GDI Platoon Commander: A "GDI Edition" side-quest (non-canon)


Scheduled vote count started by NickAragua on Dec 5, 2021 at 12:36 AM, finished with 5 posts and 4 votes.

  • [x] Plan Actual Tanks now please.
    -[x] Power Plant: -500 Credits, +100 Power
    --[x] A3
    -[x] Predator: -800 credits, -1 housing, 2 speed, support attacks vs this unit do not take a penalty, +20 vs vehicles, hit points at 125%.
    -[x] Move Infantry Squad #8 and #9 from D1 to E2
 
Mission 2, Turn 19: August 26, 2058
Raw Plan + Results:
[x] Plan Actual Tanks now please.
-[x] Power Plant: -500 Credits, +100 Power
--[x] A3
-[x] Predator: -800 credits, -1 housing, 2 speed, support attacks vs this unit do not take a penalty, +20 vs vehicles, hit points at 125%.
-[x] Move Infantry Squad #8 and #9 from D1 to E2

T+0
Predator Tank built in E2 (-800 credits, 498 total)
Repairs carried out on E2 turret; APCs: (-110 credits, 388 total)
Power Plant building in A3 (-500 credits once credits become available)
Harvester x2 B3 -> C3, harvesting (2x load left)
Harvester D3 -> D2
Additional AA turret damage uncovered, repair costs 50 credits (338 total)
Elephant E2 -> D2
Infantry #8, #9 -> D1 -> D2
[Hidden Nod Movement] Carryall picks up buggy in F6
[Hidden Nod Movement] Carryall picks up RL infantry in D5

August 26, 2058

"Insufficient credits. Construction halted." your EVA tells you, interrupting your session of staring to the north, waiting for the Nod force to try to hit "The Perch". Your APCs are hidden behind some hills, your infantry is camped out in very well chosen rock formations, it's a great ambush. But nobody's coming - if the Nod guys were going to try to break through, they should have done so already.

You furrow your brow - looks like your construction plans were a little ambitious and the power plant in A3 didn't finish. It's not a total disaster, as the construction guys will just wrap it up once the harvesters get back to the refineries in B3 and D1 with their nearly two and a half tons of Tiberium. At least the Predator has arrived, with the infantry en route. And, you haven't had any complaints from the Elephants, or had any more of them seized from you.

You get on the comms to Sergeant Rei. "Any thoughts on why the main Nod force hasn't tried to break through, Sergeant?"

"Could be they're waiting to crank out more forces. Maybe get those damaged buggies fixed up." The Sergeant responds after a little thought. "We didn't exactly make a quiet entrance, and the Nod commander isn't stupid - if he assumes that our APCs are full of infantry, then he'd know he doesn't have the numbers to take us out from a prepared position, so he might be building up more forces."

You think for a second, and then a disturbing thought occurs to you: "Oh, crap, what about the pass we went through? They could try to force their way through those visceroids and we wouldn't be any wiser."

"That would be one crazy fight." Sergeant Rei responds.

EVA Report

Current Objectives:
Continue Escorting Elephant vehicles; Elephant at D2 moving to C2. (primary command directive)
Recover captured Elephant; estimated current location in grid sector D5.
Address increased Nod ECM (self-entered) (mitigated)
Fortify E2? (self-entered) (in progress)

Base Status:
Power: 300/300 used
Housing: 5/26
Building Slots A1: 0/8
Building Slots A3: 4/6 (rocky terrain)
Building Slots B3: 2/6 (rocky terrain)
Building Slots D1: 0/8
Building Slots E2: 3/8
Credits: 338 credits (expected 2250 income)

Infantry Requisition Capacity: 4
Infantry/Engineers can arrive/change their loadout if at A1, B3, D1, E2
Vehicle Requisition Capacity: 1
Vehicles can arrive/change their loadout at E2

Tiberium Storage Capacity: 4662/5000
Buildings:
-Construction Center, 3x Barracks, 2x Power Plant, Command Center, AA Turret at A1;
-Outpost, Power Plant (under construction) at A3
-Outpost, Barracks, Refinery at B3
-Outpost, War Factory, Barracks, AA Turret at E2
-Construction Center, Barracks, Power Plant, Refinery, 2x Silo, sandbags, Railgun turret at D1

Construction/Repair Options (pick 1, 1 locked):
B3: +1500 every other turn (one day remaining)
D1: +750 every four days (one day remaining)

[] Sandbags: -500 Credits, +5 to all defensive infantry combat rolls where built
For your forward outposts and bases defended by infantry, 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 outposts - you can put a couple more in E2 to secure your War Factory, some wherever you set up the now "orphaned" A3 outpost, etc.
-[] 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
You think you've got enough of these for now, close enough to the Tiberium that your income stream is pretty rapid. With your income rate slowed down by 1/2 due to the Tib field in B3 being cleared out, you will want to do this at some point in relocating the A3 outpost.

[] Command Post: -1000 Credits, 50 power, 1 building slot, re-activates commander bonus.
While you're able to coordinate your main force just fine now, cutting through the Nod ECM remains a priority in general. Additionally, setting one up in E2 will let you keep an eye on the surrounding area a little better.

Infantry Requisition Options: Pick between 0 and 4, may pick each option multiple times
New troops will arrive next turn. Make sure to designate an arrival location with a barracks (A1, B3, D1, E2)
[] 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 (or in addition to) setting up fixed defenses, you can always call up another infantry squad and have them break out the shovels. With as many outposts as you have, this may become necessary.

[] 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.

Vehicle Requisition Options: Pick 0 or 1
New vehicle will arrive at E2 next turn.

[] Guardian APC: -600 credits, -1 housing, 3 speed
Old tricks are the best tricks, eh Lieutenant? Call up another armored personnel carrier so your infantry in the area can have a little better mobility.
Loadout options:
-[] Rotary cannon (default): +10 vs infantry, -5 vs armored units
-[] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
-[] Grenade launcher: +15 vs infantry, -15 vs armored units/aircraft

[] Pitbull: -600 credits, -1 housing, 4 speed, detects stealthed units, +10 vs aircraft, -10 vs infantry
This fast little recon vehicle has two purposes - one, to fire guided missiles at vehicles and aircraft and two, to detect Nod stealth units with its advanced sensor system. It can also be shipped with a mounted mortar for an additional resource cost.
Add-on options:
-[] Mortar: Secondary weapon, +10 vs infantry/buildings, may engage two units simultaneously, costs additional 100 credits

[] Predator: -800 credits, -1 housing, 2 speed, support attacks vs this unit do not take a penalty, +20 vs vehicles, hit points at 125%.
This heavily armored tank's railgun can punch through just about any armor the brotherhood can bring to bear and can target fast-moving vehicles effectively due to the projectile's incredible launch velocity, but it struggles against infantry and fixed defenses. Its front armor is pretty thick, but designers opted to put most of it in the front of the tank, so it performs best when it has support.

