>>5725512>>5725513You know you could easily strike and take the network station before so much as a single force rises to meet you, but you’ve got the other station to worry about. Preventing any enemy ships from taking off to chase you is going to prove quite useful in the long run, and part of the process you want to foster is thinking for the far future instead of just the next day.
“Make your move, Slip, we’ll back you up!” You say, positioning your Landmaster to the front of the AA gun hangar’s south side.
Falco begrudgingly does the same, and you both scan for targets as the alarm is finally signaled.
You hear a faint thud from above.
[COMMS - Slippy Toad]
“I’ve got a wire in! This thing’s old, shouldn’t take any time at all!”
[ENEMY - Communications Post]
“CP to any Airstrip Ground Leads! We need anti-tank squadrons formed ASAP! Air leads, coordinate and get Invader ships into the sky! Surround ‘em!!”
[ENEMY - Air Alpha]
“CP, this is Air Alpha. Taking off from the hangar in twenty seconds!”
[COMMS - Falco Lombardi]
“Slippy…”
[COMMS - Slippy Toad]
“Great, I only need ten!”
In the faint morning light shadowed by the eastern rocks, you can see ground troops scrambling from armories, becoming further disorganized by a hail of suppressing laser fire from Falco.
[COMMS - Slippy Toad]
“Alllllll done! Hopping down to see the fireworks!”
To your north you witness Slippy’s Walker land, still retracting its hijack wires as he similarly takes aim at the scattering ground troops.
The various hangar doors open from above, and a pair of ships launch from the east and west hangars each… Only for the west hangar ships to be torn apart by heavy fire from the anti-air gun and spin themselves into the northern sands…
(Continued…)