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.
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.
Some information on the KV-VI. So, we need to dig a ditch. The enemy tanks will snap as they try and cross.
Also, the range of them is really short - these tanks must either be nuclear powered or the Tank General has a pile of fuel trucks keeping their tanks topped up.
The latter is something we should look out for and ambush if possible.
[X] Plan Logistical Beat-down
[X] Accept the aid of the 'Sons of Anatolia'. (2x Infantry regiments, 1x Special Infantry regiment)
[X] No. Lay traps in front of the enemy force (IEDs, mines, tank traps) Cost: $50,000, 1 Turn
-[X] Include some wide shallow ditches as part of the trap system
[X] Have [Jarmon Kell] intiate hit and fade attack, aim to damage and cripple critical components (tracks, engines, ) in their vehicles.
-[X] With 2x Infantry Brigades
(Because GLA technicals are the best hit-and-fade unit in the game)
-[X] Focus on their radar, command units and logistical tail
(Even if they don't have oil tankers keeping this army moving, the spare parts that mass will consume staggers belief. Stop the logistics and we stop the heavy parts of the army.)
[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
[X] Tanker Crash Course (Can use non-GLA Tanks) Cost: $50,000, 2 Turns
(We have way more USA tanks than we do exotic tanks, so let's focus on training the men to use the stuff we have lots of.)
[X] Engineer Courses (Civilians can man advanced structures; War Factory, Radar Dome, Naval Yard, etc) Cost: $250,000, 4 Turns
[X] Train the army. "The harder they sweat now, the less they'll bleed when the time comes..." Cost: $100,000, 1 Turn.
[X] Build a base at the Ore Fields (Ore Refinery + Light Defenses) Cost: $350,000, 2 Turns. Reward: +$250,000 per Turn.
(A second base will be waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay easier to defend than a long truck convoy spread out between the port and the ore fields.)
[X] Have Kallen hack the hard drives to find out if any intelligence is available. Cost: $50,000, 2 Turns
-[X] Have her do so on a computer which is completely wiped of any of our information, has no network support and is in a different building from all the rest of our computers. Forbid her from accessing information recovered from the CIA hard drives on a system that does not have similar safety features.
I would make the one modification of training our troops harder ,but as it stands, we have enemies on our door-step ,we don't have 4 turns to do the more intense training.
@veekie, are you sure about picking Exotic tanks? With this post from Tabi, I think it would be much better to switch from the Advanced Tanker Training (Exotic tanks) to the Tanker Crash Course (Non-GLA Tanks), so that we can use that Regiment of Crusader Tanks that we have, rather than the two Mammoth tanks.
Yeah, Mammoth Tanks are prolly a little better, but the Regiment of Crusaders would be much more tanks - a full Regiment of tanks sits at 60 total tanks, as Tabi said in the last update. I think 60 Crusaders would be much better than 2 Mammoth Tanks.
@veekie, are you sure about picking Exotic tanks? With this post from Tabi, I think it would be much better to switch from the Advanced Tanker Training (Exotic tanks) to the Tanker Crash Course (Non-GLA Tanks), so that we can use that Regiment of Crusader Tanks that we have, rather than the two Mammoth tanks.
Yeah, Mammoth Tanks are prolly a little better, but the Regiment of Crusaders would be much more tanks - a full Regiment of tanks sits at 60 total tanks, as Tabi said in the last update. I think 60 Crusaders would be much better than 2 Mammoth Tanks.
Yeah, Mammoth Tanks are prolly a little better, but the Regiment of Crusaders would be much more tanks - a full Regiment of tanks sits at 60 total tanks, as Tabi said in the last update. I think 60 Crusaders would be much better than 2 Mammoth Tanks.
IIRC, part of the Allies winning wasn't just having more tanks - it was that the tanks were cheaper, and that as a consequence, the U.S. could afford to lose more tanks. It kinda gets into the economics of warfare, but the line of thought goes like this: if Side A loses 100 Tanks that cost $500k per Tank, and Side B loses 80 Tanks at $1 million per tank, then Side A technically 'wins'.
Of course, even if you are 'winning' the economics of warfare, that doesn't mean that you are gonna win the actual war.
My thoughts were largely just that if we're gonna be attack by a lot of Tanks, I don't want two Super Tanks, I want 60 Good Tanks.
