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

Mission 2, Turn 2: August 8, 2058
Raw Plan + Resolution
[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

T+0
GAPC #1 (Minigun), APC #1, #2: A3 -> B3
Nod Buggy (MG): C3 -> B3
Evasion: Nod Buggy vs APC #1, #2, GI Squad #1
-3d100 vs 3d100 x2, 1d100
-raw 119 vs 195, 149, impossible (all get +5 commander bonus)
B3 Combat Round 1
- APC #1 (minigun), #2 (guided missile) vs Nod Buggy (MG)
- 1d100 + 10 (missile vs fast vehicle) + 5 (veteran) + 5 (commander)
- 1d100 + 5 (veteran) + 5 (commander)
vs
- 1d100 - 10 (mg vs vehicle)
-raw 20, 75 vs 67
-mod 40, 85/2 vs 57
Nod Buggy takes 88-57 = 31% damage

GAPC #1 evasion automatically succeeds (opposing unit is scouting)

GAPC #2, APC#3: A3 -> A2
GISquad A2, B2, B3 dig in

T+1
GAPC #2 A2 -> A1
APC #3 A2 -> B2

GAPC #1 B3 -> C3
Nod Base located (Construction Yard, Power Plant, 5x buggy, 4x infantry (dug in))
C3 Evasion
GAPC #2 vs 5x Nod Buggy, 4x Infantry
-3d100 (+5 commander) vs 5x 3d100, 4x 1d100
-raw 149 vs 160, 189, 155, 60, 206, impossible x4
-mod 154 vs 160, 189, 155, 60, 206, impossible x4; 2x Nod MG buggy, 2x Nod Rocket buggy intercept
C3 Combat Round 1
-1d00 vs 1d100 - 10 (mg vs vehicle) x2, 1d100 x2
-raw 4 vs 70, 11, 79, 90, 2
-mod 4 vs 60, 1/2, 79/4, 90/8
GAPC #1 takes 86% damage; routed

B3 Evasion
Evasion: Nod Buggy vs APC #1, #2, GI Squad #1
-3d100 vs 3d100 x2, 1d100 (all get +5 commander bonus)
-raw 182 vs 186, 169, impossible
-mod 182 vs 191, 174; APC #1 intercepts
B3 Combat Round 1:
Nod Buggy MG vs APC #1
-1d100 - 10 (mg vs vehicle) vs 1d100 + 5 (veteran) + 5 (commander)
-raw 58 vs 36
-mod 48 vs 46
APC #1 takes 2% damage

T+2
GAPC #2: A2 -> A1
APC #3: A2 -> B2

C3 Evasion
GAPC #1 vs 5x Nod Buggy, 4x Infantry
-3d100 (+5 commander) vs 5x 3d100, 4x 1d100
-raw 191 vs 171, 132, 43, 154, 155; GAPC #1 evades to B3

B3 Evasion
Nod Buggy vs APC #1, #2, GI Squad #1
-3d100 vs 3d100 x2, 1d100 (all +5 commander)
-raw 222 vs 240, 159, impossible
B3 Combat Round 2:
Nod Buggy MG vs APC #1
-1d100 - 10 (mg vs vehicle) vs 1d100 + 5 (veteran) + 5 (commander)
-raw 43 vs 26
-mod 33 vs 36
Nod Buggy takes 3% damage

T+3
GAPC #2: A1 -> A2
APC #3 responds to Nod buggy in B3
GAPC #1 arrives in B3; combat ineffective

B3 Evasion
Nod Buggy vs APC #1, #2, #3, GI Squad #1
-3d100 vs 3d100 x3, 1d100 (all +5 commander)
-raw 148 vs 159, 189, 128; APC #1, #2 intercept
B3 Combat Round 3:
Nod Buggy MG vs APC #1
-1d100 - 10 (mg vs vehicle)
vs
-1d100 + 10 (rocket vs fast vehicle) + 5 (veteran) + 5 (commander)
-1d100 + 5 (veteran) + 5 (commander)
-raw 15 vs 24, 80
-mod 5 vs 44, 90/2
Nod Buggy takes 99% damage (102% total); destroyed

