C&C Generals: The Liberation is At Hand [Quest]

Set up the American MCV from the U.N. to enable more power. All MCV's give three Power Slots, so that will enable us to fully power the War Factory and the Hospital (once that comes online). MCV's are designed to be easy to set up, so this won't take long. Free Power!

Hmm, this is a good idea, I'll add it to my plan.

I think it is a major, major mistake to not get the education started yet.

@Tabi: Can I check how the research options work: does doing a research option give us upgrades as part of the research process, or does it give us the option of doing an upgrade action the following turn (specifically, I am wondering if "Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn" will give us an immediate +3 to ground def or if we need to research it and then build the artillery)?

Trust the CIA? Hmmmmm, we're an enemy of them, and been atacking their troops time and time again.

Naturally, we should! They'll obviously send us boatloads of cash and intel in exchange for shit in return.

Yes! We should clearly trust the CIA absolutely and completely!

Tum te tum...

fasquardon
 
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@Tabi: Can I check how the research options work: does doing a research option give us upgrades as part of the research process, or does it give us the option of doing an upgrade action the following turn (specifically, I am wondering if "Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn" will give us an immediate +3 to ground def or if we need to research it and then build the artillery)?
For the most part, research and building said defenses are separate. Some upgrades, when researched, can be applied automatically without any further cost.

Some of the research options are automatically added without cost, but others (especially higher end stuff) will cost a pretty penny to construct.
 
Turn 6
Turn 6

I mixed up some military terms; namely 'Brigades' for 'Regiments'. Also the 'Rig', the Revolutionary's personal MCV can be deployed, but will be unable to produce power slots. Additionally, Advisor profiles are partially written and are on the front page if you wish to take a look.

From this point forward, Destiny Points will start becoming a thing. Further information will be posted on the front page as I figure it out. Omakes and write-in actions (ala 'Feats') that the Dice God favor will produce Destiny Points, as well as proposed technologies or units that I find acceptable.

With the newly acquired MCV unfolding into the American built construction yard, additional power is connected within the existing power grid as it's internal radar systems activated. Workers find a few Construction Dozers inside and are commanded by the Tactician to start building new fortifications along the defense line in front of the valley exit.

[X] No, but go ahead and continue fortifying as best you can. (Upgrade nests into pillboxes, IEDs, Tank Traps, pitfalls, etc.) Cost: $250,000, 1 Turn
Need: 20
1d100: 63
Result: Success! +$50,000

With the deluge of new Dozers at hand, the fortifications went quicker than expected, even going so far to get everything done in record time with plenty of change left!

(Defenses Options)
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
Need: 10
1d100: 55
Result: Success!

Unusual news today. A man with no name approached patrols carrying a bloody bag. The bag in question contained the heads of three well known GLA lieutenants of the 'Armored General' Al'Rahid. Escorted under gunpoint, the man merely said that he was simply a mercenary of the group called the 'Sons of Anatolia' and he was here to offer their services. He also claimed that the 'crazy GLA tank nut' is nearly here.

According to records, Anatolia was a region within Turkey that was hit particularly hard by the GLA in the first War, devastating multiple population centers with bioweapons. The Sons of Anatolia were formed some years after the conflict, drawing it's forces from the struggling community of islamic muslims, christians, and greeks. They served in multiple brushfire conflicts across the globe, including ones aimed at reducing the GLA's power.

The Son of Anatolia currently awaits an answer in a guest room, quietly declining any services and praying to his heathen christian god.

[] Accept the aid of the 'Sons of Anatolia'. (2x Infantry regiments, 1x Special Infantry regiment)

Kallen and the Tactician both took this new intelligence seriously and directed the combined power of the Radar systems from the old Dome and the American Construction Yard to see if what the Mercenary of Anatolia was truthful. They detected a large force of armored vehicles congregating a few hundred miles from the mouth of the valley. It is without a doubt the Armored General.

According to those manning the radar and scouts, the group of tanks and armored vehicles appear very disorganized.

Likely due to the sudden loss of several key lieutenants.

The arrival of the Tank General was not unexpected, but the amount of armored vehicles were very surprising. Aside from the escorts of infantry, Technicals, and Quad Cannons; the amount of actual Scorpion tanks was quite small. In fact, there were only three full sized regiments of sixty Scorpions each. What compromised most of the armored forces of the General were two regiment of roughly a hundred and twenty unusual types of Marauder Heavy Tanks.

Two types of heavy tanks were identified.

A tentatively identified 'KV-6' Train Tank and what appears to be an indigenously built and modified TOG-type heavy tank. The Tactician dismissed the train tanks as anything approaching particularly threatening, however intimidating it might be. The TOG-type tanks were more numerous, armed with everything from heavy cannons or Quad Cannons. What can be concluded is why it took the Armored General so long to get here; because his tanks were just very, very slow.

