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File 127877982017.png - (10.15KB , 785x458 , Chapter 3.png )
205793 No. 205793 ID: 35cea2

WIki: http://tgchan.org/wiki/The_Icon
Prelude: http://tgchan.org/kusaba/questarch/res/95660.html
Chapter 1: http://tgchan.org/kusaba/questarch/res/95893.html
Chapter 2: http://www.tgchan.org/kusaba/questarch/res/132287.html
Discussion 1 (Closed): http://tgchan.org/kusaba/questdis/res/374.html
Discussion 2: http://tgchan.org/kusaba/questdis/res/324607.html
300 posts omitted. Last 100 shown. Expand all images
>>
No. 225140 ID: 9546e4
File 128348504031.png - (188.23KB , 1800x1590 , Base Report 8.png )
225140

>>222954

This build order is followed with the exception of the designated tech to research. THE NEXUS is researched instead. Also, the CERAMICS shortage forces the cancellation of the APCs.

The GUNSHIPs assaulting the targets chosen by the rebels are beginning to meet stiff resistance and random ambushes much more frequently now. 7 GUNSHIPs have been lost this turn, 4 from the most recent botched raid. Rumors spread among the Air Force that the rebels are misdirecting them intentionally.

Elsewhere, a team of 40 LIGHT INFANTRY, 10 GUNSHIPS, 8 COMMANDOs and 24 REBELs have gone hunting for one of the recently warped-in creatures. They seem to be far more elusive now, as the team spent nearly a week searching for a single one. They only managed to spot one, and it ran away and vanished almost as soon as they saw it. It appeared to be a hulking, dog-like humanoid and was equipped with some sort of shield. Even the COMMANDOs' advanced rail-rifles were ineffective against it. It is much faster than any of our infantry, and it has managed to evade our eyes in the sky and the exceptional tracking abilities of the COMMANDOs.

>>222819
That dot was just a little artistic error. Sorry.

>>223309
They must be present to research. To ensure there is enough people present a MEDIUM FACTORY has been shut down. It's not like it was being used anyways.
>>
No. 225144 ID: 8bdb6a

>Rumors spread among the Air Force that the rebels are misdirecting them intentionally.
>24 REBELs ... They seem to be far more elusive now
That's definitely very suspicious, but I don't know what we can do about it.

Rebel direction of air forces is to be more of a suggestion than a rule. We can deploy some light infantry scouts to guide them ourselves, right? Let's do that. Let's say, another 80 guys.

Damned if I know what to do about the gnoll/bigfoot things, other than distribute more Breaker weapons. Our troops will soon be outnumbered by enemies immune to infantry weapons and who knows what else.
>>
No. 225153 ID: 97cb33

just maintain defensive perimeter, if any try to engage us then their shields will be overwhelmed by shear volume of fire.
>>
No. 225244 ID: a594b9

>>225140
I think it's most likely that these new enemies are able to read the minds of our Dryad rebel buddies. It's not that we're being betrayed, it's that they're intrinsically unable to keep secrets from them. Or they just have advanced intelligence-gathering magic. Or maybe we've got spies.

In any case I doubt the rebels are willingly betraying us. The fact that these beasts aren't attacking implies that they are either building up forces for a push, or doing other things behind the scenes. I think it's both.

I suggest taking a MORE aggressive military stance. If they're forewarned let's just fuck their shit up. Support the rebels with a swarm of 50 BROMs, and let them have 10 of our APCs to help out. Maybe we can soften shit up with cruiser missiles too.

That's not to say we shouldn't at least investigate the rebels with Commandos/Weavers to see if we can sniff out any possible spies. I mean, it's kindof odd that there are rebel Mages when they're getting magic from an outside source... wouldn't turning against that source's wishes cut off the magic flow?

Let's try to restrict freedom of information, too. Communicate only with the original group of rebels we initially contacted; all new members of the rebel forces are now suspected of being spies and thus will receive orders with short enough notice to make it near-impossible for a spy to reveal our plans.

Oh, I'd like to point out that if Test Patterns are unable to spot these guys from the air... then it's far more likely that the problem isn't with the rebels, but that the enemy has a more advanced way to predict our movements. Or a better 'radar'. There might be no spies involved here! These dogthings could just be really fucking sneaky.
>>
No. 225259 ID: c71597

>>225140
Hmm, we should probably stop trusting the rebels intel. It's quite likely that they don't really want us there either, they just want to get rid of the mages. If they figure they have a better shot at it now they might start being assholes. We should give them plans on how to make crossbows, matchlocks and primitive rifles first though. That should make sure they last a bit longer.

And those damn things can move faster than our enhanced infantry. Not good. Not sure what we can do about it though, except as Test said and upgrade our infantry guys weapons. Giving the ones with enhancements big fucking guns might also work a bit and cost less SC.
>>
No. 225260 ID: 97cb33

>>225244
i agree with most of this. assume dog things are like bio engineered commandos. they are super sneaky and tough.
but let's not charge harder. once we unlock the nexus we can shut down the magic grid and dick them all up.
>>
No. 225281 ID: 54af1f

>>225144
This. Also start giving the Rebels HUD units and stuff so they can't be mind controlled. Find anyone we've got with counter intelligence experience and begin working to root out the infiltration.

NOW:
Continue Anomaly Research.

Clear a larger field of fire around the Anomaly. The clear zone should extend so that our MBTs have a clear line view from their positions on the parameter to the edge of their weapons range.

Put the cruiser on hold. We need the SC and Ceramics more for ground units.

Build
1 Large Ceramicist (Iron Town)
2 Twin Howitzer Towers (Anomaly)
4 Triple Auto-Canon towers (Anomaly)
4 Chain gun Arrays (Anomaly)

Factory Build
10 Super BRICs
10 Gunships
80 Seeker rifles

Reequip Commandos with Seeker rifles
>>
No. 225289 ID: 54af1f

>>225260
When did we learn we can shut down magic with the nexus?
>>
No. 225292 ID: 97cb33

>>225289
simple. the nexus controls dimensional travel. their magic comes from another universe. close off access to the other universe magic goes away.
>>
No. 225299 ID: 54af1f

>>225292

The nexus is one way of traveling between universes. We don't know it's the only way.
>>
No. 225302 ID: 54af1f

>>225281
Ghetto Edit: 17 Research Anomaly/15 research Fusion Bombs.
>>
No. 225353 ID: 54af1f

Actually, let me do a second iteration of this. Everything about counter intelligence unchanged, but build order changed too:
NOW:
Research: 15 Fusion bombs
17 Nexus

Clear a larger field of fire around the Anomaly. The clear zone should extend so that our MBTs have a clear line view from their positions on the parameter to the edge of their weapons range.

