Kane:
Could be a new player. Could be the "known unknown" old player of Nod India. Parsimony suggests the latter to me. Note that the Falaks are primarily cargo submarines based on what we've seen so far, and India is very much the known "hang back, concentrate on economy" player so far.True.
Unlikely, given the lack of submarine activity in the Arabian Sea and Western Indian Ocean, but possible.
If I had to spitball, I'd look around the vicinity of Vietnam/Cambodia, near the Red Zone/YZ interface.
Somewhere with access to rich resources and Tib-free land.
Probably on the sea floor.
Falak is Arabian/Middle Eastern mythology apparently. A mythical serpent from the Thousand and One Nights.
Given as we have good diplomatic links with the Caravenserai, we dont think its them.
And the Shah has no coastline.
Also, we knocked over the port of Jacksonville and found no sign of the Falakim there.
Not in eastern Australia either, or in Iberia.
Im inclined to think we are looking at the signs of a new player. It does fit Kane's known patterns of organization.
Even if we build the light carrier yards first, there will be frigates hitting the water in large numbers before the carriers do, because the frigates take less time to complete. But the longer it takes to finish the light carrier yards, the longer it will take for the naval situation to reach "okay."As a more general point, you can operate escorts on their own.
You cant operate Escort Carriers without a screen of escorts. Its like attempting to operate tanks solo without an infantry screen IRL; against a vaguely competent enemy, they'll just drown in ATGMs.
How should I know?Well I mean yeah, I know that introducing straight corpse starch is a great way to make sure the Developmentalists lose the next election, but could the process be used for processing like supplements or nutritional additives or something?
I'm going to note that the mobile/nomadic model of warfare most supported by mobile bases makes the most sense in the context of a war we're not fighting. Insofar as the strategic context of C&C 4 makes any sense, it's a world where territorial bases have been shattered and tiberium has overrun everything but the last ultra-concentrated strongholds before construction of the TCN begins to bring the world back from the brink. Nobody can afford to build and mobilize armies of millions of soldiers, and the terrain is so tiberium-riddled that conventional vehicles have very short operational range before they drive over a tiberium patch and get cancer rocks up in their running gear. So you get giant highly specialized mobile bases to support very small forces that are probably halfway to being what, by pre-TWIII standards, would be ZOCOM units: units trained to fight tiberium almost as much as they do the enemy.The Steel Talon project I want to do most (after the Mastodon) is the Modular Rapid Assembly System Prototypes. That's the path to building mobile bases, which will be a huge improvement in our military options. Plus it might have knock-on effects, like improving the next generation of MARVs.
Another option is to pull back on our offensives, particularly YZ Harvesting, Rails, and Fortress Towns. Even the latter 2 won't just be back-filling our current territory, but seizing new ground.Of the three, we can only be certain that Poulticeplants will give +Health. The others might not directly give +Health, or they might take a long time to implement. (Genetic Engineering in particular is almost certain to take time to work.) Because of that, we might want to to throw a die to researching the Poulticeplants this turn. If it's comparable to Spider Cotton, even if it won't be an efficient project, we'll still have the option to surge dice there to pump out an extra point or three of +Health in an emergency.
At the very least, NOD has to be aware that Health has been our most vulnerable category the past two turns. If they're going to land a successful sabotage hit on us, our healthcare system is the likeliest place they'll target.
We were explicitly told that the current round of railroads is backfilling, and by definition fortress towns are backfill because we can hardly build a fortress in territory our armies haven't yet reached.Another option is to pull back on our offensives, particularly YZ Harvesting, Rails, and Fortress Towns. Even the latter 2 won't just be back-filling our current territory, but seizing new ground.
The MRASP concept might work well for ZOCOM. They can maraud through Red Zones with that sort of set-up for quite a time without needing resupply possibly, and would provide amusing new angles of attack against Nod forces that generally think RZ borders as "safe."I'm going to note that the mobile/nomadic model of warfare most supported by mobile bases makes the most sense in the context of a war we're not fighting. Insofar as the strategic context of C&C 4 makes any sense, it's a world where territorial bases have been shattered and tiberium has overrun everything but the last ultra-concentrated strongholds before construction of the TCN begins to bring the world back from the brink. Nobody can afford to build and mobilize armies of millions of soldiers, and the terrain is so tiberium-riddled that conventional vehicles have very short operational range before they drive over a tiberium patch and get cancer rocks up in their running gear. So you get giant highly specialized mobile bases to support very small forces that are probably halfway to being what, by pre-TWIII standards, would be ZOCOM units: units trained to fight tiberium almost as much as they do the enemy.
Here, that hasn't happened to us, and if it does we'll be treating it as a loss condition.
But it would be nice to have the option for deep raiding operations and whatnot. And it's very likely to synergize with the MARV Mk. II.
