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

He is at least two weeks away, assuming he decides to leave all his heavy tanks behind and take only his helicopters and light vehicles.

You guys need to read carefully. People are recommending Tank Traps and Rocket Artillery, and that's really stupid.

Remember, Tabi loves to toss in a lot of tricks in his quests. This is not "Press X to Win" level of difficulty.
 
[X] Mines
[X] Tank Traps
[X] HMG Nests
[X] Rocket Artillery Sites

[X] 2 War Factories
[X] Radar Dome
[X] 1 Helipad
 
You guys need to read carefully. People are recommending Tank Traps and Rocket Artillery, and that's really stupid.

Remember, Tabi loves to toss in a lot of tricks in his quests. This is not "Press X to Win" level of difficulty.
Artillery is always helpful, especially against clustered enemies. Tank traps will push tanks down certain lanes or make them stop until engineers do their thing (albeit engineers aren't common in the GLA afaik), which allows artillery to pound on them and potentially kill crews.

Otherwise... What exactly are you getting at here? I'm not entirely sure.
 
Artillery is always helpful, especially against clustered enemies. Tank traps will push tanks down certain lanes or make them stop until engineers do their thing (albeit engineers aren't common in the GLA afaik), which allows artillery to pound on them and potentially kill crews.

Otherwise... What exactly are you getting at here? I'm not entirely sure.

Pretty sure he means that not many of you guys are planning for Danko to bring helicopters, which, as our offensive has shown, are not pleasant to face and can easily render our artillery defenseless and easily destroyed. There are only 2 people thus far who have decided to bring Stinger Sites to the base, which are quite effective against helicopters. We should be prepared to face against those aircraft, don't you guys think?
 
[x] Stinger Sites, 1 Turn, $1 Million
[x] HMG Nests, 1 Turn, $1 Million
[x] Rocket Artillery Sites, 2 Turn, $4 Million
[x]AT-Rocket Sites, 2 Turns, $2 Million

[X] 3 War Factories
[X] Radar Dome

We're facing light troops and airships first off if he rushes, so stinger sites and HMGs to gun them down. If he doesn't we'll still want the artillery up as soon as possible to bombard him as he comes.
We can deploy the demo traps and anti-tank mines quickly once the main force is noted to be coming, where they'll be more effective than against the maneuverable and quick technicals.
 
[x] Stinger Sites, 1 Turn, $1 Million
[x] HMG Nests, 1 Turn, $1 Million
[x] Rocket Artillery Sites, 2 Turn, $4 Million
[x]AT-Rocket Sites, 2 Turns, $2 Million

[X] 1 War Factory
[X] Radar Dome
[X] 1 Helipad
[X] Repair the other two power plants for an additional 6 Power Slots, 1 turn, $4 Million
 
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Why not fix the other two Power Plants? We've got plenty of money.

And if we're planning on holding this base, might as well get the power up to full sooner rather than later.
 
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[X] Bunkers, 1 Turn, $1 Million

[X] HMG Nests, 1 Turn, $1 Million

[X]AT-Rocket Sites, 2 Turns, $2 Million

[X] Rocket Artillery Sites, 2 Turn, $4 Million
[X] 1 War Factory
[X] Radar Dome
[X] 1 Helipad
[X] Repair the other two power plants for an additional 6 Power Slots, 1 turn, $4 Million
 
[x] Stinger Sites, 1 Turn, $1 Million
[x] HMG Nests, 1 Turn, $1 Million
[x] Rocket Artillery Sites, 2 Turn, $4 Million
[x]AT-Rocket Sites, 2 Turns, $2 Million

[X] 1 War Factory
[X] Radar Dome
[X] 1 Helipad
[X] Repair the other two power plants for an additional 6 Power Slots, 1 turn, $4 Million
 
[x] Stinger Sites, 1 Turn, $1 Million
[x] HMG Nests, 1 Turn, $1 Million
[x] Rocket Artillery Sites, 2 Turn, $4 Million
[x]AT-Rocket Sites, 2 Turns, $2 Million
 
Oh boy... Well, this'll be interesting if nothing else.

@Tabi: What sensors (eg. gravity sensors, magnetic sensors or ground sonar) do we have that we can use to try and map Danko's tunnel network?

fasquardon
Nothing terribly sophisticated. Meaning none. :p
Why not fix the other two Power Plants? We've got plenty of money.

And if we're planning on holding this base, might as well get the power up to full sooner rather than later.
A good question. Better question is why there are so many power plants to begin with. ;)

Update incoming later tonight. Due to the focus on this base, consecutive turns during this minor event will not affect Turn 13 until this is done with.
 
