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File 126142224124.png - (10.16KB , 785x458 , Chapter 1.png )
95893 No. 95893 ID: 35cea2

383 posts omitted. Last 100 shown. Expand all images
>>
No. 118192 ID: 2dd482

>>118186
maybe if we rush genetic engineering we can develop some sort of clone/rapid growth process to boost our numbers?

not direct cloning mind you, just taking dna from all healthy individuals, mixing it all up, and mass producing new people.
>>
No. 118209 ID: ec4966

>>118192
That will take years. We need a solution in 13 months. The only options I see available are disabling buildings or demobilizing troops or both. What should we do?
>>
No. 118230 ID: 2dd482

>>118209
well at +1200 metal a month and 100k+ stored up already, we could afford to shut down some metal derricks, and therefore smelters, for the time being.
>>
No. 118249 ID: 3dbae2

Hell, why not do both? That should open expansion possibilities a bit until the kiddie generation grows up.

Though be careful with becoming too heavily dependent on them, as they might need to be pulled out in an emergency.

That said, toughly 2K light infantry have simply been twiddling their thumbs since the fall of Terral. If we DO need them in an extended emergency, we can shut down resource acquisition for a bit.
>>
No. 118306 ID: 54af1f

>>118209
Well, I think we should keep at least a thousand infantry about for emergences.

How many workers do we actually need?
>>
No. 118350 ID: 57aa53

infantry.

and i told you commuting doesnt work that way...

we should do superbric and implants. if we ran out of personnel, enhacement implants would be the way to go.

as commuting goes, can we research or make some sort of flying civilian vehicle? a boat is fone too....
>>
No. 118354 ID: 57aa53

since our sattelite city is envious, we should do the farm thing in there. its at least something fun for them.
>>
No. 118393 ID: ec4966

>How many workers do we actually need?
Well, we don't really need very many new facilities just yet. (An entertainment structure at Slater. Perhaps a Constantly Exploding Car(tm))

But in 13 months, we're going to have to put a new class of Professionals into school. They have to be Workers to start with, so that means hundreds fewer Workers available. I was thinking 600 to 1500. So, in practice, as many as we can.

I guess we could demob another 900 infantry and put 800 existing workers (since we want the infantry available as infantry in an emergency) in as Professionals, while we simultaneously put 3,000 Nonworkers into trade school.
>>
No. 118409 ID: 2dd482

>>118393
all the while working towards developing baby farms right? We need to think in the long term as well. Relying on natural births isn't going to get us to where we need to be in terms of population. With less than 9000 people it'll take 18 years for the first generation of 8000 or so (assuming 50/50 gender split and every couple has children) born on the planet to reach worker status. We need to pour all our research into finding a way to rapidly accelerate growth and develop cloning techniques to be able to get any sizable population without waiting a 100+ years.
>>
No. 118410 ID: 54af1f

>>118393

This sounds like the most viable solution.

Some of those professionals we newly train we should send to check out the anomaly, and despite peoples prejudice, I really think we should go full out for geister diplomacy. We hardly have anyone.
>>
No. 118412 ID: 54af1f

I suggest we research mass production next, if possible I think we should start pumping out interceptors, even if we can't crew them all, they'll be useful later.
>>
No. 118533 ID: 57aa53

>>118409
well, we wont clone people so soon. right now we should train better cybernetic implants to dim the personel requirement.

consider that we may be able to field capital ships with 50 or less crewmember.

i want to start a orbital scaffold, later on we may upgrade it. frankly i want another carrier to prevent loss of stuff and people case we need to flee.
>>
No. 118702 ID: ec4966

NOW:
Demobilize 950 LIGHT INFANTRY to serve as workers
Begin Training 100 SPECIALIZED CREWMEN from NONWORKERS
Begin Training 100 POWER SUIT INFANTRY from NONWORKERS
Upgrade both SCHOOLHOUSES into COLLEGES
Begin 2x MEDIUM STOREs at SLATER
Begin 4x MEDIUM STOREs at MONUMENT
LABS: Begin research on COMPUTING SYSTEMS II

In 2 Months:
Shut down one SMALL LAB Research gets ALL SLOW LIKE
Shut down 3x SMALL METAL DERRICKS
Shut down 4x SMALL FARMING DOMES
Open both new COLLEGES using freed up PROFESSIONALS
COLLEGES: Begin Training 850 new PROFESSIONALS and 350 new WORKERS (48 months)
Upgrade shut-down SMALL LAB to MEDIUM LAB*
Begin a TERMINAL at MONUMENT
Begin 2x MEDIUM LABS at MONUMENT*
Begin a MEDIUM LAB at SLATER*
Begin a COLLEGE at SLATER*
Begin 3x COLLEGES at MONUMENT*
Begin a HOSPITAL at MONUMENT*
Begin a MEDICAL OUTPOST at SLATER*

(*- These don't actually need to be finished for a year, so spread it out if the Worker shortage is an issue)

In 4 Months:
Shut down a Medium Derrick to provide workers for the Terminal.

