Let's Play Together: GM'd Battletech via Megamek VIII

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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

ok, so the Wolverine will remain hull down, firing at the Warhammer as noted. Banshee's orders remain as is.
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gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

Awesome will run to 2137 and fire on the Wolverine. (Just for my future understanding, the movement cost for rubble is not ameliorated by a road running through it?) The Dervish will fire LRMs at the Centurion.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

gbasden wrote: Wed Nov 14, 2018 2:50 pm Awesome will run to 2137 and fire on the Wolverine. (Just for my future understanding, the movement cost for rubble is not ameliorated by a road running through it?) The Dervish will fire LRMs at the Centurion.
FYI, you may want to know that the Wolverine is on your side. Unless you have a grudge against Madmarcus.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

gbasden wrote: Wed Nov 14, 2018 2:50 pm (Just for my future understanding, the movement cost for rubble is not ameliorated by a road running through it?)
It is, but the off-road rubble would have taken you to 6 MP, which you don't have.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

cata to 2222 fire 2 lrms and 2 lasers at centurion
can griffin jj back 5? to 3315 and fire ppc at back of phoenix hawk
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

No rules problems with that plan.
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gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

El Guapo wrote: Wed Nov 14, 2018 3:28 pm
gbasden wrote: Wed Nov 14, 2018 2:50 pm Awesome will run to 2137 and fire on the Wolverine. (Just for my future understanding, the movement cost for rubble is not ameliorated by a road running through it?) The Dervish will fire LRMs at the Centurion.
FYI, you may want to know that the Wolverine is on your side. Unless you have a grudge against Madmarcus.

Wolverine, Warhammer - close enough!
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

gbasden wrote: Wed Nov 14, 2018 10:28 pm
El Guapo wrote: Wed Nov 14, 2018 3:28 pm
gbasden wrote: Wed Nov 14, 2018 2:50 pm Awesome will run to 2137 and fire on the Wolverine. (Just for my future understanding, the movement cost for rubble is not ameliorated by a road running through it?) The Dervish will fire LRMs at the Centurion.
FYI, you may want to know that the Wolverine is on your side. Unless you have a grudge against Madmarcus.

Wolverine, Warhammer - close enough!
Just, you know, double-check before you squeeze the trigger.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

That's what IFF is for. Most of the time.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Isgrimnur »

I will disengage and depart the area.

QD, jump to 3332, NW, and engage the Centurion.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Round 9:
The northern Warhammer turn to fire short-range weapons at Stefan as he runs by. Stefan fires his LRMs, then takes a quick shot at the Warhammer with a single laser to conserve heat. The Warhammer's fire breaches the armor on the left missile rack. Stefan's fire is brutally effective - the Centurion scores a few LRM hits on the Catapult's left torso, but a few of the missiles strike the enemy mech's weakened left torso, which detonates spectacularly. Not only does the remaining AC/10 ammo go off, but then the LRM storage explodes as well. By the time Freyland fires the Quickdraw's lasers, the target is in small chunks.

Paingod gets in behind the Phoenix Hawk pretty good, so it's only able to bring a single medium laser to bear, which misses. Unfortunately, so does Paingod.

Gbasden opens up on the Warhammer with all three PPCs, breaching armor on the left torso (and blowing out the search light) and melting the armor off the right arm. He takes a single PPC back, but armor holds up fine. Madmarcus uses this opportunity to stabilize the Wolverine and fire medium lasers and SRMs. One of the lasers strikes the building, but the other laser and SRMs fly true. One impacts the head, rattling the mechwarrior, the other blasts a small laser.

Madmarcus has had just about enough of that building getting in the way of his fire and smacks it with the Wolverine's other arm, collapsing the half the structure.

Raw data:
Spoiler:
Awesome AWS-8Q #3 (1st Octopus Overlords) must make a piloting skill check while moving in hex 1938 (running & turning on pavement).
Needs 2 [3 (Base piloting skill) + 0 (Rubble) - 1 (running & turning on pavement)], rolls 9 : succeeds.

Weapon Attack Phase
-------------------

Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    Medium Laser at Catapult CPLT-C1 (1st Octopus Overlords); needs 8, rolls 8 : hits (using Left Side table) LA
        Catapult CPLT-C1 (1st Octopus Overlords) takes 5 damage to LA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.


    Medium Laser at Catapult CPLT-C1 (1st Octopus Overlords); needs 8, rolls 8 : hits (using Left Side table) RL
        Catapult CPLT-C1 (1st Octopus Overlords) takes 5 damage to RL.
            13 Armor remaining.


