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

Mission 3, Turn 11: October 7, 2058
Raw plan/resolution:
[x] Plan Base Expansion
-[x] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
--[x] Setup outpost in B6
-[x] Engineering Squad: -450 credits (10% discount), -1 housing
--[x] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
--[x] Send to B7 to activate Tib Spike #2
-[x] Give the diplomat a ride to A2 (one APC)
-[x] Detach APCs to InOps prisoner convoy (two APCs will detach for several days)
--[x] Add Pitbull (non-veteran) for security
-[x] APCs (optionally with infantry) and/or Pitbull patrols in southern zone (specify number)
--[x] Pitbull (vet) in B7-D7
-[x] APCs (optionally with infantry) and/or Pitbull patrols in northern zone (specify number)
--[x] APC #9 and #10 with Infantry #4 and #8 from B1-D1

T+0
Surveyor built in B5 (-1500)
Engineering Squad built in B5 (-450)
Harvesters harvest + return in D4 (+1500, 10x load left)
Spike income (+25, 2604 total)

APC #7, APC #8 B4 -> A4 (detached), Pitbull #2 will follow
(Control Group 1) APC #9, #10 + Infantry #4, #8 B4 ->B3
APC #6 B4 -> B3
Pitbull B4 -> B5

T+1
APC #7, #8 loading in A4; Pitbull holding
Control Group 1 B3 -> B2
APC #6 B3 -> B2
Pitbull B5 -> B6

T+2
Control Group 1 B2 -> B1; initiating B1-D1 patrol route
APC #7, #8, Pitbull A4 -> B4
APC #6 B2 -> A2
Pitbull B6 -> B7

T+3
APC #7, #8, Pitbull B4 -> B5
Pitbull B7 -> C7; initiating B7-D7 patrol route

October 7, 2058

"Control group one... created." your EVA unit informs you. You wrinkle your nose and turn that particular notification off. You don't really need to be informed verbally that you've just formed a bunch of APCs and infantry into an "easily selectable" group. Having decided that you're ok sending out your mobile units to patrol the outer area perimeter, you spend sometime adjusting your EVA so you can more easily issue orders. Honestly, the time savings are on the order of seconds, which, realistically speaking, won't matter too much - you're usually on the offensive, have enough heads up that you have minutes to issue orders, or get ambushed, which renders most orders that you have to issue moot. But it's not like you have anything else to do with your time once you get everyone going.

The construction crews have gotten back from your eastern outposts and finish assembling the surveyor, while an engineering squad arrives in B5 via V-35 Ox, carrying the familiar looking personnel transport module.

Neither of your patrol groups uncover anything so far, although the APC group has only just arrived at their assigned patrol zone. The Pitbull is about 66% of the way through its first sweep, highlighting just how fast those things are. You're still getting used to their effective weapon ranges and timing on the mortar, though.

It takes the APCs you detached to InOps some time to load the prisoners (more like it takes InOps half a day to get their shit together), so they haven't even left your base yet. Your diplomat-carrying APC is a little faster, and Representative Karpov arrives in the A2 sector in a fairly timely fashion, getting to work quickly. You're frankly impressed with his ability to get through the various pleasantries involved in interacting with the Forgotten and get to the point quickly without offending anyone.

The Forgotten requests are a fairly standard power plant and barracks (seems that they've had some "population growth" recently and there's apparently some friction at the family level that will be resolved with some extra housing). However, they also want the bridge from A2 to A3 repaired. Looking at video footage of said bridge, you can see why. The guardrails are long since gone and the ravine below is littered with scattered civilian (and not-so-civilian) vehicle wrecks; you're pretty sure it would collapse if a squad of infantry tried to cross it. You'll need to send an engineering squad over there to take care of that. In return, they will grant mining access to the Tiberium fields in A1 and A3, as well as permission to operate the spikes in B2.

You nod as you listen to all this - nothing unusual here. Sergeant Rei reports that repairs are proceeding as expected in his area and they will begin their SAM site sweep once that's done.

EVA Report Follows:

Current Objectives:
Prevent unauthorized ground access to grid sectors A4, A5 (primary command directive)
Protect Power Plant, Prison Complex in sector A5 (primary command directive)
Protect Prison Complex in sector A4 (primary command directive)
Provide any reasonable assistance to InOps (secondary command directive)
- Prepare transport and escort for prisoner convoy heading south (in progress)
Provide any reasonable assistance to Diplomatic Corps (secondary command directive)
- Escort diplomatic corps representative to A2 outpost (completed)
- Construct power plant in A2
- Construct barracks in A2
- Repair A2->A3 bridge using an engineering squad
Provide assistance to 359th Mechanized Infantry Platoon (hostile forces repelled; repairs in progress - 4 days remaining)

Base Status:
Power: 55/300
Housing: 1/28;
Building Slots B4: 0/8
Building Slots B5: 0/8
Building Slots D4: 0/4 (medium Tiberium concentration)
Credits: 2604
Infantry Requisition Capacity: 4
Vehicle Requisition Capacity: 1
Infantry/Engineers can change loadout at B4 or B5.
Vehicles can change loadout at B4.
Tiberium Storage Capacity: 400/3000
Tiberium Income:
D4: +1500/turn (estimated 5 more turns)
B7: +25/turn
Buildings:
- Prison Complex, MG Sentry Tower, Sandbags at A4
- Power Plant, Prison Complex, AA Emplacement (no power use), Sandbags at A5
- Construction Yard, Power Plant, Barracks x3, War Factory, Sandbags at B4
- Construction Yard, 2x Silo, Power Plant, Barracks x2, Command Center, Sandbags, MG Sentry Tower at B5
- Outpost, Power Plant, Tiberium Refinery, Sandbags at D4
- Power Plant at A7
- Power Plant, Sandbags, Railgun turret at C5

Miscellaneous Options (pick any number, these do not take construction slots)
[] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
Request command task a satellite to take a picture of the designated grid sector; have your command post crew analyze the data and coordinate comms. This will let you get a good picture of what's going on in your area of operations without having to send troops in.

[] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
Have your APCs lay active mines in strategic locations. These may deliver damage to hostile units entering the area, but are vulnerable to stealth detection measures. However, they are a great "tripwire" mechanism, since they send out a signal prior to detonation - they won't let you know what set them off, but they'll let you know that something set them off. As has just been demonstrated.
-[] Designate sectors

[] Dismantle Tiberium Silo: +50 Credits, +10 Power, +1 Building Slot
You're running up against your Tiberium storage limits, so this may not be the best idea at this time.
-[] Sector B5 (up to two)

Construction Options (Pick 2, may double up, may 'queue up' buildings until other pre-conditions are met):
[] Power Plant: +100 Power, -1 Building Slot, -500 Credits
You're good for power right now, so you probably don't need one of these at this time. The Forgotten in sector A2, though, need one as a condition for Tiberium harvesting access.

[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
You're about to run out of housing for the troops you've got, so it's time to put one of these up. Also, the Forgotten in sector A2 need one if you want access to their Tiberium fields and spikes.
-[] Write-in sector(s)

[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
You just built one, maybe deploy it first before building another one.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square; Unlocks one RADAR Scan ability use per command post per turn.
Your comms are about as clear as you can make them, and you can move your elbows without hitting a wall or a construction worker. You don't really need a second one at this time.

[] Tiberium Refinery: -2000 Credits, -40 Power, 2 Building Slots (no free harvester)
The planned base expansion in B6 is an ok place to put one of these; harvesting will be a little slow even with two harvesters, but it'll contribute to your bank.

[] War Factory: -2000 Credits, -40 Power, -2 Building Slots, +2 vehicle requisition capacity, repairs all vehicles in grid square, allows vehicles in grid square to swap loadout
The planned base expansion in B6 is a pretty good place to put one of these so you can requisition additional vehicles a little more rapidly.
-[] Write-in sector(s)

[] Defensive Turret: -600 Credits, -10 Power, Detects Stealth
Now that you've got a command post set up, you can build defensive turrets. As usual, there are three varieties - anti-infantry machine gun, anti-tank railgun and anti-air quad cannon or surface-to-air missile. Your choices for location are the harvesting operation or your main base sectors.
-[] Machine Gun; +5 vs infantry
-[] Railgun; +10 vs vehicles
-[] AA installation; +10 vs aircraft; -10 vs others

[] Sandbags: -500 Credits, +5 to all defensive infantry rolls in sector
If you establish a new outpost, having some sandbags makes pretty good sense. Otherwise, you've got all the sandbags you could need.

Requisition Options:

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 (B4, B5)

[] Infantry Squad: -450 credits (10% discount), -1 housing.
You've got more APCs than infantry, and you have a big base to defend against an unknown amount of Nod forces; infantry excel at defensive engagements, therefore you feel some infantry would be a good investment.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry

[] Engineering Squad: -450 credits (10% discount), -1 housing
You may want to re-activate that other Tiberium spike in sector B7, reinforce your buildings if they come under attack, or carry out field repairs on your APCs without having them return to the war factory. To those ends, an engineering squad is exactly what the doctor ordered.
-[] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[] Additional repair gear: can repair 2 vehicles per turn; cannot interact with buildings

Vehicle Requisition Options: Pick 0 or 1
New vehicle will arrive at B4 next turn.