Visual representation of operational area:
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 turret. 2x 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, railgun turret. Engineering Squad (repair).

E1: Flat terrain. No recent recon data.

F1: Hilly terrain. Road north to south.

A2: Hilly/rocky terrain. Road west to east. No active sensor contacts. Elephant here, leaving area.

B2: Hilly terrain. Road west to east. 1x GDI Infantry Squad.

C2: Hilly/rocky terrain. Road west to east. No recent recon data.

D2: Flat terrain. Road west to east. GDI Harvester. No Nod presence. GDI Harvester, 2x Infantry Squad.

E2: Flat terrain. Road west to east. GDI Outpost, War Factory, Barracks, AA Turret. Elephant located here, moving west to D2.

F2: Flat terrain. Road leading west to north. No Nod presence reported in the last 24 hours.

A3: Rocky terrain. No passage to A4. GDI Outpost, Power Plant under construction.

B3: Rocky terrain. Outpost, Barracks, Refinery, 1x infantry squad, 1x engineering squad.

C3: Hilly/rocky terrain. Very light green Tiberium concentrations reported (estimated 2 harvester loads). 2x GDI Harvester.

D3: Hilly/rocky terrain. Light green Tiberium field (4x harvester loads).

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. Nod rocket buggy reported entering this area in the last 48 hours.

C4: Rocky terrain. No passage to B4. No Nod presence reported within the last 72 hours.

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). 4x Visceroids reported in the last 72 hours.

D5: Hilly/rocky terrain. No passage to D4. Light green Tiberium concentrations reported (estimated 8 harvester loads). No nod forces reported within the last 72 hours.

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. No recent recon data.

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. 5x APC, 4x infantry squad, 1x eng squad. Current commander location.

E6: Flat terrain. No passage to E5. No Nod forces reported in the last 48 hours.

F6: Flat terrain. No passage to F5. Damaged Nod buggy observed retreating here. No recent recon data.

Current Force Status:
APC #2: Guided Missiles (AV), Elite - D6
APC #3: Guided Missiles (AV), Elite - D6
Garrison APC #1: Rotary Cannon, Elite/Veteran - D6
Garrison APC #2: Rotary Cannon, Elite/Veteran - D6
Garrison APC #3: Rotary Cannon - D6
Infantry Squad #2, Veteran, dug in - D6
Engineering Squad, dug in - B2
Engineering Squad #2 (repair), dug in - D6
Garrison Engineering Squad, dug in - D1
Garrison Infantry Squad #1, dug in - B2
Garrison Infantry Squad #2, Veteran, dug in - D6
Garrison Infantry Squad #3, Veteran, dug in - D6
Infantry Squad #4 (rocket), dug in - B3
Infantry Squad #5, dug in - D6
Infantry Squad #6 (rocket), dug in - A1
Infantry Squad #7 (gl), dug in - A1
Infantry Squad #8 (rocket) - D2
Infantry Squad #9 (rocket) - D2
Predator Tank - E2

With infantry en route to the outpost at E2, your defenses there look pretty secure against tanks. It's possible that Nod will supplement their next tank assault with infantry, but they can't have that much infantry in the area - they've been blowing a lot of credits on Scorpion tank production so they wouldn't have been able to requisition a lot of infantry, and there's a lot of Tiberium in the area, so it wouldn't have been practical for them to bring a large amount of infantry in. But you wouldn't put it past them to rustle some up in a pinch.

Well, there *was* a lot of Tiberium in the area, anyway. Now there's a lot less, thanks to both your and their harvesting efforts. You definitely have the edge in harvesting at the moment, since your initial Nod opponent was completely unable to carry out any harvesting whatsoever while your current Nod opponent split harvesting half and half with their GDI counterpart. So at least you can say you're contributing to GDI's Tiberium abatement goals.

Your main decision here is whether you think the Nod commander is going to come at you on the perch, or try to go around. Obviously, you'd prefer it if he comes at you, but relying on that may be engaging in wishful thinking. If your opponent does try to break through the Visceroids, you'll want to give them a little time to get "stuck in", then move in rapidly so you can catch him while he's engaged. Although you'll have to be pretty careful not to get tangled up with the Tiberium lifeforms yourself.

You could also let Nod and the Visceroids fight it out, but given what you know of their numbers, Nod is likely to be able to wipe the creatures out without any real damage, making for a wasted opportunity. However, you'll then be able to catch up to them in the town in B5 (familiar territory to your troops by now), giving your infantry a considerable edge and not having to worry about potentially getting attacked by toxic fumes in addition to Nod weaponry (although you acknowledge that the two are sometimes one and the same).

The whole thing is very psychological and you find yourself wishing you had some better recon capability, maybe a sniper/spotter crew or a satellite uplink or something. The former wouldn't be very helpful in a Tiberium field, though. You shake your head, reminding yourself to focus.

How do you want to handle the current situation in D6?
[] Give Nod a little time to advance into C5, then attempt to pinch them between yourself and the Visceroids
This will result in a three-way battle, which will be a little bit chaotic and unpredictable; Visceroids will engage random targets and are brutally effective against infantry, but will likely distract Nod forces at least initially; your infantry will have a +5 "rocky terrain" bonus.

[] Give Nod a lot of time, letting them advance past C5, then hit them when they get to B5
This will result in a two-way battle in familiar "urban terrain" with a +10 bonus for your infantry; Nod is likely to destroy the Visceroids without much damage.

[] No way they'd try to sneak through that pass! Hold position!
You've got a map, the Nod guy has a map, and you may be a snot-nosed 2nd Lieutenant fresh out of the academy, but you're not given to wishful thinking.
 
Last edited:
[] Give Nod a lot of time, letting them advance past C5, then hit them when they get to B5

Leaning towards this. When you already know that the enemy is coming to you, its best to dig in. Wonder if we can place some mines or something?
 
Alright, all is quiet on the front.