Put the cruiser on hold. We need the SC and Ceramics more for ground units. Shut down the space factories for now (or 1 if we need 1 to repair the carrier's guns)

Build
1 Large Ceramicist (Iron Town)
2 Twin Howitzer Towers (Anomaly)
8 Triple Auto-Canon towers (Anomaly)
1 Small Generator (Anomaly)

Factory Build
10 Super BRICs
10 Gunships
60 Seeker rifles

Reequip Commandos with Seeker rifles
>>
No. 226213 ID: 4ffac5
File 128366071767.png - (190.05KB , 1800x1590 , Base Report 9.png )
226213

Due to SC shortages, all Blaster Rifles and one GUNSHIP have been canceled.

LIGHT INFANTRY are now being used to verify that Rebel-chosen targets are safe enough to assault with GUNSHIPS. These raids are happening much less frequently and only against cautiously chosen targets, but so far no GUNSHIPS have been shot down this turn.

FUSION BOMBS have been researched. A FUSION BOMB payload (Napalm Canister sized) costs 1 SC and 1 FUEL, and has a larger blast radius and hotter temperature (but shorter burn time) than the Napalm Canister.

50 BROMELIADS and 10 APCs have been lent to the Rebels to support them. Unfortunately, BROMELIADS on their own are simply too obvious and weak to stand unassisted, and all of them that go into action are destroyed. The only ones remaining are ones that patrol a certain Rebel outpost. The APCs do not fare well either, being ambushed as they ferry Rebel warriors around. In general, the Rebel movement has taken a turn for the worse; more and more of their hideouts have been compromised and they are losing hope. The Rebels report that the new invaders are beginning to assault their own encampments. The shields render their ranged weapons ineffective, but hand to hand combat appears to ignore their shield. Unfortunately this new threat is devastating in melee combat, with strength and speed that surpasses even the toughest Dryads.
>>
No. 226228 ID: 55e935

Wait a minute. I see an opportunity.

Post capture teams at the remaining rebel strongholds. If we can't go out hunting for them, the rebel bases will act as lures for the invaders. As for when we do encounter them, we need to develop a capture protocol and tools to minimize losses and ensure success. I recommend designing a hand-to-hand weapon that will deliver a massive electric charge on contact. After stunning, they're to be moved into a cargo craft and immobilized by severing the major muscle groups. With rotary saws. Once it's biologically impossible for them to break free, bring them back to base for live study.

This is not a complete capture plan, so if anyone can improve it, please do.
>>
No. 226229 ID: 97cb33

or use breaker weapons on them. may not get a live one but those should get through the shields.
>>
No. 226235 ID: 8bdb6a

SURE WOULD BE NICE IF WE ENGINEERED THOSE GIANT SERGALS, HUH?Not sure what to do about the Snarren. Can we start rigging Weavers with suicide bombs?
>>
No. 226237 ID: a594b9

>>226213
Shit, we need to shore up the rebels' defenses. Seriously. LOTS of heavy troops. Send in 200 more light infantry and 300 powered armor troops. The powered armor guys should be able to punch the shit out of these furbags. Freely hand out blaster rifles both to our reinforcements and the rebels.
>>
No. 226243 ID: 55e935

And while we're at it, have some of the soldiers at the Anomaly do a little deforestation over there to widen our no-man's-land fish-in-a-barrel range.
>>
No. 226351 ID: 54af1f

We need to start giving the rebels heavy assistance here.

Ask the rebels if they're still leery about nuclear strikes. If not, pick out a large, important, enemy concentration (a castle or the like) and nuke it. Attack several other targets with tactical missiles (5)

Deploy 300 light infantry armed with breaker weapons, and 300 powersuit infantry, 100 Broms, 10 super BRICs (Auto-Auto-Caster-Caster), 8 more APCs, 30 LUVs, 6 tanks, 6 MRLS and 5 Slowpokes to safeguard their core areas, and begin mounting a counter offensive.

36 gunships will support this effort, other aircraft will remain on standby to support specific operations, as will orbital strike assets. This force will be designated Task Force Valkyrie.

CONCEPT OF OPERATIONS FOR TASK FORCE VALKYRIE
The light infantry are to be deployed in platoon strength (24) person teams with the Rebels, their job is three fold:

First: they are to teach the Dryads how we fight, and learn from them how to survive in this environment.
Second: They are to call air, MRLS, and orbital strikes on enemy forces.
Third: they are to show the Dryad rebels we're right on the line with them, and assess the rebel groups loyalty, ensuring none of them sneak off to get infiltrated.

The Broms, Slowpokes and 100 of the power suit infantry will guard Rebel core areas and protect the MRLS and the like. The MRLS will stay with them but be shifted to support other operations.

Meantime, all other assets will form into a mobile force. This Force will operate in two ways. First it will be deployed against any serious push against the Rebels. Second they will form a hard fist to take objectives, shatter enemy resistance and the like.

Research: Super Gunship (30 RP)
Nexus (2 RP)

Build:
30 Fusion Bombs
100 Breaker Rifles
10 Heavy Seeker Blasters
30 APCs
>>
No. 226361 ID: c71597

>>226213
Hmm, our max str guys should be stronger than dryads. And we have over 80 of those. Lets try some traps and if they don't work then our guys gets to try capture at close range.

The traps should be something simple, like a spiketrap coated with tranq's strong enough to knock out elephants. Which might not work at them sadly but we can give it a try.

Then we need some restraints, something that can keep a MBT from moving. That should be enough to make sure these furry fucks can't get away.

And lastly we need some close combat stuff for our capture group. Contact tazers might work, atleast if they deliver a high enough voltage. And if that doesn't work then some very extremly sturdy batons or staffs should do the trick.

Then we can try to gather up enough subjects to engineer a plague towards the fuzzy bastards. Then it doesn't really matter if the Dryads open up more portals, because when the furries come through they will be infected and soon dying.

Hmm, if we made the plague into something that infects dryads as well but is harmless to them then we could probably make the whole planet very inhospitable to the fuzzy things.
>>
No. 226362 ID: 97cb33

>>226361
think we should do the opposite, go full force and then dial BACK to non-lethal. see exactly where the line is for their shields.
>>
No. 226430 ID: 54af1f

>>226362
I'm with this, maximum force first, then dial it down if it works.
>>
No. 226799 ID: 8bdb6a

NOW:
Begin training 600x new Light Infantry and 100x new Crew.

If we still can, spend 10 IP now to upgrade 200 of the guys who are finishing Gestation with MinStr cybernetics. If we can't do that, upgrade 200x existing Light Infantry to MinStr.