[] Guardian APC: -600 credits, -1 housing, 3 speed
You can never go wrong with a Guardian APC, with its flexible turret mount, good speed and reasonable armor protection. With shipments of ablative armor plating coming in, you can mount it on your vehicles if you choose.
Loadout options (1 weapon slot):
-[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)

[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 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 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.
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits

Graphical Representation of Operational Area:
A1: Flat, Lake
Tiberium Field (13x)
B1: Flat
2x Guardian APC
2x Infantry Squad
C1: Flat, Lake D1: Flat
A2: Rocky/Urban
Forgotten Outpost (5x Building)
1x Guardian APC
--------| |--------​
B2: Flat, Tiberium Spike (4x)C2: RockyD2: Flat
Minefield
--------| |--------​
A3: Tiberium Field (13x)
--------------------​
B3: FlatC3: Flat

----------------------------​
D3: Flat
Tiberium Field (12x)
------------| |------------
---------------------​
|A4: Flat
|Prison Complex;
|Sandbags, Sentry Tower (mg)
|
|
B4: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks, War Factory, Sandbags;
|----------------------------
|
- C4: Flat
-
|
|
|
------------| |------------

D4: Flat
Outpost, Refinery
Power Plant, Sandbags
Tiberium Field (10x)
2x Harvester
|A5: Flat
|Prison Complex;
|Sandbags, AA Turret
|Power Plant
|
---------------------​
B5: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks x2, Command Center,
Sandbags, Sentry Tower (mg)
2x Guardian APC; 1x Pitbull - detached
Engineer Squad
Commander Location
2x Infantry Squad (1 gl)
| C5: Rocky/Urban
| Forgotten Outpost (6x Building)
| Power Plant, Railgun Turret
|
D5: Flat
Tiberium Field (6x)
A6: Flat
Tiberium Field (13x)
B6: FlatC6: Flat|D6: Flat
|Tiberium Field (11x)
|--------------------------
A7: Rocky/Urban
Forgotten Outpost (7x Building)
Power Plant
B7: Rocky
Tiberium Spike
Tiberium Spike
C7: Flat
1x Pitbull
Tiberium Field (11x)
D7: Flat
A8: Lake, Steep Shore
No Ground Unit Access
B8: FlatC8: Flat
Tiberium Field (5x)
D8: Flat

Forgotten Territory Status:
GDI access is forbidden to the following sectors: A2, A7
Tiberium harvesting is forbidden in the following sectors: A1, A3
Mine-laying is forbidden in any sector adjacent to a Forgotten village
Attempting to capture/re-activate Tiberium spikes in B2 is forbidden at this time

Current Force Status:
APC #1: Elite, Minigun - remote, repairs pending
APC #2: Elite, Guided Rocket - remote, repairs pending
APC #3: Elite, Guided Rocket - remote, repairs pending
APC #4: Elite driver/Veteran gunner, Minigun - remote, repairs pending
Infantry Squad #1: Veteran - remote, repairs pending
Infantry Squad #2: Veteran - remote, repairs pending
Infantry Squad #3: Veteran - remote, repairs pending
Engineering Squad #1: Repair, Tune-up, Veteran - remote, repairs pending
APC #5: Minigun - remote, repairs pending
APC #11: Minigun - remote, repairs pending
APC #13: Minigun - remote, repairs pending
APC #14: Minigun - remote, repairs pending
Infantry #6: - remote, repairs pending
Infantry #7: - remote, repairs pending

Garrison (all vehicles have ablative plating):
Pitbull: Rocket, Mortar, Veteran - C7, Patrolling B7 <-> D7
Pitbull #2: Rocket, Morater - B5 (escorting InOps detachment)
APC #6: Rocket, Veteran - A2
APC #7: Minigun, Veteran - B5 (detached to InOps)
APC #8: Rocket - B5 (detached to InOps)
APC #9: Rocket, Veteran (gunner) - B1, Patrolling B1 <-> D1
APC #10: Minigun, Veteran - B1, Patrolling B1 <-> D1
Infantry #4: Veteran - B1, Patrolling B1 <-> D1
Infantry #8: Veteran - B1, Patrolling B1 <-> D1
Infantry #9: Grenade Launchers - B5 (dug in)
Infantry #10: - B5 (dug in)

Not much to do here military-wise unless you want to adjust your patrol routes or lay some mines with the northern APCs. You consider whether to move your B5 infantry out to B6. That'll place them in a position to defend the base expansion immediately in case of attack but they won't be able to respond to attacks on B4 in that case. Your engineers will be getting to B7 within two days on foot, and it will also take your detached APCs two days to leave the area - the Pitbull will be released back to you when they do so.

[] B5 infantry remains in place as a "quick" response force
[] B5 infantry moves to B6 to protect new expansion

Overall, a nice and quiet day.

[AN: Updates will be spotty until after new years weekend. Also, a reminder that you can "overspend" by an amount equal to your projected income. Not necessarily always the best idea, but it's an option in case you want to crank things out fast. You can also pre-queue buildings so that they'll go up after a prerequisite (for example, an outpost) becomes fulfilled. Thanks to everyone for reading and to those putting in the effort to create plans.]
 
New requests aren't all that bad.

[x] Plan new bases and sub-quests
-[x] Depoy MCV in B6
-[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
--[x] B6 (to build once Outpost is established)
-[x] Power Plant: +100 Power, -1 Building Slot, -500 Credits
--[x] A2
-[x] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
-[x] B1 and C1 (total -600 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%.
--[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits
-[x] B5 infantry moves to B6 to protect new expansion
-[x] Continue moving Engineering Squad to B7 to activate Tib Spike

Costs: 500+500+600+800+50= 2450

+ 4 Housing
+ 1 sub-objective

This plan begins securing our northern flank with minefields, improves our housing situation with a barracks, secures our new outpost against immediate attack and adds a predator for some well needed Heavy Firepower to our assets.

Next turn I am thinking of building that Forgotten barracks and ordering an APC and 2nd Engineering squad in order to go fix the bridge, handling the third and final request.
 
Mission 3, Turn 12: October 8, 2058
Raw plan/resolution:
[x] Plan new bases and sub-quests
-[x] Depoy MCV in B6
-[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
--[x] B6 (to build once Outpost is established)
-[x] Power Plant: +100 Power, -1 Building Slot, -500 Credits
--[x] A2
-[x] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
-[x] B1 and C1 (total -600 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%.
--[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits
-[x] B5 infantry moves to B6 to protect new expansion
-[x] Continue moving Engineering Squad to B7 to activate Tib Spike

T+0
Enginering Squad #2, Infantry #9, #10 B5 -> B6
APC #9 lays minefield in B1 (-300)
Surveyor B4 -> B5
Pitbull C7 -> D7
APC #7, #8, Pitbull #2 B5 -> B6
Power Plant Built in A2 (-500)
Predator Tank arrives in B4 (-850)
Harvesters collect and return Tiberium in D4 (+1500, 8x load left)
Spike Income +25

T+1
Control Group 1 B1 -> C1
APC #7, #8, Pitbull #2 B6 -> B7
Surveyor B5 -> B6
Pitbull D7 -> C7

T+2
APC #10 lays minefield C1 (-300)
APC #7, #8, Pitbull #2 B7 -> B8
Pitbull C7 -> B7
Surveyor deploys

T+3
Control Group 1 C1 -> D1
Pitbull B7 -> C7
Barracks built B6 (-500, 1679 total)

T+4
Control Group 1 D1 -> C1

October 8, 2058

"Manual Tiberium sweep completed, ma'am." Corporal White reports to you. "No Tiberium penetration found in living quarters in sector B4." You're pretty sure he knows what you were doing with that, as he seems to have a slight smirk on his face.

You return the smirk. "Glad we can reassure the new tank crew that they'll be living Tiberium-free. If there's nothing else, that will be all. Dismissed, corporal."

He salutes and departs the command post, leaving you with a mess of icons on the command interface. The construction work in the Forgotten outpost at A2 is making good progress, with the power plant having already been built. Several minefield indicators show along the northern perimeter of your operational area, while a Pitbull rapidly cycles along the southern perimeter. A couple more days, and you'll have that entire northern perimeter covered, giving you a day's warning of most ground-based assaults from that direction.

The Pitbull does report, when entering sector D7, that your minefield appears to have "probably gotten a buggy or something similar" when it detonated - a rubber tire and some metal debris lies off to the side of a trail that has been "blazed" through the minefield. The remaining mines are likely no longer capable of providing any effective deterrent.

Several hours pass as the InOps convoy makes its way south - to your relief, no contacts are reported. They'll be out of your hair within another day. You take a few minutes to inspect the newly arrived Predator tank. It's a tried-and-true piece of engineering. The railgun has been standard equipment for several years now, and the ablative plating gives it a bulkier appearance. You shudder to think that GDI commanders used to have to field-swap railguns in place of the projectile cannons; the targeting software adjustment alone must have been horrendous. You welcome the crew and direct them to their quarters.

You also visit the Forgotten in the medical bay. The "easy" cases will be released within a couple of days, while the heavier wounds will have to be airlifted out to medical facilities more capable of dealing with them. Things such as broken bones, shrapnel embedded in internal organs, and, in one case, a shattered Tiberium crystal. To your relief, Sabuur is one of the former cases, although he's out like a light when you make your visit - healing from multiple shrapnel wounds takes a lot out of a guy, even if he's got Tiberium sideburns.

