T+5
C3 Combat Round 3
Damaged Nod Squads consolidating (will come back as a single 100% squad), 4% left over
Damaged Nod Squad returns to battle at 68% strength
"Not a good idea, Lieutenant." 1st squad's sergeant tells you flatly. "You get knocked out or catch a bullet with your brainpan, we're going to have some command confusion, especially if those Nod forces in B1 decide to try something."
You sigh. "Goddammit, sergeant. I know. I just hate the idea of troops under my command getting shot while I sit in a bunker swiping and pinging on my g-pad."
"Don't worry, about it, el-tee." Comes the reply. "I'm sure you'll get your turn".
---
The infantry squad and APC holding down the fort at B1 fall back to our base to rendezvous with the rest of the units moving there. They take some small arms fire from the Nod infantry scattered all over B1, but the APC is able to suppress the bad guys and make their way out of the turret gauntlet. They do report observing an additional infantry squad arriving in B1, but our APCs and infantry (both the retreating garrison unit and the newly-arriving reinforcements) should be able to take care of any attacks by two poorly-equipped infantry squads.
With that, our APCs in sector C2 swing by the base, picking up a pair of additional infantry squads, the engineers joining them, and the assault commences. A good chunk of Nod militants are dug in with pre-placed firing positions reinforced by sandbag walls to provide better fields of fire, and appear to have been reinforced by four more infantry squads. On the plus side, the Nod buggies are nowhere to be seen. One of your APCs fires an extremely well-placed rocket, destroying a fortified sandbag position at the front of the base, while your other APCs unload rounds from their rotary cannons and rockets to cover our infantry advance. Nod troopers take heavy casualties, with two squads forced to fall back, but your infantry is not unharmed in the advance, losing a few troopers as well. Our newly arrived grenade launcher-equipped infantry help keep casualties to a minimum, however.
With our advance going forward, the local Nod commander panics and presses the poorly-equipped non-combatants working in the construction yard and power plant into the battle. Another group would have probably emerged from the Tiberium refinery, but your engineers use the main assault as distraction to sneak around the west flank and enter said refinery. They report taking out several personnel and begin securing the facility, disabling several traps and self-destruct devices (including one that would have scattered the stored Tiberium all over the battlefield).
Having taken most of the outer ring of sandbags, your troops methodically continue the assault. Other than a couple of lucky rifle hits on one of the guided missile APCs and a few scratches from handgun rounds fired by the "base personnel", your troops grind the Nod forces down with volume of rifle fire, grenades and rockets. Still, a few soldiers regroup in the back by the construction yard and make their way back to the "front".
At which point the volume of fire from your APCs and infantry simply overwhelmes them. A "squad" of battered reactor technicians throws down their weapons and surrenders while the rest of the Nod soldiers are either killed or fall back; one of your guided missile APCs racking up an impressive number of casualties. The Nod commander triggers the self-destruct sequence on the buildings we haven't captured, and you watch the command center, power plant and two Tiberium silos in the back collapse; the engineers have disabled the self-destruct mechanisms in the Tiberium refinery. Thankfully, the silos were empty, otherwise that would have gotten unpleasant pretty quickly. One slight disappointment is that the harvester is nowhere to be seen. You order your troops to finish securing the area, then get on the line to the captain to deliver your report.
Post-Battle Report:
Less than two Nod infantry squads survived the engagement
Tiberium Refinery captured
APC #1: Veteran status achieved (+5 combat rolls)
APC #2: Veteran status achieved (+5 combat rolls)
---
"... three troopers killed in action, two wounded. Minor damage to our APCs, but field-repairable." you finish the report. "Oh, and we captured the Tiberium refinery, it was about half-full. The harvester got away, though, as did the three buggies."
"Good work, Lieutenant." The captain replies, smiling. "Due to your diligence in capturing the Tiberium refinery, I've been authorized to detach an additional personnel carrier and either an engineering squad or an infantry squad to your command; you take your pick and let me know."
