You can't see inside the cockpit, but given the way the Warhammer is basically hopping back and forth, our mechwarrior is pretty excited.
Round 1:
"Sorry, Lieutenant, it's just me. Rest of the flight got intercepted and is engaging now."
"I thought we took the airstrip out?" Moley asks, disappointed.
"Yeah, me too." the aero jock replies.
Moley sighs. "Whatever, you got some bombs? Marking designated targets."
A pair of Arrow IV missiles go flying super wide, missing our mechs by several hundred meters. The Sparrowhawk takes some anti-aircraft fire, including a series of LRM impacts that make Moley wince watching them, but drops its bombs on target. A Chaparral artillery piece is blown up, while a pair of nearby tanks get flipped over, and debris bends the main gun on a third Vedette firing upwards. Our aero jock levels off, however.
Hyena adds to the chaos by targeting a Thumper artillery piece with the Warhammer's extended-range PPCs and fusing the right-side treads - under fire by a 70-ton mech, the crew bails out almost right away. A pretty good start.
Round 2:
Round 3:
Our Blackjack punctuates this by collapsing a building with fifteen LRM tubes on top of it with a PPC blast. Our Sparrowhawk comes around for another pass, knocking another LRM launcher off another building, but eats missile fire from the nearby Hunchback. "Armor breach, left wing. I'm dry on bombs. Pulling out." the aero jock informs us.
"No problem, kid, good shooting. Thanks for the help." Moley responds.
Hyena, meanwhile, runs up to engage a Griffin at point blank range. Weapons fire isn't too effective, although our mechwarrior does manage to plant a streak SRM onto the lighter mech's head. Crunching signals the loss of armor on the Griffin's left leg as it uses said leg to block Hyena's kick - both mechs lose some armor, but the Griffin loses a lot more.
Round 4:
Hyena moves to engage the Griffin, briefly getting distracted by a Pegasus hovertank pinging short range missiles off the Warhammer's armor - the return fire doesn't do much to the hovertank, either missing the nimble craft outright or doing negligible armor damage. The Griffin's mechwarrior uses the opportunity to dodge aside, avoiding Hyena's kick while backhanding the Warhammer in the chest.
Round 5:
Moley and our Blackjack move east, aiming to take out that last Long Tom and the LRM turret so we can be done with this and clear out.
Round 6:
"Damn, it's gonna take a while to pry this tin can open." Moley mutters as the Long Tom artillery piece refuses to even acknowledge the relatively small amounts of armor flaking off of it.
Round 7:
Hyena's Griffin loses our mechwarrior briefly, and the Enforcer is back in play again. An SRM from that annoying little Pegasus blows out one of the Warhammer's small lasers, but a building gets in the way of a couple of shots that would have hit the legs, the same going for a laser from the nearby Trebuchet. Hyena opts for the simple way of eliminating the Enforcer, a couple pulse laser blasts through the back. The 40-ton mech seizes up and drops to the ground, black smoke pouring out from multiple melted holes. Still, the Warhammer's armor is now entirely in the yellow, which Hyena reports in a characteristically quiet voice.
"Right. Pull back west. Four and I will finish opening up this Long Tom, then we're done here. Two, cover Three." Moley responds.
"I'll do what I can, but, I've got an Archer blasting away with LRMs and a Javelin crawling up my ass." the BattleAxe responds.
Round 8:
Hyena disables a Vedette with pulse laser fire, while lightly brushing a nearby Warrior with a blast from one of the Warhammer's PPCs. The helicopter survives, but will need some work on its rotor.
Round 9:
Our Blackjack, meanwhile, eats an extended-range PPC from the Griffin to the center torso and crumples to the ground.
Moley stomps on the nearby Long Tom after administering some laser fire, cracking its treads and melting the barrel elevation mechanism.
The first question is as usual: the job's done - artillery is disabled or routed, all the storage structures are gone. This place is no longer usable as an artillery firebase. We do have a mechwarrior trapped in the Blackjack's wreckage, so if we bug out, he'll be on his own. With a destroyed center torso section, the double heat sinks in the Blackjack's engine are lost, which is a shame. Our high-tech Warhammer's armor is entirely in the yellow, so sticking around to fight it out means taking on the risk of losing more high tech toys. The other two mechs are in pretty good shape. As far as bad guys go, they've got a beat-up Pegasus, that annoying little Galleon and a pair of helicopters. Also, an infantry squad equipped with what look like "zeus heavy" rifles. For mechs, they've got an Archer with a PPC-induced armor breach, a Griffin with a breached left leg and yellow armor, a Trebuchet with a breached leg, and a more or less intact Javelin, plus a pristine Hunchback (a variant with twin LRM/10 launchers).
[] Stick around to ensure we recover the Blackjack's mechwarrior
[] Pull out, good luck buddy
The second question is obviously more important. A "hat trick" among mechwarriors is when you knock out three or more units in rapid succession. It's pretty tough to pull off without artillery or aerospace fighter-dropped bombs, because you have to split fire or accidentally skid into something or step on a bridge that has multiple tanks on it or some other unlikely scenario. Moley may have achieved that when he took out the Packrat and crippled the "Huey" - the Packrat had an infantry squad inside that was fried when the large laser critically hit the infantry compartment, so that was technically two kills. Do we count the Huey as a kill (it certainly was a mission-kill), even though it was able to drive off the field under its own power?
[] Hat Trick!
[] No, that's not a hat trick, your kills can't drive off under their own power