By the time you return to the command post, the surveyor had deployed in sector B6 and the construction crews have dug out the space for and installed living quarters. The infantry you've sent there are still in the process of evaluating the best places to set up heavy weapons and fighting positions, but by tomorrow they should be dug in like ticks.

Now that you've got plenty of extra space to put new (and potentially returning) people, you've got a few priorities - continuing the work on the Forgotten outpost in A2, additional fortifications in B6 and possibly a Tiberium harvesting operation there to get at the green crystal in A6. You smile and lean back in your chair. All manageable problems, and you could get used to this.

EVA Report Follows:

Current Objectives:
Prevent unauthorized ground access to grid sectors A4, A5 (primary command directive)
Protect Power Plant, Prison Complex in sector A5 (primary command directive)
Protect Prison Complex in sector A4 (primary command directive)
Provide any reasonable assistance to InOps (secondary command directive)
- Prepare transport and escort for prisoner convoy heading south (in progress)
Provide any reasonable assistance to Diplomatic Corps (secondary command directive)
- Construct power plant in A2 (completed)
- Construct barracks in A2
- Repair A2->A3 bridge using an engineering squad
Provide assistance to 359th Mechanized Infantry Platoon (hostile forces repelled; repairs in progress - 3 days remaining)

Base Status:
Power: 40/300
Housing: 4/28;
Building Slots B4: 0/8
Building Slots B5: 0/8
Building Slots B6: 6/8
Building Slots D4: 2/6 (light Tiberium concentration)
Credits: 2604
Infantry Requisition Capacity: 4
Vehicle Requisition Capacity: 1
Infantry/Engineers can change loadout at B4, B5 or B6.
Vehicles can change loadout at B4.
Tiberium Storage Capacity: 1400/3000
Tiberium Income:
D4: +1500/turn (estimated 4 more turns)
B7: +25/turn
Buildings:
- Power Plant at A2 (disconnected)
- Prison Complex, MG Sentry Tower, Sandbags at A4 (disconnected)
- Power Plant, Prison Complex, AA Emplacement, Sandbags at A5 (disconnected)
- Power Plant at A7 (disconnected)
- Construction Yard, Power Plant, Barracks x3, War Factory, Sandbags at B4
- Construction Yard, 2x Silo, Power Plant, Barracks x2, Command Center, Sandbags, MG Sentry Tower at B5
- Outpost, Barracks at B6
- Outpost, Power Plant, Tiberium Refinery, Sandbags at D4
- Power Plant, Sandbags, Railgun turret at C5 (disconnected)

Miscellaneous Options (pick any number, these do not take construction slots)
[] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
Request command task a satellite to take a picture of the designated grid sector; have your command post crew analyze the data and coordinate comms. This will let you get a good picture of what's going on in your area of operations without having to send troops in.

[] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
Have your APCs lay active mines in strategic locations. These may deliver damage to hostile units entering the area, but are vulnerable to stealth detection measures. However, they are a great "tripwire" mechanism, since they send out a signal prior to detonation - they won't let you know what set them off, but they'll let you know that something set them off. As has just been demonstrated.
-[] Designate sectors

[] Dismantle Tiberium Silo: +50 Credits, +10 Power, +1 Building Slot
You're running up against your Tiberium storage limits, so this may not be the best idea at this time.
-[] Sector B5 (up to two)

Construction Options (Pick 2, may double up, may 'queue up' buildings until other pre-conditions are met):
[] Power Plant: +100 Power, -1 Building Slot, -500 Credits
You're good for power right now, so you probably don't need one of these at this time, although if you build anything substantial, you'll need to put down another power plant.

[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
The Forgotten in sector A2 need one if you want access to their Tiberium fields and spikes, but you're doing ok for housing right now.
-[] Write-in sector(s)

[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
You don't feel a need to expand your base right this second - between your new expansion site and continued Tiberium clearance operations in D4, you're not hurting for space too bad.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square; Unlocks one RADAR Scan ability use per command post per turn.
Your comms are about as clear as you can make them, and you can move your elbows without hitting a wall or a construction worker. You don't really need a second one at this time.

[] Tiberium Refinery: -2000 Credits, -40 Power, 2 Building Slots (no free harvester)
The planned base expansion in B6 is an ok place to put one of these; harvesting will be a little slow even with two harvesters, but it'll contribute to your bank.

[] Tiberium Silo: -100 Credits, -10 Power, -1 Building Slot
One of the things you consider doing with your new facility is to set up some Tiberium storage so you can build up a little Tiberium reserve. Not your highest priority, though.

[] War Factory: -2000 Credits, -40 Power, -2 Building Slots, +2 vehicle requisition capacity, repairs all vehicles in grid square, allows vehicles in grid square to swap loadout
The base expansion in B6 is a pretty good place to put one of these so you can requisition additional vehicles a little more rapidly.
-[] Write-in sector(s)

[] Defensive Turret: -600 Credits, -10 Power, Detects Stealth
Now that you've got a command post set up, you can build defensive turrets. As usual, there are three varieties - anti-infantry machine gun, anti-tank railgun and anti-air quad cannon or surface-to-air missile. Your choices for location are the harvesting operation, B6 expansion or your main base sectors.
-[] Machine Gun; +5 vs infantry
-[] Railgun; +10 vs vehicles
-[] AA installation; +10 vs aircraft; -10 vs others

[] Sandbags: -500 Credits, +5 to all defensive infantry rolls in sector
Your new outpost could use some sandbags to reinforce your infantry fighting positions; other than that, that's enough sandbags for now.

Requisition Options:

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 (B4, B5, B6)

[] Infantry Squad: -450 credits (10% discount), -1 housing.
You've got more APCs than infantry, and you have a big base to defend against an unknown amount of Nod forces; infantry excel at defensive engagements, therefore you feel some infantry would be a good investment.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units, cannot engage aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry

[] Engineering Squad: -450 credits (10% discount), -1 housing, -20 vs all targets, cannot engage aircraft
You may want to re-activate that other Tiberium spike in sector B7, reinforce your buildings if they come under attack, or carry out field repairs on your vehicles without having them return to the war factory. Or carry out an in-person evaluation of that bridge between A2 and A3. To those ends, an engineering squad is exactly what the doctor ordered. They are not front line combatants though, and their light armament should not be expected to perform well there.
-[] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[] Additional repair gear: can repair 2 vehicles per turn; cannot interact with buildings

Vehicle Requisition Options: Pick 0 or 1
New vehicle will arrive at B4 next turn.

[] Guardian APC: -600 credits, -1 housing, 3 speed
You can never go wrong with a Guardian APC, with its flexible turret mount, good speed and reasonable armor protection. With shipments of ablative armor plating coming in, you can mount it on your vehicles if you choose.
Loadout options (1 weapon slot):
-[] 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, cannot engage aircraft
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)

[] 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, cannot engage aircraft may engage two units simultaneously, costs additional 100 credits
-[] Ablative Plating: Negates damage from first laser attack; costs 50 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 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.
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits

Graphical Representation of Operational Area:
A1: Flat, Lake
Tiberium Field (13x)
No Recent Recon Data
B1: Flat
Minefield
C1: Flat, Lake
2x Guardian APC
2x Infantry Squad
Minefield
D1: Flat
A2: Rocky/Urban
Forgotten Outpost (5x Building)
Power Plant
1x Guardian APC
--------| |--------​
B2: Flat, Tiberium Spike (4x)C2: Rocky
No Recent Recon Data
D2: Flat
Minefield
--------| |--------​
A3: Tiberium Field (13x)
No Recent Recon Data

--------------------​
B3: FlatC3: Flat
No Recent Recon Data
----------------------------​
D3: Flat
Tiberium Field (12x)
No Recent Recon Data

------------| |------------
---------------------​
|A4: Flat
|Prison Complex;
|Sandbags, Sentry Tower (mg)
|
|
B4: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks, War Factory, Sandbags;
|----------------------------
|
- C4: Flat
-No Recent Recon Data (48 hours)
|
|
|
------------| |------------

D4: Flat
Outpost, Refinery
Power Plant, Sandbags
Tiberium Field (8x)
2x Harvester
|A5: Flat
|Prison Complex;
|Sandbags, AA Turret
|Power Plant
---------------------​
B5: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks x2, Command Center,
Sandbags, Sentry Tower (mg)
Commander Location
| C5: Rocky/Urban
| Forgotten Outpost (6x Building)
| Power Plant, Railgun Turret
D5: Flat
Tiberium Field (6x)
No Recent Recon Data
A6: Flat
Tiberium Field (13x)
No Recent Recon Data
B6: Flat
Outpost, Barracks
Engineer Squad
2x Infantry Squad (1 gl)
C6: Flat
No Recent Recon Data
|D6: Flat
|Tiberium Field (11x)
| No Recent Recon Data

|--------------------------
A7: Rocky/Urban
Forgotten Outpost (7x Building)
Power Plant
B7: Rocky
Tiberium Spike
Tiberium Spike
C7: Flat
1x Pitbull
Tiberium Field (11x)
D7: Flat
A8: Lake, Steep Shore
No Ground Unit Access
B8: Flat
2x Guardian APC; 1x Pitbull - detached
C8: Flat
No Recent Recon Data
Tiberium Field (4x)
D8: Flat
No Recent Recon Data

