Vote Results:
It proves pretty easy to spring our two allied fighters - our trio does a fly-by, inflicting critical damage on one of the Stukas (nearly blowing its engine out). Once they're suddenly outnumbered more than two to one, the remaining hostile fighters hit the afterburners and depart.
With that, our Overlord is able to land and deploy patrols to find the last of the target facilities.
Freyland's Delta-Ranger lance doesn't find the target, but they do find a juicy looking convoy of vehicles and mechs carrying ore likely extracted from there. Our mechwarrior estimates that capturing some of these will be a good way to get their nav data and figure out where we should actually go.
Allied merc units are en route, but won't arrive for at least another minute - meanwhile, we're on our own. The temperature is too cold to operate our hovercraft, but we're able to spring loose a light aerospace fighter for a little air support. Other than that, Freyland's lance is a Wolverine, a Phoenix Hawk, a Griffin and Freyland in the Nova.
The convoy escort is a medium mech lance with a couple of light mechs tagging along.
Round 1:
"Uh, ranger-four, I'm showing you with right-side armor in the red and yellow." Freyland transmits, observing that our Griffin appears to already have armor damage.
There is a brief silence. "Did the techs not replace the damaged armor?" the mechwarrior replies.
Freyland shakes his head. "Whatever, too late now. Just hang back, protect your left side."
Our Centurion flies overhead, picking off a liquid storage truck that got itself a little separated from the convoy - the left-side wheels melt under laser fire and the vehicle tilts over.
Round 2:
Our Centurion pulls a "split S" maneuver (which basically involves nosing the aircraft down then rotating it at the bottom of the loop), allowing it to remain over the battlefield and zip over another convoy vehicle. The damage from the aerospace fighter's lasers isn't enough to slow the target tooo much though.
Our mechs engage the defending mech lance while also taking pot shots at other convoy vehicles, with little effective fire on either side.
Round 3:
Our aero jock weaves through the air, dropping a small load of fuel-air bombs on a cluster of hostile tanks. The ordnance isn't as effective in the relatively thin atmosphere, but still, a pair of Vedettes are immobilized - one's engine blows out while the others treads melt under the bombardment.
Freyland and our Wolverine run north, scampering effortlessly over the rocks and mini-cliffs, Freyland's lasers frying multiple leg actuators on a ScavengerMech carrying a full load of cargo, forcing it to drop down to one of its four knees.
Round 4:
There are some advantages to not flying a giant brick, one of which is that you can execute complicated maneuvers without worrying about whether your extremely wide turn radius will cause you to become a compressed lawndart.
While our aero jock is doing loop de loops and split S maneuvers, our Phoenix Hawk evaporates a Savannah Master with its pulse laser - its right shoulder mounted anti-missile system swats a couple of SRMs from the nearby Wolverine.
Freyland, meanwhile, jumps over a Kurita-variant Phoenix Hawk (the one without jump jets) and zaps it in the back with the Nova's laser array. This has the desired effect of melting through the thin rear armor and cracking engine shielding and gyro housing. The 45-tonner keels over to the left - it's still intact but no longer combat effective, those older model Phoenix Hawks are pretty sensitive to engine shielding damage. The Nova takes a brief brush from a nearby Valkyrie's laser, but it's just one laser, nothing to worry about.
Round 5:
Freyland's Phoenix Hawk target *could* have gotten up and walked off the field, but instead the mechwarrior stumbles several times and then the mech stops moving, presumably because he's knocked himself out.
As our Phoenix Hawk finally stops the Scavenger mech it had started working on previously (thanks to major actuator damage across every leg), Freyland switches targets as well, aiming at an Enforcer. Our Nova's lasers find the Enforcer's autocannon, frying it and leaving the mech with just a couple of lasers for weapons. A Galleon tank rolling around underfoot manages to avoid getting squashed, annoying our mechwarrior slightly.
Just as we think the ScavengerMech is going to be safely in our hands after this, its engine overloads and explodes, destroying both mech and cargo (except the stuff that's gotten scattered across the tundra).
Round 6:
The first lance of allied merc units comes in from the north. Of course, the job is already basically done, but still, any time we can have someone else get shot at even a little bit, we're not going to complain. The allied Griffin fries the Galleon that avoided Freyland with its PPC while our mechwarrior moves on to other targets.
"Hey, ranger four, quit screwing around and get that SalvageMech." Freyland calls out, seeing one of the convoy mechs make a run for it.
The civilian mech gets pounded - LRMs take off one of its arms while lasers and SRMs from our Wolverine hit center of mass, damaging engine and gyro and knocking it to the ground, where its gyro almost literally falls out of the chassis upon impact.
Round 7:
With another lance of allied units (this time mechs) entering the area, the hostiles basically have no chance. Freyland distracts a Hunchback from firing at our Griffin, allowing said Griffin to pop the fuel tank on a Scimitar hover tank; an allied mech immobilizes a Saracen. This leaves the hostiles completely outnumbered and outgunned and the rest of their mechs retreat, even the downed Phoenix Hawk.
We do keep the "Randolph" support vehicle though. Salvage is the usual crap, good only for spare armor and ammo, although scoring a coolant truck is pretty nice - now Zenn7 can again have a little buddy hosing his Awesome off with coolant when it heats up too much.
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Going back to that maintenance facility we were planning on defending: it looks like the attack force is tanks and aerospace fighters. Two companies' worth of, a mixture of medium and heavy tanks. Our air picket reports eight heavy aerospace fighters. It's finally sunk in for our fellow mercs that we're leaving soon and this isn't a place to settle in, so they're planning on evacuating, but meanwhile, we need to allocate some forces to this, in addition to an aerospace flight or two to try and intercept the fighters. The mercs are pitching in two mech lances, so we should be able to handle it with one additional mech lance - we'll need to balance firepower and speed somehow since the hostiles are approaching on multiple vectors. Or not, and just completely annihilate one group and get the mercs to see to the other. Alpha-Ranger is already in the area, being the ones tasked with tailing the hostiles in the first place. The assigned lances will not be available until this finishes up and we can load them onto the Moonraker and have it join the Thunderball.
[] Beta-Assault - slow, overwhelming firepower, one mechwarrior slightly injured
[] Gamma-Battle - medium speed, good firepower, one mech lightly damaged
[] Alpha-Heavy - slow, overwhelming firepower, one mech lightly damaged
[] Gamma-Striker - medium speed, good firepower, one mechwarrior barely combat effective
AN: