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

Veekie, dude...

[X] Advanced Medical Training (Doctors become available) $500,000, 8 Turns
[X] Advanced Tanker Training (Can use Exotic Tanks) Cost: $500,000, 4 Turns

[X] Recruit an Infantry Regiment. (Must be taken with Infantry Crash Course) Cost: $50,000, 1 Turn
[X] Recruit a Tank Regiment. (Must be taken with Tank Training) Cost: $150,000, 1 Turns

We can't recruit an Infantry Regiment if you selected Doctors and Tankers as the two Training Options.

You would need to drop Doctors to train Infantry.
 
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@veekie Your plan is invalid
This is what you have:
[] Advanced Medical Training (Doctors become available) $500,000, 8 Turns
[] Advanced Tanker Training (Can use Exotic Tanks) Cost: $500,000, 4 Turns

[] Recruit an Infantry Regiment. (Must be taken with Infantry Crash Course) Cost: $50,000, 1 Turn
[] Recruit a Tank Regiment. (Must be taken with Tank Training) Cost: $150,000, 1 Turns

Recruiting the infantry and tank regiments require that you run specific training actions, which you are not. (your need tank training (not advanced) and infantry crash course)
 
Having a wall would probably make our people feel safer, and prevent buildings from taking as much damage. A tunnel to the ore would be super useful too.
 
@veekie Your plan is invalid
This is what you have:
[] Advanced Medical Training (Doctors become available) $500,000, 8 Turns
[] Advanced Tanker Training (Can use Exotic Tanks) Cost: $500,000, 4 Turns

[] Recruit an Infantry Regiment. (Must be taken with Infantry Crash Course) Cost: $50,000, 1 Turn
[] Recruit a Tank Regiment. (Must be taken with Tank Training) Cost: $150,000, 1 Turns

Recruiting the infantry and tank regiments require that you run specific training actions, which you are not. (your need tank training (not advanced) and infantry crash course)
Uh, we already took the Infantry and Tank Training actions previously. They aren't available.
 
Uh, we already took the Infantry and Tank Training actions previously. They aren't available.
You took it before, yes. But subsequent new and fresh regiments will not have that training. If you lose them in battle, that training and experience doesn't magically get inherited by the greenies.

The current survivors, however, can be given that advanced training.
 
You took it before, yes. But subsequent new and fresh regiments will not have that training. If you lose them in battle, that training and experience doesn't magically get inherited by the greenies.

The current survivors, however, can be given that advanced training.
Okay, that makes sense. Editing.
 
Yeah, but thats not the school action. Thats the Tank/Rebel training. School teaches them a trade, not fighting
 
Uh...isn't that pretty much all tanks?
Depends on the wall, red alert walls seem to be at least temporarily effective against tank shells. we don't need something that can hold out against sustained fire as the enemy having the spare time to shell the wall mean we've already lost, just something to ensure that we have less damage to the base and civilian structures
 
Depends on the wall, red alert walls seem to be at least temporarily effective against tank shells. we don't need something that can hold out against sustained fire as the enemy having the spare time to shell the wall mean we've already lost, just something to ensure that we have less damage to the base and civilian structures
Red Alert walls also don't usually get hit by shells as all tanks can shoot over most walls.
 
Turn 10
Turn 10

A flood of refugees arrived this evening, driven by hunger and fear. Some eight thousand men, women, and children arrived on flatbed trucks and o trucks or bicycles and wagons. These people may be from the nearby city of Fakar, a more of a large town than a city. It once boasted some twenty thousand souls, but about half were killed and the rest forced into the desert. Two thousand died from hunger and disease, while these eight thousand souls followed Al Rahid's trail in hopes of salvation.

These people now reside in an immense tent city hastily constructed by your troops while the hospital is once again filled to the brim with sick and wounded.

[X] Research the Scorpion Mk III. Cost: $ 1.5 Million, 2 Turns
Need: 35
1d100: 48
Result: Success! 1 Turn remaining.

Rakshasa and his team spent a great of time working over the Scorpion Tank design, incorporating lessons learned from studying the American Crusader Tanks; which is essentially a 'scaled down' M1 Abrams. A new chassis has been built from the original and has become much larger. Instead of a three man crew from the original light tank, it can be rated as a heavier main battle tank that most nations enjoyed fielding. With better armor and a more powerful rapid-fire cannon, it would be leagues above any other GLA tank save for other high ranking Generals.

