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File 129117807743.jpg - (145.67KB , 957x590 , CommandTitle.jpg )
261042 No. 261042 ID: b6c6fc

discussion thread
http://tgchan.org/kusaba/questdis/res/335842.html
178 posts omitted. Last 50 shown. Expand all images
>>
No. 268818 ID: 5f0943

>>268783
I don't really think there are any more questions you can ask that has anything to do with the situation.
Let the guy rest and go find something important to do.
>>
No. 268830 ID: c2c011

>>268783
You're probably done here. This blubbering failure of a soldier doesn't seem to know anything else.

Lets go and review the tactical situation.
>>
No. 268857 ID: 2563d4

Don't forget to have him put through psychological screening or whatever to make sure his experience hasn't left him a Furre sympathiser. That last thing you need right now is some poor confused and mislead rookie going turncoat amongst your number.
>>
No. 268994 ID: b6c6fc
File 129411279037.jpg - (113.15KB , 861x531 , Command26.jpg )
268994

this kid's probably half delusional, should probably wait till he recovers more before I press him again

>the general leaves

Rickens: "Sir, the Colonel's sent me to find you it's urgent, also the Governor has called again she seems quite angry,"

damn that Governor Kensak, bitch needs to shut up and let me do my job!
>>
No. 269008 ID: 2563d4

>>268994
This is war. Colonel has priority.
>>
No. 269009 ID: 701a19

>>268994
Go see the colonel. Have this guy tell you what her beef is on the way.
>>
No. 269060 ID: c2c011

>>268994
Go talk to the colonel. On the way call the governer and tell her to shut the fuck up and let you do your fucking job.
>>
No. 269106 ID: b6c6fc
File 129417349142.jpg - (115.04KB , 861x531 , Command27.jpg )
269106

Halsner: "Charles! what's our situation?"

Gibly: "it's bad man,the furres must have got wise to our plan, Occupational forces have already landed,

Halsner: "already? damn those bastards! it should have taken them at LEAST another 2 hours!"

Gibly: "they must have pushed forward their schedual, they've already taken Cliffside command and Parlshima, I guess they felt Alsgrad was a lost cause."

Halsner: "Damnit!"
>>
No. 269112 ID: c2c011

>>269106
Well shit. Ask him which landing force is the strongest and how they're acting without their heavy air support.
>>
No. 269123 ID: 197650

We don't want them to find our bases, what's going on? How are they finding them?

We're meant to be aggressive, assault and aggitate their forces, but only when we WANT to.

Anyways, look on the bright side, if you had made any of those commanders your central command, the battle would've been over already.
>>
No. 269260 ID: b6c6fc
File 129420050335.jpg - (123.54KB , 861x531 , Command28.jpg )
269260

Halsner: "Well shit. Charles do we know which landing force is the strongest? how are they fighting without their heavy air support?."

Gibly: " looks like they've got a 90% heavy focus on Parlshima, Cliffside is defended but not heavily more, of an outpost landing.
They're fielding the usual array of infantry we've come to expect from the Furre military, a mostly robotic trooper core, supported by the occasional Furre specialist squad.
Now here's where it get's interesting you've heard of the Astranian Mech/walker patrols?"

Halsner: "out dated scout forces, Furres barely ever use em, too expense and impractical I think"

Gibly: "well not today, we've heard reports confirming at least 200 BattleMechs , on top of that the've been decked out with heavy armour, condensed shielding and some crazy new weapons systems"

Halsner: "good good, what the hell do they need that much fire power for"

Gibly: "guess they really don't plan on losing, here's where things get REALLY interesting, they've deploy a small number, of huge new walkers. I'm talking tech like we've never even seen before!, my guess is that these are some sort of mobile command stations, reports indicate 4 total 1 at Cliffside, and 3 in Parlshima."

