I didn't order a triple (D3 EA Szekeres Combat)

A communications outpost overlooking the main motorway junction in Southern Akos.
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GM Yuusha
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I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Fri Jan 14, 2022 11:07 pm

From the front of the base, where there is a road leading to the main highway, two anti-aircraft turrets are visible. These prevent aerospace assets from supporting us and they are fully capable of hitting ground targets too. They must be destroyed. A generator building provides power to both turrets. Either it, or they, must be taken out. Be careful as they are each triple AC/5 turrets. As you sweep up the hill we'll have another lance hit the base from behind. Expect the turrets to be guarded. Once clear, we can drop our infantry in and take the buildings.

Objective: Defeat all the enemies and either both turrets or the power generator.

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John Slaktare
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 3:05 pm

John had no issues with getting the call for the frontal assault on the base. A fight was a fight. He filled his team in on everything he knew and moved in for the fight.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 4:08 pm

The Militia guarding the Comms Site are caught completely off guard by the sudden frontal assault. The turrets weren't manned and the vehicles had to be turned on. It was a chance to act!

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John's lance detects two medium tanks. Both had a large laser as a primary weapon. It was just them, the turrets and the generator.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 4:41 pm

Butcher, Winkey and Magician all become briefly visible as they clear the hill wit their jump jets. Spider's Locust was less conspicuous though, making his way to the forest to the north for cover. They look for any shots they can take through the trees and hills.

----

Butcher - jump to 2806, NE facing
Winkey - jump to 2910, SE facing
Magician - jump to 2911, SE facing
Spider - run to 2704, SE facing

I don't know if anyone has LOS with any weapons, but if so, fire on nearest enemy with what they can.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 5:42 pm

There was some opportunistic shooting from both sides, but only Spider managed to land anything. She scratches the northern weapon emplacement (2 damage). Both turrets were warming up. Winkey in particular was annoyed for missing his fire on the unmoving Goblin.

(Blackjack is heat 3)

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Both enemy tanks moved up to try slowing the mech advance while the turrets were brought online.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 5:55 pm

"Spider, get in to take out the generator. Magician, get a good line of sight from the south. Winkey, on the Goblin with me," Butcher says over the comms.

----

Butcher/Hatchetman - Jump to 2407, SW facing, fire everything on Goblin then kick
Winkey/Blackjack - Stay still fire everything on Goblin
Magician/Enforcer - Jump to 2513, NW Facing - Fire Large Laser, AC/10 on Bulldog
Spider/Locust - Run to 2106, S Facing, fire everything on Northern Turret
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 6:43 pm

The turrets began to swivel their guns to face the mechs, but they had a few seconds more. Both tanks proved to be utterly ineffective as they each missed all their weapons fire in a blind panic.

While John missed his weapons fire, a stray shot had ignited the trees in the fortified position the Goblin was hiding in. It couldn't stay there too long now!

Winkey continued to miss his weapons fire, looking like an amateur. Magician only attempted one shot with low odds, but missed. She kept her mech cool at least. Spider's Locust chipped away at the hardened gun emplacement (6 damage). Butcher then did what he did best, which was smashing things. He kicked the little Goblin hard (10 damage FR, moderate damage, +2 to driving skill rolls and -1MP). It wouldn't be getting away!

(Hatchetman on 2 heat)

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The Goblin retreats backwards as the Bulldog tank is forced forward to assist it. The turrets were now online!
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 6:58 pm

"Get in there Spider," Butcher orders. The light mech rushes past the Goblin to take aim at the generators.

"Winkey, Magician, on the bulldog. I'm on the Goblin." The other two mechs maneuver for shots at the Bulldog, while John jumps to the Goblin's side.

----

Butcher/Hatchetman - jump to 2005, S facing, Fire everything and kick on Goblin
Winkey/Blackjack - move to 2809, SW facing fire everything on Bulldog
Magician/Enforcer - jump to 2210, NE facing, fire everything on Bulldog, kick Bulldog
Spider/Locust - move to 1808, S Facing, Fire everything on generator
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 8:23 pm

"I haven't got a shot!" Spider warns. She was becoming a big target by moving so slowly. The generator wasn't that tall and it was hidden from where she was by the incline. The southern turrets tracks her and opens up, landing two of three shots. Only its narrow profile stopped one from doing more damage (2 damage CT, 5 damage LL). Her left leg had precious little armour after that. The northern turret focused on the Blackjack, hitting it with all three shots (10 damage LA, 5 damage CT). The central shot nearly hit something critical if a warning was anything to go by, but the tiny bit of armour on the mech's left arm was a bigger concern.

The Goblin hits John's right leg as the Hatchetman is landing (8 damage RL), removing most of the armour from that leg. The Bulldog proves to be a scarier opponent however, as it tracks the Blackjack leaving the relative safety of the woods. Its large laser cuts the mech's arm clean off (8 damage to LA, SECTION DESTROYED!). It would need a lot of mechtech attention after this. Thankfully, all the tank's SRMs missed.

"We need to focus the generator or the turrets. They'll chew us up!" Someone warns.

