Mission 2, Turn 14: August 21, 2058; Going For It!
- Location
- New England
"We'll be cutting it close, but we can get it done, sir." You respond, having looked at the map. You've got a plan, a couple possible plans actually; but you'll need to get your vehicles consolidated and fixed up first to execute it.
"Any chance you can hold the Elephant convoys up for a couple of days, sir?" you ask. "I'm estimating I'll need at least four days to catch that oversized pile of, uh... heavily laden vehicle, and it'd be easier to do that if I didn't have to worry about securing the whole N2A area."
"That's an option." the Captain responds, smirking. "Since you were able to capture that Tib refinery earlier, those guys have cleaned the crystals out of their sector and we've got a little extra in the bank. So, I can either convince the zone ops guys to hold the convoy, or see if I can wrangle some air or orbital support. Or you can bank it for a rainy day, although... " he adds. "It may not be pouring, but there's definitely something coming down. Think about it and get back to me."
You do. Pick one of the following:
[] Hold the convoys until you've recovered the Elephant.
What it says on the tin. No more Elephants will enter the area until you've resolved the situation.
[] Request Orca strike (usage: one battle)
An Orca will be on station to deliver ordnance to a grid sector of your choosing at a time of your choosing.
-[] Anti-vehicle loadout: +15 vs target vehicle
-[] Anti-infantry loadout: +15 vs target infantry
[] Request Firehawk strike (usage: one combat round)
Two Firehawks will be on station to deliver ordnance to a grid sector of your choosing at a time of your choosing. Their loiter time is pretty limited, but they bring some serious firepower while there.
-[] Anti-vehicle loadout: +30 vs target vehicle
-[] Anti-infantry loadout: +30 vs target infantry
[] Request 1x Ion Cannon strike (one-use)
An orbital ion cannon can be briefly tasked with destroying a single designated target of your choice. Target is automatically destroyed.
[] Request recon overflight/satellite sweep (one-use)
A Firehawk with a recon package or a satellite, whichever is available will grant you full visibility on the entire area of operations for one turn, including unit and structure positions.
[] Save it for another day, you've got this covered.
This will also happen if you pick one of the above but don't use it.
---
Battlefield control... expanded.
Transferring command protocols for N2A outpost... completed.
Adjusting coordinate system... coordinate system adjustment failed.
Adjusting coordinate system... coordinate system adjustment failed.
Adjusting coordinate system... coordinate system adjustment failed.
Manual re-calibration of coordinate system requested.
New objectives received.
"Lt. Smythe to second squad, please confirm your grid position verbally. I'm getting odd position readings from you." ... and every other squad, you mentally add but decide not to say out loud for the moment.
"Sgt. Rei here. Grid coordinates B-3. Sounds like Nod ratcheted up their ECM, we've been getting radio fuzz and bull-crap sensor pings the whole day." the sergeant responds, looking a little frustrated.
"Understood, Sergeant. Continue repair operations, I'll try to address this on my end."
"What about that Nod buggy, ma'am? It's still in sensor contact and visual range." The sergeant asks, waving his hand in a direction you assume the Nod buggy is.
"Stand by on that, sergeant." You respond.
Seems like the whoever is in charge on the Nod end has just decided to crank up their comms jamming another notch, and at this point, you're barely getting messages through, let alone real-time data or video feeds. You'll have to deal with it somehow, either by building more comms facilities, destroying at least some of the jamming sources, or just moving to where the fighting is. You'll have to figure it out soon, though, or your troops will be fighting at a comms disadvantage.
EVA Report:
Current Objectives:
Repair vehicles (self-entered)
"Relocate" Tiberium Refinery to B3 (self-entered)
Continue Escorting Elephant vehicles (primary command directive)
Escort Recovered Elephant to A2; current location at B3 (primary command directive)
Recover captured Elephant; estimated current location in grid sector E4.