Halsner: "well sounds like we've got one hell of a war to fight"

Gibly: "oh ya one other report, apperently they've brought in some mining equipment"
>>
No. 269267 ID: e3f578

>>269260
Then they didn't come for us really, they're here for whatever's inside this entire fucking planet. Taking us out is just the second bird in hand man! The second bird! Quickly, we got to figure out what the hell our bush is going to be. Maybe if we say Oken to their radio's out loud they'll listen to something. We could lead them to a trap or something. Think we could send an infiltration squad or some stealthy shit like that and commandeer us some big high tech command centers?

Big high tech command centers are probably what will turn this battle.
>>
No. 269291 ID: 1854db

Where's the mining equipment heading?
>>
No. 269319 ID: 701a19

>>269260
It looks like the density of their forces is unrelated to anything but proximity to that bunker.
They sent in a squad of commandos to take-out the brood mother, and now it looks like they're going to dig-up the hive and destroy it to prevent any of the larva from becoming a new brood mother.

Find out what's happening inside the occupied zones; if they're not killing everybody then they're on a bug-hunt.

Oh, by the way, how do you know it was the furres that destroyed the gate back to Earth? Could it have been the Tech Leech backing you into a corner so you'd accept its brand of 'help'?

Go see what the governor is whining about. It could be useful information.
>>
No. 269322 ID: 197650

This is starting to sound like a fight we can't win, you should concider pulling a bluff that you have one of those planet destroying bombs underground, and it JUST finished being built. If they don't leave you'll blow us both to hell.

Alternatively, we need to figure out how to fight this shit off. Do we know how any of their weapons operate? steam, electricity, magic?

Is there some kind of command that they control these mechs from? If you can preform an ambush to take it out you'll win yourself a lot of time, maybe you can even re-wire some of the mechs to turn on the furres.

If it's the ship you can pretend to be a sell-out human or a stranded furre or something, and attempt to convince the enemy that you're on their side, sacrifice a few small bases, or some supply stations you don't need to get em to trust you. Then get them to redirect their forces away from their command center, and take it out/over.

Relying entirely on a force that is remote controlled COULD give us a massive advantage.
If we can't get the control centre, we can attempt to disable them with EMP, if we have access to the technology.
I still recommend putting down traps, antitank, anti infantry, anti-rodent, anything.
>>
No. 269329 ID: c2c011

>>269260
Hmm, cliffside seems like it could be a trap. But also a too good target to miss. Lets send in some scouts to check it out and maybe a probing attack.

If we can get a command centre we might be able to find out some stuff about why they're here.
>>
No. 269352 ID: b6c6fc
File 129425894948.jpg - (116.12KB , 861x531 , Command29.jpg )
269352

Halsner: "where are they taking the mining equipement?"

Gibly: "no where Jack, looks like they're planning on mining right in Parlshima"

Exellent! clearly they're here for the Tech-Leach, not us. which means they aren't going to see us as much of a threat.

That Command walker at Cliffside is an Ideal target, an opportunity like this is unlikely to come round again I'd hate to waste it.

I don't need to send scouts to Cliffside, I already had them in place,

Halsner: "Charles, I want a full report, on the base at Cliffside, I want EVERY detail, damn I better know what toilet paper they prefer!"

Gibly: "Ha, Ha, you got it Jack, I won't let you down"

no matter how I look at this, we're going to be needing an infiltration team, wether we're capturing or bringing it down the best way is always from the inside

so if we're going to do this, we've got to start preping now!

the question is, do we really think we can do this, all that macho bullshit aside, should we really take this chance?
>>
No. 269354 ID: 2563d4

>>269352
...do you need to? If you're not the target, the smart thing might be to just stay hidden until they're done with their bughunt and blast off.

Unless they then blast the planet in half with a subterrainian bomb or something. You need more intel.
>>
No. 269355 ID: c2c011

>>269352
The oppurtunity is too good to miss. Just make sure the team you send in is expendable. Highly expendable. But still good, might have to look at what kinds of people you have in the penal platoons and stuff.

