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CaptainWinky
Jun 13, 2001

DOS, dank, n drank


membranoid posted:

Just gonna add that it's a waste of time trying to give militia specific gear, militia and the Queen's army have their equipment loadout semi-randomly generated when you load a sector.

I was going to mention this. Also be sure to unload all guns on the ground after a battle (Shift-F in tactical IIRC) because militia/royalists don't pick up empty guns. That way, if more enemies enter the sector while your guys are there, the idiot militia won't pick up (and thus lose) any useful guns you were saving.

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Mister Bates
Aug 4, 2010


CaptainWinky posted:

I was going to mention this. Also be sure to unload all guns on the ground after a battle (Shift-F in tactical IIRC) because militia/royalists don't pick up empty guns. That way, if more enemies enter the sector while your guys are there, the idiot militia won't pick up (and thus lose) any useful guns you were saving.

Once they're unloaded, you can then use ctrl+shift+A in tactical to consolidate all your ammo into ammo crates for convenience (it means you won't have pages of partially-depleted magazines clogging up the sector inventory, among other things).

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Drassen, Arulco
July 09, 2011 -- 0600 EST





With Michael and Gumpy fast asleep, two full squads of enemy soldiers slip by the pickets outside Drassen and move into position to attack the airport in an increasingly desperate attempt to sever this rebellion’s most vital link to the outside world. Fortunately, though much of the militia force is still very green, there are a lot of them, and they are led by a small cadre of tough, experienced Arulcan freedom fighters.




Though the rebels take casualties, the attacking force is wiped out entirely.




Meanwhile, at the Drassen SAM, Ira, Igor, and Grunty have finished training up the garrison, and prepare to head back to the city proper. First, however, there is a single Army squad in the way…






“Looks like they’re snoopin’ around Mike’s crates for leftovers.”

Igor watches the enemy soldiers closely through the tall grass, then goes prone and sets up his MG42.

“Ira, help me kill dem. Grunty, watch de south and make sure dey do not surprise us.

“Ja, will do.”

With all angles covered, Igor waits until one of the enemy soldiers wanders into his line of fire and then opens up with the machine gun. He and Ira make very short work of most of the squad. They scan for more targets, but come up empty.




The squad advances south, preparing to cross where the river feeds into the lake, and find the crossing guarded by a single blackshirt. Two shots, and Ira takes him out. They continue moving up the western shore, searching for the rest of the enemy squad.





“There they are!”

From the shore, Ira spots the last three enemies in the water, apparently trying to swim across the lake to evade the trio. Five shots later, all three of them fall, and the sector is clear.





Other than a little refilling of medical supplies, none of this equipment is picked up by the team.




With the squad dispatched, Ira, Igor, and Grunty continue on to Drassen, where they reconnect with Michael and Grunty and return to work training up the militia.



That night, however, a sizeable Army strike force appears to the south, heading for either Drassen or the SAM site. It being too late to intercept the attack at the bridge, Michael and his team prepare to reinforce the SAM facility while the militia readies their defense of the city.



The attack falls on the city. It is a hard-fought battle, with the militia taking nearly 33% dead and many more wounded, but they manage to eliminate the Army force. Having now managed to hold the city on their own against two enemies attacks, the militia is growing in confidence, a confidence which is starting to spread throughout Northern Arulco.




The next morning, another large enemy force is reported to the southwest. This time, however, Michael has enough forewarning to try and intercept the attack.




They dash up to the repair yard where they left their jeep, hop in, and rumble down to the bridge.






As the team piles out of the jeep, Michael catches a hint of movement south of the river.


“I’m gonna take a look around. They may have sent someone ahead to scout the bridge, after the last time we met them here.”

Michael’s suspicions are correct, and he locates and quickly dispatches the lone blackshirt.





Hey! A spring that will perfectly match the aluminum curtain rod in Michael’s pack!



Which also perfectly matches the bolt in Igor’s MG42! This thing now has a stupid rate of fire.




A stupid rate of fire that will come in very handy as this small, ragtag group of freedom fighters and mercenaries tries to hold a narrow bridge against an assault force of 32 Arulcan Army blackshirts.

