Mission 1, Turn 2: August 4, 2058
- Location
- New England
Raw plan and outcome dice rolls:
---
August 4, 2058
1300 local time
"Quite the aggressive plan, ma'am." 1st Squad's sergeant comments as you swipe orders into your G-Pad.
"It is, do you have any concerns I should know about?" You reply, looking up at him. He's not even that tall, but he still towers about 30cm above you.
"I think it's reasonable given what we know. We don't have any reason to expect serious opposition, and you're pushing out without leaving any gaps in our defense. So it should be fine."
You nod. "Of course - let me know if you do have any concerns. Better to have that conversation now than in the middle of a firefight."
You finish issuing orders and your troops mount up and roll out, most of the APCs heading west, with one intending to split off to the north sweep through the intervening sector, and rejoin the lone Guardian heading north. The APCs passing through sector B1 trundle along, enjoying the southern mediterranean coast and pleasant afternoon. Until the small arms fire starts. It seems that some stray Nod infantry were hiding in the rocks and have now opened fire. Our APCs are undeterred, and a combined barrage of rotary cannon fire and rockets nails a couple of Nod soldiers, scattering the rest. The force reports the hostile unit position to the naval hydrofoil standing by, then moves on to sector C1.
The naval hydrofoil moves to deliver some rockets to the designated coordinates, but is surprised by a trio of popup turrets on the shoreline, equipped with anti-tank guns. A few lucky shots damage the vessel's main motive drive system, and in a few minutes, instead of gliding majestically above the Mediterranean, it's only the tip of the bridge that's poking out above the shallow waters, the surviving crew's lifeboats making their way towards your outpost.
1st Squad and its accompanying garrison APCs finish their recon of sector A1, where they observe another Nod infantry squad, then return to sector B1, where they park outside line of sight of the turrets, disembark the infantry and hunker down to await further orders.
---
2nd Squad peels off from B1 to the south, sweeping through sector B2 to uncover a Nod infantry squad (that thinks they haven't been noticed) hiding in the rocks, then moves into sector C2, avoiding a patrolling Nod buggy (machinegun-equipped) and linking up with the garrison APC (#3) that arrives there a few hours later, with quite the story to tell.
Seems that #3 was intercepted by a pair of Nod buggies - a few gouges in the side armor plating indicate some battle damage, but one of the buggies was forced to retreat after a stream of minigun rounds sliced off the top half of the vehicle, along with the gunner.
More importantly, though, Garrison APC #3 has located what appears to be a small Nod Tiberium harvesting operation. A small, temporary compound surrounded by sandbags, with a small construction yard, a power plant, a refinery and two silos. No harvester was observed, but it is likely harvesting Tiberium from the reported small northern field.
The two APCs deploy their infantry squads and square off against their Nod counterparts, awaiting further orders.
Not the best start to your first command, but you crack your neck and determine to do better next time.
---
"... understood, Lieutenant. At least the Navy will get their sailors back." your commanding officer tells you after you give your report. "That harvesting operation is likely why Nod is in this area. I have a new objective for you, and will be sending an additional APC with an engineering team to help you accomplish it. Capture that Nod refinery. Intact."
"Understood, sir. Any chance of additional reinforcements? Or maybe... " you cringe sheepishly "... another naval vessel? We've located quite a few Nod infantry units." You reply.
"Send your requisitions over, and I'll see what I can do." the captain says. "Over and out."
You nod, putting your mask on before stepping out of the construction yard - your G-Pad informs you that your construction crews have just finished putting up the power plant pre-fab. You watch the barracks' external fans spin up to full power and the indicator light on the backup battery stop blinking red. Well, that's at least one problem solved. Although, having spent some time looking at it, that building looks like it's a couple of rockets, bullets or a stiff breeze short of collapsing. Now, to decide what to do next - you ping 1st and 2nd squads' sergeants comms to figure out what to do next.