T+4
APC #1, #2 B3 -> B2

T+5
APC #1, #2, B2 -> C2; Infantry #1, #2 dig in

August 8, 2058
GDI Outpost N2B

One of the garrison APCs you sent out on scout detail has a pretty close call. After driving past a Nod buggy on a recon patrol, the Guardian APC proceeds to grid C3, where it is promptly intercepted by a whopping five Nod buggies. Taking several rockets and multiple MG rounds, the crew somehow manages to evade the pursuers, retreating to the safety of our position in B2. The transmitted recon report is a mixture of good and bad news: the Nod force consists of five buggies (three rocket and two MG), plus four basic infantry squads - their ("looks brand new") base at this point is just a construction center and a power plant, so they're just getting set up.

On the plus side, the Nod buggy probing sector B2 is eliminated completely - one of our APCs keeps the vehicle from escaping until a rocket-equipped APC can catch up to it and blow it away with a direct hit, the flaming vehicle flipping over several times before bending itself around a rock.

Two of your APCs then proceed as directed to sector C2 to await the arrival of the first Elephant, while the APC in B3 settles into its position. This has now become a bluffing game. You can attempt to attack the Nod base, but you will need to marshal and commit all your forces to have a chance, which may give the Brotherhood the opportunity to plow through a weak point in your line and attack either your outpost or the convoy. Alternately, you can try to hold both the convoy and the base, but splitting your force in two at this point is a great recipe for losing half your force. Another option you consider is moving all your units to a central location to respond to Nod movements, but you don't really have the sensor coverage for that, and even if you did, you're risking losing either the Elephant or taking major damage to your outpost. You decide to compare the situation to a game of chess where you're being forked and the next moves for both sides are decided via a game rock-paper-scissors.

Your other problem is that your engineers' technical evaluation of the beat-up garrison APC is that it's a "pile of metal with wobbling wheels", so it'll need repairs to the tune of 86 credits; carrying out said repairs will be a little risky out in the open like that, and your engineers suggest that they catch a ride with it back to the outpost where at least they're not within walking distance of the Nod base.

You also check in with the other GDI outpost in the area, N2A. Their pickets haven't seen any Nod units on their end, so that's either good news, or they haven't placed their pickets correctly.

You decide to take a break for a few minutes and step out of the construction yard, a small smile coming to your face as you watch the bulldozers flatten the last remains Tiberium silos and the refinery, the re-usable girders and other construction materials already stored in your construction yard. The surveyor truck rolls out shortly thereafter, tooting its horn in celebration. Not exactly professional military etiquette, but you let it go.

APC #1: Veteran driving skill achieved (+5 to all evasion/interception rolls)
APC #2: Veteran driving skill achieved (+5 to all evasion/interception rolls)

EVA Report
Current Objectives:
Restart Tiberium Harvesting (self-entered)
Eliminate Nod base (self-entered)
Escort 100% of Elephant units passing through the area (Primary Command Directive)

Base Status:
Power: +85
Housing: 13/12 (hot-bunking; no further military unit requisitions possible until addressed)
Building Slots: 4/8
Credits: 3350
Infantry Requisition Capacity: 2 (locked until additional barracks are constructed)
Buildings: Construction Center, 1x Barracks, 1x Power Plant.

Construction Options (pick 1):
[] 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. With space cleared 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
You can build another surveyor and deploy it either along the convoy route or along the projected route between the newly-discovered Nod base and your outpost, allowing you to set up fortifications. However, your "coin purse" is a little light, so you have some reservations about doing this right now.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square, unlocks static defenses
Without certain equipment provided by a Tiberium refinery, this is currently not a viable project.

[] Tiberium Refinery: -1500 Credits, -2 Building Slots, +1000 tiberium storage, -40 Power, harvesting capability
You could re-build the Tiberium refinery you just tore down, but why? "Come on, EVA, give me a break." you mutter.

[] Sandbags: -500 Credits, +5 to all combat rolls in outpost
With the discovery of the Nod base and a substantial raiding force, you feel personally motivated to get this done so your choices are better than "fighting out in the open" or "watching the building you're occupying collapse on top of you".

