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

Crud.

Just realized that I forgot to mark which Commander to use for the raid on the U.N. Outpost in my plan.

We can choose either the Tactician (our dad), or lead the attack personally.

I'm inclined to choose the Tactician, but I want to point it out so that people who chose my plan aren't forced to pick the same commander. I don't think it's smart to lead the attack personally when the Armored General is so close nearby - if he wasn't, I think it would be better to lead the raid ourselves, but with him nearby, I don't want to have our character outside of our base. That way, if he attacks our base unexpectedly, we're on-site to direct the defense and make the necessary decisions.

Basically, if you like my plan, but would rather lead the raid on the U.N. outpost personally, then make sure to mark that in your vote. As it is, I've already changed my original plan to include the Tactician as my choice of commander.
 
Hmm, I'd gotten the impression that dad was the better defensive fighter. You make a good point about staying meaning we can make decisions in the event of being attacked. So go with Tactician leading the attack.

@Tabi: Would dad have moral qualms about robbing the UN?

fasquardon
 
The UN isn't a priority for the time being. If we can intercept a GLA raid before they hit a UN convoy, not only would we build up a good reputation with literally everyone else, we would also be directly hurting the GLA by destroying their equipment, killing their fighters, and depriving them of funding. Attacking a UN convoy just makes it harder for them to send humanitarian aid through. We're definitely not going to quench the populace for cash but nor should we be preventing the natives from getting those much needed supplies in the first place. We're not the GLA.
 
The UN isn't a priority for the time being.

Water in large bottled amounts or in convenient large tankers we can take to all the civilians we brought along sure fucking is.

And we're not attacking a convoy. We're attacking a stockpile where they keep the stuff they put on the convoy.
 
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I'd love it if we could get some confirmation about what the loot from a successful U.N. outpost raid would be.
Mostly relief package contents. Maybe the troops will raid the kitchens and garage, steal some weapons. There might be money in a safe somewhere. Basically take anythong not nailed down and hightail it out of there.
Do we actually have any drinking water without the desalinization plant activated? Because that is not at all clear.
You do, but its not enough for ten thousand people and potable water that might not be full of chemicals and other toxins is rather hard to come by. The GLA aren't doing themselves any favors when they are essentially poisoning their own water supplies.
 
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You do, but its not enough for ten thousand people and potable water that might not be full of chemicals and other toxins is rather hard to come by. The GLA aren't doing themselves any favors when they are essentially poisoning their own water supplies.

Good to know - I'd gotten the impression that we had just enough water for everyone and expansion was the issue.

[X] Plan Liberator

[X] Halt construction of the Hospital temporarily, to secure as many funds as possible. The large building already cleared can serve as a large clinic for the time being, and we can reactivate construction when we have more cashflow. Since it hasn't been completed, some of the funds allotted to it should still be around.

[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

[X] Ambush a GLA raid on a UN Stockpile (Variable Risk), Choose Forces. Reward: $1 Million + ???
-[X] 1 Infantry Brigade, 1 Tank Brigade.
--[X] Put the Tactician in charge of the raid.
-[X] Prioritize potable water if the Tactician has to choose what loot to carry

The more I think about making enemies of the UN, the less comfortable I am with it. So I decided to make my own plan, which includes most of Major Xeno's ideas, but switches the military target to a GLA raid. This could be more or less risky, however it comes with the bonus of weakening our primary enemy, not making any new enemies and of being more in character for someone who calls herself "The Liberator".

fasquardon
 
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The more I think about making enemies of the UN, the less comfortable I am with it.
As far as everyone is concerned the GLA is having problems with a General of theirs going rogue. As far as the UN is concerned, the Revolutionary being alive is a general cause for concern.

Where are you getting this idea that she isnt an enemy of the UN?
 
I didn't get the idea she was their friend. Rather, I got the idea that the UN would not have her on their priority list.

fasquardon
One does not earn the titles such as 'The Legendary Insurgent' or 'The Revolutionary' whilst having effectively won a war for the biggest and baddest organized state of terrorists on the face of the planet and not get on anyones list of priorities.