In 13 months:
COMPUTING SYSTEMS II research completes
200 New Professionals complete their training
New Turn


FACTORIES: (468 BP)
120,000x Perishable Goods (120 BP)
10x Interceptors (150 BP)
1x Strategic Bomber (30 BP)
2x Nuclear Bombs (30 BP) (here's hoping these things can take out a Breaker scout if one happens by)
46x (Autocannon/Railgun) BRICs (138 BP) (I prefer tanks, but these are really crew-efficient)


NOTE: If Morale dips below VERY-GOOD, begin producing FANCY FOOD. If morale dips below GOOD, interrupt turn.

NOTE 2: We started training 100 new crewmen here: >>111086

NOTE 3: We can afford walls, but that'll make Gesters feel unwelcome, and make citizens feel like they're in a prison camp. Things are hypermilitaristic enough as it is. I might regret this if Space Pirates attack, but they probably just fly over walls anyway. Having a battlemech regiment should help.
>>
No. 118782 ID: 57aa53

>>118702
i thought about that, and frankly, i wanted interlaced walls. something like:
____ ____ ---- ---

so our infantry can still defend itself.

also take note: railguns are still useless. we should train units, but they are useless without a better weapon.
>>
No. 118785 ID: bf2bdb

can we mate our nukes to our cruise missiles.
>>
No. 118843 ID: bf2bdb

Can we have some more information on the breaker attack on earth actually? What precisely were the breakers hit with and did anything seem to hurt them?
>>
No. 118919 ID: 2dd482

>>118702
agree with this, except replace computer systems Ii with Genetic Engineering III
>>
No. 119013 ID: bf2bdb

>>119007
I'd go with computers first, we need drones more than we need more babies, they'll take too long. If we have infantry drones, then we can replace infantry with robots.
>>
No. 119074 ID: 57aa53

>>119013
this. increasing pop growth by 100% would still not be as useful as not needing human lives in the front row.
>>
No. 119790 ID: 35cea2
File 126465059658.png - (75.37KB , 1154x664 , Contact.png )
119790

The build queue has been halted at 2 months.

An interceptor patrol delivers an urgent message. He is immediately patched through to the Admiral.

INTERCEPTOR 009: "This is Waltz 009. I am picking up unknown forces on my scans, approximately 15 miles west-by-southwest of my position. The SS looks like they could be Breaker. I don't think I have been detected yet. Orders sir?"
>>
No. 119800 ID: 51d0f5

They're definitely breakers.

All right. We have four basic options:

A) Try to take out their transmission station using interceptors and bombers, then attack with whatever army we can muster deployed from dropships.

B) Nuke them without warning using bombers flying at low level to avoid sensors. They can pull up at the last second to send their bombs sailing in at a parabolic arc, allowing them to escape the blast.

C) Try to conduct a full scale planetary evacuation without them noticing, and without engaging the enemy.

D) Something I haven't thought of.


None of these deal with the fact that we don't know how they got here. There's a good chance they have a ship in orbit. I have no idea whatsoever what to do about that.
>>
No. 119802 ID: 57aa53

>>119800
it could be a "resort colony". i wish we could engage in diplomatic envoys.

havent we been watching the anomaly? if so they are there for quite some time. we should consider discovering HOW they got here and HOW they communicate before we INVADE them.

we need that precious tech, nuking is out of question.
>>
No. 119803 ID: 57aa53

COMMANDOS! send a commando to steal stuff and gather info!
>>
No. 119822 ID: 57aa53

>>119803
did i said a commando? im sure i wanted to say 15. with tranquilizer guns.

in specialy adapted, undetectable vehicles.

to kill everyone but 10 souls, for us to "gather info" and fool around.

all your base are belong to us!
>>
No. 119831 ID: 51d0f5

That might work. Except for the "specially designed" part. Also, when we attack, we'll need as much firepower as we can possibly deploy. We're out-teched. Tranquilizer darts aren't going to cut it.

Send in 8 Commandos on 2 gunships. Have them deploy beyond the enemy's horizon and sneak in to observe the base. Above all, try identifying ground-to-air threats. With luck, they can paint them for Interceptors to strike, so we can send in gunships to hopefully counter the enemy firepower advantage when we launch the main attack.

Y'know, assuming everything hasn't gone tits up by then.
>>
No. 119846 ID: 51d0f5

Make sure to send Commando 17 with them.

(I know we have more than 8 available, but you don't want numbers for a spy mission.)

And tell the Interceptor to get away from there before it's spotted.
>>
No. 119850 ID: 632862

If we're going to send ANYONE, send a Gester. If they see a human they will report it and we'll have to pack up everything and run.
>>
No. 119911 ID: bf2bdb

How did they get here without us detecting their FTL signature?