What concerned him more were the two regiments of up-gunned and up-armored Scorpion Tanks that were being fielded, along with aregiment of their lighter snub-nose howitzer equipped brethren. Those would the most dangerous, with the heavy tanks providing effective Anti-Air and Artillery support.

However, due to the slow speed of the enemy, the Tactician recommends hit and run attacks with your current forces. The heavy tanks are kept in the very center of the formation, meaning that their value was very high in the Armored General's eyes.

Choose two (Write-in Forces Deployed):

[] No. Lay traps in front of the enemy force (IEDs, mines, tank traps) Cost: $50,000, 1 Turn

[] Send [Write-in] to ambush their forward elements.

[] Have [Write-in] intiate hit and fade attack, aim to damage and cripple critical components (tracks, engines, ) in their vehicles.

[] Have [Jarmon Kell or Tactician General] lead the attacks.

There is also the subject of defenses. As always, your father feels they can be more effective with some funds thrown at them.

Choose two:

[] No, this will suffice. We have other priorities. Drill the defenses to raise their alertness and combat readiness. (+1 Alertness, +1 to Combat Roll)

[] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)

[] No, but go ahead and continue fortifying as best you can. (Upgrade nests into pillboxes, IEDs, Tank Traps, pitfalls, etc.) Cost: $250,000, 1 Turn

[] Repair the abandoned Chinese Gatling and American Missile turrets (+4 to Ground and Air Defenses) Costs: $4 Million, 1 Turn. Needs Power to function.

[] Research Rocket Artillery Site (+2 to Ground and Air Defenses) Cost: $1 Million, 3 Turns

[] Research Anti-Air Missile Site (+2 to Air Defenses) Costs: $250,000, 1 Turn

[] Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn

[] Build a Defensive Wall. (+1 to Ground Defenses) Cost: $1 Million, 1 Turn

[X] Repair Command Post (Can be converted to R&D or Training Center) Cost: $4 Million, 1 Turn

Need: 10
1d100: 33

The newly repaired training center is now officially open for aspiring applicants:

Choose two:

[] Tanker Crash Course (Can use non-GLA Tanks) Cost: $50,000, 2 Turns

[] Advanced Tanker Training (Can use Exotic Tanks) Cost: $150,000, 3 Turns

[] Infantry Crash Course (Rebels are more effective) Cost: $50,000, 2 Turns


[] Sniper Training (Can form Sniper Regiments) Cost: $150,000, 3 Turns

[] Pilot Training (Can crew aircraft) Cost: $200,000, 6 Turns.

[] Combat Medic Training (Infantry are more effective and die less often, +1 Morale) Cost: $100,000, 4 Turns

[] Engineer Courses (Civilians can man advanced structures; War Factory, Radar Dome, Naval Yard, etc) Cost: $250,000, 4 Turns

[] Advanced Medical Training (Doctors become available) $500,000, 8 Turns


[X] Power up the Desalination Plant. Fresh clean water free of salt. The people will be grateful. (+1 to Morale, +1 to Loyalty, +5 to Logistics Rolls) Cost: $2 Million (Upkeep: $100,000), 2 Turns
Need: 45
1d100: 54
Result: Success

The Desalination plant is working at limited production, bringing in enough clean water for a population a ten times the one currently residing here. However, until a dedicated crew is trained to handle things, the speed of clean water will be limited to 100,000 Population.

Jarmond Kell is back in action and just in time too! He has retaken command of the Infantry from the Tactician General and requests funds to implement training to the troops; especially with a major attack on the way...

[] Train the army. "The harder they sweat now, the less they'll bleed when the time comes..." Cost: $100,000, 1 Turn.

[] Train the army hard. They need to stop fucking around and learn how to fight like professionals since last year! Cost: $1 Million, 4 Turns

[] Search, Secure, Salvage. This port has got to have something lying around we can use. Send out search parties and poke around for something valuable. Cost: $2 Million, 1 Turn.

[X] Lay of the Land. Send men out to map the surrounding area. The GLA is coming, then we need to know this place better than they do. Cost: $2 Million, 3 Turns.
Need: 10
1d100: 66
Result: Success!

The troops have finished their mapping of the region. They've discovered a new cave system near by that may be of use.

[] Explore Cave System. Cost: $50,000, 6 Turns

[X] Repair Tu-4 Bomber. Cost: $500,000, 2 Turns
Need: 40
1d100: 50
Result: Success!

The Bomber is back to full functionality, but until more trained pilots are available, it stays on the ground.

