Mission Completed

BlackDog Supply and Logistics

Mission Completed

Marceror
Ace
Joined: 28 Jul 2007, 19:11

01 Aug 2012, 07:04 #1

A nice slow mission for a change of pace, with a few curveballs thrown in.

I opted to bring in a large number of pilots in smaller mechs this time. I'm not exactly sure why. I guess primarily to give them more field experience, not realizing that there was a lot of rp points to be gained in the mission.

I brought in 2 elementars (4 ton battle armor), 1 salamander (5 ton battle armor) , several light mechs (2 cougars and a kit fox), several mediums (shadow cat, nova and storm crow) and a blood kite. The blood kite was obviously my tank, and once he engaged I sent in the rest.

I added some fafnirs and guardians through in mission salvage. Wolfman ended up getting shot out of his mech when I faced the 5 turkinas. This time I decided to roll with it, as it meant an extra turkina instead of a fafnir, and I prefer to bring home clan tech.

I took out the enemy dropships and brought home another victory for the good guys.

An enjoyable mission.
Reply
Like

wolfman
Ace
Joined: 07 Oct 2003, 23:16

01 Aug 2012, 18:33 #2

Was the jammer helpful? Did you use it at all?
[color=red][size=85][b]The "Better" will always be the enemy of the "Good"[/b][/size][/color]
Reply
Like

Marceror
Ace
Joined: 28 Jul 2007, 19:11

01 Aug 2012, 19:07 #3

As far as I could tell about the jammer, it caused a good number of units on the map to completely ignore me. Many units even allowed me to attack them with no sign of them fighting back.

So yeah, it was useful, particularly in the eastern section of the map where you fight mainly infantry and vehicles.

This is a point where it would have been nice to have received some background or explanation about the jammer. It seemed to me that it was essentially an ECM on steroids, that not only jammed sensors for some units, but rendered them helpless.

I have to give you points for continuing to add in creative twists to your missions.

But now the question becomes: if there is such thing as a jammer, and I have access to it, why wouldn't I always, always use it?
Reply
Like

wolfman
Ace
Joined: 07 Oct 2003, 23:16

01 Aug 2012, 19:34 #4

It paralyzes the units in its range.
Why not use it all the time is a great question to be explained in the campaign story. For example because you need certain frequencies or codes of guarding units to jamm their electronics, etc. ==> storytellers paradise :baeh
[color=red][size=85][b]The "Better" will always be the enemy of the "Good"[/b][/size][/color]
Reply
Like

Marceror
Ace
Joined: 28 Jul 2007, 19:11

01 Aug 2012, 19:49 #5

Sounds good. :)

I look forward to continuing to make my way through the campaign.
Reply
Like

Joined: 17 Nov 2011, 01:55

01 Aug 2012, 19:53 #6

The jammer is experimental (as shown in Houdini). That is possibly the reason, as it could suddenly stop working. (if i'm correct, the jammer still shutdowns units, right?)
Warlords of the Rim Colonies
Reply
Like

wolfman
Ace
Joined: 07 Oct 2003, 23:16

01 Aug 2012, 21:19 #7

That's right :yes
[color=red][size=85][b]The "Better" will always be the enemy of the "Good"[/b][/size][/color]
Reply
Like

Nereid
Veteran
Nereid
Veteran
Joined: 17 Jul 2010, 21:32

03 Dec 2014, 09:11 #8

Nice one, love the new Turkinas :)

Only improvable aspect: the map, a bit too dull for my taste.
Reply
Like