Event-Turn 1
[x] Stinger Sites, 1 Turn, $1 Million
[x] HMG Nests, 1 Turn, $1 Million
[x] Rocket Artillery Sites, 2 Turn, $4 Million
[x]AT-Rocket Sites, 2 Turns, $2 Million

[X] 1 War Factory
[X] Radar Dome
[X] 1 Helipad
[X] Repair the other two power plants for an additional 6 Power Slots, 1 turn, $4 Million

Your troops report some uneasiness, what with an audible rumbling that occurs every so often in the base. There is no source for it, just a low rumble that can be heard throughout the base. Within the Palace HQ, supply manifests matching those to CIA Agent Willis' claims were found. At least thirty six R-17 Elbrus Ballistic Missiles, otherwise known as SCUD-Bs.

The former commander claimed that he had not seen or heard of any kind of activity involving SCUD-B missiles, but his numerous statements about 'not knowing anything' seem a tad too suspicious to you. He seems to be protesting a bit too harshly, considering that you are not even torturing him. When pressed, he admitted that he had heard that General Danko had been working closely with the 'Engineer' General, Pavel 'Kitbash' Adamek, on some major project.

Aside from that, Not Spetnaz personnel discovers a large mass grave, containing some two hundred civilians. It is determined that General Danko had them all executed for whatever reason, along with the previous base commander.

With no answers to these concerns and no further evidence of anything truly suspicious going on, there is little you can do about it.

In the meantime, your stinger sites have been very busy as of late. Danko has many helicopters to throw at your forces today, mostly AH-6 Attack Helis. The fast little machines zip about, strafing your defensive lines with blistering machine gun fire and well aimed rockets. But the heavy machine gun nests easily penetrate the lightly armored canopy, perforating the occupants. Danko may also have an airstrip nearby, as there are biplanes attempting hit and run attacks with dumb bombs. An MRLS truck is crippled by a pair of Little Birds that managed to evade AA fire long enough to unleash their payload of rockets.

Rocket artillery proves mostly useless, the heavy missiles easily evaded by the Little Birds and the multitude of light vehicles. Similarly, the anti-tank platforms prove to be incredible overkill against the likes of a technical, let alone a motor bike (assuming it hits such a small and fast target).

The next most harrying attacks have been massive rushes of dozens of light vehicles. Technicals, buggies, and motorcycles weave in and out of combat, taking as many as they themselves lose.

The repaired radar systems shows that Danko's forces have gathered in large numbers directly north of your new base. Scouts report a large number of technicals, buggies, motorcycles, and a few light tanks. A temporary airstrip with a dozen biplanes appear to be at rest, equipped with heavy bombs and some thirty eight helicopters of varying types.

There are some four hundred light vehicles, including infantry and tanks. Scouts from the Sons of Anatolia spot four Tunnel Entrances near the enemy force's position.

Radar itself picks up a slow moving force of heavy tanks and artillery trucks at least a day out.

In the meantime, the power plants have been hastily repaired, with electricity being built up in capacitors.

The single War Factory brought online produces a regiment of thirty eight Marauder Tanks equipped with a large flak cannon. They appear to be effective against all types of enemies; air, infantry, and even armor.

The day is over and your troops are tired. Danko is rallying his forces and he will most likely have his commander attack in force tomorrow to retake his supply depot, while he continues to lay siege to the UN Regional Base. There is no more time to lay traps or build any more defenses. Your troops can only keep alert and ready themselves for the onslaught tomorrow...

In the meantime, you must plan!

[] Write-in.
 
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[X] Search the base for any secrets, whether tunnels, traps or other surprises, as you fortify it further and establish good firing sites for your units. If possible, ruin one of the roads for any heavy vehicles to approach easily.
 
I don't think it's tunnelers, I think Danko built a SCUD Storm under the base and had everyone who knew about it killed so they couldn't reveal it.
The tunnel network entrances might be down and the tunnels collapsed, but there are tunnel entrances in the mountains just east of us which originally lead to the base.

So simple to simply rebuild tunnels until they are right under us. >_<
 
[X] Search the base for any secrets, whether tunnels, traps or other surprises, as you fortify it further and establish good firing sites for your units. If possible, ruin one of the roads for any heavy vehicles to approach easily.
Should also make sure to assign the Combat Engineers to that.

And as a precautionary measure, could we push the Power Generators so as much power as possible is heading to stuff we already know, and make sure that there's no connection from the Generators to anything else?
 
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