This, proves one thing. If I know anything but driving, I know rock-paper-scissors, and I know poker.
Fleetwood has the strongest hand.
Toecutter has the second strongest hand.
By all appearances, we have the weakest hand.
Toecutter wanted to take the pot (Ark) before Fleetwood did, because once Fleetwood gets it, Toecutter will be unlikely to get it back. Thus, when his attempt at diplomacy failed, his outright declaration of assault.
But, what both Fleetwood and Toecutter don’t know is: we’re still holding our ace, Stretch’s head.
To best Stretch’s head we need all available mechanics on 2a.
For the Mechanics to do their job, we need most every good scout on 3.
The majority of guns should be in 2b. I know Cougar is promising you less, but if we get most of the group swapping from mission 1 to mission 2b, then she should shift the rewards accordingly. And she and Blazer should thank the living fuck out of Bubba for being so good at counterintel.
That leaves, Mission one.
Mission one needs the best gun. Whomever the best gun is, give that person one (or two) of the 50cals for our Naval haul to grease the skids.
Mission one needs the best scout. Whatever can be done to tune that scout (Lucky Stark Charms and/or some of that Stark Fuel) should be donated for great pwnage.
Mission one needs the best hauler, that’s me. All I ask is that I get healed for this mission. And a thick slice of deep dish pepperoni with mushrooms.
That’s 4 of us: Cougar, best escort, scout, and me. I didn’t hear anything about mechanic-specific challenges at the chapel, but if someone notes one, then we could use our best there.
Look Mission one folks, this may well be a suicide mission. We need to stay alive and “Entertain” Fleetwood long enough for the scouts to find the cipher keys, and for the mechanics to crack them. But, Fleetwood has not yet declared open war on us, whereas, Toecutter has.