Address increased Nod ECM (self-entered)
Base Status:
Power: +55
Housing: 4/22
Building Slots A1: 0/8
Building Slots A3: 2/6 (rocky terrain)
Building Slots B3: 2/4 (rocky terrain, tiberium)
Building Slots D1: 0/8
Credits: 954 Credits
Infantry Requisition Capacity: 4
Infantry/Engineers can change their loadout if at A1, B3 or D1
Tiberium Storage Capacity: 1250/5000
Buildings:
-Construction Center, 3x Barracks, 2x Power Plant, Command Center, AA Emplacement at A1;
-Outpost, Refinery, Tiberium Silo at A3
-Outpost, Barracks at B3
-Construction Center, Barracks, Power Plant, Refinery, 2x Silo, sandbags at D1
Construction/Repair Options (pick 2):
Credit budget: 954;
Current income:
A3: +750 every two days (two days remaining)
D1: +750 every four days (two days remaining)
[] Repair damaged APCs: -146 Credits (does not take a construction pick)
Kind of a no-brainer, unless, for some reason, you decide you can recover the Elephant with three out of your five APCs damaged, including two critically damaged.
[] Dismantle Tiberium Refinery at A3; +750 Credits, +40 Power (does not take a construction pick)
Taking apart the Tiberium refinery at A3 will enable your construction crews to use some of the spare parts to set up a refinery at B3 a little quicker, and also frees up space and power capacity. You'll be keeping the harvester, though.
[] Dismantle Tiberium Silo at A3; +50 Credits, +10 Power (does not take a construction pick)
With the basically empty silos now under your command in D1, you can get some cargo trucks to transfer your Tiberium there and roll up the soon-to-be-defunct harvesting operation at A3. Your main concern is that D1 is kind of lightly defended at the moment, so putting all your Tiberium there may not be the smartest idea.
[] Sandbags: -500 Credits, +5 to all defensive infantry combat rolls where built
For your forward outpost at B3 or your main base, this is one of the options you have to improve security.
[] Sentry Tower: -500 Credits, -10 power, automatically engages hostile units
This is another option you have for securing your B3 outpost or your D1 secondary base.
-[] Machine gun; +5 vs infantry; also detects stealthed/underground units in grid square
-[] Railgun; +10 vs vehicles
-[] Anti-aircraft battery; +10 vs aircraft, -10 vs others
[] Tiberium Refinery: -1500 Credits, 40 power, 2 building slots
One of the reasons you set up an outpost at B3 was to make Tiberium harvesting a little more rapid - "moving" the refinery from A3 to B3 would accomplish that goal. With all the spare storage capacity you have, this will be pretty easy to accomplish.
[] War Factory: -2000 Credits, 40 power, 2 building slots
The lure of being able to call up additional APCs is strong; although it will take some time to get this set up given your currently low income stream.
[] Command Post: -1000 Credits, 50 power, 1 building slot, re-activates commander bonus.
You need additional transmitting power to cut through all the noise that Nod is putting out; you'd actually be happy to have two more of these so you can maximize your ability to coordinate your forces.
Requisition Options: Pick between 0 and 4, may pick each option multiple times (but you only really have credits for 2)
New troops will arrive next turn. Make sure to designate an arrival location with a barracks.
[] Infantry Squad: -450 credits (10% discount), -1 housing.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry
Instead of setting up fixed defenses, you can always call up another infantry squad and have them break out the shovels.
[] Engineering Squad: -450 credits (10% discount), -1 housing
-[] Standard loadout
-[] Additional repair gear: can repair 2 units per turn; cannot capture buildings
You've got enough engineers at this point that you don't really need any more.
Graphical Representation of Operational Area:
Green - Tiberium Field
E3 - Last known position of captured Elephant
E4 - estimated captured Elephant position
B3 - Position of Elephant to be Escorted
A1 B1 .C1 D1 .E1 F1
A2 B2 .C2 D2 .E2 F2
A3 B3 .C3 D3 .E3 F3
A4 B4|C4|D4|E4 F4
A5 B5 .C5 .D5 .E5 F5
A6 B6 .C6|D6 .E6 F6
Current Reconaissance Report:
Current Force Status:
Your plan for the day is (probably) to repair your damaged APCs and prepare for a push south through the pass to C4 with your combined force; at that point, you will have to make a choice on whether to attempt to punch through directly to E5 and try to set up an ambush there or set up an ambush further in the canyon system.
