Secret? Secret!? Simon are you trying to make me feel crazy? What is the name of your plan?
I'm not giving up on Karachi yet.

Yet.

Because I think that if the war goes well, it might be achievable by 2061Q2. I will be watching for the signs (which I have no doubt Ithillid will be putting in the narration) and evidence that I am mistaken about this, in preparation for, if and when necessary, giving up on Karachi.

But I do not wish to resign ourselves to a greater window of naval vulnerability than we have to. Accepting that would mean not only pre-emptively give up on Karachi, but also undermining the entire war effort, because the entire war effort is threatened by our naval weakness.

Therefore, we need hulls, and we need them fast, so my plan takes steps to get hulls fast.

This is my very straightforward stated position. I have explained it several times.

...

Your prediction that Karachi will be unachievable may well be correct. I am not seeking to force Karachi on us. Building the conversion carriers doesn't force Karachi on us. Nothing I do forces Karachi on us.

The part where I say you seem to think I have a secret agenda? That's the part where you seem to be talking like you expect me to try to force Karachi on the thread.

This plan is not some kind of Trojan Horse where if we pursue it, we get forced into the Karachi option. It's a straightforward rapid/crash naval buildup plan, undertaken because we need hulls. We need hulls even if we never do the Karachi project. We just need hulls, plain and simple, and while it just so happens that we'd need hulls (maybe more than we can get) to do Karachi, we also need them for basically everything else, including just holding the line in the face of ongoing Nod naval pressure.

That's my plan and my motives. It's not that complex. There's no Trojan Horse.

That's why I've been able to convince others of the merits of the conversion carriers- because even if they don't expect Karachi to be possible in 2061 and think I'm being overoptimistic, that doesn't mean I'm wrong about the conversion carriers.

...

Well, I do have one other major motive, the thing I mentioned about how @Derpmind and me differ on the merits of two Free dice on fortress towns versus two Free dice on fusion reactors. But that doesn't seem to impinge on our disagreement.

Whoops. That's my bad. I got it stuck in my head it was in heavy industry.

So right now getting it would interfere with getting cap goods...
I mean, we'd probably have to delay getting Reykjavik Phase 4 by a turn or something, but it wouldn't be impossible to make progress on Bergen. Then again, we don't really need the Capital Goods from that particular project urgently so that wouldn't be so bad.

The real problem is that Bergen Phase 1+2 is a four-die project and we'd need to find the dice and Resources. Which is tricky when you're trying to do a lot else all at once. In particular it'd run into conflicts with the medical supply factories, which are kind of important for the war effort.

But again, I'm going to be stumping for that soon, because I totally agree with you that it's a good idea- it's just that we need a little more time.

I guess we can ask @Ithillid if the windup time of Mastodon production is in the range of weeks, months or years.
It's a ground vehicle. A big one, but not the size of a MARV, let alone a naval ship. Probably bigger than a Mammoth tank, but not necessarily, and certainly not necessarily much more.

Once we get the factory up and running, I'm guessing the first ones will be taking the field... if not the same quarter as that specific Results turn, some time in the next quarter.

I'm going to make a case for developing and deploying the Mastodon within the Regency War.
Well, from my point of view the Mastodon deployment is going to have to compete for the two or so "passion project" dice I want to put into Military every turn alongside heavy Air Force/Naval funding. But unless the Mastodon production line turns out to be very disproportionate in expense compared to other projects like it (such as the Havoc production lines)... We should be able to get that rolling by some time in 2061.
 
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@Simon_Jester I just woke up, so I'm not gonna be properly reading the thread for a while. But I have to ask. Did you really need to ping me 3 times while I was sleeping? Including a post where you @ me five times in the same post? Please chill.
 
@Simon_Jester I just woke up, so I'm not gonna be properly reading the thread for a while. But I have to ask. Did you really need to ping me 3 times while I was sleeping? Including a post where you @ me five times in the same post? Please chill.
I sometimes @ people on instinct without really thinking about it when I'm referring to their names. I don't always, but I sometimes do.