Once trials are complete, Rakshasa is fairly certain the newly upgraded Scorpions will be more than a match for any modern battle tank your enemies will field against you.

[X] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns
Need: 40
1d100: 55
Result: Success! 2 Turns remaining.

The power generators salvaged from the ruins proved most useful in the continued construction of the new power plant. Rakshasa assures you that it will ready to supply enough power for the needs of the entire port city and then some.

[X] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness, 1d100 Training Roll)
Need: 10
1d100: 12
Result: Success

Nothing of note today. Helped capture some stray goats, that's about it.

[X] Research Anti-Air Missile Site (+2 to Air Defenses) Costs: $250,000, 1 Turn
Need: 40
1d100: 78
Result: Critical Success!

The abandoned Patriot Missile systems were taken apart and carefully reverse engineered. Rakshasa believes the new SAM sites will work splendidly against air, armor, and infantry alike. Unlike the other ramshackle defenses, however, they will cost a small sum to build and will take up some power (1 Power Slot). Essentially a static emplacement, the weapon boasted three missiles at any one time with the ability to fire them in a single salvo or all at once. The missile's munitions vary from a high explosive fragmentary warhead to that of carrying several smaller missiles within the casing. In a pinch it can be used as an artillery weapon.

[] Build SAM sites. Cost: $1 Million, 1 Turn

Your father comes with a proposal to increase your total force projection and to put fear into your enemies. During his tenure as General in Yemen, he weathered rocket strikes from GLA cells near the border. He proposes researching and developing a similar weapon to soften up enemy bases or forces within range.

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 turrets (+2 to Ground and Air Defenses) Costs: $4 Million, 1 Turn. Needs 1 Power Slots to function.

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

[] Research an AWS (Affordable Weapons System). (Can use to bombard enemies at least 2 Turns away) Cost: $5 Million, 3 Turns

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

[X] Recruit an Infantry Regiment. (Must be taken with Infantry Crash Course) Cost: $50,000, 1 Turn
Need: 25
1d100: 60
Result: Critical Success! +3 Infantry Regiments (Trait: Recruit gained.)

[X] Infantry Training (Rebels are more effective) Cost: $100,000, 2 Turns
Need: 50
1d100: 50
Result: Success. 1 Turn remaining.

The new recruits are motivated, that's for sure. And they're trying their best. The drill instructors are giving them incredible amounts of shit for being not good enough, but there are improvements here and there. But that's not enough. They'll have to excel or they'll never be trusted with a weapon. Let alone the duty to protect their loved ones.

[X] Recruit a Tank Regiment. (Must be taken with Tank Training) Cost: $150,000, 1 Turns
Need: 25
1d100: 51
Result: Critical Success! +2 Tank Regiments (Trait: Recruit gained)

[X] Tanker Training (Can use non-GLA Tanks) Cost: $100,000, 2 Turns
Need: 50
1d100: 2
Result: Critical Failure. +1 Turn. 3 Turns remaining.

Some of the new recruits seriously thought they were hot shit and drove a pair of tanks into (and through) Rakshasa's workshop. Thankfully, no one was in there at the time and the cannon was not loaded, but the workshop needs some major repairs. Needless to say, there won't be any tanks available to you any time soon.

At least not until the recruits can be trusted with an armored war machine on treads and not drive it into anything important.

Choose two:

[] Infantry Training (Rebels are more effective) Cost: $100,000, 2 Turns

[] Advanced Infantry Training (Rebels promoted to Veteran, does not apply to new recruits) Cost: $500,000, 4 Turns

[] Tanker Training (Can use non-GLA Tanks) Cost: $100,000, 2 Turns

[] Advanced Tanker Training (Can use Exotic Tanks) Cost: $500,000, 4 Turns

[] Sniper Training (Can form Sniper Teams)Cost: $500,000, 4 Turns

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

[] Advanced Pilot Training (Can crew Exotic Aircraft): $400,000, 6 Turns

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

[] Advanced Medical Training (Combat Medics can become Doctors) $500,000, 8 Turns

[x] Explore Cave System. Cost: $50,000, 6 Turns
Need: 60
1d100: 79
Result: Success, 3 Turns remaining.

