Art of Domination Thread 04

Art of Domination Thread 04
(01-04-2018, 04:15 PM)smuchmuch Wrote: »Sorrry but you haven't added the improved batteries based on Polluted organs autopsy research project tho, is it that they aren' t available yet ?

They'll be ready after this invasion is dealt with.
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(01-02-2018, 09:28 PM)smuchmuch Wrote: »4 Blood princes fighter craft
(4*10800 =43200)
20 sonic swaters
(20*1800=36000) (we already have 10, that put us to 30)
8 skyshadows
(8*4500=36 000) (we already have 2 s that put us at 10)
32 APCs
(32*1800= 57 600) (on top of 8 that puts us at 40 total)
20 Sahela-9 Rapid Combat Vehicle
(20*450=9000) (put us a 30 total)
30 sonic mechs
(30*600 = 18000) (remember we have 50 of them already, so that tops at 80)
2 reaver gunships
(2*7200 = 14 500) (we have 3 of them, that give us five)
5 hunter drones
3 laser drones

(5*2700=13 200) (3* 3800=11 400) (we already have 5 Hunter Drones and 3 Laser Drones already, that put us a 10 and 6)
10 seekers drones
(10*900=9000) (we had 10 we go to 20)
10 bataillons
(10*1000 = 10 000)
+Hire 2 BOTAS PMC
(2*5000= 10 000)

(43200+36000+36000+57600+9000+18000+14500+13200+11400+9000+10000+10000 = 267900 RP spending )

remains: 95770 rp

5 void spheres (5*30= 150 AS)
3 vigilance orbs (2*20 = 40 AS)
2 portal wagon (1*20= 20 AS)

(puts us at 3)
5 phantomatic repeater (5*2 =10 AS)
4 usurper knights (4* 20=80 AS)
1 Truth extractor (1*5 AS)
1 Overmind armor (1*15 AS)
Two abyssal artilleries to the mix at 24 AS


Remains 16 AS

You quickly transmit your orders to the Omni-Factory while Ghulls contacts the PMCs. BOTA-4 gunships quickly move to Planet-117. Ghulls pulls up a display of Region 3’s map for your use.

[Image: KUFl3Fc.jpg]

The Phantomic Repeaters are assigned to Battalion 5, who easily adjust to it. It’s very light, and the grip is comfortable, able to shapeshift to better fit the user’s hand. The Overmind Armor waits in storage.

Void Spheres manifest themselves, and your pilots are surprisingly eager to try them out. Their control system is almost magical: It reads the pilot’s thoughts, instantly. They can fly these strange vehicles as effortlessly as moving their own bodies.

The new Portal Wagons take up residence inside different rooms at HQ. They are just as compliant as Keymaster.

Four Usurper Knights are almost-instantly manufactured from the Author’s Forge, walking with more grace than anybody could expect. They pledge their allegiance to you, and stand ready for orders.

The Sentinel Orbs gravitate towards your personnel, eager to protect your forces from any harm.

Your soldiers posted at Region 3’s western coast report that they, along with the newly-reinforced air units have managed to shoot down 12 of the enemy planes before getting over land, leaving 42 still active. Troops over in the east report ten have been shot down. 45 of them are still coming.

HQ reports that the enemy transports from the east have landed just outside their perimeter. The others from the west them have landed in Cadrow City in Region 3, a city of 180,000 people.

HQ: Commander, this is HQ, there’s a lot of smoke coming out of those transports! We can’t see anything!

Ghulls: What about the scanners? Are they picking anything up?

HQ: Negative, Adjutant Ghulls. There’s something in the smoke that’s blocking our scanners. According to the sensors, it’s just… empty space. Whatever is in the smoke, it’s completely hidden. All 800 of our security personnel are already preparing to open fire, watching for movement. There’s been no sign of the enemy yet.

This smoke is unwelcome news.

The City Guards at Cadrow City in Region 3 call in. Captain Rodriguez, leading the organized defense and digging in at the mall, is reporting.

Cpt. Rodriguez: Commander! Ma’am! The whole city is covered in some kind of gas! There’s no smell and it’s not poisonous, but we can’t get visual on any enemies!

Ghulls: Captain Rodriguez, can you tell us where the transports landed?

Cpt. Rodriguez: We don’t have an exact fix on their positions, but I can give you our best guess based on what civilians have told us. Wait, Commander, I’m getting reports that there are creatures moving around the city… hang on.

Rodriguez speaks to another guard.

Cpt. Rodriguez: Bodyjackers? BODYJACKERS?! Frigo are you serious?! Okay okay I’ll tell the Commander! Commander Vorador, we have a situation here! We are getting incoming reports from civilians that there are walking crabs with glowing eyes breaking into people’s homes and putting eggs inside them!

Ghulls: How many, Captain?!

Cpt. Rodriguez: I- hang on, FRIGO! HOW MANY! Damn it, we can’t confirm exact numbers, but from the sounds of it there must be hundreds out there! What, Frigo? WHAT DO YOU MEAN THE HOTEL’S GONE QUIET?! Uh, Commander? What do we do?

Suddenly, another militia member interrupts him.

Sgt. Roswell: Captain, we’re getting word that enemy soldiers are also on the move at the prison. Looks like those planes didn’t just bring Bodyjackers with them. They’re all packin’ laser guns and wearing some kind of goggles. They’re putting up metal barricades and building something. People say it looks like some kind of cannon.

Cpt. Rodriguez: A cannon? Is it an artillery piece?

Sgt. Roswell: Could be, captain, but we just can’t get any of us to even look at it since everything’s covered in this damn smoke. That intel came from the warden himself.

Cpt. Rodriguez: Are the enemy soldiers attacking the prison staff?

Sgt. Roswell: They’re not hurting anyone, just… working on their project. Wait, we’re also getting intel from south of us… Shadow Company?

Cpt. Rodriguez: What?

Sgt. Roswell: Captain, we’re intercepting radio chatter.

Ghulls: Sergeant, send us the feed.

You listen to the chatter. All of the voices sound totally monotone, as if they were machine-generated.

???: Shadow Company. Four. Twenty. Nineteen. Six.

???: Shadow Company. Twelve. Fifty. Centaur. Abandon.

???: Shadow Company. Tango. Three. Zero. Zero. Four.

???: Shadow Company. Micro. Five. Zero. One. Sacrifice.

You: This sounds like some kind of code.

Ghulls: We’ll keep tabs on them, Vora.

Ghulls brings up the map of Cadrow, along with intel on where the transports may have landed.

[Image: wSxIsnK.jpg]

Cadrow City is in immediate danger. There is very little intel and visibility is extremely poor. Seeker drones are nigh-useless. All of the transports landed in heavily-populated areas, meaning that launching artillery strikes without confirmation could lead to catastrophic collateral damage.

Which of your forces will you send to defend Cadrow? What will you do?

- Send in Spec Ops and the Swarm Intelligence Drones, priority is to gather intel!
- Raid the prison! Whatever it is they’re assembling must be a powerful weapon.
- Evacuate the Hotel District with the Portal Wagons and send in the Usurper Knights!
- Something else!