We need to check orbit for a ship.
>>
No. 119914 ID: bf2bdb

I think the idea of sending commandos is good, but let's send some weavers as well, and a geister as a scout.
>>
No. 119928 ID: 631142

>>119914
this will kill the gester 95% of the time.

we should scout the area withOUT weaver. they can be pinpointed, and when they find a disabled/destroyed weaver, they will know we are here and have irrefutable evidence.

we should look at their surroundings. they may be here for entertenaiment, but there is no game here, they cant be here for resource, so we have only a scouting or refueling station left. 50 people is awfully low number to take out 9k+ hyoomans.
>>
No. 119947 ID: 9437e2

We'll need more information about Breaker base, commando team plus several Gester volunteers sounds like good idea. Use commandos to scout and Gesters to pump nearest tribes for information.

However, we will need to start evacuation anyway. If Breakers base remains, they will find us sooner or later, and if it is destroyed, they will investigate and find us again.
It is possible that they here only temporary and will leave soon, but I feel that it is unlikely.
>>
No. 120119 ID: bf2bdb

>>119928
If they can detect a 5 inch long drone they can detect a 6 foot commando. If we're not looking to use them for recon why'd we build them?

>>119947
Maybe, we should prepare to evacuate, but we shouldn't yet. If there was a breaker fleet we would have detected their FTL emissions. This maybe something smaller.

Let's seek information before we rush into a decision.
>>
No. 120127 ID: 35cea2
File 126472261042.png - (42.78KB , 1154x664 , Outfit.png )
120127

8 COMMANDOS have been selected to perform espionage on the unknown base. NaNi has also been brought along just in case his skills as a diplomat are needed.

They will be inserted a few miles southeast of the base by three GUNSHIPS. It is assumed the mission will take place just before the dead of night, but you can change the time and starting location if you wish.

Standard kit for a COMMANDO is an AMARR-1 (drum fed assault rifle. Very accurate and has great penetrating power, though is rather heavy and shots leave a brief but obvious obvious plasma trail), 2 of each frag, smoke and flashbang grenades, one demolition charge, a bayonet and an additional piece of equipment (1 WEAVER, another primary weapon, a larger demo charge; pretty much any piece of equipment you think they can carry). Their helmets come with a radio, a tactical HUD, and night/heat/telescopic vision.

COMMANDO 17 can only be armed with one special equipment and a single demo charge.

No human guns or grenades can be outfitted on NaNi, as his tentacles are too big.
>>
No. 120133 ID: bf2bdb

At least two commandos should carry designators (laser or whatever)

The other six can carry weavers.

Send NaNi and a weaver forward on point. He knows the terrain better and so on, the rest stay some distance behind. I'd suggest we work our way up to the long, somewhat lower ridge, it's not quiet as good a view as the big hill, but it's also less likely to patrolled because of this.
>>
No. 120135 ID: 2dd482

>>120127
I'd change the insertion point to just west of the high peak. As it is now the Breaker base is on the same level of ground as the hill between it and the insertion point. they might be able to detect them
>>
No. 120137 ID: bf2bdb

I assume it's too late to assemble a bunch of bunker busters for immediate use?
>>
No. 120139 ID: 2dd482

>>120135
also as per >>120133 have two commandos carry laser designators for bombs, and replace their weapons with sniper rifles of some sort and pistols as backup.
>>
No. 120141 ID: bf2bdb

Oh yeah, and spread the weavers out in a circle around the team, so they know if anyone's sneaking up on them.
>>
No. 120148 ID: bf2bdb

Actually, can NaNi carry a weaver himself?

If so, then pull one weaver and bring along a large directional antenna so we can listen to breaker communications (we can't translate them but it could be useful.)
>>
No. 120149 ID: bf2bdb

At the same time

Rearm all interceptors and bombers except one Solo with AG missiles. Put the remaining solo on the pad with a nuke in it.

How many units do we have the drop ships to lift in a single lift? We might need to strike fast after this recon is done.
>>
No. 120378 ID: 51d0f5

This is a surveillance job, so a focus should be on sensors and sniper rifles. I'm reluctant to take away anyone's main weapon, since we literally have no idea whatsoever of enemy capabilities, and this could descend easily into a vicious firefight. We need at least three snipers, though, giving us a potential for three teams with the last two dudes providing security. Even that's a little lopsided.

Let's hope the gunships have a lot of loiter time.
>>
No. 120436 ID: 631142

ready up 2 intys with both nukes. they must stay far away but within reach of at least 20 minutes.

i cant think on much. nani will die, im almost certain.

we could scout ahead with the weaver but frankly, we should kill them all. im just terrified at the idea we fire twice with snipers and suddenly shields fuck everything up.

the commandos have to get close and personal. we need 2 or 3 snipers to give cover and finnaly, nani is to serve as a distraction.

so:
-nani goes in to talk. weaver is sent from a different direction.
-C17 and 4 more are to sneak their ways in. they must favor short ranged attacks. their purpose is to disable the greatest number of enemies possible AS SOON AS SHIT HITS THE FAN.
-3 commandos must stay in 3 different sniper positions. they must mainly give cover to nani, check if weaver wasnt caught and give generic comments on possible warnings by the breaker of our infiltration.

