mkire
Lee-ko is adorable, as always
thank youTrent01 said:
may we please also have any overflow on the mech battalion be used to start a behemoth-mech hunter platoon?
thank youTrent01 said:
No. Both due to parts incompatibility, and an issue thats going to be brought up once the Mech Battalion goes online.mkire said:may we please also have any overflow on the mech battalion be used to start a behemoth-mech hunter platoon?
That's fine. I just figured i'd ask incase we got a 100 like we did when we built the raider her lab. Speaking of, did you intend for that to be a critical success beyond 'you finished the project in one turn and the raider is happy'?Trent01 said:No. Both due to parts incompatibility, and an issue thats going to be brought up once the Mech Battalion goes online.
EDIT: Plus, due to overflow issues last game, I'm a little hesitant to allow it this time. A touch gamebreaking at times.
Enemy attack is due next turn, and trying to be cute with our timing could backfire big time. Besides, Zeal is aimed on Tricorp's conquered population, not army (it is highly likely to be resistant to such actions anyway).Somebodynobody10 said:I would rather like that we save our zeal action to when the enemy army is close to us. Can you think what would happen if we cause a religious mutiny on their light infantry just the moment when the armies converge?
Just one, should we throw all these resources to Industrial DEAs? It is not going to be finished next turn in any case.mkire said:
Honestly i couldn't think of anything better to do and there is a chance to finish the Industrial DEA like that, though it is small.Jexx said:Just one, should we throw all these resources to Industrial DEAs? It is not going to be finished next turn in any case.
I propose using two actions and modifiers to finish our armor unit, economic action plus one modifier to DEA and distribute other modifiers to actions which can benefit from it.
My understanding is we/chekov built a lab in which to research the X-artifacts, so we don't need to use his genius for more research slots in order to research X-1Err, another thing : People, Chekov's mod is EITHER +1 R&D slot OR +15 modifier to R&D project. Not both at once, as you have been using it.
Baron's supply system, then - we currently have 6 units (1 Raider's, 3 infantry, 1 Mech and 1 half-built armor) and current cap is 7 (I added this to census under 'Key Items'). It will be a patch job, but we don't really have time for anything better.mkire said:Honestly i couldn't think of anything better to do and there is a chance to finish the Industrial DEA like that, though it is small.
I will say that if we concentrate that sort of resources on something we've got a really good chance to complete a 250 point project in one turn, we could likely build the colonial guard or the baron's supply system before we get attacked.
We used to have second R&D slot from creator infrastructure, but it was cannibalized for X-Lab.oh, i see what you're talking about. wow, i remember having more than just two non-chekov general R&D slots.
I revised my plan. please take a look and see if it looks okay to youJexx said:Baron's supply system, then - we currently have 6 units (1 Raider's, 3 infantry, 1 Mech and 1 half-built armor) and current cap is 7 (I added this to census under 'Key Items'). It will be a patch job, but we don't really have time for anything better.
We used to have second R&D slot from creator infrastructure, but it was cannibalized for X-Lab.
EDIT :
If Tricorp gone for Infantry-heavy army, it could be worth the effort to design specialized anti-personnel weaponry for Military R&D slot.
Looks good to me, lets see what others will say about it.mkire said:I revised my plan. please take a look and see if it looks okay to you
Judging by GM Bat Signal, we are going to have significant problems raising second mech battalion, unfortunately.drake_azathoth said:Is there any possibility you could fit in starting a second mech battalion by co-opting some of the explosive manufacturing actions and the like? The military is still pretty underwhelming, and the weaker it is the more likely it is the Raider will think the Gremlin Council is weak and needs to be co-opted for the good of her people.
Yes. Developing a proper delivery mechanism would be an issue however. Right now your shooting it out of light artillery pieces from your fire support units. Say about 1 or 2 units of HE per round of battle tops. If you want to use it in bulk, you need to find a way.mkire said:I had a thought: Could we simply bury the enemy in explosives?
Trent If we had say 30 units of HE, could we apply it liberally to win the coming battles?
then my next question is the critical one: Do we have only this turn to prepare for the coming battle, or will we have more time than the coming turn to prepare?Trent01 said:Yes. Developing a proper delivery mechanism would be an issue however. Right now your shooting it out of light artillery pieces from your fire support units. Say about 1 or 2 units of HE per round of battle tops. If you want to use it in bulk, you need to find a way.
And: Heavy Explosives arn't usable everywhere. There are ways to defend against it or avoid the threat.
just this turn.mkire said:then my next question is the critical one: Do we have only this turn to prepare for the coming battle, or will we have more time than the coming turn to prepare?
okay.Trent01 said:
Yup. That works just fine.mkire said:okay.
for the expedition to get x-2, could we spend time preparing for it in order to have a bonus in the futuer? (IE: Use one turn's explore action to prepare for it, then the next turn actually send the expedition)
Is the below a viable course of action?Trent01 said:
I'm putting a limit of three dice on a roll, tops. Four or more, and its impossible to fail, plus in-universe you don't have the capabilities to focus that much of your component industries and workforce on single projects just yet.mkire said:Is the below a viable course of action?
[x][x][x][x] Build Armor Batallion 1/???