---
EVA Report
Current Objectives:
Re-establish power to local structure (self-entered) (completed)
Recon surrounding area (self-entered) (reconnaissance conducted on 5/8 local sectors)
Re-establish GDI facility (primary command directive) (completed)
Construct additional housing for engineers and APC crew (self-entered)
Locate and eliminate source of Nod attack (primary command directive) (Nod base located)
Capture Nod Tiberium Refinery in Grid C3 (secondary command directive)
Base Status:
Funding: 4500 Credits
Power: +85
Building Slots Available: 2/8
Housing Available: 0/8; Expected change -2
Structures in C1: Construction Yard, Power Plant, Barracks (7% integrity remaining)
Construction Options: Pick 1
[] Clear Construction Yard Debris: +2 Building Slots
This is pretty straightforward. Get the construction yard crew to break out the demo charges and bulldozer and clear the wreckage so you can have more room to construct buildings.
[] Clear Power Plant Debris: +1 Building Slot
Another straightforward project. Safely remove the radioactive nuclear fuel, then break out the demo charges and bulldozer so you can have more room to construct buildings and also don't have to worry about glowing in the dark.
[] Barracks: -500 Credits, -1 Building Slot, +4 Housing, -15 Power, Infantry Requisition Capacity 2->3 (diminishing returns)
The construction yard crew can put together additional living quarters and an armory so that you can get more troops in the field. You'll need to do this anyway to give the incoming engineers and their APC crew somewhere to stay.
[] Tiberium Refinery: -1500 credits, -2 Building Slots, +1000 tiberium storage, -40 Power, harvesting capability
Perhaps not the most optimal option, but you could get a refinery set up and get the harvester rolling. It's no fancy railgun harvester, but if you can plow through to one of the Tiberium fields in the area, you could get yourself some additional income.
[] Sandbags: -500 credits, 0 Building Slots, limit 1 per grid, +5 to all combat rolls when defending this grid
Fancy GDI bases have concrete perimeter walls with auto-turrets on the corners. You're not a fancy GDI base, but if the Nod guys have sandbags to help defend their base, why can't you? It'll give your forces attempting to defend the base a little bit of extra cover, absorbing some of the incoming projectile rifle fire.
Additionally, you can choose whether to repair the damaged barracks or not. Kind of a no-brainer normally, but with limited raw materials, even a tiny expenditure can make all the difference:
[] Repair the damaged barracks: 93 credits
[] Leave it
Requisition Options: Pick between 0 and 2, may pick each option multiple times
New troops will arrive next turn.
[] Infantry Squad: -500 credits, -1 housing.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
Your troops have run into a turret nest, a substantial amount of infantry, and a small Nod base. You think you're justified in requisitioning some infantry. You also consider asking that they load up on grenade launchers to help deal with the infantry swarms.
[] Engineering Squad: -500 credits, -1 housing
You also consider asking for some mechanics to fix your APCs, above and beyond the engineering squad you're being sent. It's inevitable that your APCs will take damage, and being able to fix them in the field rather than having to drive them back to base is invaluable.
Additionally, pick a load out for the APC arriving next turn:
Reinforcement APC
[] 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
Graphical representation of operational area:
A3 B3 C3
A2|B2 C2
A1 B1 C1
Updated reconnaissance report:
Current force status:
[] Write-in deployment order plans; you may deploy any number of units along any routes in any combination (as long as speed limits and transport capacity are respected).
This is definitely a plan vote, open for ~24-ish hours.