our main goals by order of importance:
-diplomacy channel estabilishment.
-ASS KICKING of all aliens involved, except nani
-technology tefth. most number possible of gadgets and the likes.
-survival of all members involved when nukes are used. if needed be, the mountains can give cover against the two nukes we can deploy.
>>
No. 120451 ID: 631142

>>120436
i need a map centralized on the enemy base. i tried to doodle something but it just sucks, i cant see plains in the other side of base or even if there are any terrain features around to take cover for nukes.

the snipers must cover each a different section of the base in order to give full coverage for our 4 invading commandos.

the invading commandos can enter however they know best. i would like to try diplomacy first, but considering we need to steal tech, even a alien radio could do wonders.

the weaver should shortly follow NaNi or pehaps, if we have proper listening devices on nani, a different pattern althogether.

i would LIKE to send weaver and nani before the invading commandos. it could give them a good idea of were to invade the base from.
>>
No. 120462 ID: cfad4e

We are NOT going to order 8 guys to attack 50 Breakers. Dudes have force-fields and shit.

Surveillance only.
>>
No. 120471 ID: 631142

>>120462
the attack is only for the extraction of personnel.

what we really need is tecnology. any trinked would do, really. nani and the weaver are there to ensure we work it out, the nuke is case shit hits the fan harder that the usual.
>>
No. 120768 ID: bf2bdb

Personally I don't think the commandos should get anywhere past binocular range of the base. I figured we were gonna stick up on the ridge, look at everything, then launch a massive gunship/bomber/intercetptor strike and maybe an armoured column to finish the place off.
>>
No. 120798 ID: 631142

updated suggested course of action and goals for the commandos:

-nani goes in to talk. weaver is sent from a different direction. nani must have listening devices, but he musnt give idea he is talking right now to us. if the breaker figure out its from admiral ackbar is all gone.
-C17 and 4 more are to sneak their ways in. they must favor short ranged attacks. their purpose is to disable the greatest number of enemies possible AS SOON AS SHIT HITS THE FAN. until then, theft of anything tecnological is enougth. they can however take their time to infiltrate, the weaver can be sacrificed for situational information, but nani must live.
-the invading commandos must also ready up explosives case everything goes haywire. since they are in extreme close proximity, rigging the most likely AA turrent is needed as what seems to be our only way of disabling them. tanks are also a need since the snipers can only give 1 shot safely thanks to bullet trail
-3 commandos must stay in 3 different sniper positions. they must mainly give fire cover to nani IF he is attacked, check if weaver wasnt caught and warn everyone if the breaker become too active against spotting other commandos.

our main goals by order of importance:
-diplomacy channel estabilishment.
-technology tefth. most number possible of gadgets and the likes.
-ASS KICKING of all aliens involved, except nani
-survival of all members involved when nukes are used. if needed be, the mountains can give cover against the two nukes we can deploy

if all gooes well:
-nani speaks to them, diplomatic channel estabilished
-we pawn small tecnological devices of no significance to the breaker.
-charges are removed, we fly freely with "neutral allies" watching
-research of new tech is urgent. new detection perimeter must be set up. another inty is sent to investigate everything.

if crap hits the fan:
-nani must GFTO. a commando can be used to carry him out if needed be.
-someone stab the weaver/ we make sure its asplodered. not important but snipers can do this too.
-most likely AA turrents are asplodered. ensure some tanks are too.
-we pawn soldier stuff, small tech and w/e. snipers provide cover, invading commandos are encouraged to not melee least needed.
-20 min till 2 nukes land. everyone must be safe by then.
-research of new tech is urgent. new detection perimeter must be set up. another inty is sent to investigate everything.
>>
No. 120799 ID: 631142
File 126476841590.jpg - (3.38KB , 126x95 , wat.jpg )
120799

>>120768
then we dont get tech, and nani is in danger at all times. his death = our gester tribes becomes enemies with us = no more noble savants coming to our cause.

>>120462
dont belive in violence, belive in me that belive on violence!
>>
No. 120800 ID: 631142

>-C17 and 4 more are to sneak their ways in. they must favor short ranged attacks. their purpose is to disable the greatest number of enemies possible AS SOON AS SHIT HITS THE FAN. until then, theft of anything tecnological is enougth. they can however take their time to infiltrate, the weaver can be sacrificed for situational information, but nani must live.

the weaver can also be sacrificed if they ask for it. its better to have a couple soldiers looking at a weaver that at a commando.
>>
No. 120801 ID: 54af1f

>>120799

I don't see why he should approach either honestly. If we encounter breaker patrols he can maybe bluff them, but he shouldn't approach the base himself, way too dangerous.