Your name came up for obvious reasons, what with you being the author of the winning plan.

There was no subjective lack of chill in my mind, though I may run at dangerously low chill levels sometimes by default.

I apologize for overdoing the pings.

Sorry.
 
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Do we know if it gets developed, and deployed, that deployment would happen while the war is still ongoing?
We'd have to ask the GM to be sure, but given that the Talons are an overall smaller fighting force it'd make sense to me that Mastodons would be hitting entrenched positions basically as soon as they roll off the production line, with some extra time for training.
Well, from my point of view the Mastodon deployment is going to have to compete for the two or so "passion project" dice I want to put into Military every turn alongside heavy Air Force/Naval funding. But unless the Mastodon production line turns out to be very disproportionate in expense compared to other projects like it (such as the Havoc production lines)... We should be able to get that rolling by some time in 2061.
A passion project for me would be the light and heavy lasers the Talons came up with. They'd be fun to stick on the Mastodon, but ultimately they aren't necessary. The Mastodon I see as a good way to get more units in the field, on the very front of the frontline. We're going in heavy on Fortress Towns and Railroads, it only makes sense to have more things to load on to them. Again, the Talons seem to go in first, so the harder they can hit, the easier they'll have it, and follow up by our ground forces will be easier as well. Yes, they have high confidence and with good reason, but as the part of the war we're having a lot of success with, more and better success is good. And let's not forget, expensive as the Havoc was, it's paying for itself and more in the fighting, and at the least the Space forces want some too.

In essence I want to keep stacking our stacked deck so we keep getting wins. The navy will bring out the knives when the time comes, so having a solid showing elsewhere will be important.
 
Again, I put the Mastodons into this plan. I'm not going to promise to push for development to start right away in 2060Q3, because we may want to push some other passion projects instead (railgun munitions, hallucinogen countermeasures, something like that). But I'm open to putting it on the menu, at least, as something we don't just push aside and scramble to finish in late 2061.

A passion project for me would be the light and heavy lasers the Talons came up with.
I'm using "passion project," uh... 'phemistically, you might say. The idea is to get across that this is something I intend for relatively small projects, not big ones, because every plan I propose for the next 2-3 turns is going to be mostly loaded down with Air Force and Navy spending. The biggest single thing I'm seriously contemplating doing for any of the other branches in that timeframe is one repeat ONE Zone Armor factory for Ground Forces.
 
[X] Plan Shipyards, Tech and Industry
[X]Plan Second Vanguard, delaying Karachi, vein edition
[X]Plan Second Vanguard, delaying Karachi, kudzu edition
 
IN THE NAME OF KANE!

PEACE THROUGH POWER!
KnightDisciple threw 3 100-faced dice. Reason: Sabo-tagee Rolls Total: 180
71 71 23 23 86 86
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 1 Total: 137
86 86 51 51
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 2 Total: 46
45 45 1 1
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 3 Total: 114
29 29 85 85
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 4 Total: 38
25 25 13 13
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 5 Total: 142
75 75 67 67
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 6 Total: 143
60 60 83 83
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 7 Total: 43
35 35 8 8
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 8 Total: 146
63 63 83 83
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 9 Total: 102
78 78 24 24
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 10 Total: 115
21 21 94 94
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 11 Total: 90
25 25 65 65
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 12 Total: 136
43 43 93 93
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 13 Total: 136
85 85 51 51
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 14 Total: 71
13 13 58 58
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 15 Total: 64
12 12 52 52
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 16 Total: 31
21 21 10 10
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 17 Total: 98
62 62 36 36
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 18 Total: 45
30 30 15 15
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 19 Total: 90
3 3 87 87
KnightDisciple threw 2 100-faced dice. Reason: War Round Two, Roll 20 Total: 101
85 85 16 16
 
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Simon... you've given me way too damn much stuff for me to be able to reply to it all. There is an entire legion of arguments over the last few pages, all from just one person. It's stressful and tiring just looking at all of it. I'm only going to respond to two points where I feel I very much need to.
In fairness, Derpmind's plan also has plasma missiles, as I recall...? I could be misremembering. Will edit in an answer after I check.

