Because they are the Blue Zone hubs. Back when I was making the listing, a fair number of those were relatively near the edge. Others are in the locations that they are in because they are to maintain fleets defending particular sites of great importance.
We need a combat-only superheavy that fits in those bays then.
 
That's what the Mastodon and the Mammoth tank are for.

Though to be fair, even Blue Zones are not truly tiberium-free, even if a MARV is rarely the most efficient way to harvest tiberium IN the Blue Zones.
 
Would it be a good idea to make the MARV hubs at YZ-1 West, East, and South at the same time as the push for Karachi so we can force Nod to send units to multiple fronts?
 
Would it be a good idea to make the MARV hubs at YZ-1 West, East, and South at the same time as the push for Karachi so we can force Nod to send units to multiple fronts?
It's possible that it could support the landing if we're doing that at the same time. However, the most efficient way of constructing a MARV hub is with Tiberium dice (after the mandatory 2 military dice) and those are all going to be tied down constructing Karachi.
 
Looking at the map, once the regency war ends I'd really like to start projecting more force into Africa. There's not a huge amount of yellow zones where Mehretu can safely operate out of with a population base, there's an enormous amount of tib to be mined, likely including quite a bit more glaciers.

I think if we're interested in 'quieting' down regions to focus on more troublesome areas, but think Mehretu is probably one of the easier ones to marginalize and deprive of a support base. Sure, pinning him down is all but impossible, but without some ability to take or hold ground he's not a warlord, just a terrorist. We can deal with warlords turned terrorists.
 
YZ-14 might be the best assist since it helps secure coast line and is not too far from an existing blue zone so it is not opening up further logistics the way the ones in Oceania would. After that YZ-3 would be the next pick in terms of securing coastline that reduces the area NOD navy has in the area while not stretching ourselves too much. YZ-13 S will help a bit with the atlantic. While the 2 YZ-12s (E and W) are for when we want another round with Stahl and should be delayed until we have spy sats and more anti stealth tools online.
 
YZ-14 might be the best assist since it helps secure coast line and is not too far from an existing blue zone so it is not opening up further logistics the way the ones in Oceania would. After that YZ-3 would be the next pick in terms of securing coastline that reduces the area NOD navy has in the area while not stretching ourselves too much. YZ-13 S will help a bit with the atlantic. While the 2 YZ-12s (E and W) are for when we want another round with Stahl and should be delayed until we have spy sats and more anti stealth tools online.
I like YZ14 as a way to further push into Africa, secure coast, and give Mehretu a little less room to maneuver, I don't really dislike any of your other picks in terms of ease of supporting and covering our blue zones, but I think we probably shouldn't sleep on BZ1. Saint Petersburg is probably a majorly important city for BZ1 in its own right, but it would also guard the approach to Helsinki and station a fleet of super heavy armor well poised to confront Krukov. It basically heads off any easy way for him to approach the blue corridor leading into GDI territory directly without one hell of a fight.

It's a bit risky since Varyags are probably a decent counter to MARVs- but we can sustain a lot more MARVs than he has Varyags, and that particular edge is only decreasing especially with the captured example.
 
Complete OSRCT Phase 4
-[ ] Complete Phase 3 and -5 Political Support
Complete GDSS Enterprise
-[ ] Complete Three Phases of Shala
Complete at least four phases of Space Mines
-[ ] Complete at least three phases and -5 Political Support
Complete at least four phases of Karachi Planned City
-[ ] Commit to completing five phases by end of next plan

[] Plan: Protoplan q4 2061, v5.
Infrastructure 6/6 100R

-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 4 dice 60R 87%
Heavy Industry 6/5 170R
-[] Continuous Cycle Fusion Plants (Phase 7) 153/600 3 dice 60R 99%
-[] Crystal Beam Industrial Laser Development 0/80 1 dice 10R 70%
-[] Isolinear Chip Foundry Anadyr 0/320 2 dice 100R 0%
Light & Chemical Industry 5/5 100R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 2 dice 60R 13%
-[] Civilian Drone Factories 0/380 1 dice 10R 0%
Agriculture 9/4 115R
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 5 dice 50R 46%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
-[] Agriculture Mechanization Projects (Phase 1) 0/150 2 admindice + 1 erewhon dice 45R 60%?
Tiberium 7/7 110R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 3 dice 60R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[] Railgun Harvester Factory (Porto) 44/70 1 dice 10R 100%
-[] Railgun Harvester Factories (Bissau) 0/70 1 dice 10R 85%
Orbital 6/6 120R
-[] Leopard II Factory 0/350 6 dice 120R 96%
Services 5/5 60R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Hardlight Interface Development 1 dice 15R 100%
Military 12/8 200R
-[] Firehawk Wingmen Drones 215/450 4 dice 80R 93%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Railgun Munitions Development 0/60 1 dice 10R 87%
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[] Light Combat Laser Development 0/40 1 dice 25R 100%
-[] Mastodon Heavy Assault Walker Development 0/30 1 dice 10R 100%
Bureaucracy 4/4
-[] Administrative Assistance 4 dice auto

7/7 free dice
985/985R
 
So had a couple thoughts last night:

1. Nod can't have too many shipyards, at least any decent sized ones. Simply put, a lot of YZs have coast access technically, but well, YZ-10 has ocean access, if you ignore the ice and chokepoint that relies being near BZ-17. And they take a lot of resources to make and run, so they all have their own. Especially since they're fielding subs and some surface combatants.

2. Has anyone in thread suggested Rods from God? We know Nod bases are ion disrupted, but there's nothing saying we can't just start dropping tungsten rods onto bases we find.
 
YZ-15 and 13 should be taken together if possible due to their geographical location. They are mirrored across the Mediterranean and together would assist in cutting off access for the region. As well as being somewhat mutually supporting.
 
Yeah, YZ hubs 15 and 13 probably overflow to each other as well, unless they overflow to the BZ one nearby. Taking those two (or three) hubs together make sense.
 
@Ithillid, Treasury didn't have any Hydroenergy projects available since that Tidal Power station debacle.

Any chance for them to reappear? In new Green zones maybe?
That's something that the Division of Alternative Energy would be doing.
[] Plan: Protoplan q4 2061, v5.
Infrastructure 6/6 100R

-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 4 dice 60R 87%
I'd favor 3 dice for Fortress Towns, since we are likely to want more security in newly-conquered areas, as Steel Vanguard winds down.
 
It's worth noting that the Caravanserai's actions against Mehretu seriously decreased the amount of raiders in the Western Indian Ocean. I know Karachi 2061 has been abandoned, but we might be able to do it in 2062 if reallocation doesn't hit us that hard.
 
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