There is quite a bit of mineral wealth here, but there appears to be a small railway system. Very old, possibly Soviet? The troops are mapping it out, but so far they haven't discovered or encountered anything else,

[X] Distribute luxury items (new clothes, beds, etc). The UN had a lot of these things, they should keep people quiet for a bit. (+1 to Morale), Cost: Nothing, 1 Turn
Need: 10
1d100: 22
Result: Success! +1 Morale.

The people have quieted down so far, especially those who are forced to live in tents. But Kallen insisted that sooner or later, it won't be enough. You'll need to go an extra mile to placate them.

Choose one:

[] Propaganda! Emotions are running high amongst the populace. Reassure them with a speech or two. (+1 to Morale) Cost: Nothing, 1 Turn

[] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers to run things. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows Training Center to recruit from the local population and cut costs in training) Cost: $1 Million, 6 Turns

[] Build new Apartments. There are a lot of people living in tents right now. A few new apartment complexes should ease that problem. (+1 Morale, +1 Loyalty) Cost: $4 Million, 4 Turns

[] Build a Large Mosque. Cater to their religion and use that to calm them down. It might also have a positive effect on your army. (+2 Morale, +1 Loyalty) Cost: $1 Million, 2 Turns

Total Cost: $4.15 million

Funds: $16.50 Million

Population: +18,000 (11,800 Civilian/6,200 Military)

Infrastructure: (+2 to Defensive Combat Rolls.)

1x Ore Refinery: +$200,000 per turn.

2x American MCVs (Deployed), 6 Power Slots taken, No Power Slots available
- Radar Dome
- Airstrip
- Desalination Plant
- Hospital
- War Factory

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

Defenses:
Mines, IEDs, Tank Traps, Pitfalls, BBs, Barbed Wire
Stinger Sites, Bunkers, HMG Nests, AT-Rocket Sites, Artillery Sites

Military:

Sons of Anatolia
2x Infantry Regiments^^
1x SpecOp Regiment*

Infantry Forces: Satisfied(7) / Very Loyal (7)
3x Infantry Regiments^ (Rebels & Insurgents with Technical & Buggy Support, Experienced)
3x Infantry Regiments (Recruits)

Vehicle Forces: Satisfied(7) / Very Loyal (7)
1x Armor Regiment^^ (Scorpions with Technical & Buggy Support, Veteran, 10% Capacity)
1x Armor Regiment^^ (Crusader Tanks, Veteran, 10% Capacity)
2x Armor Regiments (Recruits)
1x KV-VI Regiment (KV-VI Tanks, 25% Capacity)
1x TOG-III Regiment (TOG Tanks, 25% Capacity)
2x Mammoth Tanks (no crew)

Artillery Forces: Satisfied(7) / Very Loyal (7)
10x MRLS Trucks
2x SCUD Launcher Trucks

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: Happy (8) / Loyal (6)

Prisoners:
None
 
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[X] Build SAM sites. Cost: $1 Million, 1 Turn

[X] Research Rocket Artillery Site (+2 to Ground and Air Defenses) Cost: $1 Million, 3 Turns
[X] Research an AWS (Affordable Weapons System). (Can use to bombard enemies at least 2 Turns away) Cost: $5 Million, 3 Turns

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

[X] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers to run things. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows Training Center to recruit from the local population and cut costs in training) Cost: $1 Million, 6 Turns

Total cost 8 million and $100,000
 
[X] Build SAM sites. Cost: $1 Million, 1 Turn

[X] Research Rocket Artillery Site (+2 to Ground and Air Defenses) Cost: $1 Million, 3 Turns
[X] Research an AWS (Affordable Weapons System). (Can use to bombard enemies at least 2 Turns away) Cost: $5 Million, 3 Turns

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

[X] Educate Them. There is a distinct lack of educated personnel to take advantage of. You need skilled workers to run things. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows Training Center to recruit from the local population and cut costs in training) Cost: $1 Million, 6 Turns

Total cost 8 million and $100,000
we have 4.15 million, not 8
 
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