Should probably also call up that guvenor lady before reviewing files for the mission. If nothing else so that you can shout at her to stop fucking bothering you with civilian horseshit.
>>
No. 269359 ID: 197650

A small number of soldiers, prisoners of war, managed to take down one of their champions, they were using regular guns in a terrain the furry champion knew.

This time, you will only have to attack who you want, catch the enemy offguard, and you have the choice of where to fight them. Your men will be better supplied, have a better morale, and will be fighting weaker troops than the people that took down their champion.

At this point, all you really need to worry about is how you're going to get in, and how you're going to get your troops there without drawing attention.

If you can gather the men, assault the enemy when you want, on your terms, and outnumber them, they will be utterly slaughtered.

Your scouts and snipers should determine what the best way to assault exactly is, and how many men theyre likely to have. On top of that, entry points and weak spots in the defenses should be noted.
>>
No. 269361 ID: 3297aa

Might as well talk to the governor lady, she might actually have something important to say.
>>
No. 269429 ID: 701a19

>>269352
Take that call from the governor now.

Heavy mechanized infantry deployment in spite of how unwieldy they are in combat means they want the armor for the armor. If they're mostly leaving the people alone then that confirms this is a bug hunt.

Depending on what the governor says you might want to set up a series of relays so you can talk to the furres directly.
>>
No. 269449 ID: b6c6fc
File 129429279648.jpg - (125.59KB , 861x531 , Command30.jpg )
269449

*Sigh*
Time to see what that governor shrew wants now

>the General pulls out his hand radio
*click*

Halsner: "Kensak, this better be important, I'm in the-"

Kensak: "HOW DARE YOU PUT ME ON HOLD FOR A WHOLE HALF HOUR! I'm governor of this entire planet personally chosen by the Gate Lord himself to represent the people. a people you have chosen to abandon in our time of greatest need. how is it even conceivable for you to take away our very defenses? how can you be so neglectful as to leave the people of a whole naked and defenseless against our mortal enemies the diabolical furred monsters. is it not your soul duty to protect us from harm? what could possibly be more important then the defense our species, have you no compasion the . . ."

Good god this woman needs to learn how to shut her trap, hmmm damn civilians what should I do about this?

Kensak: " . . . is one thing, but our reserve forces as well, what kind of deranged madman are you? do you have any Idea what this will do to the economy, not to mention crime rates, there will be riots on the streets, burglaries, vandalism every were, and we have no recourse to stop this. and what about the Pirates? even if we assume the furres will leave us alone, which is a HUGE assumption on your part! the pirate guild will have no such mercy, they would kill for this kind of opportunity, and will, they could probably raise all of Alsgrad and there's absolutely nothing we can do to protect our selves in the slightest. even if they don't attack the city directly they . . ."
>>
No. 269452 ID: 701a19

>>269449
Tell her to have the proper police institute a curfew, then call the furres. Have her tell them the military has left the cities and only civilians are left, and surrender. She's free to work out the terms of the surrender herself since she doesn't have a damned clue where you are.

The Furres won't move on the cities because it's a poor allocation of resources with negligible returns, and they're smart enough to avoid urban combat like the plague it is.
This doesn't change much, but the furres hate for pirates makes their feelings towards humans seem like a mother's love; if the pirates move then the furres will respond swiftly and brutally.

If she protests then point out the furres would have no qualms about nuking the cities to prevent opposition and threat management is the only way to keep that from happening.
>>
No. 269453 ID: 197650

Tell her to shut her trap and read the Art of War, generals must have complete and utter control if they are to succeed.
Your men are everywhere, protecting them as best they can, but it is vital they remain unseen, this is partially a war of information. Any intell they get is a nail in the coffin of this entire planet.

Wether she likes to admit it or not, this planet is now in a state of total war, and you outrank her. If she can't deal with that she can either resign or you can have her executed and replaced.