-[X][APC1] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
Guardian APC #2
-[X][APC2] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
-[X]APC1, Transporting Infantry Squad 1, Scout, C1 -> B1 -> B2 -> C2
--[X]Infantry Squad 1, Defend C2
-[X]APC2, Transporting Infantry Squad 2, Scout, C1 -> B1 -> A1 -> B1
--[X]Infantry Squad 2, Defend B1
-[X]Garrison APC #1, Transporting Garrison Infantry Squad 1, Scout, C1 -> C2 -> C3 -> C2
--[X]Garrison Infantry Squad 1, Defend C2
-[X]Garrison APC #2, Scout, C1 -> B1 -> A1 -> B1
-[X]Garrison APC #3, Scout, C1 -> B1 -> A1 -> B1
-[X]Rapier Hydrofoil, C1 -> B1
T+0
APC1, APC2, GAPC2, GAPC3: B1
B1 Evasion:
APC x4 vs Turret x3, Infantry x1
3d100 (+5 commander bonus) x4 vs 1d100x4
raw 88/204/244/147 vs 39/7/55/98
mod 93/209/249/152 vs 39/7/55/98; Infantry intercepts
B1 Combat Round 1
APCs vs Infantry
2x 1d100 - 5 (missile vs infantry) + 5 (commander),
2x 1d100 + 10 (minigun vs infantry) + 5 (commander) vs
1d100 - 10 (small arms vs vehicles)
raw 47, 34, 55, 76 vs 90
mod 47, 34/2, 70/4, 91/8 vs 80
result = 93 vs 80; infantry takes 13% damage
Boat B1
B1 Combat Round 1
Boat vs 3x Turret
1d100 vs 1d100 x3
raw 23 vs 33, 40, 22
mod 23 vs 33 + 40/2 + 22/4; boat take 36% damage
GAPC1: C2
C2 Evasion:
3d100 (+5) x1 vs 3d100x2, 1d100x2 (2x MG Buggy, 2x Infantry)
raw 158 vs 188, 191, impossible, impossible
mod 163 vs 188, 191; Buggies Intercept
C2 Combat Round 1
APC3 vs MG Buggies
1d100 + 5 (commander) vs 2x 1d100 - 10 (loadout)
raw 5 vs 5, 94
mod 10 vs -5 (crit, stunned), 89/2
result = 10 vs 40; APC takes 30% damage
T+1
APC1, APC2, GAPC2, GAPC3: B1
B1 Evasion 2: 3d100 (+5 commander) x4 vs 1d100 (turrets already revealed)
raw 127, 243, 175, 95 vs 24
mod 132, 248, 180, 100 vs 24: APCs evade
Boat B1
B1 Combat Round 2
Boat vs 3x Turret
1d100 vs 1d100 x3
raw 23 vs 73, 90, 86
mod 23 vs 73 + 90/2 + 86/4; boat sunk
GAPC1: C2
C2 Evasion 2: 3d100 +5 (commander) vs 3d100, 1d100x2
raw 115 vs 152; Buggy intercepts
C2 Combat Round 2
APC3 vs MG Buggy
1d100 + 5 (commander) vs 1d100 - 10 (loadout)
raw 95 vs 32
mod 100 vs 22; Buggy takes 78% damage - disengaging
T+2
APC1, GAPC2, GAPC3: A1
3x APC vs 1x Infantry
A1 Evasion: 3d100 (+5 commander) x3 vs 1d100
raw 85, 119, 210 vs 3: APCs evade
APC 2: B2
1x APC vs 1x Infantry
B2 Evasion: 3d100 (+5 commander) vs 1d100
raw 129: impossible to beat, APC evades
GAPC1: C2
C2 Evasion 3:
APC3 vs MG Buggy
raw 239 vs 140
mod 244 vs 140; APC evades
T+3
APC1, GAPC2, GAPC3: B1. Deploy 1x Infantry Squad
3x APC vs 1x Infantry
B1 Evasion: 3d100 +5 (commander) x3 vs 1d100
raw 160, 68, 199 vs 73
mod 165, 73 (reroll tie: 102), 204 vs 73; APCs evade, infantry deployed into defense
APC2: C2. Deploy 1x Infantry Squad
APC vs Buggy, 2x Infantry
C2 Evasion: 3d100 +5 (commander) vs 3d100, 1d100 x2
raw: 152 vs 100, impossible, impossible; APC evades, infantry deployed into defense
GAPC1: C3
APC vs 4x infantry squad
C3 Evasion: 3d100 (+5 commander) vs 1d100x4
raw 155; impossible to beat APC evades