You have several military decisions to make.
One decision is whether or not to allow your APCs to pursue the escaping Nod rocket buggy, and the threshold for allowing engagement. The buggy is a little shot up, but not enough that it's combat-ineffective, so if it outmaneuvers your APCs, you're risking some damage there that you don't know you can afford.
[] 1:1 - Better than even odds of taking the buggy out, between your direction and veteran APC crews.
[] 2:1 - Buggy gets taken out unless your guys really hose it up or the buggy's driver is a total ace.
[] 3:1 - Almost guaranteed to take the buggy out, but pretty cautious - it may just get away.
The second decision is regarding the surveyor the former commander of N2A had sitting in the base. There are a couple of places there where you could set up either Tiberium harvesting capability or a good convoy waypoint. Or both, in the case of sector E2. With no mobile forces to defend the area, you'll need to construct fixed defenses or put down another barracks and infantry squad.
[] Write-in location to deploy D1 surveyor; it has a movement range of 2 spaces per turn, non-diagonal as usual.
The final decision is whether you're coming with your "rescue crew". With Nod ECM now severely overpowering your comms, you're concerned that lag and interference will impair your situational awareness when you engage whatever is defending the Elephant. If you're coming, the time to decide is now, as it's either a lengthy hike or ride in an APC to the rally point.
[] Come with your assault force
+10 commander bonus where commander is present
-5 commander "bonus" where commander is not present
[] Stay in your command post, deal with the lag and fuzzies
Commander bonus remains negated
[AN: Check out the cool new tactical map with annotations: mouse over the dotted underline sectors for details so you don't have to scroll back and forth. I believe we call that an EVA upgrade. Ignore the dots while I figure out how to space these properly over the next couple of posts.]
"Any chance you can hold the Elephant convoys up for a couple of days, sir?" you ask. "I'm estimating I'll need at least four days to catch that oversized pile of, uh... heavily laden vehicle, and it'd be easier to do that if I didn't have to worry about securing the whole N2A area."
"That's an option." the Captain responds, smirking. "Since you were able to capture that Tib refinery earlier, those guys have cleaned the crystals out of their sector and we've got a little extra in the bank. So, I can either convince the zone ops guys to hold the convoy, or see if I can wrangle some air or orbital support. Or you can bank it for a rainy day, although... " he adds. "It may not be pouring, but there's definitely something coming down. Think about it and get back to me."
You do. Pick one of the following:
[] Hold the convoys until you've recovered the Elephant.
What it says on the tin. No more Elephants will enter the area until you've resolved the situation.
[] Request Orca strike (usage: one battle)
An Orca will be on station to deliver ordnance to a grid sector of your choosing at a time of your choosing.
-[] Anti-vehicle loadout: +15 vs target vehicle
-[] Anti-infantry loadout: +15 vs target infantry
[] Request Firehawk strike (usage: one combat round)
Two Firehawks will be on station to deliver ordnance to a grid sector of your choosing at a time of your choosing. Their loiter time is pretty limited, but they bring some serious firepower while there.
-[] Anti-vehicle loadout: +30 vs target vehicle
-[] Anti-infantry loadout: +30 vs target infantry
[] Request 1x Ion Cannon strike (one-use)
An orbital ion cannon can be briefly tasked with destroying a single designated target of your choice. Target is automatically destroyed.
[] Request recon overflight/satellite sweep (one-use)
A Firehawk with a recon package or a satellite, whichever is available will grant you full visibility on the entire area of operations for one turn, including unit and structure positions.
[] Save it for another day, you've got this covered.
This will also happen if you pick one of the above but don't use it.