[X] Kallen has been looking through all the documents and the mapping of the area. She thinks there might be some places worth checking out for ore deposits. If there is, then a stable cash flow can be found there and exploited. Cost: $1 Million, 1 Turn

There were at least seventeen mining shafts discovered, but of the lot, only three were still active in any form. Leftover from the Russian incursion into the middle east, these durable mining systems still actively worked to pull the valuable minerals from underneath the crust and slowly bring it to the surface. However, these locations were well out of the reach of the current defensive perimeter; any refinery for the collected ore will need to be built on-site with dedicated defenses or the ore trucks and worker be escorted.

[] Build a base at the Ore Fields (Ore Refinery + Light Defenses) Cost: $350,000, 2 Turns. Reward: +$250,000 per Turn.

[] Build an Ore Refinery at the Port and escort the trucks and workers to the site and back. Cost: $250,000, 2 Turns. Reward: +$200,000 per Turn

Kallen Qatar has taken it upon herself to raise the morale of the frightened populace and the people have responded with hope. (+1 Morale)

(Special Option!)
[X] Secure the weapon supply stashes that Willis talks about. Cost: Nothing, 1 Turn. Choose your forces.
-[X] 1 Infantry Brigade
--[X] Led by the Tactician
Need: 10
1d100: 78
Result: Success! +10 MRLS Trucks, +2 SCUD Trucks, +$4 Million

The American was good on his word. There were over a dozen weapon supply stashes and they were all fairly profitable. Some of the stashes had money hidden away and those funds were put to better use. There were a few computers scattered here and there at some of the locations, these electronics and their hard drives were taken for intelligence.

The biggest find were the rocket artillery trucks. There were quite a few trucks berefit of their SCUD missiles, but the smaller MRLS trucks were intact and free for the taking. Willis mentioned a large stash of SCUDs, but they aren't here.

Still, you'll take what you can get, and what you've got here is plenty enough!

[] Have Kallen hack the hard drives to find out if any intelligence is available. Cost: $50,000, 2 Turns


Al'Rahid, the Armored General is due to arrive in 2 Turns.

Funds: $11.9 Million


Population: +10,000 (3,750 Civilian/6,250 Military)
1,750 Civilians suffering from disease (1 Turns remaining until cleared))

Infrastructure:

2x American MCVs (Deployed), 4 Power Slots taken, 2 Power Slots Available
- Radar Dome
- Airstrip
- Desalination Plant

War Factory (unpowered, 50% capability)
Hospital (unfinished, 1 Turn remaining, unpowered, 50% capabilty)

Hidden Soviet base + 1 small Power Plant, 3 Power Slots taken.
- Hidden Railway
- War Factory
- Submarine Pen (Damaged)

Military:

Infantry: Satisfied(7) / Very Loyal (7)
2x Infantry Regiments (Rebels & Insurgents with Technical & Buggy Support)
1x Infantry Regiment [-5 to Combat Rolls](2 Turns remaining until cleared)

Vehicle forces: Satisfied(7) / Very Loyal (7)
1x Armor Regiment (Scorpions with Technical & Buggy Support)
1x Armor Regiment (Crusader Tanks, no crew)
2x Mammoth Tanks (no crew)

Air Forces: Satisfied(7) / Very Loyal (7)
1x Tu-4 Bomber [Damaged] (1 pilot, minimum of 2 needed)
1x C-130J Super Hercules (no crew)
1x Air Regiment (Comanche Helicopters, no crews)

Naval Forces: n/a
2x Victor-Class Submarines: (no crew)

Civilians: Satisfied (7) / Loyal (6)

Prisoners:
4x GLA Saboteurs (Enemy)
1x CIA Agent, Willis Huntley (Enemy)
2x UN Pilots (Enemy)
 
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[X] Accept the aid of the 'Sons of Anatolia'. (2x Infantry regiments, 1x Special Infantry regiment)

Can't turn down help. We don't exactly have much.

[X] No. Lay traps in front of the enemy force (IEDs, mines, tank traps) Cost: $50,000, 1 Turn
[X] Have Jarmon Kell intiate hit and fade attack, aim to damage and cripple critical components (tracks, engines, ) in their vehicles.
-[X] Focus on their radar, command units and heavy vehicles. Force them to choose between attacking with a disorganized pack of Technicals or delay long enough for us to get our tank crews trained up while they do repairs.
--[X] Take 1 regiment of Infantry and 1 regiment of Special Infantry

Best sneak for sneak attack. With leadership in disorder, doing ambushes is going to throw their lines into confusion, and with luck, some of them would attack before the rest catch up...and if Jarmon Kell does like he does in the game, we'd also have a lot of vehicles when this is done :D

[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
[X] Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn

Keep eyes open, and add some longer ranged elements to our ground defenses. They have slow moving tanks, and if Jarmen Kell fails to screw them sufficiently, the counter to slow tanks is artillery pounding them in the ass.