[] Dig In: 0 Credits, negates combat roll penalties for the three non-combatant squads currently in the outpost
Instead of working on actual construction projects, you can have your construction crews dig some improvised fighting positions and issue proper weapons from the armory to outpost personnel. Actual combat troops wouldn't benefit from these too much, but it'll help keep your non-combatant personnel (and you) alive in case Nod gets around or through your perimeter. These aren't permanent positions, either - the soil around here doesn't really lend itself to digging, so you'll have to keep re-digging the holes, but at least it gives you something to do other than bite your fingernails and tap your right foot.

Repair Options (pick 1):
[] Repair APC #1 in place (-86 credits)
[] Move APC #1 and engineering squad to outpost and repair (-86 credits)
[] Don't repair APC #1

Graphical Representation of Operational Area:
A3 B3 C3
A2 B2 C2
A1 B1 C1

Current Reconaissance Report:
A3: Flat terrain. GDI Outpost. Construction Center, 1x Barracks, 1x Power Plant. Surveyor.

B3: Hilly terrain. Garrison Infantry Squad #1, APC #3, Engineering Squad, Garrison APC #1 (combat ineffective).

C3: Light green Tiberium concentrations reported (estimated 4 harvester loads). 3x Nod Rocket Buggy, 2x Nod MG Buggy, 4x Nod Infantry Squad

A2: Hilly/rocky terrain. Garrison Infantry Squad #3. Road leading west to east.

B2: Hilly terrain. Road leading west to east. Garrison Infantry Squad #2.

C2: Hilly/rocky terrain. Road leading west to east. APC #1, #2, Infantry Squad #1, #2 (dug in).

A1: Rocky terrain. Light green Tiberium concentrations reported (estimated 4 harvester loads). No Nod presence reported in the last 24 hours.

B1: Rocky terrain. Light green Tiberium concentrations reported (estimated 3 harvester loads). No Recon Data Available.

C1: Hilly/rocky terrain. Very light green Tiberium concentrations reported (estimated 2 harvester loads). No Recon Data Available.

Current Force Status:
APC #1: Rotary Cannon, Veteran gunner/driver - C2
APC #2: Guided Missiles (AV), Veteran gunner/driver - C2
APC #3: Guided Missiles (AV), Veteran gunner - B3
Garrison APC #1: Rotary Cannon 86% damage - B3
Garrison APC #2: Rotary Cannon - A2
Infantry Squad #1 - C2, dug in
Infantry Squad #2 - C2, dug in
Engineering Squad - B3
Garrison Infantry Squad #1: B3, dug in
Garrison Infantry Squad #2: A2, dug in
Garrison Infantry Squad #3: B2, dug in
Surveyor: A3
Elephant entering C2 this turn

[] Write-in movement orders; 24-hour plan vote.

[AN: You ever open a door and realize you walked into the wrong room?]
 
Last edited:
*screams and flails*
The Surveyor is in A3, not A1, right?

Hm.

The following is what I am sure I want, and then I need to think on strategy:
[] Plan pending...
Construction Options:
-[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
Repair Options:
-[] Move APC #1 and engineering squad to outpost and repair (-86 credits)
Move orders:
-[] Surveyor - A3 -> A2 -> A1, deploy
 
Ugh. I think we need to do contingent move orders. Hopefully they will make sense. And apologies in advance to Garrison Squad #1, who have tripwire duty.

[X] Plan Reactive options
Construction Options:
-[X] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
Repair Options:
-[X] Move Garrison APC #1 and engineering squad to outpost and repair (-86 credits)
Move orders:
-[X] Surveyor - A3 -> A2 -> A1, deploy
-[X] Garrison Infantry Squad #1: B3 Defend
-[X] Infantry Squad #1, #2 C2 Defend
If NOD attacks into B3 only:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> B3 Defend
-[X] APC #1, #2: Transport Infantry Squad #1 C2 -> B2 Transport Garrison Infantry Squad #3 B2 -> B3 Defend
-[X] APC #3 Defend B3
-[X] Garrison Infantry Squad #3 B2 -> B3 Defend
If NOD attacks into C2 only:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> C2 Defend
-[X] APC #1, #2: C2 Defend
-[X] APC #3 B3 -> B2 Transport Garrison Infantry Squad #3 B2 -> C2 Defend
If NOD attacks both:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> B3 Defend
-[X] APC #1, #2: C2 Defend
-[X] APC #3 Defend B3
-[X] Garrison Infantry Squad #3 B2 -> whichever has larger force attacking

Is this workable? Am I missing anything?
 
