The Let's Play Archive

Battletech

by PoptartsNinja

Part 674: Snake Pit - Turn 2

Snake Pit 2
“Watch 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 infantryman’s paradise, but the Clans used very few troops that weren’t wrapped in their larger-than-life power armor. He hoped they wouldn’t 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 wasn’t worth the delay of a careful sweep.

“Something’s 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 ECM—dumb, if they’d been running countermeasures they might’ve had a chance to spot us.

Captain D’antonio 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 up—jamming might alert warn a Clanner that something’s up but I’d bet money they’ll investigate rather than regrouping. They’re 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!