Labs: Research Heavy Gunship (30RP) and "Bob-omb" Weaver drone (2RP)

Factories: (330 BP produced)
250 BP worth of Pike-Mounted-Shaped-Charges, RPGs, Mines, and other Infantry Weapons for the Rebels
300x Walking Bomb drones (60 BP)
14,000 Nondurable Goods
1,000 Durable Goods

Launch forces to assist the rebels as detailed by >>226351
Also send along the 250 BP of infantry weapons for the Rebel Dryads, and the 300 walking bombs. Let's see a Snarren punch one of THOSE.
>>
No. 229710 ID: 2a2151
File 128425561021.png - (224.35KB , 1800x1590 , Base Report 10.png )
229710

>>226799
Build order is followed, minus 80 BEARDY BOBs due to SC shortages.

The "Chorus" HEAVY GUNSHIP and the "BEARDY BOB" suicide WEAVER have been developed.

Equipment and large numbers of reinforcements are sent to the main headquarters of the Dryad resistance. Most of their outlying hideouts have either been compromised or forced to go underground completely and cease all resistance-related activities to avoid detection. The weapons and soldiers used to defend the main resistance region halt the enemy advances, while Task Force Valkyrie helps increase cooperation between the Rebels and us, as well as successfully pinpointing several enemy targets for bombardment.

Task Force Valkyrie also has gathered some valuable information from various Rebel sources. It appears the largest conentration of these doglike aliens, which the Dryads call the "Snarren" (but our troops refer to as "poodles) , are mostly massing for a large attack on either the Rebel main headquarters (a largish village near the ruins of New Monument) or the Anomaly.

The troops tasked with defending the Rebels have encountered some mixed raids by Snarren and Dryad forces. The Dryads try to hit our vehicles while the Snarren run up to engage in melee. Assault rifles, chainguns, indirect hits from grenade launchers, missiles and autocannons are ineffective. Breaker weapons are only marginally effective, taking at least two LIGHT INFANTRY with BLASTER RIFLES or a single FREQUENCY BLASTER constantly firing on a single ambushing Snarren warrior to take him down before he engages in melee. Direct hits from railguns, missiles and autocannon will deactivate their shields. Incendiary weapons are very effective against them. MBT weapons can also destroy them very easily, but the reload time is a rather large drawback. The BEARDY BOBs detonate with enough force to kill a warrior in one hit and are effective at covering our infantry lines. Unfortunately, the Snarren are slowly understanding that these drones are very dangerous for their health, and appear to be trying out new tactics to circumvent them. POWER INFANTRY can take on warriors on about a one-to-one ratio and win, but the lack of hand-to-hand training as well as good melee weapons is a big drawback (Chainguns are unwieldy bludgeons). The Snarren also have been attempting to assault our vehicles. One has successfully taken down a BRIC by entering it's blind-zone, breaking the cockpit and killing the pilot, but aside from that no successful boardings have occurred.

From the Snarren corpses we have collected, we can perform an autopsy on them. It costs 15RP and doesn't lead to any other immediate techs for the time being.

Of minor note, we have found about half a dozen POWER INFANTRY who claim to be members of a boxing club they formed back on Ithaka. They have proven themselves very adept at punching the warriors to death, but have broken formation several times to charge the enemy head on. Punishing them as protocol dictates will quell further hot-headed POWER INFANTRY from riskily charging the enemy for personal glory, but would probably gain us a little unpopularity with their supporters and friends (which is a sizable chunk of the military population)
>>
No. 229808 ID: 8bdb6a
File 128427167632.jpg - (114.82KB , 750x600 , bomb_them.jpg )
229808

>It appears the largest concentration of Snarren are massing for a large attack on either the Rebel main headquarters or the Anomaly.
>>
No. 229815 ID: 97cb33

don't punish, commend them on a job well done but also have them to figure out tactics and plans so that instead of breaking formation they create a new formation.
>>
No. 229858 ID: a594b9

>>229710
Bomb the SHIT out of those Snarren. Napalm should work. If we don't take out enough to dissuade them from attacking, then use a few orbital strikes.

Let's start making melee weapons for our powered armor dudes. Some heavy clubs or blades should be good. Or just spiked knuckles on the powered armor.
>>
No. 229861 ID: 97cb33

think that something good would be leaf-blades the size of claymores. their massive strength making them pretty good and training with them.
>>
No. 229865 ID: 04b0cf

Punish them in the form of a quick and harsh crash-course on military discipline and formations. This will gain less negative effects, and solve the issue at the same time.
>>
No. 229935 ID: c71597

>>229710
Give the power infantry guys medals for close combat. Then give them a new assignment, they're to find it who else in the army has martial arts training and then gather them up to create a school of military martial arts for our soldiers. It would be good if it includes fighting in power armour and how to make the most out of streangth enhancements in a fight. It would also be good to see if we can get some sturdy knives or machetes made for our enhanced guys and power infantry.

And lets get this autopsy on the road as soon as we can.

And a large amount of enemy are massing you say? Oh look at that, we have nukes. I think we should see how they like some nukes up their ass. Send in infantry with proper radiation shielded gear right after the explosion to hit them hard and take down anything still standing. Any outlying positions not directly hit by the blast should still be disorganised as hell and an easy target. So take down those as well.
>>
No. 229963 ID: a594b9

>>229935
Can we not nuke the forest, please? We know incendiary weapons work against them (KILL THEM WITH FIRE) so let's just stick with that.

Sounds like we need to outfit more of our BRICs with fusion casters. And just... make fusion casters I guess. CONSTRUCT MORE BOB BOMBS! And send in more Bromeliads to the front lines.

Oh, if autocannon shots disable the shields, then let's try to capture one after the shield is down. Tranq rifles ahoy!
>>
No. 229965 ID: 54af1f

Let's have a nice big aerospace strike on the Poodle assembly area. 5 units of orbital fire, 20 interceptors loaded with plasma, and 7 bombers loaded with FAE, plus all the MRLS we can bring into range.
>>
No. 230050 ID: c71597

>>229963
Nukes make for a bigger explosion and a burn hotter than napalm. 1 nuke will achieve alot more than bombing the place with napalm. The forrest gets fucked either way, so I would rather use something with alot more bang to make a lasting impression on the little puppydogs.
>>
No. 230069 ID: c71597

>>230050
Or fuck it. Lets go with the napalm and shit.

