On the planet Hoonoez Minor, Hoonoezian Defense desperately works to defend a major base from the invading Watchamacallum Assault Marines. Watch as this historic Mech engagement is relived in this battle!
About this creation
Taurus II Boomer and Blizzard. Heavy Mechs, well-armored, both carrying rotary cannons. the Boomer carries a 90mm cannon, whereas the Blizzard has an anti-armor missile pod with four missiles, an underslung grappling cable for rough terrain and climbing, and a shoulder-mounted repeating laser cannon for anti-personnel purposes. It should be pretty easy to tell which marker is which.
The T-96 Cuckaburra dropship. Lightly-armored and very vulnerable when its shields aren't up. carries twenty-four rockets and a chin-mounted rotary cannon. Can carry: two Taurus IIs, four Foas, two squads of infantry, two Dewbacks, or a Behemoth-1.
Grenadier Support Mech Mk.II. OL/D-capable (insertion from orbit via specialized drop pods), well-armored, equipped with two rapid-fire dual heavy laser cannons, two grenade launchers (eight rounds each), and twelve short-range missiles.
Crab-4 OL/D mini-Mech. also OL/D-capable, immensely well-armored, armed with full-auto assault carbine (good for close-quarters combat) and two anti-armor rockets (effective against light vehicles). Can eject shoulder and leg armor plates so as to use jetpack for minor flight capabilities.
Explanation of infantry units and unit markings: two different units of the same general class (i.e. Heavy Mech, light Mech, tank, etc.), particularly if unit marker is only one piece, are marked by differently-colored transparent pieces added on top (or, in the case of units with more than one piece on their marker, just colored differently). This way you can tell between different kinds of mini-Mechs and such.
One marker, for infantry, marks a squad. In this battle, one squad has six mini-Mechs, or, in the case of the Crab-4, three mini-Mechs to a squad.
Behemoth-1 Superheavy Mech. Enough armor to withstand most forms of explosives, twelve anti-personnel sentry guns, two medium laser cannon turrets, a pair of railgun turrets, six semi-auto grenade launcher turrets, three AA flak turrets (not much use in this battle), and a nuclear warhead cannon with four shots. The Behemoth also carries supplies to reload ammo or make minor repairs on other Mechs, and an advanced sensor array. The Behemoth is very slow, maxing at 38 MPH (similar to an AT-AT), making it somewhat cumbersome to bring along.
AC-57 Foa Light Mech. well-armored for its size, carries two powerful proton beam riflers for dicing up enemy Mechs and two flamethrowers. Fairly fast, though not as fast as most light Mechs.
the Foa is differentiated from the Sentinel Light Mech by a brownish transparent 1x1 plate.
Dewback Multipurpose Weapons Platform. A Quadrupedal Light/Medium Mech designed to carry a huge variety of different forms of weaponry and turrets. fairly slow, next to no armor, with death itself mounted on its back (gotta have a little humor every here and there :P)
An explanation of turrets: those little clip-pieces are turrets. black are laser cannons, a decent threat to just about everything. Yellow are anti-air turrets. They can't fire on ground troops, but are very deadly to your dropships. I'd advise landing away from them. Pink is the Behemoth's nuke-tossing turret. White are missile pods (Dewback only). red are ACP turrets (also Dewback only). Purple is instant death, or 230mm Warhammer sniper cannons.
The Dewback's 230mm Warhammer sniper cannons. powerful enough to punch through... well, pretty much anything. your Behemoth will be somewhat safe. Its sniper rounds pierce armor then let off an explosive charge that vaporizes the Mech's insides. yeah, Instant Death.
Severely limited by the Dewback's own sensor equipment, which reduces its range to about thirty studs. Can be boosted by the sensors on either the Behemoth or the artillery platform (to be explained later).
Missile pods. Thirty-two missiles total (eight per individual pod), each eight feet long, crammed with baradium explosives. all guided. More Instant Death.
Heavy ACP Repeater Turret. Chews through 800 plasma rounds per minute. ...per individual cannon. Rotating barrels. Belt-fed. Cuts through light targets like paper. Enough recoil to rattle the gunner's teeth off. Very Loud. ...What's not to love? (Yes, even more Instant Death).
Sentinel Light Mech. Armed solely with a light rotary cannon for decent anti-infantry purposes. fast when moving in a straight line, but otherwise sluggish and unmaneuverable. Poorly armored. Serves two main purposes: scout duty and as an effective replacement punishment in the place of peeling potatoes. (when you're as bored as I am writing this now, you add in a lot of humor to all your otherwise-serious military talk)
Corsair Medium Mech. Decent Armor, Decent speed, Decent maneuverability, Decent weapons, Decent... ehh, whatever. Equipped with two semi-automatic fires-as-fast-as-you-pull-the-trigger medium laser cannons, two DPC launchers, and twelve short-range missiles.
-Main Base. The defenders' main base, and the key objective for the attackers. entry points on roof and front, four AA towers to keep away dropships.
-Plasma bridge. Primary crossing point for the river. Must be captured to turn on/off the plasma bridge. Can be entered from either side of the river.
-Secondary bridge. Heavy duracrete bridge, difficult to damage or destroy.
-Artillery Platform. Elevated platform (far right side of map) for sniper/artillery Mechs. sensors built into the platform give Mechs a full view of the battlefield.
-Heavy Turbolaser tower. Built into mountainside. sending OL/D units to capture it is virtually essential to keep it from destroying dropships before they land.
-Pillbox bunker. Located near the heavy turbolaser tower. Duracrete makes it near-invincible to heavy units' fire. heavy repeating blasters make it very dangerous to infantry.
-AA Towers. short-ranged (with the exception of the base's four towers), but VERY dangerous to dropships. Can't be used against ground units.
-Mech Service Hangars. Three Mech hangars, two next to the base and one near the artillery platform. Can be used to make repairs on Mechs if captured.
Quoting Rich Collins... 257th Wolf
Your over use of the term "Instant Death" is mildly unsettling. Give me a few moments to write all this down, and then i might have some questions for you. Untill then, Just Add Water...
Okey-doke, I finished the map description. Sorry it's brief, I was trying to hurry and get done. And I only used "instant death" four times, all to describe the Dewback's three weapons. :P (though it only really applies to the sniper cannons)