---
Battlefield control... expanded.
Transferring command protocols for N2A outpost... completed.
Adjusting coordinate system... coordinate system adjustment failed.
Adjusting coordinate system... coordinate system adjustment failed.
Adjusting coordinate system... coordinate system adjustment failed.
Manual re-calibration of coordinate system requested.
New objectives received.
"Lt. Smythe to second squad, please confirm your grid position verbally. I'm getting odd position readings from you." ... and every other squad, you mentally add but decide not to say out loud for the moment.
"Sgt. Rei here. Grid coordinates B-3. Sounds like Nod ratcheted up their ECM, we've been getting radio fuzz and bull-crap sensor pings the whole day." the sergeant responds, looking a little frustrated.
"Understood, Sergeant. Continue repair operations, I'll try to address this on my end."
"What about that Nod buggy, ma'am? It's still in sensor contact and visual range." The sergeant asks, waving his hand in a direction you assume the Nod buggy is.
"Stand by on that, sergeant." You respond.
Seems like the whoever is in charge on the Nod end has just decided to crank up their comms jamming another notch, and at this point, you're barely getting messages through, let alone real-time data or video feeds. You'll have to deal with it somehow, either by building more comms facilities, destroying at least some of the jamming sources, or just moving to where the fighting is. You'll have to figure it out soon, though, or your troops will be fighting at a comms disadvantage.
EVA Report:
Current Objectives:
Repair vehicles (self-entered)
"Relocate" Tiberium Refinery to B3 (self-entered)
Continue Escorting Elephant vehicles (primary command directive)
Escort Recovered Elephant to A2; current location at B3 (primary command directive)
Recover captured Elephant; estimated current location in grid sector E4.
Address increased Nod ECM (self-entered)
Base Status:
Power: +55
Housing: 4/22
Building Slots A1: 0/8
Building Slots A3: 2/6 (rocky terrain)
Building Slots B3: 2/4 (rocky terrain, tiberium)
Building Slots D1: 0/8
Credits: 954 Credits
Infantry Requisition Capacity: 4
Infantry/Engineers can change their loadout if at A1, B3 or D1
Tiberium Storage Capacity: 1250/5000
Buildings:
-Construction Center, 3x Barracks, 2x Power Plant, Command Center, AA Emplacement at A1;
-Outpost, Refinery, Tiberium Silo at A3
-Outpost, Barracks at B3
-Construction Center, Barracks, Power Plant, Refinery, 2x Silo, sandbags at D1
Construction/Repair Options (pick 2):
Credit budget: 954;
Current income:
A3: +750 every two days (two days remaining)
D1: +750 every four days (two days remaining)
[] Repair damaged APCs: -146 Credits (does not take a construction pick)
Kind of a no-brainer, unless, for some reason, you decide you can recover the Elephant with three out of your five APCs damaged, including two critically damaged.
[] Dismantle Tiberium Refinery at A3; +750 Credits, +40 Power (does not take a construction pick)
Taking apart the Tiberium refinery at A3 will enable your construction crews to use some of the spare parts to set up a refinery at B3 a little quicker, and also frees up space and power capacity. You'll be keeping the harvester, though.
[] Dismantle Tiberium Silo at A3; +50 Credits, +10 Power (does not take a construction pick)
With the basically empty silos now under your command in D1, you can get some cargo trucks to transfer your Tiberium there and roll up the soon-to-be-defunct harvesting operation at A3. Your main concern is that D1 is kind of lightly defended at the moment, so putting all your Tiberium there may not be the smartest idea.
[] Sandbags: -500 Credits, +5 to all defensive infantry combat rolls where built
For your forward outpost at B3 or your main base, this is one of the options you have to improve security.
[] Sentry Tower: -500 Credits, -10 power, automatically engages hostile units
This is another option you have for securing your B3 outpost or your D1 secondary base.
