C&C Generals: The Liberation is At Hand [Quest]

I'm concerned about the problem of the population of the camps being in our base, rather than secluded in the Hidden Soviet base, but we're going to battle basically next turn - we need both the Hospital and the Fortification.
I considered it, but in an earlier turn our recon told us that our defenses should be more than capable of handling this guy...and that's before we got a full unit of better tanks than he does getting trained up this turn and ready to go.
 
I considered it, but in an earlier turn our recon told us that our defenses should be more than capable of handling this guy...and that's before we got a full unit of better tanks than he does getting trained up this turn and ready to go.

I'll note that earlier turn was before the guy was noted to have his scorpions be super tough against rockets IIRC.
 
Turn 8
Turn 8

The Armored General is here. Even a kilometer away, you can hear the distant rumbling of engines. The last week has been hectic, desperate fortification and training. You have one of the most feared Generals the GLA had to offer, a master of vehicular warfare coming straight at you armed with cannons and rockets.

[x] No, put the men to use and have them patrol in Technicals and Buggies. (+1 Alertness,1d100 Training Roll)
Need: 10
1d100: 12
Result: Success

Nothing's come through as of yet, the patrols are keeping note of the Al'Rahid's forces as they approach. If any tricks are pulled, the patrols will be the first to know.

[x] Research Artillery Site (+3 to Ground Defenses) Cost: $500,000, 1 Turn
Need: 50
1d100: 49
Result: Failure, +10 for next attempt.

Sadly, success continues to elude the continued attempts to build effective artillery. There are plenty of examples of ineffective artillery, but such examples seem endless. Still, it's assured that they are close to finishing the project; it just won't be ready in time for the attack.


[x] Hospitals. We need them. Field medics are one thing, but we have an awful lot of dirty brown people here. And might mean disease and death. (+2 morale for Civilians, + 2 All loyalty) Cost: $500,000 (Upkeep: $100,000), 1 Turns
Need: 30
1d100: 187
Result: Critical Success!

Just as the Hospital is finished, you get your hands on a few Doctors who had been run out of a small city nearby, having been accused of witchcraft by Islamic Fundamentalists. These professional medical practitioners have joined your cause, believing in your generosity and respect.

[x] Fortify [the shit out of everything.] Cost: $250,000, 1 Turn. (+2 to Defense Rolls to all structures)
Need: 30
1d100: 66
Result: Success! Structures get +2 to Defensive Combat Rolls.

Concrete, steel armor, anything and everything that could take a bullet or a shell is tacked on every building around. The Hospital is covered in camo netting, barbed wire, and additional supports. Hopefully, a critical structure like that could take a hit or two.

[X] Tanker Crash Course (Can use non-GLA Tanks) Cost: $50,000, 2 Turns
Need: 20
1d100: 83
Result: Success.

No more time. The tanker crews are less trained than you'd prefer, but they are needed now. Hope fills you as the Crusaders begin to move, slowly but surely. The tanks move in a coordinated fashion and begin rolling to their designated positions behind barricades of steel and concrete, their turrets turning this way and that as they scanned the valley before them.

[X] Engineer Courses (Civilians can man advanced structures; War Factory, Radar Dome, Naval Yard, etc) Cost: $250,000, 4 Turns
Need: 40
1d100: 44
Result: Success.

You have your Corps of Engineers. It's a bit small, but it'll have to do. How fortunate for them that if they survive the attack, there'll be plenty of things for them to fix.

[x] Explore Cave System. Cost: $50,000, 6 Turns
Need: 60
1d100: 62
Result: Success, 5 Turns remaining.

The remains of the previous team were found; well, at least one of them. It looks like one of the men cracked his head on a rock. No sign of the rest of his team. There are signs of excavation, but no idea how old they are. The cave system looks to be very large and there are tunnels stretched every which way. So far, the main tunnel leads towards a downwards slope and the current team is unwilling to proceed any further without additional equipment.

