Author Topic: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)  (Read 18684 times)

Lorcan Nagle

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #90 on: 11 May 2016, 06:39:13 »
Outside Weihawei
Tsingtao, Capellan confederation
27th June 3068


"Say again, Romeo-3, there's a lot of interference on the line"  Sergeant Mo-Chi Ermolyuk worked dilligently with the comms array in his Ostsol, one of the new mechs the Capellans had given the unit to test during the battle.

"Th- ity has - - attack.  Militia destroyed - - than let - - -enemy hands.  Raiding party heading - -"

"Captain, I think we have a problem.  A garbled message came through from Lieutenant Renholm's lance.  Not sure what's happened, but there was some sort of heavy combat and an enemy force is headed our way."
"How in the hell did that happen?  We've had a cordon up in this area for hours"
"No idea, sir.  It could be they snuck by us, or maybe they were through before we were in position. Either way though..."
"Of course.  Put a call through to HQ, see if we can get some satellite time or a recon plane in the area to pinpoint the enemy, and then we'll see what we can do to engage"

The BattleMech lance continued their patrol, but in the cockpit of each, the MechWarrior at the controls deactivated weapons afties, brought the reactor up to full power, and began to keep a close eye on their radar screen as well as the landscape outside.
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #91 on: 14 May 2016, 05:39:46 »

Outside Weihawei
Tsingtao, Capellan confederation
27th June 3068


So because we chose the weather option we rolled and initially we got fog.  Upon checking the Fog rules and seeing that it required two extra movement points for entering hexes. We decide to take a Mulligan and roll again. This time it was light rain. Which did not  seem like it would make the game take two days to play out.
Fielding for the Cavaliers’ side are the same forces as last game Minus a squad of Battlearmor and a Maxim Whom I did not realize actually died last game. As it was hit with so many SRMs they just rolled for it and it was never marked on the sheet.


Defenders
Spector   SPR-5F   Brian Fanning   4   5
Nightsky   NGS-6T   Mark Hall   3   4
Phoenix Hawk   PXH-3PL   Derek Kerr   5   4
Griffin   GRF-6S   Brian Kenny   4   5
Marauder   MAD-9S   Michelle Howard   3   5
Awesome   AWS-9Q   Andrew Felle   3   4


Gray Death Standard Suit   [LRR]
IS Standard Battle Armor   [LRR]
IS Standard Battle Armor   [LRR]
Maxim Heavy Hover Transport   (BA Factory Upgrade)
Badger Tracked Transport   Prime X2

In the roll of our pursuers are Lorcan who had some solid rolls on his RAT’s and ended up with a force trying out some experimental tech.
His lance consisted of
Attackers

Orion 0N1-M  2/3
Longbow  LGB-13C 4/5
Ostsol OTL-9R  3/4
Archer ARC-9M 3/4 
And he had the Commader mission rules in play. Meaning once the commander went down forced withdrawn was in effect for his crew.  His commander was in the  Archer


Turn 1
The intrepid men and women of Crowleys Cavaliers move on. The mechs chose the center of the board  as the quickest way though the area. While the tanks take the left flank in the hopes of cover and some easy passes.  The Knightsky fires his weapons and shuts down some Heatsinks in an effort to activate TSM. Once active it becomes easy enough to maintain it.

Turn 2





The Bad guys arrive.  And I try maneuver the awesome for the best cover it can get while still moving forwards. A bit of a wasted effort as the Marauder takes fire from everyone who was not the Longbow.  It loses the LB-X to a TAC. And the Awesome can only throw one PPC back at the Orion who becomes our main target Stripping a plectra of Armour from it except for the Marauder who misses wildly.
The Longbow fires at the Knighsky whom had dropped in behind him.  Some small SRM damage. But two of them score head hits. I choose to use an edge point which allows the Knightsky to take one of the hits on the shoulder rather than the head.  He stays awake and his return fire removes some of the Longbows protection but it the Med Pulse that goes through the LL that makes me happy. We get to return the TAC and take out the upper leg actuator on the mech. Who promptly falls over  on his first PSR. He gets a kick to the Right Leg while he’s down. 
And the tanks widen the gap between them and the mechs. The Maxim does perform a handbreak turn in an attempt to drop some Thunder mines on front of the Longbow.  The shots miss their mark.