>_

Units available:

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western front, Cadrow city:

Quote:- Send in Spec Ops and the Swarm Intelligence Drones, priority is to gather intel!
- Raid the prison! Whatever it is they’re assembling must be a powerful weapon.
- Evacuate the Hotel District with the Portal Wagons and send in the Usurper Knights!

Prety much all of those and more.
Allright plan of deployement to retake control of the city as soon as possble

1)The left side of the city is much more clear than the right side. There is only one transport near the university, if we send the local police force now, they can take care of that one and they can imadiatly work on reiinforcing securing the zone between the recycling facility and the university as a 'safe zone'

The same goes for the top right side, between the Mall and the Stadium

Any of our troops near the site are to make their way to help as fast as they can.
We will also send our laser drones (that's 3 per location) and 4 reaver gunship to help (as those are likely to arrive quicker than the rest.)

2)Simultaneously:
I don't think we can not should we take the risk to retake the Hotel district intact, I think we will have to enderstrike BUT we can try to evacuate as many civilians as we can first and keep the bodyjaker contained.

We spend 10 16 AS to build 5 phantomatic repeater and immediatly arm our Phantom knights with them and give the last one to one of our spec ops team.

(While I maintain their prices (which mean they can't be deployed in great numbers) and range make them a bad choice for our bataillons, they should however be a geat weapon for a few shock troops troops in close urban combat. So this situation in Cadrow city is exactly what the kind of situation where they will shine.)

By portal we can send the four knights, Grenda and a spec op team

Grenda first and the phantom knights to clear followed by one of our clocked spec ops team.
Their mission:
-Evacuate as many civilians as they can and retreat
-Cull as may bodyjacker as possible, to limit spread and propagation
They have twenty minutes (or untill new repport come in) before retreat.

[Image: XtkDqlt.png]

edit:
Just remembered. Savior drones are made to evacuate up to four people by air, deploy them to assist with the evacuation. Our spec ops can help the civilians with that.

We have 95770 Rp
For 27 000 we can produce 10 savor drones on top of the three we already have.
68770 rp left

We will also produce a lot of SID, 30 clusters, and send them in the city in front of our troops to have a bettr idea of what's going on.

68 770 Rp
each SID cluster is 1000 RP
38 770 Rp left

20 will be deployed it he city, 10 ar kept for the prison.

(this is exactly for that kind of thing I wanted to have a strategic reserve left)

3)We have plenty of skyshadows and APCs so let's use them.

We send five skyshadow to Cadlrow. Three have a standart bataillon, the other two are loaded with sonich mechs and one spec ops team.
(if they can be transported by skyshadows. But seeing as skyshadows can transport up to a full bataillon, which is up to a 1000 people (for the reccord, the biggest modern passenger airplane the airbus A 380 tops around 850 for comparaison) i'm gonna ay it can likely at least oad a dozens robots)
It depends on howmany mechs we can transport per skyshadow but I'd like at least 10 to 20 per skyshadow

A) Drop Bottom Right side of the city
Two bataillons and one group of sonich mechs are unloaded near the Hotel district.

One bataillon with half of the sonich mechs surround and contain the hotel district,
Their job is to make sure no bodyjacker gets out and nay unifected civlilian brought by the agents already dropped inside are safely evacuated to the stadium

The other bataillon imediatly move to eliminate the transports between the hotel end the university

B) Drop on the Up Left Side

The remaining bataillon and mech group are dropped to engage the zone between the Mall and the recycling station

C) The prison
The spec ops team will be dropped there.With two more teams sent by portal as reinforcement.

edit: First let's them have deploy SID in there. 10 of the 30 produced above.

68 770 Rp
each SID clsuter is 1000 RP
28 770 Rp left

the skyshadows are imediatly sent back to HQ to bring back five more bataillon that will be dropped as reinforcements.

[Image: 6FXf8AB.png]

4) A column of 20 APCs and 2 tanks is sent to the city and try to take back the main roads that cut the city, allowing to make sure bodyjackers don't cross from zone to zone

5)
Enderfist strike on the (hopefully mostly evacuated by then) hotel district followed by hunter drones an rever napalm strikes jsut to make sure.
We keep pouring reinforcement as needed.

[Image: bm77jfs.png]

Honnesty hard to tell how it'll go beause we don't know how the Eastern sfront will devellop and how much troops will be needed there.

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Eastern front

Send more bataillons with the 5 remaining skyshadows.
Order our batallon to prepare defensive positions, do no engage in the smoke
Send the two void artilleries to deploy as support and most of gunships as soon as they are rearmed.

We lack info for now
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Doesn't smoke and/or fog fuck with our Stealth fields? I have no real suggestions (because this feels like a We're Fucked scenario), except that maybe we should rely more on SIDs and work on getting as many people out as possible. Basically go into Quarantine mode, too, I guess. So people who are evacuated are kept isolated and away from population centers until they're checked thoroughly for contagions. Basically, I think we should siege our own cities. My first instinct here is to A) get information and B) fall back to a safe position... which I acknowledge may not be the best idea... which is why I'm content for letting others handle this one.
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Sure it's a bad situation. No doub about it.
even if we pla this perfectly andmiracles happen, we're talking thousands of civilian death (withagnrously conservative estimte) and doens if not hundreds of our troops.

But here's the thing, Bodyjackers in a heavily populated aera is one problem that really can't be wited out. The more we wait the worse it gets.

And if we just wait it out and and then bombard the whole city... funy, normaly Im the first one to advocate pragmatic solution but here the hit we'd take woud be uge. Like I would seriously understand if our aprooval in region 3 dropped buckets.

Iam worried about this 'shadw compagny stuff tho. thaat they have some sort of stealth, hidden units and this is a trap but I see no way to plan for that at he moment short of jsut sending stuff ina nd making sure all our troops are alert.

...And relly more on SID, it is a good sugestion, thanks.

(Besides, hey, i kept compalining the enemy was acting stupidel and not taking dvantage of their weapons and troops efficiently.
Now that they fnaly do i'm not gona back up from the chalenge.)

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Water and vapor do interfere with our coaking devices if memory serves and this smoke somehow interfere with drone sensors so likely that 'll screw with ur clocking as well, true.

However The spec ops sent in the hotel district are here mostly to direct the civilian to the portal or outsideof the district. The real firepower and frontliners here will be Grenda (who has a diffrent kind of cloaking and lots of armor and raillguns anyway) and phantmic repeater armed knights who won't be looking at all. so that part of the plan still works

(Also I forgot but we can send our savior drones as well to help evacuate the Hotel district, it's the kind of stuff they're made for and bodyjackers can't attack air.
edited myplan to produce 10 savior drones which will be sent to help with the evacuation)


For the prison, yes I guess we can produce 2 more SID swarms and send them in before any spec ops, but I'd at least would like to have spec ops near the prison.