-[] Machine gun; +5 vs infantry; also detects stealthed/underground units in grid square
-[] Railgun; +10 vs vehicles
-[] Anti-aircraft battery; +10 vs aircraft, -10 vs others
[] Tiberium Refinery: -1500 Credits, 40 power, 2 building slots
One of the reasons you set up an outpost at B3 was to make Tiberium harvesting a little more rapid - "moving" the refinery from A3 to B3 would accomplish that goal. With all the spare storage capacity you have, this will be pretty easy to accomplish.
[] War Factory: -2000 Credits, 40 power, 2 building slots
The lure of being able to call up additional APCs is strong; although it will take some time to get this set up given your currently low income stream.
[] Command Post: -1000 Credits, 50 power, 1 building slot, re-activates commander bonus.
You need additional transmitting power to cut through all the noise that Nod is putting out; you'd actually be happy to have two more of these so you can maximize your ability to coordinate your forces.
Requisition Options: Pick between 0 and 4, may pick each option multiple times (but you only really have credits for 2)
New troops will arrive next turn. Make sure to designate an arrival location with a barracks.
[] Infantry Squad: -450 credits (10% discount), -1 housing.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry
Instead of setting up fixed defenses, you can always call up another infantry squad and have them break out the shovels.
[] Engineering Squad: -450 credits (10% discount), -1 housing
-[] Standard loadout
-[] Additional repair gear: can repair 2 units per turn; cannot capture buildings
You've got enough engineers at this point that you don't really need any more.
Graphical Representation of Operational Area:
Green - Tiberium Field
E3 - Last known position of captured Elephant
E4 - estimated captured Elephant position
B3 - Position of Elephant to be Escorted
A1 B1 .C1 D1 .E1 F1
A2 B2 .C2 D2 .E2 F2
A3 B3 .C3 D3 .E3 F3
A4 B4|C4|D4|E4 F4
A5 B5 .C5 .D5 .E5 F5
A6 B6 .C6|D6 .E6 F6
Current Reconaissance Report:
A1: Flat terrain. GDI Base. Construction Yard, 3x Barracks, 2x Power Plant, 1x Command Post, AA Installation. 4x Infantry Squad.
B1: Hilly terrain. No active sensor contacts.
C1: Light green Tiberium concentrations reported (estimated 7 harvester loads). No recent recon data.
D1: Flat terrain. GDI Base. Construction Yard, Refinery, Barracks, Power Plant, 2x Silo, sandbags. APC, Engineering Squad (repair).
E1: Flat terrain. No recent recon data.
F1: Hilly terrain. Road north to south. Entrance for Elephant convoy vehicles
A2: Hilly/rocky terrain. Road west to east. No active sensor contacts.
B2: Hilly terrain. Road west to east. 1x GDI Infantry Squad, 2x Engineer Squad
C2: Hilly/rocky terrain. Road west to east. No Nod presence reported within 96 hours.
D2: Flat terrain. Road west to east. No Nod presence reported within 24 hours.
E2: Flat terrain. Road west to east. Very light green Tiberium concentrations (3x harvester load). GDI Harvester. Last known position of captured Elephant, heading south.
F2: Flat terrain. Road leading west to north. No recent recon data.
A3: Rocky terrain. No passage to A4. GDI Outpost, Refinery, Tiberium Silo, Harvester
B3: Rocky terrain. Light green Tiberium concentrations reported (estimated 6 harvester loads). Outpost, Barracks, 4x APC, 5x infantry squad. Nod rocket buggy retreating from this area.
C3: Hilly/rocky terrain. Very light green Tiberium concentrations reported (estimated 4 harvester loads). No Nod presence reported within the last 96 hours.
D3: Hilly/rocky terrain. Light green Tiberium field (7x harvester loads). No recent recon data.
E3: Hilly/rocky terrain. No recent recon data.
F3: Flat terrain. No recent recon data.
A4: Hilly terrain. No passage to A3. No recent recon data.
B4: Hilly terrain. No passage to C4, B5. No recent recon data.