[X] Tanker Crash Course (Can use non-GLA Tanks) Cost: $50,000, 2 Turns
[X] Engineer Courses (Civilians can man advanced structures; War Factory, Radar Dome, Naval Yard, etc) Cost: $250,000, 4 Turns

All these advanced structures are a pox, until they're fully reactivated effectively. Especially the Naval Yard. That thing is a money source once we can do smuggling with it.
Also the advanced tanker course because we got those Mammoths in mothballs.
I want to train the doctors, but we need defensibility FAST, before the CIA plays some new game with us.

[X] Train the army. "The harder they sweat now, the less they'll bleed when the time comes..." Cost: $100,000, 1 Turn.

We got incoming. This is their last chance to train before the battle starts.


[X] Explore Cave System. Cost: $50,000, 6 Turns

Sure, why not? Bound to have something good, and if not we can use it for our own tunnel networks...and prevent the enemy from doing so.


[X] Build an Ore Refinery at the Port and escort the trucks and workers to the site and back. Cost: $250,000, 2 Turns. Reward: +$200,000 per Turn

I'm not sure about our ability to secure two sites with our low manpower. Best to do it by convoy for now. This way, if the mines are attacked we just lose some trucks, not a costly refinery.

[X] Have Kallen hack the hard drives to find out if any intelligence is available. Cost: $50,000, 2 Turns

Of course we want it.

Cost 1.3 Million
 
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@veekie I have 2 problems that I have with your plan:
Focus on their slower units, especially those in the rear of their march. If their front elements hit our defenses while their rear are unable to catch up, we can crush the front ranks before moving out on the disabled rear.

The heavy tanks are kept in the very center of the formation, meaning that their value was very high in the Armored General's eyes.

1) The slower units are the heavies (train tanks and TOGs) in the middle. we care most about their modified scorpions, so the focus should probably be on those


2) we currently have a decent amount of planes, in comparison to 2 exotic tanks. therefore, i would change the exotic tank training out for pilot training.

and @Tabi, is there a reason we cannot do both the trapping and the hit and run attacks?
 
Huh, anatolia is the historic name for asia minor a region in turkey back when the area was mostly byzantine controlled.
 
@veekie I have 2 problems that I have with your plan:




1) The slower units are the heavies (train tanks and TOGs) in the middle. we care most about their modified scorpions, so the focus should probably be on those


2) we currently have a decent amount of planes, in comparison to 2 exotic tanks. therefore, i would change the exotic tank training out for pilot training.

and @Tabi, is there a reason we cannot do both the trapping and the hit and run attacks?

1) Point taken, will adjust.
2) We have more than the mammoths. We got an entire Soviet War Factory. While we have more aircraft immediately on hand, the reactivated war factroy with crew would give us access to heavy tanks, APCs, Flak, etc. We also have an Allied MCV, with more tanks there as well. We currently have no means to produce more aircraft.
 
None, now that I think about it. XD
Cool. Adding traps in.

EDIT: Done. Also specified for Jarmen Kell to fuck with any of their communications or command units if he can manage it.

And checking the pilots...that's gonna take a long time. If we get lucky on the delaying attack we could have Mammoths good to go by the time they get here(and then they will shit iron bricks)
 
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[X] Plan veekie

Has everything I would put, sans advanced tank being before crash course. Not sure how that will go.
 
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[X] Plan veekie

2) We have more than the mammoths. We got an entire Soviet War Factory. While we have more aircraft immediately on hand, the reactivated war factroy with crew would give us access to heavy tanks, APCs, Flak, etc. We also have an Allied MCV, with more tanks there as well. We currently have no means to produce more aircraft.

Everything that you just named needs the tanker crash course training, not the exotic tanks training, but i concede that we may be able to get the mammoths online in time for the fight if we can delay, and that would be really useful.
 
@veekie, while I agree with your plan, you forgot to put down what forces Jarmond Kell is using! The dude can't fight on his own! :p

I think I would recommend sending in our Tank Regiment with Jarmond Kell, to harass the enemy. Since we've got the training center up and running, we don't need to hold them in reserve as much, because we're gonna have that Regiment of Crusaders up and running soon, and because our defenses now have MRLS Trucks and other good anti-tank defenses.

Plus, sending the Tanks will offer up a juicy target which the Armored General would be more tempted to attack - perhaps slowing him down as he tries to figure out which to attack first, our base or our mobile Tanks.

That said, if we just send a force of Technicals and Buggies, we don't have to worry as much about the Armored General being able to catch our raiding force, as those will be much faster. They'll be able to do a fair bit less damage, though. It's really a Damage Output vs. Risk to Men calculation whether you want the Technicals and Buggies or the Tanks.

[X] Plan veekie
 
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