- Location
- MSC
Sabotage rolls - are they for GDI countermeasures or for NOD saboteurs?
The latter.Sabotage rolls - are they for GDI countermeasures or for NOD saboteurs?
I keep throwing money at my screen but it's not working…Bintang: breathes
Space Force: yoink "Your ship privileges have been revoked."
YESSSSSSSSSSSSSS.
Stahl took all of South America, didn't he?
Navy: Gib Hull pls.Bintang: breathes
Space Force: yoink "Your ship privileges have been revoked."
I apologize for the inconvenience and stress.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 about this too. I was looking at some iteration of your plan and I sincerely thought there were no plasma missiles there.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.
It was just a really small suggestion but if it was what you were going to do anyway then okay.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.
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 pretty sure no single roll can cause that to happen, even if there's a disaster.
The Battle of the Yakety Sax?
Prediction: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.
The carrier conversions are urgently needed as soon as possible because the problem they exist to solve is already occurring right now.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.
*Kane dumping down one absinthe after another while repeating a mantra*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.
Nah, but he likely redecorated a number of factories. In the theme of "rubble".
Note: the bolded line says it's a GDI win, but the dice are for a NOD win.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
Which means? Did we win or lost in the end that engagement? Not getting the meaning of your sentence.Note: the bolded line says it's a GDI win, but the dice are for a NOD win.
Note: the bolded line says it's a GDI win, but the dice are for a NOD win.
Lost the engagement, mislabeled as a win.Which means? Did we win or lost in the end that engagement? Not getting the meaning of your sentence.
Without counting our bonuses, right?Whoops, my bad. Error fixed new totals are 11 GDI wins, 9 NOD wins, total win factor 86 in NODs favor
Correct. And there are several engagements where our bonuses should be enough to change it, although a single-digit differential win for us probably is mostly a draw.
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.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.
And much like All Might you smashed it out of the park
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.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.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.