C4: Rocky terrain. No passage to B4. No recent recon data.
D4: Hilly/rocky terrain. No passage to E4. No recent recon data.
E4: Hilly/rocky terrain. No passage to D4, E5. No recent recon data.
F4: Hilly/rocky terrain. No recent recon data.
A5: Rocky terrain, abandoned highway. No recent recon data.
B5: Abandoned highway. Village debris. No passage to B4, B6. No recent recon data.
C5: Rocky terrain. No passage to C6. Light green Tiberium concentrations reported (estimated 11 harvester loads). No recent recon data.
D5: Hilly/rocky terrain. No passage to D4. No recent recon data.
E5: Rocky terrain, town ruins. No passage to E4, E6. No recent recon data.
F5: Hilly/rocky terrain. Medium Tiberium concentrations reported (estimated 14 harvester loads). No passage to F6.
A6: Hilly terrain. No recent recon data.
B6: Hilly terrain, abandoned highway. No recent recon data.
C6: Hilly terrain. No recon data available.
D6: Hilly/rocky terrain. No passage to D5. No recent recon data.
E6: Flat terrain. No passage to E5. No recent recon data.
F6: Flat terrain. No passage to F5. No recent recon data.
B1: Hilly terrain. No active sensor contacts.
C1: Light green Tiberium concentrations reported (estimated 7 harvester loads). No recent recon data.
D1: Flat terrain. GDI Base. Construction Yard, Refinery, Barracks, Power Plant, 2x Silo, sandbags. APC, Engineering Squad (repair).
E1: Flat terrain. No recent recon data.
F1: Hilly terrain. Road north to south. Entrance for Elephant convoy vehicles
A2: Hilly/rocky terrain. Road west to east. No active sensor contacts.
B2: Hilly terrain. Road west to east. 1x GDI Infantry Squad, 2x Engineer Squad
C2: Hilly/rocky terrain. Road west to east. No Nod presence reported within 96 hours.
D2: Flat terrain. Road west to east. No Nod presence reported within 24 hours.
E2: Flat terrain. Road west to east. Very light green Tiberium concentrations (3x harvester load). GDI Harvester. Last known position of captured Elephant, heading south.
F2: Flat terrain. Road leading west to north. No recent recon data.
A3: Rocky terrain. No passage to A4. GDI Outpost, Refinery, Tiberium Silo, Harvester
B3: Rocky terrain. Light green Tiberium concentrations reported (estimated 6 harvester loads). Outpost, Barracks, 4x APC, 5x infantry squad. Nod rocket buggy retreating from this area.
C3: Hilly/rocky terrain. Very light green Tiberium concentrations reported (estimated 4 harvester loads). No Nod presence reported within the last 96 hours.
D3: Hilly/rocky terrain. Light green Tiberium field (7x harvester loads). No recent recon data.
E3: Hilly/rocky terrain. No recent recon data.
F3: Flat terrain. No recent recon data.
A4: Hilly terrain. No passage to A3. No recent recon data.
B4: Hilly terrain. No passage to C4, B5. No recent recon data.
C4: Rocky terrain. No passage to B4. No recent recon data.
D4: Hilly/rocky terrain. No passage to E4. No recent recon data.
E4: Hilly/rocky terrain. No passage to D4, E5. No recent recon data.
F4: Hilly/rocky terrain. No recent recon data.
A5: Rocky terrain, abandoned highway. No recent recon data.
B5: Abandoned highway. Village debris. No passage to B4, B6. No recent recon data.
C5: Rocky terrain. No passage to C6. Light green Tiberium concentrations reported (estimated 11 harvester loads). No recent recon data.
D5: Hilly/rocky terrain. No passage to D4. No recent recon data.
E5: Rocky terrain, town ruins. No passage to E4, E6. No recent recon data.
F5: Hilly/rocky terrain. Medium Tiberium concentrations reported (estimated 14 harvester loads). No passage to F6.
A6: Hilly terrain. No recent recon data.