Forgotten Territory Status:
GDI access is forbidden to the following sectors: A2, A7
Tiberium harvesting is forbidden in the following sectors: A1, A3
Mine-laying is forbidden in any sector adjacent to a Forgotten village
Attempting to capture/re-activate Tiberium spikes in B2 is forbidden at this time

Current Force Status:
APC #1: Elite, Minigun - remote, repairs pending
APC #2: Elite, Guided Rocket - remote, repairs pending
APC #3: Elite, Guided Rocket - remote, repairs pending
APC #4: Elite driver/Veteran gunner, Minigun - remote, repairs pending
Infantry Squad #1: Veteran - remote, repairs pending
Infantry Squad #2: Veteran - remote, repairs pending
Infantry Squad #3: Veteran - remote, repairs pending
Engineering Squad #1: Repair, Tune-up, Veteran - remote, repairs pending
APC #5: Minigun - remote, repairs pending
APC #11: Minigun - remote, repairs pending
APC #13: Minigun - remote, repairs pending
APC #14: Minigun - remote, repairs pending
Infantry #6: - remote, repairs pending
Infantry #7: - remote, repairs pending

Garrison (all vehicles have ablative plating):
Predator: B4
Pitbull: Rocket, Mortar, Veteran - C7, Patrolling B7 <-> D7
Pitbull #2: Rocket, Mortar - B8 (escorting InOps detachment)
APC #6: Rocket, Veteran - A2
APC #7: Minigun, Veteran - B8 (detached to InOps)
APC #8: Rocket - B8 (detached to InOps)
APC #9: Rocket, Veteran (gunner) - D1, Patrolling B1 <-> D1
APC #10: Minigun, Veteran - D1, Patrolling B1 <-> D1
Infantry #4: Veteran - D1, Patrolling B1 <-> D1
Infantry #8: Veteran - D1, Patrolling B1 <-> D1
Infantry #9: Grenade Launchers - B6
Infantry #10: - B6

Your main choice here is where to deploy your relatively slow Predator tank, as, unlike your APCs and Pitbulls, it'll take a few days for it to drive to the action if anything occurs further out. Keeping it in B4 will let you respond to trouble in the northern sector pretty quickly but a lot slower in the southern sector. B6 has the exact opposite benefit and drawback, while B5 will let you respond to both sectors equally but not extremely slowly.

You also consider whether to lay mines on the eastern side of your operational area for maximum coverage, reinforce the minefields along the northern side, or save your credits for more expensive construction projects. Finally, you consider whether to adjust the southern Pitbull's patrol route to cover more of the southern sector - though it'll be pretty far from any backup if it runs into trouble.

Predator location
[] Keep Predator in B4
[] Move Predator to B5
[] Move Predator to B6

Northern sector minefield laying
[] More on the north edge
[] Seal off the east edge
[] Save the credits

Southern Pitbull patrol route
[] Adjust to cover wider area
[] Keep as is

[AN: Snuck in one last update before heading out for "questionable computer access" territory. Added "disconnected" indicators to building list to show which buildings aren't part of your power/logistics grid; added "no recent recon data" indicators to map to show where nobody on your side has been in a while. Most likely, I'll see you guys on the other side of the weekend.]
 
[X] Plan the nalP
-[X] Tiberium Refinery: -2000 Credits, -40 Power, 2 Building Slots (no free harvester)
-[X] Keep Predator in B4
-[X] Seal off the east edge
-[X] Adjust to cover wider area

A rather lean plan, since the refinery will eat up most of the budget and will require us to build a power plant next turn for any more construction.
 
[x] Plan More assets
-[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
--[x] A2
-[x] Tiberium Silo: -100 Credits, -10 Power, -1 Building Slot
--[x] B6
-[x] Engineering Squad: -450 credits (10% discount), -1 housing, -20 vs all targets, cannot engage aircraft
--[x] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[x] Guardian APC: -600 credits, -1 housing, 3 speed
--[x] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
--[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)
-[x] Dispatch new Engineering Squad and APC to A2/A3 Bridge to inspect and conduct repairs.
-[x] Move Predator to B6
-[x] Seal off the east edge
-[x] Adjust to cover wider area

Bringing in the last assets needed to fulfill the Forgotten request. Adding Minefields all along the Northern and Eastern flanks to act as trip wires and area denial for Nod forces.

Next turn may be spent setting up a new refinery, or I might bring in another Pitbull for recon and area defense. Our forces are slight and stretched thin for the next few turns. But once all extant groups return, it will be seriously difficult for Nod to force their way in.
 
Mission 3, Turn 13: October 9, 2058
Raw plan/resolution:
[x] Plan More assets
-[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
--[x] A2
-[x] Tiberium Silo: -100 Credits, -10 Power, -1 Building Slot
--[x] B6
-[x] Engineering Squad: -450 credits (10% discount), -1 housing, -20 vs all targets, cannot engage aircraft
--[x] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[x] Guardian APC: -600 credits, -1 housing, 3 speed
--[x] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
--[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)
-[x] Dispatch new Engineering Squad and APC to A2/A3 Bridge to inspect and conduct repairs.
-[x] Move Predator to B6
-[x] Seal off the east edge
-[x] Adjust to cover wider area

T+0
Barracks constructed in A2 (-500, 2104 total)
Silo constructed in B6 (-100)
Engineering Squad in B4 (-450)
APC Rocket in B4 (-650)
Spike Income (+25)
Harvesters in D4 harvest and return (+1500, 6x load left)
Predator B4 -> B5
Engineer B6 -> B7
North patrol group C1 -> D1
Pitbull C7 -> D7
Detached APCs and Pitbull B8 -> Offboard; Pitbull will return next turn.

T+1
North patrol group in D1 lays mines (-300)
Pitbull D7 -> D8; "combat" begins
2x Saboteur, 2x Reckoner, 4x Buggy (critically damaged) detected.
Construction Yard, Power Plant x2, Hand of Nod, Ops Center detected.
Pitbull rolls 198 + 5 (comms) + 5 (veteran) -> 208; disengages successfully to D7
APC under attack in A2 rolls 132 + 5 (comms) + 5 (veteran) -> 142; disengages successfully to B2

T+2
North patrol group D1 -> D2

T+3
North patrol group D2 -> D3

T+4
North patrol group in D3 lays mines (-300, 1829 total)

October 9, 2058

"... and now, you will need to sign form 1049-B-4, failure to replenish population lost due to hostile action." the administrative worker in front of you tells in a monotone, disembodied voice. "Additionally, due to Tiberium contamination, you will need to fill out a 1685-C pregnancy termination waiver."

"What... " you think to yourself. "... I can't be pregnant, I haven't gotten laid since before graduating."

"Irrelevant. All forms must be filled out in order to complete processing." The man continues droning on, not looking up at you.

"Can I ... fill these out electronically?" you think, looking at the stack of paper suspiciously.

"Negative. The Brotherhood of Nod has compromised our information network systems and all administrative paperwork must now be filled out in physical form."

You frown, not entirely happy with this conversation.

"You know, Lieutenant." a voice to your right speaks up - a bald, middle-aged man with a goatee, wearing a black shirt and pants. "If you join the Brotherhood of Nod, you won't have to fill out any of this paperwork."

You turn towards him, tempted by the offer.

"And if you join us and thrive, I can guarantee that you will ascend to the stars with me when my plans come to fruition."

"Should you, uh, be in here?" you wonder, frowning in puzzlement, waving your left arm (which takes an unexpected amount of effort) at the administrative worker who's busy filling out some form or other.

"Oh, that." Kane chuckles. "It can only see the paperwork. It doesn't know you exist, not really, except that the paperwork tells it that you should. Such is the nature of these bureaucracies."

You raise an eyebrow, your right cheek feeling cold.

"Well, Lieutenant? What will it be?"

---

You wake up, face down on the cold metal table in the command post, and groggily lever yourself up - your cheek tingles as blood flows back into it. A mostly-eaten "meal option #7 with sauce #43" sits on the left side of the table. You recall turning your post over to your relief, then quickly grabbing dinner, intending to catch up on a bunch of terrain assessment reviews and status reports from your detached forces, but you must have fallen asleep.

"I gotta lay off that sauce #43." you mumble to yourself, still a little out of it. Your G-Pad informs you that you're back on in five minutes.

---

Your shift starts off without too much in the way of problems. Your northern patrol group makes steady progress laying mines along the northeastern perimeter. By the time they're done, if any Nod ground forces come that way, you'll know about it. Your construction crews have finished the barracks in the Forgotten outpost in A2 and the Tiberium silo in B6, the familiar twin cylinders sitting empty for now.

The detached prisoner transport APCs report having left the area, and the Pitbull you sent with them sends a report that it will be back within 24 hours, having handed the APCs over to other escorts. Unless Nod has an excess of attack bikes in the area, chances are they missed their chance to get that batch of prisoners.

A rocket-equipped APC and an engineering squad arrive via V-35 Ox in B4, ready to take a look at that bridge, while your southern Pitbull continues its patrol route, although you've widened it to include sectors D8 through B8 as well.