[X] Build an Ore Refinery at the Port and escort the trucks and workers to the site and back. Cost: $250,000, 2 Turns. Reward: +$200,000 per Turn
Need: 25
1d100: 45
Result: Success. +$200,000

A rough road is made up the mountainous range surrounding the port towards the old ore fields. It takes several trips and a lot of griping from the technical drivers, but the term 'easy money' comes to mind when the ore is collected in a big mound in front of you. According to the miners, there would be plenty of ore to last you for the rest of the year.

Already mining shifts are being traded or fought over by those dreading the graveyard shift.

[X] Have Kallen hack the hard drives to find out if any intelligence is available. Cost: $50,000, 2 Turns
Need: 80
1d100: 82
Result: Success. 1 Turn remaining.

"According to most of the files I managed to crack, the GLA were planning an assault on a corporate based out in Aldastan that was exploiting the mineral deposits there," reports Kallen succinctly. She taps a few keys on her laptop and the powerpoint presentation shifts to show a large building with a distinctly non-local logo. "According to the locals, GAE has been exploiting them and the mineral deposits for a few months now. The GLA thinks they can destroy the base and take all the profits. GAE is heavily invested in this base and has a privately funded army protecting it. If the GLA and GAE fight, it won't be pretty; especially for the civilians impressed into service for both sides."

"There are a few more secure files I haven't cracked yet, but rest assured they'll be ready in my next report."


Cost 1.25 million

Funds: $9.55 Million

Population: +10,250 (4,000 Civilian/6,250 Military)

Infrastructure:

2x American MCVs (Deployed), 5 Power Slots taken, 1 Power Slot Available
- Radar Dome
- Airstrip
- Desalination Plant
- Hospital

War Factory (unpowered, 50% capability)

Hidden Soviet base + 1 small Power Plant, 3 Power Slots taken.
- Hidden Railway
- War Factory
- Submarine Pen (Damaged)

Defenses:
Mines, IEDs, Tank Traps, Pitfalls, BBs, Barbed Wire
Stinger Sites, Bunkers, HMG Nests, AT-Rocket Sites.

Military:

Sons of Anatolia
2x Infantry Regiments^^
1x SpecOp Regiment*

Infantry Forces: Satisfied(7) / Very Loyal (7)
3x Infantry Regiments^ (Rebels & Insurgents with Technical & Buggy Support, Experienced)

Vehicle Forces: Satisfied(7) / Very Loyal (7)
1x Armor Regiment^ (Scorpions with Technical & Buggy Support, Experienced)
1x Armor Regiment (Crusader Tanks)
2x Mammoth Tanks (no crew)

Artillery Forces: Satisfied(7) / Very Loyal (7)
10x MRLS Trucks
2x SCUD Launcher Trucks

Air Forces: Satisfied(7) / Very Loyal (7)
1x Tu-4 Bomber (1 pilot, minimum of 2 needed)
1x C-130J Super Hercules (no crew)
1x Air Regiment (Comanche Helicopters, no crews)
1x Gunship Regiment (VTOL Gunships, no crews)

Naval Forces: n/a
2x Victor-Class Submarines: (no crew)

Civilians: Satisfied (7) / Loyal (6)

Prisoners:
4x GLA Saboteurs (Enemy)
1x CIA Agent, Willis Huntley (Enemy)
2x UN Pilots (Enemy)
1x GLA Stealth Rebel (Enemy)
 
There are no options to choose for next turn, due to the attack.

For the moment, you must create a battle plan in order to survive this attack.

Praise my artistic skill as I show you your battlefield!



Your forces are as such:

Defenses:
Mines, IEDs, Tank Traps, Pitfalls, BBs, Barbed Wire
Stinger Sites, Bunkers, HMG Nests, AT-Rocket Sites.