    SRM 6 at Catapult CPLT-C1 (1st Octopus Overlords); needs 8, rolls 5 : misses


    Small Laser at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 8 : misses


    Small Laser at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 11 : hits (using Left Side table) LA
        Catapult CPLT-C1 (1st Octopus Overlords) takes 3 damage to LA.
             5 Internal Structure remaining.
            Critical hit on LA. Roll is 4; no effect.


    Machine Gun at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 4 : misses

    Machine Gun at Catapult CPLT-C1 (1st Octopus Overlords); needs 10, rolls 6 : misses

Weapons fire for Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor)
    Medium Laser at Griffin GRF-1N #3 (1st Octopus Overlords); needs 11, rolls 2 : misses


Weapons fire for Banshee BNC-3S (1st Octopus Overlords)
    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 3 : misses


    AC/10 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 3 : misses


Weapons fire for Awesome AWS-8Q #3 (1st Octopus Overlords)
    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 4, rolls 4 : hits (using Right Side table) RA
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 10 damage to RA.
            10 Armor remaining.


    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 4, rolls 4 : hits (using Right Side table) LT
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 10 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LT. Roll is 7; no effect.


    PPC at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 4, rolls 6 : hits (using Right Side table) RA
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 10 damage to RA.
            0 Armor remaining.


Weapons fire for Catapult CPLT-C1 (1st Octopus Overlords)
    LRM 15 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 5, rolls 7 : 9 missile(s) hit.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to RA.
             SECTION DESTROYED.
        1 damage transfers to RT.
            Critical hit on RA. Roll is 6; no effect.
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 1 damage to RT.
             11 Internal Structure remaining.
            Critical hit on RT. Roll is 9; 1 location.
            CRITICAL HIT on AC/10 Ammo (10).
            *** AC/10 Ammo EXPLODES! 100 DAMAGE! ***
                >Centurion CN9-A (Lyran Commonwealth Opfor) suffers catastrophic damage, but the autoeject system was engaged.
            
Centurion CN9-A (Lyran Commonwealth Opfor) must make a piloting skill check (landing in clear terrain).
            Needs 5 [6 (ejecting) + 1 (automatic ejection) - 2 (landing in clear terrain)], rolls 4 : fails.

                    The pilot ejects safely!
        *** Centurion CN9-A (Lyran Commonwealth Opfor) DESTROYED by ejection! ***
                Centurion CN9-A (Lyran Commonwealth Opfor) takes 100 damage to RT.
                     SECTION DESTROYED.
                89 damage transfers to CT.
                    Critical hit on RT.         Roll is 10;         2 locations.
                    CRITICAL HIT on AC/10 Ammo (2).
                    *** AC/10 Ammo EXPLODES! 20 DAMAGE! ***
                        Centurion CN9-A (Lyran Commonwealth Opfor) takes 20 damage to RT.
                        20 damage transfers to CT.
                        Centurion CN9-A (Lyran Commonwealth Opfor) takes 20 damage to CT.
                             SECTION DESTROYED.
                            Critical hit on CT.                 Roll is 5;                 no effect.

                Pilot of Centurion CN9-A (Lyran Commonwealth Opfor) "Inge Barek" has ejected, so no damage is dealt!

                    Location has no more hittable critical slots.
                Centurion CN9-A (Lyran Commonwealth Opfor) takes 89 damage to CT.

        Pilot of Centurion CN9-A (Lyran Commonwealth Opfor) "Inge Barek" has ejected, so no damage is dealt!


        Centurion CN9-A (Lyran Commonwealth Opfor) takes 4 damage to LT.
             3 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on LRM 10 Ammo (3).
            *** LRM 10 Ammo EXPLODES! 30 DAMAGE! ***
                Centurion CN9-A (Lyran Commonwealth Opfor) takes 30 damage to LT.
                     SECTION DESTROYED.
        LIMB BLOWN OFF Left Arm blown off.
                27 damage transfers to CT.
                    Critical hit on LT.         Roll is 8;         1 location.
                    CRITICAL HIT on Heat Sink.
                Centurion CN9-A (Lyran Commonwealth Opfor) takes 27 damage to CT.

        Pilot of Centurion CN9-A (Lyran Commonwealth Opfor) "Inge Barek" has ejected, so no damage is dealt!



    LRM 15 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 5, rolls 6 : 9 missile(s) hit.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to LL.
            11 Armor remaining.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 4 damage to CT.