I honestly don't see the point of trying too much diplomacy with the planet killing aliens. We can salvage their stuff after we blow them up with an airstrike and tanks.
>>
No. 120802 ID: 631142

>>120801
the whole problem is: we CANT have a fight it out.

they have shields. its good enougth for me to consider that one nuke isnt enougth. we need that technology.

nani, despite being a diplomat from the gester out of situation, is somewhat expendable. its bad to have him dying here but its worse to see them shooting a human on sight.

we also cant salvage broken devices. a war with them is likely to render any tech useless.
>>
No. 120803 ID: 631142

also i just realized, IMPLANTS! THE COMMANDOS NEEDS THEM!
>>
No. 120804 ID: 54af1f

>>120802

We have no information on what they have right now. That's why we're mounting a scouting mission I would assume.
>>
No. 120805 ID: 631142

>>120801
also also realistically we still dont know why we are at war. we kinda need to, before we tackle 9+ other sentient races willing to go at us because a master race dude said so.
>>
No. 120969 ID: cfad4e

Hey, I forgot to say what we're upgrading Super-BRICs to. Does that mean they're not upgraded, or that they're upgraded with basic freebie weapons like chainguns?
>>
No. 120970 ID: 54af1f

Also: What do cruise missiles actually do?
>>
No. 121160 ID: 631142
File 126481699443.jpg - (17.06KB , 640x360 , justasplanned.jpg )
121160

>>120970
if they are like IRL cruise, they are long range missiles, something like 2k+ km.

>>120969
i approve of this. i also want the cyber thing. the soner we get battleships manned by very little people like in EvE the merrierer.

also, if all goes as planned, we will have new armor and shield types that matches the breaker's.
>>
No. 121166 ID: 54af1f

>>121160

Lots more than 2 KM. Mostly I'm wondering how much damage one would do to an area the size of the breaker base.
>>
No. 121170 ID: 631142

>>121166
i wrote 2kkm. meh, i fails at numbuhs.

i belive its only a bit stronger that a common bomb carried by a inty or a specialized bomber. we have to factor that if interception is sucessful, the inty is ASPLODED while the cruise is simply blasted.
>>
No. 121814 ID: 35cea2
File 126487942289.png - (40.59KB , 1154x664 , Insertion.png )
121814

The team has been geared up and deployed at the insertion zone.

Interceptors are circling outside of enemy radar range, ready to fire AG missiles should the situation get out of hand. They can remain in flight for about 12 hours before they must return to base.

Should the situation spiral too far out of control, a heavy bomber is armed with a nuclear bomb and circling along with the interceptors.

Designate where they should move and what they should do next.

>>120969

It costs 1 SC to upgrade a BRIC into a Super BRIC. Since no orders regarding upgrades were specified, the BRIC's remain unupgraded. Upgrading them will cost NO BUILD POINTS.

>>120970

CRUISE MISSILES are basically a huge bomb with a jet engine. They are much larger and more devastating than the normal MLRS MISSILES and AG MISSILES, but are still compact enough for an MLRS to carry a single one. They have a maximum range of 300km.

A SILO is necessary to produce CRUISE MISSILES and NUCLEAR MISSILES. We need a little more technology to create a SILO.
>>
No. 121856 ID: 631142

>>121814
well, upgrade all BRICs we can for now. id like to go with my plan if possible.

also WTF we know their radar range?

also also are we supposed to micro? thats going to be quite difficult. suggestion coming next.
>>
No. 121862 ID: 631142

stage 1: we scout. snipers move in first, commandos give cover. nani is to stay in intersection point.

setp 2: after snipers got in position, we take our sweet time to check their routine, scout patrols and dudes takin a smoke in the outside.

step 3: when we got enought info to act like solid snake against aliens that cant be tazed or killed, we send nani by the most distractive route there is. each commando can do as they feel its better as described in >>120798

step 4: ???

step 5: hyooman victory!
>>
No. 121863 ID: 2dd482

>>121814
First move the commando team north, have the snipers and C13 take up position on the peak overlooking the Breaker base.

The rest of the team will form a 2nd group and attempt to approach the base from the west. Dispatch weavers to scout out ahead and determine lines of sight. Have NaNi hold back for now.
>>
No. 121865 ID: 2dd482

>>121863
hurr I really should finish my thoughts before submitting.

Primary objective should be RETRIEVAL of Breaker TECHNOLOGY. Destruction of the base or personnel would only alert them to our presence on this planet.
>>
No. 121896 ID: 54af1f

Upgrade all BRICs.

>>121865

I think they're gonna find us anyway eventually.
>>
No. 121899 ID: 54af1f

>>121814

Ok, the team should spread out with NaNi on point, with one weaver watching him, and the rest of the Weavers spread out around them as scouts. They need to move up onto that low ridge to the North East of the insertion point and get eyes on the base.
>>
No. 121908 ID: 631142

>>121865
i has that problem too.

>Destruction of the base or personnel would only alert them to our presence on this planet.

they are trolling us. they got here when we were supposed to have a 2 months warning, we cant really put aside that.

wich reminds me, we need warp core ASAP.

>>121899
the mountains are better sniper spot, we should also consider nani doesnt have much mobility and would call quite a lot of attention. im not going to say the commandos cant be invisible, im just gonna say i hope we dont need it.

