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Author Topic: IKARUS Mission 4 - 9/29/61  (Read 3962 times)

Darrian Wolffe

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IKARUS Mission 4 - 9/29/61
« on: January 25, 2025, 11:17:10 PM »



Map Layout is
NORTH
[] [] [] []
[] [] [] []
[] [] [] []  <- this row is 1/2-maps

Mission will deploy up to TWO Ranger reinforcement Lances.  The first lance will subtract *2* turns from its reinforcement timer, to a minimum of "Turn 2".  The second Ranger Lance may not deploy any Mechs with a base Walk speed lower than 5 (all deployed units must be 5/8/x or higher before any modifying equipment like TSM).

Reminder that both Hat and Bryan are checked out for the Febrary game.


Salvage Sheet- Deadly
« Last Edit: January 26, 2025, 10:41:57 AM by deadlyfire2345 »
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Ice

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Re: IKARUS Mission 4 - 9/29/61
« Reply #1 on: January 26, 2025, 09:10:30 AM »

Are we sure the unit alignment is right?

- Odd for us to be defender in this and not have the turrets/civs.

I assume we are pursuing the civs from behind with a blocking force in front. Just odd to be defender when they have turrets. That is clearly clan inf though so I guess alignment looks correct.

Some tree does not sound ideal at all considering the range to damage ratio most clans have and speed. Need to slow them down a bit but doing so hurts us in the interdiction. This is a really good rock atb threw on me.

Blitz is probably R1

Who has at least 3 mechs that can fit criteria 2?

Reroll terrain to start

« Last Edit: January 26, 2025, 09:21:43 AM by Ice »
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Black Omega

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Re: IKARUS Mission 4 - 9/29/61
« Reply #2 on: January 26, 2025, 12:19:21 PM »

Who has at least 3 mechs that can fit criteria 2?

Jazz
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Darrian Wolffe

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Re: IKARUS Mission 4 - 9/29/61
« Reply #3 on: January 26, 2025, 03:04:02 PM »

Are we sure the unit alignment is right?

- Odd for us to be defender in this and not have the turrets/civs.

I don't actually think you guys have had a large Extraction mission where you're the defender before.  All "Defender" means in terms of an Extraction mission is that you have to stop the civvies from escaping, instead of allowing them to escape.  When you're the attacker, you're trying to help the civvies escape.

As for the turrets, they're Local Forces.  Turrets show up in Local Forces all the time.  Original AtB generation was a dual guass turret, a triple AC/20 turret, and a mix of Solahma infantry and motorized and foot SRM infantry...that deployed in the center, where you guys also deploy, as Hidden Units. Since I figured nobody wanted to deploy next to that particular bunch of hidden units, I moved the Local Forces to the north, de-hid them, and swapped the trip-20 turret for a second gauss turret to keep it relevant. I suppose I can swap it back, if you'd like.

Terrain reroll:
Terrain: Hills
Maps: wooded-hills

I think Jazz and Foil both qualify for R2.  Do you want to bring Blitz? That's a pretty slow-ish group, IIRC, and this mission is just as much about moving as it is about shooting.
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Hat

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Re: IKARUS Mission 4 - 9/29/61
« Reply #4 on: January 26, 2025, 03:07:35 PM »

Jazz and Foil also have solos in the week before M4. Not inherently a problem but could impact readiness for M4.
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deadlyfire2345

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Re: IKARUS Mission 4 - 9/29/61
« Reply #5 on: January 26, 2025, 03:12:09 PM »

With the only other 2 who could count for the 2nd reinforcement not going to be there.
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Ice

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Re: IKARUS Mission 4 - 9/29/61
« Reply #6 on: January 26, 2025, 03:12:20 PM »

Jazz and Foil also have solos in the week before M4. Not inherently a problem but could impact readiness for M4.

Was trying to get blitzkrieg a mission is all but not seeing the map still leaves in air. Going 464 and arriving turn 2 doesn't put much behind with a range master long unit. Also helps they are about 85% slowing so having mid long range stuff isn't terrible for marauders novacat Orion he had. Also not sure what his losses are/were.