Mission 2, Turn 3: August 9, 2058
Raw plan + resolution
[X] Plan Reactive options
Construction Options:
-[X] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits
Repair Options:
-[X] Move Garrison APC #1 and engineering squad to outpost and repair (-86 credits)
Move orders:
-[X] Surveyor - A3 -> A2 -> A1, deploy
-[X] Garrison Infantry Squad #1: B3 Defend
-[X] Infantry Squad #1, #2 C2 Defend
If NOD attacks into B3 only:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> B3 Defend
-[X] APC #1, #2: Transport Infantry Squad #1 C2 -> B2 Transport Garrison Infantry Squad #3 B2 -> B3 Defend
-[X] APC #3 Defend B3
-[X] Garrison Infantry Squad #3 B2 -> B3 Defend
If NOD attacks into C2 only:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> C2 Defend
-[X] APC #1, #2: C2 Defend
-[X] APC #3 B3 -> B2 Transport Garrison Infantry Squad #3 B2 -> C2 Defend
If NOD attacks both:
-[X] Garrison APC #2 : Transport Garrison Infantry Squad #2 A2 -> B2 -> B3 Defend
-[X] APC #1, #2: C2 Defend
-[X] APC #3 Defend B3
-[X] Garrison Infantry Squad #3 B2 -> whichever has larger force attacking

T+0
GAPC #1 + engineering squad -> A3; repairing (-86 credits)
Surveyor A3 -> A2
GISquad #1 Defending B3 (dug in)
ISquad #1, #2 Defending C2 (dug in)
Elephant enters C2
APC #3 in B3, reacting
APC #2 in C2, reacting
APC #1 in C2, reacting
GAPC #2 + infantry in A2, reacting

Nod Decision-Making Process: 1d2, result: 2
5x Nod Buggy enters B3; engages APC #3, GISquad #1

B3 Combat Round 1:
2x Nod Buggy MG, 3x Nod Buggy Rocket vs APC #3 Missile, GI Squad #1 (dug in)
-1d100x3, 1d100x2
vs
-1d100 + 10 (missile vs buggy) + 5 (commander) + 5 (veteran)
-1d100 + 10 (dug in) + 5 (commander)
-raw 10, 84, 67, 71, 48 vs 65, 71
-mod 10, 84/2, 67/4, 71, 48/2 vs 85, 86
69 vs 85: Nod Buggy Rocket #1 takes 16% damage
95 vs 86: GISquad #1 takes 9% damage

T+1:
Surveyor A2 -> A1
GAPC #2, GISquad #2 A2 -> B2; responding to attack on B3
APC #1, #2, ISquad #1 C2 -> B2; responding to attack on B3

B3 Combat Round 2:
2x Nod Buggy MG, 3x Nod Buggy Rocket vs APC #3 Missile, GI Squad #1 (dug in)
-1d100x3, 1d100x2
vs
-1d100 + 10 (missile vs buggy) + 5 (commander) + 5 (veteran)
-1d100 + 10 (dug in) + 5 (commander)
-raw 72, 56, 38, 98, 5 vs 33, 72
-mod 72, 56/2, 38/2, 98, 5/2 vs 53, 87
119 vs 53: APC #3 takes 66% damage; withdrawing
101 vs 87: GISquad #1 takes 14% damage (23% total)

T+2:
Surveyor deploying at A1; outpost established

GAPC #2, GISquad #2 B2 -> B3; responding to attack on B3
APC #1, #2, ISquad #1, GISquad #3 B2 -> B3; responding to attack on B3