>>121862
i just noticed, in step 1 snipers where supposed to scout with the backing of the invading commandos. the scanner commando must also try to gather readings PASSIVELY.
>>
No. 121927 ID: 54af1f

>>121908

The mountain is a really obvious sniper spot
>>
No. 121929 ID: 631142

>>121908
durhur, sidenotes to consider:

snipers cant silent snipe. one shot, move, reload, repeat.

this means we have actual 3 to 5 rounds before we have to consider pulling the snipers to the drop point.

nani is doing 2 jobs: distracting breaker for our invasion and theft of anything we can pawn AND diplomatic relationship maker.

the commandos are there to steal w/e they can, protect NaNi from the breaker and place as much explosive on the base as possible.
>>
No. 121932 ID: 631142

>>121927
with 3 snipers and a crappy pic, i save face by saying that they are indeed what they are :|
>>
No. 122300 ID: 35cea2
File 126491123932.png - (45.54KB , 1154x664 , Observe.png )
122300

>>121856

We assume their radar range is less than 15km, as the interceptor that passed around that distance remained undetected.

Also, micro is not necessary. Just tell the general orders and the commandos will sort everything out. You can order them around or even go first-person and take command of an individual if you really want to.




The commandos move up to the hill and begin observing the base. NaNi is sent to see if he can distract the Breakers. He leaves his WEAVER with the commandos and moves around the mountain so he won't be suspicious and draw less attention to the team stationed on the hill.

The commandos see that the Breakers sent out a squad to meet up with NaNi. They point their weapons at him and yell in a strange alien language. They appear to not want NaNi to get any closer.

The commandos that are watching the camp see that there are about 5 large, tripedal vehicles and several dozen Breaker infantry. There are a bunch of tents along with several unidentified more permanent buildings, one of which appears to be out of service.
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No. 122445 ID: cfad4e

Upgrade all 17 BRICs with dual shoulder missile launchers... if we're allowed to do that instantly, that is.


Okay, so they don't know the local language. We've learned that. That's good to know. Have NaNi get the heck out of there. Just send him off in any direction as long as it's away from the enemy. He can't really help any more. He's not serving any tactically useful distraction, just alerting the enemy to be on the lookout. Hopefully they'll disregard this. Lone native. Not a big deal.

Do the Commandos think that there would be much of an intel benefit to observing the site longer? If so, do so and submit a more detailed analysis. Risk moving a closer only if it will have a no-bullshit tangible benefit to the surveillance mission.

If not, I vote we launch a full scale airmobile ground assault ASAP and position the commandos to spread out and snipe from multiple angles while prepping to lase targets.

We have 7 dropships. We should commit either 6 or all 7. Each can hold 100 infantry or 4 BRICs or 2 Tanks/MLRS. So potentially a force of, say:

95x Power Infantry
200x Light Infantry
2x MBTs (Railgun)
8x BRICs

What do our in-character military minds think of dropping such a force undetected within marching distance of the base and launching an attack before dawn? Would scaling the numbers back increase the odds of secrecy a lot, or only a little? Do we know ANYthing about Breaker ground forces?

(PS: Those Unknown Buildings are almost certainly ground-to-air guns. They can probably dual purpose to hit ground targets as well)
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No. 122447 ID: 2dd482

>>122300
the out of service building seems to be a transmitter tower of some type, most likely their link to whatever brought them here. The permanent nature of the buildings seem to indicate they are not merely a newly arrived scouting team. How we didn't detect them upon arriving on the planet, or when they first landed, we'll have to figure out later.

Send C1, 17, 19 and 20 in to place their demo charges and retrieve small items if able. C17 should place his demo charge on the largest intact building while the others place them on what look to be AA towers. Have the snipers cover them and provide intel on enemy movement. C13 will remain with the snipers to better facilitate targeting.

If the charges are placed successfully, blow them and call in the interceptors. Any remaining AA towers are priority targets followed by Mechs.

Not sure if snipers should be give clearance to engage targets of opportunity or wait until another couple of gunships arrive with proper ground forces to engage the Breaker infantry.
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No. 122462 ID: 54af1f

>>122300

Can we get a full map of the base? NaNi should pull back if the Breakers let him

Plan wise, I suggest we launch a Joint Attack Team at the base as soon as NaNi is clear. Sneaking in with demo seems to be a bit risky, though it might be worth putting a bomb onto the AA gun, if the commandos think they can succeed.

http://xbradtc.wordpress.com/2009/06/07/joint-air-attack-team/

Unfortunately I don't think we can bring in any MRLS, so we should try to hit them with a combination of bombers and gunships. Gunships will use pop up attacks to suppress any long range air defenses, fragmentation bombers will suppress infantry and craft armed with AG missiles will hit vehicles and buildings.

Pull the nuclear bomber and one other bomber back to base and rearm it with fragmentation bombs, then send in C-17 and the stealthiest human to move in and demo the AA.

Once the demo is in place, then have all gunships, interceptors and bombers launch a coordinated air strike on the Breaker base.
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No. 122463 ID: 54af1f

>>122462

Oh and then drop in Test Patterns Armoured column as close as we dare as soon as we can after the air strike. We want to storm the base while they're still reeling if at all possible.
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No. 122567 ID: cfad4e

I'm down with a joint airmobile assault, but it'd be better if we could land within a few miles, in secret, like the helis did. Doing it with six dropships will be much harder, of course, but is there a realistic hope? If it's a pipe dream, then a joint air assault-style SEAD followed by direct landing (but not directly onto the enemy base) might be our best chance.