I still think we need to set up our guys with some cqc classes though. Although that should be something they already should have. But I guess military training got sloppy once they started toting around railguns.
>>
No. 230115 ID: 97cb33

yes, napalm. or whatever we got instead. just make a wolf roast.
>>
No. 230142 ID: d560d6

>>229935
This approach to the boxing lot sounds good. Also seconding the autopsy ASAP.
>Incendiary weapons are very effective against them
Great. The furries are here and we can kill them with fire.

How tight is the grouping of massing poodles? If it's wide enough to justify it, I favour the nuke; sending aircraft in again at this point sounds like we'd be in for a lot of losses.
>>
No. 230218 ID: 8bdb6a

>>229965
This, but with all 10 units of Orbital Lances and task the Interceptors only to suppressing ground fire.

(Hey, how come no progress was made on the Cruiser between turns 74 and 75?)

It's becoming increasingly clear that we don't have the resources to run our industry at present levels. Shut down both active Medium Factories, freeing up 250 workers. (Factories now producing 315 BP/month, not including the orbital facility's usage)
If that's still not enough workers, shut down the Electrolysis plant and maybe some Uranium Filters. If that's not enough, shut down the Medium Entertainment at Irontown. They've got a giant cannon lobbing chunks of metal at a planet, now. That's pretty entertaining.

NOW (turn 76):
FORTS:
Begin equipping soldiers with more FLAMERS, RPGs and ANTI-MATERIEL RIFLES.
Stop training the 100 furthest-from-graduating Crewmen. I think there was a mistake. We don't need 1,020 crew.
Begin training 600x Nonworkers as Light Infantry
Begin training 200x Nonworkers as Power Infantry (I'm not sure if we can actually train this many guys at once, but I assume we can use spare University capacity for the military. Training as a future soldier is more about learning than push-ups, I figure)

HOSPITALS:
Upgrade 200x Light Infantry to MinStr. Rotate to the front ASAP. (Not sure how many of these guys we have by now, total.)

FACTORIES:
200x Primary Melee Weapons (100 Metal / 100 Ceramics) for Power Infantry / Cyborgs
1,200x Secondary Melee Weapons (600 Metal) for Power Infantry / Cyborgs
4x Fusion Casters
30x Nondurable Goods
2x Durable Goods
1x Fuel-Air Explosive
1x Test Pattern UCAV
10x APCs (Loadout: Any unassigned Fusion Casters, if any, and the rest with Flamers)
2x Heavy Gunships (Loadout: Fusion Casters / Plasma Canisters / Napalm Rockets / Loudspeakers that play 'Fortunate Son,' 'Purple Haze,' and 'White Rabbit')
Up to 45 BP to more Infantry Flamers, Anti-Materiel Rifles, RPGs, and land mines. If this is unnecessary, use this BP to build 3x MBTs instead.
Cost (assuming 3x MBTS): 337Metal 388Ceramics, 38SC, 64Uranium, 41 Fuel

Deploy the Secondary Melee Weapons to power-troops and MaxStr cyborgs at the front, as needed.
Deploy all 10x of the new APCs and the 2x Heavy Gunships to the Rebel Defense.
Deploy 200x more Power Infantry (including 100 meleeists) to the Rebel Defense.
269x new MinStr Clonetroopers are ready for deployment. Send 169x to the Rebel Defense zone and 100x to the Anomaly. Spread 'em out a bit so they integrate a little better.

Prepare a Reaction Force of 6x Dropships loaded with:
-100x Melee Power Infantry (ideally including a Gester with three axes)
-100x Regular Power Infantry
-100x Light Infantry (As many MaxStr as possible)
-88x Reavers
-3x Forge Caster Tanks
-2x SPAAGs with AA Railguns (rapid fire armor piercing!)
We don't know where the Snarren are going to attack, but when we do, we'll send these guys in to help stop them. Remember to send them down at high angles of attack from extreme altitude, over friendly areas, to minimize the chances of any being shot down.
We'll call this Task Force Viking.

Don't punish the Boxer Squad... for now. We're restructuring things for more melee, but also more killing-things-with-plasma. Hopefully, this will make the problem solve itself, since obeying orders now combines their two favorite things: bludgeoning Snarren to death and not being incinerated.
>>
No. 230220 ID: 8bdb6a

Also:
LABS: Continue research on Nexus
GESTATION TANKS: Put another 300 buns in the oven, if they aren't already.
>>
No. 230288 ID: 8bdb6a

Looking over our totals... tell the Interceptors to only actually drop their ordnance if it's necessary. We are so short on SC that I can't believe we just doubled our production.

>Begin training 600x Nonworkers as Light Infantry
>Begin training 200x Nonworkers as Power Infantry
...yeah, actually we don't have nearly this much capacity. Scratch that.
>>
No. 230368 ID: 70d9eb

Make a tank that constantly spins and is covered in blades. And also it's on fire.
There's a little fuel dispenser at the beginning of each blade and a lighter so there's also streaming lines of flame.
And you set a perimeter of these to protect against furries.
>>
No. 233516 ID: 3ab723
File 128535850644.png - (147.80KB , 1800x1590 , Base Report 11.png )
233516

>>230218
The cruiser made no progress because it was ordered to be halted to save on resources.
>>225353

Troops and vehicles have been produced and deployed. The reinforcements have allowed the Rebel Counteroffensive to make some major progress, regaining some territory from the Loyalist forces and securing the Rebel HQ. The new HEAVY GUNSHIPS have proven to be fairly effective at bombing runs and even better at close air support. Their heavy plating enables them to shrug off attacks that would have downed a regular GUNSHIP. Still, they are not invincible and a well placed charged spell could take one out of commission.

Orbibal bombardments and aerial strikes attempt to weaken the ground based Snarren forces, but they are far too spread out to do much damage. 45 SC will be needed to repair the Infractus's railguns.

The overly-enthusiastic POWER INFANTRY has been lightly reprimanded for their brash actions. The situation more or less has been resolved without strong effects either way.

The new melee weapon armed soldiers are able to take on the Snarren more effectively and defend gun-toting soldiers from the enemy's whirling blades, but casualties among such soldiers are still comparatively high. Regardless of our change in tactics, it does not alter the fact that the Snarren are basically bred for melee combat and are blatantly far more cost-effective than any melee trooper we can field.

Autopsies on the Snarren have been concluded. Like the Dryads, their physiology is rather ordinary and their supernatural capabilities seem to have nothing to do with their physical bodies. They are tougher and faster than we are, but have less refined higher-level cognitive abilities.

A message from the outpost at the Anomaly arrives:
Power Infantry-0248: "Anomaly Base to HQ, our scans have suddenly picked up large numbers of Loyalist forces completely surrounding our defensive perimeter. Their cloaks allowed them to slip under our long-range radar. Scanners report that they've got a dozen or so big things with them. They are out of visual right now, but slowly approaching our position. They're spread out too, so the MLRS batteries haven't been able to get good shots in. Requesting immediate support."

