I'm flattered, but seriously, look at the plan and you tell me what gets the axe...

If it was me I'd delay the frigates by a turn. That or tactical plasma weapons.

I know you really want frigates though so really just tactical plasma. Unless you want to move a free dice from something which seems like a bad idea.

If we can't get air lasers it's not the end of the world. There is just a ton of useful stuff and we can't get all of it at once.
 
If it was me I'd delay the frigates by a turn. That or tactical plasma weapons.

I know you really want frigates though so really just tactical plasma. Unless you want to move a free dice from something which seems like a bad idea.

If we can't get air lasers it's not the end of the world. There is just a ton of useful stuff and we can't get all of it at once.
Ehh. Given the sudden popularity of the Mastodon, I'd really rather get the plasma cannon project out sooner rather than later so the Mastodon can be designed with it.
 
The hallucinogen grenades are a specialist's weapon. They're a relatively rare threat, but an effective countermeasure would have to be rolled out to all of our ground troops. If, as Simon speculates, the tactical lasers are a quick refit, we could roll them out as soon as next turn to maintain air superiority and reduce casualties among our skilled pilots. Which in turn helps keep up the combined arms strategy that all our forces rely upon.

If NOD pulls out ubiquitous hallucinogen gas from their bag of tricks, I'll eat my hat. (IIRC the current gas is noted to be very expensive and have a days-short shelf life.) But barring a surprise like that, we currently know for certain that the new Barghest-bis and Vertigo-bis are a match for our Firehawks. On the trade-off, I'd rather fix the ubiquitous problem our Decent confidence Air Force faces than a rare problem our Extremely High confidence Ground Forces faces.
 
Just doing some thinking on the war.

NOD Commanders:

Gideon (North America) - Less than a year ago was whipped so hard he lost two field armies and had to give up the American south. Three SMARV fleets in his area. Most likely will target Chicago or attempt a drive to Washington DC like in the Third Tiberium War. Possible attacks against US west coast.
Stahl (South America) - Quality focused. Noticeable buildup of supplies arriving at his ports. Three SMARV fleets in his area, though on other side of continent from Blue Zone 8. Likely some sort of assault on Blue Zone 8 using unexpected means.
Bintang (Indonesia) - Big raiding fleet. Most likely to focus on crippling logistics and attacking vulnerable Blue Zones.
Krukov (Russia) - Large conventional assault, most likely against Blue Zone 1 with other attacks against Blue Zones 7, 16, and 18. Lost some factories and abandoned use of the Titan Mk2 after the Northern War. Recently had to reign in some subordinates.
Mehretu (Africa) - Infiltration and sabotage of vital industries and defenses. Might loan out services to other warlords. Unclear what he would do in a straight fight.
Raynaldo (Europe) - Guerilla fighter that so far has avoided a straight fight he wasn't sure of winning. One SMARV fleet in his area. Probable focus on Blue Zones 1 and 5.
The Ten Rings (North Africa) - Poorly equipped. Probably an attempt against Red Zone harvesting in Sinai and Israel.
Quinglian (China) - Poorly equipped but improving due to Krukov. Focus on artillery. Probable attacks on Blue Zones 7 and 18.
Al-Isfahani (Iran/Afghanistan) - Mostly unknown combatant. Probable focus on Middle East and Blue Zone 18. Confirmed access to nukes.
Unknown Warlord (India) - Unknown. Supplying Gana to other warlords. Most likely attacking Blue Zone 18.
 
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^This guy knows what's up, I've said the same on discord. Suborbital Shuttles are a must-get, even if some people don't think that we can actually supply BZ-18 with critical industrial goods with them.
 
With the amount of potential threats to BZ-18, we might want to look into Suborbital Shuttles next turn, to alleviate pressure on BZ-18 and provide for rapid redeployment between any Blue Zone. Very expensive, but perhaps, very worth it.
Despite its isolation BZ-18 probably has a large amount of fortifications due to all the giant mountains and the knowing for decades they are by far the most isolated Blue Zone. The place was literally under siege for years during the Third Tiberium War.

Even with modern military technology, assaulting mountain fortresses is hard and likely to grind down NOD's armies.
 
Y'all aren't thinking big enough. We should strap hover plates and fusion engines to BZ-18. Show Krukov what a real superweapon looks like.