I'm opposed to any further attempts at a diversion. Right now their readiness level should be low. (Even if they're nocturnal) Fucking with them, even to deceive, will make them go alert and go on the defensive.
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No. 122606 ID: 8ecfd4

I think we should move in some light infantry and a few power armored troops, say 50 light 10 power guys, to the commandos for back up before they move. Then the drop ships should move back and pick up more light infantry and powered infantry.

Once we have the backup prepared and the dropships ready to drop troops I think we should send in the stealthier commandos with demo packs and take out what seems to be their anti air/artillery. Once we blow those up the snipers are to sow general confusion while the gunships go in to add to the confusion while the drop ships unload the infantry nearby and they assault the base. The ones that acted as a backup for the commandos can then act as a reserve and be used for a flanking attack to grab a few prisoners and kill the rest.

Once we secure the base we should get a few scientists over and do some good old fashioned vivisection on the aliens. Make sure the other prisoners get to watch.
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No. 122613 ID: 54af1f

>>122606

I'm reluctant to throw less than a full load of tanks, BRICS and infantry at them. We don't wanna do this by halves, we don't want to fight fair, they didn't fight fair when they killed earth.

We should attempt to hit them with completely overwhelming force.
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No. 122618 ID: 8ecfd4

>>122613
My plan is to use overwhelming force. 150 light infantry backed up by sniper teams, 50 power armored infantry and gunships that attack in the middle of the night when the enemy just lost their AA/artillery should be overwhelming force and leave something standing for our scientists.

And I would never advise to fighting fair, such ideas are as naive as thinking we should initiate diplomatic relations with the Breakers for anything else but backstabbing purposes. Those fuckers destroyed Earth. This war will be one of extinction and one I intend to make sure that mankind wins.
>>
No. 122637 ID: 54af1f

>>122618

That's not overwhelming though, cause the enemy has giant robots. We should bring in Test Patterns force package, right after the airstrike.
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No. 122783 ID: cfad4e

Frankly, I'm not convinced that even my full six-dropship assault is overwhelming force. When the Breakers attacked earth, their warships were totally immune to human weapons. Who knows how capable their troops and vehicles are?
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No. 123272 ID: 8ecfd4

>>122637
I thought that one was just what we could bring in maximum in the different things. Like either 200 light infantry or 95 armored guys. If it's a complete list then fuck yeah lets do that one.

I still think we should try to get in a flanking strike force though. Being flanked is quite demoralizing. And if we have a varied loadout then the soldiers should have something to kill the Breakers.
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No. 123275 ID: 54af1f

hitting them from multiple angles isn't a bad idea actually, though it depends on getting the AA defenses down.

Hopefully the Commandos and the air strike will put pay to those.
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No. 123458 ID: 631142

well, this is why i wanted nukes or nothing else. we cant really think we will succeed with 10x more soldiers that what they have.

the commandos must hurry with the demo charge on the buildings that we suspect its AA stuff. if possible we must also rig the tanks. im hoping the inties and bomber can do the tanks with common bombs.

we are NOT waiting 1 day or 2 to build up a strike. this is a theft and nuke run. except we cant nuke anymore.

their surveilance radar got asploded somehow, they are here to repair it. they must have good stuff around. like a worm in a fisherman's hook, the plot device is too delicious to pass.

we should bring heavy infantry and tanks, leave the artillery behind. they must come ASAP and once again, we are not sure how many its supposed to be, so get all of them here.

i will worry with breakers in the nearby woods later on.
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No. 126906 ID: 35cea2
File 126551513699.png - (48.32KB , 1154x664 , Before the Assault.png )
126906

>>122445

The BRICs have been upgraded, and the COMMANDOs have requested to spend the rest of the night observing while the JAAT is prepared.

The COMMANDOs verifies that the broken building is some kind of scanner or radar. Its broken state explains why none of the Splinter aircraft has been detected thus far. The Breakers also appear be supremely incompetent mechanics, as they have made no progress in repairing the device whatsoever and succeeded only in ruining it further. Also, the COMMANDOs have noted that none of the buildings or mechs at the base appear to be shielded. C17 has planted a HEAVY DEMO CHARGE on one of the buildings.


By next morning, The BRICs have been upgraded, all the soldiers have been loaded into the DROPSHIPS, and the various aircraft have been fully armed.

BRIC B05: "Sir, the ground team is in position. As soon as the air team has engaged the enemy we will attack."
GUNSHIP G03: "The air team will come up on the enemy base in approximately twenty minutes sir. The interceptors and bombers will bombard the enemy fortifications first, then the gunships will move into position to assault the enemy. If you've got any second thoughts about this say them now, because it's gonna be too late soon."
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No. 126987 ID: f12f07

>>126906
holy strike of luck.

the demo charge asplodes, intys wipe out the tanks but one, snipers give in a few shots disabling what they belive to be important personnel and run for their lives.

meanwhile, troops move in and we take as many ALIVE as we can. the buildings must be as whole as we can get them as well.
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No. 127009 ID: cfad4e

Launch such that the ground assault will closely follow the air strike. I don't know the speeds involved, but just make it so the troops are landing not long after the strike. As close as is safe.

