Mammoth Apostate vs the World 1: "Lost in the Mist"

Time to finalize this plan as much as possible. In this version of the plan, we'll reinforce our industrial and economic capacity as well as our military in general, so we can attack Charleston and recover Bracer next week.

Things to note in this version:
- Savannah has a Defense stat of 1, and Smithsguild has stated that each point of Defense gives two augment slots. However, Savannah's stat sheet still states she has only one slot for augments instead of 2. Since one of them is occupied, we'll have to buy another point of Defense to fit all three augments we'll get from raiding Fort Stewart and Hunter Army Airfield and taking everything not nailed down and on fire. That's an extra 1600R and one action that will really increase our ability to expand our military.
- As we'll be spending even more Actions and Resources on military expansion, we won't be able to build a Hippo on this turn to fulfill our end of the deal with Billy. This is unfortunate, since that's extra cash we won't be getting next downtime, but between improving our Defense stat and upgrading our units' hardware, we won't have anything to spare.
- My brain is fried right now and I can't remember how many Jaeger stat increase rolls we can buy per action, or how much each roll costs. I do remember, however, that we have a few of those in our inventory. Specifically, 1 roll for Ranged, 7 for Dexterity and 15 for Toughness. We should use those Toughness rolls.
- When I say we won't have anything to spare, I mean we'll have 30 R in the bank after we're done. We'll have to ditch one of the Jaeger Stat Increase actions and research something instead.
- The other option is to not upgrade the AKPs this turn. I'm not sure what to do here, because I hate being broke.

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[X] PLAN: Over Budget and Way Ahead of Schedule.
Savannah
Normal Actions:
[X] - Repair and reactivate the Macon-Atlanta Railroad Express line, as well as as much of the Macon-Savannah line as possible. (100R)
[X] - Build a Dockworks augment (400R)
[X] - Increase Savannah's Defense stat by 1 (1000R)
[X] - Make a public announcement to all in our area of influence, requesting that anyone with useful information or artifacts relating to the Charleston cultists, Magic, the Mist creatures or anything else they believe important, to come forward and inform us. Anything that is verified to be true or useful will be rewarded. (The Casting Call)
[X] - Recover as much of the useful infrastructure that remains in Fort Stewart and the Hunter Army Airfield and use them to build all three relevant augments (600R)
[X] - Increase Macon's Manufacturing by 2 (1500R)

Free Actions:
[X] - Jaeger Tech Research: Increase Whitecap Triton's Toughness
[X] - Hephaestus Repair and Upgrade: Increase Whitecap Triton's Toughness
[X] - High Energy Lab: Complete the Plasma Jet Intake research
[X] - Kaiju Sciences Lab: Research Kaiju Blue and how it reacts with various things. Like Rare Earth elements.

Situational Free Actions:
[X] Man Elba Island plant (No resource until next downtime as crews need trained to safely handle the product.)
[X] - Environmental Cleanup -100 R If not done, you will Not receive the Regular Action (Environment) slot
[X] - Restore the 2 captured Hawkeyes (Humvee mounted) Artillery
[X] - Replenish your exhausted Mk.60 - Captor Naval minefield (7 to regain 'functional' coverage / 14 to fully restock @100/r each)
-[X] (700R)
[X] - Perform the Electrical grid upgrade/repairs 950 R (Masserone -10% new total 855 R )
[X] - Dispatch the SuperTanker to the Oil Rig to retrieve the oil and return it to Savannah for processing.
-[x] Send all torpedo boats, a Little Bird, and a Supercobra to act as escorts. They are to keep their eyes peeled and ready to fire warning shots at anything that looks even slightly fishy.

[X] Upgrade 9 Elite AKPs with Combat Jackets. (1350 R)
[X] Upgrade all Militia K-9s into K-9 Corps. (30 R)
[X] Upgrade Regular Motorcycle Militia into Stealth Scouts. (30 R)

Macon
Normal Actions:
[X] - Increase Scanner stat by 2 (1500R)

Free Actions:
[ ] - Robins AFB: I have no idea.