The MG42, naturally, forms the centerpiece of the defense, with Michael’s rifle for picking off stragglers and Gumpy there to throw down emergency suppressive fire as needed. Ira and Grunty watch the flank, as it’s likely that some enemies will have already crossed the river to try and outflank an ambush.



At 10:48am, the attack comes.




Ira takes the first shot, catching a soldier as he wades through the river shallows. He must be well-armored, however, as two 7.62x54R rounds to the chest do little more than wind him. Michael gets the next two, dropping them with long-range fire as they begin closing in on the bridge. Igor and Gumpy open fire as more targets pop up, and the fight is on.




On the north bank, Ira and Grunty lurk in the tall, LOS-obscuring grasses, waiting for the enemies to get close enough to hit reliably. They do not have to wait long. As one soldier charges up right in front of Ira, she switches to her handgun and plants a hollow-point right in the enemy’s head. With multiple enemy soldiers incoming and no clear shot with his AK, Grunty pulls his EX-41 four-shot grenade launcher...


“Ira, please put your head down for just one moment.”

“What? Holy sh--..."

…and drops an HE round right between the two enemy soldiers. With much of the brush cleared by the explosion, Ira pokes her head back out and easily takes out the third. As more enemies advance, Grunty fires another grenade, killing both men instantly. With the north clear for the moment, Ira turns her Dragunov to the south bank and tags an enemy soldier lurking just east of the bridge.




Back on the bridge, Igor and Michael continue shredding the assault, with Gumpy throwing additional fire downrange and making the blackshirts keep their heads down.




Back north, Ira finally brings down the blackshirt in the water (the first one she had fired upon). Both she and Grunty now adjust position to bring themselves closer to the riverbank so they, too, can pour fire on the attackers. As the blackshirts try to overwhelm the defenders by sheer numbers, Igor’s insane rate of fire and Michael’s pinpoint accuracy continue cutting them to pieces, preventing their counterattack from getting any traction.




Driven by their fear of what will happen to them if they return to the Queen with news of a failure, the blackshirts continue throwing themselves forward. They know that if they can at least get close enough to throw a grenade, they could silence the machine gun long enough to pull out a victory. Unfortunately for them, nobody can get close enough. The MG42 continues its rain of death.




It’s not long before the last of the enemies are eliminated by the squad’s combined fire, with each member contributing at least one kill on the few who remained.










As you can imagine, 32 blackshirts leave behind a shitload of gear. There’s nothing really special here, but with the impending hiring of a few new mercs, I set aside some of the harder-to-get items (C1, detonators, canteens, load-bearing gear, medical supplies, and a few attachments) in the jeep




And at that, with Drassen safe once again, the team returns to the city to continue the long process of saving money and training militia.




--------------------------


So I lied. No Bobby Ray’s, Dr. Q, Ivan, or Ice yet this update. I blame you guys for picking an expensive merc like Ivan and making me spend game days saving money. Actually, I probably would have gotten far enough to make those hirings if I hadn’t had the chance to intercept a big attack on the bridge. I specifically wanted to take the opportunity to show what was supposed to have happened in the first bridge defense, if the enemies hadn’t reached it first and made the fight a lot messier than it should have been. I wanted to show off the value of a good defensive position in this game. I think there was only one blackshirt that even got shots off against me, and they missed. The rest of them just kept charging straight into Igor’s snapping jaws and getting cut down so hard that I almost felt bad for them.

Almost.

Perfidia
Nov 24, 2007
It's a fact!

FiddlersThree posted:

Ira takes the first shot, catching a soldier as he wades through the river shallows. He must be well-armored, however, as two 7.62x54R rounds to the chest do little more than wind him.

I am not really sure what is going on, but to me it feels like wading enemies get some added "water-resistance bonus" because they are always a lot harder to kill than swimmers or landlubbers.

Also, dammit -- such cruel massacres ... there will be a lot of grieving family in Arulco tonight


(I like this LP, even though I never really watch the TV show, so well-done!)

Kuntz
Feb 17, 2011


Wow. You've been mowing down the queen's army with very little trouble lately, but you destroyed those blackshirts! Nice grenade launcher action, too.

Also could you show off merc statistics in a future update? Would be interesting to see how stats have progressed, and how many kills your monstrous IMPs have bagged.

Danger-Pumpkin
Apr 27, 2008

I love physics,
in theory.