Edited my plan above to have us produce 30 SIDS clusers.
10 will be for the prison, 20 for the city i front of our troops to prevent eventual traps or hddeb shadow squads


however even if the smoke uses wrd chemicalsand his sporduce by the stransport, it can' last forever. I mean smoke dispate eventualy (quite quickly in fact) and even if the transprts keep producing it continualy, it'll can only reliably affect only small aeras around said transports

... Also.
DON't we have a weather machine ?
Whatever happened to it, cause it was kind of a big deal for a while and it was supposed to be ready to use about the day after and then chaos bed happened and we seem to have complelty forgot about it.
Can't we raise the winds localy or make it rain to counteract the smoke ?
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(01-25-2018, 07:32 AM)smuchmuch Wrote: »DON't we have a weather machine ?
Whatever happened to it, cause it was kind of a big deal for a while and it was supposed to be ready to use about the day after and then chaos bed happened and we seem to have complelty forgot about it.
Can't we raise the winds localy or make it rain to counteract the smoke ?

The weather machine is still in your arsenal. It costs no additional power to affect Region 4, but for Region 3, and to generate winds to affect the entire city, you will need to consume 10,000 RP per minute.

You currently have 95,770 RP. You can definitely clear everything out for about nine minutes, but after that, the enemy transports will keep pumping out the strange smoke. If you decide to use it, make the most of this window.
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Quote:The weather machine is still in your arsenal. It costs no additional power to affect Region 4, but for Region 3, and to generate winds to affect the entire city, you will need to consume 10,000 RP per minute.

You currently have 95,770 RP. You can definitely clear everything out for about nine minutes, but after that, the enemy transports will keep pumping out the strange smoke. If you decide to use it, make the most of this window.

Oof that's expensive ! But used well it'll definitively be an asset.
Alright just a few questions:

1) if you look at the phase 1 of my plan for deployement, can we estimate how long would it take for one reaver gunship and a laser drone (possible to add one BOTa gunship and two hunter drone on each group) to take out two landed transports ? (I know they're tough but landed as they are they can't avoid missiles anymore.)
And how many transport could the fourth gunship take with the same kind of support ?

2)Would one or two minutes of clear skies be enough to coordinate a swipe with seekers drones, drop the SIDs then gunships can use the SIDs feeds from to spot once the smoke's back ?

(We still need to produce the SID so that's 20 000 to 30 000 less Rp to k with and cout 27 000 if we build savior drones to evacuate the hotel zone but that stillleave up to 20 000/30 000 Rp . As much as I don't want to spend it all, I'd rather use my Rp and save most of the city if need berather than hoard and let it fall; Not out o the goodness of my heart, oh no, but it's a support thing. our entire high support in region 3 will crumble if we can't proove we can protect civilians from the enemy strikes.)

3) And for the other front in the East ? How much for one minute of clear skies to do a seeker sweep ?

4) Also after this, can we lanch some kind of 'support our troop' campaign in region 3 and 4 to get extra Rp for the week from citizen and entreprise donations and war bonds ?
I realise the citizens of Manava/planet 117 haven't much money to give but I feel this drop is exactly the kind of thing to show just how /real/ the danger from North' insanity is.
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Quote:1) if you look at the phase 1 of my plan for deployement, can we estimate how long would it take for one reaver gunship and a laser drone (possible to add one BOTa gunship and two hunter drone on each group) to take out two landed transports ? (I know they're tough but landed as they are they can't avoid missiles anymore.)
And how many transport could the fourth gunship take with the same kind of support ?
2)Would one or two minutes of clear skies be enough to coordinate a swipe with seekers drones, drop the SIDs then gunships can use the SIDs feeds from to spot once the smoke's back ?
3) And for the other front in the East ? How much for one minute of clear skies to do a seeker sweep ?

I like the idea of having as many sensor drones line up to make the most of a one to two minute window

Furthermore we may want to look into securing a traderoute or two with nearby systems or colonies to ensure that our operations go well.
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(01-26-2018, 10:41 AM)smuchmuch Wrote: »1) if you look at the phase 1 of my plan for deployement, can we estimate how long would it take for one reaver gunship and a laser drone (possible to add one BOTa gunship and two hunter drone on each group) to take out two landed transports ? (I know they're tough but landed as they are they can't avoid missiles anymore.)
And how many transport could the fourth gunship take with the same kind of support ?

2)Would one or two minutes of clear skies be enough to coordinate a swipe with seekers drones, drop the SIDs then gunships can use the SIDs feeds from to spot once the smoke's back ?

3) And for the other front in the East ? How much for one minute of clear skies to do a seeker sweep ?

4) Also after this, can we lanch some kind of 'support our troop' campaign in region 3 and 4 to get extra Rp for the week from citizen and entreprise donations and war bonds ?

1) It will take about 30 seconds for a Reaver, Laser Drone, two Hunter Drones and a BOTA-4 to destroy a transport by themselves. They need to fly there, acquire and confirm target, attack, then confirm target is destroyed. The gunships, with the support you mentioned, can take on four transports before needing to re-arm, which will take one minute for them to fly back to HQ and shove the ammo in.

2) It takes a minute for the Seekers to do a quick sweep, and your aircraft can fly alongside the Seekers to acquire and engage targets almost immediately. The SIDs can spend another minute to get a more detailed report (enemy numbers inside buildings) before your aircraft can start firing.

3) At HQ, it will take less power: 8,000 RP per minute to clear out the smoke. I will later provide a map that can give a better estimation for how much power the machine will use for future ops.

4) A donation drive campaign and war bonds will be offered to civilians after this operation. Good thing Vora now has a reputation for fighting atrocities.

Oh, and smuchmuch? I forgot to mention this earlier but I adore your drawings! I really appreciate all the effort you put into it.

(01-27-2018, 04:32 PM)LoverIan Wrote: »Furthermore we may want to look into securing a traderoute or two with nearby systems or colonies to ensure that our operations go well.

This will definitely be considered after we resolve this attack.

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flamethrowers flamethrowers flamethrowers flamethrowers

Legit though, if we can find anything at all that could be useful against the smoke, even just for a couple hundred meters of visibility, we need to use it.

... Does it fuck with radar?
Can we burn it?
Would destroying a transport clear the air around it, or at least let the smoke dissipate a bit?
Can we get a spec analysis of the composition of the fog, or would that take too much time?
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Hrm, I'm not sure if we should suggest it, but it could be feasible to stagger the weather clearing. Every other second stop, or every fifth second stop, extending the time we can run the clearing for, but not getting it as clear....

If there's a way to scan lifesigns and sharpshoot where they are, but that risks civilians

>I'm going with the smuchmuch plans so far
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Oh, and smuchmuch? I forgot to mention this earlier but I adore your drawings! I really appreciate all the effort you put into it.

Thank you.
They're pretty crappy tho, I'll try to have them a littleless rushed next time. And goodluck with your new job.

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Quote:... Does it fuck with radar?
Can we burn it?
Would destroying a transport clear the air around it, or at least let the smoke dissipate a bit?
Can we get a spec analysis of the composition of the fog, or would that take too much time?