I approve of working on it... along with the other Talons research programs, one at a time, just to see what they do.
Is SCEDQuest still going on? @BOTcommander closed down his other quest.
SCEDQuest usually gets an update whenever we get a new quarter. We've already got the one for this quarter so we'll just have to wait.Is SCEDQuest still going on? @BOTcommander closed down his other quest.
Lol.Kane:
"Brothers and sisters, tell me this: How did I end up on sandwich-making duty and why has all the mayo been eaten BY MY OWN FORCE!?"
1)The fact that the GM has explicitly desisted from characterizing India suggests that it isnt them.Could be a new player. Could be the "known unknown" old player of Nod India. Parsimony suggests the latter to me. Note that the Falaks are primarily cargo submarines based on what we've seen so far, and India is very much the known "hang back, concentrate on economy" player so far.
Also note that no one warlord has a monopoly on submarine technology or attacks, so we shouldn't attribute all submarine warfare (including much smaller, non-Falak missile subs like the ones behind the Manchester raid) to the same warlord. That means there may not be a correlation between "where the Falaks come from" and "who's using submarines to mess with us."
1) Those frigates are already in high demand even before the CVEs show up, from convoy escorts and coastal picket duty to thickening the defenses around existing carrier and battleship groups to replacing existing Burkes et al.Even if we build the light carrier yards first, there will be frigates hitting the water in large numbers before the carriers do, because the frigates take less time to complete. But the longer it takes to finish the light carrier yards, the longer it will take for the naval situation to reach "okay."
1) The GM would cheerfully desist from characterizing India even if we were encountering products of theirs, so long as we had no reasonably way of deducing where those products came from. The lack of major submarine activity in the Indian Ocean proves little. GDI only travels the Indian Ocean along well known convoy routes, secured by escorts, both for fear of Bintang and on general principles. GDI does not roam the Indian Ocean freely, and as such, it wouldn't be that hard for Falaks to get past our forces and go where they like, being sighted only rarely. Now, if Falaks regularly cruised the Indian Ocean in great numbers, we would presumably stumble over them more often by chance... if we were looking, which we generally are not. Our Navy is in no position to go hunting for submarines in the Indian Ocean, whereas we would assuredly have spotted large numbers of submarines in the more heavily controlled and patrolled Atlantic.1)The fact that the GM has explicitly desisted from characterizing India suggests that it isnt them.
As does the apparent lack of major submarine activity in the Indian Ocean, which is not what you'd expect in the presence of major submarine-construction complexes on the Indian coastline.
2)Im discounting the other warlords out of hand because no known warlord, not even Stahl, would pass up the opportunity to exploit that sort of propaganda coup for greater clout and leverage inside the literally cut-throat politics of the Brotherhood.
And whoever is running the Falakim program doesnt need or want that kind of leverage, or the attention apparently.
Which says interesting things.
3)Plus there's the funding question. Navies are expensive to design, build and maintain, as Bintang demonstrates, and whoever is building nextgen stealth subs for the Brotherhood probably doesnt have all that much disposable income for land/air war with GDI, or to run multiple other RnD programs.
4)Furthermore, it bears noting that the Falaks were previously characterized in their first appearance as having been designed as missile submarines, and only being used as cargo subs because they werent entirely successful in that role. Their being relegated to cargo duty means there's a Falak-successor out there, and we havent seen it. Not to mention any siblings.
Our window of vulnerability will not properly close until we have enough light carriers guarding convoys that we can form effective carrier task forces to strike at enemy bases directly. A purely defensive strategy is not enough to secure ourselves, though we can slow the bleeding.Additionally, while no warlord has a monopoly on submarines, there seems to be a distinct operational difference between Falak-lineage submarines and all the rest, both in design and in use.
1) Those frigates are already in high demand even before the CVEs show up, from convoy escorts and coastal picket duty to thickening the defenses around existing carrier and battleship groups to replacing existing Burkes et al.
There isnt going to be a pool of free escorts to draw on if you slow down their construction.
2)I dont agree.
Delaying a 20x frigates/9 months shipyard so as to marginally accelerate the construction of a 4x CVEs/18 months shipyard is not going to shorten our window of vulnerability. Much the opposite.
3)Utimately, there is no tangible effect on ship availability based on when you start building a shipyard, only when you actually finish building it. A shipyard that begins construction in Q4 and finishes in Q1 will start and finish building its first ships at the same time as a shipyard that was built entirely in Q1.
Our window of vulnerability will not properly close until we have enough light carriers guarding convoys that we can form effective carrier task forces to strike at enemy bases directly. A purely defensive strategy is not enough to secure ourselves, though we can slow the bleeding.
Also, it is unrealistic to try to finish shipyards in a single quarter in any condition, because we cannot afford to waste dice on surge construction. If we're lucky, we get single-turn completion. If not, not.
