Local Terrorist Not So Tough After Getting Fucked


Mehretu has just gotten his fucking ass kicked at the Battle of Port Sudan by a bunch of piss ant Caravanserai pensioners fighting with nothing but walking sticks, 50-year old Toyotas and their own crushing grief.

After fleeing from Arabia like the inbread cowardly fuckwit that he is, Mehretu then got his shit kicked in on the cost of the Red Sea by Zayyin ibn Firdausi Al-Rashida leading a mixed army of attack bikes and mobilty scooters. The engagement lasted apoximatly eighteen seconds and resulted in the collapse of the African Warlord's economy and the complete destruction his armed forces.

Reportedly Mehretu made the classic strategic mistake of not doing a single intelligent thing and instead chose to take his mini-boss squad away from the battle to steal a few microwaves from the GDI while the Caravanserai tore apart his army. After witnessing his entire infantry body being killed by a bunch geriatrics from bumfuck nowhere, Mehretu shit his pants and fled the battlefield like a little girl.

Director Litvinov has declared May 11th a national holiday in the GDI.
 
Ok, so all in all not bad…
This 01 was very nice for us…
On the other hand, there were several really big wins for NOD.
The 03 vs 87 will be extremely painful.
 
Huh, voting is still open.
[X] Plan One Step Forward
[X] Plan One Step Forward + Battleship Yards
[x] Plan No Develop, Only Deploy

Both leading plans are good, I just like lasers.
Also, while I'm in favor of the Conversions carriers, I do think the Battleship Yards are better to finish first, since they require less dice to finish, show that we're still getting started on the escort carriers, and the carrier conversion aren't really needed right this turn but shipyards take a while to spin up.
Bintang: breathes
Space Force: yoink "Your ship privileges have been revoked."
Navy: Gib Hull pls.
Treasury: Look, I said I'm sorry but it's still going to be a bit of time before they completed.
Space Force: Don't worry, I'll get something to tie them over for now.
Treasury: Wait, what? Space Force, where are you going?! Space Force?!
 
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.
I apologize for the inconvenience and stress.

Again, I can't really talk about my plan without comparing it to your plan, and I apologize if that makes you feel like you're under a spotlight. I have never wanted to make you feel ill-used.

I will try to be more careful in the future, though I'm honestly kind of bad about this because I get really into things sometimes.

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.
I apologize about this too. I was looking at some iteration of your plan and I sincerely thought there were no plasma missiles there.

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.
It was just a really small suggestion but if it was what you were going to do anyway then okay.

I keep throwing money at my screen but it's not working…
I love the idea that every Natural 1 Nod rolls for the rest of the quest is just OSRCT randomly dropping out of the sky and doing something hilarious and ridiculous that Nod doesn't even know what the fuck just happened.

Stahl took all of South America, didn't he?
I'm pretty sure no single roll can cause that to happen, even if there's a disaster.

That 21/10 roll is going to be very sad to read about.
The Battle of the Yakety Sax?

It looks like we are going to get kicked in the teeth and suffer a lot of damage with those rolls even if Nod lost more fights this round.
Prediction:

We'll take some big hits, Nod will take some big hits. We will, on average, be salty and enraged because we see all the damage that hits our own side and can generate a thousand contingencies where we could or "should" have gotten off with no damage whatsoever. We won't see all the hits Nod took, except the Natural 1, which will be hilarious.

Realistically, though, the outcome is actually "GDI makes some more gains, Nod takes some more body blows, both sides are still in the war."

Both leading plans are good, I just like lasers.
Also, while I'm in favor of the Conversions carriers, I do think the Battleship Yards are better to finish first, since they require less dice to finish, show that we're still getting started on the escort carriers, and the carrier conversion aren't really needed right this turn but shipyards take a while to spin up.
The carrier conversions are urgently needed as soon as possible because the problem they exist to solve is already occurring right now.

Of course, we could say the same about the light carriers from the battleship yards, but nothing we can do will make the light carriers happen in less than, like, 18-24 months or so. Whereas we CAN influence whether we get conversion carriers in 3(?), 6, or 9 months, and that's a bigger immediate impact.

This is one case where I think finishing the cheapest project first is a mistake, though I definitely in my own plan intend to tackle the battleship yard conversions in Q3 after doing the merchantman conversions in Q2.
 
Local Terrorist Not So Tough After Getting Fucked


Mehretu has just gotten his fucking ass kicked at the Battle of Port Sudan by a bunch of piss ant Caravanserai pensioners fighting with nothing but walking sticks, 50-year old Toyotas and their own crushing grief.