Interceptors: Focus on blowing up those anti-air-looking artillery pieces, as painted by the commando designator. This will be the first direct attack, so the enemy (hopefully) won't be on alert. Which is good, because this is the most dangerous phase.
Gunships: Focus on the walkers.
Bombers: Remain on station so troops on the ground can call in missile strikes as needed, and to react to emergencies.
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No. 127248 ID: 8ecfd4

>>126906
Start the assault by blowing the demo charge. Those things might not be fully automated, so if any of them are still standing after the initial bombing run and not firing then the commandos should make sure nobody can get close to them.

>>127009
Pretty solid plan. Just make sure we get prisoners. There are going to be some unethical experimentation done and we need live subjects.
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No. 127296 ID: 54af1f

>>127009

I'd suggest one of the bombers supresses the defenses as they've got AG missiles, while the interceptors drop bombs on the enemy infantry.

Use terrain to cover our approach and also come in from the side where the cannon will be demoed.
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No. 129994 ID: 35cea2
File 126594192589.png - (50.62KB , 1154x664 , Phase 1.png )
129994

The INTERCEPTOR and BOMBER strike, combined with the activation of the DEMO CHARGE took the enemy forces completely by surprise.

The ground team and GUNSHIPS quickly followed behind to take advantage of the panic. Unfortunately, one building was undamaged and managed to get destroy a GUNSHIP before it was brought down by mass missile fire. The mechs that weren't downed by AG missiles were destroyed by the GUNSHIPs before their crew could enter them.

With little cover the remaining enemy infantry are being gunned down rapidly, but their advanced weaponry have apparently impeccable range:They have destroyed a SuperBRIC with some powerful infantry held energy weapon, and many soldiers with their lighter assault weapons. Their weapons, however, appear to be very ineffective versus the heavy MBT armor.

Most of the enemy infantry are spreading out.
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No. 130006 ID: bf2bdb

Move in and sweep for any remaining aliens, attempt to take them alive if possible, (shoot to wound)

We can't let any breakers get away, so lets do this throughly and by the book.
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No. 130065 ID: cfad4e

Move the tanks to commanding positions where they can provide highly accurate long range firepower.

Alpha Strike with all remaining AG Missiles. Suppress the Breakers to clear the way for a direct infantry assault, moving the troops to closer quarters where enemy smallarms range won't be as decisive.

Go all-out with it. Take the last foes alive if it is reasonably possible to do so without many losses.
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No. 130097 ID: 8ecfd4

>>129994
Set a few gunships to patrol the perimiter. We don't want any Breakers getting away.

Move up the infantry behind the mbts since it seems like the Breakers don't have anything that will punch through their armor.

Order the commandos to shoot a couple of the enemies with crippling shoots instead of immediatly killing shoots. When feasible take prisoners. If not then just kill them, we might not learn as much from dissecting corpses but we still learn some.
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No. 130137 ID: 54af1f

>>129994

Keep the tanks and BRICs on the hill for overwatch and send the infantry in to clear the site. Be somewhat cautious, we can't afford heavy losses.

Pull the aircraft back as soon as they're out of ordinance and rearm them with AG missiles in case there's a ship around.
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No. 130934 ID: 35cea2
File 126611883363.png - (54.45KB , 1154x664 , End Battle.png )
130934

The INTERCEPTORS and BOMBER make one final bombing sweep before running out of ammunition, taking out more enemy infantry positions.

The ground forces advance, with the MBTs spearheading the assault to direct fire from the vulnerable infantry.

The COMMANDOs begin crippling a squad of enemy infantry so they can be used for interrogation later.

By the time the MBTs have crossed half the distance the entire enemy force is destroyed, either cut down in the open by chaingun fire or killed while taking cover by missiles, autocannons and railguns.
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No. 130937 ID: 35cea2
File 126611919164.png - (12.02KB , 785x448 , Chapter 1 Concluded.png )
130937

The mysterious powers that have orphaned Humanity have felt defeat for the first time.

They do not intend to have that same feeling again.
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No. 130941 ID: cfad4e

>They do not intend to have that same feeling again.

WELL, THEY'RE JUST GONNA HAFTA SUCK IT UP
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No. 131533 ID: 3a7cd3
File 126619495164.gif - (33.41KB , 132x132 , supremancy.gif )
131533

>>130937
Humanity!
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No. 131540 ID: ab04d4

>>131533

HUMANITY FUCK YEAH

(Also pixelart fuck yeah)
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No. 131556 ID: cfad4e

It's a really good thing we gambled on a surprise attack with overwhelming force. If we'd gone a little more conservative, they might've gotten those mechs online. Given how much damage they were doing with infantry weapons alone, the walkers woulda fucked us up.
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