Turn 3







We attempt to widen the gap between us. The lighter mechs doing their best to distract from the slower targets on our side.  The Longbow regains its feet and fires on the Awesome for little effect.  But the other three Liao Mercs don’t fall for the lighter units ploy and keep up the fire on the Marauder. Who suffers anther TAC this time to the far more important Engine slot. 
In a mimicked maneuver we pick on the Orion again. We take its LRM the hard way. And knock it on its ass. The Spector worries the Ostsols hull a little.

Turn 4
Images redacted!



Our goal is clear. Drop the Orion. We surround the Longbow with our little Brawlers but declare fire on the Orion. While the Awesome falls backwards into the woods. And the wounded Marauder attempts to put woods between herself and the incoming fire. Deciding to fire her weapons even thou she needs to cool. 
Lorcans forces advance menacingly . We start fire on the Orion with a spectacular four volley smack form the Awesome PPCs. Opening the mechs right torso and even getting one on the head.  Andrews Awesome rolls 1 crit on the head and 2 on the torso. The Torso take the LRM ammo bin while the headshot take the cockpit.  Down he goes meaning we do not have to roll fire for the remaining 5 mechs.
The Marauder takes some armour damage in return.  Just about stays on its feet.
Once the fire has settled down the smaller mechs  set about booting the Longbow. Two successful kicks later he’s fallen on his ass again.

Turn 5




As the Orions smoking Hull settles to the ground. The Maxim breaks away and  is off the board with the Badgers in pursuit  well out of danger from the mechs. Again the Awesome and Marauder use the woods to cover their advance. The lights follow suit feeling they have punched well above their paygrade for the day.  This turns fire is abysmal from both sides. I do not think a single shot hit home.

Turn 6





The Marauder that has been fleeing for all she is worth. Suddenly decides that she can contribute to the fight and goes for the scanning objective.  As she can fire with the active probe.  We are reward for the effort by her Center Torso being stripped. I will say there was  a small bit of panic  at this.   Our Spector and Pheonix Hawk use the woods to pop back and pester the Longbow. Taking an MML  from it and knocking it down yet again.  Resulting in a head hit it remains conscious form.
The Awesome can’t really target the Ostol that has closed with him. So he takes two tons of armor off the Archer. Andrew leaves the Ostol to his company mates. A bad choice as their firepower strips away the mechs protection but fails to do any major damage or even knock him down.  The mech does stagger. But that is only the build up for the Haymakers it swings into the Awesome. First one connects with the chest but the second one crushes canopy,cockpit and Warrior under its metal fist.
The Knightsky is just too late to save his trooper as it kicks the right leg off the Ostsol who crashes into the ground. 


Turn 7
Images redacted!





The Longbow attempt to regain its feet and kicks dirt  twice. And manages to wrecks it’s engine, Gyro and anther MML during the process.  The Spector and Knightsky make it their target of choice. The Knightsky sprints back to get a kick in on it.  The Longbow is left  without an engine and an arm taking it out of the scrap.
The downed Ostsol takes a beating on armour as it tries to take out the Marauder. Whom is backing away from the oncoming Archer. But she need not fear it as her PPC strikes the head and disintegrates the cockpit and the Units commander.
Considering his commander and the rest of his unit are done in. The Ostsol Warrior sees reason and surrenders himself with the option of being ransomed back to his merc unit. But not before the Marauder complete's the scan of it.

Aftermath
The Bad guys finally claim one of the Cavilers and it was in truly brutal fashion. Andrew will be Missed.
But  we're already looking into a replacement for him.

Some interesting Designs on The Bad guys side. That Ostsol is an odd fish. Not really an dressed like an Ostsol.
The Archer we discovered at the end of the game had Improved Jump Jets. Lorcan was just getting ready to yell Surprise when his mech went down.
Between the two games we've done well enough on WP an SP points even with last game being a loss. The face we didn't have to pay for repairs till the end of this one has been cost effective.