1) If it stops our seeker drones to get anything through it, yes it likely fuck with radar as they do have more than simple visual sensors if memory serves.

2) Well our Reaver gunships and Hunter drones have napalm missiles so we'll know soon enough.

Besides those tho, I don't think we don't have actual flammehtrower troopss per se Hawkeyes the mercenary can let one f our bataillon use incendiary ammo. We probaly had a few flammethrower deployed at region 4 and 5 frontier to burn braintrees seeds.
But those are are exceptions. The closest to regular troops we have have are the volcano tanks who can fire superheated molten metal (making them sort of a poor's man mix between an incendiary ammo and plasma railgun tank) and superheated laser beams rifle (10 for each of our 1000 soldiers bataillons if memory serves). So not much we can deploy.

Also even if the smoke is flammable, might not be a great idea to systematicaly ignite it in a heavily built and populated aera for obvious reasons. I doubt it'll be tho, if anything since they are meant o protect the transports, it'll likely be flame retardant.

3) Since the smoke will come back even if we clear it with weather machine winds, indicates that the transport generate the smoke. Inversely itmens that if the transport are destroyed, the smoke will likely clear with no source to generate it.
At least I'm banking on it.

4) Isuppose we can alway ask some of our troops to get some samples but it's very unlikely we'll get an analysis of it in time tobe usefull for this particular battle (especialy since due to bodyjackers being used, we want to move and destroy as many as possible very very fast)
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The numbers checks even if it'll be tight. I'll jsut make one change to my plan, rather than buying 10 savior drones and 30 SID cluster, make it 5 savior drones and 20 SID clusters (5 of which will go to the prison)

That way we spend 33 500 RP instead of 57 000 and 62 270 remain which give us a bigger margin to use the weather machine.

I'm thinking at least 30 000 rp for minutes on the city.
1 minute for the seeker sweep and the SiD drop
Then 2 minutes to let the gunships finish their work.

Once the gunships go back to HQ to resuply and rearm, they'll stay here to help with the defense there.

Since we only get on shot and only four transport can be destroyed, I think I maintain our priority is to target the one between the university and the recycling plant and the three closest to the stadium. That way with the police reinforcing those four land marks we have two big 'safe'
patch int he city we cna have civilians tke refuge in.

That'll leave up 32 000 Rp to clear near HQ (which at 8000 a minute is still 3 minutes at most)

If LoverIan suggestion is possible andwe can get longer time but slightly less efficient then,
for the same price:
-1 minute at full force for the seeker sweep, 2 minutes at half power for the gunships to do their work at half power and 2 minutes later when our infantry squads and sonich meachs are deployed in the city.
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(01-31-2018, 10:04 PM)Ajnin Wrote: »Does it fuck with radar?
Can we burn it?
Would destroying a transport clear the air around it, or at least let the smoke dissipate a bit?
Can we get a spec analysis of the composition of the fog, or would that take too much time?

- Yes. Radar indicates the entire smoke-covered area as one singular, massive vehicle, and this is clearly not the case. Everything in it is hidden from radar.

- Destroying a transport would clear out the smoke immediately surrounding it, as well as increase overall visibility. Right now, the smoke is making it impossible to see anything past one metre.

- The smoke itself, according to the scanners, is made up of an unknown element. Whatever it is, it’s outside both the human and saramis periodic table. At least it’s not harmful to breathe.

On the subject of flamethrowers: They will definitely be on the table after this battle.

Quote:smuchmuch’s plan

You carry out the plan. The weather machine does its work, and the air clears. 20,000 RP is spent, leaving 75,900 RP in reserve.

You can see the transports still pumping out the smoke, but they’re now visible to attack. You see Bodyjackers also pouring out of those transports. You quickly order the construction of 30 SID clusters, 10 Savior Drones.

Grenda and the Usurper Knights armed with Phantomic Repeaters get to work clearing out the Hotel District. Hawkeyes and Talbat also volunteer, risking themselves to save as many as they can. With her present, the local guards also have explosive rounds.

Regular Army troops are dropped in via Skyshadows, and engage as many monsters as they can. Your tanks and APCs are also in the fight, clearing out the roads with as much firepower as they can deliver. Savior Drones and SID clusters are on the move too.

Ghulls updates you with the situation at the prison.

Ghulls: Vora, the enemy is setting up artillery pieces in the city’s prison, right up on the roof. 12 prisoners confirmed dead, along with 4 security officers. The enemy is just ignoring everyone who wasn’t in their way. Our Swarm Intelligence Drones were spotted and fired upon. They’ve sustained damage from grenades. We’ve lost 2 SID clusters.

Suddenly, Grenda is yelling at you from Cadrow.

Grenda: PRETENDERS! THE BODYJACKERS HAVE PRETENDERS INSIDE THEM! WORM ALERT! WORM ALERT!

Ghulls: Oh no.

Hawkeyes: Vora, we already blew them up but even after that shock we’re still seeing worms crawling out of the remains!

Talbat: I wish we had flamethrowers. Hawkeyes, how fast can you make firebombs? Maybe find some iodine?

Hawkeyes: Gimme a minute! I’m still busy shooting!!!

Ghulls: Anna, if things get too rough, pull out of there!

Hawkeyes: Don’t worry about me, cowboy! I know when to fold!

Some of the Bodyjackers were full of Pretender worms. Even with your soldiers’ best efforts, many of the worms are able to flee and attack weaker targets.

[Image: eDMOTLj.jpg]

Civilians are shouting in mass panic as Pretenders are crawling through drains and vents into people’s homes, killing people and taking over their bodies. Many are desperately fighting back or fleeing in whatever way they can. You can hear some of it through the radio chatter.

“SOMEONE PLEASE SAVE US!”
“RUN! RUN! RUN!”
“GERALD! WORM! KILL IT KILL IT!”
“GET THAT HOSE WORKING OR WE’RE DEAD!”
“EVERYONE GET OUT OF THE HOUSE!!!”
“GET TO THE PORTALS NOW NOW NOW NOW!!!”

The number on your display tells you grim news. 820 confirmed civilian casualties. 65 soldiers are dead, killed by relentless Bodyjacker hordes. Their BARA suits were not enough to stop their claws. Your fists clench.

Then you hear an unwelcome voice.

???: Shadow Company. Five. Seventeen. Nine.

Feathers: Commander, we’ve figured out what Shadow Company is. These signals are being broadcast from invisible units in Cadrow. The messages are being sent beyond our borders.

You: What are these messages saying?

Feathers: They’re reporting civilian locations. They are informing Centricom, our enemy’s strategic leaders, where civilians are hiding and how many there are. Commander, the enemy is focusing on inflicting as many civilian casualties as possible. Every single reported civilian stronghold is a target for Pretender swarms. Radio chatter analysis also shows that enemy forces at the prison are preparing mortar strikes with shells full of Pretenders to be used civilians.