The second it enters sector D8, the driver calls in a report, having spotted a mid-sized Nod base that has apparently sprouted up out of nowhere. The total force present is four buggies, two Reckoner APCs and two saboteurs working on repairs (ironic, you think); the base itself is a construction yard, two power plants and a Hand of Nod, though it stretches out further west - however, you order your APC to disengage as the damaged buggies rev up. Even against damaged buggies, being outnumbered 4:1 is not particularly good odds, and you would rather not get your Pitbull blown up.

Then, in a case of "when it rains, it pours", you also get a distress call from your APC stationed in the Forgotten outpost in sector A2. They report coming under attack from at least five squads of infantry, and are barely able to disengage themselves and get your construction crew clear - the diplomatic corps representative is trapped on the other side of the attackers. At least the APC didn't take any actual damage - all the ordnance that could have damaged it, missed.

Luckily, the question of his fate is resolved pretty quickly as you get an incoming call from his commlink.

---

"Well, Lieutenant." Karpov says, looking a little sweaty despite not wearing his helmet for some reason. "It appears that there has been a miscommunication."

You frown, spinning one of your hands around in a gesture to continue. "Can you elaborate on that?"

"He can't." A voice from beyond the screen says, and you notice a knife being held against Karpov's neck by a gloved hand. "You have stolen our Tiberium, and you hold our people in this... " you hear the sound of someone building up a wad of spit and hawking it out. "... prison of yours. Since your representative here has not been willing to have this individual released to us, and our weak-kneed leaders are not willing to press these issues further, it is up to us to take action." the knife remains at Karpov's throat. "Sending relevant data across, now. You have seventy two hours to release the prisoner, or we will take appropriate action."

Well, so much for another relaxing day. You briefly wonder if you should have just gone to bed instead of trying to catch up on those terrain analysis reports.

EVA Report Follows:

Current Objectives:
Prevent unauthorized ground access to grid sectors A4, A5 (primary command directive)
Protect Power Plant, Prison Complex in sector A5 (primary command directive)
Protect Prison Complex in sector A4 (primary command directive)
Provide any reasonable assistance to InOps (secondary command directive)
- Prepare transport and escort for prisoner convoy heading south (completed, APCs will return in 72 hours)
Provide any reasonable assistance to Diplomatic Corps (secondary command directive; danger)
- Construct barracks in A2 (completed)
- Repair A2->A3 bridge using an engineering squad (suspended?)
- Ensure Diplomatic Corps representative safety
Provide assistance to 359th Mechanized Infantry Platoon (hostile forces repelled; repairs in progress - 2 days remaining)

Base Status:
Power: 30/300
Housing: 2/28;
Building Slots B4: 0/8
Building Slots B5: 0/8
Building Slots B6: 5/8
Building Slots D4: 2/6 (light Tiberium concentration)
Credits: 1829
Infantry Requisition Capacity: 4
Vehicle Requisition Capacity: 1
Infantry/Engineers can change loadout at B4, B5 or B6.
Vehicles can change loadout at B4.
Tiberium Storage Capacity: 2200/4000
Tiberium Income:
D4: +1500/turn (estimated 3 more turns)
B7: +25/turn
Buildings:
- Power Plant, Barracks at A2 (disconnected)
- Prison Complex, MG Sentry Tower, Sandbags at A4 (disconnected)
- Power Plant, Prison Complex, AA Emplacement, Sandbags at A5 (disconnected)
- Power Plant at A7 (disconnected)
- Construction Yard, Power Plant, Barracks x3, War Factory, Sandbags at B4
- Construction Yard, 2x Silo, Power Plant, Barracks x2, Command Center, Sandbags, MG Sentry Tower at B5
- Outpost, Barracks, Silo at B6
- Outpost, Power Plant, Tiberium Refinery, Sandbags at D4
- Power Plant, Sandbags, Railgun turret at C5 (disconnected)

Miscellaneous Options (pick any number, these do not take construction slots)
[] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
Request command task a satellite to take a picture of the designated grid sector; have your command post crew analyze the data and coordinate comms. This will let you get a good picture of what's going on in your area of operations without having to send troops in.

[] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
Have your APCs lay active mines in strategic locations. These may deliver damage to hostile units entering the area, but are vulnerable to stealth detection measures. However, they are a great "tripwire" mechanism, since they send out a signal prior to detonation - they won't let you know what set them off, but they'll let you know that something set them off.
-[] Designate sectors

Construction Options (Pick 2, may double up, may 'queue up' buildings until other pre-conditions are met):
[] Power Plant: +100 Power, -1 Building Slot, -500 Credits
You're good for power right now, so you probably don't need one of these at this time, although if you build anything substantial, you'll need to put down another power plant.

[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
You're going to run out of places to put your troops soon, so one of these may be a good idea in the near term.
-[] Write-in sector(s)

[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
You don't feel a need to expand your base right this second - between your new expansion site and continued Tiberium clearance operations in D4, you're not hurting for space too bad.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square; Unlocks one RADAR Scan ability use per command post per turn.
The discovery of a Nod ops center means that you'll need more power to cut through the ECM they'll no doubt start to put out soon.

[] Tiberium Refinery: -2000 Credits, -40 Power, 2 Building Slots (no free harvester)
The planned base expansion in B6 is an ok place to put one of these; harvesting will be a little slow even with two harvesters, but it'll contribute to your bank.

[] Tiberium Silo: -100 Credits, -10 Power, -1 Building Slot
You're pretty good for Tiberium storage at the moment.

[] War Factory: -2000 Credits, -40 Power, -2 Building Slots, +2 vehicle requisition capacity, repairs all vehicles in grid square, allows vehicles in grid square to swap loadout
The base expansion in B6 is a pretty good place to put one of these so you can requisition additional vehicles a little more rapidly.
-[] Write-in sector(s)

[] Defensive Turret: -600 Credits, -10 Power, Detects Stealth
Now that you've got a command post set up, you can build defensive turrets. As usual, there are three varieties - anti-infantry machine gun, anti-tank railgun and anti-air quad cannon or surface-to-air missile. Your choices for location are the harvesting operation, B6 expansion or your main base sectors.
-[] Machine Gun; +5 vs infantry
-[] Railgun; +10 vs vehicles
-[] AA installation; +10 vs aircraft; -10 vs others

[] Sandbags: -500 Credits, +5 to all defensive infantry rolls in sector
Your new outpost could use some sandbags to reinforce your infantry fighting positions; other than that, that's enough sandbags for now.

Requisition Options:

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 (B4, B5, B6)

[] Infantry Squad: -450 credits (10% discount), -1 housing.
You've got more APCs than infantry, and you have a big base to defend against an unknown amount of Nod forces; infantry excel at defensive engagements, therefore you feel some infantry would be a good investment.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry

[] Engineering Squad: -450 credits (10% discount), -1 housing
You may want to re-activate that other Tiberium spike in sector B7, reinforce your buildings if they come under attack, or carry out field repairs on your vehicles without having them return to the war factory. Or carry out an in-person evaluation of that bridge between A2 and A3. To those ends, an engineering squad is exactly what the doctor ordered.
-[] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[] Additional repair gear: can repair 2 vehicles per turn; cannot interact with buildings

Vehicle Requisition Options: Pick 0 or 1
New vehicle will arrive at B4 next turn.

[] Guardian APC: -600 credits, -1 housing, 3 speed
You can never go wrong with a Guardian APC, with its flexible turret mount, good speed and reasonable armor protection. With shipments of ablative armor plating coming in, you can mount it on your vehicles if you choose.
Loadout options (1 weapon slot):
-[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)

[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 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 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.
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits

Graphical Representation of Operational Area:
A1: Flat, Lake
Tiberium Field (13x)
No Recent Recon Data
B1: Flat
Minefield
C1: Flat, Lake
Minefield
D1: Flat
Minefield
A2: Rocky/Urban
Forgotten Outpost (5x Building)
Power Plant, Barracks
3x Forgotten Infantry
2x Light Forgotten Infantry

--------| |--------​
B2: Flat, Tiberium Spike (4x)
1x Guardian APC
C2: Rocky
No Recent Recon Data
D2: Flat
Minefield
--------| |--------​
A3: Tiberium Field (13x)
No Recent Recon Data

--------------------​
B3: FlatC3: Flat
No Recent Recon Data
----------------------------​
D3: Flat
Tiberium Field (12x)
Minefield
2x Guardian APC
2x Infantry Squad


------------| |------------
---------------------​
|A4: Flat
|Prison Complex;
|Sandbags, Sentry Tower (mg)
|
|
B4: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks, War Factory, Sandbags;
1x APC (rocket)
1x Engineer Squad
|----------------------------
|
- C4: Flat
-No Recent Recon Data (72 hours)
|
|
|
------------| |------------