Kuntz posted:

Wow. You've been mowing down the queen's army with very little trouble lately, but you destroyed those blackshirts! Nice grenade launcher action, too.

Also could you show off merc statistics in a future update? Would be interesting to see how stats have progressed, and how many kills your monstrous IMPs have bagged.

The mod Fiddler's is running adds a whole bunch of low tier armors that provide camouflage, but next to zero protection, and that the enemy seems to prefer these for quite a while. You might have noticed that his mercs don't upgrade armor much, and that he notes when they do. Most of the mercs seem to come with lower-mid tier armors in this mod, so the enemy doesn't give much worth upgrading to early on. And that means they are super squishy to Hollow Point rounds, and the reduced damage dealt by Armor Piercing rounds is pretty much trivial, because the enemy is hardly protected. Also, really good mercs, with insane fire rates, vs clumps of troops out in the open.

In my game I upped the damage resistance of Blackshirts to 10 from 5 to counteract this. I wish there were a way to set Elite and Regular soldiers equipment selections differently though.

The Cheshire Cat
Jun 10, 2008



Danger-Pumpkin posted:

The mod Fiddler's is running adds a whole bunch of low tier armors that provide camouflage, but next to zero protection, and that the enemy seems to prefer these for quite a while. You might have noticed that his mercs don't upgrade armor much, and that he notes when they do. Most of the mercs seem to come with lower-mid tier armors in this mod, so the enemy doesn't give much worth upgrading to early on. And that means they are super squishy to Hollow Point rounds, and the reduced damage dealt by Armor Piercing rounds is pretty much trivial, because the enemy is hardly protected. Also, really good mercs, with insane fire rates, vs clumps of troops out in the open.

In my game I upped the damage resistance of Blackshirts to 10 from 5 to counteract this. I wish there were a way to set Elite and Regular soldiers equipment selections differently though.

They actually already have different equipment selections, in that they'll get gear a point or two of "coolness" (the in-game measure of when gear shows up by progression - essentially 1 point of coolness gets added per 10% progression) ahead of normal troops.

It doesn't make them equip better armour necessarily, since if the higher tiers still have the low protection armour, it's still all they'll get to choose from. But it does make it more likely, since higher tier stuff is generally better overall.

Concordat
Mar 4, 2007

Secondary Objective: Commit Fraud - Complete


Yeah Ivan is kind of expensive. Two mines isn't enough to keep him around for any amount of time unless you're selling off loot.

Gabriel Pope
May 16, 2009

diggle zone


Concordat posted:

Yeah Ivan is kind of expensive. Two mines isn't enough to keep him around for any amount of time unless you're selling off loot.

The Burn Notice gang has 2 mines under control and Ivan's carrying fee is like one-seventh of their budget. It's just his upfront costs that are massive.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Gabriel Pope posted:

The Burn Notice gang has 2 mines under control and Ivan's carrying fee is like one-seventh of their budget. It's just his upfront costs that are massive.

The Drassen mine is pumping out lots of cash, so once we get Ivan I'm not concerned about keeping him. We should have plenty. It's just taking a couple of game days to build up enough cash reserves to get him hired.

I still haven't decided if I'm going to pull the trigger once I have enough for Ivan and Dr. Q, or if I should wait until I have enough to get Ice as well.

'Cause you can't have a party without Ice.

Emissary666
Sep 6, 2010



FiddlersThree posted:

The Drassen mine is pumping out lots of cash, so once we get Ivan I'm not concerned about keeping him. We should have plenty. It's just taking a couple of game days to build up enough cash reserves to get him hired.

I still haven't decided if I'm going to pull the trigger once I have enough for Ivan and Dr. Q, or if I should wait until I have enough to get Ice as well.

'Cause you can't have a party without Ice.

How much longer would it take to afford Ice? If it is only a few days then wait, otherwise, there's no reason to not have Dr. Q on hand; you don't seem to have a medical specialist currently.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Emissary666 posted:

How much longer would it take to afford Ice? If it is only a few days then wait, otherwise, there's no reason to not have Dr. Q on hand; you don't seem to have a medical specialist currently.

Actually, that's a good point. I should probably bring Dr. Q in now so he can patch up Dimitri's DEX penalty from way back in the initial liberation of Chitzena, so everyone will be ready to go when Ivan and (at some point) Ice join the fun.

