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
*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.
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
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)
"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.
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.
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.
...
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.
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).
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)?
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)?
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?
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)?