D4: Flat
Outpost, Refinery
Power Plant, Sandbags
Tiberium Field (6x)
2x Harvester
|A5: Flat
|Prison Complex;
|Sandbags, AA Turret
|Power Plant
---------------------​
B5: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks x2, Command Center,
Sandbags, Sentry Tower (mg)
Commander Location
| C5: Rocky/Urban
| Forgotten Outpost (6x Building)
| Power Plant, Railgun Turret
D5: Flat
Tiberium Field (6x)
No Recent Recon Data
A6: Flat
Tiberium Field (13x)
No Recent Recon Data
B6: Flat
Outpost, Barracks
Predator Tank
2x Infantry Squad (1 gl)
C6: Flat
No Recent Recon Data
|D6: Flat
|Tiberium Field (11x)
| No Recent Recon Data

|--------------------------
A7: Rocky/Urban
Forgotten Outpost (7x Building)
Power Plant
B7: Rocky
Tiberium Spike
Tiberium Spike
Engineer Squad
C7: Flat
Tiberium Field (11x)
D7: Flat
1x Pitbull
A8: Lake, Steep Shore
No Ground Unit Access
B8: FlatC8: Flat
No Recent Recon Data
Likely Nod Base Location
Tiberium Field (3x)
D8: Flat
Nod Base Detected
Construction Yard
2x Power Plant, Hand of Nod
Ops Center
4x Buggy (damaged)
2x Reckoner
2x APC

Forgotten Territory Status:
GDI access is forbidden to the following sectors: A2, A7
Tiberium harvesting is forbidden in the following sectors: A1, A3
Mine-laying is forbidden in any sector adjacent to a Forgotten village
Attempting to capture/re-activate Tiberium spikes in B2 is forbidden at this time

Current Force Status:
APC #1: Elite, Minigun - remote, repairs pending
APC #2: Elite, Guided Rocket - remote, repairs pending
APC #3: Elite, Guided Rocket - remote, repairs pending
APC #4: Elite driver/Veteran gunner, Minigun - remote, repairs pending
Infantry Squad #1: Veteran - remote, repairs pending
Infantry Squad #2: Veteran - remote, repairs pending
Infantry Squad #3: Veteran - remote, repairs pending
Engineering Squad #1: Repair, Tune-up, Veteran - remote, repairs pending
APC #5: Minigun - remote, repairs pending
APC #11: Minigun - remote, repairs pending
APC #13: Minigun - remote, repairs pending
APC #14: Minigun - remote, repairs pending
Infantry #6: - remote, repairs pending
Infantry #7: - remote, repairs pending

Garrison (all vehicles have ablative plating):
Predator: B6
Pitbull: Rocket, Mortar, Veteran - D8, patrol route interrupted
Pitbull #2: Rocket, Mortar - detached, returns to B8 in 1 day
APC #6: Rocket, Veteran - B2
APC #7: Minigun, Veteran - detached to InOps, returning in 3 days
APC #8: Rocket - detached to InOps, returning in 3 days
APC #9: Rocket, Veteran (gunner) - D3, Patrolling B1 <-> D1
APC #10: Minigun, Veteran - D3, Patrolling B1 <-> D1
APC #15: Rocket - B4
Engineering Squad #2: B4
Infantry #4: Veteran - D3, Patrolling B1 <-> D1
Infantry #8: Veteran - D3, Patrolling B1 <-> D1
Infantry #9: Grenade Launchers - Dug In, B6
Infantry #10: - Dug In, B6

You've got two major problems to contend with. First, somebody in A2 has just run off your APC and captured the diplomatic corps representative and apparently want to trade him for somebody that InOps has (and are angry about missing Tiberium you're pretty sure you didn't take). Second, Nod has set up a forward base in the southeast section of your operational area and are obviously building up forces for an attack. You know they have buildings in D8, and they likely have buildings in C8.

Your forces are pretty limited at the moment: you've got two APCs and infantry in sector D3, plus an APC in sector B2; you've got a Predator tank in sector B6; and a Pitbull that's retreated to D7. Additionally, you've just had an APC and an engineering squad arrive in B4.

You're likely to be able to brute-force your way into the Forgotten outpost if you commit all your APCs and infantry in the northern section to it; four APCs and two infantry squads plus an engineering squad should be able to overpower the reported amount of hostiles in there. However, that will give Nod at least an extra 96-124 hours before you're able to hit them with any meaningful force, giving them a significant amount of time to harvest Tiberium and build up to do what they're doing. Also, the Forgotten may decide to kill the diplomat if you do this.

On the other hand, if you commit all your forces to the south, you'll be able to hit Nod in 48-72 hours, which gives them less time to put together an attack force; although they may decide to throw up some stationary defenses to put a stop to your attack. You'll want to figure out what, if anything, they have in C8 for this to work - you'd prefer to use a satellite scan rather than risking your Pitbull, but that's expensive. And also you don't really know what the Forgotten are planning to do with the diplomat. You're thankful, though, that you were able to negotiate passage with the Forgotten outpost in C5, otherwise your APCs would have to go all the way around and this wouldn't be an option at all.

Alternately, you could try to hang on until all your detached InOps units return while building up your own forces. This will let you get another two vehicles (and two more infantry) onto the field, which, when combined with the three units coming back plus your Predator and recon Pitbull, gives you seven vehicles and some infantry, which slightly outnumbers the currently present Nod force. Unless they do a major buildup, in which case

Plans A and C are not necessarily mutually exclusive, but C is a little bit risky.

[] A. Engage Forgotten outpost in A2 with maximum current force (~48 hours from now); ignore Nod base for now
[] B. Engage Nod base with maximum current force (~48-72 hours from now); ignore Forgotten situation for now
[] C. Engage Nod base with returning detached InOps forces and new construction (96 hours from now)
[] Write-In

Regardless of what you decide, you've got some time to work on the Forgotten problem. Maybe you can call up the weird InOps lady and see if she's actually got the prisoner the Forgotten are talking about; try to collect evidence that you didn't steal any goddamn Tiberium; or get on the horn to your superior officer. Ppick one:
[] Call Cpt. Leila "Weird InOps Lady" Amir up and see what she can do to help
[] Analyize Tiberium monitoring satellite data to see if the Forgotten are full of crap
[] Call your superior officer for guidance and/or reinforcements
 
Last edited:
Happy New Year!

Okay, looks like the other shoe has dropped.

I have to apologize folks, the Tib field count in C8 has dropped by x1 each turn twice now and I didn't notice. (It started at 5x and is now 3x). At least our Pitbull spotted the base only after they mined 1500 credits worth of Tib.

As my assessment a couple of updates back mentioned, that is only a fraction of their total losses to us so far. And building a base would have bit even further into their reserves. The Nod commander is definitely in the Red still right now.

Meanwhile, it looks like we have a hostile Forgotten band to negotiate with. We are dearly lacking info right now. Time to ring up our InOps contact and ask for some info.

While that is going on, I'm going to order another tank. We have a juicy target to sick a pair of them on.

[x] Plan Aggressive Counter-Measures
-[x] Power Plant: +100 Power, -1 Building Slot, -500 Credits
--[x] B6
-[x] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
--[x] C8
-[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] B. Engage Nod base with maximum current force (~48-72 hours from now); ignore Forgotten situation for now
-[x] Call Cpt. Leila "Weird InOps Lady" Amir up and see what she can do to help

@NickAragua You forgot to reduce the D4 Field from 8x to 6x for this Turn.
 

Scheduled vote count started by NickAragua on Jan 3, 2022 at 1:04 AM, finished with 6 posts and 6 votes.
 
Mission 3, Turn 14: October 10, 2058
Raw plan/resolution:
[x] Plan Aggressive Counter-Measures
-[x] Power Plant: +100 Power, -1 Building Slot, -500 Credits
--[x] B6
-[x] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
--[x] C8
-[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] B. Engage Nod base with maximum current force (~48-72 hours from now); ignore Forgotten situation for now
-[x] Call Cpt. Leila "Weird InOps Lady" Amir up and see what she can do to help

T+0
APC #9, #10, Inf #4, #8 D3 -> D4
Pitbull D7 -> C7
Pitbull #2 arrives B8
Predator B6 -> B7
APC #15, ESquad #2 B4 -> B5
APC #6 B2 -> B3

E-Squad captures spike (+750)
Harvesters harvest & return (+1500, 4079 total, 4x load left)
Predator #2 arrives B4 (-800)
Power Plant built in B6 (-500)
Satellite Scan C8 (-300, 2479)
Scan locates Conyard, Refinery, Factory, Scorpion Tank, 2x Harvester, Anti-Tank Turret under construction

T+1
APC #9, #10, Inf #4, #8 D4 -> D5
Pitbull #1 C7 -> B7
APC #15, ESquad #2 B5 -> B6
APC #6 B3 -> B4

T+2
APC #9, #10, Inf #4, #8 D5 -> C5
APC #15, ESquad #2 B6 -> B7
APC #6 B4 -> B5

October 10, 2058

"Satellite data analysis... completed." your EVA unit informs you. The picture in sector C8 doesn't look great - there is a construction yard, a refinery and a factory, with a Scorpion tank rolling out, the front of the vehicle up-armored with bulldozer blades. Additionally, a red square highlights an anti-tank turret under construction. Looks like they're getting settled in just fine. Additionally, the satellite imagery highlights light refraction patterns in the dwindling Tiberium field, confirming the presence of two harvesters in the area. "Well, thanks for cleaning that up, at least." you mumble.

You turn towards your G-Pad, the call to Captain Amir just a button push away.

---

"... I see." says the Captain, after you explain the situation to her. "I don't think I'll be able to help these people."

"Why not?" You ask. "You don't have the prisoner?"