[X] Plan Mess of a fight
-[x] Sandbags: -500 Credits, +5 to all defensive infantry combat rolls where built
--E2
-[x] Repair AA turret
--E2 (50 credits)
-[x] Predator: -800 credits, -1 housing, 2 speed, support attacks vs this unit do not take a penalty, +20 vs vehicles, hit points at 125%.
--E2
-[x] Give Nod a little time to advance into C5, then attempt to pinch them between yourself and the Visceroids
This will result in a three-way battle, which will be a little bit chaotic and unpredictable; Visceroids will engage random targets and are brutally effective against infantry, but will likely distract Nod forces at least initially; your infantry will have a +5 "rocky terrain" bonus.

[] Give Nod a lot of time, letting them advance past C5, then hit them when they get to B5



Leaning towards this. When you already know that the enemy is coming to you, its best to dig in. Wonder if we can place some mines or something?

Thing is, that is not a dig in option. We would be running up behind them and attacking their rear.
 
Last edited:
I actually completely forgot that C&C 3-era Guardian APCs can deploy minefields (only noticed it a day or two ago when I was trolling through the C&C Wikia). So we'll be seeing that ability in future scenarios once I figure out how to integrate it into the system for this quest.
Single use ability in the field in between visits back to base?

Credit cost per use?
 
Single use ability in the field in between visits back to base?

Credit cost per use?

The former makes more sense narratively speaking, but the latter is a lot less fiddly especially given the quest format (and is also how C&C3 did it), so I'm leaning in that direction. It's actually pretty well balanced there because minefields are basically a one-use thing easily negated by detectors *and* are pretty expensive to boot, so it encourages you to be pretty judicious with their use instead of just spamming them everywhere.
 
What do people think about getting another Pitbull? With the Predator, maybe we can finally see off the stealthed Harvester and keep all that Tiberium for ourselves!
 
What do people think about getting another Pitbull? With the Predator, maybe we can finally see off the stealthed Harvester and keep all that Tiberium for ourselves!
Need more firepower first. Pitbull is a support vehicle, it needs other assets to support and hide behind to keep its poorly armored backside alive.

I am quite willing to get one after the second predator tank arrives, but not before.
 
Mission 2, Turn 20: August 27, 2058
Raw plan/results:
[X] Plan Mess of a fight
-[x] Sandbags: -500 Credits, +5 to all defensive infantry combat rolls where built
--E2
-[x] Repair AA turret
--E2 (50 credits)
-[x] Predator: -800 credits, -1 housing, 2 speed, support attacks vs this unit do not take a penalty, +20 vs vehicles, hit points at 125%.
--E2
-[x] Give Nod a little time to advance into C5, then attempt to pinch them between yourself and the Visceroids

T+0:
Harvester x2 C3 -> B3 (+1500 credits)
Harvester D2 -> D1 (+750 credits)
Power Plant Completes in A3 (-500)
Sandbags Complete in E2 (-500)
Predator #2 Arrives in E2 (-800, 788 credits total)
Elephant D2 -> C2

2x Scorpion Tank, 2x Infantry enter E2; engage
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
2d100 + 5 (comms) x2, 1d100 + 5 (comms) x2 vs
2d100 - 5 (remote commander) x2,
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 16, 127, i85, 10
-mod x21, x132, ix90, x15
vs
-raw 115, 94, i19, 10, t37
-mod x110, x89, ix19, 10, tx32

132 Scorpion Tank #1 engages 110 Predator Tank #1
1d100 + 5 (comms) + 15 (tank cannon vs vehicle) vs
1d100 - 5 (remote commander) + 20 (tank cannon vs vehicle)
100 -> 120 vs 30 -> 45 -> 71; Predator #1 takes 49%/125% damage; stunned

90 Infantry #1 engages 14 ISquad #8 (RL)
1d100 + 5 (comms) vs
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry)
42->47 vs 85 -> 70; Infantry #1 takes 23% damage;

89 Predator Tank #2 engages 21 Scorpion Tank #2
1d100 - 5 (remote commander) + 20 (tank cannon vs vehicle) vs
1d100 + 5 (comms) + 15 (tank cannon vs vehicle)
24 -> 39 vs 8 -> 28; Scorpion Tank #2 takes 9% damage;

32 AA Turret engages 15 Infantry #2
1d100 - 5 (remote commander) vs 1d100 + 5 (comms)
34 -> 29 vs 42 -> 47; AA Turret takes 18% damage

5 ISquad #9 supports 110 Predator #1 vs Scorpion Tank #1
1d100 - 5 (remote commander) + 5 (sandbags) + 15 (rl vs vehicle); no support penalty
11 -> 26

T+1
E2 Combat Round 2:
2x Scorpion Tank, 2x Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
2d100 + 5 (comms) x2, 1d100 + 5 (comms) x2 vs
2d100 - 5 (remote commander) x2 (1 stunned),
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 36, 68, i22, 25
-mod x41, x73, i27, x30
vs
-raw 110, i10, 58, t85
-mod x105, i10, 58, tx80

105 Predator #2 engages 73 Scorpion Tank #2
1d100 - 5 (remote commander) + 20 (tank cannon vs vehicle) vs
1d100 + 5 (comms) + 15 (tank cannon vs vehicle)
98 -> 113 vs 10 -> 30; Scorpion Tank #2 takes 83% damage (92% total); withdrawing; stunned

80 AA Turret engages 30 Infantry #2
1d100 - 5 (remote commander) vs 1d100 + 5 (comms)
86 -> 81 vs 4 -> 9; Infantry #2 takes 72% damage; withdrawing

53 ISquad #9 engages 41 Scorpion Tank #1
1d100 - 5 (remote commander) + 5 (sandbags) + 15 (rl vs vehicle) vs
1d100 + 5 (comms)
11 -> 26 vs 20 -> 25; Scorpion Tank #1 takes 1% damage;

41 Infantry #1 engages ISquad #8 (RL)
1d100 + 5 (comms) vs
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry)
67 -> 72 vs 71 -> 56; ISquad #8 takes 16% damage

T+2
Nod force withdrawing
2x Scorpion Tank, 2x Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
2d100 + 5 (comms) x2, 1d100 + 5 (comms) x2 vs
2d100 - 5 (remote commander) x2,
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 119, 137, i75, 40
-mod 124, 142, i80, 45
vs
-raw 129, 149, i58, 83, 33
-mod 124, 144, i58, 83, 28

144 Predator Tank #2 engages 124 Scorpion #2
1d100 - 5 (remote commander) + 20 (tank cannon vs vehicle) vs
1d100 + 5 (comms) + 15 (tank cannon vs vehicle)
87 -> 102 vs 45 -> 65; Scorpion #2 takes 37% damage (> 100% total); destroyed