Nod buggies attempt evasion:
APC #3 automatically evades;
-3d100 x5 vs 3d100 + 5 (veteran) + 5 (commander) x2, 3d100 + 5 (commander), 1d100 + 5 (commander) x3
-raw 197, 232, 145, 110, 176 vs 222, 91, 110, 9, 72, 55
-mod 197, 232, 145, 110, 176 vs 232, 101, 120, 14, 77, 60
B3 Combat Round 3:
3 Nod Buggy Rocket, 2 Nod Buggy MG vs APC #2 Missile, APC #1 Minigun , GAPC #1 Minigun
-1d100x3, 1d100 - 10 (mg buggy vs vehicle) x2
vs
-1d100 + 10 (missile vs buggy) + 5 (commander) + 5 (veteran)
-1d100 + 5 (commander) + 5 (veteran)
-1d100 + 5 (commander)
-raw 72, 52, 38, 46, 94 vs 24, 17, 35
-mod 72, 52, 38, 36/2, 84/2 vs 44, 27, 45
APC #2 takes 48% damage
APC #1 takes 53% damage; withdrawing
GAPC #2 takes 35% damage

T+3:
Nod buggies continue to attempt evasion;
Pursuing forces outnumbered more than 2:1, evasion allowed; Buggies withdraw to C3

T+4:
2x Nod Buggy MG, 3x Nod Buggy Rocket -> C2
Attacking Elephant; ISquad #2

Elephant, ISquad #2 attempt to "evade":
3d100 x5 vs 1d100 + 5 x2
- raw lots of 150+, forget it

C2 Combat Round 1:
2x Nod Buggy MG, 3x Nod Buggy Rocket vs ISquad #2, Elephant
-1d100 x2, 1d100 x3
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-1d100 + 5 (commander) (no damage)
-raw 72, 6, 51, 49, 25 vs 74, 53
-mod 72, 6/2, 52, 49/2, 25/4 vs 94, 58
75 vs 94 Nod MG buggy #1 takes 19% damage
90 vs 58 Elephant takes 32% damage

T+5:
Initiative! APC #2, GAPC#2 pick up ISquad #1, GISquad #3, B3 -> B2; out of movement

Elephant, ISquad #2 attempt to "evade":
3d100 x5 vs 1d100 + 5 x2
-raw 105, other numbers 120+ vs 11, 71; forget it

C2 Combat Round 2:
-1d100 x2, 1d100 x3
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-1d100 + 5 (commander) (no damage)
-raw 83, 67, 3, 7, 9 vs 77, 77
-mod 83, 67/2, 3, 7/2, 9/2 vs 97, 82
117 vs 97 ISquad #2 takes 20% damage
12 vs 82 Nod Buggy Rocket #1 demoralized; skips next round

T+6:
Elephant, ISquad #2 attempt to "evade":
3d100 x4 vs 1d100 + 5 x2
-raw 93, others way too high vs 97, 64
-mod 93, others way too high vs 102, 64; Nod MG Buggy #1 unable to engage ISquad #2

C2 Combat Round 3:
-1d100, 1d100 x2, 1d100 - 10 (MG buggy vs vehicle)
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-1d100 + 5 (commander) (no damage)
-raw 17, 62, 96, 17 vs 64, 100 (crit!)
-mod 17, 62, 96/2, 7/2 vs 84, 105
70 vs 84, Nod MG Buggy #2 takes 14% damage
65 vs 105, crit! Nod Rocket Buggy #2 takes 50% damage from getting "tired"; withdrawing

T+7:
Elephant, ISquad #2 attempt to "evade":
3d100 x4 vs 1d100 + 5 x2
-raw lots of 140+, forget it

C2 Combat Round 4:
Nod MG Buggy #1 (19%), #2 (14%), Rocket Buggy #1 (16%), #3 vs ISquad #2, Elephant
-1d100 x2, 1d100 x2
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-1d100 + 5 (commander) (no damage)
- raw 21, 17, 13, 27 vs 11, 77
- mod 21, 17/2, 13, 27/2 vs 31, 82
30 vs 31 Nod MG Buggy #1 takes 1% damage (20% total)
27 vs 82 Nod Rocket Buggy #1 is demoralized; skipping next turn

T+8:
Elephant, ISquad #2 attempt to "evade":
3d100 x3 vs 1d100 + 5 (commander) x2
-raw lots of 140+, forget it

C2 Combat Round 5:
Nod MG Buggy #1 (19%), #2 (14%), Rocket Buggy #1 (16%), #3 (skipping) vs ISquad #2, Elephant
-1d100 x2, 1d100
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-1d100 + 5 (commander) (no damage)
-raw 73, 34, 50 vs 77, 19
-mod 73, 34/2, 50 vs 97, 24
90 vs 97 Nod MG Buggy #1 takes 7% damage (27% total)
50 vs 24 Elephant takes 26% damage; crew bails