EDIT: No. No she does not. She does, however, have airborne lasers, which are a damn good way to boost the Air Force.
This is incorrect. I have one die on Plasma Warhead Factory, in addition to the three dice on Tactical Airborne Laser Deployment. Pinging @Cursix, as this was a reply to them.
Oh hey, @Derpmind , idle suggestion you can take or leave- I'd shift the Bissau railgun factory to Porto (in Portugal). That's because it puts the railgun harvesters adjacent to Reynaldo's territory. If he's truly peaced out and/or joined Kane's inner circle as a supplicant, Steel Vanguard just might roll up his territories entirely on good rolls, so bonuses there could really help us. Whereas I kind of doubt anything we can do in Bissau (West Africa, I believe) will eliminate Mehretu.
In my original notes, I had the railgun harvester factory in Porto. (In addition to your point, we already have a factory in Africa, though on the opposite coast.) At one point I considered doing all three remaining railgun harvester factories, but after deciding against that this caused me to accidentally switch Porto and Bissau. I had not noticed that until you pointed it out. As this is (I hope) a very minor change, I'm going to change the railgun harvester from Bissau to Porto. Please inform me if you have any strong objections to this change.
 
Sabotage Rolls: 71 23 86
GDI vs NOD
86 vs 51 GDI win by 34
45 vs 01 GDI win by 44 (NAT 1)
29 vs 85 NOD win by 56
25 vs 13 GDI win by 12
75 vs 67 GDI win by 8
60 vs 83 NOD win by 13
35 vs 08 GDI win by 27
63 vs 83 NOD win by 20
78 vs 24 GDI win by 54
21 vs 94 NOD win by 73
25 vs 65 NOD win by 40
43 vs 93 NOD win by 50
85 vs 51 GDI win by 34
13 vs 58 NOD win by 45
12 vs 52 NOD win by 40
21 vs 10 GDI win by 12
62 vs 36 GDI win by 26
30 vs 15 GDI win by 15
03 vs 87 NOD win by 84
85 vs 16 GDI win by 69

Total before modifiers: 11 GDI wins, 9 NOD wins
Total win factor before modifiers: NOD win by 86
Other Notes:
3 rolls below 10, 2 for NOD, 1 for GDI. One of NODs was a Nat 1.
Of the top 5 largest wins, largest win was for NOD as was the second and the fourth largest wins. The third and fifth largest went for GDI.

EDIT:
I know there are other modifiers that go into this and the scale of the wins matters as well, however this is just a basic run through of the war rolls and not meant to say exactly how the war is going.

EDIT2: Fixed error.
 
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Bintang: breathes
Space Force: yoink "Your ship privileges have been revoked."
I joked about that when it was revealed that OSRCT pirated a ship off a Nod Warlord last time. Maybe second time is the charm? :D

OSRCT get back into orbit after grabbing Bogatyr. "Hey, we located Bintang's port. How do you free about recreating the Raid on the Medway?"

The next day Bintang wakes up to find her ship seized by OSRCT and sailing off for a Blue Zone with her still onboard.

--

I really hope, but expect otherwise, that Stahl is not one or more of those Nod victories.

You know, fuck it, I hope that Nat 1 roll is Stahl, and we somehow managed to take him out as a result. We don't need someone as Proper Nod as him around. All the others either aren't as good yet (Reynaldo, also zealot), or tilted too far into the sabotage/assassination side of things (Mehretu). Gideon is practically a poster child for failure at this point (I'll accept the Nat 1 slapping him in the face as well, but prefer Stahl), and Krukov has the mindset of a GDI commander, which works in our favor because we're the experts at that type of warfare (which is why Krukov has been sent limping home each time he does something major).
 
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