142 Scorpion Tank #1 withdraws

124 Predator Tank #1 engages 80 Infantry #1
1d100 - 5 (remote commander) vs
1d100 + 5 (comms) - 10 (small arms vs vehicle)
17 -> 12 vs 59 -> 54; Predator #1 takes 42% damage;

83 ISquad #9 engages Infantry #2
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry) vs
1d100 + 5 (comms)
29 -> 14 -> 39 vs 27 -> 32; Infantry #2 takes 7% damage (79 % total)

58 ISquad #8 supports ISquad #9 vs Infantry #2
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry) / 2 (support)
64 -> 49 -> 25

28 AA Turret cannot engage

T+3
Nod force withdrawing
2x Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
1d100 + 5 (comms) x2 vs
2d100 - 5 (remote commander) x2,
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 75, 94
-mod 80, 99
vs
-raw 93, 93, i85, 80, t37
-mod 88, 88, i80, 75, t32

99 Infantry #2 withdraws
88 Predator Tank #2 engages 80 Infantry #1
1d100 - 5 (remote commander) vs
1d100 + 5 (comms) - 10 (small arms vs vehicle)
61 -> 56 -> 65 vs 80 -> 75; Predator #2 takes 10% damage (52% total);

88 Predator Tank #1 supports Preadtor #2 vs Infantry #1
1d100 - 5 (remote commander) / 2 support
4 -> -1; stunned

ISquad #8 supports Predator #2 vs Infantry #1
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry) / 4 (support)
13 -> -2; stunned

ISquad #9 supports Predator #2 vs Infantry #1
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry) / 8 (support)
80 -> 65 -> 9

T+4
Nod force withdrawing
Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
1d100 + 5 (comms) vs
2d100 - 5 (remote commander) x2 (1 stunned),
1d100 - 5 (remote commander) + 5 (sandbags) x2 (1 stunned),
1d100 - 5 (remote commander)
-raw i62
vs
-raw 159, i53, t49
-mod 154, i53, t49

154 Predator Tank #2 engages 80 Infantry #1
1d100 - 5 (remote commander) vs
1d100 + 5 (comms) - 10 (small arms vs vehicle)
42 -> 37 vs 31 -> 26; Infantry #1 takes 11% damage (34% total)

T+5
Nod force withdrawing
Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
1d100 + 5 (comms) vs
2d100 - 5 (remote commander) x2,
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 64
-mod 69
vs
-raw 157, 18, 22, 65, 34
-mod 152, rest are too low

88 Predator Tank #1 engages 80 Infantry #1
1d100 - 5 (remote commander) vs
1d100 + 5 (comms) - 10 (small arms vs vehicle)
61 -> 56 -> 65 vs 80 -> 75; Predator #2 takes 10% damage (59% total);

T+6
Nod force withdrawing
Infantry vs
2x Infantry (RL), 2x Predator Tank, 1x AA Turret
Init:
1d100 + 5 (comms) vs
2d100 - 5 (remote commander) x2,
1d100 - 5 (remote commander) + 5 (sandbags) x2,
1d100 - 5 (remote commander)
-raw 31
-mod 36
vs
-raw 88, 76, i93, 23, t64
-mod 83, 71, i93, 23, t59


83 Predator Tank #1 engages 69 Infantry #1
1d100 - 5 (remote commander) vs
1d100 + 5 (comms) - 10 (small arms vs vehicle) (no damage)
32 -> 27 -> 59 vs 54 -> 49; takes 8% damage; surrenders

71 Predator Tank #2 supports Preadtor #1 vs Infantry #1
1d100 - 5 (remote commander) / 2 support
49 -> 44 -> 22

ISquad #8 supports Predator #1 vs Infantry #1
1d100 - 5 (remote commander) + 5 (sandbags) - 15 (rl vs infantry) / 4 (support)
5 -> -10; stunned

AA Turret supports Predator #1 vs Infantry #1
1d100 - 5 (remote commander) / 8 (support)
17 -> 12 -> 2

-----
C5 Combat Resolution
T+0:
GDI - 2x Firehawk enter C1

3x Scorpion, 4x Nod Buggy, Elephant enter C5;
encounter 4x Visceroid
Init: 3d100 + 5 (comms) x4; 2d100 + 5 (comms) x3; 1d100 + 5 (comms)
vs 1d100 x4
-raw 97, 71, 156, 252, t50, 84, 48, e28
vs
-raw 7, 33, 45, 36

Buggy #4 engages Visceroid #1
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
66 -> 51 -> 70 vs 24; Visceroid #1 takes 46% damage

Buggy #2 engages Visceroid #2
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
7 -> -8 -> 20 vs 63; Buggy #2 takes 43% damage

Buggy #3 engages Visceroid #3
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
65 -> 50 -> 58 vs 77; Buggy #3 takes 19% damage

Buggy #1 engages Visceroid #4
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
15 -> 0 vs 77; Buggy #1 takes 77% damage; stunned; withdrawing

Tank #2 supports Buggy #4
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) / 2 (support)
53 -> 38 -> 19

Tank #1 supports Buggy #3
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) / 2 (support)
31 -> 16 -> 8

Tank #3 supports Buggy #2
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) / 2 (support)
71 -> 56 -> 28

Elephant disengages

T+1:
Nod - Carryall + RL Buggy C6 -> C5
Nod - Carryall + RL Squad E5 -> D5
GDI - 5x APC, 4x Infantry, 1x Eng Squad D6 -> D5
GDI - 2x Firehawk C1 -> C2

D5 "Combat"
5x APC vs Carryall (not engaging, no damage)
3d100 + 10 (elite) + 10 (local commander) x4, 3d100 + 5 (veteran) + 10 (local commander) vs
3d100 + 5 (comms)
- Carryall rolls 50, everyone else rolls 55+; escape fails

APC #2 engages Carryall
1d100 + 10 (rocket vs aircraft) + 10 (elite) + 10 (local commander) vs 1d100 + 5 (comms)
92 -> 122 vs 7 -> 12; destroyed; support rolls irrelevant; RL squad destroyed in crash

C5 combat round 2:
3x Scorpion, 4x Nod Buggy, 1x RL Buggy vs 4x Visceroid
Init: 3d100 + 5 (comms) x4 (1 stunned); 2d100 + 5 (comms) x3; 1d100 + 5 (comms)
vs 1d100 x4
-raw 3x > 100, 98, t114, 72, 16
vs
-raw 85, 46, 91, 1 (crit fail; support attacks vs this unit do full damage)

Buggy #2 engages Visceroid #2
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
91 -> 76 -> 88 vs 8; Visceroid #2 takes 80% damage

