I definitely want us to at least TRY to squeeze in 1-2 Zone Armor factories in 2061 as a show of good faith to the Ground Forces, who will be hurting and sore after Steel Vanguard dies down even if they're confident in their ability to hold the ground they've taken.

That's the kind of thinking that got us into this mess. Stop waiting for a magic bullet innovation when there's otherwise a perfectly good product available.

The Super MARV isn't obsolete, just aging. It's still a platform that is difficult for Nod to counter, and it can still do its job. Meanwhile, if the opportunity arises that a MARV hub becomes a useful move to deploy, it's a waste of the opportunity if we delay because "what if we wait to deploy the Mark 2 MARV."
True. On the other hand, at this rate it's quite possible that we'll have the opportunity to develop the MARV Mk II before we reach a point where it makes good sense to deploy MARV hubs, because we have other uses for Military and Tiberium dice at the moment, and because setting up a MARV hub deep in Nod territory during a period of intense combat operations is the kind of thing that could get... intense.
 
As per my earlier discussion with @Derpmind , I have been persuaded to shift one die from the Firehawk Wingmen project (reducing from four dice to three) to free up a die for Plasma Missiles (assuredly completing Phase 1 of the project, maybe Phase 2, which I'm a bit more ambivalent about even completing at all, but during wartime the extra STU use is probably justified).

Now, I wish I could avoid this, but at least this way the Air Force gets something immediate and short-term this turn, and the Navy's six-die expenditure is unchanged.
 
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Arguably the fact that the Air Force options are out on the field so quick means there's significantly less issue with pushing back their completion a turn or two. Whereas pushing back the navy is both what got us into this mess, and the long wait time for deployment makes delaying them an exponentially bigger issue.
 
[X] Plan MORE POWER But No Tiberium Power
[X] Plan MORE POWER + Firehawk Wingmen
[X] Plan MORE POWER While Erewhon Plays Refugee Tetris
 
My concern with Plan Phoenix is that... Well, first off, you're dropping the Indianapolis project, which is kind of a thing where if it isn't done quickly it has no military benefit because Gideon gets to buy time like he wanted. This gives us a... low but not negligible chance of getting the fortresses done.
This is something I actually consider a feature. Because Ithillid has mentioned in passing that if we push Gideon too hard, he will dig further into his stockpiles of strategic weaponry. Boil the crabs slowly, and all that. (Also, give us time to get SADN built.)
I also think you are severely shorting the Navy, with only four dice invested and no effort put into frigate yards. I get the desire to rush Firehawk Wingman Drones this turn, but it's going to be dice-wasteful if the first 4-5 dice roll well, while still having a sizeable chance of not completing the project... and it kind of locks us into a consistently dice-wasteful strategy of trying to shock/rush-build 300+ point projects in single turns rather than pacing ourselves. Given how many Military commitments we have, this just isn't a great strategy overall; we need to keep multiple projects going and be able to complete 1-2 of them a turn rather than crash-building single projects from scratch in a hurry.
4 dice is only shorting the navy in relative terms. It's half our base military dice. And yes, there is always the chance of dice fuckery. That's how things go.
@Lightwhispers is being more hardcore than I am about slow-walking facilities to avoid wasting dice. I think he takes the principle a little too far, but I respect/get what he's doing. My problem with Plan Phoenix is that it doesn't adhere to this principle for the Firehawk drone factories, instead pushing a full six dice on them to mash the GET IT NOW button (with a bit less than a 2/3 chance of success).

In short, the Air Force gets a rush-priority project done, potentially wastefully, while the Navy gets a funding increase but with trickled funding that imposes delays on achievement of results. The Navy gets four dice, the Air Force gets six, when given which branch of the military is taking more of a pounding lately, it should be the other way around.

I respect the logic, mind you, but frankly, the naval crisis associated with the Regency War won't end until, at least, the first tranche of Sharks hits the water from at least 2-3 of our frigate yards. Even if the Regency War ends on land, it won't end on the sea until we can defend our convoys on the sea... which means either "until we have escort carriers" or "until we have a shitload of frigates."
Yes, more frigates are needed. So is more effort on carriers. The reason I am pushing out Firehawks now, is that they will also help the Navy, by providing a boost to both land-based and naval aviation. While it's not "more hulls", it does mean that each of our fleet carriers will have some combination of more airframes per strike, and more strikes per day.

And yes, even though the general advance phase of Steel Vanguard is not likely to last more than 2 more turns, and less in some regions, the Regency War will continue. The idea behind plan Phoenix is to get the Firehawk drones out quicker, at the expense of other things, because they will have a more immediate effect.
Arguably the fact that the Air Force options are out on the field so quick means there's significantly less issue with pushing back their completion a turn or two. Whereas pushing back the navy is both what got us into this mess, and the long wait time for deployment makes delaying them an exponentially bigger issue.
Pushing back new platforms for *both* is what got us into this mess.
 
The way I am looking at Military at the moment is a Naval Procurement Q3 and Q4 to get Carriers out and running about by 2063 Q3 earliest, namely by rush building up the major 3 to 70-ish percent completion in 3rd Quarter, than in Q4 we finish them and the BB Yard Refit for a boosted production quota, after that is up to the rest of ya, but if I could think of a matching one, blitzed Firehawks and some Consumables matching Naval and Air usage (missiles, rockets and bombs) would be nice
 
Start of turn:
Tiberium Spread
20.41 Blue Zone
1.80 Green Zone
23.87 Yellow Zone (96 Points of Abatement)
53.92 Red Zone (72 Points of Abatement)

Pre-turn-results:
20.58 Blue Zone
1.63 Green Zone
23.67 Yellow Zone (96 Points of Abatement)
54.12 Red Zone (72 Points of Abatement)

Blue Zones continue to grow, by .17, Red Zones also grow, by .2. Looks like the Regency War has had some collateral damage.
Edit: note that this is not taking into account abatement changes from this turn's projects, nor Green Zone growth due to war.

Mutation reduces BZ growth by .02, increases RZ growth by .02, for the following.
Post-mutation:
20.56 Blue Zone
1.65 Green Zone
23.65 Yellow Zone (94 Points of Abatement)
54.14 Red Zone (70 Points of Abatement)
 
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Maybe some of nods stuff got nommed by the green crystal? There's a hope that they get fucked over more by the Tib.
 
When ever the Red zone grows its Nod that has to pay for it since they live right next to them in the adjacent yellow zones , here is hoping a chunk of their infrastructure got eaten by the death rocks
 
I definitely want us to at least TRY to squeeze in 1-2 Zone Armor factories in 2061 as a show of good faith to the Ground Forces, who will be hurting and sore after Steel Vanguard dies down even if they're confident in their ability to hold the ground they've taken.

Well also need them to start trickling suits out so ZOCOM can handle more red zone mining in the next plan
 
Well I guess it is mutation time.

I've been wondering, maybe the sonic fences aren't working as well because the death crystal is bored with the monotonous drone. (I know everyone else is...)
So as an experiment, let's pump some soothing Bach through the fences!

Ignore that second Mutationsstärke die, I pushed the wrong button.
HousePet threw 2 5-faced dice. Reason: Mutationsstärke Total: 4
2 2 2 2
HousePet threw 1 4-faced dice. Reason: Mutationsverzögerung Total: 2
2 2
 
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