T+9:
ISquad #2 attempts to "evade":
3d100 x4 vs 1d100 + 5 (commander)
-raw 178, 79, 72, 166 vs 22; nice try

C2 Combat Round 6:
-1d100 x2, 1d100 - 10 (rocket buggy vs infantry) x2
vs
-1d100 + 10 (dug in) + 5 (rough terrain) + 5 (commander)
-raw 67, 96, 64, 50 vs 7
-mod 67, 96/2, 54/4, 40/8 vs 27
ISquad #2 destroyed

August 9, 2059

Unable to figure out where the Nod commander will go, you station forces on each side of the new Nod base that's being set up. It all goes wrong almost immediately. The garrison APC and infantry squad in B3 are attacked by the five Nod buggies, firing rockets and MGs. While you quickly order your other APCs to reinforce the position, your picket initially holds its own, damaging one of the Nod rocket buggies with minigun fire while the garrison infantry's body armor is able to absorb a few grazing hits. Then, the garrison APC takes a rocket to the cupola, disabling it, and things look pretty grim for the outnumbered picket unit.

Luckily, for them the cavalry arrives. Unfortunately, the Nod commander isn't playing that game, their rockets inflicting heavy damage on the newly arriving Guardian APCs, blasting a wheel off of one which nearly immobilizes it. This discourages pursuit by your forces.

To make a bad day even worse, that was more or less a feint. A very successful one, but a feint nonetheless. The Nod buggies loop back through their base and attack the just-arrived Elephant. Your remaining infantry squad in C2 puts up a heroic fight, and the Elephant nearly squashes one of the buggies, but they never really had a chance - your remaining combat-effective APCs try to reinforce the position, but can't get there in time, and the infantry squad is eliminated. After what seems like hours, the last transmissions from the area cease. You've lost people before, just a few days ago, but this hits you a lot harder, and you can barely hold back the tears, concentrating instead on the surveyor's report that they've set up an outpost in sector A1 and the construction crew's notification that they have finished the barracks.

Post-Battle Report:
APC #1 at 53% damage; combat ineffective
APC #2 at 48% damage
APC #3 at 66% damage; combat ineffective
Garrison APC #2 at 35% damage
Garrison Infantry Squad at #1 at 23% damage
Infantry Squad #2 KIA
Elephant status unknown
1 Nod Rocket buggy combat ineffective, 2 Nod MG buggies damaged, 1 Nod rocket buggy damaged.

Garrison APC #1 repaired

EVA Report
Current Objectives:
Restart Tiberium Harvesting (self-entered)
Eliminate Nod base (self-entered)
Escort 100% of Elephant units passing through the area (Primary Command Directive)

Primary Command Directive... failed. Establishing communications:

"Jeezus H. Christ, Lieutenant, what the hell happened?"

You breathe in and out, looking at the captain's face grainy video screen and focusing on a random set of pixels blinking in and out of existence to help you try to maintain professionalism. "The Nod commander outmaneuvered me, sir. As you'll note in my report, they executed a feint into sector B3, damaged several Guardian personnel carriers, then used their high speed to relocate to the convoy vehicle's route, eliminating the escorting units. Convoy vehicle status is unknown at this time, sir, but I imagine it has been captured."

"Captured? I've got a video call with some guys from the treasury in about half an hour, and I'm sure they'll be real happy to hear that a hundred fifty goddamn tons of blue tiberium have gone missing!" The captain takes a brief pause for a breath, his face achieving a similar tint to his hair.

"Sir, I... " you begin.

"Sir nothing." the Captain interrupts. "You're combat ineffective right now, so get your shit together, then put together a strike force, track down that goddamned truck, and get it the hell back. Or you, and probably me too, are gonna be working security in blue zone commie blocks for the rest of our careers."

"Yes sir. What about the base Nod set up in this sector?" You ask.

The captain chuckles. "Check the grid square again. I bet they're already gone. Get it done, Lieutenant, or it's both our asses on the line. Over and out."