Military:

Sons of Anatolia
2x Infantry Regiments^^
1x SpecOp Regiment*

Infantry Forces: Satisfied(7) / Very Loyal (7)
3x Infantry Regiments^ (Rebels & Insurgents with Technical & Buggy Support, Experienced)

Vehicle Forces: Satisfied(7) / Very Loyal (7)
1x Armor Regiment^ (Scorpions with Technical & Buggy Support, Experienced)
1x Armor Regiment (Crusader Tanks)
2x Mammoth Tanks (no crew)

Artillery Forces: Satisfied(7) / Very Loyal (7)
10x MRLS Trucks
2x SCUD Launcher Trucks

Air Forces: Satisfied(7) / Very Loyal (7)
1x Tu-4 Bomber (1 pilot, minimum of 2 needed)
1x C-130J Super Hercules (no crew)
1x Air Regiment (Comanche Helicopters, no crews)
1x Gunship Regiment (VTOL Gunships, no crews)

Naval Forces: n/a
2x Victor-Class Submarines: (no crew)

Now... start planning.
 
@Tabi, what's with the ^, ^^, and * marks over our forces? The ^ marks seem to be veterancy, but what about the * asterisk over the SpecOps?
 
MLRS's depending on what munitions they are loaded with at the time are known as either "71 kilometer sniper rifles" or "Grid Square Removal Systems" and quite aptly too.

Are they loaded with unitary warheads or are they loaded with cluster munitions?
 
@Tabi, what's with the ^, ^^, and * marks over our forces? The ^ marks seem to be veterancy, but what about the * asterisk over the SpecOps?
Ahem.

Recruit: (No Bonuses, -5 to Combat Related Rolls) Recruits can either be a danger to their enemies or themselves. Count on it being the latter.
Experienced: (+5 to Combat related Rolls) This is the standard trait for units that have seen some combat or have finished an extreme course of training. Units at this stage gain +1 to Alertness and ^ to denote their new rank.
Veteran: (+15 to Combat related Rolls) Units with this trait are about 100% more effective than their normal counterparts. Units at this stage gain +2 to Alertness and ^^ to denote their new rank.
Elite: (+25 to Combat related Rolls) Units with this trait are over a 150% more effective than their normal counterparts. This puts them roughly equal to standard equivalents of the Superpower's Elites. Units at this stage gain +4 to Alertness and * to denote their new rank.
 
[X] Deploy Sons of Anatolia Infantry Regiments with 2 Infantry regiments to the valley sides on the side of the traps to prevent enemies from bypassing the traps via the valley sides. Retreat to defensive line if main enemy force is more than 60% through the traps. 1x Sons of Anatolia and 1x our own on each valley side.
[X] Jarmen Kell will take the SpecOps and set up at his discretion for sniping.
[X] Remaining infantry to support the Crusader tanks.
[X] Scorpion Armor Regiment to be positioned behind/within the traps(if it's safe to do so) to harass enemies while they pick their way through the traps and cannot focus on counterfire. Retreat to main defensive line if main enemy force is more than 70% through the traps
[X] Crusader Tank Regiment forms up to reinforce any gaps in the defensive line where they mutually support fire with the defenses.

[X] Artillery hold fire until enemies are engaged with the traps, then begin bombarding their rear to force them through the traps or risk their force being cut off.
 
[X] Have Jarmen Kell take the SpecOps Regiment and perform hit and run attacks on their supplies before they strike, the less ammunition and fuel they have, the better.
[X] Position 2 Infantry Regiments(with Technical/Buggy support) on the Valley Sides (roughly parallel to the traps) to expose their flanking armour's sides, as well as for forward reconnaissance and calling the shots of the artillery. As the enemy reaches the centre of the minefield, open fire upon the flanking armour with any anti-tank weapons. Focus anti-infantry weapons on enemy technicals and infantry. If the enemy is 75% through the traps, start moving further back, about halfway between the traps and defensive line, and continue harassing until no longer able, after which, regroup with the main line.
[X] After they trigger our traps, our Artillery Forces will fire upon the rear elements of their strike force, it may not do much, but hopefully it will at least demoralize and/or do some damage before they reach our front, as well as force them to continue forward into our meat grinder.
[X] Anti-tank positions and our Crusader Tank Regiment should focus fire upon the enemy's Heavy Armour in the centre of the enemy formation.
[X] Our Scorpion Armour Regiment will perform hit and run strikes against the weaker elements of their attack force until the enemy is 80% through the minefield, after which they shall retreat to the main defensive line and plug any holes that may have been torn in the line.
 
