
I guess I'll kick things off.
Ahhh! Another glorious week of Secret Missions that result in half the Kilrathi fleet disappearing. Especially since I'm playing the KS version with the FoF issues in the Dralthi Stealth Missions.
Firekka 1:
Things are nice and relaxed at the moment, everyone's enjoying a bit of a cake-walk after Thor's Hammer. Bluehair's showing a bit more personality in the talks than he ever has before. I'm suprised at what Iceman said about not surviving Thor's Hammer, I don't think I recall him having any doubts during SM1.
Ahhh, a nice easy escort mission. Or Not. Those new dralthi are a definite improvement over the last model, they left some nasty dents in Iceman's fighter before we finished them off. The second Nav was better. Salthi are the last things I'd attack capital ships with. I send Iceman's dinged up fighter home while I investigate the high energy reading and immediately wish I hadn't. 1 Hornet against a Destroyer and elite Gratha pilots is long odds. I manage to weave through their fire enough to take out the Ralari and I think Kilrathi friedly fire took out a Gratha, leaving me 3. Those things take ages to kill, even from behind with only a pair of lasers. I finish off the last Gratha only to have 4 Krants jump in. With my ship badly banged up and low on fuel, I afterburn towards the 'Claw to let them know that the Imperial Guard are here. I get a Bronze Star for my efforts.
Firekka 2:
Everyone's remarkably calm considering the Kilrathi presence in the system. Confed forces seeming to chase away a Kilrathi fleet must have cheered them up. Given Angel and Blair's history, Angel & Spririt chatting about Blair's shore leave may not be as innocent as it sounds....
Now that the shock of decent Dralthi has worn off, they're a lot less troublesome. Iceman and I blow through them and the Krant easily, and then we hit Nav 2. 3 Fralthi and a buttload of Jalthi. I order Iceman back on my wing and we afterburn straight towards the 'Claw. Fortunately, we enough of a lead up to navigate the minefield safely. Colonel Halcyon is very pleased that we just burned out of there, though it's going to take one hell of a strike force to blow up that fleet. My reward is a transfer to a Rapier and a place at the signing of the Firekka treaty.
Firekka 3:
Blair is continuing to show a personality. He actually speaks in all three conversations this time. Shotglass is joining me in worrying that you don't send three major warships and your elite fighters to guard a convoy to the middle of nowehere. Paladin talks of retiring and buying a ship, possible finding some other way to keep himself entertained and Bossman wants to take his family to Firekka. Given Hunter's time on the planet that could be interesting.
I'm back in a ship with guns for this mission, but I also have Knight on my wing. Given the way he's behaved the last few times I've been paired with him I'm a little nervous. Sure enough Captain Head-To-Head pulls off his usual trick with a Hriss and has to be sent home, leaving me to destroy the carrier. At least I had the rocks to help me bag cats in the asteroid fields. Note to Kilrathi HQ: Gratha aren't manueverable enough to fight in asteroid fields. I get a Silver Star for taking down the Snakeir.
Firekka 4:
I wonder what Gerry Rivers has done to get such a reputation? I also hope that Confed is making some major pushes forward since the Kilrathi seem to be making a run for it all over the place. Poor Spirit, it would almost be better for her if her fiance had been killed.
Addendum to last message: Jalthi even more so. At least the rocks meant I didn't need to nursemaid Knight. He actually survived Navs 1 & 2 without a scratch. Then got beaten up by a Dralthi, which is kind of embarrasing. Both transports made it out without a scratch, which doesn't at all make up for Bossman's death. The Bronze medal ceremony left a bitter taste, but I guess it must help morale.
Firekka 5:
Paladin and Shotglass have seen enough to get through Bossman's death okay, but Angel's taking it really hard. This actually really neatly fits in with the "Never Existed" plot in the Wing Commander Movie, even the bit when you try to talk with Angel seems more like ex-lovers than shipmates.
I'm in a Raptor with Spirit for this mission. She seems to have focussed Phillip's capture into her flying skills. It's a welcome change from Knight. It was strange to be defending a Fralthi, at least now their toughness is put to good use. I got pretty badly shot up by a Krant while chasing one that was attacking Hobbes' ship, fortunately Spirit took care of herself and some Dralthi at the next encounter.
Firekka 6:
Angel seems to be getting over what happened with Bossman, using the letter to get some closure. Again, the bit about sitting with Angel fits well with their romance in the Wing Commander Movie. Then again, it does mean listening to Maniac's craziness for an hour. I love how Shotglass thinks that the entire Kilrathi fleet only rates as "Trouble" to the Tiger's Claw.
A bunch of Firekkans are leaving the system and it's our job to make sure the get out okay. This is the sort of mission the Raptor is made for, getting in close behind Kilrathi ships and blowing them away quickly before they can hurt what you're escorting. The Dralthi Mk II is getting less menacing by the mission. They were easy pickings this time around. I love the idea of sticking around after being given the chance to retreat, it strikes me as just the right response.
6 missions, all of them in the same system but with three different ships & wingmen. Next week the fun continues from the Corsair system.