"Yes sir." You respond, then draw a breath, and decide to take some initiative. "We'll mop up those turrets and the rest of the infantry, if they've stuck around. I'll set up defenses around the refinery and the landing zone, get the construction crews to clear the debris. We'll need a harvester to clean up the remaining tiberium in the area, and then... "
"Negative, Lieutenant." The captain cuts you off. "I've been informed that raw blue Tiberium is being transported west along route N11 from the red zone towards Oran for shipping. I've *also* been informed that forces affiliated with the Ten Rings are planning to hit one of those convoys." He brings up a map on screen-share. "Now these aren't the tiny little harvesters that we use for local Tiberium control, these carry tens, hundreds of thousands of credits' worth of Tiberium. And it's the blue stuff, so if the Nod forces get a hold of it... " he shudders. "Anyway, you are hereby ordered to repair your vehicles, replenish your infantry squads, then take your strike force, relocate it to either waystation N2A or N2B, and maintain roving patrols around your area of operations. Keep any Nod forces away from those cargo elephants."
"Elephants, sir?" You ask, raising an eyebrow.
"Yeah, that's what their crews call them apparently. Big cargo trucks, specialized for Tiberium hauling." The captain shrugs.
"Of course, sir, but what about this outpost?" You reply.
"We'll send someone else over to take charge and ship a harvester over to collect the remaining Tiberium. I'll see if I can get the navy to shell that turret cluster. And if not, there will be enough forces in the area after you leave that they'll be able to clean it up." comes the response. "Take an hour or two to have a look at the situation at outposts N2A and N2B, and tell me which one you'll take. I'll have another platoon cover the other one. Forwarding the files now. Out."
You take a look at the two outposts. The functional difference between the two is minimal - both have a construction yard, a barracks, a refinery (with a harvester) and two silos. The garrisons are three infantry squads and three APCs for N2A, while N2B recently suffered a hit-and-run Nod attack and so they're down to three infantry squads and two APCs, with their harvester having been destroyed. The main difference is in geography: one (N2B) covers a straight stretch of road where convoys will move east to west while the other (N2A) covers a T-intersection, where the convoys will start in the north, then take a right at the T and continue west past the outpost. The T-Intersection is in a Tiberium field, which will make defending that particular area with infantry difficult. Other than some lightly rocky areas east and south of the outpost, N2A is located in mostly flat terrain. N2B, meanwhile, the highway runs through an entirely rocky area, making it easier to defend if secured, but also a great place for an ambush if not secured. N2A has slightly less reported Tiberium deposits than N2B, although not significantly so. Both outposts appear to be pretty cramped and lack any kind of dedicated fortifications.
Expected opposition is Nod buggies and light infantry, although if the Nod forces plan to hit heavy trucks, they're likely to equip some of their buggies with rockets and try to use hit-and-run attacks rather than massed infantry charges.
You've already got in mind a garrison APC whose crew has displayed particular skill in taking chunks off of Nod buggies, but spend some time thinking about who to put into the APC. You could simply go with another infantry squad and request additional engineering support on-site as needed. Or, you could bring some engineers to help fix your vehicles and in case you need to capture Nod structures again.
[] Infantry Squad
[] Engineering Squad
Either of the outposts to which you may deploy has the capability to change your infantry load-out, but it will take some time or resources to construct a "War Factory". With the totally unexpected Nod popup turrets, you consider requisitioning ammunition for some of your APCs equipped with guided missile launchers that's more appropriate to dealing with fixed structures, although if you encounter enemy armor, those will be less effective. Equipping your infantry with demolition packs for taking down structures might not go amiss, either, when the time comes to do it. Pick initial loadouts for your APCs:
APC #1, APC #2, APC #3
Pick for each APC individually.
[] Rotary cannon (default): +10 vs infantry, -5 vs armored units
[] Guided missiles - anti-vehicle: -5 vs infantry, +10 vs fast units/aircraft
[] Guided missiles - anti-structure: -5 vs infantry, -5 vs armored units, +10 vs buildings
[] Grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
Where do you want to deploy?
[] N2A: Mostly flat terrain, three medium-size Tiberium patches, larger garrison, harvester available right away, convoy route harder to defend
[] N2B: Mostly rocky terrain, four medium-size Tiberium patches, smaller garrison, no harvester, convoy route easier to defend if secured
[AN: Nice work, you guys did a classic "rush", taking out the Nod base before they had a chance to build up. In addition to straight-up losing, another potential outcome was Nod retreating after harvesting all the Tiberium in the area. They were about 33% done with that process. Between the one garrison APC and your two APCs, you've now got three APCs with veteran crews, which should help keep them alive and more effective. But you don't get to keep all your forces when moving on to the next location, as you need to leave some behind to secure this outpost (or whatever else command wants to do with them).]
you need to change the names of the bases a little ? Both are the same name but descriptions are diffrent. I would suggest one of each for the apc-s and leave the structure one out. And take the engineering squad aswell i guess. Will vote later. And im not sure wich base to go for.