It is her responcibility to take care of the people, so she is meant to set up a police force, the military should never be responcible for law enforcement to begin with.
She can surrender to the furres and have them keep order, if they do so you can use whatever the civilians hear to your advantage.

This isn't about crime rates, vandalism or anything stupid like that, this is the survival of every single life on the planet we're talking about. If that costs a few bucks in propperty damage, so be it.

If the enemy attacks your city, you surrender.
>>
No. 269455 ID: 15b51b

If these guys have 200 experimental tank-equivalents and are an infantry-centric army, you are clearly outnumbered a fuckton to one. Actually conducting a spirited defense isn't even an option.

Still, objective one is trying to get an idea of enemy numbers. And maybe the location of that massive deer.

This is a crude and oversimplistic question, but what kind of kill ratio do you guys tend to get against furries in infantry engagements?
>>
No. 269487 ID: c2c011

>>269449
Tell her to shut the fuck up and that you don't give a flying shit about her problems. If you try to defend her shit then everyones shit will get fucked up. You need all the forces you have to be mobile, not bogged down trying to keep the fucking order among a bunch of panicy fucking civvies who would do more harm than good. Or trying to defend her and her friends fucking assets. Your goal is to drive the furre fucks away from this planet. If you're going to do that then you can't sit around like a good little boy and defend some civilian shitheads until the furres bring down some superior firepower and blow the shit out of all your men.

So, since she is the civilian governor, she can deal with the civilian side. You deal with the military side. And she will shut the fuck up about what you should be doing on the military side of the whole deal.
>>
No. 269490 ID: 2563d4

>>269449
This is not the time to try to educate irate people on military strategy. Just cut the radio off.
>>
No. 269516 ID: b6c6fc
File 129434784335.jpg - (159.27KB , 861x531 , Command31.jpg )
269516

bahh, I can't afford to waste time on the Irrational, I've got a war to win!
*Click*
>the general puts away his radio

(the general has 200 resource points, his team's maximum size is 15)

Characters: (all characters come with they're own equipment)
General Jack Halsner- Free
Colonel Charles Gibly- Free
Seargant Rickens- Free
Private Driver- Free
Private Enrad- Free

Units:
Draftee: 1 point (Low weapon skill)
Soldier: 2 points (medium weapon skill)
Veteren: 8 points (High weapon skill)
Medic: 4 points (medical supplies included)
Specialist: 4 points (required to use bombs)
Mercenary: 20 points (mercenary, guilder and Astranian come with their own war gear)
Guilder technician: 50 points(required to use/steal RayTech tech)
Astranian agent: 150 points (required to use/steal Raytech tech)
(a Guilder or Astranian is required for the mission plan: steal the command walker)

Armour:
Light armour: 1 point
Medium armour: 3 points (protects from poison)
Hazard suit: 3 points (protects from poison and radiation bombs)

Bombs: (at least one bomb is required for the mission plan: destroy the Command walker)
Plastic explosive: 2 points (can be used by anyone)
Poison bomb: 10 points (can poison food/water or can releases poison gas)
Radiation Bomb: 30 points
Tactical Nuclear Bomb: 100 points

weapons: (each weapon comes with plenty of ammo)
stun rifle: -free
stun pistol: -free
battle club: -free
shotgun: 1 point
grenades: 1 point
revolver: 1 point
combat shield: 2 points
assault rifle: 3 points
sniper rifle: 3 points
flame thrower: 5 points
Rocket launcher: 7 points
gatling gun: 7 points
>>
No. 269523 ID: 644ca1

>>269516
I'm not sure what to pick with the exception of one thing, despite it being the most expensive thing I would like us to consider picking the Astranian agent. First of all he/she would be most familiar with the technology, and secondly if you run into other furres your agent might be able to talk you out of trouble if the rest of you can stay hidden, where a pirate would make you a priority target to be wiped out with the fury of a thousand suns.
>>
No. 269526 ID: 20fc85

>>269516
well, the way we want to set up is a wedge formation, highest armored outside and most heavily armed on the inside.
that's so if we get caught, we can make our way out.

