagle probe, the mercenary Mechwarrior Valten Ryder broadcast to every `Mech within line of sight. Laser-based communications were a relay rather than a traditional broadcast, and Geoffrey passed the message down the line. Looks like one of these guys is running ECMdumb, if theyd been running countermeasures they mightve had a chance to spot us.
Captain Dantonio was out of contact for the moment. Lt. Korean took charge, Keep running noise yourself, in case this one has the bright idea to switch to countermeasures. We may need to keep our ECM doubled upjamming might alert warn a Clanner that somethings up but Id bet money theyll investigate rather than regrouping. Theyre arrogant.
Movement Phase
Von Rohrs (Player)
- Insufficient MP to face hex 1743: Needs 9, has 8!
Map Link
Player Status:
Opposing Force Status:
[Unknown]
Special Rules
Half-Blind Enemy scout units are marked by blips, they are patrolling along set paths. If line of sight is established the players have 3 turns to destroy enemy scouts, or two turns to destroy enemy Star Commanders before reinforcements are summoned.
Primary Objectives
- Find and Destroy enemy command post (0/1)
- Evade or Destroy enemy scouts (0/1)
Secondary Objectives
- Destroy alerted enemies before they can call for assistance (0/?)
Orders Due: Midnight Saturday!