    Medium Laser at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 8, rolls 11 : hits LT
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 5 damage to LT.
            9 Armor remaining.


Weapons fire for Centurion CN9-A (Lyran Commonwealth Opfor)
    AC/10 at Catapult CPLT-C1 (1st Octopus Overlords); needs 7, rolls 2 : misses


    LRM 10 at Catapult CPLT-C1 (1st Octopus Overlords); needs 4, rolls 4 : 6 missile(s) hit.

        Catapult CPLT-C1 (1st Octopus Overlords) takes 5 damage to LT.
            14 Armor remaining.

        Catapult CPLT-C1 (1st Octopus Overlords) takes 1 damage to LT.
            13 Armor remaining.


    Medium Laser at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 6 : misses


Weapons fire for Warhammer WHM-6R (Lyran Commonwealth Opfor)
    PPC at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 6, rolls 9 : hits LA
        Awesome AWS-8Q #3 (1st Octopus Overlords) takes 10 damage to LA.
            14 Armor remaining.


    SRM 6 at Awesome AWS-8Q #3 (1st Octopus Overlords); needs 8, rolls 2 : misses


Weapons fire for Vedette Medium Tank (AC2) (Lyran Commonwealth Opfor)
    AC/2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 4 : misses


    SRM 2 at Catapult CPLT-C1 (1st Octopus Overlords); needs 11, rolls 12 : 2 missile(s) hit.

        Catapult CPLT-C1 (1st Octopus Overlords) takes 2 damage to RT.
            4 Armor remaining.

        Catapult CPLT-C1 (1st Octopus Overlords) takes 2 damage to RL.
            11 Armor remaining.


Weapons fire for Dervish DV-6M (1st Octopus Overlords)
    LRM 10 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 4, rolls 8 : 8 missile(s) hit.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to LL.
            6 Armor remaining.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 3 damage to RT.
        3 damage transfers to CT.
        Centurion CN9-A (Lyran Commonwealth Opfor) takes 3 damage to CT.


    LRM 10 at Centurion CN9-A (Lyran Commonwealth Opfor); needs 4, rolls 9 : 10 missile(s) hit.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to CT.

        Centurion CN9-A (Lyran Commonwealth Opfor) takes 5 damage to RL.
            11 Armor remaining.


    SRM 2 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 12, rolls 10 : misses


Weapons fire for MG Turret (Triple) (Lyran Commonwealth Opfor)
    Machine Gun at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 4 : misses

    Machine Gun at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 8 : misses

    Machine Gun at Catapult CPLT-C1 (1st Octopus Overlords); needs 9, rolls 8 : misses

Weapons fire for Griffin GRF-1N #3 (1st Octopus Overlords)
    PPC at Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor); needs 6, rolls 5 : misses


Weapons fire for Wolverine WVR-6M #2 (1st Octopus Overlords)
    Medium Laser at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 5, rolls 8 : hits (using Partial cover (horizontal 50%) table) LA
        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 5 damage to LA.
            9 Armor remaining.


    Medium Laser at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 5, rolls 6 : hits (using Partial cover (horizontal 50%) table) LL
        Warhammer WHM-6R suffers no damage. (LL behind cover)
            Medium Standard Building #878692669 blocks the shot and takes 5 points of damage.
                5 CF remaining.


    SRM 6 at Warhammer WHM-6R (Lyran Commonwealth Opfor); needs 5, rolls 12 : 4 missile(s) hit (using Partial cover (horizontal 50%) table).

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 2 damage to LT.
             7 Internal Structure remaining.
            Critical hit on LT. Roll is 6; no effect.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 2 damage to CT.
            10 Armor remaining.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 2 damage to LT.
             5 Internal Structure remaining.
            Critical hit on LT. Roll is 9; 1 location.
            CRITICAL HIT on Small Laser.

        Warhammer WHM-6R (Lyran Commonwealth Opfor) takes 2 damage to HD.
            7 Armor remaining.

        Pilot of Warhammer WHM-6R (Lyran Commonwealth Opfor) "Arpine Lorikian" takes 1 damage (1 total hits).
        Pilot of Warhammer WHM-6R (Lyran Commonwealth Opfor) "Arpine Lorikian" needs a 3 to stay conscious. Rolls 4 : successful!


Weapons fire for Quickdraw QKD-4HF #2 (1st Octopus Overlords)
    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    Medium Laser at Centurion CN9-A (Lyran Commonwealth Opfor); needs 9, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..