Broose
Oct 28, 2007



FiddlersThree posted:

Ultra-Violence

Sometimes, I wish this was a VLP just for these moments. Good God, those poor saps.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


EMERGENCY TEAM HUDDLE

I logged into AIM to hire Dr. Q, and what to my wondering eyes should appear...





...but the freshly available faces of both BLOOD and FIDEL.

I don't want to call for a full official revote, and I'm still moving ahead with the plan to hire Dr. Q and Ivan, but show of hands -- who thinks I should go with either Blood or Fidel over Ice?

Mister Bates
Aug 4, 2010


Blood for Maximum Sneaky Stabby Action.

Strachn
Aug 13, 2006



Fidel forever, that guy is a pimp.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


I should add that I'm currently playing, and whoever has the most votes by the time I've got enough money to finish the hiring, I'm going with.

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


gently caress BITCHES, GET MONEY. By which I of course mean Fidel.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!








EDIT: So I think the obvious solution is to use all that sweet, sweet Ivan money and just hire Blood, Fidel, AND Ice.

Cthulhu Dreams
Dec 11, 2010


FiddlersThree posted:







EDIT: So I think the obvious solution is to use all that sweet, sweet Ivan money and just hire Blood, Fidel, AND Ice.

gently caress that, Ivan is way cooler than all those chumps. That said Fidel is pretty sweet. But seriously.. Ivan man he is the best. Ivan > Fidel > Dr Q. > those other irrelevant guys.

redleader
Aug 18, 2005
Engage according to operational parameters

Fidel and Blood, gently caress Ice and Ivan (for now).

Promontory
Apr 6, 2011


I'd say take Blood and Ice since they are buddies. Ice can use that spare machine gun you have stashed away and train militia, while Blood is a pretty versatile general combat merc.

In comparison, Fidel is of a more limited use (unleash on enemies) and hasn't been quite himself lately. I haven't seen the Burn Notice show, but it would seem to me that Michael Westen & co. would find working with Fidel a bit problematic.

Flesnolk
Apr 11, 2012



Would going for Fidel, Dr. Q and Fox (since I saw she was listed as not being on assignment, in the screenshot) be worthwhile, if you have the money? Having two medical specialists couldn't hurt.

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



Not only are Blood and Ice buddies, but they also set you up for Magic later on.

redleader
Aug 18, 2005
Engage according to operational parameters

Promontory posted:

I'd say take Blood and Ice since they are buddies. Ice can use that spare machine gun you have stashed away and train militia, while Blood is a pretty versatile general combat merc.

In comparison, Fidel is of a more limited use (unleash on enemies) and hasn't been quite himself lately. I haven't seen the Burn Notice show, but it would seem to me that Michael Westen & co. would find working with Fidel a bit problematic.

Dramatic tension between characters is a key part of a good story. Hire Fidel.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


I went ahead and hired Fidel, Blood, and Ice. I've got a little more to play through, then I'll hopefully have time to chunder up a post tomorrow.

EDIT: Also, Ira is technically a medical specialist, as she has the Paramedic trait. She's not a full-on Doctor, but she can heal stat damage like Dr. Q.

Emissary666
Sep 6, 2010



FiddlersThree posted:

EDIT: Also, Ira is technically a medical specialist, as she has the Paramedic trait. She's not a full-on Doctor, but she can heal stat damage like Dr. Q.

Ira is a passable medic, but she is a high-wisdom-low-stat type that can really be turned into a jack-of-all-trades. I use the term "medical specialist" to refer to a character based around medicaling, like Dr. Q, who has side benefits but is mainly a medical specialist.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Emissary666 posted:

Ira is a passable medic, but she is a high-wisdom-low-stat type that can really be turned into a jack-of-all-trades. I use the term "medical specialist" to refer to a character based around medicaling, like Dr. Q, who has side benefits but is mainly a medical specialist.

Interestingly, although he has nearly double Ira's skill in Medical, also only has the same level 1 "Paramedic" trait. He does, however, have the tier 2 Martial Arts trait, along with Night Ops, making him kind of a medically augmented Blood (without the Throwing).