After fleeing from Arabia like the inbread cowardly fuckwit that he is, Mehretu then got his shit kicked in on the cost of the Red Sea by Zayyin ibn Firdausi Al-Rashida leading a mixed army of attack bikes and mobilty scooters. The engagement lasted apoximatly eighteen seconds and resulted in the collapse of the African Warlord's economy and the complete destruction his armed forces.

Reportedly Mehretu made the classic strategic mistake of not doing a single intelligent thing and instead chose to take his mini-boss squad away from the battle to steal a few microwaves from the GDI while the Caravanserai tore apart his army. After witnessing his entire infantry body being killed by a bunch geriatrics from bumfuck nowhere, Mehretu shit his pants and fled the battlefield like a little girl.

Director Litvinov has declared May 11th a national holiday in the GDI.
*Kane dumping down one absinthe after another while repeating a mantra*
Don't worry. You will soon get off this rock and away from the stupid monkeys.
 
Stahl took all of South America, didn't he?
Nah, but he likely redecorated a number of factories. In the theme of "rubble".

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 GDI 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
Note: the bolded line says it's a GDI win, but the dice are for a NOD win.
 
I love the idea that every Natural 1 Nod rolls for the rest of the quest is just OSRCT randomly dropping out of the sky and doing something hilarious and ridiculous that Nod doesn't even know what the fuck just happened.
I'm okay with OSRCT becoming the "real world" version of the WH40k Creed Tactical Genius meme. I guess it would be Carter Tactical Genius for the memes on the GDI forums.
 
Could somebody help me out with the functional difference between the two leading plans? They're looking pretty similar and I'm not sure about the deeper strategic evaluations that went into each.
 
Could somebody help me out with the functional difference between the two leading plans? They're looking pretty similar and I'm not sure about the deeper strategic evaluations that went into each.
The most major difference is in Military projects. Plan One Step Forward (my plan) has a strong Air Force focus, with three Air Force projects, while also building a frigate shipyard and doing the carrier conversions. Plan I Refuse To Give Up On Karachi Yet (Simon_Jester's plan) has a greater investment in Naval projects, in that it deliberately over-invests dice into a Frigate shipyard in order to try and force it to give ships soon enough for a 2061 Karachi push during wartime conditions. It also has a third die on the carrier conversions, making those likely to finish sooner.

The other major difference is in the Steel Vanguard supporting actions. Plan One Step Forward attempts to get two phases of Yellow Zone Fortress Towns and two phases of Yellow Zone Tiberium Harvesting, while Plan I Refuse To Give Up On Karachi Yet only attempts to get one of each. The latter also puts two dice on Chicago, in the hopes of completing the next phase of the planned city in the future to further take North America.

Broadly, the plans can be summed by their names. Plan One Step Forward focuses on supporting the still-ongoing Steel Vanguard directly with more projects to take land and stronger support for the Air Force. Plan I Refuse To Give Up On Karachi Yet focuses on preparing us for a future Karachi push in 2061 with a stronger focus on pushing the Navy. And Chicago.

(Of note, Simon's title of "Karachi Yet" is meant to indicate that the plan merely keeps open the possibility of doing Karachi in 2061, without necessarily committing us to doing so. This is a complicated, multilayered argument that I can't really sum up here... but it should be noted that Plan One Step Forward is still doing the same shipyard projects as well, just with less dice in them.)
 
Could somebody help me out with the functional difference between the two leading plans? They're looking pretty similar and I'm not sure about the deeper strategic evaluations that went into each.
Plan One Step Forward (hereafter referred to as "Step") pushes for 2 phases of Fortress Towns, to provide more support for Steel Vanguard operations, where Plan Not Giving Up On Karachi Yet (hereafter referred to as "Yet") only goes for 1.
Step is lighter on Heavy Industry - both have the same immediate result, but Yet gets a bit more progress on the next phases for Nuuk and CCF.
Step pushes for 2 phases on YZ Harvesting, while Yet only goes for 1, with some dice tossed at Chicago to work on it.
Step has 1 fewer dice on Enterprise, which gives a ~20ish% more chance of not completing Phase 4. This is not great, since we really want it done ASAP to support space industry.*
Step does Tactical Airborne Lasers, which give Firehawks and possibly Orcas a better air-to-air and likely air-to-ground capability, has a die less on Frigates (64% chance of completion vs 93%), which is probably good since there's no rollover, also one fewer dice on the Merchant Carrier conversions, and doesn't do Mastodons.
In short, Step does more effort on supporting the offensives, and accepts lower chances of success on navy shipyards, on the theory that we need sustained effort on them, not "get ships out ASAP". And pushes more Air Force strength.

*Edit: I will admit to a bias here, since I'm only slightly less of a SPAAAACE fanatic than BOTCommander.
 
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