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Art of Domination Thread 04
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Mayu_Zane
 RE: Art of Domination Thread 04

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(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.
01-04-2018, 09:46 PM
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Mayu_Zane
 RE: Art of Domination Thread 04

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Spoiler :
Hey everyone, still working on a proper recap, glossary of terms, character profiles etc.

Also, if you have the cash to spare, please support me on ko-fi: https://ko-fi.com/mayuzane

(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:

Spoiler :
Special Agents

Hawkeyes: Explosives expert and adept at trap detection.
Talbat: Assassin.
Linesman: Cyberwarfare Specialist.
Kuroda: Cyberwarfare Specialist.
Grenda: Doomcat, cat in mobile combat suit. Excellent at sudden strikes and assassinations. Shock Unit.
Lt. Hayes: Diplomat with division of former Robert North soldiers. Currently searching and detaining Servants of Saramis cultists.

7 Human Spies

Ventica - Monitoring Cobalt City
Leon - Monitoring Cobalt City
Geoff Prowers
Robert Jones
Scooblazone ‘Scooby’ Mingle
Michael Thorn
Edita Dudek

= Saramis Alliance Regular Army Troops =

Each battalion, saramis and human alike is provided with rapid combat vehicles (Sahela-9). The Sahela-9 has room for 6 people; 5 soldiers per squad and 1 passenger.

All infantry is equipped with EMP-proof radios and Automatic Medkits. 40% of troops are armed with laser rifles.

34 Battalions

Battalion 1 - Lt. Malino (960 out of 1000 troops active) - In Region 3, west coast
Battalion 2 - Lt. Fadar - In Region 3, west coast
Battalion 3 - Lt. Kassar - Region 4, border with Region 3
Battalion 4 - Lt. Jagal - Region 4, border with Region 3
Battalion 5 - Lt. Marad - Armed with 5 Phantomic Repeaters
Battalion 6 - Lt. Hatak
Battalion 7 - Lt. Lais
Battalion 8 - Lt. Zoko
Battalion 9 - Lt. Sivo
Battalion 10 - Lt. Varas
Battalion 11 - Lt. Magaro
Battalion 12 - Lt. Habruk
Battalion 13 - Lt. Veris
Battalion 14 - Lt. Kando
Battalion 15 - Lt. Milvero
Battalion 16 - Lt. Hildevar
Battalion 17 - Lt. Merig
Battalion 18 - Lt. Ganzo
Battalion 19 - Lt. Haska
Battalion 20 - Lt. Mirsh
Battalion 21 - Lt. Ovov
Battalion 22 - Lt. Gaetfri
Battalion 23 - Lt. Milsok
Battalion 24 - Lt. Jongo
Battalion 25 - Lt. Meriff
Battalion 26 - Lt. Sikburr
Battalion 27 - Lt. Agrans
Battalion 28 - Lt. Nikfel
Battalion 29 - Lt. Lagbos
Battalion 30 - Lt. Veranos
Battalion 31 - Lt. Kinaski
Battalion 32 - Lt. Skappal
Battalion 33 - Lt. Densum
Battalion 34 - Lt. Weerm

7 Spec Ops Teams

Spec Ops 1 - Cpt. Selev
Spec Ops 2 - Cpt. Krad
Spec Ops 3 - Cpt. Filis
Spec Ops 4 - Cpt. Orol
Spec Ops 5 - Cpt. Wolka
Spec Ops 6 - Cpt. Inviz
Spec Ops 7 - Cpt. Jagan

3 Commander’s Vanguard

Commander’s Vanguard - Maj. Gordov
Commander’s Vanguard - Maj. Haras
Commander’s Vanguard - Maj. Laudey

Saramis Alliance Human Army Troops

Human Battalion 1 - Lt. Mirrorsmith
Human Battalion 2 - Lt. Carve
Human Militia 1 - Sgt. Saval

Saramis Alliance Ground Vehicles

30 Sahela-9 Rapid Combat Vehicles

6 Volcano Tanks

Sunshine
Lollipops
Rainbows
Screamer
Polisher
Beast

30 Sonic Swatters

Gaoler
Basher
Whirlwind
Harrier
Kettle
Pilfer
Cauldron
Jank
Flayer
Imp
Granny
Jingler
Clutter
Deleter
Citrus
Lockdown
Cymbal
Clang
Woodsman
Downhill
Smokestack
Sweeper
Skids
Lamplight
Loudmouth
Screecher
Junkpile
Big Tone
Houseboy
Warsong


40 SASAPC-12

Boxcars
Ferryman
Taxi Cab
Butler
Splinter
Caravan
Caboose
Caramel
Gourmet
Hotpot
Klaxon
Typewriter
Handlebar
Glovebox
Speedy
Blacklist
Townie
Pepper Flash
Oven-top
Nitrous
Railroad
Homesick
Squire
Basket
Big Chair
Sender
Extra Fresh
Seedling
Eggbox
Smackdown
Little Man
Blanket
Lifeboat
Auctioneer
Ranter
Old Bumpy
Carriage
Spokes
Bitter Candy
Pillowcase

== Author’s Notes Units ==

3 Portal Wagons

Keymaster
Doorman
Portalier

3 Sentinel Orbs

Oathkeeper
Promises
Silent Dad

5 Void Spheres

Neverland
Banishment
Chainlink
Death Egg
Single Point

2 Abyssal Artillery

Gundark
Night Owl

1 Truth Extractor

4 Usurper Knights

Gallivant
Cervantes
Downfall
Galactic

Overmind Armor

5 Phantomic Repeaters


PMCs

(Millatech Corporation)
MillaTech Cyborg Sniper Team 1 - Slender
MillaTech Cyborg Sniper Team 2 - Shuriken