John lands his AC/10 in the Goblin's turret (10 damage TU), denting it nicely. There was a moment of revenge for Winkey too as he shoots the Bulldog, immobilising it (8 damage RR, major damage, vehicle immobile, 5 damage RS). Without a target, Spider panics a bit and fires instead at the southern turret, but only one medium laser hits (2 damage). Magician missed all their shots, but it didn't matter. The crew were fleeing the immobile vehicle.

Somehow Blackjack remains standing as John gives the Goblin another good kick (10 damage FR, heavy damage, +3 to driving skill rolls, 1/2 MP).

(Hatchetman on 4 heat, Blackjack on 6, Enforcer on 3)

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The Goblin lurched forward in a sad attempt to shake the Hatchetman. However, it was now far less a threat than the turrets. At least they each had a minimum range.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 8:52 pm

"Focus on the north turret, no shot on the generator."

The lance moves in mass towards the north to try and destroy the goblin and north turret.

----

Hatchetman - move to 2107, SE facing, shoot all at north turret, kick goblin
Blackjack - jump to 2706, SW facing, shoot all at north turret
Enforcer - move 2208, N Facing, shoot all at north turret, kick goblin
Locust - run 2306, S Facing, shoot all at north turret
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 9:15 pm

The turrets were proving to be a big threat, while the placement of the generator was a real nuisance. Things were starting to get dicey.

Han tries to return to the north to help against the turret there. Unfortunately, her mech's right foot slips on the icy pavement and she fall over, banging her head in the process (2 damage LT, pilot takes 1 hit). There is a groan of pain as her vision blurs for a few moments.

The Blackjack continued to attract attention. The southern turret managed a few spectacular hits on it (10 damage LT), though its armour held. Barely. The other turret landed a single hit on the Enforcer (5 damage LA), as too did the Goblin (2 damage RL, 8 damage LA). Its left arm had very little armour left. Meanwhile, all three mechs pounded the turret (25 damage). For a moment it looked like it would remain combat effective, but then the guns stopped firing.

Both the Enforcer and Hatchetman play kick about with the Goblin (10 damage RR, FR, heavy damage, +3 driving skill rolls, 1/2 MP). It looked much worse for wear.

(Hatchetman 3 heat, Blackjack 4 heat, Enforcer 3 heat)

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The Goblin tank powers down and a crew member is spotted lifting the top hatch and waving a shirt. It was black, rather than white, but the surrender was still clear. The southern turret remained and it continued to protect the generator.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 9:38 pm

"Get that last turret. Winkey keep cover," Butcher says over the comms.

The blackjack jumped to the other side of the north turret, while the other three went after the south one.

----

Hatchetman - Jump to 1910, S facing, fire all at turret
Enforcer - Jump to 2111, SW facing, fire all at turret
Blackjack - Jump to 2306, South facing
Locust - Stand & move to 1712, South facing, fire all at turret
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 9:55 pm

The turret crew aim the triple AC/5 cannons at John's mech. Two hits land (5 damage RA, RT) on his right, but he had armour there. Meanwhile Winkey manages to get up, but its a struggle with the Locust's lack of arms. The lance does middling damage to the turret (13 damage), mostly because the Enforcer's pilot missed easy shots.

(Hatchetman 5 heat, Enforcer 4 heat)

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That persistent turret was now the only thing between them and victory. They'd chosen a much harder target than the generator.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 10:05 pm

"Press it," Butcher urges his team.

The three mechs on the south turret push in.

----

Butcher/Hatchet - Jump to 1812, S Facing, fire all at south turret
Winkey/Blackjack - stay put
Magician/Enforcer - Jump to 1713, SE Facing, fire all at south turret
Spider/Locust - Run to 1914 along the road, NW facing, fire all at south turret
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 10:47 pm

The turret landed a single hit on the Hatchetman mid-jump (5 damage LL). It was otherwise struggling. The mechs otherwise did excellent damage to it (25 damage). It was enough to damage it and panic the crew. They abandoned it. A few more shots fully disable it, just in case they returned.

(All enemies eliminated! Turrets rendered inoperable! Congratulations!)

John relays the information and receives a pleased response from HQ. "Nice one, that couldn't have been easy. We'll send infantry now to the site. 2nd lance will move in to guard the site. You can return to base."
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by John Slaktare » Sat Jan 15, 2022 10:52 pm

"Awaiting relief," is the simple response. Then he talks to his team. "Excellent work. We'll AAR this tomorrow. Tonight's gonna be yours."
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Sat Jan 15, 2022 11:09 pm

Spider had a throbbing headache, but her mech only need some armour repairs. This was also true for Magician and Butcher. The same couldn't be said for Winkey - the lost arm would need a replacement, which would also need a replacement large laser and medium laser. It'd be expensive and take time.

(Winkey won't be able to participate in combat from now until after day 6 in the Blackjack. Another mech or pilot would be needed. It'll be operational again from day 7 onwards)

It takes a few minutes, but Steffen's lance arrives on site to relieve John. There is some congratulatory radio chatter.

"See you back at base Gunny." Steffen adds cheerfully from his Blackjack.
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Re: I didn't order a triple (D3 EA Szekeres Combat)

Post by GM Yuusha » Tue Jan 18, 2022 8:06 am

John Slaktare gains 0.2 fame for his contributions toward a successful combat.

Combat closed.
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