Mission 10: Gettin’ the Rookie time in the 'pit.
I am doing a Battletech Campaign, inspired by @Bogusheadbox’s Battletech AARs and discussions, until I get bored. If you are interested, please join us over at the main thread for discussions, strategy and tactics:
Mission #4: Frankel’s return to service the lazy sod - here;
Mission #5: Let’s get those ammo containers off of the centre torso (CT) - here;
Mission #6: Got Milk? - here;
Mission #7: Sit there and try to look menacing - here;
Mission #8: Protect the Conv… No, wait! Get back here! - here;
Mission #9: Mistakes were made. - here;
Mission #10: Gettin’ the Rookie time in the 'pit. - here;
Mission AAR
I’m trying to avoid save-scumming (which is something that I tend to do a lot in XCom when I feel that I have misunderstood a game mechanic). I’m just gonna go with it here and try to get out of the habit
With the sad loss of … what’s his name again? -checks notes- Drekker? Drecker? Travis? Anywhoo… we had an opening in the starting lineup so off we go to the government funded job search line, looking for someone who will blindly take orders and not complain
Turns out Ghoul is is call sign … which tells me he might be related to deceased Dekker, maybe a science has re-animated his body.
Next mission is a one-skull one that I hope will not be too taxing on my resources as I get a new main scout resource trained up before I hit the next story mission. I believe it is a two-skull mission so I am a little afraid of going in with a green rookie.
I have the Jenner in place of the Spider wreck (3 destroyed parts, 3 heavily damaged parts and one intact head, left torso and arm - I am seriously considering just junking it). So, here’s the starting line up for today’s match.
Lets get the scout up front and get him in contact fast. I want to see if he is can at least take a shot before I invest in him
He does well enough. I like his audio commentary - a little more fun that the previous scout (poor Dekker).
We hit the Commando on the left hard enough to encourage him to retreat a little.
The scout continues to harass him while the main force re-positions against the enemy mech on the right.
And I get a really lucky Aplha Strike on the right mech, taking out a leg fast and knocking the bandit flat.
Commando on the right has had his thorns pruned and can only run while a called shot on the sleeping mech takes off the additional leg and it’s 4 on 1. I come out of the engagement with no significant damage.
And a good set of mech salvage. I chose the Commando salvage (2 pieces and they gave me most of the rest of the locus pieces - enough to put together a spare.
I take a quick look at the market and the Spider repair bill. It’s 204k C-bills if I sell it and 148k C-bills to repair it (opportunity cost of 352k C-bills → sale income + cost savings of repair bill). I can buy a new one at the same location for the same amount. In the end I respect Dekkers sacrifice and set up the repair schedule to get the Spider back into serviceable condition.
Time to move off to a new location for some additional ‘training’ missions as I move systems to the next story target.
Fin.