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
[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.
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.
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.
[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.
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.
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.
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!
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!
[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
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.
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.