>>230368
Such a marvelous weapon would cost of 1.658E24 units of BUILD GRIST, 4500 TARNISHED CANS OF AWESOMESAUCE, a bajillion SPACE-NUGGETS and a single ULTRA MILLENNIUM PEARL OF MEGA DESTINY FATE.
>>
No. 233522 ID: 2563d4

>>233516
Well, they disobeyed orders to burn that forest back a good long way, so they get to be ablative armour for the science team. :3
>>
No. 233528 ID: 5f0943

>>233516
Deploy task force viking to the anomaly.
Perhaps Valkyrie too, but I think I'll leave that decision to people with a better sense of judgment than me.

Construct two more Heavy gunships, those things are damned useful.
Also, repair the railguns on the Infractus, never know when one needs orbital bombardment.
Of course, if there are more immediate concerns that needs to be addressed, then that takes higher priority.
>>
No. 233536 ID: e40e60

>>233516
Burn fucking everything.
>>
No. 233537 ID: a594b9

>>233516
Air lift in all remaining MBTs and MRLS to the Anomaly. Plus the BRICs we have. Let's leave all our BROMs behind to defend the main base just in case... as well as at least 300 light infantry and 300 power infantry. The remaining Power Infantry should be sent to reinforce the Anomaly.

ALSO MAKE MORE BEARDY BOBS! We're almost out. 300 of them should tide us over for a while! Send 100 to the Anomaly and the rest to the rebels.
>>
No. 233542 ID: 1ede3a

>>233522
actually, if you look the ground has grass and then there is a gap of bare ground. they HAVE been burning it, it's just slow going due to shear number of trees and the thickness of them.

anyway, while defending use the bobs to attack the beasts. the explosions would cripple or kill them, making the dryads have to fight by themselves against the turrets.
>>
No. 233548 ID: 54af1f

Start dropping artillery on the big thing. I don't care the enemies are too spread out for a real good shot, just start hitting them with MRLS and Howitzer fire.

Get Viking into an assault orbit where they can rapidly descend to aid the anomaly but don't deploy them yet. Do however pull the gunships and heavy gunships in the air and get them headed to the Anomaly. They're to form up and attack in coordination with the MRLS.

Also put a mix of FAE and cluster bombs on the bombers and get them in the air. Don't commit them yet however.
>>
No. 233583 ID: a09a03

Immediately deploy Task Force Viking to reinforce the Anomaly. (Shouldn't the Melee troops be Power Infantry? I thought they needed to be?)
Withdraw all the Gunships and Heavy Gunships and redeploy them to support the anomaly troops, ASAP. That should help counter the giant monsters.
Open fire immediately with the howitzers. They should have plenty of ammunition. If there's ample MLRS reloads (and there fucking well better be!), have those do the same.

If the enemy stays spread out to deal with our artillery, that should work to our advantage, since we have over a thousand troops, ten turrets, and 62 armored fighting vehicles in prepared defensive positions, soon to be reinforced with 300 more troops and 3 more tanks.
(Although they have apparently chosen not to move the treeline further away for some reason)

Just in case, begin prepping 3x more Dropships with 200x more Power Infantry and 2x more Main Battle Tanks.

Looks like we only have enough SC for one shot from the Moon Gun. We'll keep that in reserve. For the love of God, don't waste SC on Interceptor bombs!

>ALSO MAKE MORE BEARDY BOBS! We're almost out. 300 of them should tide us over for a while!
That would require 150 SC.
We have 12.
I honestly don't anticipate us making any more of those things. Too expensive.
>>
No. 233585 ID: c71597

>>233516
Send in taskforce Viking as support and prepare to send in more waves if it's necessary.

Prepare the defences to recieve enemies and send out a few drones to catch a view of the huge things.

Damn it, I really wish we had some kick ass chemical weapons now. Spraying the entire forrest with it from high altitude and firing off a few chemical canisters should break up the assault nicely. Hmm, we should get some for the future, can't afford to play nice with these small margins.
>>
No. 238438 ID: 8385f5
File 128623236591.png - (134.53KB , 1800x1268 , Event Report 10.png )
238438

>>233522
>>233583
The cleared ground has been expanded, but as >>233542
stated, the size and number of trees needed to be cleared reduced the amount of empty ground we could obtain.

Task Force Viking arrives and is currently deploying into the defensive perimeter.

Also, either POWER INFANTRY or augmented LIGHT INFANTRY can wield melee weapons. POWER INFANTRY are better at it though.

The additional reinforcements consisting of the loaded DROPSHIPS and two HEAVY GUNSHIPS are making their way to the ANOMALY. They have to move a very large distance over the planet, so the ETA is over two hours.

The Dryad mages stay back in the treeline and prepare their spells and cover the Snarren advance. The first wave of Snarren charge into the open, being quickly cut down by large volumes anti-armor and incendiary fire. The Howitzer shells and MLRS missiles are currently bombarding the Dryads hiding in the trees.

Then the big blips on the radar finally show themselves.

Power Infantry-248: "You getting this Admiral? Craziest fucking creature I've seen. The giant poodle things have a huge energy shield in front of them, nothing we've got can break it, not even direct hits from MBT heavy railguns! The fusion casters seem to be able to slow it down since it looks like its feet are unprotected, but they're still coming in fast!"
>>
No. 238440 ID: a9bea6

Focus fire, it may be able to shrug off one but can it take several at once? get three tanks lined up and do a broadside, simultaneous fire. that much ordinance at the same time may just crack them. if that fails then increase number and try again with some some infantry guns as well as infantry breaker weapons. try to time shots so they all impact near the same time.
>>
No. 238442 ID: 2563d4

>>238438
Don't suppose any of the artillery or defences includes tankbusting missiles with a vertical trajectory? Because otherwise getting behind those is probably going to mean the air power that isn't going to get there in time. :/
>>
No. 238443 ID: a594b9

>>238438
Hmm. We have a bunch of reavers. Drop them on top of the huge snarren via gunships. They can climb in them and shoot them in the face.

Or we could just swarm them with bromeliads. 20 to each bigdog should work, right?

Maybe ram them with LUVs... or blow some craters in the ground to fuck up their footing.
>>
No. 238444 ID: a9bea6

oh and just about ignore the small snarren, the troops, main concern is focusing on the big things.
>>
No. 238452 ID: a09a03
File 128623543929.gif - (17.10KB , 400x324 , interlocking_fields_of_fire.gif )
238452

Try and make arcing shots with Breaker guns.

Toss grenades and satchel charges.