T+4
GAPC1: C2
APC vs Buggy, 2x Infantry
C2 Evasion: 3d100 +5 (commander) vs 3d100, 1d100 x2
raw: 174 vs 113, impossible, impossible; APC evades, infantry deployed into defense
Guardian APC #2
-[X][APC2] Guided missiles: -5 vs infantry, +10 vs fast units/aircraft
-[X]APC1, Transporting Infantry Squad 1, Scout, C1 -> B1 -> B2 -> C2
--[X]Infantry Squad 1, Defend C2
-[X]APC2, Transporting Infantry Squad 2, Scout, C1 -> B1 -> A1 -> B1
--[X]Infantry Squad 2, Defend B1
-[X]Garrison APC #1, Transporting Garrison Infantry Squad 1, Scout, C1 -> C2 -> C3 -> C2
--[X]Garrison Infantry Squad 1, Defend C2
-[X]Garrison APC #2, Scout, C1 -> B1 -> A1 -> B1
-[X]Garrison APC #3, Scout, C1 -> B1 -> A1 -> B1
-[X]Rapier Hydrofoil, C1 -> B1
T+0
APC1, APC2, GAPC2, GAPC3: B1
B1 Evasion:
APC x4 vs Turret x3, Infantry x1
3d100 (+5 commander bonus) x4 vs 1d100x4
raw 88/204/244/147 vs 39/7/55/98
mod 93/209/249/152 vs 39/7/55/98; Infantry intercepts
B1 Combat Round 1
APCs vs Infantry
2x 1d100 - 5 (missile vs infantry) + 5 (commander),
2x 1d100 + 10 (minigun vs infantry) + 5 (commander) vs
1d100 - 10 (small arms vs vehicles)
raw 47, 34, 55, 76 vs 90
mod 47, 34/2, 70/4, 91/8 vs 80
result = 93 vs 80; infantry takes 13% damage
Boat B1
B1 Combat Round 1
Boat vs 3x Turret
1d100 vs 1d100 x3
raw 23 vs 33, 40, 22
mod 23 vs 33 + 40/2 + 22/4; boat take 36% damage
GAPC1: C2
C2 Evasion:
3d100 (+5) x1 vs 3d100x2, 1d100x2 (2x MG Buggy, 2x Infantry)
raw 158 vs 188, 191, impossible, impossible
mod 163 vs 188, 191; Buggies Intercept
C2 Combat Round 1
APC3 vs MG Buggies
1d100 + 5 (commander) vs 2x 1d100 - 10 (loadout)
raw 5 vs 5, 94
mod 10 vs -5 (crit, stunned), 89/2
result = 10 vs 40; APC takes 30% damage
T+1
APC1, APC2, GAPC2, GAPC3: B1
B1 Evasion 2: 3d100 (+5 commander) x4 vs 1d100 (turrets already revealed)
raw 127, 243, 175, 95 vs 24
mod 132, 248, 180, 100 vs 24: APCs evade
Boat B1
B1 Combat Round 2
Boat vs 3x Turret
1d100 vs 1d100 x3
raw 23 vs 73, 90, 86
mod 23 vs 73 + 90/2 + 86/4; boat sunk
GAPC1: C2
C2 Evasion 2: 3d100 +5 (commander) vs 3d100, 1d100x2
raw 115 vs 152; Buggy intercepts
C2 Combat Round 2
APC3 vs MG Buggy
1d100 + 5 (commander) vs 1d100 - 10 (loadout)
raw 95 vs 32
mod 100 vs 22; Buggy takes 78% damage - disengaging
T+2
APC1, GAPC2, GAPC3: A1
3x APC vs 1x Infantry
A1 Evasion: 3d100 (+5 commander) x3 vs 1d100
raw 85, 119, 210 vs 3: APCs evade
APC 2: B2
1x APC vs 1x Infantry
B2 Evasion: 3d100 (+5 commander) vs 1d100
raw 129: impossible to beat, APC evades
GAPC1: C2
C2 Evasion 3:
APC3 vs MG Buggy
raw 239 vs 140
mod 244 vs 140; APC evades
T+3
APC1, GAPC2, GAPC3: B1. Deploy 1x Infantry Squad
3x APC vs 1x Infantry
B1 Evasion: 3d100 +5 (commander) x3 vs 1d100
raw 160, 68, 199 vs 73
mod 165, 73 (reroll tie: 102), 204 vs 73; APCs evade, infantry deployed into defense
APC2: C2. Deploy 1x Infantry Squad
APC vs Buggy, 2x Infantry
C2 Evasion: 3d100 +5 (commander) vs 3d100, 1d100 x2
raw: 152 vs 100, impossible, impossible; APC evades, infantry deployed into defense