Buggy #3 engages Visceroid #3
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
5 -> -10 vs 99; Buggy #3 destroyed

Buggy #4 engages Visceroid #1
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
61 -> 46 vs 85; Buggy #4 takes 39% damage

Tank #1 engages Visceroid #4
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid) vs 1d100
37 -> 22 -> 65 vs 80; Tank #1 takes 15% damage

Tank #2 supports Tank #1 vs Visceroid #4
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid)
58 -> 43

Tank #3 supports Buggy #2
1d100 + 5 (comms) - 20 (non-explosive weapon vs Visceroid)
27 -> 12

Carryall drops rocket buggy

T+2
GDI - 2x Firehawk C2 -> C3
GDI - 5x APC, 4x Infantry, 1x Eng Squad D5 -> C5

C5 combat round 3:
APC #2, #3, GAPC #1, #2, #2; ISquad #2, #5, GISquad #2, #3, ESquad #2
GDI: 3d100 + 10 (elite) + 10 (local commander) x4, 3d100 + 5 (veteran) + 10 (local commander),
1d100 + 5 (veteran) + 10 (local commander) x4, 1d100 + 10 (local commander)

Nod: 3x Scorpion, 3x Nod Buggy, 1x RL Buggy, 1x Carryall
3d100 + 5 (comms) x4; 2d100 + 5 (comms) x3; 3d100 + 5 (comms)

4x Visceroid
1d100

init:
GDI-raw 80, 63, 99, 208, 222, i1 (crit fail; full support vs me; support / 2 for me), 13, 47, 86, e74
GDI-mod x100, x83, x119, x228, x237, i16, 28, 62, x101, x84
Nod-raw 129, 104, 99, 109, a121, 76, 81, c140
Nod-mod x134, x109, x104, x114, ax126, x81, x86, cx145
Vis-raw 35, x48, x36, x59

237 GAPC #3 engages 109 Nod Buggy #2
1d100 + 10 (local commander) vs 1d100 - 10 (buggy MG vs vehicle) + 5 (comms)
54 -> 64 vs 14 -> 4; Nod Buggy #2 takes 60% damage (103% total); destroyed

228 GAPC #2 engages 104 Nod Buggy #3
1d100 + 5 (veteran) + 10 (local commander) vs 1d100 - 10 (buggy MG vs vehicle) + 5 (comms)
1 -> 16 vs 63 -> 58; GAPC #2 takes 42% damage; stunned

145 Carryall retreats to C6, carrying Nod Buggy #1
134 Nod buggy #1 disengages (damage > 50%)
126 Scorpion #1 engages 119 GAPC #1
1d100 + 5 (comms) + 15 (tank cannon vs APC) vs
1d100 + 5 (veteran) + 10 (local commander) - 5 (minigun vs armored)
96 -> 116 vs 17 -> 27 -> 101; GAPC #1 takes 15% damage

114 RL Buggy engages 48 Visceroid #2
1d100 vs 1d100
22 vs 45; RL Buggy takes 23%

101 GISquad #3 engages 86 Scorpion #3
1d100 + 5 (veteran) + 10 (local commander) vs 1d100
9 -> 24 vs 34; GISquad #3 takes 10% damage

100 APC #2 engages 59 Visceroid #4
1d100 + 10 (elite) + 10 (local commander) vs 1d100
59 -> 79 vs 33; Visceroid #4 takes 46% damage;

83 APC #3 engages 36 Visceroid #3
1d100 + 10 (elite) + 10 (local commander) vs 1d100
45 -> 64 vs 22; Visceroid #3 takes 32% damage;

84 E-Squad engages 81 Scorpion #2
1d100 + 10 (local commander) - 20 (small arms) vs 1d100
32 -> 22 -> 84 vs 39; Scorpion #2 takes 45% damage;

62 GISquad #2 supports 84 E-Squad vs Scorpion #2
1d100 + 10 (local commander); no support penalty
62

28 ISquad #5 supports 119 GAPC #1 vs Scorpion #1
74; no support penalty

35 Visceroid #1 engages 16 ISquad #2
1d100 + 20 (visceroid vs infantry) vs 1d100 - 20 (ineffective weapon vs visceroid)
100 -> 120 vs 75 -> 55; ISquad #2 takes 65% damage; stunned, withdrawing

T+3
GDI - 2x Firehawk C3 -> C4

C5 combat round 4:
APC #2, #3, GAPC #1, #2, #2; ISquad #2, #5, GISquad #2, #3, ESquad #2
GDI: 3d100 + 10 (elite) + 10 (local commander) x4, 3d100 + 5 (veteran) + 10 (local commander),
1d100 + 5 (veteran) + 10 (local commander) x4, 1d100 + 10 (local commander)

Nod: 3x Scorpion, 1x Nod Buggy, 1x RL Buggy
3d100 + 5 (comms) x4; 2d100 + 5 (comms) x3

4x Visceroid
1d100

GDI-raw 227, 155, 126, s166, 117, is67, 59, 69, 23, 65
GDI-mod x247, x175, x146, s186, x132, is82, x74, x84, x38, x80
NOD-raw 77, 106, 59, b132, 144
NOD-mod x82, x111,x 64, bx137, x149
VIS-raw x77, x46, x96, x34

247 APC #2 engages 96 Visceroid #1
1d100 + 10 (elite) + 10 (local commander) vs 1d100
59 -> 79 vs 97; APC #2 takes 18% damage;

186 GAPC #2 stun will expire

175 APC #3 engages 77 Visceroid #3
1d100 + 10 (elite) + 10 (local commander) vs 1d100
79 -> 99 vs 41; Visceroid #3 takes 58% damage (90% total);

149 RL Buggy engages 46 Visceroid #2
1d100 + 5 (comms) vs 1d100
99 -> 104 vs 88; Visceroid #2 takes 16% damage; stunned

146 GAPC #1 engages 34 Visceroid #4
1d100 + 5 (veteran) + 10 (local commander) - 20 (ineffective weapon) vs 1d100
88 -> 93 vs 24; Visceroid #4 takes 69% damage (>100% total); destroyed; +1 harvester load tiberium added to area

137 Buggy #4 engages 84 GISquad #2
1d100 + 5 (comms) vs 1d100 + 10 (local commander)
45 -> 50 vs 94 -> 104; Buggy #4 takes 54% damage (93% total); stunned, withdrawing

132 GAPC #3 engages 111 Scorpion #2
1d100 - 5 (minigun vs tank) + 10 (local commander) vs 1d100 + 5 (comms) + 15 (tank gun vs apc)
48 -> 53 -> 106 vs 29 -> 49; Scorpion #2 takes 57% damage (> 100% total); destroyed

