6. Mission 3: The Mine Rescue
So it turns out my last timeframe for updating this was
extremely optimistic. Anyway, let's get this show on the road. We had an abundance of Credits this mission for some reason, and the reason for that came to be clear when I tested something: the jail cell doors holding our comrades can only be busted with the HE packs, which means just about everyone needs to pack a few. I also determined that Jongle would be over-encumbered if he carried anything other than the massive Heavy Laser, but I also made sure the weapons start with ammo in them. Which they do, finally this game gives us a break.
This map is fucking massive, and is a virtual maze of tunnels. In order to have any hope of covering it in a timely manner, I have Chuckles and Bookmark each ditch their HE packs. Worst comes to worst I can just send someone back to pick them up. I actually have no idea how to rescue the captive though once we free them all, so my main goal is just to kill off all of the guards with freeing the captives as a secondary.
We're up against six enemies again, though spying on their movements seems to indicate they are spread fairly far apart.
I split into two teams again, which may not be the best idea given how few troops we have to work with, but I decide caution is key if we're going to plug all of the guards.
Jongle gets a shot at one of the enemies, but doesn't have enough time units to do a decent aimed shot. I realize the heavy Laser can go full auto, but I've already wasted too much of her AP to go for it.
Mercifully the enemy simply wanders off though.
I leave Jongle in place and continue the delicate task of spreading my troops out. There are numerous tunnels the enemy could use to get around our chokepoints, so I have to be both careful and a little reckless with my placement as the situation demands it.
It pays off though; Bookmark Cuck scores his second kill.
One hilarious magdump later and JohnDoe also scores a kill.
Holy shit we're on a roll.
Might as well make sure its a kill.
Despite that tremendous waste of ammunition the Heavy Laser is barely a third empty.
I somewhat unwisely maneuver my troops during this part thinking the enemy can still come at me from more places than they actually can. This wastes a few turns but at least nobody gets killed.
Fuck me that was fast.
Jongle lands her second kill.
I get John and Chuckles in place to breach the first jail cell.
Again?!
Three kills, I can hardly believe it!
Chuckles plants the explosives, and blows the door...
...only to find that there's nobody in there. Whoops.
John actually checks to make sure there's a person in the next cell they reach.
Turns out its
@Neo-Holstien! Evidently he was part of the ill-fated expedition.
Chuckles heads back to the starting area to pick up the explosives John dropped, while Neo-Holstien, grateful to be freed, follows behind him to where one of the fallen guards lays.
The ugly as fuck sniper rifle may not be Neo-Holstien's usual style but its the only thing at hand right now.
There's only one enemy left on the map, this guy. Judging by his movements I think he's somewhere around the southeast corner, but its difficult to be sure as he could just be wandering around the big open area in the middle.
I line up Jongle and JohnDoe to cover the possible areas Captain Mylne might come through. In the mean time I try to get Bookmark Cuck moved up to support. Chuckles is still on his way back, while I send Neo-Holstien up in the unlikely chance Mylne is occupying the big space in the northeast corner.
Neo-Holstien confirms the target is definitely not in the northeast. Jongle and John are told to stay on their toes.
Shit, there he is!
In addition to being out of AP Jongle also has only one shot left, the magdumps earlier having finally used up the Heavy Laser's mammoth battery. Since we know where the enemy is now I have Bookmark and Neo-Holstien exhaust their remaining AP to get them to cover Mylne's escape routes. John is moved into place to tighten our cordon.
Mylne makes his move, and the trap is sprung.
First shot is a good clean hit.
Then, for some reason John begins to scatter. His magazine is almost dry, fuck!
Luckily, the second to last shot scores the kill.
Victory goes to Laser Squad, we didn't even take a scratch this time.
Casualties (Total Kills):
Llama King (0)
White Devil (0)
Moths (0)
NerdShamer (0)
Survivors (Total Kills):
Bookmark Cuck (2)
Neo-Holstien (0)
JongleJingle (3)
Mooger Meng (1)
SilenceIsViolence (2)
JohnDoe (4)
ChucklesTheJester (1)
Observations:
- The Heavy Laser is fairly inaccurate but has a ridiculous ammo reserve. This is unfortunately matched by its ridiculous weight though. Anyone selecting this weapon is probably going to not even get a reserve battery unless they're really strong.
- The HE pack is probably required on any mission where its available to select.
- The HE pack's explosion radius is weird. I tried it out a few other times and it has a pretty limited spread. Its also so heavy that nobody can actually throw it more than one or two spaces, so unlike its XCOM counterpart its almost completely worthless as an offensive weapon.
- The two other prisoners did not have the same names as previous or future characters, so I'm not going to bother mentioning them or assigning names to them.
Kind of an uneventful game this time around.
Despite the volunteers I got after last time, we still have two open slots by the way! Will probably put the next intro up over the weekend, maybe Monday at the latest. This LP is already taking much longer than I expected it to so I'd like to try and get it over with quickly.