May 1 – We have finished both campaigns, and removed the locals as threats. The only threat left are the two combined Marik/Liao mercenaries and their large campaign. Meanwhile, we have not lost mechs and such.
Our foes, in order to hold out, have moved together and built a huge defense in New Zevon. Both are regular and reliable.
So what now?
Well, now we pull out Operations with it’s fast-sim rules.
This is a way of using dice and such to represent large campaigns of regiment sized forces or more. We’ll be trying out the rules here in a bit.
Advantages we have:
We have the populace on our side particularly against these mercs
We have clan technology. Many of these folks have never seen clan mechs.
We have a better support system in place, now that we have no enemies at our back. Spare weapons, ammo, armor, vehicles, recon info, etc.
We have better MechWarriors.
Wash:
Normally, they would know the terrain better. But Lindon knows it better than they do. Plus we have locals on our side with intel as needed. So this is a wash.
Their advantages:
They are the defender
They have 170 mechs. We have 160.
They have 80 vehicles
They have slight numerical superiority. We have every other advantage.
Alright, let’s grab some dice.
|