GAPC1: C3
APC vs 4x infantry squad
C3 Evasion: 3d100 (+5 commander) vs 1d100x4
raw 155; impossible to beat APC evades
T+4
GAPC1: C2
APC vs Buggy, 2x Infantry
C2 Evasion: 3d100 +5 (commander) vs 3d100, 1d100 x2
raw: 174 vs 113, impossible, impossible; APC evades, infantry deployed into defense
---
August 4, 2058
1300 local time
"Quite the aggressive plan, ma'am." 1st Squad's sergeant comments as you swipe orders into your G-Pad.
"It is, do you have any concerns I should know about?" You reply, looking up at him. He's not even that tall, but he still towers about 30cm above you.
"I think it's reasonable given what we know. We don't have any reason to expect serious opposition, and you're pushing out without leaving any gaps in our defense. So it should be fine."
You nod. "Of course - let me know if you do have any concerns. Better to have that conversation now than in the middle of a firefight."
You finish issuing orders and your troops mount up and roll out, most of the APCs heading west, with one intending to split off to the north sweep through the intervening sector, and rejoin the lone Guardian heading north. The APCs passing through sector B1 trundle along, enjoying the southern mediterranean coast and pleasant afternoon. Until the small arms fire starts. It seems that some stray Nod infantry were hiding in the rocks and have now opened fire. Our APCs are undeterred, and a combined barrage of rotary cannon fire and rockets nails a couple of Nod soldiers, scattering the rest. The force reports the hostile unit position to the naval hydrofoil standing by, then moves on to sector C1.
The naval hydrofoil moves to deliver some rockets to the designated coordinates, but is surprised by a trio of popup turrets on the shoreline, equipped with anti-tank guns. A few lucky shots damage the vessel's main motive drive system, and in a few minutes, instead of gliding majestically above the Mediterranean, it's only the tip of the bridge that's poking out above the shallow waters, the surviving crew's lifeboats making their way towards your outpost.
1st Squad and its accompanying garrison APCs finish their recon of sector A1, where they observe another Nod infantry squad, then return to sector B1, where they park outside line of sight of the turrets, disembark the infantry and hunker down to await further orders.
---
2nd Squad peels off from B1 to the south, sweeping through sector B2 to uncover a Nod infantry squad (that thinks they haven't been noticed) hiding in the rocks, then moves into sector C2, avoiding a patrolling Nod buggy (machinegun-equipped) and linking up with the garrison APC (#3) that arrives there a few hours later, with quite the story to tell.
Seems that #3 was intercepted by a pair of Nod buggies - a few gouges in the side armor plating indicate some battle damage, but one of the buggies was forced to retreat after a stream of minigun rounds sliced off the top half of the vehicle, along with the gunner.