We managed to achieve all 3 Objectives thanks to the Marauders Valiant efforts.  Michelle got Mech of the Match form the opposition. And That gives her enough points to earn her own Edge point. Hopefully we won't have to use it as quickly. The Awesome head hit was unfortunate but what can you do against a 12 damage Punch.  We where running as fast as we could do. Had it not gone down. We could have wrote up this part of the mission a rousing success.  Downed several new mechs and brought Intel on them between scans and Blackbox recordings.
Which is what we're passing off as the Salvage bonus to this game rather than getting the mechs we downed.(since they are relatively new and Lorcan wanted to scuttle them)




Lorcan Nagle

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #92 on: 14 May 2016, 05:52:00 »
I came so close to killing that Marauder!  So close.
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #93 on: 14 May 2016, 06:00:41 »
Be Happy with the awesome Awesome kill you got.

And the fact you had the Marauder running nervous for most of the game.

Just looking back over the notes.
We had 3 Tacs in the opening rounds that hindered the units they hit.

And aside from the two cockpit crits. We also had seven other head hits throughout the game with weapons not nearly as fearsome as that Ostsols fist.
The odds where with or against that game.

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #94 on: 14 May 2016, 06:01:37 »
Is that including the head hit the nightsky used the edge point to reroll?
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 02/04/16)
« Reply #95 on: 14 May 2016, 06:12:42 »
Yup.
It was a nasty start to the fight!

Tai Dai Cultist

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #96 on: 14 May 2016, 14:25:08 »
I like how that Marauder is painted... a neat trick to create a cockpit canopy!

Merwyn

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #97 on: 14 May 2016, 18:55:19 »
Noooooo! I mention how much I love the Awesome, and of course it goes down in the very next battle. :'( And from what I understand, the Cavaliers didn't get to salvage it.

I am cursed. Cursed, I tell you!

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #98 on: 14 May 2016, 19:19:02 »
They did get to recover the Awesome. We decided that they couldn't salvage the merc mechs, but only because the designs I rolled were 3070s vintage, so it'd be a bit much if they suddenly had a mech with a heavy PPC or Improved Jump Jets.
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #99 on: 14 May 2016, 21:27:24 »
But it was ok for your guys to have them.  I smell double standards.

Don't worry the Awesome will be back once  we've sourced a new noggin and willing Warrior to take the seat.

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #100 on: 15 May 2016, 09:44:20 »
Well, it's good news about the Awesome, but... given that the Cavaliers retreated from the field, how did they manage to recover the Awesome? At the risk of jeopardizing the return of my favorite Cavalier 'Mech, isn't it the side that holds the field that that gets all the sweet, sweet salvage?

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #101 on: 15 May 2016, 09:45:31 »
The rules of the retreat mission say that if the players destroy 50% of the enemy or more, they get salvage.
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #102 on: 15 May 2016, 11:49:42 »
Which we more than achieved.

Which is why we've fluffed it that we spent our efforts recovering the Awesome.  Between thenMarauder, griffin and Knightsky we carried her home. And the SP value of the downed enemy mechs would be gained by reporting on the new designs to Daviot Intel. 
End result no new  toys. But Profit. So much profit.

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #103 on: 26 May 2016, 12:31:30 »
Hopefully have attached the bookkeeping file for what we'll call Season 1 of the Cavaliers adventures.

Not too costly so far.

Between the last two games and not having to pay for repairs on one of them we are looking rather good.
On the spending front after repairs where done. We've improved some of our shooting skills.
Derek in the Pheonix hawk graduated to a regular Gunner That Targeting computer earning it's money.
And we Improved Brian "Freak" Kennys Gunnery so  his Griffin may be a little better at fire support in future games.

After the pasting the the fact she didn't fall over. We've improved Michelles Piloting since she was such a trooper all game.
And Final adjustment was on Brians Specter who needs a little improvement on his dancing skills.
We'll hold on to the extras SP as we may need it come the next game.
With the only other expenditure being the hiring of a new Vet Mechwarrior to replace the fallen Andrew.
« Last Edit: 26 May 2016, 12:40:53 by markhall »

Nav_Alpha

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #104 on: 26 May 2016, 16:29:39 »
What's your new warrior driving?