[] Flying Fortress (Town) Development
The Air Force has proposed lifting existing Green Zone Fortress Towns using artificial gravity plates in order to create mobile fortresses capable of limited manufacturing. Why they proposed this, I don't know.
(Progress 0/200: 30 resources per die) (Supports Operations Steel Vanguard and Eastern Paris)

But in all seriousness, I wonder what this quest's version of the C&C 4 Kodiak would look like.
 
Having heard the arguments, I to favor tac air lasers over hallucinogenic countermeasures.

More then anything I'll be happy as much as possible off our development backlog, so next turn I'd love to get countermeasures, inferno gel and Mastodon's up and running, plus whatever doesn't finish this turn.
 
The hallucinogen grenades are a specialist's weapon. They're a relatively rare threat, but an effective countermeasure would have to be rolled out to all of our ground troops. If, as Simon speculates, the tactical lasers are a quick refit, we could roll them out as soon as next turn to maintain air superiority and reduce casualties among our skilled pilots. Which in turn helps keep up the combined arms strategy that all our forces rely upon.

If NOD pulls out ubiquitous hallucinogen gas from their bag of tricks, I'll eat my hat. (IIRC the current gas is noted to be very expensive and have a days-short shelf life.) But barring a surprise like that, we currently know for certain that the new Barghest-bis and Vertigo-bis are a match for our Firehawks. On the trade-off, I'd rather fix the ubiquitous problem our Decent confidence Air Force faces than a rare problem our Extremely High confidence Ground Forces faces.
Yeah, I'm convinced. And there hasn't been much pushback.

Having heard the arguments, I to favor tac air lasers over hallucinogenic countermeasures.
Lucky you, then.

PLAN RESOURCE BUDGET:
940/940

[X] Plan Rails to the Front

Infrastructure 6/6 Dice + 1 Free Die 120 R
-[X] Yellow Zone Fortress Towns (Phase 4) 46/250 (3 Dice, 60 R) (90% chance)
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (95% chance)

Heavy Industry 5/5 Dice + 4 Free Dice + Admin 180 R
-[X] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (88% chance of Phase 2)
-[X] Emergency Electronic Resources Reallocation (Administrative Assistance)

Light and Chemical Industry 5/5 Dice 100 R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)

Agriculture 4/4 Dice 60 R
-[X] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
-[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 (2 Dice, 20 R) (72% chance)

Tiberium 7/7 Dice 120 R
-[X] Yellow Zone Tiberium Harvesting (Phase 6+7) 0/600 (5 Dice, 100 R) (Phase 6, 2% chance of Phase 7)
-[X] Railgun Harvester Factory (Maputo) 0/70 (1 Die, 10 R) (85% chance)
-[X] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (85% chance)

Orbital 6/6 Dice 110 R
-[X] GDSS Enterprise (Phase 4) 0/765 (5 Dice, 100 R) (5/9.25 median)
-[X] Orbital Cleanup (Stage 8) 13/85 (1 Die, 10 R) (70% chance)

Services 3/5 Dice 35 R
-[X] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
-[X] Neural Interfaced Operating Theater Development 0/80 (1 Die, 20 R) (68% chance)
-[X] Security Review

Military 8/8 Dice + 2 Free Dice 215 R
-[X] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
-[X] OSRCT Stations (Phase 2) 121/195 (1 Dice, 20 R) (88% chance)
-[X] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
-[X] Advanced Laser System Development 0/60 (1 Die, 30 R) (87% chance)
-[X] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Tactical Airborne Laser Development 0/40 (1 Die, 20 R) (~100% chance)
-[X] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Tactical Plasma Weapon Development 0/40 (1 Die, 30 R) (~100% chance)
-[X] Neural Interface System Refits (Talons) 0/150 (1 Die, 25 R) (42% chance)

Bureaucracy 4/4 Dice
-[X] Security Review (Services) (2 Dice)
-[X] Administrative Assistance (2 Dice)
 
[X] Plan Global Offense Initiative
[X] Plan Probably Won't Be Home By Christmas
[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
[X] Plan Rails to the Front
 
But in all seriousness, I wonder what this quest's version of the C&C 4 Kodiak would look like.
So far, Krukov's Project Varyag is the closest. Although it may well be closer to the Basilisk.

But, we don't quite know yet - it depends on the results of several research projects - its main armament may be plasma, laser, or railgun-based, probably with laser secondaries and a missile armament similar to the Governors.
 
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