"I may, or I may not." she replies, tugging her ponytail ever tighter. "But that's irrelevant, we can't be encouraging this kind of behavior. I don't think we'll be negotiating our way out of this at all."

"Why not?" You ask, again, eyebrow raised.

"Well, to begin with, the negotiation expert has been kidnapped." She says with a thin smile. "That being said, I have an asset here that I can task with recovering our friend in A2. Using this asset will compromise our security for a window of 48 hours, so I will need you to cover our facility a little bit more while that's happening, and an APC to transport our VIP home once we recover him."

"... an asset?" You ask.

"Yes." The captain responds.

"I suppose I shouldn't ask what exactly the asset is." You state.

The captain shakes her head, smiling.

---

EVA Report Follows:

Current Objectives:
Prevent unauthorized ground access to grid sectors A4, A5 (primary command directive)
Protect Power Plant, Prison Complex in sector A5 (primary command directive)
Protect Prison Complex in sector A4 (primary command directive)
Provide any reasonable assistance to InOps (secondary command directive)
- Prepare transport and escort for prisoner convoy heading south (completed, APCs will return in 48 hours)
Provide any reasonable assistance to Diplomatic Corps (secondary command directive; danger)
- Construct barracks in A2 (completed)
- Repair A2->A3 bridge using an engineering squad (suspended?)
- Ensure Diplomatic Corps representative safety
Provide assistance to 359th Mechanized Infantry Platoon (hostile forces repelled; repairs in progress - 24 hours remaining)

Base Status:
Power: 130/300
Housing: 1/28;
Building Slots B4: 0/8
Building Slots B5: 0/8
Building Slots B6: 4/8
Building Slots D4: 2/6 (light Tiberium concentration)
Credits: 2479
Infantry Requisition Capacity: 4
Vehicle Requisition Capacity: 1
Infantry/Engineers can change loadout at B4, B5 or B6.
Vehicles can change loadout at B4.
Tiberium Storage Capacity: 1600/4000
Tiberium Income:
D4: +1500/turn (estimated 2 more turns)
B7: +50/turn
Buildings:
- Power Plant, Barracks at A2 (disconnected)
- Prison Complex, MG Sentry Tower, Sandbags at A4 (disconnected)
- Power Plant, Prison Complex, AA Emplacement, Sandbags at A5 (disconnected)
- Power Plant at A7 (disconnected)
- Construction Yard, Power Plant, Barracks x3, War Factory, Sandbags at B4
- Construction Yard, 2x Silo, Power Plant, Barracks x2, Command Center, Sandbags, MG Sentry Tower at B5
- Outpost, Barracks, Silo, Power Plant at B6
- Outpost, Power Plant, Tiberium Refinery, Sandbags at D4
- Power Plant, Sandbags, Railgun turret at C5 (disconnected)

Miscellaneous Options (pick any number, these do not take construction slots)
[] Satellite/Radar Scan: -300 Credits, Reveals contents of 1 grid sector including stealthed units (limit 1)
Request command task a satellite to take a picture of the designated grid sector; have your command post crew analyze the data and coordinate comms. This will let you get a good picture of what's going on in your area of operations without having to send troops in.

[] Deploy Minefield: -300 credits, maybe picked once per active APC anywhere along its route
Have your APCs lay active mines in strategic locations. Although most of your APCs are making at break-neck speed towards the Nod base, and the Noddies are deploying bulldozer blades on their tanks, so you don't know how useful those will be.
-[] Designate sectors

Construction Options (Pick 2, may double up, may 'queue up' buildings until other pre-conditions are met):
[] Power Plant: +100 Power, -1 Building Slot, -500 Credits
You've got plenty of power right now.

[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
You're going to run out of places to put your troops soon, so one of these may be a good idea in the near term.
-[] Write-in sector(s)

[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
You don't feel a need to expand your base right this second - between your new expansion site and continued Tiberium clearance operations in D4, you're not hurting for space too bad.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square; Unlocks one RADAR Scan ability use per command post per turn.
The discovery of a Nod ops center means that you'll need more power to cut through the ECM they'll no doubt start to put out soon.

[] Tiberium Refinery: -2000 Credits, -40 Power, 2 Building Slots (no free harvester)
The planned base expansion in B6 is an ok place to put one of these; harvesting will be a little slow even with two harvesters, but it'll contribute to your bank. You will need to do this in the medium term, as the income from your D4 harvesting operation will slow down by 50% within a couple of days.

[] Tiberium Silo: -100 Credits, -10 Power, -1 Building Slot
You're pretty good for Tiberium storage at the moment.

[] War Factory: -2000 Credits, -40 Power, -2 Building Slots, +2 vehicle requisition capacity, repairs all vehicles in grid square, allows vehicles in grid square to swap loadout
The base expansion in B6 is a pretty good place to put one of these so you can requisition additional vehicles a little more rapidly.
-[] Write-in sector(s)

[] Defensive Turret: -600 Credits, -10 Power, Detects Stealth
Now that you've got a command post set up, you can build defensive turrets. As usual, there are three varieties - anti-infantry machine gun, anti-tank railgun and anti-air quad cannon or surface-to-air missile. Your choices for location are the harvesting operation, B6 expansion or your main base sectors.
-[] Machine Gun; +5 vs infantry
-[] Railgun; +10 vs vehicles
-[] AA installation; +10 vs aircraft; -10 vs others

[] Sandbags: -500 Credits, +5 to all defensive infantry rolls in sector
Your new outpost could use some sandbags to reinforce your infantry fighting positions; other than that, that's enough sandbags for now.

Requisition Options:

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 (B4, B5, B6)

[] Infantry Squad: -450 credits (10% discount), -1 housing.
You've got more APCs than infantry, and you have a big base to defend against an unknown amount of Nod forces; infantry excel at defensive engagements, therefore you feel some infantry would be a good investment.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry

[] Engineering Squad: -450 credits (10% discount), -1 housing
You may want to re-activate that other Tiberium spike in sector B7, reinforce your buildings if they come under attack, or carry out field repairs on your vehicles without having them return to the war factory. Or carry out an in-person evaluation of that bridge between A2 and A3. To those ends, an engineering squad is exactly what the doctor ordered.
-[] Standard loadout: 1 vehicle repair/turn; can capture/reinforce buildings
-[] Additional repair gear: can repair 2 vehicles per turn; cannot interact with buildings

Vehicle Requisition Options: Pick 0 or 1
New vehicle will arrive at B4 next turn.

[] Guardian APC: -600 credits, -1 housing, 3 speed
You can never go wrong with a Guardian APC, with its flexible turret mount, good speed and reasonable armor protection. With shipments of ablative armor plating coming in, you can mount it on your vehicles if you choose.
Loadout options (1 weapon slot):
-[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits (does not take a weapon slot)

[] 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
-[] Ablative Plating: Negates damage from first laser attack; costs 50 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 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.
-[] Ablative Plating: Negates damage from first laser attack; costs 50 credits

Graphical Representation of Operational Area:
A1: Flat, Lake
Tiberium Field (13x)
No Recent Recon Data
B1: Flat
Minefield
C1: Flat, Lake
Minefield
D1: Flat
Minefield
A2: Rocky/Urban
Forgotten Outpost (5x Building)
Power Plant, Barracks
2x Light Forgotten Infantry
--------| |--------​
B2: Flat, Tiberium Spike (4x)C2: Rocky
No Recent Recon Data
D2: Flat
Minefield
--------| |--------​
A3: Tiberium Field (13x)
No Recent Recon Data

--------------------​
B3: FlatC3: Flat
No Recent Recon Data
----------------------------​
D3: Flat
Tiberium Field (12x)
Minefield
------------| |------------
---------------------​
|A4: Flat
|Prison Complex;
|Sandbags, Sentry Tower (mg)
|
|
B4: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks, War Factory, Sandbags;
Predator Tank
|----------------------------
|
- C4: Flat
-No Recent Recon Data
|
|
|
------------| |------------

D4: Flat
Outpost, Refinery
Power Plant, Sandbags
Tiberium Field (4x)
2x Harvester
|A5: Flat
|Prison Complex;
|Sandbags, AA Turret
|Power Plant
---------------------​
B5: Flat
Construction Yard, 2x Silo, Power Plant,
Barracks x2, Command Center,
Sandbags, Sentry Tower (mg)
Commander Location
1x Guardian APC
| C5: Rocky/Urban
| Forgotten Outpost (6x Building)
| Power Plant, Railgun Turret
| 2x Guardian APC
| 2x Infantry Squad
D5: Flat
Tiberium Field (6x)
A6: Flat
Tiberium Field (13x)
No Recent Recon Data
B6: Flat
Outpost, Barracks, Silo, Power Plant
2x Infantry Squad (1 gl)
C6: Flat
No Recent Recon Data
|D6: Flat
|Tiberium Field (11x)
| No Recent Recon Data

|--------------------------
A7: Rocky/Urban
Forgotten Outpost (7x Building)
Power Plant
B7: Rocky
Tiberium Spike x2
Predator Tank
1x APC (rocket)
2x Engineer Squad
1x Pitbull
C7: Flat
Tiberium Field (11x)
D7: Flat
A8: Lake, Steep Shore
No Ground Unit Access
B8: Flat
1x Pitbull
C8: Flat
No Recent Recon Data
Construction Yard, Factory,
Refinery, Anti-Tank Turret;
1x Scorpion Tank
2x Harvester