You can hear an enemy soldier at the prison speaking through the radio:

“Direction and distance confirmed, will deliver Pretenders on the turncoats ASAP. Load those canisters. Watch out for enemy activity.”

Those mortars could hit anywhere in Cadrow.

Feathers: Commander, the enemy intends to use the worms and convert the city against us.

You: Attention, all gunships, engage enemy artillery crews at the prison’s rooftop! Kill those bastards now! Make sure you don’t hit their canisters, those things have Pretenders inside!

Your pilots acknowledge and rush back into the battlespace, eager to stop another atrocity.

As your forces do their best to save Cadrow, HQ calls in and reports a disturbing sight.

HQ: Commander, we’re seeing civilians walking towards us from inside the smoke.

You: Civilians?

[Image: 8y71kX0.jpg]

Humans and saramis, all wearing similar clothes. You can see children among them.

HQ: They’re warning us to get away and not shoot them.

Feathers: Commander, these people are walking as if there’s something behind them, pushing them forward. I’ve been analyzing their speech. They sound lucid, aware of what they’re doing, but they cannot stop walking.

HQ: That’s not all, Commander. Some of our soldiers have begun acting strangely. They’re saying words in sync with the people walking towards us. Here, listen to one of them.

Pvt. Garyn: Please don’t shoot. Get away, please, we can’t stop it. It hates us. If you shoot we both die. No, please. I’m sorry, please, no more, I’m walking, I’m walking, stop please stop.

HQ: They’re also mimicking their gait. We’ve had to pin them down on the ground or else they’d be walking forward too. All scans indicate no presence of electronic implants or parasitic life-forms.

Feathers: Commander, this is definitely a psychic attack. I believe that these ‘thralls’ are now linked to your soldiers who are speaking along with them. In short: If you kill a thrall, a soldier dies along with them. By my count, there are 300 soldiers affected.

Ghulls: Goddamn it, are we going to have to make Overmind Armor for everyone?

You: This can’t be all there is. Why keep these thralls alive, if their death can kill off my soldiers? They must have been placed here to act as a shield for whatever they have deeper in the smoke.

Feathers: I agree. We need more information as to what’s controlling them. We might have to consider the possibility that the creature causing this predicament is invisible to the naked eye.

Lagan, who has made it down planetside, chimes in.

Lagantis: We could clear the smoke with the weather machine, but we don’t know how the enemy might respond if their hand is revealed. They could just instantly kill off our troops the moment they get exposed. We do have other options, though. We could try shooting them in the shins to try and slow them down, or send out our fast ground vehicles to nab them.

You: What if we send in Savior drones to grab them and fly them out of the battlespace?

Ghulls: Hold on, we got portals now! We should just generate portals right under those thralls and just send them elsewhere that way.

Lagantis: That could work too. Our real problem here is that we don’t know what we’re dealing with. We’ve never seen any enemy like this. We don’t know if the enemy will just execute these people the moment we pop a portal open.

As Cadrow City is embroiled in fierce, horrific combat, your forces at HQ watch as the thrall draw closer. Three hundred Alliance soldiers and three hundred prisoners are at risk of instant death. 15 minutes remain before the thralls reach HQ.

What are your orders?

- Make use of Portal Wagons and transport those thralls away to an empty field.
- Send out Savior Drones and get those thralls as far away as possible!
- Clear out the smoke using the Weather Machine first! (8,000 RP per minute)
- Shoot the thralls in the legs.
- Drop artillery strikes where the transports landed. Maybe it will save the thralls by killing whatever’s behind them.
- Send out troops in Sahela-9 vehicles to try and grab the thralls.
- Try getting your affected soldiers out of the combat zone and see if that frees them from the psychic effect.
- Order troops to dig holes in the hopes of trapping the thralls.
- Something else!

>_

Units available:

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Alright, things are going pretty SNAFU but that's not exactly unexpected given the size of the assault. No plan survives contact with the enemey and all that...

1) For the pretenders pinatas:

We may not have flamethrowers but we do have laser riffles, 2 per squads, and if I remember their description well, the beam is superheated. (To the point the beam is actualy visible because they are so hot they set particles in the air on fire.)
Point is with some small combustible canisters (fuel from our skyshadows for example but any lammable liquids and gas hat can be scanvenged will do) we could probaly use them as igniters for fire traps and fire blasts.

2) For the psychic catch 22 link thing:

Does Feather know if the link work both way and with unconciousness ?
Because what we could do is have our affected soldiers knocked out with non lethal weapons or drugs. And then maybe that'll knock the thral as well, maybe even interrupt the link ?

3) For the shadow Company chanel :

Speaking of the weather machine we had 2 full minutes of clear sky and a seeker sweep, did they see anything on their sensors, infrared, radar, energy spike, somthing that would give us an idea of where those invisibe units migh be or at least something they aren't invisible too ?
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(03-14-2018, 01:15 PM)smuchmuch Wrote: »2) For the psychic catch 22 link thing:

Does Feather know if the link work both way and with unconciousness ?
Because what we could do is have our affected soldiers knocked out with non lethal weapons or drugs. And then maybe that'll knock the thral as well, maybe even interrupt the link ?

3) For the shadow Company chanel :

Speaking of the weather machine we had 2 full minutes of clear sky and a seeker sweep, did they see anything on their sensors, infrared, radar, energy spike, somthing that would give us an idea of where those invisibe units migh be or at least something they aren't invisible too ?

HQ: Commander, we tried sedating our affected troops, but they're still moving and mumbling in their sleep. Whatever this is, the link only goes one way.

Ghulls: Forces at Cadrow report that we don't have visual on anything that could be broadcasting the radio signal, but the sources of these transmissions are moving VERY FAST.

You: How fast?

Ghulls: Fast enough to move up and down a hotel within seconds.

You: No wind? No footsteps?

Feathers: They seem to be capable of moving through solid objects... like the projectiles in our Phantomic Repeaters. Shadow Company might be stopped if we can pre-emptively get living creatures in their way, but at the speed they're moving they could instantly kill whoever's obstructing them. Since they haven’t collided into anything yet, they could either be consciously navigating around living creatures or they can phase through organic matter as well. We’ll need more information, Commander.

Francoise: I’m looking at the data as well, they could be jumping from rooftop to rooftop. Maybe you can have troops standing on the oofs and see what happens? But as Feathers warned, a collision could be fatal. Shadow Company is moving at Mach 1.

You order some soldiers to take positions on top of buildings, hoping that whatever Shadow Company is, they can at least be slowed down.

Meanwhile, HQ’s defenders are still waiting for orders on what to do about the approaching thralls.

>_
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1) For the thralls:

Try evacuating some of our troops by portals as see if it break the link while we have our vortex ans Solaria artilleries and any gunship that comes back from Cadrow for resupply to bomb and strike near known transport landing positions. Maybe it will kill whatever is menacing the thralls, maybe it'll just break their concentration or dsorganize them just long enough to stop from maintaining the psychic link.