Koorisch
Mar 29, 2009


Goddamn, there are just too many guns, I don't even know which ones I should pick!

Can anyone give Me some tips?

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Koorisch posted:

Goddamn, there are just too many guns, I don't even know which ones I should pick!

Can anyone give Me some tips?

Really, it depends on what you're using your mercs for. For CQB/stealth-based operators, you'll probably want silenced pistols or SMGs with AET ammo. For regular soldiers, assault rifles with 4x ACOG scopes are the name of the game. It helps to have someone filling the designated marksman role with a longer-ranged, more accurate assault rifle (or specially designed designated-marksman rifle) with a 7x scope, and for sniper you'll naturally want a sniper rifle with a 10x. Anyone with the Auto Weapons or Machine Gunner skill should probably get a light machine gun like the Minimi, M60, MG42, or otherwise.

Within each category, it really comes down to preference. There are variances and tradeoffs in accuracy, damage, range, rate of fire, magazine capacity, attachments, and even seemingly minor considerations like raise time and weapon weight can affect your decisions, so it really just comes down to what you're comfortable with. Really, though, if you're new to the game (or just new to this mod), and you don't feel strongly one way or the other about whether your merc should keep his AKM or switch to that freshly dropped AK-74, then just be assured that enough attachments will make pretty much any weapon awesome.

EDIT: Ended up having to work late last night, so no update this morning (obviously). I should have it up tomorrow morning, though.

FiddlersThree fucked around with this message at May 12, 2012 around 17:43

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Drassen, Arulco
July 10, 2011 -- 1130 EST






With training of the militia proceeding well and Skyrider making regular cargo flights to the Chitzena harbor, Michael hacks the antenna once again to raise Fiona on the other side of the island.

“Hello, Michael. Are we about ready to make some decisions on fresh talent?”

“Almost. I’ve still got some files to review. What are our criteria?”

“My most pressing need over here is for a real doctor. Dimitri’s shoulder is still giving him problems. He doesn’t like to complain about it, but he’s still in a lot of pain.”

“Alright. I’ll hire on a medic.”

“Whoever you get, make sure they can kick a lot of rear end.”

“Naturally. What else? Any other recommendations?”

“I think we’ve got most of the bases covered over here. More machine gunners is always good. Oooh! And I noticed Fidel Dahan is available for hire.”

“Fidel Dahan? Who’s that?”

“He’s an explosives guy. Cuban. Legendary.”

“Wait, not the guy from the Cancun Catastrophe…?”

“That was never proven, Michael.”

“You want that guy?”

“Are you suggesting we don’t need guys who are really good at blowing things up? Besides, I doubt AIM would vouch for him if he was as out of control as you seem to think he is.”

“Do you really think it’s a good idea to bring on someone so potentially unhinged?”

“Michael, they’re mercenaries. They’re all unhinged.”

Michael wrestles quietly for a moment with Fiona’s excellent point.

“Fine. I’ll take a look at his file.”

“Thank you. And don’t forget my medic.”

“I’ll take care of it right now.”

“You’re so sweet.”

“Goodbye, Fi.”

Michael logs into the AIM website and navigates through the profiles. He settles on Dr. Q. Huaong, a Vietnamese medic with solid hand-to-hand and night ops skillsets.




A few moments later, the funds are transferred, and Dr. Q is on his way to Drassen. Leaving Ira in charge in southern Drassen, Michael grabs the Jeep and goes to meet the new recruit at the airport.

A few hours later…






“Dr. Huaong?”

“Mr. Westen, I presume? It is a pleasure to make your acquaintance.”

“And yours. I trust you’re up-to-date on what we’re doing here?”

“I read your briefing on the flight. Your fight seems a just one, and I am looking forward to doing my part to liberate Arulco.”

“I’m glad to hear it. We’ve already got your first job all lined up. There’s a helicopter spinning up right now. A man called Skyrider is going to fly you to Chitzena, where you’ll rendezvous with our other team. One of our people needs medical attention.”

“I will do what I can to ease his pain.”

“Good. I know you brought some gear, but have a look through the trunk of this Jeep and see if there’s anything else you might need.”

“Thank you, Michael.”





After selecting a few pieces of load-bearing equipment and a pair of tear gas grenades from the Jeep, Dr. Q hops into Skyrider’s chopper and is on his way.