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #105 on: 26 May 2016, 17:36:54 »
Well we've sourced a new head assembly. And Just have to wait for the background check on the new guy to pass.
But Odds are he'll be back out in the Awesome. Provided repairs take.

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #106 on: 26 May 2016, 19:12:10 »
Please welcome the newest addition to Crowley's Cavaliers, 100% not an enemy spy:

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #107 on: 26 May 2016, 20:11:46 »
Well we've sourced a new head assembly. And Just have to wait for the background check on the new guy to pass.
But Odds are he'll be back out in the Awesome. Provided repairs take.

New head assembly is probably better than having to hose out the old cockpit and scrape all the crispy bits off the command couch


"Hold your position, conserve ammo... and wait for the Dragoons to go Feral"
- last words of unknown merc, Harlech, 3067

pensiveswetness

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #108 on: 27 May 2016, 00:26:24 »
Derp!

markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #109 on: 27 May 2016, 03:22:59 »
Please welcome the newest addition to Crowley's Cavaliers, 100% not an enemy spy:



Quick let's give him all out secerts.

markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #110 on: 29 June 2016, 18:50:43 »
Full Metal Press

COLMAR MYOMICS SCRAP FACILITY HH-2, TRACHEN PLAINS
MINNACORA, CAPELLAN CONFEDERATION

The Griffin stood between the buildings. It was a motionless protector for those who worked in the facility.  Surrounding the mech the heavy fog made it look like it was ready to spring to life like a Golem if required.  Inside the cockpit Brian studied his screen intently. 
“Hmm! Hmm! Gotha!” He triggered his mic.
“F7!” he said!
“Ah Sod ya!” came the reply. “You sunk my battleship!” Reported Vinny Ireton from across the compound .
Who was currently standing in a similar pose hoping for anther quite night. Much like the other forty seven nights they had been protecting the production centre.  Reports of Davion forces having made planetfall  in the last week had everyone on edge.  Not enough to stop the games once boredom set in.  They had advance sensors  and the other Cavaliers on duty where currently patrolling the area in search of any hostiles.  Brian had faith they’d find any problems before it made it to them.
On their fifth game at four –one to Brian. The call came in.  The mixed Lance Keith was leading had run into hostiles. They had stalled the slower forces. But a trio of fast units had made a break for it.
The Cappellans where sending assistance to deal with them. On route ASAP.
“Right Vin! We’ll continue this later! For now I’m gona hit the south side for a better firing solution. Would you care to join me?”
Vinny replied with “Sure thing!” And they both set off to Join the rest of the lace on the south fence.


So this week we played out Full metal Press.

Using the Following options:
Track Cost: 800
Options
+250 Better Troops: Increase the skill level for the AFFS and
CCAF troops by one after forces have been selected.

+200 Weapon Malfunction: On any failed weapon roll result of
2, consider that weapon jammed/damaged for the rest of the track.
I would have played with this one. But I was outranked.
+100 Pea Soup: Use the Heavy Fog rules (see p. 57, TO).

Our forces consisted of the Mechs
Knightsky
Griffin
Wolverine
Cicada


The forces where
Capellans:
Po (LB-10-X) x2
Bulldog (Standard) x2
Vindicator-1R
Mechanised Hover laser platoon x2
Mechanised Hover SRM platoon x2
all 5/6

Fedsuns:

Enforcer III-6M 3/4
Wolfhound WLF-2 3/4
Hollander-F3 3/4




Turn 1




The Davions advance with intent on mischief. The Hollander goes through the trees with plans to target one of the lone buildings nearest him.  The guass easily hits home on it's intended target.
The rest of the Davions advance using the trees as cover.
While the defenders move for position on them.


Turn 2



Under the cover of the cool fog we close on the Davions closest flank with the Knightsky and Wolverine connecting with the Wolfhound and Enforcer through the soup. The only fire that connects is the Hollander on the Building.