(Solaria)
Solaria Artillery 1 - Monago
Solaria Artillery 2 - Evvas
Solaria Artillery 3 - Yonko

(Aflong Legion)
Aflong Vine Brigade 1 - Gerund
Aflong Vine Brigade 2 - Tempo

Aflong Grenadier Platoon 1 - Blaster
Aflong Grenadier Platoon 2 - Popcorn

(Birds of the Apocalypse)

BOTA-4 Gunship 1 - Crackerbox
BOTA-4 Gunship 2 - Thunderpain

Drones

(Intel Drones)
20 Seeker Drones

(Supply and Extraction Drones)

3 Savior Drones

(Aerial Combat Drones)

10Hunter Drones
6 Laser Drones

(Ground Combat Drones)

80 Sonic Mechs
1 Swarm Intelligence Drone Cluster

(Drone Command Center)

Airblob-1 (Co-ordinates drones and boosts their abilities)


Naval Units

4 Armored Amphibious Carriers

Madhouse
Swordvan
Castle
Pinhead

4 Needlefish Submarines

Dreamer
Trophy
Goalpost
Burrow

Manned Air Units

5 Reaver Gunships

Lovebird
Blender
Bolt
House Call
Slurry


4 Jester Fighter Craft

Cyclops
Talon
Moonbeam
Raindust

4 Bloodprince Fighter Craft

Streaker
Slasher
Gunhold
Frigid


10 Skyshadows (Aerial Troop Carrier, can carry 1 battalion each, armed with gatling guns)

Highwind
Blimper
Mountaineer
Stilts
Rattler
Silver
Air Horn
Big Surprise

=======

RESEARCH PROJECTS COMPLETED:

Automated First Aid Device
A first aid pack attached to armor that will automatically activate if its wearer is injured. Administers painkillers, disinfectants and wound sealants in an instant, reduces the number of deaths and allows wounded troops to continue fighting. Can also be used to deliver sedatives in the event of a Brainbeast attack.

Brain Radios
Altered and cloned cat brains are now used as standard equipment. All tests show no loss of data between the Brain Radios, as long as the radios remain undamaged. EMP and other forms of interference have no effect.

Alliance Laser Rifle, ALR-01
All squads will be supplied with two ALR-01 weapons each. In a squad of five, three will continue to use conventional firearms with a pair in the rear to provide fire support if the target is impervious to bullets. ALR-01 will be given to those assigned as marksmen and heavy weapons specialists.

Tumorhide Armor project complete! All base buildings now very resistant to laser fire and extreme heat.

Psi-Combat
Research data from the Brainbeast and other psychic enemies has opened up a fascinating possibility: What if Alliance troops could use psychic powers? Researching Psi-Combat will allow us to invent devices that can give saramis troops the ability to use minor psychic attacks. Of course, only a few special individuals would be able to wield such powers without frying their own skulls.
Leads to: Psychic Commando, Psycho Tank (Psychic Commando screening in progress)

Brainbeast Radiation Reverser
A portable device that bounces back Brainbeast radiation, temporarily confusing the creature and immobilizing it. Every infantry unit is fitted with one.

Modern Bionic Warfare

RESEARCH PROJECTS IN PROGRESS:
Organic Signal Jammers (Week 7, Day 5)
01-24-2018, 11:54 AM
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smuchmuch
 RE: Art of Domination Thread 04

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Posts: 289
Joined: Aug 2016
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.

-------------------------------------------------------------


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
(This post was last modified: 01-25-2018, 08:49 PM by smuchmuch.)
01-25-2018, 05:20 AM
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gloomyMoron
 RE: Art of Domination Thread 04
That Grouchy Ol' Curmudgeon

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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.
01-25-2018, 06:15 AM
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smuchmuch
 RE: Art of Domination Thread 04

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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.)

---------------------------------------

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 ?
(This post was last modified: 01-25-2018, 08:07 AM by smuchmuch.)
01-25-2018, 07:32 AM
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Mayu_Zane
 RE: Art of Domination Thread 04

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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.
01-26-2018, 03:45 AM
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smuchmuch
 RE: Art of Domination Thread 04

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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.
(This post was last modified: 01-26-2018, 10:52 AM by smuchmuch.)
01-26-2018, 10:41 AM
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LoverIan
 RE: Art of Domination Thread 04

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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.

[LIVE] - a fortuna fanventure, like and subscribe to AliCat2020's playthrough of the new DLC
[M]om - a textventure about Notail raising. how will you do =)


(This post was last modified: 01-27-2018, 04:32 PM by LoverIan.)
01-27-2018, 04:32 PM
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Mayu_Zane
 RE: Art of Domination Thread 04

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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.

Spoiler :
I'm still working on the recaps and summaries. Sorry that it's been taking so long, I've been commissioned to illustrate for a children's book. I know, the guy who likes drawing monsters is given a job to paint pleasant scenery. heheh
01-28-2018, 06:01 AM
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Ajnin
 RE: Art of Domination Thread 04
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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?
01-31-2018, 10:04 PM
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LoverIan
 RE: Art of Domination Thread 04

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Spoiler :
Honestly I could see you as being a good artist for children's book, due to your ability to draw both high detail, but also make efficient use of watercolors and motifs.

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

[LIVE] - a fortuna fanventure, like and subscribe to AliCat2020's playthrough of the new DLC
[M]om - a textventure about Notail raising. how will you do =)


02-02-2018, 11:22 PM
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smuchmuch
 RE: Art of Domination Thread 04

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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.
(This post was last modified: 02-06-2018, 10:33 AM by smuchmuch.)
02-06-2018, 10:11 AM
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