More importantly, though, Garrison APC #3 has located what appears to be a small Nod Tiberium harvesting operation. A small, temporary compound surrounded by sandbags, with a small construction yard, a power plant, a refinery and two silos. No harvester was observed, but it is likely harvesting Tiberium from the reported small northern field.
The two APCs deploy their infantry squads and square off against their Nod counterparts, awaiting further orders.
Not the best start to your first command, but you crack your neck and determine to do better next time.
---
"... understood, Lieutenant. At least the Navy will get their sailors back." your commanding officer tells you after you give your report. "That harvesting operation is likely why Nod is in this area. I have a new objective for you, and will be sending an additional APC with an engineering team to help you accomplish it. Capture that Nod refinery. Intact."
"Understood, sir. Any chance of additional reinforcements? Or maybe... " you cringe sheepishly "... another naval vessel? We've located quite a few Nod infantry units." You reply.
"Send your requisitions over, and I'll see what I can do." the captain says. "Over and out."
You nod, putting your mask on before stepping out of the construction yard - your G-Pad informs you that your construction crews have just finished putting up the power plant pre-fab. You watch the barracks' external fans spin up to full power and the indicator light on the backup battery stop blinking red. Well, that's at least one problem solved. Although, having spent some time looking at it, that building looks like it's a couple of rockets, bullets or a stiff breeze short of collapsing. Now, to decide what to do next - you ping 1st and 2nd squads' sergeants comms to figure out what to do next.
---
EVA Report
Current Objectives:
Re-establish power to local structure (self-entered) (completed)
Recon surrounding area (self-entered) (reconnaissance conducted on 5/8 local sectors)
Re-establish GDI facility (primary command directive) (completed)
Construct additional housing for engineers and APC crew (self-entered)
Locate and eliminate source of Nod attack (primary command directive) (Nod base located)
Capture Nod Tiberium Refinery in Grid C3 (secondary command directive)
Base Status:
Funding: 4500 Credits
Power: +85
Building Slots Available: 2/8
Housing Available: 0/8; Expected change -2
Structures in C1: Construction Yard, Power Plant, Barracks (7% integrity remaining)
Construction Options: Pick 1
[] Clear Construction Yard Debris: +2 Building Slots
This is pretty straightforward. Get the construction yard crew to break out the demo charges and bulldozer and clear the wreckage so you can have more room to construct buildings.
[] Clear Power Plant Debris: +1 Building Slot
Another straightforward project. Safely remove the radioactive nuclear fuel, then break out the demo charges and bulldozer so you can have more room to construct buildings and also don't have to worry about glowing in the dark.
[] Barracks: -500 Credits, -1 Building Slot, +4 Housing, -15 Power, Infantry Requisition Capacity 2->3 (diminishing returns)
The construction yard crew can put together additional living quarters and an armory so that you can get more troops in the field. You'll need to do this anyway to give the incoming engineers and their APC crew somewhere to stay.
[] Tiberium Refinery: -1500 credits, -2 Building Slots, +1000 tiberium storage, -40 Power, harvesting capability
Perhaps not the most optimal option, but you could get a refinery set up and get the harvester rolling. It's no fancy railgun harvester, but if you can plow through to one of the Tiberium fields in the area, you could get yourself some additional income.
[] Sandbags: -500 credits, 0 Building Slots, limit 1 per grid, +5 to all combat rolls when defending this grid
Fancy GDI bases have concrete perimeter walls with auto-turrets on the corners. You're not a fancy GDI base, but if the Nod guys have sandbags to help defend their base, why can't you? It'll give your forces attempting to defend the base a little bit of extra cover, absorbing some of the incoming projectile rifle fire.
Additionally, you can choose whether to repair the damaged barracks or not. Kind of a no-brainer normally, but with limited raw materials, even a tiny expenditure can make all the difference:
[] Repair the damaged barracks: 93 credits
[] Leave it
Requisition Options: Pick between 0 and 2, may pick each option multiple times
New troops will arrive next turn.