Decisions:
[X] Bank the crude oil surplus for future processing to gain the increased resource value (1, 200 crude R = 1,800 R processed)

Opportunities:
[X] Use the free city augment to build an Iron Bitch.
[X] Upgrade Caravan Guard to use Strykers (250R)
[X] Send Councillor Katt to have a stern talking-to with the Homeland Security about how they went about their recent acquisitions.

Treasury: 8445 R
Costs: 8415 R
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I would like to propose the following names for K-9 Elites:

Lassie's Lads ("We can find just about anyone and rescue them from just about anything!")

Justin's Nuisances ("If ya need someone to chase, annoy, harry and generally make a nuisance 'o themselves, me an' my boys are the guys you need!")

Harry's Hounds ("Doesn't matter how fast they run, if it's not on wheels my boys and girls can catch 'em.)

Furthermore, I have more names for AKPs and other Elites in general.

Stormwolves (The leader may or may not have a collection of Space Wolves miniatures.)
Night Slayers (Equipped for and specialized in fighting under the cover of darkness.)
Ground Dragons (Minefields and IEDs are their bread and butter)
Silent Sappers (Combat engineers specialized in infiltration and sabotage.)
 
@KnightDisciple I was wondering if -all- members of the Sentinels could share the 'Shield of Faith' Perk granted to the Silver Paladin's?

It is the faith aspect protecting them that defines a 'Sentinel of Faith' after all. ( I just didn't want to rob units of the promised uniqueness becoming elite is supposed to grant.) Thematically it is still 'unique' to the Sentinels alone.

Seeking input from all... in the end it will need a consensus vote, I just went to Knight first as the Sentinels are his 'pet project'.
Hm.
I'm tentatively open to it. I guess the deciding factor is whether they can ever get additional perks? Or use unique equipment to make a "perk lite"?

I'm open to at least keeping the Agnostics squad idea in reserve; it's been a hectic weekend but I do have a couple ideas.

I'm okay with Badkatts numbers for how many more of the Elite AKPs end up with SOTF.

[X] Highwind.
 
Hm.
I'm tentatively open to it. I guess the deciding factor is whether they can ever get additional perks? Or use unique equipment to make a "perk lite"?

I'm open to at least keeping the Agnostics squad idea in reserve; it's been a hectic weekend but I do have a couple ideas.

I'm okay with Badkatts numbers for how many more of the Elite AKPs end up with SOTF.

[X] Highwind.
The plan isn't quite finalized yet. I want some feedback on whether or not we upgrade all Elite AKPs and risk being broke, and if we do risk being broke we'll need to replace the Free J-Tech Jaeger stat upgrade action for some other research.
 
The plan isn't quite finalized yet. I want some feedback on whether or not we upgrade all Elite AKPs and risk being broke, and if we do risk being broke we'll need to replace the Free J-Tech Jaeger stat upgrade action for some other research.
Works for me. Even if we're nearly broke, we're going to be getting returns on various investments next turn anyway, and not a whole lot that we need to save up for. Early on in games like this, running close to being in the red is not necessarily unusual or bad. R doesn't really do much for us just sitting in our pockets, and we're still building ourselves up.

[x] Highwind
 
Smithsguild has stated that each point of Defense gives two augment slots. However, Savannah's stat sheet still states she has only one slot for augments instead of 2.

Another housekeeping faux passe, now corrected. Thanking everyone for their patience.

As we'll be spending even more Actions and Resources on military expansion, we won't be able to build a Hippo on this turn to fulfill our end of the deal with Billy.

Billy is nothing if not pragmatic, he's willing to honor the terms in your favor until after next down time. One of his bread & butter clients (you) has people who've broken in and are trying to set your house on fire.

He plainly states with a conspiratorial wink - "Y'all tend to the important business first, Bounce 'em to the curb, serve 'em a can of whoop ass and then we'll all make bank together."


Hm.
I'm tentatively open to it. I guess the deciding factor is whether they can ever get additional perks? Or use unique equipment to make a "perk lite"?

Only one elite Perk issued, however specialty equipment can easily grant -extra- perks ( and they aren't limited to perk-lite status either.)
 
@Highwind , I support what you have so far.