(And hope to god it's not some of those brainmen general who can create 'return to sender' portals. Although vortex artilleries and void spheres shoot small floating black holes so I don't think potals would do them much good here.)

While the artillery strikes are going on, send the savior drones not deployed in cadrow to grab as many thralls as possible.

2) For Cadrow:

Hmm, our troops still have organic radios, could try to use that as 'shadow company blockers' if we could pinpoint where they might emerge in advance

Also, for bigger blockers, we do have a column of APcs and tanks in cadrow. Aren't our vehicles equiped with tumorhide laser/fire resistant organic armor ?

And I just realised our volcano tanks can act against the swarms of pretenders in conjonction to our lasers troops.

That said, if things start becomming too costly, we'll have to switch to a fighting retreat and regroup to secure positions as Gloomymorron said earlier in Cadrow soon.

We're trying to get as many civilians out and in safety, and contain the bodyjackers and pretenders infections but I don't know if we can fully retake the city. We may have to enderstrike more than just the hotel district to keep thing manageable.

(And If things get really unmanageable we'll have to consider puling out cordon the ity and sterilize the place to rubble with enderfist strikes. Needless to say, this is last ressort strategy, as it would be a major blow on support and morale but if it comes to it, better to destroy the city han le it be a foothold for the enemy and loose the city rathe than half our troops.)
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Next update: 10 April 2018. It's a long one!
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(03-18-2018, 12:52 AM)smuchmuch Wrote: »Try evacuating some of our troops by portals as see if it break the link while we have our vortex ans Solaria artilleries and any gunship that comes back from Cadrow for resupply to bomb and strike near known transport landing positions. Maybe it will kill whatever is menacing the thralls, maybe it'll just break their concentration or dsorganize them just long enough to stop from maintaining the psychic link.

HQ: Good news, Commander. The soldiers who are out of the combat zone are no longer in sync with the thralls… but now all the thralls are dead.

You look back at the screen. Dead bodies cover the grass, each one in a frozen expression of pure agony. Three hundred lives extinguished in an instant by whatever was coercing them to move forward.

The enemy doesn’t care. The lives of all the people they’ve kidnapped, they’re just tools.

You order all air units that are already re-armed to strike every know transport landing position. Your pilots waste no time in throwing bombs and missiles at them, and HQ can intercept enemy chatter:

Quote:???: Life-link Attack was a failure. Our ammunition was depleted but the enemy has suffered no casualties. Transports are gone, proceeding with assault.

Centricom: Understood, Marcher-One. We will begin extraction if situation untenable.

Ammunition? Is that what they were calling these ‘thralls’? AMMUNITION?

You: HQ, can you confirm any visual on enemy troops? Vehicles?

HQ: They’re coming out of the fog now…

[Image: UZdHPhM.jpg]

HQ: Attention all units, we got unidentified enemy vehicles!

There are 80 of them. The vehicles don’t move forward in a single continuous motion. In fact, they don’t even have wheels! Instead, they seem to ‘blink’ forward every three seconds, sometimes a re-appearing a little to the right or left. They are shooting some kind of gel that explodes on contact.


[Image: 9j3qrrH.gif]

You notice that the distance between blinks is only about fifty metres at the most.

You: All anti-armor forces, launch your missiles in a fifty-metre radius area of where target is standing! Don’t be intimidated by their strange movements! Focus, and co-ordinate your shots!

It takes a few tries but your soldiers adjust their targeting. Feathers has already designated these vehicles as ‘Blink Tanks’. Out of the 80 tanks that first appeared, 10 have already been disabled. The human crews from inside two of those ruined tanks continue to fight, launching mortar shells at your soldiers.

HQ: Commander, we’re taking some losses but these Blink Tanks are not going to reach us. All units be advised: Airstrike is inbound!

Your pilots carefully time their attacks and manage to take out 12 more Blink Tanks. Now 68 remain.

Quote:Marcher-One: Centricom, request safety-lock override. We’re not going to make it to the enemy’s Omni-Factory unless we risk this.

Centricom: Permission granted.

You think about the enemy’s objective here.

You: So they’re after our Omni-Factory. That makes sense. If they take it out, we won’t be able to build any new vehicles for 10 days. The facility is located in the center of HQ, deliberately placed there so every direction has equal layers of defense. The walls surrounding HQ provide shielding which protects it from metallic projectiles, but as mentioned, these Blink Tanks shoot out explosive goo, so that’s not going to be much help.

Meanwhile, the Blink Tanks are now moving much faster, but your forces report that they’re also slamming into each other somehow. 3 Blink Tanks have even fused together, and end up immobilized.

[Image: blMbX8t.jpg]

Feathers: Their teleportation system must be reliant on making complex and precise computations. Rushing it like this, it looks like that fused clump is a result of incorrect calibrations.

Ghulls: Yeah but now they’re even harder to hit! Vora, what’s the plan if they get past our line of defense?

You: What are our options?

Ghulls: We can divert all power from the shield protecting the rest of our HQ into the shielding around our Omni-Factory, strengthening it.

Francoise: That would be pointless if they can just blink past the shield and then attack the factory from inside.

Lagantis: Vora, I got a couple of ideas. We can place explosive charges all around the Omni-Factory and also open portals facing upwards all around it. No matter where those tanks blink into, they still need to touch the ground and they’ll either detonate the bombs or fall through. Send the portals into the ocean.

You: Those are good ideas! All soldiers not at the front shooting the Blink Tanks, set up defenses around the Omni-Factory NOW!

Your forces obey, and the enemy assault seems to be slowing down as well. Their gambit has brought them mere inches from the walls surrounding HQ, but the remaining 51 Blink Tanks have suddenly disappeared.

You: Where are they? HQ, any visual?

HQ: Negative, Commander. The Blink Tanks aren’t showing up anywhere. We’ve checked the Omni-Factory, just to be sure, but there’s no sign of them at all.

You: Stay alert! For all we know they could be hiding in another dimension or something, and just waiting for us to let our guard down. In the meantime, start placing those traps!

HQ: Understood, ma’am. We are setting up the proximity mines and charges right now.

Your display tells you 61 of your Regular Army soldiers have died defending HQ.

As the preparations for the Blink Tanks’ return carries on, you get a report from Cadrow.

Grenda: COMMANDER! UNIDENTIFIED UNIT ENGAGING ENEMY FORCES!

You look at the footage. Wait. Isn’t that…

[Image: YP9O1A5.jpg]

Ignatius Smith? He’s definitely looking different right now though!

The true president of Planet-117 speaks as he battles the Bodyjackers and Pretenders in the streets with a glowing sword.

Ignatius: So my country's purpose, is to help us to move out of the dark chamber of horrors into the light… to find a way by which the minds of men, the hopes of men, the souls of men everywhere, can move forward towards peace, and happiness, and well-being.

The entire street is clear, and civilians who were watching from inside the buildings cheer.

Ignatius: Dwight Eisenhower. Atoms for Peace, 1953. I loved that speech. I know things didn’t turn out like he said, but it inspired me.