Plus... those are oldSoviet Tanks. While they've got a lot of armor, two 120mm cannons, and two missile racks, the Crusaders are a lot newer and also happen to tote a 120mm cannon. Plus, I'll bet that their targeting systems, autoloaders, and engine are all superior to the Soviet ones. With newer ammunition, less likely to misfire or be duds, and having been manufactured by nations that were more careful about quality control.
And even if they aren't, that's still 60 tanks... a lot harder to concentrate your fire on 60 tanks than to concentrate on just 2 really massive tanks.
Plus... those are oldSoviet Tanks. While they've got a lot of armor, two 120mm cannons, and two missile racks, the Crusaders are a lot newer and also happen to tote a 120mm cannon. Plus, I'll bet that their targeting systems, autoloaders, and engine are all superior to the Soviet ones.
More logistics than economics. The Allies could replace repair and refuel. The Axis could not.
As for Mammoths...2 mammoths would hold one hell of a chokepoint, which increases the defense value. But I'll gladly take 60 weaker tanks that WILL be ready to go before the enemy arrives over 2 supertanks that MIGHT be ready if everything goes right
We should opt for Crusaders instead of Soviet Monkey Models.
Historically the Soviets deliberately nerfed their military grade exports to so called allies and customers so that there would be more business and the Soviets saw that their buyers had shit for infrastructure and maintenance.
We should opt for Crusaders instead of Soviet Monkey Models.
Historically the Soviets deliberately nerfed their military grade exports to so called allies and customers so that there would be more business and the Soviets saw that their buyers had shit for infrastructure and maintenance.
*reads what I think was it*
...Large amounts of Black Ops interference in ME, a handful manage to route a ~division of Soviet troops with Mammoth backup, Victors were in the base.
So... Underground war full of supertech? Sounds fun.
The Sons of Anatolia number some three thousand men, with two thousand being irregulars with at least one assault rifle, a pistol, grenades, and a rocket launcher. Those irregulars at least had some form of standard uniforms, however, as they all wore patches on their shoulders. The brigade of special forces were the most uniform of the Sons, differentiated by the odd talismans and trinkets they kept on their person. Though they had no apparent leader, a cadre of officers lend their leadership skills to you.
In comparison to the Sons, your small army of rebels and insurgents seem...lacking.
"Why are you fighting with us?" You asked, after a briefing with a scarred Lieutenant. The man's gray eyes flicker to you and he points to the grainy image of Al'Rahid.
"Revenge."
With that said, he saluted and left.
[X] No. Lay traps in front of the enemy force (IEDs, mines, tank traps) Cost: $50,000, 1 Turn
[X] Have Jarmond Kell initiate 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
Need: 20, 30
1d100: 25, 42
Result: Success, Success. Many Technicals and Buggies damaged or destroyed. Some Scorpion Tanks mission killed or disabled.
Jarmond Kell leads a force of Infantry and the special forces of the Sons of Anatolia into battle. They take raider buggies as their primary mode of transport and set up several ambush points. IEDs and traps are set in the path of the enemy force. Pitfalls that Technicals and buggies would run over without issue; until a tank heavy enough would become stuck.
A massed RPG strike, unguided and aimed only in the general direction of the enemy. But the sheer number of the tightly packed vehicles proved that it didn't matter if you didn't aim; you'd still hit something.
Kell was most impressed by the special infantry of the Sons of Anatolia. Though he was the better marksman by far, they were not too far behind in his killstreak.
After an ambush, faster elements of enemy units would attempt to run them down, only to be cut down in planned killboxes. Dozens of technicals and rocket buggies burned in their wake with each attack.
But no matter how many of the lighter vehicles they destroyed, their RPGs dealt minimal damage to the armored hull of the Scorpion Tanks. Unlike the vanguard, they did not deviate or attempt to push forwards in an attempt to deal with them. They merely took the attacks head on and returned fire from range.
Jarmond Kell and his forces would return, having bloodied the enemy, but failing to slow them.
[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
Need: 10
1d100: 44
Result: Success
With an impending attack, patrols were almost paranoid about double checking their rear and flanks. Good thing too, when they discovered a small group of GLA irregulars in camo attempting to sneak past them. A brief and very brutal firefight later, netted a new visitor to the interrogation room where information on Al'Rahid came to light.