Infiltrationwise, you'll at least want a techie.
2 plastic explosives
1 poison bomb (for your escape... I assume it's a gas grenade)
1 specialist
1 medic
1 Tech
3 vets
4 soldiers

That's 101 points on filling the rest of your team and bringing bombs.
assuming you 5 already have armor, we're armoring the rest of the team in medium armor. That's 30 for armor, bringing the total to 131.

this leaves 69 for arms.
every one of the others on the team (cause you 5 definitely have weapons) should have a standard issue assault rifle except for your veterans.That's 21 spent leaving 48 points. Your veterans are your heavy weapon specialists. So gattling gun + rocket launcher + flamethrower= 19. This leaves 29. give seven soldiers combat shields (to make a cover shield if shit goes downdown. that leaves 15. Give someone a sniper rifle to cover from afar, 12. Everyone else, minus sniper, gets grenades and revolvers based on your preference until we've used our budget...
Then drop stun pistols on all of them, as it's better to not leave blood in a place it can be seen. Stun, drag somewhere, execute.

I do have a reservation budget if you want to save resource points... if, you know, there's some way to put them in the bank and earn interest...
>>
No. 269529 ID: a41aaf

>>269516
>mission plan: destroy the Command walker
Whoah whoah whoah. We're already instigating Crazy Probably Suicide Mission plans, why not aim high?
Mission plan: capture the Command Walker.
>>
No. 269533 ID: 45be60

Do the stun weapons (or any others for that matter) happen to be silenced?
>>
No. 269534 ID: 259738

>>269523
We should pick this BECAUSE it is the most expensive thing.
>>
No. 269536 ID: 259738

>>269529
Also that is an option, but we need to bring a Guilder or Astranian with us to do it.
>>
No. 269537 ID: 20fc85

>>269533
If we have silenced weapons, other than stun weapons, I may revise my budget plan
>>269536
My plan contains a guilder tech in it...

My plan:
>>269526
>>
No. 269679 ID: b6c6fc
File 129441683582.jpg - (116.04KB , 861x531 , Command32.jpg )
269679

>>269526
this would be a damn fine unit, but if we're going to take an Astranian, we're going to have to make some serious cutbacks.

also personally overseeing this mission along side Charles, would indeed increase the chance of success, but it would also be putting all our eggs in one basket
(named characters are optional)

also it might be handy to take along some other light gear, like silencers (can be used on stun rifle, stun pistol, assault rifle, sniper rifle, shoutgun, revolver), gas masks, combat knives, scopes, binoculars etc.
(all this kind of stuff is free, be careful not to weigh down your men!)

also we should either prepare for a Capture mission OR a destroy mission, it's unlikely we have the supplies to be ready for both
>>
No. 269692 ID: 5f0943

Suggestion for full 15 man team

1: Guilder Tech (50pt)

2: Veteran (8pt), Medium Armour (3pt), Gatling gun (7pt), Binoculars (free) (total: 18pt)

3: Veteran (8pt), Medium Armour (3pt), Flamethrower (5pt), Gass mask (free) (total: 16pt)

4: Veteran (8pt), Medium Armour (3pt), Sniper Rifle (3pt), Grenades (1pt), revolver (1pt), Silencer+scope+binoculars (free) (total: 15pt)

5: Veteran (8pt), Medium Armour (3pt), Assault rifle (3pt), Grenades (1pt), stun pistol (free), Silencer+binoculars+scope (free) (total: 15 pt)

6: Medic (4pt), Medium Armour (3pt), assault rifle (3pt), revolver (1pt), grenades (1pt) (total: 12 pt)

7: Medic (4pt), Light Armour (1pt), Stun rifle (free), grenades (1pt) (total: 6pt)