You: Iggy? What happened to you?

Ignatius: Commander. I’ve become one with Cheet-Cheet. It was his idea. Our life-signs are one and the same, yet different from what we were. The Auditors, the Authors, the Redactors, they will never know now which ‘story’ Cheet-Cheet came from. They will never be able to remove him, for he no longer exists, not as he once was.

You: Are you able to keep fighting?

Ignatius: Of course. I’m heading towards the Hotel District. I’ll save as many people as I can.

You: Understood.

He then rides an impressive and equally terrifying wave of rats towards the hotels. The rats crush and tear any stragglers unlucky enough to get in their way.

[Image: 18LFXAG.jpg]

Grenda follows him too, singing cheerfully.

Ghulls: Vora, a starship just appeared in orbit! It’s the Deathman!

You: Rainhar’s ship? Hail them immediately!

It looks very different from what you imagined it to be.

[Image: n8Xx26v.jpg]

Grand Slam: This is Grand Slam, Helmsman of the starship Deathman. Greetings, Commander Vorador Mortanius. This ship has been modified extensively to carry Freezer bombs.

You briefly wonder why the helmsman is named Grand Slam, but this is no time for something so trivial.

You: Freezer bombs?

Grand Slam: Correct. They were designed to freeze any target within the area of effect, with minimal damage to buildings. After ten minutes, all targets in the area should be completely frozen. We carry 60 bombs, all of them primed to detonate on contact. We were ordered by Commander Rainhar Kasar to attack the enemy’s airbase at Region 1, and we will carry it out as soon as our engines have re-calibrated from FTL travel.

You: Where is Rainhar Kasar? What was he planning?

Grand Slam: Apologies, ma’am, but he didn’t tell us anything besides the order to attack Region 1’s airbase.

You: Wait, WAIT!

Grand Slam: Ma’am?

The Deathman has been given orders to attack the enemy’s airbase, but right now Cadrow is in immediate danger, and extreme cold should stop the Pretenders or at least slow them down.

You: Right now there’s a city being terrorized by enemy forces. Pretenders, Bodyjackers and soldiers are slaughtering people down there, and your Freezer bombs would be extremely useful in helping us save the city from being infested with worms without destroying the city.

Grand Slam: Hm. I cannot reach Commander Rainhar. Very well. We’ll help you save Cadrow city.

You bring up a map of Cadrow City.

[Image: m5xXtil.jpg]

Where should the Deathman drop the Freezer bombs? They have enough to strike up to TWO target zones.

Cadrow Stadium:
City Guards have been completely overrun by Pretenders, and many have congregated here, turning into a breeding ground. Freezing the entire stadium will stop the worms and leave the stadium intact.

(Sparing the historic stadium will increase civilian financial support to your cause)

Hotel District:
Completely evacuated, completely infested. Your soldiers are doing their best to contain the worms and Bodyjackers from moving westwards. Iggy Smith and Grenda are rushing there, but it’s uncertain if they are enough to tip the scales in your favor. Even your Usurper Knights are having trouble; although they were designed to counter Pretenders, there’s just too many of them.

(The sheer number of the enemies in the hotel district are so numerous it’s not unrealistic to assume they can take over the whole city if they manage to slip past your soldiers, and financial support to your cause will be increased if the hotels remain standing)

North of The Recycling Facility:
The Recycling Facility is not only responsible for reducing the amount of waste in the city, but also a key source of employment and profit as the recycled materials are sold to other cities. There is a horde moving southwards towards the facility, and the Deathman can stop them without risking any damage.

(Saving the Recycling Facility will provide additional resources for your cause)

Cadrow University:
This prestigious university also has valuable research data. It has been taken over by the monsters, but dropping freeze bombs here should save the university and the knowledge within.

(New Research option available after battle)

Please note: After using the Freeze bombs, the Deathman will be fully reloaded tomorrow as they do not require rare elements like Darangium to produce. Rainhar’s ship seems better equipped deal with civilian-heavy areas.

You may also direct Enderfist strikes yourself, if you deem the collateral damage acceptable. You have 12 of 12 Darangium shells.

>_

Units available:

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Allright i have a fair idea of where I want these bombs, where I want to Enderstrike and where we could take another option but first I'd like confirmation/repport ona coupe of facts.

-How many casualties in our troops so far (a general order of magnitude, in he tenth, hundreds or thousands, will do) on the eight bataillons we dropped in the city ?

-Two of our batailons had order to jin with the police to reinforce the university and stadium and two other to secure the south of the recyclng plant... given the situation, it seems clearnone of this happened, is there anything left of these ?

-Three of the skyshadows werre supposed to bring Sonich mechs to reinforce our bataillons, how many of those were dropped and how many are left. And 20 SIDs swarms. How many of hose are eft and in which position more or less ?

-This isn't a cartoon, so I assume frozen targets are dead on freeze ?

>How fire, napalm and incendiary bomb fire, resistant is the Stadium infrastructure ?

The way i see it:

-Freeze the North of the recycling facility
the facility is a usefull facility to keep. It's usefull for the city, useful for the economy and much more uesefull I think than a stadiumor Hotels. And if can be kept from being over taken with the freeze bomb, it's a good thing.

-Possibly freeze the university IF retaking it with ordinary troops is not an option.
Research data is to damn usefull as would any infrastructure that can support our research effort.
In fact jsut the facilities themselves are pecious as we could use them after the battle. Most of the people with any or formation talent for science have been carted to region 1 to become amoral sadists, we could recuperate any labs or scietific equipement for the duration fo the conflit to boot our own R&D.

-Possibly Enderstrike the Stadium IF clearing it it with a mixture of sonich mechs assault (immune to pretenders and should do short work of any infected and masses) and firebombing with Reaver gunships and hunter drone napalm bombs to eliminate the breeding grounds.

I mean we can't let those pretenders breeding grounds alone, too dagerous so one way or another it has to be dealt with
And I'd rather keep the freeze bomb for the recycling facility and the university for the reasons stated above. Fire bombing with our reaver gunships and hunter drones mean it'll take some damage but this way theres a chance enough of the infrastructure could be left to be rebuilt rather than being completly razed to the ground as an Enderfist strike could

-Enderfist the hotel destrict
Loosing finnciary support is sad but the city will live without it, it's now fully empty and just the sheer amount of enemies, bodyjackers and pretenders, contained in it mean it HAS to be dealth with. Ad I don't trust freeze bomb to be enough, too much cover, too much buildings in there. Frankly Enderstike it TWICE and Napalm the ruins just to be sure.
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Hmm. Tough choice.
>Freeze hotel district, university. Research option is a bit of a gamble, but hopefully will pay off.

>Viability of collapsing the recycling facility on the encoming horde?
Quiet. Good for an unusual opinion. Doesn't talk much.
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So, smuchmuch has suggested what's basically the "safe" plan - freeze two of the targets and Darangium strike the ones with greater concentrations of enemies.