The key difference between the new Talons laser projects and our existing point defense is the infernium laser technology we very recently stole. The crystal beam laser is 50+ years old and it shows. The Light Combat Laser project is to develop a new GDI infernium laser that can match or exceed modern Brotherhood lasers, not their outdated stuff from three wars ago.We already have laser point defense on all our armored fighting vehicles, I thought.
LCL is more like Laser Oprah. Everybody gets a laser.
Well, I still disagree with you about the wisdom of going 1-and-6 on our allocation of Free dice to Heavy Industry and Military, as opposed to 3-and-4 or maybe a compromise 2-and-5... But subject to that caveat, I'm not complaining. Honestly, while I may quibble about build order, just getting the yards done in a timely manner falls under "good enough," I suppose.Thats just it in my view. The sooner we can staunch the bleeding, the better off we will be. I acknowledge that we want the carriers out as well, especially as we are probably going to slow down the crazy Free dice Military investment if/when things underperform in Agriculture or Orbital. But, hmm. What if we had something like:
Military 8/8 Dice + 6 Free Dice 240 R
-[] Firehawk Wingmen Drones: 215/450 (3 Dice, 60 R) (57% chance)
-[] Railgun Munition Development: 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5): 54/200 (2 Dice, 20 R) (70% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Seattle): 0/300 (2 Dice, 40 R) (2/4 median)
-[] Shark Class Frigate Shipyard (Melbourne): 172/300 (2 Die, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development: 0/30 (1 Die, 10 R) (100% chance)
This being Anadyr Also Alliterates with two Free dice moved from HI to Military and put into Seattle. Setting that up to be in a good position to finish in Q1.
I am not a fan of being that dice-conservative with our shipyards. If this were a commitment we'd gotten at the beginning of a Plan and we just needed to do it to say that we'd done it, fine, but not when the naval situation is this bad. I'm very much willing to spend a Free die to move a yard from having a 14% chance of completion to having an 82% chance.Or the version where a die gets moved from Melbourne to Seattle, reducing the former's chance of completion to 14%, but giving the latter a 14% chance of completing (26% chance one of them completes). That would be very die conservative, but might not be the best move given we still need to staunch the bleeding, and the best way to do that is with more Frigates ASAP.
Based on the text we got from just starting phase 1 of Bergen I'd say it's absolutely essential.
All the more reason to get the bulk of our Anadyr spending out of the way now with those first three dice. We do not have the kind of economy that can comfortably support 100 R/turn on two Anadyr dice, 90-120 R/turn on research gachas, 60-90 R/turn on Bergen, and a 200+ R/turn military budget, all at once.Based on the text we got from just starting phase 1 of Bergen I'd say it's absolutely essential.
It looks like a ton of next generation projects are locked behind it.
And I do feel that there are good reasons to go for three dice on Anadyr this turn. Next turn we'll have 30 R/die research gacha projects popping up and we will very much want to take them, so trying to spend more than one die per turn on Anadyr will be painful, especially if we're also committed to continuing Bergen.
I am not a fan of being that dice-conservative with our shipyards. If this were a commitment we'd gotten at the beginning of a Plan and we just needed to do it to say that we'd done it, fine, but not when the naval situation is this bad. I'm very much willing to spend a Free die to move a yard from having a 14% chance of completion to having an 82% chance.
Also, I'm pretty sure that if two yards each have a 14% chance of completion, the chance of at least one completing is more than 26%...?
The MRAS system is going to be a bit different than the C&C4 Crawlers. Iirc Assault Crawlers are going to be basically Fatboys from Supreme Commander. Shitload of guns, able to resupply and rearm aircraft on the move, build replacement vehicles and parts from available resources. And basically allow a offensive to proceed without worrying as much about logistics.I'm going to note that the mobile/nomadic model of warfare most supported by mobile bases makes the most sense in the context of a war we're not fighting. Insofar as the strategic context of C&C 4 makes any sense, it's a world where territorial bases have been shattered and tiberium has overrun everything but the last ultra-concentrated strongholds before construction of the TCN begins to bring the world back from the brink. Nobody can afford to build and mobilize armies of millions of soldiers, and the terrain is so tiberium-riddled that conventional vehicles have very short operational range before they drive over a tiberium patch and get cancer rocks up in their running gear. So you get giant highly specialized mobile bases to support very small forces that are probably halfway to being what, by pre-TWIII standards, would be ZOCOM units: units trained to fight tiberium almost as much as they do the enemy.
Here, that hasn't happened to us, and if it does we'll be treating it as a loss condition.
But it would be nice to have the option for deep raiding operations and whatnot. And it's very likely to synergize with the MARV Mk. II.
I approve of working on it... along with the other Talons research programs, one at a time, just to see what they do.