8: Specialist (4pt), Medium Armour (3pt), Shotgun (1pt), battle club (free), Gass mask (free) (total: 8pt)

9: Specialist (4pt), Light Armour (1pt), Shotgun (1pt), battle club (free), Gass mask (free) (total: 6pt)

10: Soldier (2pt), Light Armour (3pt), Combat Shield (2pt), Grenades (1pt), shotgun (1pt), Revolver (1pt), Silecer (free) (total: 11pt)

11: Soldier (2pt), Light Armour (3pt), Assault rifle (3pt), Silencer+scope (free) (total: 9pt)

12: Colones Charles Gibly (free)

13: Seargent Rickens (free)

14: Soldier (2pt), Light Armour (3pt), Shotgun (1pt), Grenades (1pt), Battle club (free), Stun pistol (free) (total: 8pt)

15: Mercenary (20 pt)


Bombs: 3x Plastic explosive (total: 6pt)

COMBAT KNIVES FOR ALL (free)



GRAND TOTAL: 200pt (unless my math is wrong)

MISSION: I say, capture that walker, it would likely be more beneficial than simply destroying it (and in any case, it would still deny the furres the advantage it gives).

Feel free to point out anything I might have overseen/done wrong/errors of any kind.
>>
No. 269715 ID: 45be60

>>269692
I generally like this equipment layout, especially the part about giving a shield to the guy who doesn't shoot so good anyway. I do think Medic #1 should consider handing his revolver to Medic #2 though. And the guy with the heavy, mid range, bullet storm weapon should hand his binoculars to... anybody but the flamethrower guy really. Just from a number of free hands standpoint.

But that said, fifteen men is a lot of people for an infiltration mission, and not enough for an open assault. I'd prefer to have at least two explicit teams, either with assigned roles, or redundant equipment. It looks like it wouldn't be hard to set this squad up for redundancy, there's two of everyone but the guilders.
>>
No. 269721 ID: 5f0943

>>269715
Those are all good points, especially the 'give the other medic the revolver' part, I had overlooked that.
I also just gave the gatling gun man the binoculars because I couldn't think of anything else to give him.

And the squad was built up for redundancy (mostly from the thought that everything can happen in a battle, and putting your hopes on that your only medic or specialist is going to survive through it all is rather risky).

The team could potentially be split in two, one part providing covering fire/suppression/distraction/whatever, while the other part breaks in (the flamer and the shield guy was mostly built up for tight quarters, where they will have more of an impact than in the open).
The sniper is, of course, just going to camp somewhere and shoot hostiles like they're fish in a barrel (or do that shoot, move, shoot, rinse and repeat thing that snipers in real life do).

Also: I just noticed a typo on the list.
On soldier 10 and 11, the list says light armour for 3pt.
The light armour is actually meant to be medium armour, just to make that clear.
>>
No. 269775 ID: 20fc85

>>269721
I'd think it'd be a good idea to have enough people (5) to shield wall, and give cover to those behind them...
It was the reason I designed my plan my way, in the idea of a capture mission.

assault rifle being standard issue, and side arms being stun pistols and revolvers alternating depending on person.

Your teams, however, have the added bonus of being able to split, as there's enough people in each team to split separately.

Also, if there's anyone who needs armor, it's the medic and specialists. They're the most integral to the mission. Giving a single one of them light armor is a waste of credits.

Other flaw, though it's only cause my plan looks at shields this way, is the lack of shields. Combat shields are probably able to fend off arms from our opponents. If set up properly, we can create a shield wall...
So we could get something like this

-----
AAGAA
  S

-= shield
A= assault
G= gattling
S= sniper

Shields give gattler the cover to hold back large numbers of hostiles
Sniper is for counter sniping.

But I dunno...
>>
No. 269829 ID: 5f0943

>>269775
The problem with having a lots of shields for a shield wall, is that a shield wall (especially when used by as few as five men), is that it can be flanked easily.