Besides, the GLA raid the UN stockpile of relief supplies all the time. Could be a good time for some false flag operations.
 
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When becoming a General in an organization of terrorists, one generally tends to wind up on the watch lists as a terrorist and an enemy.

High ranking people, especially so. First-world nations tend to have a lot of information on terrorist leaders, their names, and their actions.


EDIT: Ninja'd by Tabi.
 
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Turn 5
Turn 5

[X] Raid a UN stockpile for additional funds (Normal Risk), Choose Forces. Reward: $1 Million
-[X] 1 Infantry Brigade, 1 Tank Brigade.
--[X] Put the Tactician in charge of the raid.
-[X] Try to recover as much potable water as practical/possible from the outpost.
Need: 50
1d100: 99 [Critical] +1d100: 72 [Critical Bonus]
Result: Absurd Success
Reward: +$10 Million, 12 Transport Trucks (1 Mobile Construction Vehicle, 2 Water Tankers, 1 Petroleum Tanker, 2 VTOL Squadron, 2 Comanche Helicopter Squadrons, 2 Crusader Tank Squadron, 1 Medical Supply Truck, 1 Weapons Supply Truck), +1 Infantry Brigade, +1 C-130J Super Hercules transport plane + Cargo.

Allah is truly looking after you this day. The European forces guarding the stockpile were weary and spent from repelling a previous horde of GLA forces attempting to overwhelm them. However substantial their forces were, they were no match for a dedicated strike force of experienced warriors under the leadership of the infamous Tactician. Their weakened flank was struck with speedy Scorpion Tanks, disabling a substantial number of MBTs and Humvees. The alarm was silenced and the soldiers were convinced to surrender. The substantial numbers of UN crates were still unloaded from their aircraft so the Tactician made the call.

There was only enough time to grab one C-130J Super Hercules and it's cargo, via forcing the pilots at gunpoint to take off and fly to the Port. Aside from the Aid Packages, there were substantial numbers of detention facilities that held GLA POWs and 'suspicious' villagers who were otherwise innocent and arrested by overzealous security or unscrupulous characters. Most of these prisoners elected to join your cause.

A Dozen transport trucks were hijacked, along with the contents of their cargo; including at least four tankers, three of which held pure untainted water. The rest ranged from VTOL aircraft to Crusader Tanks or supplies.

The raid was an unmitigated success in every sense of the word. The Tactician, however would arrive with his forces to find a city full of sick and bedbound.

A virulent disease is coursing through the city, infecting thousands of people through the dirty water collected from nearby rivers and what little rainfall there was. Water purifying tablets and boiling did nothing to remove the poison that the GLA unwittingly sprayed upon everything.

Medical personnel report that the Infantry Brigade defending the city is suffering from the disease and will be performing at half strength for at least two weeks (two turns), along with virtually all of the troops manning the bunkers and defensive emplacements. An Infantry Brigade will secure the defensive line until the sick regain their health.

[X] Halt construction of the Hospital temporarily, to secure as many funds as possible. The large building already cleared can serve as a large clinic for the time being, and we can reactivate construction when we have more cashflow. Since it hasn't been completed, some of the funds allotted to it should still be around.
Construction Halted, 2 Turns Remaining.
Result: +$250,000

The hospital turned clinic is swamped with those afflicted with this poison and several have died already. Medical personnel are overwhelmed and what little medicine there is quickly runs out. It is only with the timely arrival of the Tactician with the secured medical supplies does the situation not take a turn for the worse.

A general report is that the tainted water is the primary cause for this massive outbreak, but thankfully, it would not be as bad as it could have been. It would be at least two weeks for everyone to stop vomiting their guts out every few hours.

[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: 48
Result: Success

As the Desalination Plant slowly begins turning on, morale rises a little. It is a bleak day for many with this disease ravaging so many, but now that the plant is active, clean water would be had by all, thereby preventing another outbreak like this from happening again.