Two hours later, he is welcomed into Chitzena by the assembled team of Fiona, Sam, Jesse, and Dimitri.


“Hey, nice to meet ya, Doc.”

“Likewise. I understand that there is one of you suffering from a wound? Perhaps I can be of assistance?”

“Dimitri took one in the shoulder about two weeks ago.”

“Pah. Is fine.”

Dr. Q turns to face Dimitri.

“Lift your arm above your head, please?”

Dimitri lifts his arm above his head.

“See? No problem.”

“Ah, your injured arm, please.”

Sulkily, Dimitri starts to lift his other arm, but stops with a grimace at the halfway mark.

“If you don’t mind, I would like to take a closer look at the wound. Is there a bed we can use?”

“Yeah, right there in the next room.”

“Shoulder is fine. I do not need help.”

Fiona gives him a warning glare.

“Dimitri…”

“…okay.”





Still grumbling, he accompanies Dr. Q into the barracks. Sitting him down, Dr. Q gives him some white willow bark to chew and begins unpacking his tools.





----------------------------------------


Meduna, Arulco -- Queen Deidranna’s Palace
July 11, 2011 -- 0041 EST








“Late night, my Queen?”

“Shut up, Elliot.”

“Yes, Your Highness. Right away.”

“It seems there is something you’ve forgotten to tell me.”

Elliot thinks for a moment, but comes up blank.

“Elliot, why are my troops in San Mona reporting a helicopter flying over their heads?”

“Well, it didn’t seem very important to me, Your Highness…”




Deidranna hauls back her arm to deliver a stinging slap.


Not very important? Did you take lessons in being a useless idiot?”

“Er, no, my Queen.”

“Elliot, if the rebels have acquired a helicopter, they can strike anywhere they like! They can reach Grumm! Alma!”

“Surely they will be defeated if they try to attack those cities, Your Highness.”

“I would like to think so, Elliot. I hope my soldiers prove to be more competent than you. Even so, I want them reinforced. The central SAM site as well. We must protect our airspace!”





------------------------------------------


Chitzena, Arulco
July 11, 2011 -- 0201 EST






Five hours later, there is a tiny *clink* as a bloody bullet drops onto a tray.

“Very good, Dimitri. You will likely have some pain for a short time, but please continue chewing the bark, and you should soon be restored to your full range of motion.”

Dimitri gives Dr. Q a grudging nod.

“Thank you, Doctor. It does feel little more good.”

“I am glad to hear this. Now, perhaps we should get some sleep. It is very late.”


-----------------------------------


The night passes uneventfully. His shoulder feeling much better, Dimitri returns to his maintenance work. Sam and Jesse continue their work with the militia, and Fiona brings Dr. Q fully up to speed on the status of the rebellion. He gets a chance to witness their progress firsthand as, that afternoon, two enemy squads make another futile effort to drive the rebels out of the harbor.





All 16 enemies are eliminated with the loss of only four militia.

Meanwhile, back in Drassen, Michael finally logs into Seymour’s website – “Bobby Ray’s Guns ‘n Things” and assembles a small test order – black caps and camouflaged undershirts, AET ammunition for his and Jesse’s pistols, armor-piercing rounds for the MG-42s and his and Ira’s Dragunovs, a specially designed SAW harness for Sam, a suppressor for the MP7 that Sam is currently carrying, and a remote bomb trigger for all of the explosives acquired from the Drassen mine.






“Alright. Let’s see if this works.”





He stares at the screen.

“At least he’s committed to the theme.”


The order placed, Michael logs back into AIM and proceeds with the hiring of three more mercenaries: Ice – an American auto-weapons specialist who comes highly recommended; Blood – a South African hand-to-hand and knife-throwing specialist; and Fidel – Fiona’s demolitions expert.





At 7:30 the following morning, the entire Drassen team assembles to greet the newcomers.






“Gentlemen, welcome to Arulco.”

“Hey, thanks, man! Glad to be here!”

“You know, word is starting to get out about what you’re doing down here. I’m glad to be a part of it.”

“Me too, brother.”

Michael glances to Fidel for his reaction. Fidel shrugs.

“Yes, yes. I is also glad. You keep give me money and bullets and enemy to kill, and Fidel stay glad.”

