@Solark
roughly how many helicopters does GK have? if they don't have that many, we might be able to ditch stealth and just go for fast and loud. Oh also, how far away are their airfileds? because I think i might be able to build a plan to reach them given according to google, a helicopter can only go 800km max on one tank, or half that on a round trip.
[Launch method][] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker.
[Launch method][] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.
also can we stack these? or is Rocket boosters-accelerated launch something that needs the rail cannon?
i'm trying to put together a "minimum viable product" something that will take the smallest amount of time, giving up on stealth for numbers and range.
ok so assuming that Rocket boosters-accelerated launch means boosting a rail cannon, I think I see two ways to get this done fast if we're willing to go loud.
Minimum viable product
[Launch method][-] Portable rail catapult: 700m altitude
-[Launch method][-] Rocket boosters-accelerated launch: +2000m altitude, stealth-breaker. total of 2700m
[Airborne movement][-] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
[Landing strategy][-] Rocket boosters-assisted landing: stealth-breaker.
total days 2, portal rail catapult(1d), rocket boosters. (1d)
-stealth rockets are loud
+numbers, barley if I'm reading it right, can get a platoon and a half on the ground in 30 minutes
+range barley, 54 km range. So it would have to be a bit close to the front lines to reach the back line, though its mobile so at least it can shoot and scoot.
this is, not good, but it is cheap. it's a single launcher that would have to be way to close to the point of contact for full deep strike, which combined with breaking stealth means it's going to be tracked fast. It would work, but it would not work that well. that said, we can throw it together in two days. There is another take on the product that takes one extra day that I would be a better take on the ditching stealth approach.
[-] Plan: Jump pack assault.
-[-] [Launch method][-] Rocket boosters-powered takeoff: 1500m altitude, deploy time 5 minutes, stealth-breaker.
-[-] [Airborne movement][-] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker.
-[-] [Airborne movement][-] Rocket boosters-assisted flight: glide ratio +/= 20, stealth-breaker.
-[-] [Landing strategy][-] Rocket boosters-assisted landing: stealth-breaker.
total days 3, portal rocket boosters. (1d), jet turbines (2d)
-stealth rockets are loud and so are jet turbines.
++numbers, Launch time of 5 minutes means mean even if you slim the window down to 20, your landing 5 platoons, keep it at 30 and your landing 6. Your loud the entire trip though, so forces would be pretty easy to track, but this is the fastest method we have, so its getting the most boots on the ground we can if we're going loud.
+++ 150KM range. This means we can either launch these safely 100km behind our lines, or move them up closer to the point of contact and get very
very far behind the enemies lines. What's better, this would not be a single centralized launch platform, we could ship these to anywhere with a rail head. It would be entirely viable to just shoot a spread of these from anywhere to random points behind the enemies lines to keep them chasing ghosts both behind the point of contact, and desperately looking for a launch complex that does not exist.
edit: see below for a more efficient plan.
so uhh, this is the result of a bit of googling and a relzation. GK use helicopters for mobility, helicopters have a range acording to google, of 400 to 800 km, assuming they are not refueling they
can't be more than 400 km away. Now they are dropping dolls behind our lines so I suspect they don't have the choppers running on fumes when they reach the contact line, but they also might have better range than modern choppers even when loaded up with assault androids who weight more than humans. So, I'm pegging 400 km as the farthest their airbase could be. I have no idea if this is viable, but it does seem to be achievable.
[] Plan: visiting the helipad.
-[] [Launch method] [-] Stationary rail catapult with hyperburst: 5000m altitude, deploy time 25 minutes
-[] [Airborne movement][-] Jet turbine-assisted flight: glide ratio +/= 80, stealth-breaker.
-[] [Landing strategy][-] Jet turbine-assisted landing: stealth-breaker.
time to devolve 5 days, jet turbines (2d) Stationary rail catapult with hyperburst (3d)
stealth: no.
Range: 400km, enough to almost certainly reach the actual literal helipad and HQ of our enemy. We may have to put it dangerously close to the front lines to do so though, depending on exactly how far they are.
Numbers: not great, we'd get just about exactly 1 platoon on the ground in the window for loud insertion.
this is not really a tool that is good at what she asked for, this is a tool to try and knock out the enemy air force in the opening minutes of the engagement. Throw either a few gliders full of goliths bombs at the choppers while their on the ground, or hell a few ringleaders if we wanna go all in, and see if we can gut the enemies key advantage in one fell swoop. After that it's kinda shitty at its intended purpose. It's expensive, but it might let us win the fight in the opening moves, depending on how well defended the enemies airbase is. If we need extra range, we could add one extra day make rocket pods, pushing the range to 700 KM. Which would mean we do not have time for any real second project, but would mean we can reach out and touch their airbase from well behind our lines.