Jarmond Kell is still bedbound, but thankfully unaffected by this outbreak.

[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: 55
Result: Success! 1 Turn remaining.

Some of the troops thought they struck gold; literally. But it doesn't seem like anything out of the ordinary. Still, they sent the report on and continue the last legs of their mapping.

[X] Repair Tu-4 Bomber. Cost: $500,000, 2 Turns
Need: 40
1d100: 49
Result: Success! 1 Turn remaining.

One engine fixed. One more to go and one helluva fuselage leak to patch up.

Rakshasa is one of those sickened by this outbreak of bad water; but despite the terrible pain that assaults his stomach, there are some things that he feels requires your utmost attention:

Choose one:

[] Build a Large Powerplant (Can power up to 10 structures) Cost: $2 Million, 3 Turns

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

[] Repair the Hidden Naval Yard that Jarmond Kell discovered some time ago. Cost: $4 Million, 1 Turn

Your father notes that now that there is a large amount of funds, he would like your permission to engage in more defenses. What currently exists is fine, but the Tactician General believes that the armor headed your way is still too tough to crack without some special measures.

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

Kallen Qatar is busy lending her services organizing the medical personnel and directing them where they are needed, but she has a few things left for your perusal.

Choose one:

[] Propaganda! The people are afraid, and rightfully so. The GLA is coming for them and they're suffering from an outbreak due to bad water supplies. 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 for your War Factory, your intact Desalination Plant, and possible research center. Best get started ASAP! (Basic Education for all, +1 Civilian Morale, Allows advanced buildings to be cheaply staffed from the local population) Cost: $1 Million, 6 Turns

[] 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

You are almost overjoyed when the C-130 lands on the runway. But soon a frown graces your features as the rear ramp door opens and a man in a dirty white jacket and leather shoes is escorted down to stand before you at gunpoint.

"CIA agent," grunts a rebel, nudging the pudgy looking man with his AK-47. "Says he's got a proposal for you, Revolutionary."

"Willis Huntley," the man says introducing himself, sunglasses flashing. He attempts to smile disarmingly, but you're short on patience. Willis notices this and quickly explains himself. He's a CIA agent on loan to the local UN base your forces just raided. The weapons and vehicular supplies your General made off with were meant for a larger military base that's set to be beseiged by a GLA General known as 'Danko', formerly of the Russian secret police.

Willis says that Danko is set on destroying the UN Base to cripple all humanitarian operations in the region. Attacking his soft unprotected rear would force him to ease the pressure on the base's defenses and allow the locals to rally. The attack is supposed to happen in six weeks time and defeating Danko would in turn cripple GLA operations in the region for good, as he is fielding everything he's got in this attack. The pudgy CIA agent also hints that he knows of some GLA weapons stashes you can secure for your own use... All in exchange for transport to a location on the Somalian south east coast.

"This information is time sensitive, so make use of it however you like. Grab and secure those stashes, that ought to prove my word on this," says Willis as he is led away to his cell.

[] Secure the weapon supply stashes that Willis talks about. Cost: Nothing, 1 Turn. Choose your forces.

Funds: $10.15 Million

Population: +10,000 (3,750 Civilian/6,250 Military)
1,750 Civilians suffering from disease (2 Turns remaining until cleared))

Infrastructure:

American MCV (Deployed), 3 Power Slots taken.
- 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 Brigades (Rebels & Insurgents with Technical & Buggy Support)
1x Infantry Brigade [-5 to Combat Rolls](2 Turns remaining until cleared)

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

Air Forces: Satisfied(7) / Very Loyal (7)
Tu-4 Bomber [Damaged] (1 pilot, minimum of 2 needed)

Naval Forces: n/a
2x Victor-Class Submarines: n/a, no crew.

Civilians: Satisfied (7) / Loyal (6)
 
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Gonna need that Ore and the education really soon.

As for the mission...not much choice, we'd be broke otherwise
 
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