Tiberium Field (1x)
D8: Flat
Nod Base Detected (24 hours ago)
Construction Yard
2x Power Plant, Hand of Nod
Ops Center
4x Buggy
2x Reckoner
2x Saboteur

Forgotten Territory Status:
GDI access is forbidden to the following sectors: A2, A7
Tiberium harvesting is forbidden in the following sectors: A1, A3
Mine-laying is forbidden in any sector adjacent to a Forgotten village
Attempting to capture/re-activate Tiberium spikes in B2 is forbidden at this time

Current Force Status:
APC #1: Elite, Minigun - remote, repairs pending
APC #2: Elite, Guided Rocket - remote, repairs pending
APC #3: Elite, Guided Rocket - remote, repairs pending
APC #4: Elite driver/Veteran gunner, Minigun - remote, repairs pending
Infantry Squad #1: Veteran - remote, repairs pending
Infantry Squad #2: Veteran - remote, repairs pending
Infantry Squad #3: Veteran - remote, repairs pending
Engineering Squad #1: Repair, Tune-up, Veteran - remote, repairs pending
APC #5: Minigun - remote, repairs pending
APC #11: Minigun - remote, repairs pending
APC #13: Minigun - remote, repairs pending
APC #14: Minigun - remote, repairs pending
Infantry #6: - remote, repairs pending
Infantry #7: - remote, repairs pending

Garrison (all vehicles have ablative plating):
Predator: B6
Pitbull: Rocket, Mortar, Veteran - B7
Pitbull #2: Rocket, Mortar - B8
APC #6: Rocket, Veteran - B5
APC #7: Minigun, Veteran - detached to InOps, returning in 2 days
APC #8: Rocket - detached to InOps, returning in 2 days
APC #9: Rocket, Veteran (gunner) - C5
APC #10: Minigun, Veteran - C5
APC #15: Rocket - B7
Engineering Squad: B7
Engineering Squad #2: B7
Infantry #4: Veteran - Dug In, C5
Infantry #8: Veteran - Dug In, C5
Infantry #9: Grenade Launchers - Dug In, B6
Infantry #10: - Dug In, B6

You contemplate whether to accept Captain Amir's offer. She's being cagey, but you have no doubt she's able to carry out what she says. A bunch of Forgotten are going to get killed, though, if you do it her way, and you'll need to keep an APC or something in the northern part of your base to help secure it.

[] Do it. Commit the B5 APC and B4 Predator (or a future infantry/other unit) to VIP retrieval and guard duty in B4.
[] Figure something else out, you've got 48 hours before the deadline.

Your northern patrol group makes its way near the Forgotten outpost in C5, intending to head directly south from there to C8. To support them, you stage another APC and the engineering squad in B6, as well as a Predator tank and the two Pitbulls, one in B7 one in B8. Your B4 Predator will take another 72 hours to reach C8, however, while the B5 APC will take 48 hours. If you wait 72 hours, you'll also be able to hit C8 with the two APCs you detached to InOps. Of course, waiting 72 hours will let Nod build up more forces or launch an attack of their own.

So, in total, if you want to attack now, you'll have three APCs, three infantry units, two Pitbulls and a tank, up against four machine gun buggies (unless they refit them at the factory), a tank, and two redeemer APCs probably full of infantry (four squads); plus a turret, whatever vehicle comes out of that factory next and whatever non-combatants the Nod commander forces to run out of the three buildings into your guns. Even odds, although your veteran units and your expertise at commanding infantry and APCs should tip the odds in your favor, as well as the fact that more than half of the Nod units are not equipped for anti-vehicle work (even rocket buggies rely more on weight of numbers than ordnance effectiveness). Your force is pretty heavily mechanized and your Pitbulls will give you a significant maneuver advantage. The main thing that gives you pause is the possibility that the Nod commander anticipates your attack perfectly and cranks out two more turrets in C8, which will shift the numerical odds a little bit against you.

Another option that you consider is to hold position; wait for some of your forces to return and the Forgotten situation to be resolved; harass any Nod harvesting operations meanwhile. You've got Pitbulls to detect those stealth harvesters. The main problem at that point is if Nod decides to use the harvesters as bait and tries to go around you somehow. Still, time is on your side in the long run - you've got access to way more Tiberium than this new Nod base, but they could theoretically make an end-run around your forces to try to get at the prison facility.

[] Confirm attack now; roughly 1:1 numbers; slight odds advantage in your favor
[] Hold, harass C7 to interrupt potential harvesting operations
[] Hold, wait for reinforcements or for Nod to make a move instead

You consider whether to have your APC in B6 bring the engineering squad or an extra infantry squad - the infantry squad can provide good firepower, while the engineer squad will let you capture one of their buildings preventing additional non-combatants from entering the area and possibly doing some serious damage (in particular, capturing the Tiberium refinery will really screw them over, especially if you can yank one of the harvesters). You won't be able to hold it due to the Nod saboteurs, but you'll be able to at least activate the self-destruction protocols.

If attacking now:
[] Bring the engineer squad to capture a structure
-[] Construction Yard
-[] Factory
-[] Refinery
[] Bring infantry squad for extra firepower

Mechanical notes:
Command bonus is at +5 in your favor for APCs and infantry
Your veteran units get another +5, about half your units are veterans
Nod buggies are -10 vs your vehicles (or -10 vs infantry if they re-fit at the factory)
Nod has a tank and a turret for +15 vs vehicles except the Predator
Nod has two saboteurs and likely two more unknown infantry units, but nothing with bonuses vs your troops
Your infantry is able to swap equipment at the start of the fight
Reckoners don't have weapons but shield units bunkered inside them
All this adds up to usually your units will be seeing between +5 and +20 on individual rolls unless the Scorpion tank(s) or the turret(s) get the drop on one of your APCs. A "supporting" unit gives around +25 on average.
 
Well Cpt. Amir, sending in a commando to kill them all is not what I consider an acceptable diplomatic solution to this hostage situation.

Lets just work on this ourselves while we still have time and we'll resort to the Spec Ops option if nothing useful pops up.

[x] Plan Investigations and punking Nod.
-[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
--[x] B6
-[x] Pitbull: -600 credits, -1 housing, 4 speed, detects stealthed units, +10 vs aircraft, -10 vs infantry
-[x] Mortar: Secondary weapon, +10 vs infantry/buildings, may engage two units simultaneously, costs additional 100 credits
-[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits
-[x] Confirm attack now; roughly 1:1 numbers; slight odds advantage in your favor
-[x] Bring the engineer squad to capture a structure
--[x] Refinery
-[x] Figure something else out, you've got 48 hours before the deadline.
--[x] Analyize Tiberium monitoring satellite data to see if the Forgotten are full of crap

So I think its safe-ish to attack this turn. We have reinforcements arriving in three turns, the Nod forces are at their weakest point right now and likely not expecting an assault. Better yet, even if the assault is pushed back if we can get their refinery, I doubt they will have enough left in their wallet to rebuild it. They have only mined 3,000 credits worth of Tib from that patch so far, a refinery alone costs 2,000. And they have also spent 6,100 credits on all of their other buildings and 700+ on the new Scorpion tank.

If we can mess with their income stream, they may not be able to do much of anything in retaliation.
 
Update time. Who wants to roll a "Nod Reaction Option" roll? Let's make it a 1d3.
Scheduled vote count started by NickAragua on Jan 4, 2022 at 9:25 PM, finished with 2 posts and 2 votes.

  • [x] Plan Investigations and punking Nod.
    -[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
    --[x] B6
    -[x] Pitbull: -600 credits, -1 housing, 4 speed, detects stealthed units, +10 vs aircraft, -10 vs infantry
    -[x] Mortar: Secondary weapon, +10 vs infantry/buildings, may engage two units simultaneously, costs additional 100 credits
    -[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits
    -[x] Confirm attack now; roughly 1:1 numbers; slight odds advantage in your favor
    -[x] Bring the engineer squad to capture a structure
    --[x] Refinery
    -[x] Figure something else out, you've got 48 hours before the deadline.
    --[x] Analyize Tiberium monitoring satellite data to see if the Forgotten are full of crap
 
Update time. Who wants to roll a "Nod Reaction Option" roll? Let's make it a 1d3.
Scheduled vote count started by NickAragua on Jan 4, 2022 at 9:25 PM, finished with 2 posts and 2 votes.

  • [x] Plan Investigations and punking Nod.
    -[x] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
    --[x] B6
    -[x] Pitbull: -600 credits, -1 housing, 4 speed, detects stealthed units, +10 vs aircraft, -10 vs infantry
    -[x] Mortar: Secondary weapon, +10 vs infantry/buildings, may engage two units simultaneously, costs additional 100 credits
    -[x] Ablative Plating: Negates damage from first laser attack; costs 50 credits
    -[x] Confirm attack now; roughly 1:1 numbers; slight odds advantage in your favor
    -[x] Bring the engineer squad to capture a structure
    --[x] Refinery
    -[x] Figure something else out, you've got 48 hours before the deadline.
    --[x] Analyize Tiberium monitoring satellite data to see if the Forgotten are full of crap
On it.
Calvin threw 1 3-faced dice. Total: 1
1 1
 
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