[] Infantry Squad: -500 credits, -1 housing.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
Your troops have run into a turret nest, a substantial amount of infantry, and a small Nod base. You think you're justified in requisitioning some infantry. You also consider asking that they load up on grenade launchers to help deal with the infantry swarms.
[] Engineering Squad: -500 credits, -1 housing
You also consider asking for some mechanics to fix your APCs, above and beyond the engineering squad you're being sent. It's inevitable that your APCs will take damage, and being able to fix them in the field rather than having to drive them back to base is invaluable.
Additionally, pick a load out for the APC arriving next turn:
Reinforcement APC
[] 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
Graphical representation of operational area:
A3 B3 C3
A2|B2 C2
A1 B1 C1
Updated reconnaissance report:
Grid A1. Open coastal terrain. Rocky coastline prevents landings here. One Nod light infantry squad reported within the last 24 hours.
Grid B1. Hilly coastal terrain. Rocky coastline prevents landings here. Three Nod turrets (anti-tank) and one light infantry squad confirmed. GDI force of three APCs and one infantry squad present.
Grid C1. Open coastal terrain. Landing Zone. The site of the damaged GDI base. Barracks is currently functional, but has sustained damage from rocket attacks and needs repairs. Construction yard re-established. Power plant constructed.
Grid A2. Open terrain. Light concentrations of green Tiberium reported by orbital monitoring. No recon data available.
Grid B2. Rocky terrain. One Nod light infantry squad reported within the last 24 hours.
Grid C2. Extremely rocky terrain. One Nod buggy (machine gun) and two light infantry squads confirmed. One Nod buggy was driven off during combat. GDI force of two APCs and two infantry squads present.
Grid A3. Extremely rocky terrain. No recon data available.
Grid B3. Open terrain. Very light green Tiberium concentrations reported by orbital monitoring. No recon data available.
Grid C3. Open terrain. Nod Tiberium refinery located - base has a construction yard, a power plant, two silos, and the refinery. No harvester observed. Four light infantry squads reported within the last 24 hours.
Grid B1. Hilly coastal terrain. Rocky coastline prevents landings here. Three Nod turrets (anti-tank) and one light infantry squad confirmed. GDI force of three APCs and one infantry squad present.
Grid C1. Open coastal terrain. Landing Zone. The site of the damaged GDI base. Barracks is currently functional, but has sustained damage from rocket attacks and needs repairs. Construction yard re-established. Power plant constructed.
Grid A2. Open terrain. Light concentrations of green Tiberium reported by orbital monitoring. No recon data available.
Grid B2. Rocky terrain. One Nod light infantry squad reported within the last 24 hours.
Grid C2. Extremely rocky terrain. One Nod buggy (machine gun) and two light infantry squads confirmed. One Nod buggy was driven off during combat. GDI force of two APCs and two infantry squads present.
Grid A3. Extremely rocky terrain. No recon data available.
Grid B3. Open terrain. Very light green Tiberium concentrations reported by orbital monitoring. No recon data available.
Grid C3. Open terrain. Nod Tiberium refinery located - base has a construction yard, a power plant, two silos, and the refinery. No harvester observed. Four light infantry squads reported within the last 24 hours.
Current force status:
APC #1 - guided missiles
APC #2 - guided missiles
Infantry Squad #1
Infantry Squad #2
Garrison APC #1 - rotary cannon - 30% damage
Garrison APC #2 - rotary cannon
Garrison APC #3 - rotary cannon
Garrison Infantry Squad #1
APC #2 - guided missiles
Infantry Squad #1
Infantry Squad #2
Garrison APC #1 - rotary cannon - 30% damage
Garrison APC #2 - rotary cannon
Garrison APC #3 - rotary cannon
Garrison Infantry Squad #1
[] Write-in deployment order plans; you may deploy any number of units along any routes in any combination (as long as speed limits and transport capacity are respected).
This is definitely a plan vote, open for ~24-ish hours.
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