After a week we picked up where we left off, and wow talk about a brutal face fisting.
So we begin with maneuvering our forces, Klats luck with the dice on init did not bode well for him for the rest of this game.
I run my bulldogs and remaining Tokegawa's through the city into the mesa maze forcing Klats lance to deal with the tanks, or get shot up while focusing on my mechs, he went for the tanks and ... well it was bloody.
Our first turn of shooting left a lasting impression as the damaged mechs began to fall like flies. Two of my bulldogs were destroyed with the remaining two left to cause enough of a headache.
The grand scrum in the mesa maze began in earnest and holy crap this turned into a scrap yard within two turns of shooting.
My poor marauder got knocked out on the first turn of shooting and died standing. Klats mechs in the mesa converged upon the Flankers while his commander in his Marauder II jumped into the thick of the fighting
The Tokegawa's began their breakthrough and ended up with a single Thunderbolt 10-M to impede their progress, the Bulldogs however were unable to shake off Klats forces and resigned themselves to at least slow down the lance to allow the rest of the tanks to get to the mesa. My scout lance ran to support the Tanks after his Heliopolis (AKA Grappa) was killed by my Raven in his rear arc. The Grappa missed with its direct artillery fire but it drifted into my commando and Cicada, nearly destroying them both.
The grand scrum in the mesa began to take its toll, Klats commander was flanked by my commander in his AS7-D (yes I flanked somebody with an Atlas) yet lost my Longbow to the 10-behind it, one of my Bulldogs was killed with the other surviving yet again to harass another turn.
Klat fought on despite the loss of his commander and a majority of his mechs by the third turn of shooting and kicked the last Bulldog killing it, my scout lance approached with the rest of my forces turning towards the final two mechs on the board. The locust killed the Defiance, but in turn got blasted to scrap by the same mech, the penny was wiped out by focused fire from the three remaining Tokegawa's.
All in all that was a rather brutal 4 turns of shooting. Within the first two turns we gave it as good as we could, and so did Klat. But he was still out numbered, those Tokegawa's and Bulldogs were the star players of this game as they managed to tie up everything they encountered, preventing Klat from sweeping in from behind my mechs. His Marauder II really held its own for the entire game, but attrition brought it down, all in all it was a blast and I cant wait for our next game.
The big thing tho is if you want solid mechs 3025 is the way to go. at Skill 4 your not going to hit often, but you will out number the Op-For if they run newer generation stuff. Take a few cavalry lances as they will serve you well if you use them properly, and the big thing is tanks are not there just to die. They can hold a line fairly well and dish it out in return. At 6 points each the Bulldogs were more than able to survive a few turns of shooting, but the Tokegawa's are twice as armored and do a little more damage at 7 points each. Those numbers are not to be laughed at and I plan on taking these guys whenever I can get a chance to.