But most importantly, way more importantly than that last-ditch shit: USE INTERLOCKING FIELDS OF FIRE.

If all else fails, we'll need to use hunter killer teams with anti-tank rockets to hit the big monsters from the sides. This could be something as simple as moving a few feet from a fighting position to get a better angle on one that's attacking someone else. (See again: Interlocking fields of fire, which are useful as standard practice anyway because it puts the enemy in enfilade)
>>
No. 238458 ID: a09a03

>>238444
We definitely need to clear away the regular sized critters to give our troops freedom to hit the big guys, but on the bright side, we've finally got some serious melee power present at the front. (As soon as the melee troopers finish deploying, at least)

We've got over a thousand troops here. We can do more than one thing at a time.
>>
No. 238461 ID: 54af1f

Try to arc some seeker rounds under the shields. Concentrate all rail guns on those critters. Keep the treeline suppressed and use auto cannons on the other Snarren.

Have a light infantry team sneak forward and lay mines in their path. Start getting a power infantry team together to blow its feet off with Bangalore torpedoes if necessary.
>>
No. 238462 ID: 54af1f

Oh and get bombers in the air loaded with FAE and carpet bombs.
>>
No. 238506 ID: e40e60

>>238438
Hit those big guys with some indirect fire.
>>
No. 247675 ID: fb2c2c
File 128796183431.png - (114.67KB , 1800x1268 , Event Report 11.png )
247675

The MBTs use their guns to attack the squishy sides of the large Snarren. Most of them are down, but a pair of them have evaded the heavy fire and are now approaching dangerously close to the gunline in two different locations, a host of smaller warriors in its wake. Ordering the infantry and the lighter vehicles to target the big warriors' flanks will likely bring them down quickly, but would allow some of the smaller warriors to engage in melee.

The majority of kills are coming from the Fusion Casters and Autocannons mounted on the SLOWPOKES and BRICs. The sheer mass of infantry fire overwhelms a few smaller warriors, but they must focus their fire on a single one for several seconds to successfully bring one down.

In addition, the treeline behind the largest Snarren advances are beginning to spark madly with larger spells. The Howitzers and MLRS are hitting the targets there, but the treeline is too wide for them to take care of all of the mages.

>>238440
A pair of tanks attempt to focus fire on a large Snarren warrior. The shield flickers and is obviously weakened, but still remains to protect the warrior. The interlocking field of fire tactic is proving more effective.

>>238442
Unfortunately the MLRS cannot track well enough to score a hit on a fast moving big dog.

>>238452
>>238461
The seekers don't curve enough to hit the target behind the shield.

>>238462
It would simply take to long to arm the bombers and get them to fly halfway across the planet to the battlefield.

>>238461
Mines are more of a pre-battle thing, and infantry are already ready to lob grenades one the enemy gets too close. Also, it was not specified to bring explosive pike weapons in this engagement beforehand, so your other plan cannot be put into action.
>>
No. 247684 ID: 2563d4

>>247675
How are the science team doing at doing science to the science thing?
>>
No. 247685 ID: 1854db

>>247675
Use the LUVs to zoom around behind the big guys' shields.

As for the spells, let's take some strike teams in APCs in there to eliminate them. Powered Armor troops of course. 3 APCS full for each side. PMelee *and* gun wielding folk.

I'm thinking we could also swarm the big dogs with BROMs. Just overwhelm them.
>>
No. 247738 ID: 54af1f

Ok, split the tanks into 2 groups of six, they're to push out of the gun line at high speed, cross fire the Big Dogs and then blast the large spell areas with direct fire before pulling back.
>>
No. 247740 ID: 54af1f

>>247685
>>247738
In fact combine these plans.
>>
No. 247817 ID: 7c1d97

Oh god more fucking portals.

Howitzers and MLRs: Concentrate barrages on the largest spells, ignore the rest of the mages. MBTs, help them out.

Send the LUVs to flank only the two close large beasts, and try to keep them as far from the treeline as possible. Have them come back behind the wall and keep the engines running while they wait for the next group of giants to come in close. Ideally, they should jump out, swing behind the Snarren just as they get to the wall, fire, and then jump right back inside before the mages can shoot them down.

That takes care of the treeline and the big guys, so the Fusion Casters and infantry should just keep doing what they do and we'll be fine against the smaller Snarren.

Also, since it looks like the killing field is clear, save the two groups the LUVs will target, have the infantry lay down tons of cover fire on the treeline so that no mages will be able to shoot down the LUVs while they pop out.
>>
No. 247825 ID: a09a03

Continue focusing on the Snarren charge. Hopefully the magic will take awhile to complete. After we fend off the wave, we can attack with tanks and stuff.

If something 'orrible comes out, we can hopefully wipe out half of them with the Moon Gun. We've got one shot. That's more or less instantaneous, right?
>>
No. 250383 ID: bdca95
File 128848454087.png - (134.84KB , 1800x1268 , Event Report 12.png )
250383

The artillerypieces begin focus their fire on the portals, but only manage to down 4. The portals now appear to nearly fully materialized, each HOWITZER or MLRS turret will likely only be able to down one more portal each before they are completed.

The LUVs are rapidly loaded and sent forth to deal with the approaching larger Snarren. An attempt is made to make the charge as
>>247817
planned, though the desired timeframe is too small to pull it off perfectly. In addition, the treeline is too far to effectively suppress it. The southern border sends the LUVs out too early and many of the LUVs are lost to Dryad fire coming from the trees. The northern border charges the LUVs too late and the large Snarren warrior reaches the gunline. As soon as the large warrior is in melee distance, the frontal shield gets absorbed into his body. He no longer has an invulnerable side, but his flesh has become more resistant to our weapons and he continues to fight despite his massive wonds. His magically charged claws destroy a howitzer gun and a few vehicles before he is reduced to a bloody pulp by the combined arms fire of the entire northern gunline. His charged flesh appeared to be equally affected by both mass small arms fire and armor-piercing shots.

>>247684
The are currently too preoccupied with watching the battle. From a safe distance, of course.

>>247685
The idea is put on hold for now due to too high risk. The volume of anti-armor spells coming from the treeline when the LUVs charged is too much to handle at the moment, not to mention the fact the Snarren are still charging.

