better to skip the repairs on the KGC for now, I'd say, and get everyone else up to speed. missing an arm and a torso means all hit tot hose locations will go right to the CT, and limit my effectiveness. I'd rather have you guys all up and running and be in something a little less deadly myself.
my guess is that unless we take a turn off from a mission, the KGC will be out of commission until after this mission (and then Prometheus is starting), better to get everything else up and functioning.
That's right, you've got a Phoenix Hawk as well. I'll see what we can do with skipping 2 mechs. That may give us a better shot of getting either the Whammy or Axman completely fixed.
LOL, the cripple kings ride to glory. I'm good in whatever we want to put me in, Wham or Griffindor or Hawkbrah. I would love to get your Axman repaired full
Alright, we'll focus on Victor and Axman. That with the Wolvie and Phoenix will give everybody jump jets and at least 4/6 speed.
The Warhammer stands a decent chance of being somewhat functional by next turn. If you can get the right torso back on it, it will only be short one PPC. But yeah... Axeman and Victor first.
I'll work on Axman and Victor first. Any time left over will go to the Whammy, if it gets done too great if not then we've got backups.
Good news, Axman and Victor can be fully repaired with 16 mins left over! Spoiler Victor: Reload 2 Gauss ammo 118 mins -5 replace 7 armor LT -4 replace 5 armor RT 109 mins Axman: Repair first- 207 mins -4 replace 5 armor CTR -3 replace 4 armor LT -2 replace 2 armor LTR -2 replace 2 armor LL -13 replace 20 armor LA -20 replace 31 armor CT 163 mins repair RT- 111 mins -15 replace LRM20 -15 replace LRM20 ammo bin -15 replace LRM20 ammo bin 66 mins RA- 126 mins Total - 464 mins See repairing JUST my RA and the components takes more time than patching up the Victor. And that's after the time to repair the rest of the Axman and the entire RT as well. Gonna have to roll a 6 each to get the RT and RA replace but every other roll is 3 or less.
Any opinions here? Need to know so we can advance the turn. If we sell it we can free up room on our RTV to salvage something else later.
there is a wrinkle in this plan unfortunately: Each lance has a 480 minute pool for maintaining their lance. Your lance owns so many mechs that in order to keep up with maintenance, your PH was mothballed. This does not mean it is scrapped or broken. It just means that it was put in long term storage so that you could take the Griffin and still have some wiggle room for any other mech you salvaged. With the recent acquisition of the Wolverine, you guys are maxed out in terms of "combat ready" mechs. Any more you claim will need to be sold or mothballed until you decide to use them. One other point to make: mothballed units are not carried on dropships since storage is a premium. Normally, they are unavailable for the duration of the campaign. However, there is one limited exception: mothballed units may be put into combat by hiring a third-party transport... but this will cost you C-bills. Unfortunately, the 480 minute pool for maintenance is a hard cap. Simply put, you can only have so many mechs active at one time. I don't know the exact numbers, but I can say that heavier mechs cost more time than lighter mechs. For example: Alpha Lance = 345 minutes (not including Skwi's Hatchetman) Delta Lance = 450 minutes (including Skwi's Hatchetman) light = 45 minutes medium = 60 minutes heavy = 75 minutes assault = 90 minutes