You sigh, grinding your teeth and get to work.

Updating Current Objectives:
Restart Tiberium Harvesting (self-entered)
Verify Presence/Absence of Nod Base in sector C3 (secondary command directive)
Continue Escorting Elephant vehicles (next Elephant arriving in 72 hours) (primary command directive)
Follow Elephant Tracks (primary command directive) (last known location: sector C2)

Base Status:
Power: +60
Housing: 12/16
Building Slots: 4/8
Credits: 2664
Infantry Requisition Capacity: 3
Infantry can change their loadout if at A3
Buildings: Construction Center, 2x Barracks, 1x Power Plant at A3; Outpost at A1

Construction Options (pick 1):
[] Barracks: +4 Housing, -15 Power, -1 Building Slot, -500 Credits, +1 requisition capacity
In addition to some "freed up" housing, you've built another barracks, so you should be all set with living space for a while.

[] Surveyor: -1500 Credits; Allows set-up of remote bases in grid sectors without construction yards
You can build another surveyor and deploy it either along the convoy route or along the projected route between the newly-discovered Nod base and your outpost, allowing you to set up fortifications. However, your "coin purse" is a little light, so you have some reservations about doing this right now.

[] Command Post: -1000 Credits; -50 Power, -1 Building Slot, +Commander Bonus, Detection of Non-Cloaked units within 1 grid square, unlocks static defenses
Without certain equipment provided by a Tiberium refinery, this is currently not a viable project.

[] Tiberium Refinery: -1500 Credits, -2 Building Slots, +1000 tiberium storage, -40 Power, harvesting capability
With an outpost set up in sector A1, you can get your construction crews to put down a Tiberium refinery and start harvesting rapidly.

[] Sandbags: -500 Credits, +5 to all combat rolls in outpost
While the immediate need to improve outpost fortifications has passed, it still won't go amiss in case the Nod raiders come back and decide to take a bite out of your base.

Requisition Options: Pick between 0 and 3, may pick each option multiple times
New troops will arrive next turn.
[] Infantry Squad: -450 credits (10% discount), -1 housing.
-[] Standard loadout
-[] 3x grenade launcher: +15 vs infantry, -15 vs armored units/aircraft
-[] 3x rocket launcher: +15 vs vehicles/aircraft, -15 vs infantry
You definitely need some extra firepower now, although this will eat into your pretty limited budget.

[] Engineering Squad: -450 credits (10% discount), -1 housing
-[] Standard loadout
-[] Additional repair gear: can repair 2 units per turn; cannot capture buildings
With the number of APCs you have damaged (all but one), you can get them fixed a lot faster if you requisition another engineering squad. Your current engineering squad also suggests that if they're going to be on repair duty, they can ditch all their hacking and trap detection gear and just carry more welding torches and spare parts instead.

Repair Options (pick 1):
[] Repair APC #1 (-53 credits)
[] Repair APC #2 (-48 credits)
[] Repair APC #3 (-66 credits)
[] Repair Garrison APC #2 (-35 credits)

Graphical Representation of Operational Area:
A3 B3 C3
A2 B2 C2
A1 B1 C1

Current Reconaissance Report:
A3: Flat terrain. GDI Outpost. Construction Center, 2x Barracks, 1x Power Plant. Engineering Squad, 1x APC.

B3: Hilly terrain. 3x Garrison Infantry Squad, 2x APC

C3: Light green Tiberium concentrations reported (estimated 7 harvester loads). 4x Nod Infantry Squad, Construction Yard and Power Plant reported within the last 24 hours.

A2: Hilly/rocky terrain. Road leading west to east. No Nod presence reported in the last 24 hours.

B2: Hilly terrain. Road leading west to east. No Nod presence reported in the last 24 hours.

C2: Hilly/rocky terrain. Road leading west to east. 5x Nod Buggy reported in the last 24 hours. Last reported position of captured (?) Elephant.

A1: Rocky terrain. Light green Tiberium concentrations reported (estimated 8 harvester loads). GDI Outpost.

B1: Rocky terrain. Light green Tiberium concentrations reported (estimated 7 harvester loads). No Recon Data Available.