>>247825
The firing will be instantaneous, but it will be some seconds before the shots reach the planet. This generally isn't too much of a problem unless the target is moving extremely fast or unpredictably.
>>
No. 250386 ID: fba40f

>>250383
Take out the portals to the south with the ground artillery, and the ones to the north with the Moon Gun. The Moon Gun will probably take out a nice big chunk of forest as well, and the guys on the northwest corner could use some help it seems.
>>
No. 250403 ID: 46c430

>>250386
This plan sounds pretty good, but I am a little uncertain if it's wise, considering two things: The portals might complete and spit out whoever's coming through before the moon cannon can blow them up, and it might not have a big enough blast radius to destroy all the portals to the northwest. And considering the northwest has lost a gun, I don't think we should risk an untested weapon on that flank. Take out the three portals to the northwest with the howitzer and MLRS turrets, and shoot at the middle portal at the southeast with the moon cannon.
>>
No. 250405 ID: 2563d4

>>250383
>They are currently too preoccupied with watching the battle.
Oh, they are so getting an unsatisfactory performance review this year.
>>
No. 250421 ID: fba40f

>>250403
Good point. Follow this plan instead.
>>
No. 250467 ID: 1854db

>>250383
Move troops to reinforce the directions the spells are in! We have some leeway on the eastern front.
>>
No. 250949 ID: df2fbd

>>250403
I was going to say this until I saw you say it.

Moon Gun the south. If it's only a matter of seconds, then it should beat those portals to the finish line, and if it doesn't, it will completely ruin the day of whatever decides to come out of there.
Further reasons for hitting the south side with the Moon Gun: there's three big snarren grouped over there, whereas the north only has two.

Total barrage on the north side with conventional artillery. Have the tanks and the railgun turrets form, one the west side, one of those interlocking fire patterns that worked so well before.

Also, can we have a time check on those reinforcements? As soon as they arrive, we should do a counter-push to intimidate them and break the attack. Since they'll arrive AFTER we obliterate the south side with our ludicrously expensive and hideously powerful MOON CANNON... we can't expect too much courage out of them.
>>
No. 250950 ID: df2fbd

Not too much out of our foes, I mean.
>>
No. 251852 ID: 470b54
File 128881514740.png - (125.05KB , 1800x1268 , Event Report 13.png )
251852

The artillery batteries destroy the northern spells while the Moon Cannon destroys one of the southern portals along with a large Snarren warrior. Troops from the sides are pulled to reinforce the northwestern and southeastern corners of the area. From the northwestern corner, the surviving mages have joined the Snarren charge, trying to take cover behind their shielded allies. There are too many enemies for the northwest corner to handle, it is likely they will be overwhelmed.

The undamaged spells have finished casting, and the mages pile into the portals. Several moments later, the exit portals appear in the middle of the camp, and about 20 of the Dryad's elite mages storm out. A SPAAG and several PROFESSIONALS and LIGHT INFANTRYMEN are killed.

>>250949
The reinforcements will arrive in approximately one hour.
>>
No. 251861 ID: a09a03

Throw the 88 Reavers into the fray in the Northwest sector. Hopefully the enemy will mistake them for Bobs. Unload the MLRS turrets into the aliens attacking that area.

>portals open and aliens pour out and start killing the scientists
Oh god it's just like Half Life. Pull the other scientists into bunkers/dugouts.

Redirect the artillery to fire antipersonnel munitions amongst the entrance portals to thin out the enemies arriving through them.

Pull a Forge Caster tank off the firing line to hose down the Dryads at the middle of the camp. Support with some BRICs and non-melee Power Infantry.

Bring 4 of the other Forge Caster tanks to the NW corner to stop the assault.

Gas up the dropships.
>>
No. 251862 ID: a09a03

The moon gun didn't really have the impact I had hoped for. How do the bombs work? We're out of SC, so we don't have them? Or can we drop some Interceptor weapons and reload them at a later date?

There's probably no way to drop a nuke without killing our own dudes.
>>
No. 251879 ID: fba40f

>>251852
Move some infantry inward to deal with the new threat. Reinforce your northwest side. Looks like this battle is almost over.
>>
No. 251884 ID: 2563d4

>>251852
>...several PROFESSIONALS are killed.
That'll teach 'em to stand around gawping when they should be busy in the anomaly.

>>251861
This, basically.
>>
No. 251952 ID: 54af1f
File 128883470133.png - (17.23KB , 704x671 , Icon counter attack.png )
251952

Just holding the line isn't working. We need to counter attack I think.

Pull units off the Eastern side back to deal with the portal. Launch one artillery volley at the portals, then switch it to the North West Corner. Under the cover of this, the South Eastern Forces sally out, destroy the portals then pull back.

Meantime the forces in the South West, joined by as many central forces as can be spared once the central portal is down move out in a hook around the line of the charge, and roll up it, defeating the enemy in detail.
>>
No. 251955 ID: fba40f

>>251952
This plan can not possibly go wrong.

Also, see if you can combine it with >>251861.
>>
No. 251969 ID: a09a03

>>251952
>>251955
Worth a shot.

Also, this is conclusive proof that we need to engineer better infantry. The dryads have got 20 soldiers in our midst, and the Snarren appear to be attacking dozens at a time... whereas we have over a thousand troops, many of them cyborgs, 600 of which are in powered armor, supported by 60 armored fighting vehicles, 40 light vehicles, and 300 robots, plus artillery support. (Speaking of artillery, weren't we supposed to have 12 MLRS vehicles?)

The Snarren, since they're so spread out for fear of our (nonexistant) orbital support, appear to be locally outnumbered by at least ten to one, with our forces in a heavily fortified defensive posture, benefiting from prepared fighting positions, barbed wire, land mines, and preplanned zones of fire for heavy weaponry and vehicles, and they're kicking our ass.

This is unacceptable. Win or lose, we need to make genetic engineering a much higher priority.

Also guns. Bigger, better guns.
>>
No. 251974 ID: 31e5bb

>>251969
yeah, the main advantage the snarren have are their powerful as fuck shields which need strong weapons to breach. making infantry guns nearly useless. if we had heavier guns then we would be golden.
>>
No. 251982 ID: a09a03

>>251974
We've got heavier guns, though. The BRICs each carry 4 giant-ass guns, plus more on the tanks and APCs and turrets, plus artillery, mortars, HMG teams, etc, etc.
>>
No. 251983 ID: 31e5bb

>>251982
BIGGER! we need guns that shoot bullets the size of mach trucks.
>>
No. 251984 ID: 46c430

>>251969
>>251974
Or we could research better melee weapons, armor, and techniques and train specialists for the inevitable hand-to-hand combat that will always pop up as long as we fight guys who focus on it.
>>
No. 252138 ID: 2563d4

>>251984
We're probably going to get forced off-planet, probably off-universe, as soon as we've finished with the artifact. We'd specialise in that just in time for the strategic situation to change.

