Part 36: Knockoffs
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The enemy fleets are divided but closing fast. The PACT fleet consists of a battleship and carrier as well as ryder escorts, including a new unit.
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PACT has their own version of the Liberty and Bianca now, and they are a huge pain. Every dirty trick weve pulled up until now? The turning off of flak to get missiles through, the dropping of shields to expose outriders to laser fire? The enemy can now do that, too.
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The pirate fleet consists of bombers, destroyers, and basic ryders, but Cossette has also brought a new toy to this party. The Ironhog is a beefed-up bomber: instead of firing one torpedo, it can fire barrages of five torpedoes. Fortunately each one only has two barrages, but in conjunction with the support ryders dropping our anti-missile defenses, they can pose a serious threat to the Sunrider.
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Ive made a few upgrades of my own, though, including extending the Sunriders shields. This formation probably isnt the most optimal, but every one of our units is now covered by at least two shield bubbles. In addition, Ive boosted several ryders energy reactors, meaning that, among other things, Sola and Kryska can use their kinetic weapons twice a turn.
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This lets Sola drop the battleship to half health completely on her own ...
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so Kryska can finish it off.
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With the screen out of the way and Chigara turning off the carrier, theres no more flak protecting the support ryder.
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Unfortunately they are not complete pushovers..
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With a torpedo from the Sunrider, the PACT fleet has almost been taken out in the first turn.
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Asaga finishes it off.
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God damnit. Disable Lite drops our energy to half for the next turn.
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Fortunately, they didnt coordinate well enough with the pirates, and with flak intact we only take one hit from the first torpedo barrage.
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With enemy support ryders on the field, the Bianca suddenly becomes a lot more important.
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One support ryder is destroyed with rockets and the other is turned off completely by Chigara.
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PACT reinforcements arrive, but they make the mistake of showing up within kinetic range.
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Sola and the Sunrider take care of them before they even know what hit them.
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Ironhogs dont have shields.
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Icari goes out and slices a ryder, leaving just a handful of units opposing us.
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Until they get even more reinforcements.
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Okay, you know what? Screw this.
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Claude drags one ryder into retaliation range, which is enough to kill it, and Icari slices up the other one. Shes a bit exposed out there, but Im sure shell be fine.
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Uh
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Shit. Sorry, Icari.
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Fortunately with our new command point ability shes good as new next turn.
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More reinforcements in the form of a carrier and two battleships arrive.
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Time to bring out the torpedoes. Also pictured, me not learning a single damn thing from last time and sending Icari out again. Fortunately with some accuracy debuffs she avoids eating any more torpedoes.
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Sola finishes off the carrier, and after that its just mop up.
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The PACT knockoff of the Sunrider combines the firepower of a battleship with the ability of a carrier to spawn a new ryder every turn.
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The fourth and final new unit of this battle is the PACT elite, a souped-up grunt ryder.
This looks bad, but Fontana has made two critical errors in his deployment. First, he warped in too close to the Sunrider, well inside minimum range for the kinetics. And second
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He lined his ships up all nicely.
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Bad move, Fontana.
The rest of the battle is pretty straightforward, with just one rude surprise when I have the Bianca drag a PACT elite into Icaris retaliation range.
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Not only does her counterfire fail to do significant damage
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But the elites also have a melee attack.
Fortunately, only one wave of reinforcements complicates things. Finally
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