An awkward silence falls before Ira steps forward to break it.

“Yeah, well, nice to meet you all. Thank you all for coming and joining our fight. We’re expecting some supplies in the next few days, so for now we’re going to stick in Drassen and plan our next moves.”

As Ira speaks, Igor leans over to Grunty.

“Is too bad my uncle is busy now. We must keep eyes on Fidel.”

“Ja. I have vorked vis him before. He makes me a little nervous.”

“He is dangerous.”

Suddenly, Gumpy pushes his way between them.

“Don’t worry, guysh. I’ll keep him in line.”

With introductions taken care of, the trio of recruits picks through the Jeep. There is not much equipment to choose from, but they each take some additional pouches, harnesses and combat packs, and Fidel loads up with as much C-4 and C-1 as he can carry. Ice, naturally, picks up the rod-and-spring’ed M60 that had been set aside just for that purpose.





Two hours later, Michael finds the three men.


“I know you all just got here, but our pickets are reporting an enemy squad approaching from the west. Are you ready to get your feet wet?”

“Whatever you need, Bossman!”

“I am good to go.”

“Fidel is always ready to kill.”








“This whole area is tall grass, so stay low, stay quiet, and keep your eyes open.”

The squad begins to creep forward through the grass, and almost immediately they spot an enemy. Michael holds up his hand.

“Hold fire until my order. Get into firing--…”





Michael is interrupted as a gunshot erupts from Fidel’s weapon, and the enemy soldier spins away from the force of the bullet.

“Fidel! I said hold fire!”

“Leave me alone! I’m busy!”

A second enemy, alerted by the gunfire, runs towards them, and Fidel turns his weapon and guns him down.





With the enemy now fully aware of the attack and approaching rapidly, Michael has no choice.

“Alright, fire at will!”

As targets appear in the grass, Ice, Michael, and Fidel lay down fire, taking out five soldiers as Blood, armed with a shorter-ranged SMG, makes sure no enemies get too close.





With those enemies eliminated and a momentary quiet falling, the team picks up and moves deeper into grass to smoke out the rest of the squad. Near a small copse of trees, Blood stumbles upon a trio of targets; he gets two of them, while Fidel takes out the third.





Pressing on, they carefully search the field for the stragglers. After a long hunt, they manage to find the last three enemy soldiers, which are split between Blood, Ice, and Michael.






As Ice and Blood collect gear from the fallen, Michael steps up to confront Fidel.

“You want to tell me what that was about?”

“What was about?”

“When you shot that soldier. I specifically said to hold fire.”

Fidel shrugs.

“Huh. I did not hear. So sorry.”

“Is this going to be a problem again? Or are you prepared to follow my instructions?”

“It is problem that Fidel kill bad guys?”

“It’s a problem when you do it before we’re ready. It puts our lives in danger, and if it happens again, I’ll cut your contract and ship you home. Are we clear?”

“Oh, yes. Very clear, like water.”




Fairly low-level gear here, but there are some things we can use. Fidel picks up the BAR and the M1911A1, and Blood takes Fidel’s AK and the MPL SMG. Some of the armor – particularly the helmets, LW Armor, and Zylon pants – are also distributed among the trio.





The team returns to Drassen and settles in, training their skills, maintaining gear, and becoming familiar with the rebel effort. The next day, Michael receives an email from “Bobby Ray’s” confirming delivery of his shipment.








The gear is distributed, with Michael, Ira, and Igor snagging their shares of the ammunition, and everyone taking advantage of the black caps and underarmor camo shirts. Fidel also grabs the remote detonator under Michael’s watchful eye.





With their supplies sorted, the team prepares to make their next move.