However, another factor to consider here is "what are our chances of saving a spot we don't target with our ground forces". If we can save one without a bomb, then we can freezer bomb the hotel, and even better, we can shift the forces we've got there (also Smith and Grenda) to another area, where they can do more good.

It's particularly worth noting that the Recycling Facility hasn't actually been taken - rather, there's a force heading towards it. Defending is, in general, easier than retaking.

I'm thinking freeze the hotel and university, shift forces (including Smith and Grenda) to defending the Recycling Facility, and send drones to scout the stadium area to see if we've got better options than a Darangium strike. I agree it's a justifiable use of one, but they should be a last resort, especially when we're talking about a city. We need to clarify if the situation is bad enough to warrant it, or just "very bad".

Actually... maybe freeze the hotel, hold off on the second bomb, scout out the university and see how feasible a ground attack is. If it doesn't look good, freeze it; if it looks like we've got a decent chance, freeze the stadium. But if we can't spare the time to get additional information, I'd take a gamble and freeze the university, and hope we don't need to Darangium strike the stadium.
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Quote:However, another factor to consider here is "what are our chances of saving a spot we don't target with our ground forces". If we can save one without a bomb, then we can freezer bomb the hotel, and even better, we can shift the forces we've got there (also Smith and Grenda) to another area, where they can do more good.

I didn't overlook this factor, I merely take the worst case scenario view that we can't or at least not without some serious losses at this point.

Reason is the deployement in Phase 2 called for 4 bataillons to deploy near the university, stadium and North of the Reecycling zone (1,1 and 2 respectively). The fact these position have been overtaken mean it failled. (I really hope this is due to our batailons being delayed or redeployed or not making it in time rather than being wiped out).

I'm kind of planning around the objective of terminating this situation quickly while cutting our losses a much as possible here.

That said if we can reinforce the and retake the University and Stadium with ordonary troop that'd be great, sure.
Reinforcing the seems the most realistic option to spare ourselves one freeze bomb, depending on how many forces we have operational and how quickly they can make it
The university is an unknown, I just fear that even if e can retake it, combat would cause the oss of some precious data and equipemen. (.. civilians if there's any left alive at this point but that's secondary :p )

That said even if we can I would still like to make the point of Enderfisting the hotel zone rather than Freeze bombing it.
Why ? Because if we can save one bombardement worth of Freeze bombs, The Deathman can use it to acomplish the mission Rheynar gave it in the same day. I don't know why he wants the Region 1 airstrip dealth with now but I'm gonna choose to believehe's got a darn good reason for it nd the sooner it's done, the better.
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I am for freezing the breeding grounds that the Stadium has become and the Hotel District. Freezing these two locations eliminates a bulk of the enemy forces (and their ability to make more). If we reposition a portion of our forces to the Recycling Plant, our troops should be able to hold and prevent too much damage from occurring. As much as I'd like to save the university, I feel like it being nearly completely overrun means attacking it headon traditionally is dangerous but freezing it isn't quite worthwhile, since it isn't the largest threat. It sucks to lose research options and a civilian school, but I'm for Enderfisting the University (if we can safely get the remaining city guards out).
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(04-09-2018, 12:28 PM)smuchmuch Wrote: »Allright i have a fair idea of where I want these bombs, where I want to Enderstrike and where we could take another option but first I'd like confirmation/repport ona coupe of facts.

-How many casualties in our troops so far (a general order of magnitude, in he tenth, hundreds or thousands, will do) on the eight bataillons we dropped in the city ?

-Two of our batailons had order to jin with the police to reinforce the university and stadium and two other to secure the south of the recyclng plant... given the situation, it seems clearnone of this happened, is there anything left of these ?

-Three of the skyshadows werre supposed to bring Sonich mechs to reinforce our bataillons, how many of those were dropped and how many are left. And 20 SIDs swarms. How many of hose are eft and in which position more or less ?

-This isn't a cartoon, so I assume frozen targets are dead on freeze ?

>How fire, napalm and incendiary bomb fire, resistant is the Stadium infrastructure ?

- You check the casualty counts. 800 more soldiers in Cadrow have died since the last time you looked. Were it not for the portal technology giving your soldiers the ability to exit quickly, this number would have been much higher.

- The two battalions had to evacuate the university, but have both taken position at the Recycling Facility. They can be ordered to attempt retaking the university, but you’ll have to assign more close aerial support or more battalions relocated via portal.

- The Sonic Mechs are all still active. Skyshadows are trying to provide fire support, but the monsters are proving to be intelligent enough to take cover from gunfire, especially the Bodyjackers. Whatever they did to the Bodyjackers, their minds have been improved to the point that they can recognize overwhelming firepower. Some are even hiding, waiting for an opportunity to ambush soldiers. Even your tanks on the ground are having trouble scoring and confirming hits.

The Sonic Mechs and SIDs concentrating on the Hotel District, as that seems to be where most enemies are concentrated.

- Frozen targets will permanently die, especially after ten minutes.

- The Stadium is resistant to fire but has no automated fire extinguishers.

Quote:>Viability of collapsing the recycling facility on the encoming horde?

You’d have to order the soldiers garrisoning it to set up explosive charges. The facility can definitely kill off a large portion of the horde once it falls.

(04-09-2018, 03:57 PM)Dragon Fogel Wrote: »Actually... maybe freeze the hotel, hold off on the second bomb, scout out the university and see how feasible a ground attack is.

The soldiers who just retreated report that the university’s interior has been taken over by Bodyjackers, and they’re deliberately trying to hide themselves from outside eyes. Retaking it will require a lot of support, but casualties are almost unavoidable in this case. According to collected intel, about 20% of the Bodyjackers have Pretenders infesting them.

You curse whoever at Region One made the (admittedly smart) decision to make Bodyjackers intelligent enough to take cover. This would have been so much easier if you could trick them into leaving the buildings instead of just… waiting.

Seeing the Bodyjackers acting with self-preservation puts a question in your head: does this mean all the monsters we’ve seen have now been imbued with tactical skill? You’ll have to try and find intel on how they made their Bodyjackers smart and how many other creatures were also granted this.

Shadow Company: One. Zero. Zero. Twister. Xenon. Grid. Seven.

You also can’t help but worry about Shadow Company. There’s been no sign of their presence at all aside from the radio signals they’re giving out. No visuals, no scent, no changes in air flow, no tracks on the ground, nothing… but they’re still giving accurate information on where all the remaining civilians in the city are hiding. You’ve tried blocking them with living matter, but they just end up jumping over whatever’s in their way, at least according to the signal trackers.

It’s a damn good thing they can’t actually hurt your forces directly.

>_
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>Cadrow Stadium & Hotel District

>Tell Ignatius to prioritize the University, and that he is valid.

>Set up the explosive charges on the Recycling Center, draw in as many of the enemy as possible, evacuate the surrounding buildings. Then Enderfist Strike it and the prison (if we can assume the prison is a lost cause).

>Alternatively if we can use stealth to organize a prisoner evacuation, said Enderfist strike could be made without civilian casualties
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