Turn 3




The cappies enter the map. Unfortuantly we are between them and the Davions. And since they are having a small IFF issue. They open up on the Cavaliers Cicada. Between the Pea soup and Cappellan training they thankfully miss. In my Knightsky I chase down the Wolfhound. A small bit of me feels bad. But hey I open up its rear torsos. For my efforts the Enforcer rewards me with an AC round to the chest.
The Hollander finishes off the building.

Turn 4




The cappies again focus on the cavaliers intent on defeating the "Davion!" threat. They prove as effective as last round. But seem determined to have a blue on blue incident.
This turn the Hollander changes its target to aggressive game. Slamming its guass into the Wolverines leg. Seriously Steves Legs have suffered all campaign.
Continuing to chase the Wolfhound the Knightskys fire strips away armour and it's TSM Kick goes through on the left leg.  But the determined little bugger stays standing.



Turn 5




The Cicada justs down the roadway in an effort to deny the davions that access route. It's chased by the Enforcer and a large laser for it's choices.
A change of targets see the Cappies miss Wolfhound this turn. Since he was an easier target than the mercs
Hollanders suffers an TAC engine hit.
The Knightsky continues the pressure on the Wolfhound  who looses armor on 3rd location. Now under forced withdrawal. The Hollander and Wolfhound both punch the Griffin. With one fist connecting with the head.
The knightsky misses with it's axe. But the Griffin lands the kick and manages to stay awake sending the Hollander into  the ranks of forced withdrawal.

And since the numbers are bad on merc targets the Hollander hits a po tank.

Turn 6



Attempting some careful movement the Cicada falls and cuts it's run short by hiding down the ally.
A lot of fire misses it's intended targets as the Wolfhound moves back towards it's homebase.
The Knightsky manages one abysmal Large pulse on the Enforcer. (Starting to regret using the Fog now)But does manage to connect with the Axe.
The Hollander start to follow the Wolfhound. And even manages to connect with the enemy Vindicator firing and hitting the Wolfhound.  I think Liao hitting surprised everyone to be honest.
And the infantry throw in some shots for sport on the wolfhound.
 





Turn7



The Griffin and Cicada try for long range shots to stop the Wolfhound escaping. But all shots fly wide.
 The Davions fair no better. With the Enforcer moving to join it's fleeing comrades.

The Wolverine hits with some small firepower on the Hollander.
Both mechs kick each other and both stay standing. 
The Cappellans continue to close. But to be honest they could have stayed at home.


Turn 8

The Wolfhound gets off the table. And with no chance of gaining the (OBJECTIVE) We call off the pursuit.
And manouver in an effort to talk down the Cappellan forces. Who still don't seem to think we're on their side.
Despite all signs to the contrary


Game over. With over 5/6 of the building still standing. We think it was a job well done. We even manged to avoid firing on our employers forces.

Aftermath:
The fog rules are a pain. But careful movement is a nice counter to it. Ok we mostly jumped to avoid the risk of that roll. But it's paid off for the Davions who didn't have that option. A bit disappointed we didn’t drop any of the Davion units. But we just could not connect with our shots.  And loosing initiative over the last 3 turns meant we could not chase them effectively.
A nice scenario even if the Davions and Lioa attempted to work together during it. Looking you you Nagle.
« Last Edit: 29 June 2016, 18:59:42 by markhall »

Lorcan Nagle

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #111 on: 30 June 2016, 15:27:11 »
A nice scenario even if the Davions and Lioa attempted to work together during it. Looking you you Nagle.

Hey, your guys looked pretty damned Davion.  For all we know they were the mercenaries and you were the attackers.
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markhall

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #112 on: 02 July 2016, 08:54:02 »
Did you not see the Sign.
Plus we had a Cicada for Blakes sake.

This mission cost us in the WP. Net loss of 380ish WP at the end of the day. Damn Davions having to flee.

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Re: Crowley's Cavaliers Vs TOTAL CHOAS (Update 14/05/16)
« Reply #113 on: 02 July 2016, 13:03:59 »
I think if you wanted to game the mission, it might have been better to take a slightly heavier force, and draw the enemy in a bit, let them kill one or two warehouses and then slam them hard so they're in withdrawal but so far into the field that they can't escape in time.
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