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After they trigger our traps, our Artillery Forces will fire upon the lead elements of their spearhead, it may not do much, but hopefully it will at least demoralize and/or do some damage before they reach our front, or delay them enough that we have time to dig in with our defensive line, get everyone situated and plans laid out.
...what, why would you fire artillery into your own minefield? It just destroys our mines.

You want to hit their rear to force them to go through the traps the hard way
 
...what, why would you fire artillery into your own minefield? It just destroys our mines.

You want to hit their rear to force them to go through the traps the hard way

Well, what I was thinking was more that most of the traps would already be triggered, and I just realized I assigned the SpecOps unit to the wrong task, one minute, gonna go fix that.

Edit: Actually it's not bad, the SpecOps, thought there for a minute it was terrible, just gonna go and re-do the artillery, yay late-night planning...
 
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Battle Interlude: The Armored General
Battle Interlude: Attack of the Armored General

Al'Rahid may be a fanatic about vehicular warfare, but he did not become a General by being especially stupid. His KV-VI Heavy Tanks launched off their Katyusha rockets into the valley, destroying numerous hidden IEDs and lighter mines. Fortunately, however, the explosives underneath a good few feet of ground proved resilient enough to withstand the rocket barrage.

Not long after, his Technicals and Buggies were surging forwards, guns ablazing.

Jarmond Kell's snipers began putting bullets into the heads of enemy drivers and gunners from their hidden perches as your Scorpions engaged the lighter vehicles with their seventy-fives.

[X] Scorpion Armor Regiment to be positioned behind/within the traps(if it's safe to do so) to harass enemies while they pick their way through the traps and cannot focus on counterfire. Retreat to main defensive line if main enemy force is more than 70% through the traps
Need: 40
1d100: 34
Result: Failure. Tank Regiment at 50% capacity.

Dozens of technicals outright crashed, dozens more exploded as tank shells turned them into moving frames of fire on wheels while the buggies let loose a veritable storm of unguided rockets.

It was your turn to feel the pain as over half your tank regiment was burst into fire and exploded.

"Fall back! Fall back!" You shout into the headset. "Draw them in! RPG squads, ready your rockets! Fire on my mark!"

The remaining Scorpions reversed, leaving behind twenty burning light tanks as Rahid's heavies began their slow march forwards. Heavily armored Scorpions were the first to push forwards, baring the vanguard of the Armored General's might.

The Scorpion-IVs fail to trigger the larger traps as they formed a wall in front of the heavy tanks, firing their cannons as ranging shots across the valley. Most fail to hit anything or fall short, but some whizz over the defenses and impact the buildings behind them.

[X] Jarmond Kell will take the SpecOps and set up at his discretion for sniping.
Need: 35
1d100: 40
Result: Success

Snipers continued to take shots of opportunity, sending bullets into exposed hatches or puncturing lighter armor.

A handful of the heavy Scorpions halted, their crew dead or dying, but the tanks continued forward, pushing the unmanned vehicles forwards with force of numbers.

"Now!"

Dozens of rocket tubes were triggered and a hail of rocket propelled grenades sails from the foliage covered valley sides. An interesting thing about tank warfare; the sides rear are at least decently armored. But the top? The top armor was almost always a weakness that even experienced Tankers overlooked, because threats almost always were centered on the front and sides.

The Scorpions that the Armored General fielded were made to screen his heavier tanks, so most of their armor was placed in front of the tank, with at least two thirds on the sides.