I am of the opinion ca$h sitting unused is cash not living up to its potential.

Our revenue is of sufficient diversity that I cannot envision a bottleneck that could close it all off. Shoot the moon!
 
@Highwind one point on plan needs clarified, inside the escort for the Oil Supertanker you requested a 'Little Bird' do you mean the 'Elite' Mighty Merlins MH-6 scout or were you referring to one of the 'new' AH-6M Little Bird Helicopters (Fast Attack variant)?
 
@Highwind one point on plan needs clarified, inside the escort for the Oil Supertanker you requested a 'Little Bird' do you mean the 'Elite' Mighty Merlins MH-6 scout or were you referring to one of the 'new' AH-6M Little Bird Helicopters (Fast Attack variant)?
Alright, I fixed that so we use a Fast Attack Little Bird, and also switched one of the stat upgrade actions for researching Anti-Armor blades using the Ickthorn Token. The Robins AFB will remain idle in this plan because I can't figure out what to use it for. We can't use it to build stuff because Macon doesn't have a Manufacturing stat yet, and we don't have the money to upgrade any aircraft.

Here's the text of the augment on Macon's stat sheet, in case anyone has an idea.
Airfield & Hangars - Maximum one per city. Airfield & hangars provide an automatic 20% discount on all aircraft built in that city. A city with an air field & hangar gains 1 free action/turn to construct, repair, upgrade, or install new aircraft equipment.

I think the plan is complete now, but I'm still open to suggestions. If there's any mistakes I'll fix them as soon as possible.

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[X] PLAN: Over Budget and Way Ahead of Schedule.
Savannah
Normal Actions:
[X] - Repair and reactivate the Macon-Atlanta Railroad Express line, as well as as much of the Macon-Savannah line as possible. (100R)
[X] - Build a Dockworks augment (400R)
[X] - Increase Savannah's Defense stat by 1 (1000R)
[X] - Make a public announcement to all in our area of influence, requesting that anyone with useful information or artifacts relating to the Charleston cultists, Magic, the Mist creatures or anything else they believe important, to come forward and inform us. Anything that is verified to be true or useful will be rewarded. (The Casting Call)
[X] - Recover as much of the useful infrastructure that remains in Fort Stewart and the Hunter Army Airfield and use them to build all three relevant augments (600R)
[X] - Increase Macon's Manufacturing by 2 (1500R)

Free Actions:
[X] - Jaeger Tech Research: Quick release clamps that can endure Jaeger combat. (Fyrstorm's pet project)
[X] - Hephaestus Repair and Upgrade: Increase Whitecap Triton's Toughness (Use 15 rolls in the Inventory)
[X] - High Energy Lab: Complete the Plasma Jet Intake research
[X] - Kaiju Sciences Lab: Research Kaiju Blue and how it reacts with various things. Like Rare Earth elements.

Situational Free Actions:
[X] Man Elba Island plant (No resource until next downtime as crews need trained to safely handle the product.)
[X] - Environmental Cleanup -100 R If not done, you will Not receive the Regular Action (Environment) slot
[X] - Restore the 2 captured Hawkeyes (Humvee mounted) Artillery
[X] - Replenish your exhausted Mk.60 - Captor Naval minefield (7 to regain 'functional' coverage / 14 to fully restock @100/r each)
-[X] (700R)
[X] - Perform the Electrical grid upgrade/repairs 950 R (Masserone -10% new total 855 R )
[X] - Dispatch the SuperTanker to the Oil Rig to retrieve the oil and return it to Savannah for processing.
-[x] Send all torpedo boats, a Fast Attack Little Bird, and a Supercobra to act as escorts. They are to keep their eyes peeled and ready to fire warning shots at anything that looks even slightly fishy.

[X] Upgrade 9 Elite AKPs with Combat Jackets. (1350 R)
[X] Upgrade all Militia K-9s into K-9 Corps. (30 R)
[X] Upgrade Regular Motorcycle Militia into Stealth Scouts. (30 R)

Macon
Normal Actions:
[X] - Increase Scanner stat by 2 (1500R)

Free Actions:
[X] - Robins AFB: Remain Idle.