----------------------------------------


It seems this might be an appropriate time to rejigger the squads a bit. Our current plan is to send one team into San Mona to meet with Kingpin, and a second assault team to liberate Grumm. Here are the personnel we have to work with, along with the role(s) they have the skills and equipment to serve:

Michael Westen: Designated marksman, stealth/CQB, repair
Fiona Glenanne: Sniper, demolitions
Sam Axe: Machine gunner, team leader, scouting, militia training
Jesse Porter: Rifleman, stealth/CQB
Ira Smythe: Designated marksman, medic, militia training
Dimitri Guzzo: Rifleman, stealth/CQB, repair
Igor Dolvich: Machine gunner, night ops
Helmut ”Grunty” Grunther: Heavy weapons, team leader
Tim “Gumpy” Hillman: Rifleman, repair
”Dr. Q” Huaong: Medic, night ops
Keith “Blood” Hanson: Rifleman, stealth/CQB
Ice Williams: Machine gunner, militia training
Fidel Dahan: Machine gunner, stealth/CQB, demolitions

We currently have 13 soldiers, which means they’ll need to be split into three or more squads (squads have a max of six). What seems most reasonable would be maybe two squads of four or five to hit Grumm, and then one squad to go into San Mona. How should they be divided?

This isn’t going to be an official vote, but I’d love to hear ideas.


-----------------------------------


Also, by request, here are the stat sheets and employment logs for everyone on the team as of the end of this update.


















































Concordat
Mar 4, 2007

Secondary Objective: Commit Fraud - Complete


The kill counts in this game are kind of unrealistic, but that is bound to happen in a video game centered around a small group of soldiers.

Also, this LP probably has a higher bodycount than all the seasons of Burn Notice put together. Michael's starting to get into Jack Bauer territory.

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


It kinda follows, though. From his interactions with Larry Sizemore, we know Mikey isn't an angel by any means. We've never seen what he's like outside Miami.

Rabidredneck
Oct 30, 2010

Not pleasant when angered.

Three squads of 5/4/4 should work. One of these days I've gotta try this game. Stupid finances.....

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


Rabidredneck posted:

Three squads of 5/4/4 should work. One of these days I've gotta try this game. Stupid finances.....

It's like 9 dollars on Good Old Games. An extra five or six if you want Wildfire too.

Danger-Pumpkin
Apr 27, 2008

I love physics,
in theory.


How did you give your IMP mercs all those skills? Can you do that with NPC mercs? Can you do that with personality traits?

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


Danger-Pumpkin posted:

How did you give your IMP mercs all those skills? Can you do that with NPC mercs? Can you do that with personality traits?

I'm pretty sure he just edited the game INI file to give extra build points for IMP mercs.

Danger-Pumpkin
Apr 27, 2008

I love physics,
in theory.


Agent Interrobang posted:

I'm pretty sure he just edited the game INI file to give extra build points for IMP mercs.

Right, but I mean the traits. Like, Michael has at least five, and I don't see a way to increase the number of available trait points.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Agent Interrobang posted:

I'm pretty sure he just edited the game INI file to give extra build points for IMP mercs.

Yep. The particular mod build I'm using defaults lets you pick a crapload of skills (I think 3 Major and 2 Minor, but each Major pick can be traded in for 2 additional Minor picks). The skills do, however, cost points. I switched the build points from 500 to 750 for character creation, but I think I only actually ended up using all of them for Michael. For Fi, Sam, and Jesse I just set what I thought their skills would actually be and ended up with some unspent.

Also, unless I hear a chorus of differing opinions, I'm probably going with the following team breakdowns:


Team San Mona:

Michael Westen: Designated marksman, stealth/CQB, repair
Sam Axe: Machine gunner, team leader, scouting, militia training
Fidel Dahan: Machine gunner, stealth/CQB, demolitions
”Dr. Q” Huaong: Medic, night ops


Team Grumm:

Squad A:
Fiona Glenanne: Sniper, demolitions
Dimitri Guzzo: Rifleman, stealth/CQB, repair
Igor Dolvich: Machine gunner, night ops
Helmut ”Grunty” Grunther: Heavy weapons, team leader
Tim “Gumpy” Hillman: Rifleman, repair

Squad B:
Jesse Porter: Rifleman, stealth/CQB
Ira Smythe: Designated marksman, medic, militia training
Keith “Blood” Hanson: Rifleman, stealth/CQB
Ice Williams: Machine gunner, militia training

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Gabriel Pope
May 16, 2009

diggle zone


FiddlersThree posted:

Team San Mona:

Michael Westen: Designated marksman, stealth/CQB, repair
Sam Axe: Machine gunner, team leader, scouting, militia training
Fidel Dahan: Machine gunner, stealth/CQB, demolitions
”Dr. Q” Huaong: Medic, night ops

I have high hopes for San Mona

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