Counter Attack-Battle Turn 3
(Shooting: Artificial 100!, Maneuver: Artificial 100!)

"The anti-ship teams seem like the bigger threat."

Thunder
<
Understood, you take them out. I'll take care of the the escorts. >

"Wait!" Before you can protest she's already slammed her shield into an enemy Zaku before blowing it's top have off with a blast from her shotgun. She'll be fine, probably.

You line up a shot on one of the Zakus carrying a bazooka and fire a shot that rips straight it's it's center of mass.

Anti-Ship Team
< The enemy is using a new type of Mobile Suit! >

<
Those colors! It's the 188th! >

Another Zaku, dodging AA fire, leaps into your sight-line. It fires it's bazooka at you in desperation but you easily side strafe out of the way killing it with a shot from your rifle.

Jormungand
< Anti-Ship, what's the hold up? We do not have the ammunition to kill both the Battlecruisers and the targets. >

Anti-Ship Team

< Enemy ace team is killing all our escorts! We need backup! >

Andrey Dolzaev
<
We have none to give. Work with what you have. >

You move above a group of three and fire at the lead. You hit his reactor and it goes critical killing the entirety of the group. As you move to line up your next target you get an overwhelming premonition and dodge to the right spinning around as you move. A shot form an Anti-Ship Rifle lances though the Zaku you had in you sights a second ago, you fire a shot though the offending MS' center.

< Wow! Look at them go! They really do live up to their names. >

<
You wanna let them have all the glory?! Charge you apes! >

Anti-Ship Team
< These aren't men, they're devils! >

As you dodge machine-gun fire from an escort, you hear a message over the radio.

Thunder
<
Skadi, heads up. >

Another Zaku slams into the one that had been firing at you, you fire a beam though the both of them.

Thunder
<
How would we count that kill? >

"I think we would both take one."

Thunder
<
Affirmative. >

Anti-Ship Team
< This is the assault team! We no longer have the fire power to kill the enemy ships! Fallback to the Jormungand! >

What should you do next?

[] Assault the Jormungand

[] Move to help the rescue team

[] Move to help the destroyers

(Your Beam Rifle has 20 shots, you have 1 reload)

"Skadi"-Vehicle: Pixie Warlord
ECA-Green
Status-Green

"Thunder"-Vehicle: Pixie Warlord
ECA- Yellow-Green
Status-Green
 
We wrapped up that portion quickly now the question is do we take the giant canon or move to safe the survivors. With the speed we cleaned up it might be fast enough to save them. Also if the Ace shows up we can kill it and deal more damage to the TZ then taking out a single super weapon that can't move on its own. We have weapons that are prefectly suited for dealing with something like the cannon that is a sitting duck. The Cruisers with railguns. If we take out another Ace then that robs TZ of even more leadership and talent making the future ops easier.

[X] Move to help the rescue team
 
@manofjay I looked it seems the only way to get Gundam Breaker 3 for PC is to illegally download it so that aight happening. I have been looking for a Gundam game that I could play so I might just buy it for my PS4.
 
How do I do that I stopped using emulators a while back so I don't know how to use them anymore?
I'm not sure, if you do visit the "X marks the spot" part of the internet having a legal copy means you technically aren't doing anything illegal. The only reason I know so much is that I have a friend who "regularly raids the Spanish coast" so to speak.

Giving the vote another hour and a half.
 
[X] Assault the Jormungand

Because in the update before this they were noted to have plenty of ammo, they're in range of a large chunk of the fleet, and they'll keep shooting if we don't apply at least a bit of pressure on them thereby increasing the number of people in need of rescue as a result. Also there is the wreckage of the Bila to use as a bit of cover for an approach, and if we're lucky the remainder of their ms teams will fall back back in panick to protect their ride home when it is 'threatened' due to the morale loss from their anti-ship team getting massacred.

This would essentially neutralize the Jormungand without even destroying it as their disorganized ms teams will make getting a clean shot difficult.
 
[X] Assault the Jormungand

Because in the update before this they were noted to have plenty of ammo, they're in range of a large chunk of the fleet, and they'll keep shooting if we don't apply at least a bit of pressure on them thereby increasing the number of people in need of rescue as a result. Also there is the wreckage of the Bila to use as a bit of cover for an approach, and if we're lucky the remainder of their ms teams will fall back back in panick to protect their ride home when it is 'threatened' due to the morale loss from their anti-ship team getting massacred.