I'll see if I can get the navy to shell that turret cluster. And if not, there will be enough forces in the area after you leave that they'll be able to clean it up.
Where do you want to deploy?
[] N2A: Mostly flat terrain, three medium-size Tiberium patches, larger garrison, harvester available right away, convoy route harder to defend
[] N2A: Mostly rocky terrain, four medium-size Tiberium patches, smaller garrison, no harvester, convoy route easier to defend if secured
I presume that another force will be assigned to take over the other outpost? And that we'll be getting an increase in credits to ensure we can make a War Factory and then extra Harvester, if we do select N2B?
Tentative plan, based on that assumption, with the thought that we can set infantry to guard the convoy route, with a couple missile-armed APCs to deal with NOD missile bikes or buggies harassing the harvester. And a squad of engineers to do repairs.
[X] Plan Harder start
-[X] Engineering Squad
-[X] APC#1 Rotary cannon
-[X] APC#2 Guided missiles - anti-vehicle
-[X] APC#3 Guided missiles - anti-vehicle
-[X] N2B: Mostly rocky terrain, four medium-size Tiberium patches, smaller garrison, no harvester, convoy route easier to defend if secured
Also, if anyone has suggestions for a way to improve plans, or just wants help with making plans of their own, please let me know. Being the guy for plans sometimes makes me worry.
Is it just me or did the first area mimic the first and second missions of the GDI campaign of C&C1?
Also, the lack of a harvester at 2B is an issue, we won't be able to source local materials until after we get the warfactory up and a harvester.
Overall, I'd say there are two strategies we have to deal with.
2A requires a roving/forward patrol to escort the elephants properly, because stationing troops in a tib field is insanity. 2B requires a lot more digging in and turtling to set up and maintain a properly secured corridor.
Got no better plan though, so...
[X] Plan Harder Start
I presume that another force will be assigned to take over the other outpost? And that we'll be getting an increase in credits to ensure we can make a War Factory and then extra Harvester, if we do select N2B?
Your arrival at N2B proceeds without much fanfare. The garrison commander looks you up and down, his expression betraying some skepticism, then salutes and transfers command protocols over to you, which your EVA confirms in that ever-so-pleasant voice delivered via your G-Pad. Hopefully you won't have a problem with this individual; defending the convoy route is going to be trouble enough. Your G-Pad notifies you that the the first "Elephant" will be "handed off" to your forces within the next day. With a top "speed" of 40kph, it resembles an actual elephant, but you suppose it's reasonable for a vehicle that weighs as much as a couple of Mammoth tanks, has as many treads and drive motors, and has enough capacity to carry a hundred-plus of tons of Tiberium. Your job will be to ensure protection of incoming Elephants as the pass through your sector.
You spend the day mapping out possible attack vectors along the projected convoy route and coming to the conclusion that, without knowing the exact direction a Nod assault will come from, there are simply too many approach paths to defend them all. You'll have to either station units in all grid sectors of the convoy route, or have a force following the convoy trucks. The former approach will let you station infantry units in pre-placed positions along likely approaches, making your infantry more effective. The latter will let you concentrate force, unless whoever is in charge of Elephant traffic forgets to stagger them properly. You will, of course, still have to make sure your outpost doesn't get stormed. Again.
The state of the outpost is... you're not happy with it. At all. The ... "gifted" individual who set things up has managed to take up all the remaining available space with those two stupid Tiberium silos, which currently hold all of zero processed Tiberium. Which means there is no room left to build any additional structures on the outpost site. And while it's nice that the refinery is located next to all the other structures, it's also pretty far from any Tiberium fields and thus any Tiberium income will be extremely slow unless something is done about it.
EVA Report
Current Objectives:
Restart Tiberium Harvesting (self-entered)
Escort 100% of Elephant units passing through the area (Primary Command Directive)
Base Status:
Power: +25
Housing: 13/12 (hot-bunking; no further military unit requisitions possible until addressed)
Building Slots: 0/8
Credits: 4000
Infantry Requisition Capacity: 2 (locked until additional barracks are constructed)
Buildings: Construction Center, Tiberium Refinery, 2x Silo, 1x Barracks, 1x Power Plant.