C1: Hilly/rocky terrain. Very light green Tiberium concentrations reported (estimated 4 harvester loads). No Recon Data Available.

Current Force Status:
APC #1: Rotary Cannon, Veteran, 53% damage - B2
APC #2: Guided Missiles (AV), Veteran, 48% damage - B2
APC #3: Guided Missiles (AV), Veteran, 66% damage - B3
Garrison APC #1: Rotary Cannon - A3
Garrison APC #2: Rotary Cannon, 35% damage - B3
Infantry Squad #2 - B3, dug in
Engineering Squad - A3
Garrison Infantry Squad #1, dug in, 23% damage - B3
Garrison Infantry Squad #2, dug in - B3
Garrison Infantry Squad #3, dug in - B3

[] Write-in movement orders

AN/tactical analysis:
Hoo boy that went badly. Well, it wouldn't be a good story if all we did was win.

The combat system is a little bit experimental, but I'm dialing it in. The current state of things appears to be that a) outnumbering something more than 3 or 4 to 1 is pointless, b) being outnumbered is pretty bad but can be negated with good bonuses, c) infantry is really bad at chasing things down (as intended).

I'm not entirely happy with the evasion mechanism for reasons I'm having trouble articulating, so I'll let it shake out for a few more turns and see how it goes.

Also, it occurred to me that, at 750 tiberium per load, it's not even worth it setting up a refinery + outpost (costs 3000, and you get 3000 back, hmmm). So I adjusted the harvester load count per Tiberium field up by ~2x.
 
Last edited:
...
GOD DAMN IT NOD!
I guess this is why we need more anti stealth and stuff in general when it comes to the main quest.
Are we going to get credit cost reductions thanks to the refits to all the factories in the main quest?
 
Argh. I screwed up the orders, I meant to leave both infantry squads 1 and 2 in C2, but there was a copy/paste error. Oh, well, that kinda makes sense for a new 2nd lieutenant.
 
Ouch, we got wrecked here.

Have to rearm and refit and then go hunting for that Elephant. Good news is that its just as slow for Nod as it was for us.
 
Are we going to get credit cost reductions thanks to the refits to all the factories in the main quest?

When our timeline catches up, we'll get some benefit from the relevant completed projects, yeah. We're in the beginnig of Q3 2058 right now, so it might be a little while (we may get a time skip depending on how things go).
 
Last edited:
Question for you guys: would it be more preferable/easier if I presented several "canned" plans (i.e. what Violet comes up with) to pick from as far as controlling your units goes (leaving write-in as an option)?
 
A few canned plans would probably help - most of the trouble was figuring out what I was trying to accomplish here.

[X] Plan Repair and Scout
Construction Options
-[X] Tiberium Refinery: -1500 Credits, -2 Building Slots, +1000 tiberium storage, -40 Power, harvesting capability (A1)
Requisition Options:
-[X] Engineering Squad: -450 credits (10% discount), -1 housing
--[X] Additional repair gear: can repair 2 units per turn; cannot capture buildings
Repair Options (pick 1):
-[X] Repair APC #3 (-66 credits)
Move Orders:
-[X] APC #3: B3 -> A3 Repair
-[X] Garrison APC #1: A3 -> B3 Transport Infantry Squad 2 -> C3 Scout -> C2 Scout
If 4 or fewer units in C3 (but not empty):
-[X] APC #1 & #2: B2 -> B3, Transport Garrison Infantry Squad #2 & #3 -> C3 Assault
-[X] Garrison APC #2, Garrison Infantry Squad #1: B3 -> C3 Assault
If C3 empty, or >4 combat units in C3:
-[X] APC #1 & #2: B2 -> B3, Transport Garrison Infantry Squad #2 & #3 -> B2 -> C2 Scout
-[X] Garrison APC #2, Garrison Infantry Squad #1: B3 -> A3
 
Question for you guys: would it be more preferable/easier if I presented several "canned" plans (i.e. what Violet comes up with) to pick from as far as controlling your units goes (leaving write-in as an option)?
I mean, honestly? I'd even be fine if you dialed back the tactics part to, like, a half-dozen broad narrative stances. Aggressive vs defensive, mobile vs static, that sort of thing?

[X] Plan Repair and Scout
 
Back
Top