82 Scorpion #1 engages 38 GISquad #3
1d100 + 5 (comms) vs 1d100 + 10 (local commander)
75 -> 80 vs 7 -> 17; GISquad #3 takes 63% damage (73% total) ; withdrawing

82 ISquad #2 stun will expire
80 E-Squad engages 64 Scorpion #3
1d100 + 10 (local commander) - 20 (small arms) vs 1d100 + 5 (comms)
71 -> 61 vs 22 -> 27; Scorpion #3 takes 34% damage;

74 ISquad #5 supports 132 GAPC #3 vs Scorpion 64
1d100 + 10 (local commander)
43 -> 53

T+4
GDI - 2x Firehawk C4 -> C5

C5 combat round 4:
APC #2, #3, GAPC #1, #2, #2; ISquad #2, #5, GISquad #2, #3, ESquad #2
2x Firehawk
GDI: 3d100 + 10 (elite) + 10 (local commander) x4, 3d100 + 5 (veteran) + 10 (local commander),
1d100 + 5 (veteran) + 10 (local commander) x4, 1d100 + 10 (local commander),
6d100 + 10 (local commander) x2

Nod: 2x Scorpion, 1x Nod Buggy (s/w), 1x RL Buggy
3d100 + 5 (comms) x4; 2d100 + 5 (comms) x3

3x Visceroid (1 stun)
1d100

GDI-raw 213, 177, 113, 143, 150, i10w, 90, 16, 45w, e53, air284, 299
GDI-mod x233, x197, x133, x164, x165, i25w, x105, 31, 60w, x63, airx294, x309

Nod-raw 76, 40, b58, 135
Nod-mod x81, x45, bx63, x140

Vis-raw x4, 38, x3

309 Firehawk #2 engages Scorpion #1
1d100 + 30 (Firehawk ATG ordnance) + 10 (local commander) vs 1d100 + 5 (comms)
48 -> 88 -> 145 vs 95 -> 100; Scorpion #1 takes 45% damage (60% total), stunned, withdrawing

294 Firehawk #1 engages Scorpion #3
1d100 + 30 (Firehawk ATG ordnance) + 10 (local commander) vs 1d100 + 5 (comms)
60 -> 100 -> 177 vs 99 -> 104, Scorpion #3 takes 73% damage (>100% total), destroyed

233 APC #2 engages Visceroid #1
1d100 + 10 (elite) + 10 (local commander) vs 1d100
13 -> 33 vs 26; Visceroid #1 takes 7% damage (53% total)

197 APC #3 engages Visceroid #3
1d100 + 10 (elite) + 10 (local commander) vs 1d100
60 -> 80 -> 92 vs 74; Visceroid #3 takes 18% damage (> 100% total), destroyed, + 1 local tib load

165 GAPC #3 engages Buggy #4 (prevents withdrawal, stun = no damage)
1d100 + 10 (local commander) vs 1d100 - 10 (buggy MG vs vehicle) + 5 (comms)
73 -> 83 vs 47 -> 42; Buggy #4 takes 41% damage (> 100% total), destroyed

164 GAPC #2 engages RL Buggy
1d100 + 5 (veteran) + 10 (local commander) vs 1d100 + 5 (comms)
19 -> 34 -> 71 vs 87 -> 92; GAPC #2 takes 21% damage; withdrawing

133 GAPC #1 supports Firehawk #2 vs Scorpion #1
1d100 + 5 (veteran) - 5 (minigun vs tank) + 10 (local commander); no support penalty
47 -> 57

105 ISquad #5 supports Firehawk #1 vs Scorpion #3
1d100 + 10 (local commander); no support penalty
67 -> 77

63 E-Squad supports GAPC #2 vs RL Buggy
1d100 + 10 (local commander) - 20 (small arms) / 2 (support)
84 -> 74 -> 37

60 GISquad #3 disengages
31 GISquad #2 supports APC #3 vs Visceroid
1d100 + 10 (local commander) - 20 (ineffective weapon) / 2 (support)
33 -> 23 -> 12

25 ISquad #2 withdraws

Visceroid #2 stun expires

T+5

C5 combat round 5:
APC #2, #3, GAPC #1, #2 (w), #3; ISquad #5, GISquad #2, ESquad #2
GDI: 3d100 + 10 (elite) + 10 (local commander) x4, 3d100 + 5 (veteran) + 10 (local commander),
1d100 + 5 (veteran) + 10 (local commander) x2, 1d100 + 10 (local commander)

Nod: Scorpion, 1x RL Buggy; withdrawing
3d100 + 5 (comms); 2d100 + 5 (comms)

2x Visceroid
1d100 x2

GDI Raw - 156, 191, 214, 171, 199, i21, 58, e55
GDI Mod - x176, x211, x234, 191w, 219, i36, 73, e65

Nod Raw - 203, 93
Nod Mod - x208, 98

Vis - x5, x29

234 GAPC #1 engages 208 RL Buggy
1d100 + 5 (veteran) + 10 (local commander) vs 1d100 + 5 (comms)
31 -> 46 vs 39 -> 44; RL buggy takes 2% damage

211 APC #3 engages 29 Visceroid
1d100 + 10 (elite) + 10 (local commander) vs 1d100
67 -> 87 vs 40: Visceroid #1 takes 47% damage (100% total), destroyed, +1 tib to area

219 GAPC #3 engages 98 Scorpion
1d100 - 5 (minigun vs tank) + 10 (local commander) vs 1d100 + 5 (comms) + 15 (tank gun vs APC)
84 -> 89 vs 21 -> 41; Scorpion #1 takes 48% damage (>100% total); destroyed

191 GAPC #2 withdraws

176 APC #2 engages 5 Visceroid
1d100 + 10 (elite) + 10 (local commander) vs 1d100
58 -> 78 -> 114 vs 80; Visceroid #2 takes 34% damage (>100% total); destroyed, +1 tib to area

73 GISquad #2 supports APC #3 vs Visceroid
1d100 + 10 (local commander) - 20 (ineffective weapon) / 2 (support)
8 -> -2; fail; stunned

36 ISquad #5 supports APC #2 vs Visceroid
1d100 + 10 (local commander) - 20 (ineffective weapon) / 2 (support)
82 -> 72 -> 36

T+6
APC #2, GAPC #3
GDI Raw: 181, 112, 160, 175
GDI Mod: 201, out, out, 195
vs
Nod Raw: 186
Nod Mod: 191