This would essentially neutralize the Jormungand without even destroying it as their disorganized ms teams will make getting a clean shot difficult.
And in this update they just said they don't have the ammo to take out the targets and battlecruisers. Also the cannon is not "their ride home" it has no motive power. It is literally a giant gun that can not move. In fact it needs to be disassembled in order for it to carried away.
 
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And in this update they just said they don't have the ammo to take out the targets and battlecruisers. Also the cannon is not "their ride home" it has no motive power. It is literally a giant gun that can not move. In fact it needs to be disassembled in order for it to carried away.
Ammunition isn't that much of an issue given the penetration powers means they can just be patient about allowing ships to line up making it prudent to not give them that time, and the casualties from further loss of ships is liable to be larger than those saved from supporting the rescue teams seeing as it can shoot through multiple ships when they line up.

The gun was noted to be mounted on the bow of a Musai, and while that can carry early model Zakus more relevantly it is grouped with their dedicated carriers with probably very little in the way of screening elements seeing as they absolutely need this attack to succeed. So threatening their ride home comes hand, and hand with assaulting the lead Musai
 
Ammunition isn't that much of an issue given the penetration powers means they can just be patient about allowing ships to line up making it prudent to not give them that time, and the casualties from further loss of ships is liable to be larger than those saved from supporting the rescue teams seeing as it can shoot through multiple ships when they line up.

The gun was noted to be mounted on the bow of a Musai, and while that can carry early model Zakus more relevantly it is grouped with their dedicated carriers with probably very little in the way of screening elements seeing as they absolutely need this attack to succeed. So threatening their ride home comes hand, and hand with assaulting the lead Musai
It can not shot through multiple ships. If the ships were the older cruisers without the armour refit then it might be able to go through one or two but the new modern ships with the upgraded armour can tank the hit. It will mission kill the ship but will not destroy it.

As for the mounted gun that ship is more or less dead in the water when the cannon fires it releases particles and emps that knock out ships. Our ships are safe because they are more advanced and have much better electronic shielding the Musai is an older pre-refit of any kind including the original Zeon refit of canon. That means the moment the cannon fired the ship shut down. That is why they can't have any other ships around it when it fires it would knock them and probably MS out as well. As for the carriers unless they are planning on leaving the Cannon behind they can't be use to carry the MS.
 
Counter Attack-Battle Turn 4
The wreck of the Rome was a war zone, Pixie was spraying his pair of 90mm Rifles and Head Vulcan into the crowd of fighters and MS. GK was locked in combat with a Zaku that seemed to have the legs of Dom. A GM missing it's right arm and left leg was hooked up to the wreck, covering transport shuttles moving from the Rome to a pair of destroyers near by.

Where do we help?

[] The wrecked GM (Roll 2d100)
[] GK (Roll 2d100)
[] Pixie (Roll 3d100)

Where does Thunder?

[] The wrecked GM
[] GK
[] Pixie


(Your Beam Rifle has 20 shots, you have 1 reload)

"Skadi"-Vehicle: Pixie Warlord
ECA-Green
Status-Green

"Thunder"-Vehicle: Pixie Warlord
ECA- Yellow-Green
Status-Green

"Pixie"-Vehicle: Pixie Warlord Solo Wing Custom
ECA- Yellow
Status- Yellow-green

"GK"-Vehicle: GM Plus
ECA- Red
Status- Yellow
 
[X] GK (Roll 2d100)

We'd better help out GK.

[X] Pixie

And Thunder should go support Pixie.
 
[X] The wrecked GM (Roll 2d100)
We need to protect the transport Pixie is more than capable of dealing with these fighters on his own.
[X] GK
Thunder is the best close Quarter fighter we have and that is what GK is dealing with send her to save his ass.
 
[X] GK (Roll 2d100)

GK can't catch the space spec'd Zaku.

[X] The wrecked GM

Don't want to lose the survivors.
 
Guys a high-mobility test type is very fast and good at closing in for CQC that is our worst stat. Getting into that fight puts us at a major disadvantage let Thunder who is specced for CQC handle it.
 
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