Post by latooni on Dec 20, 2009 20:06:37 GMT -5
Note that this is subject to change depending on the update.
Alright, let's cover the battle first.
Optional equipment can be whatever you want as long as you include all 3 grenades, high explosive-type (or fragmentation if I can't argue that successfully), but blackmage should pack light, and altoh should pack heavy. I'll take ball bits, 1 machine gun, and 1 beam gun to switch to after I use up the machine gun. The beam gun's for the Gwazine, hopefully. I will also be taking an emergency transponder beacon and backpack thruster unit with me, stored on my pilot suit.
I will be buying 2 balloons of myself, and blackmage will buy 2 flight supports of shaverfish aimed at the Komusai and Tivvay (1 support each)
First, we detect the fleet and hang back a few moments above (well, the side that the Gwazine has the two largest turrets on) the fleet to prepare. We'll maybe have 40 seconds; probably no more. First thing we do is swap one ball bit on each balloon for real bits, and mount the fake bits on my suit. The real bits will be what moves the balloons. We'll then calibrate our sensors (superior to those used by most zeon units, by the way) to detect smaller objects as well, since there's been reports of a zaku minelayer in the fleet. Finally, we'll attach 3 grenades to each ball bit, and arm them.
Then begins the attack.
Blackmage, you will attack the Komusai along with a flight support to draw out the Zaku Minelayer, and then you will destroy it. You will then immediately withdraw at maximum speed, hopefully drawing off a few pursuers and losing them. Your objective is the minelayer, -not- the Komusai. The flight support can continue engaging the komusai, and if it destroys it, the remaining saberfish should move to the Pazock. This will get rid of an annoying NPC unit, and hopefully draw off other NPCs that don't tangle with the saberfish.
Altoh, your job is to engage any PCs/test-units/aces/mobile armors that go for me or blackmage (once blackmage is out of range don't chase down anyone following him still), and you are to play defensively, grabbing as much attention as you can, tying up as many of them as you can. Don't focus on destroying any of them, but you don't have to play nice. If my suit is destroyed and the fleet withdrew, I'd like for you to try to search for me for an hour or two.
As for me, I (and my 2 dopplegangers) will rush the Gwazine, focusing entirely on evasion, holding back fire. All 3 Jugglers will then split to different areas of the Gwazine, avoiding AA and MS fire as much as possible (as long as the ball bits survive it should be fine). One dummy will weave its way to the bridge, where the ball will collide with the bridge, charging its beam guns for added boom before impact, then self destructing as it hits, also triggering the grenades. I will enter the self-destruct command on a 2 second delay, then immediately cut the psycommu connection to that unit to avoid backlash. This should make for a large boom.
The other dummy unit will wedge itself between 2 of the fuel cells just in front of the engines, and charge its guns and self-detonate as well. Same procedure applies here.
The real GM Juggler will attack the 2 giant MPC turrets, since they explode very nicely, are in the middle of the ship, and are on the top, which doesn't have all those small MPC turrets like the underside does. If, for some reason, I am too damaged to do this, or the ship doesn't explode, then I will crash the suit just above the engine manifolds at the rear, set the suit to self-destruct in 10 seconds, and eject from the cockpit, using my little backpack to move away fast enough. I will then float around in space and wait to be picked up by either the enemy, or altoh. If the enemy withdraws, I will activate the emergency transponder so he can find me.
Nirvash, Zero, you can move to 1e.
Aku, Sean, if you're still active, post please, I'm keeping you where you are because I'm afraid you might not be that active. I'd like to give you cool stuff to do, but I need to know you'll be there.
Radune, move out of the colony back to Side 6, I want you to move to Side 2 when you have Damaged 1 status.
Alright, let's cover the battle first.
Optional equipment can be whatever you want as long as you include all 3 grenades, high explosive-type (or fragmentation if I can't argue that successfully), but blackmage should pack light, and altoh should pack heavy. I'll take ball bits, 1 machine gun, and 1 beam gun to switch to after I use up the machine gun. The beam gun's for the Gwazine, hopefully. I will also be taking an emergency transponder beacon and backpack thruster unit with me, stored on my pilot suit.
I will be buying 2 balloons of myself, and blackmage will buy 2 flight supports of shaverfish aimed at the Komusai and Tivvay (1 support each)
First, we detect the fleet and hang back a few moments above (well, the side that the Gwazine has the two largest turrets on) the fleet to prepare. We'll maybe have 40 seconds; probably no more. First thing we do is swap one ball bit on each balloon for real bits, and mount the fake bits on my suit. The real bits will be what moves the balloons. We'll then calibrate our sensors (superior to those used by most zeon units, by the way) to detect smaller objects as well, since there's been reports of a zaku minelayer in the fleet. Finally, we'll attach 3 grenades to each ball bit, and arm them.
Then begins the attack.
Blackmage, you will attack the Komusai along with a flight support to draw out the Zaku Minelayer, and then you will destroy it. You will then immediately withdraw at maximum speed, hopefully drawing off a few pursuers and losing them. Your objective is the minelayer, -not- the Komusai. The flight support can continue engaging the komusai, and if it destroys it, the remaining saberfish should move to the Pazock. This will get rid of an annoying NPC unit, and hopefully draw off other NPCs that don't tangle with the saberfish.
Altoh, your job is to engage any PCs/test-units/aces/mobile armors that go for me or blackmage (once blackmage is out of range don't chase down anyone following him still), and you are to play defensively, grabbing as much attention as you can, tying up as many of them as you can. Don't focus on destroying any of them, but you don't have to play nice. If my suit is destroyed and the fleet withdrew, I'd like for you to try to search for me for an hour or two.
As for me, I (and my 2 dopplegangers) will rush the Gwazine, focusing entirely on evasion, holding back fire. All 3 Jugglers will then split to different areas of the Gwazine, avoiding AA and MS fire as much as possible (as long as the ball bits survive it should be fine). One dummy will weave its way to the bridge, where the ball will collide with the bridge, charging its beam guns for added boom before impact, then self destructing as it hits, also triggering the grenades. I will enter the self-destruct command on a 2 second delay, then immediately cut the psycommu connection to that unit to avoid backlash. This should make for a large boom.
The other dummy unit will wedge itself between 2 of the fuel cells just in front of the engines, and charge its guns and self-detonate as well. Same procedure applies here.
The real GM Juggler will attack the 2 giant MPC turrets, since they explode very nicely, are in the middle of the ship, and are on the top, which doesn't have all those small MPC turrets like the underside does. If, for some reason, I am too damaged to do this, or the ship doesn't explode, then I will crash the suit just above the engine manifolds at the rear, set the suit to self-destruct in 10 seconds, and eject from the cockpit, using my little backpack to move away fast enough. I will then float around in space and wait to be picked up by either the enemy, or altoh. If the enemy withdraws, I will activate the emergency transponder so he can find me.
Nirvash, Zero, you can move to 1e.
Aku, Sean, if you're still active, post please, I'm keeping you where you are because I'm afraid you might not be that active. I'd like to give you cool stuff to do, but I need to know you'll be there.
Radune, move out of the colony back to Side 6, I want you to move to Side 2 when you have Damaged 1 status.