APC #2 engages RL Buggy
1d100 + 10 (RL vs buggy) + 10 (elite) + 10 (local commander) vs
1d100 + 5 (comms)
12 -> 42 -> 85 vs 90 -> 95; APC #2 takes 10% damage (28% total)

GAPC #3 supports APC #2
1d100 + 10 (local commander) / 2 (support)
76 -> 86 -> 43

T+7
Init: similar results as T+6 except only APC #2 and GAPC #1 can pursue

APC #2 engages RL Buggy
1d100 + 10 (RL vs buggy) + 10 (elite) + 10 (local commander) vs
1d100 + 5 (comms)
20 -> 50 -> 65 vs 84 -> 89; APC #2 takes 24% damage (52% total); withdrawing

GAPC #2 supports APC #2
1d100 + 5 (veteran) + 10 (local commander) / 2 (support)
14 -> 29 -> 15

T+8
Init: APC #3, GAPC #1, GAPC #3 vs Nod RL Buggy
APC #3 engages, GAPC #1, #3 support;
90 -> 120 -> 168 -> way higher vs 57 -> 62, supported by 80, 100; RL buggy destroyed

August 27, 2058

Sector D6

"Right." You sigh. "Let's give them an hour, then we'll have to move out and get them ourselves. Bloody clever Nod bastards." You mark the time for your air support - when you do engage the Nod forces, you want those Firehawks in there ASAP.

An hour later, you're trundling north-west in the gunner seat of your APC, alternately scanning your G-Pad for notifications and your vehicle's external cameras and sensor readouts for signs of the Nod force.

"Second squad here, looks like Elephant tracks, heading west. I hate to say it, but I think you were right, el-tee." Sergeant Rei reports. "Looks like they're gonna try to plow through the Visceroids."

You are about to give a somewhat redundant order to follow the tracks, when your APC's sensors light up with a hostile aircraft warning. Quickly glancing at the readout, you note that it's a Nod model carryall, heading west. Obviously, it's failed its IFF ("identify friend or foe") authentication since EVA is showing it red; but, furthermore, you know you haven't ordered any Nod carryalls to transport suspicious looking boxes near your location that look like they're meant for carrying infantry squads. So, you order your force to engage at will, but it's redundant - the rocket you fire from your APC's turret nails the low-flying aircraft in the cockpit and it crashes to the ground some distance from your column.

"Good shot, Lieutenant." The driver tells you. "Here's hoping you shoot as good when we get into the actual fight."

Sector D5 -> C5
As your column enters sector C5, you smirk with mild amusement - looks like the Nod force has gotten bogged down fighting the Visceroids. The Elephant has managed to drive around the shapeless organic blobs, using its bulk to crunch through any Tiberium crystals in the way, but the Scorpion tanks are having trouble bulldozing the green crap aside. This has negated the buggies' ability to move around rapidly and you already see large holes in the armor of a few buggies and smoke coming out of one of the tanks as they fire ineffectually at the shapeless orange blobs.

"Air support, ETA three minutes." your comms inform you.

Gripping the controls, you order your infantry to disembark and your force moves to engage, even as a Nod carryall flies in from the north and drops in a rocket-equipped buggy.

"I swear I've seen that thing before." The driver comments.

With your infantry disembarking, the Visceroids smell "fresh organics" and make a bee-line straight for your group - this allows the Nod force to regroup as you and your fellow rocket equipped APC go to work on the incoming organic mass. One of your rockets blows a good chunk off one of the Visceroids, but the damn thing just keeps ambulating, spraying your APC with caustic fluid. You can hear hissing from the outside, but nothing penetrates into the vehicle's interior.

"Air support, ETA ninety seconds."

A damaged Nod buggy is lifted by the carryall, which departs the area quickly. You register a report of multiple Nod and Visceroid-induced casualties screamed over the comms and focus your fire on the disgusting blob that's in your way. Another couple of rockets blasts enough of it away that it stops moving and dissolves.

You wipe your hands on your pant legs and check the situation briefly. A Scorpion tank is burning in the middle of the Tiberium field, having been taken out by a combination of minigun fire from one of your APCs to attract attention and a couple of rockets from an infantry squad to the weakly-armored rear. Two of your infantry squads have withdrawn out of the Tiberium field, dragging their casualties with them, screened by a smoking APC with multiple armor breaches.

"Air support incoming. Designate targets."

You do so, hoping your fellow APC drivers stay clear. The Firehawks' air-to-ground warheads strike the ground - in reality, they don't even hit the tanks, but they do enough. The two Scorpion drivers are confused and expose their weakly armored rear and side sections to your APCs and infantry, which proceed to take advantage of this. Soon, the two tanks are burning wrecks, leaving just the two Nod buggies, one of which is shortly perforated by your minigun-equipped APCs.

You order the driver pursue the one firing rockets, which turns out to be a bad idea - the two of your vehicles plow through the Tiberium field, making it difficult to aim your rockets. A rocket from the enemy vehicle clangs off your APCs sloped front armor, and then your driver swerves, trying to avoid a second one - your APC jerks to the side, the straps biting into your shoulders as you're tossed around (and you're pretty sure flipped over), and then your APC thumps agains the ground with a horrible grinding sound, the front viewport letting you observe several jagged Tiberium crystals flying outwards. The monitors are all dark and the interior lighting is reduced to dull red emergency, although you can still hear the engine running and comms chatter.

Which, thankfully, indicates that the last buggy has been taken out. You let out a breath of relief into your (thankfully still sealed) helmet.

"Gotta tell you, ma'am." The driver says, still gripping the steering wheel. "You gotta pick a different APC or something, this is the second time my ride's been shot up. Never happened before you started riding shotgun."

You chuckle. "Sorry, Corporal. I'll try to do better next time. Maybe you can get those engineers to lube up the turret next time, I think it was a little sticky."

The driver snorts. "Whatever you say, ma'am."

Battle results:
Total victory. 3x buggy, 1x rocket buggy, 3x tank destroyed, 1x carryall (with unidentified transported infantry squad) shot down. 4x Visceroid eliminated (Local Tiberium content increased by 4 harvester loads). Elephant re-captured. Two infantry squads sustained heavy casualties, two APCs heavily damaged, 1 APC lightly damaged.