What I am saying is that the shields will only actually be useful in tight quarters (where flanking isn't a viable tactic) or when holding a choke point (which isn't the objective of the mission at all).

And on the armour issue, I could always swap the snipers armour for light armour (he's a sniper, if he is inside the range of where regular infantry can reliably hit him, something has gone wrong anyway), and remove one plastic explosive charge, which would free up enough points to swap the light armour of the medic and the specialist for medium armour.
>>
No. 269878 ID: b6c6fc
File 129452070075.jpg - (123.37KB , 861x531 , Command33.jpg )
269878

>JUCHA-19 ,hour 10

it took a while, but Charles was able to find all the men and equipment we need

I'm meeting with the last 2 right now:, the mercenary, and the guilder technician

Mantis: " . . . if we run into any space marines, they will pose no problem, I assure you general."

Halsner: "and you guilder tell me, you can do this, are you sure?"

Darglok: "if you can get me to the control room, this vehicle WILL be yours."

General: "exelent."

hmmm well with these 2 on board, we're set to go, anything else I should do before I send out this team?
>>
No. 269928 ID: 1854db

Tell us more about the tech-leech.
>>
No. 269933 ID: 15b51b

Whatever you do, make sure to bring stunners. Being able to stun someone without killing them is extremely useful.

>shield wall
I am voting against this. RayTech beams are going to go right fucking through those shields.
>>
No. 270000 ID: 20fc85

then why even take any?
>>
No. 270003 ID: 632d47

>>270000
Shields are mostly for police work, where your opponent is going to be using a normal gun at best.
>>
No. 270125 ID: b6c6fc
File 129464081396.jpg - (115.99KB , 861x531 , Command34.jpg )
270125

the Tech-leech . . .
they have done nothing but help us, infact they have done very little at all, they frequently provide us with information . . . to much information, things we should know, knowledge on weapons never invented, battle plans the Astranians had written no more than the night before . . . exact casualty counts on whole worlds vaporized. and it is only ever about war, war and science . . . and they never tell us anything about themselves.

despite the horrible incidents of brain leeching
the Tech leeches assure us these rare occurrences are all accidents . . . and I believe them, their swarm of crawler always seem barely controlled, and the Tech-leeches have far more than enough power to enslave us all. but for some reason they seem dead set on us maintaining our own autonomy.

ever word they speak is lie, as if like a parrot speaking words that it doesn't truly understand. and then they tack on an artificial mock kindness that just makes me sick. of all the aliens I've ever seen they are the most vile, I could die a happy man knowing they're all dead. but even if Brood-Mother IS dead, there are still many more Tech-Leeches out there . . .

>the General is lost in thought for some time

the furres generally use 2 types of weapons, ray type, and laser type, our armor and shields are reflectively coated and can deflect a ray shot or two before being compromised, Laser are much harder to protect against, but generally are not so good at taking down infantry
>>
No. 270129 ID: 197650

If you want to concider negociating with the furres, sir, obtaining the command mech would give you conciderable power. With the status quo in your favour, they might actually be prepared to listen.

With the bugs dead on this world, as far as we know, this could be a window of oppertunity that will not present itself to you again very soon.

It's possible the bugs are going for a very simple principle. Great generals throughout the ages all agree, willing obedience is always better than forced obedience. If they enslaved your race, it's possible you wouldn't have the strength or the motivation to actually wipe out the furres. They might believe that with willing obedience, are are capable of that.
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No. 270144 ID: b6c6fc
File 129464338677.jpg - (171.04KB , 861x531 , Command35.jpg )
270144

bah enough thinking! now is the time for action!

the team is prepared, the men eager
today we show our furre "guests" a proper Solar welcome . . .

Chapter 2: END

(feel free to shuffle around the squads/ equipment if you want, if you have any questions feel free to ask)
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