B6: Hilly terrain, abandoned highway. No recent recon data.
C6: Hilly terrain. No recon data available.
D6: Hilly/rocky terrain. No passage to D5. No recent recon data.
E6: Flat terrain. No passage to E5. No recent recon data.
F6: Flat terrain. No passage to F5. No recent recon data.
Current Force Status:
APC #2: Guided Missiles (AV), Elite, 64% damage - B3
APC #3: Guided Missiles (AV), Elite, 33% damage - B3
Garrison APC #1: Rotary Cannon, Veteran, 49% damage - B3
Garrison APC #2: Rotary Cannon, Veteran - B3
Garrison APC #3: Rotary Cannon - D1
Infantry Squad #2, Veteran - B3
Engineering Squad - B2
Engineering Squad #2 (repair) - B2
Garrison Engineering Squad - D1
Garrison Infantry Squad #1, dug in - B2
Garrison Infantry Squad #2, Veteran - B3
Garrison Infantry Squad #3, Veteran - B3
Infantry Squad #4 (rocket), dug in - B3
Infantry Squad #5, dug in - B3
Infantry Squad #6 (rocket), dug in - A1
Infantry Squad #7 (gl), dug in - A1
APC #3: Guided Missiles (AV), Elite, 33% damage - B3
Garrison APC #1: Rotary Cannon, Veteran, 49% damage - B3
Garrison APC #2: Rotary Cannon, Veteran - B3
Garrison APC #3: Rotary Cannon - D1
Infantry Squad #2, Veteran - B3
Engineering Squad - B2
Engineering Squad #2 (repair) - B2
Garrison Engineering Squad - D1
Garrison Infantry Squad #1, dug in - B2
Garrison Infantry Squad #2, Veteran - B3
Garrison Infantry Squad #3, Veteran - B3
Infantry Squad #4 (rocket), dug in - B3
Infantry Squad #5, dug in - B3
Infantry Squad #6 (rocket), dug in - A1
Infantry Squad #7 (gl), dug in - A1
Your plan for the day is (probably) to repair your damaged APCs and prepare for a push south through the pass to C4 with your combined force; at that point, you will have to make a choice on whether to attempt to punch through directly to E5 and try to set up an ambush there or set up an ambush further in the canyon system.
You have several military decisions to make.
One decision is whether or not to allow your APCs to pursue the escaping Nod rocket buggy, and the threshold for allowing engagement. The buggy is a little shot up, but not enough that it's combat-ineffective, so if it outmaneuvers your APCs, you're risking some damage there that you don't know you can afford.
[] 1:1 - Better than even odds of taking the buggy out, between your direction and veteran APC crews.
[] 2:1 - Buggy gets taken out unless your guys really hose it up or the buggy's driver is a total ace.
[] 3:1 - Almost guaranteed to take the buggy out, but pretty cautious - it may just get away.
The second decision is regarding the surveyor the former commander of N2A had sitting in the base. There are a couple of places there where you could set up either Tiberium harvesting capability or a good convoy waypoint. Or both, in the case of sector E2. With no mobile forces to defend the area, you'll need to construct fixed defenses or put down another barracks and infantry squad.
[] Write-in location to deploy D1 surveyor; it has a movement range of 2 spaces per turn, non-diagonal as usual.
The final decision is whether you're coming with your "rescue crew". With Nod ECM now severely overpowering your comms, you're concerned that lag and interference will impair your situational awareness when you engage whatever is defending the Elephant. If you're coming, the time to decide is now, as it's either a lengthy hike or ride in an APC to the rally point.
[] Come with your assault force
+10 commander bonus where commander is present
-5 commander "bonus" where commander is not present
[] Stay in your command post, deal with the lag and fuzzies
Commander bonus remains negated
[AN: Check out the cool new tactical map with annotations: mouse over the dotted underline sectors for details so you don't have to scroll back and forth. I believe we call that an EVA upgrade. Ignore the dots while I figure out how to space these properly over the next couple of posts.]
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