I am not sure who all has what anymore as TOE isn't necessarily accurate. Not sure of his strategy yet either.

As for turrets was more looking as to what the fluff or spirit of the mission was. I am fine with the arty turrets over the hidden horde of inf.
« Last Edit: January 26, 2025, 03:17:25 PM by Ice »
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Darrian Wolffe

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Re: IKARUS Mission 4 - 9/29/61
« Reply #7 on: January 26, 2025, 03:38:31 PM »

Or someone runs a short lance for R2.
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ItsTehPope

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Re: IKARUS Mission 4 - 9/29/61
« Reply #8 on: January 26, 2025, 06:44:00 PM »

Are we sure the unit alignment is right?

- Odd for us to be defender in this and not have the turrets/civs.

I don't actually think you guys have had a large Extraction mission where you're the defender before.  All "Defender" means in terms of an Extraction mission is that you have to stop the civvies from escaping, instead of allowing them to escape.  When you're the attacker, you're trying to help the civvies escape.

So what you're saying is we're just inventing a new kind of War crime
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XanderShade01

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Re: IKARUS Mission 4 - 9/29/61
« Reply #9 on: January 26, 2025, 07:55:10 PM »

That 10 turn timer in the MM brief intreagues me.
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Ice

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Re: IKARUS Mission 4 - 9/29/61
« Reply #10 on: January 26, 2025, 08:28:12 PM »

That 10 turn timer in the MM brief intreagues me.

Agreed but we usually only get 10 turns in regardless


Anyone opposed to leaving terrain where it is now?

Also anyone opposed to rolling map size and dusk dawn?

Dusk /dawn could get worse as could map size.
« Last Edit: January 26, 2025, 08:48:02 PM by Ice »
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Darrian Wolffe

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Re: IKARUS Mission 4 - 9/29/61
« Reply #11 on: January 26, 2025, 11:22:26 PM »

Anyone opposed to leaving terrain where it is now?

Also anyone opposed to rolling map size and dusk dawn?

Dusk /dawn could get worse as could map size.

Wooded hills is probably going to have decent cover and LOS breaks, so it's probably OK.

Smaller map means easier to kill civvies, easier for them to focus-fire us down.  Bigger map means harder to achieve mission, more survivable.  It's a toss-up.  I'd personally leave it.  I'd probably shoot for Daylight, though.  We're 100% going to have to use BSP to break the local forces, and we'll want our attacks to really count when we get them.
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Darrian Wolffe

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Re: IKARUS Mission 4 - 9/29/61
« Reply #12 on: January 26, 2025, 11:23:48 PM »

That 10 turn timer in the MM brief intreagues me.

All extraction missions have a 10-turn timer, whether you're attacking or defending.  It's to prevent one side from sitting back and forcing the civvies to come to them.  That doesn't mean the game ends on Turn 10; it just means you don't succeed at that objective if you don't complete it in time.
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Ice

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Re: IKARUS Mission 4 - 9/29/61
« Reply #13 on: January 27, 2025, 06:05:50 AM »

Reroll dusk

The thought on this pre map is leaning somewhere in line with Jazz/Paladin/blitz/fury.


Fury is more inclined to want to fight close proximity with terrain being heavy wood or urban. The wraith Viper no dachi with a back up and amulti range brawler thud can really open a ton.

Blitz has consistent speed to ignore inconvenient terrain while maintaining enough ranged stuff to stay engaged barring LOS . Also can split to skirmish and brawl.

Paladin and Jazz are in an interesting spot. I believe with a mech  purchase as discussed with Paladin his lance can deploy r1 or r2. Jazz I believe could also match this same concept without a mech purchase but does have a solo.

Using jazz and paladin interchangeably would be probably more ideal depending on terrain/firepower requirments.

« Last Edit: January 27, 2025, 03:41:55 PM by Ice »
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agustaaquila

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Re: IKARUS Mission 4 - 9/29/61
« Reply #14 on: January 31, 2025, 12:15:51 PM »

Friends, I am moving the 15th and won't be ablr to make the game
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