But the armor overhead only saw slight improvements, due to design limitations as most enemies aimed for the center of mass rather than the hard to aim weak spots.

Even so, this many RPGs?

You watch in satisfaction as an entire Regiment of enemy Scorpion tanks burst into flames, bringing the march to a halt as the next salvo of RPGs filled the air.

"Withdraw now!" You order. Just in time too.

Even as their vanguard of Scorpions were destroyed, the TOG-type tanks were already firing into the valley incline. Some had Quad Cannons, spraying the foliage with a hail of bullets meant for killing armored aircraft. A few puffs of red were their reward as unlucky infantry turned into so much mist.

[X] Deploy Sons of Anatolia Infantry Regiments with 2 Infantry regiments to the valley sides on the side of the traps to prevent enemies from bypassing the traps via the valley sides. Retreat to defensive line if main enemy force is more than 60% through the traps. 1x Sons of Anatolia and 1x our own on each valley side.
Need: 60
1d100: 64
Result: Success, minimal casualties.

Fortunately, most of them were already gone by the time the KV-VI's rocket barrage set the valley incline on fire.

The TOGs trudged forwards, cannons blazing as their highly accurate fire struck the fleeing Scorpion and cored several with their armor piercing shells. Their cannons roared and explosions littered the defensive line and even punched through to impact the building behind.

[X] Remaining infantry to support the Crusader tanks.
[X] Crusader Tank Regiment forms up to reinforce any gaps in the defensive line where they mutually support fire with the defenses.
Need: 50
1d100: 77
Result: Success.

You press the remote trigger for the heavier mines and IEDs. The KV-VIs behind the wall of TOGs erupted into flames, ammunition cooking off as a dozen were outright destroyed, with half crippled and on fire. With confusion reigning in the back, your defenses began firing rockets and missiles into the TOGs. Crusader Tanks began firing their hundred twenties, digging into the thick armor of the TOG tanks.

Two TOGs crawled to a stop as fire billowed out, soon after they exploded as fuel tanks ruptured and ammunition cooked off.

The battle was joined now, with enemy fire so thick, your defenses were torn apart. Even the modern Crusader tanks could not withstand the fire being directed at them, soon enough more and more began to go up in gouts of flame. There was no more time, they were committed.

The defenses were crumbling, buildings were on fire, the infantry were struggling, it was too late for Al'Rahid to back out now.

"Artillery, fire everything!"

[X] Artillery hold fire until enemies are engaged with the traps, then begin bombarding their rear to force them through the traps or risk their force being cut off.

In the very rear of the defensive line, twelve trucks raised their weapon mounts. Ten pairs of MRLS boxes shifted and took careful aim. Moments later, a salvo of missiles screamed out in a fiery arc. The two SCUD missiles roared and shot into the air.

Exactly fifteen seconds later, the salvos struck the tanks forcing their way through the wrecks of their comrades. More than half the enemy tank line ceased to exist as the barrage of missiles penetrated their armor and cut through it like so much paper mache. The SCUD's high explosive warheads exploded just above the train of KV-VIs and absolutely flattened them. The entire valley was on fire and Jarmond Kell was reporting no remaining enemy units.

The battle was won, but not without casualties.

Your tank regiments were effectively decimated, even with combining the remnant of both tank regiments, you were still only at 20% capacity. Your defenses were nonexistent, and several buildings suffered damage from enemy fire.

Damage Report:

Infrastructure:
Hospital (Damaged) Cost: $100,000
Radar Dome (Damaged) Cost: $250,000
Ore Refiner (Damaged) Cost: $50,000
200 Civilians killed.

Defenses:
None remaining. All destroyed.

Military:

Vehicle Forces: Satisfied(7) / Very Loyal (7)
1x Armor Regiment^^ (Scorpions with Technical & Buggy Support, Veteran, 10% Capacity)
1x Armor Regiment^^ (Crusader Tanks, Veteran, 10% Capacity)
2x Mammoth Tanks (no crew)
 
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