Besides, gunning melee experts down before they can enter melee range is an equally good counter.
>>
No. 252215 ID: fba40f

Alternatively, we could try just slapping together some Javelin-type gun to bypass their shields, which would not only be far more practical in the short term but would also be useful against other targets (such as Breakers).
>>
No. 252254 ID: 5f0943

>>252138
> We're probably going to get forced off-planet, probably off-universe

I don't really see that happening just yet.
For one, the anomaly battle takes place in the middle of a fuckhuge forest.

If they really want to force us off planet, they will have to destroy Ryxix.
Ryxix, unlike the anomaly, is in the middle of the desert, which means no trees that give cover from artillery and MLRS.

In the desert, they cannot hide, and attacking Ryxix would be an entirely different matter than the anomaly, given that it is basically our military stronghold.

And then there's the fact that we could nuke any significant force (assuming they would gather up into one big army when on the move) before they even came close to Ryxix.
Using Nukes close to the settlement itself would not be ideal though.

Of course, all of this is assuming that they aren't able to summon something that is so brick-shitingly strong that it could tank a nuke.
>>
No. 252264 ID: 2563d4

>>252215
Yeah, I'm kind of amazed all our missiles seem to be of the fairly dumb variety.
>>
No. 252330 ID: 1854db

We can probably research it with computing or something. This has been a good lesson in showing us how weak we are miliarily.

Use the turrets on the east side to fire inward on the mages. FUCK THEM UP.
>>
No. 252331 ID: 1854db

Oh also our melee troops should cluster around our squishy guys from now on so they can't do this kindof ambush thing. It's too bad we can't enter those portals with troops because of the whole antimagic thing.
>>
No. 255804 ID: dc0ec6
File 128962617413.png - (108.88KB , 1800x1268 , Event Report 14.png )
255804

The officers on the eastern line order their troops to sweep through the camp. The LIGHT and POWER INFANTRY and a pair of BRICs engage the Dryads mages in a firefight. They expertly take cover while making potshots at the men, but are quickly overpowered by the mass of infantry and vehicles. One of the BRICs have been destroyed in that assault.

The southeastern line is ordered to charge the portals in the trees while the artillery suppresses them with a barrage. The Dryads in the woods manage to hold off our men for a while and take out a BRIC and a SLOWPOKE. Missile and Fusion Caster fire take out squads of the Dryads, but the cover provided by the trees is proving to their advantage.

The REAVERS thrown at the northwestern charge make the smaller warriors hesitate for a short while, but they quickly figure out they do not detonate and continue their charge. The REAVERs' pistols fail to penetrate the Snarren shields.

The southeastern line, bolstered by the spare forces from the western line, prepares to advance out from the perimeter and sweep upwards to take out the northern Snarren mass. The Snarren, however, are too close to the weakened northwestern and will reach the troops before the southeastern force completes their sweep, unless a quick lucky shot is made to bring down the large Snarren warrior.

The FC MBTs advance toward the northwest line, but still they will not be able to reach it before the Snarren do.

>>251969
Actually, the Snarren outnumber us. Those dots represents clusters of enemies. The images that only show a few Snarren at a time are because I am lazy (sorry). They heavily resist small arms fire, resist moderately well non-direct hits from explosive weapons and are spread out enough that heavier munitions can only take out maybe 1 at a time. If they lacked their shields, like the Dryads during the first invasion of the Anomaly, they would have been cut down nearly instantly. The large warriors have been uncannily evasive and our heaviest weapons have not made their mark as often as they would've liked.

I didn't see the MLRS listed on previous troop disposition tables, so I didn't include them in the battle. I apologize if this was a mistake on my part.

>>252264
Splinter missiles can't lock onto infantry.

>>251862
The lack of SC means the bombs can't be replaced at the moment. The INTERCEPTORS and HEAVY GUNSHIPS have one more run in them before they go dry. If you scramble them now they will be unlikely to arrive until the end of the battle anyways.
>>
No. 255838 ID: 1854db

>>255804
If the portals are down, then get the line back in formation for the most part. Kill those damn big'uns and mop up. We're in good shape.
>>
No. 255839 ID: a09a03

Fight harder, faggots!
>>
No. 256268 ID: 35190f

HOLD THE LINE! FOR THE EMPEROR!
>>
No. 256658 ID: 54af1f
File 128984780848.png - (15.32KB , 695x655 , counter attack next phase.png )
256658

Pull most of the infantry and BRICs from the South East back and reform the gunline while the faster vehicles sweep West, gunning down the Snaren in the open.

The South Western corner forces should begin their sweep, while the Northern line hooks around and attempts to kill or at least distract the giant Snarun at the North Eastern corner. The Eastern forces are to pull back to the next cannon tower. Concentrate all artillery fire on the North-Western Corner! We've got to stop the big one.
>>
No. 258127 ID: 4d3632
File 129021872715.png - (115.65KB , 1800x1268 , Event Report 15.png )
258127

The north western line has taken a heavy beating from the large Snarren warrior, but a lucky MLRS missile kills it before it is able to do much more damage. Reinforcements from the north side cover the gap left by the retreating northwest forces. With the support of the artillery batteries, they should be able to ward off the groups of smaller warriors remaining.

The remaining Dryads in the middle of the settlement are cut down by our men. Sufficient defenses remain on the east side to ensure that no Snarren warrior will live long enough to breach the perimeter.

The southeast cluster of ground forces divide, infantry and BRICs pulling back into the line and the LUVs, APCs and SLOWPOKES sweeping west, gunning down and crushing Snarren forces along the way. A considerable amount of Dryad mages are in the trees and bring down a few of the vehicles with their spells, but are out-gunned and forced to retreat.

The southwestern forces continue their own sweep northward. Dryad mages in the trees offer a feeble resistance, and are quickly overpowered.

The remaining enemy forces are feeble, the mages in the trees begin to retreat, and the Snarren in the open ground are cut down quickly. The Splinter forces have achieved victory and held the Anomaly, but they are shaken. Many men were lost in the battle, and the Snarren's most recent display of resistance to human military technology has disturbed every soldier involved in the battle. Now more than ever, it has become obvious that mankind's continued survival will require every ounce of invention, adaption, deception, elusiveness and luck they can muster.
>>
No. 258129 ID: 4d3632
File 129021920051.png - (13.28KB , 785x448 , Chapter 3 Concluded.png )
258129

My complacency has nearly doomed all of creation once, I shall not let it happen again.

In the Humans, I can see a reflection of the Nightmare I have vanquished ages past.

I have let them slip by my fingers for far too long.

The horrors of eras past must never be repeated.
>>
No. 258362 ID: a09a03

Screw that. We're gonna repeat the shit out of some horrors.

Plus some new ones.
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