Garrison APC #1 is now elite (+10 combat/init rolls)
Garrison APC #3 is now veteran (+5 combat/init rolls)
Engineering Squad #2 is now veteran (+5 combat/init rolls; gains "tune-up" - each unit repaired by this squad gets a +5 on its next combat roll; may not "tune-up" undamaged units due to superstition)
Garrison Infantry Squad #2 is now veteran (+5 combat/init rolls)

---
Sector E2

The report from sector E2 is, on the one hand, encouraging, but, on the other hand, incredibly discouraging. The good part is that a Nod attack consisting of two scorpion tanks and two infantry squads was driven off - with a Scorpion tank destroyed, and an infantry squad surrendering after fighting a holding action to allow the other Scorpion and militant squad to withdraw to the south towards sector E3. Very heroic of them. And this time, your non-combatant personnel didn't even have to run through a hail of tank shells to run power cables to the AA gun. According to reports, the sandbags you had placed literally saved a trooper's life, causing a tank shell to ricochet slightly and detonate harmlessly in the air fifty meters away, rather than splattering the poor guy.

The destruction of half the Nod force in that area will prevent them from threatening your position in E2 for quite a while, and (once you get the tanks patched up and maybe some more reinforcements flown in) you'll be able to counterattack Nod positions in the area and stop these obnoxious attacks for good.

The discouraging part is the disproportionate amount of damage suffered by your units; repair costs are estimated at 155 credits. Part of it was that your forces didn't really have anti-infantry equipment, part of it was untested greenhorn troops not exercising proper line-of-sight management and, in some cases, even clipping each other with friendly fire. The fact that Nod has a comms advantage in the area didn't really help, either.

Still, a win is a win; you'll take it.

Battle Results:
Victory. Infantry squad captured, Scorpion tank destroyed; second infantry squad sustained major casualties and forced to withdraw, along with Scorpion tank. Two Predator tanks heavily damaged, light infantry casualties, minor damage to AA turret.

---

You don't stick around in the Tiberium field very long, just long enough to collect your dead and injured (8 killed, 2 wounded) and tow your APC off the Tiberium crystal on which it impaled itself.

It takes you three days to get the Elephant back on the road, and another three for it to leave your area of responsibility. In the meantime, you have your base at E2 repair the tanks, reinforce the depleted infantry squads and call up additional reinforcements. However, when they sweep south to counterattack the Nod positions there, they find the area empty. By the time the Elephant leaves the area, the comms jamming lifts as well; it appears the the Brotherhood of Nod has packed their bags and left for less secured parts of the North African yellow zone.

"Not bad, Lieutenant." The captain tells you. "Not gonna lie though, for a few days, I honestly thought you were gonna lose that Elephant and another one too. But you pulled through, got them all back. And we've got a healthy amount of extra Tiberium credits from all that green stuff you cleaned up."

"Give me some credit, sir. I had a map." You respond.

"Yeah, yeah, and a plan." The captain chuckles. "Well, it worked out - since you've got all the Elephants back on track, the Treasury and Tib Extractor guys have stopped crawling up my ass about it. Now, listen up. You and your crew have been out here for a month now, and you're due for a blue zone rotation. Take your people out to BZ-5 for some R&R, get your vehicles refitted, hit the beaches over in Spain, go visit your families."

---

Well, it's that time again. It was a long and hard-fought battle, but, in the end, Nod really screwed themselves trying to get through "Visceroid Pass" (even with the fact that I forgot to apply the "rocky" bonus for your infantry). Although it probably wouldn't have gone any better for them if they tried to attack your prepared position. With a major Tiberium harvesting advantage on your end and very few "standing forces" remaining, the Nod commander decides to call it quits, grabs what Tiberium he has harvested, dismantles his facilities and retreats to the desert. This allows Elephant convoys to proceed from the African red zone to the coastal blue zone, carrying load after load of Tiberium.

Currently, your standing force is composed of three Guardian APCs, all elite, two veteran infantry squads and a veteran engineering squad. While you're leaving the rest of the force you've built up to secure the convoy route, you're going to keep another unit for your primary strike force. You've got three choices:

[] APC and Infantry Squad (both veteran)
If it ain't broke, don't fix it. You're in charge of the 358th Mechanized Infantry Platoon, not the 358th Mixed and Matched Platoon and know how the interplay of APC and infantry works quite well by now, in theory as well as in practice. This solid core of bad-asses will work well together and can overwhelm the enemy with numbers, while being flexible enough to counter just about any comparable threat.

[] Pitbull (brand new, with mortar)
Your strike force is a little lacking in the stealth detection department. Sure, APCs are versatile, but so is the Pitbull with its dual weapons system. Additionally, being super fast, the Pitbull will increase your recon capability quite a bit.

[] Predator Tank (broken in, but otherwise brand new)
Nothing says "come at me bro" like a 65-ton tank with a railgun rated to replace a 150mm cannon. It attracts enemy firepower pretty well due to intimidation factor and can take quite a few hits as long as you don't let it get surrounded. It is a little slower than you'd like though.

Also, you've got a couple weeks' leave. Where do you go?
[] Costa de la Luz, Spain; hit the beaches, get a tan. Skip the swimming 'cause of the Tiberium in the water.
[] Falmouth, Cornwall (southwest England); visit your dad. Swap war stories, hit the bars.
[] Falmouth, Cape Cod (northeast US); visit your mom. Go biking, ride the ferry.
 
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cape Cod (northeast US); visit your mom. Go biking, ride the ferry.

And another mission done and dusted.
 
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cape Cod (northeast US); visit your mom. Go biking, ride the ferry.
 
[X] Predator Tank (broken in, but otherwise brand new)
[X] Falmouth, Cornwall (southwest England); visit your dad. Swap war stories, hit the bars.
 
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cape Cod (northeast US); visit your mom. Go biking, ride the ferry.
 
Yes, victory!

Losing a platoon of tanks, the elephant and a carryall all on the same day were pretty demoralizing for Nod, I'm sure.

Nice job, we bagged about a company of enemy forces and denied them their objectives. Not bad for a butter-bar LT.

[X] APC and Infantry Squad (both veteran)
[X] Costa de la Luz, Spain; hit the beaches, get a tan. Skip the swimming 'cause of the Tiberium in the water.

Young, unmarried soldier just done with a combat rotation? I foresee a lot of partying, drinking and hookups to celebrate and to ward off the bad nights and shakes from PTSD issues.

But hey, maybe this girl has a different personality and wants to go home to meet the parent of their choice.
 
Last edited:
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cornwall (southwest England); visit your dad. Swap war stories, hit the bars.
 
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cornwall (southwest England); visit your dad. Swap war stories, hit the bars.

Pubs not bars
 
[X] APC and Infantry Squad (both veteran)
[X] Falmouth, Cornwall (southwest England); visit your dad. Swap war stories, hit the bars.
 
Back
Top