Catapult CPLT-C1 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 10 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Wolverine WVR-6M #2 (1st Octopus Overlords)
    Punch (Left Arm) at Hex 2232 of Building #878692669 (Collapse), the punch is an automatic hit (Targeting adjacent building.), hits.
        Medium Standard Building #878692669 absorbs 6 points of damage.
            0 CF remaining.
         BUILDING DESTROYED

Building #878692669 collapses due to damage.

Heat Phase
-------------------
Banshee BNC-3S (1st Octopus Overlords) gains 14 heat, sinks 20 heat and is now at 0 heat.
Awesome AWS-8Q #3 (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 8 heat.
Catapult CPLT-C1 (1st Octopus Overlords) gains 14 heat, sinks 14 heat and is now at 0 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 3 heat, sinks 4 heat and is now at 0 heat.
Dervish DV-6M (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 0 heat.
Griffin GRF-1N #3 (1st Octopus Overlords) gains 11 heat, sinks 12 heat and is now at 3 heat.
Wolverine WVR-6M #2 (1st Octopus Overlords) gains 10 heat, sinks 14 heat and is now at 7 heat.
Quickdraw QKD-4HF #2 (1st Octopus Overlords) gains 12 heat, sinks 13 heat and is now at 4 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 13 heat, sinks 18 heat and is now at 1 heat.
Phoenix Hawk PXH-1 (Lyran Commonwealth Opfor) gains 5 heat, sinks 7 heat and is now at 0 heat.
Phoenix Hawk PXH-1 #3 (Lyran Commonwealth Opfor) gains 1 heat, sinks 1 heat and is now at 0 heat.
Warhammer WHM-6R (Lyran Commonwealth Opfor) gains 16 heat, sinks 18 heat and is now at 3 heat.
Battlefield state:
Spoiler:
Enlarge Image
With most of its armor gone, and no more support from the Centurion, the southern Warhammer finally manages to get up and breaks northwest into the base, trying to get clear of Gbasden's murderous PPC barrage. Its compatriots to the north begin to pull back as well, though they are still combat effective and it's not entirely clear whether they're withdrawing entirely or just trying to reposition.

Movement mods:
Vedette AC/2: 2
Phoenix Hawk: 4
Warhammer north: 1
Warhammer south: 0 (crippled)

Objective update:
Warhammer south crippled
Centurion destroyed
17.5/19 enemy units crippled, disabled or destroyed

Remember that you can blow up a couple of the non-rocket-launcher turrets and they will count towards the objective as well. Most likely, we'll call it next turn, unless you guys want to be generous and let the remainder go this turn.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

For the most part I'm fine letting them go. But might it make sense to take down the retreating southern Warhammer in order to (hopefully) claim it for salvage?
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Stefan Stirzaker
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by Stefan Stirzaker »

Just to make sure they go. Cata fire on mg turrett and flamer turret
Griffin to fire on phoenix hawk
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gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by gbasden »

I'm ok letting them go unless it counts as not having control of the battlefield for our end goals. If so, then that WH dies.
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El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by El Guapo »

Yeah, I'm fine with letting them go.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII

Post by NickAragua »

Stefan, El Guapo and Gbasden collapse a turret each, while Paingod delivers a nasty PPC shot to the Phoenix Hawk's left arm. The northern Warhammer and Vedette make a token attempt to fire on Stefan's Catapult and whiffs, receiving a series of medium lasers to the rear torso and back of the head in exchange.

At this point, the southern Warhammer sends out a message over general comms, asking to discuss terms of surrender. Our terms are pretty simple: all mobile units and personnel have five minutes to leave, everything else gets left behind. The opfor is pretty quick to comply.

Salvage is pretty good. We get an otherwise intact Phoenix Hawk missing its head, a Manticore, a Vedette and a Pegasus. We also grab the Bulldog and AC/2 Carrier hulks, as well as the various weaponry off the stationary turrets. All in all, about 3M C-Bills worth of salvage. Once the salvage crews are done, we slag the rest of the structures and retreat to our dropships, beginning the process of packing our mechs (and everything else) up.

Kill board:
El Guapo: 1 (Phoenix Hawk)
- Madmarcus: 1 (Vedette)
Stefan: 2 (Manticore, Centurion)
Isgrimnur: 1 (Bulldog AC/2)
- Freyland: 1 (Pegasus)
Gbasden: 1 (AC/2 Carrier)

The kills look low, but the majority of the enemy units were actually able to leave the battlefield. This was basically a complete rout. Mission time: 100 seconds.
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