Welp finally squeezed out the first 6 months. To the report.
Report 1: Hatches, Fists, and Fire.
We start with 4! repentia, one specter, and one lunatic. An auspicious starting line up for a muscle challenge. But the first mission, an academy nurse bus, has the other boot, las chargers for everyone. Thank fuck it was night or i would have been chewed up something awful. As its stood the only lunatic gal gets to spend the next 40 days in recovery cause i forgot personal computers make light you cant see visually.
We take a different approach to base building and expanding, focusing on brainers before anything else. This seems to have been alot more effective then including plantations in the early stages. We prioritize dogs and peasants, cause we are already down to 4 gals for the immediate future. Mess hall shortly after to speed up that month+ recovery.
On the tech gate front good news, thrice be damned wrench turns up from interrogations in march so im already well ahead of my previous milestones in that respect which was November. Workshop still needs durathread, but that just waiting for some guild to show, not 8 months for a bloody wrench.
Mess hall goes up and we keep stacking brainers reaching limit of 16 in early may, also a second barracks.
On the missions front we start bounty hunting as soon as possible and start gathering tokens, cause i know i need a few thousand from the alliance to cover the must haves. Sadly jack seems to be the frequent customer. We also start undersea ops early in hope of getting bank tokens that way, since the barn missions are not particularly efficient without bigger explosives. It does pay off as we get 2 with fish and crabs that yield old money. We take a bit more speedy/safer approach to the red light villas, break into the cell with the castaway grab her and leg it. Saves me plenty of injury time compared to last run.
Gear wise we are rocking the handle with javelins and Molotov as support weapons. The repentias get barb(s) when that gets researched, regular lunatics get Rogue. The usual assortment of canteens and booze is around.
Recruitment is a little lower then the last run, as about half the gal distress calls had no gal. And one of those was catgirls in a jungle which was......butt puckering. Also had one against reticualan hybrids, and another vs giant beetles. But hey doggos propping up the ranks is working for them moment.
May is nuts. 4531 end score. A temple of sirus goes quite pear shaped when a neophyte molatovs the gals stacking up for the breach, after withstanding two gals wailing on him with clubs as he came out the door. We survive charred but alive. We catch an acadamy cutter with an exceptionally well armed crew, the weakest weapon present is a heavy shottie which is also the most common, and an AMG, and a light flipping cannon. That mission was a hatch camp to the max. And there was a shrine ship as well which we noped out on, cause celatids 4 tiles from spawn.
June is comparatively quiet which is good cause the gals are are burnt, shot, and otherwise pretty chewed up. We use the heaps of fund from may to plant our arctic base and start getting plantations underway. Garrision is a bit light, being just the specter and a trio of tamed reapers, not nuff gals to go around.
We gather a surplus of jack tokens and decide to spend them on a getting a piranha to chase craft with. Not much else to note, wheres my cake.