Decisions:
[X] Bank the crude oil surplus for future processing to gain the increased resource value (1, 200 crude R = 1,800 R processed)

Opportunities:
[X] Use the free city augment to build an Iron Bitch.
[X] Upgrade Caravan Guard to use Strykers (250R)
[X] Send Councillor Katt to have a stern talking-to with the Homeland Security about how they went about their recent acquisitions.

Treasury: 8445 R
Costs: 8415 R
 
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We can't use it to build stuff because Macon doesn't have a Manufacturing stat yet
[X] - Increase Macon's Manufacturing by 2 (1500R)

May I draw your attention to the below Quote? It was probably overlooked in one of the many TEXTWALLS I generate. :oops:

With some appropriate infrastructure going up, the sanction on Building air units is lifted. (Nothing being built will be usable in other portions of this plan, but are available immediately after plan completion).

Edit: NOT suggesting a change to the plan, just pointing out a false assumption.
 
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Before the plan gains too much traction, I had a question.

Is the J-Tech research action merely a last minute filler project or was there a real priority need to develop anti-armor blades?

I'm asking because I have a nice alternative that is actually a foundational step towards @Fyrstorm 's Councillor's pet project.

Fyrstorm had envisioned making modular armor, that could be swapped out on fly.

(Matching armor resilience vs likely foe)

Personally this seems more important than 'another' weapon.

Edit : research quick release clamps that can endure Jaeger combat.

Benefits are twofold. Foundational to modular armors, & Jaegers could in an extreme situation swap fresh armor pieces with no strikes for battered pieces when there is zero time to get ready for back to back combats.
 
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Yes, this would work. (Katt had approached me about its feasibility IRL).

It would do nothing to repair persistent stat damage caused by wounds, ongoing, or any damage to structure, but putting on fresh armor will restore upto 1/2 of missing Durability and could fortify a Jaeger that was already suffering over durability penalties to limping back into the fight refreshed.

Edit: this pit stop style repair is a stop gap and suffers from diminishing returns, 1st quick swap restore 1/2 missing dura, 2nd quick swap armor restores only a 1/4th missing dura. No benefit after second swap.

The original 1/2 not repaired is to represent the underlying systems below the armor suffering damage, it stands to reason these systems enduring the additional punishment of a second battle would be on their last legs.
 
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Plz note the edit in above post. Where Smiths plugs holes in modular armor design that risk exploitation.

Edit: the Quick swap assumes you have an undamaged set of armor in inventory, without fresh armor the swap is an impossibility.
 
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Before the plan gains too much traction, I had a question.

Is the J-Tech research action merely a last minute filler project or was there a real priority need to develop anti-armor blades?

I'm asking because I have a nice alternative that is actually a foundational step towards @Fyrstorm 's Councillor's pet project.

Fyrstorm had envisioned making modular armor, that could be swapped out on fly.

(Matching armor resilience vs likely foe)

Personally this seems more important than 'another' weapon.

Edit : research quick release clamps that can endure Jaeger combat.

Benefits are twofold. Foundational to modular armors, & Jaegers could in an extreme situation swap fresh armor pieces with no strikes for battered pieces when there is zero time to get ready for back to back combats.
It was indeed a last minute filler and I've already made an edit to change it to the quick release clamps.

Thank you for the reminder!
 
I still need a 1d10 rolled for Savannah Law enforcement to gauge how effectively their training and/or recruiting efforts are towards forensic crime scene investigation. (as prompted by BadKatt's inquiry). It does make sense that if they are assuming the name Law Enforcement, they would want to be proficient in the tools of the trade.
 
Re: Sending me to teach Law Enforcement & Homeland Security proper independent purchase etiquette.

I merely start with a thank you for such insightful purchases, then move on to how the slush fund is intended as an independent safety net removed from the normal budget to cover a worst case scenario.

An empty fund is useless in any emergency.

Then I point out, that it is a sign of deepest trust to be the guardians of the seeds to regrow. A betrayal of such trust would be grounds for transfer to the hazardous research and containment facility as the person who cleans Sages cage...
 
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