Al'Rahid was confident that his forces would simply overwhelm you with superior firepower and armor, but only sent people to attempt sabotage because General Danko ordered him to do it.
[X] Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn
Need: 50
1d100: 24
Result: Failure. +10 to next attempt.
The salvaged guns of enemy tanks and attempts to built howitzers were terrible failures, reports your father. He tried his best with help from Rakshasa, but there was only so much one could do with salvage. Nevertheless, he reminds you, the anti-tank rocket sites would still capable of doing quite a lot of damage despite their long reload time.
It still worries you; RPGs didn't have as effective damage as you had hoped. Whether or not a bigger rocket would have better results remains to be seen.
Still the Tactician General believes that yet more can be achieved in what little time is left to prepare. He's a few select options he feels is best at the moment to concentrate on.
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)
[] 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 Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn
[] Build a Defensive Wall. (+1 to Ground Defenses) Cost: $1 Million, 1 Turn
Good the damn Crusaders came with a manual. The more experienced tankers in your army are reading them too, and reading them aloud to those who can't read english (let alone read at all). Things are moving apace; the prospective crews for the American made tanks can drive them now, even point and shoot; but not very effectively. Give them another week and they might be able to put a dent into the Armored General's forces.
[X] Engineer Courses (Civilians can man advanced structures; War Factory, Radar Dome, Naval Yard, etc) Cost: $250,000, 4 Turns
Need: 40
1d100: 144
Result: Critical Success! 1 Turn remaining.
An honest to god corp of Engineers practically formed over the course of a week when experienced workers in a group of refugees from another camp decided to join you. Combined with the amateur technicians in your Port City, they only need some refresher courses before being set loose.
[X] Train the army. "The harder they sweat now, the less they'll bleed when the time comes..." Cost: $100,000, 1 Turn.
Need: 20
1d100: 89
Result: Success! All units with the trait 'Recruit' now have the trait 'Experienced'.
Jarmond Kell gave the troops a quick and dirty version of the training montage from Hell. Needless to say, they can be relied upon to shoot their guns and treat their tools with respect and care. RPG troopers won't be horsing around with heavy ordnance anymore, not after one was forced to take a rocket up the ass for 'waving it around like a dick'.
The men sent to explore the caves never came back. A team sent to find out what happened only found their radios, their weapons, and an overturned technical deeper in the caves.
[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
Need: 25
1d100: 26
Result: Success.
The ore refinery is under construction, with equipment from the ruins of the previous refinery being used in this process. It's quick and dirty, but it'll do the job. Once engineers make sure it can handle the task of refining the ore, you'll be in business!
[X] Have Kallen hack the hard drives to find out if any intelligence is available. Cost: $50,000, 2 Turns
Need: 80
1d100: 24
Result: Failure. +10 to next attempt.
Kallen reports that the computers are all heavily encrypted and that she's made minimal headway with the task assigned to her. She promises that she'll have better results next time.
Rakshasa has taken up some of Kallen's duties whilst she reassures the people of their safety and the effectiveness of your protection. He's drawn up a list of things that may be last minute, but very beneficial.
Choose two:
[] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 2 All loyalty) Cost: $500,000 (Upkeep: $100,000), 1 Turns
[] Fortify [the shit out of everything.] Cost: $250,000, 1 Turn. (+2 to Defense Rolls to all structures)
[] Send the population to the hidden soviet base. Cost: No Production for 2 Turns, 1 Turn.
Funds: $10.6 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
Air Forces: Satisfied(7) / Very Loyal (7)
1x Tu-4 Bomber (1 pilot, minimum of 2 needed)
1x C-130J Super Hercules (no crew)
1x Air Regiment (Comanche Helicopters, no crews)
1x Gunship Regiment (VTOL Gunships, 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)
1x GLA Stealth Rebel (Enemy)
[x] No, put the men to useand 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
Patrols continue to prove vital, and the artillery would be a massive boon.
[x] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 2 All loyalty) Cost: $500,000 (Upkeep: $100,000), 1 Turns
[x] Fortify [the shit out of everything.] Cost: $250,000, 1 Turn. (+2 to Defense Rolls to all structures)
Costly, but both needed. Plus we got enough of an edge to hit then with more and better tanks when they arrive.
Just make sure we can handle the wounded.