Construction Special Options (pick any number):
[] Deconstruct Silo: +1 building slot, +50 credits per structure deconstructed, +10 power.
These silos are not holding any Tiberium at the moment, nor will they be holding any for a while due to lack of any harvesters. Thus, at this point, they are basically just sitting there eating power and space. You rub your hands together gleefully at the thought of getting your construction crews to take them down and use some of the raw materials and space to build something more useful.
[] Deconstruct Tiberium Refinery: +2 building slots, +750 credits, +40 power.
Another thing you could do is take down the existing refinery. "Wait, hear me out", you mouth to yourself, lifting a finger. "If I could requisition a surveyor, I could set up an outpost on the Tiberium fields and get a lot more of that stuff processed a lot faster. Show these nincompoops how it's done." 1st Squad's sergeant looks at you with a raised eyebrow and asks, "Ma'am"? You blink and flush red, realizing you'd said the most of that out loud. This will delay your ability to put together a War Factory in the short term, but the glacial pace of income with the current setup would greatly curtail your ability to build any vehicles anyway.
Construction Options (pick 1; note that none of these available unless one of the deconstruction options is taken, or a Surveyor is constructed and set up):
[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
Without additional housing, you simply won't be able to call up any additional military units. If you clear up some space in the outpost, you can put down additional barracks and alleviate this housing shortage.
[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
In order to execute on your brilliant (self-declared) plan of setting up a Tiberium refinery less than two days' drive from the actual Tiberium, you will need to have the construction yard crew put together a Surveyor-class vehicle.
[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square, unlocks static defenses
When you were undergoing command training, it was always easier to do your job from the improved facilities of a command center, rather than an improvised room in a construction yard. For one, it's easier to concentrate without a bunch of angle grinders, metal saws and other high-powered construction equipment going off at random intervals. Also, having dedicated communications equipment helps. Kind of a 'pie in the sky' dream at this point, but it helps to have a long-term goal.
[] Sandbags: -500 Credits, +5 to all combat rolls in outpost
Improve fighting positions around your outpost so if you get caught with your pants down, your defenders will have better odds of prevailing. And hey, you have plenty of sand.
New unit introduced: Tiberium Harvester (base model), Elephant, Surveyor. See units listing for additional details.
A3: Flat terrain. GDI Outpost. Construction Center, Tiberium Refinery, 2x Silo, 1x Barracks, 1x Power Plant. 2x APC (minigun). All requisitioned units arrive here unless stated otherwise.
deconstruct a silo , build a barracks and a surveyor i think would be the basic actions .
And what route will the elephants take ? Cause that will dictate what we do . I think the apc-s will follow the elephants but not sure about where to put the infantry yet.
And what route will the elephants take ? Cause that will dictate what we do . I think the apc-s will follow the elephants but not sure about where to put the infantry yet.
deconstruct a silo , build a barracks and a surveyor i think would be the basic actions .
And what route will the elephants take ? Cause that will dictate what we do . I think the apc-s will follow the elephants but not sure about where to put the infantry yet.
So, going all-in on deconstruction, getting a surveyor, and sending most of our forces to meet the harvester at C2. Because sticking a refinery on top of a Tib field will speed up harvesting greatly.
[X] Plan Map, check. Plan, check. 2nd Lieutenant, check.
Construction Special Options (pick any number):
-[X] Deconstruct Silo (x2) +2 Building Slots, +100 Credits, +20 Power
-[X] Deconstruct Tiberium Refinery: +2 building slots, +750 credits, +40 power.
Construction Options
-[X] Surveyor: -1500 Credits
Movement Orders:
-[X] Garrison APC #1 A3 -> B3 -> C3 (scout) -> B3
-[X] Garrison APC #2 A3 -> A2 -> A1 (scout) -> A2
-[X] APC #1, #2 Transport Infantry Squads #1 & #2 A3 -> B3 -> B2 -> C2 (Defend)
-[X] Garrison Infantry Squads #1, #2, #3 Defend
-[X] APC #3 Transport Engineering Squad A3 -> A2 -> B2 : react to attacks on neighboring areas with remaining movement point