[x] Divide and Conquer: Send out the surveyor to establish a forward refinery base. The recon force would have to be enough to protect it while you handle the aliens bearing down on your base.
 
[x] Divide and Conquer: Send out the surveyor to establish a forward refinery base. The recon force would have to be enough to protect it while you handle the aliens bearing down on your base.
 
Previous vote cancelled.
New vote:

[X] Divide and Conquer: Send out the surveyor to establish a forward refinery base. The recon force would have to be enough to protect it while you handle the aliens bearing down on your base.
 
You know. The vote got closed last night. Yezar's been working on the update.
 
Right then, I'll close the vote in a hour.

Edit: Vote close, Divide and Conquer wins.
 
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Turn 4: Cash Flow is Best Flow
For several moments you debate with yourself whether or not to order the recon forces back. While the added firepower they contribute would be of valuable aid, restarting the flow of Tiberium would allow you to churn out replacement units to fight the alien grinder. Eventually Tiberium won out and you order the recon force to dig in. Apparently the local forces assigned to them chose to stay as well instead of retreating though they wonder why are you prioritizing some radioactive rocks.

Meanwhile you order your remaining defenders to split themselves into five groups, each converging on a single point of exit. The plan is relatively simple as far as the kind of battle you wage against Nod or the Scrin is concerned. Simply mass enough guns at the door and wait for them to walk into your killzone.

While your walkers and tanks get into position, the locals have arrange themselves behind your units which you approve. The lack of any meaningful communication from them makes it difficult to organize any kind of tactics and risk either side running headlong into each others crossfire. Instead of breaking apart his forces however the local commander looks to be intending to use his units to reinforce your lines should a break through by the alien seems imminent.

The first wave of alien is a familiar repeat of the previous battle. Horde of little red ones that according to the local liaison is called "Tanks" backed by larger "Destroyers". New to the picture is the "Grappler" types that trails behind the Destroyers. From what you can understand, while the Tanks attempt to eat through their enemies and the Destroyer is a living battering ram, the Grappler's weapon takes the form of its massive pincers.

Much like before your Wolverines tear into the Tanks while your Predators goes after the Destroyers. Tank class simply explodes as the 20 mm shells cut a bloody path through their line. The veteran tanks under your command simply punch clean through the frontal armor of the Destroyers, their higher damage and rate of fire lets them pick off more of the aliens.

Not all is going well however. You watch as the firepower slackens in one of the tunnels as tanks swarms the Wolverines and begin ripping them apart. Without them, the Predator tanks proves to be less than adequate in dealing with the smaller Tanks and are rapidly taken apart. You order the survivors to disengage from the melee, hoping that the locals take up the slack from the breach in your lines.

As you hoped, the locals spring into action. Four wedge slams into the sides of the alien lines, their assault cannons as they call it lets out a stream of 36mm shells while giant swords hack and slash away at the aliens. Missiles from several units blast open gaping holes in the alien swarms which you quickly exploit, breaking apart the aliens into smaller more easily manageable pockets.

While the battle rages, your surveyor has made best speed to the Tiberium field. So far the aliens seems contended to stay out of range of your tanks. Interestingly some of them have what appears to be Tiberium burns on their limbs. It seems that these creatures aren't immune to the touch of Tiberium. Their larger mass however does afford them a certain degree of protection from the crystal.

With the last of your resources, you plant down a refinery. The first Harvester load of Tiberium soon follows. The locals seems surprised at your Harvester, and is making lots of noise over their encrypted channel.

Back at base, the intensity of the alien attack has not diminish despite their massive loses. If anything they have gotten even more aggressive in their advance, throwing wave after waves of Destroyer classes at your tank's gun. It soon draws on you that the carcass of the Destroyers acts as solid cover for the smaller strains to advance under. Swearing under your breath you order your forces to open up more distance between them and the aliens. Your allies aren't faring as well either, you watch as one of the F-5Es is isolated from his wing mates and rapidly torn apart by the Tanks. Another simply falls apart as a Destroyer slams its massive armored shell into the machine's frame. The surviving units hurriedly disengage from the chaotic melee under the covering fire of your tanks and walkers.

Right now things aren't looking good. The alien attacks are in danger of breaching your rapidly thinning lines. The local German forces have suffered loses and are currently regrouping before making another attack. Reinforcement according to them is still another twenty minutes away which means you are very much on your own now.

[] More of Everything: Now that the resource crunch is solved for now, you can ramp up your production to counter the aliens. (Specify what unit you would like to produce. Note that you have two war factories)

[] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[] Airpower: For some reason you have yet to tap on GDI's arsenal of aerial combatants. Orcars and Hammerhead would be able to attack the aliens with no fear of retaliation.

[] Write In:

At your forward base, it appears that the aliens have finally began their move against you. A mixed force of Tanks and Destroyers have began their march towards your encampment. You have a mixture of veteran Predator Tanks and Wolverines so you're confident of your chances here but if more aliens shows up they'll be in trouble.

[] Order your veteran units to engage: They'll have to hold, there's nothing you can spare.

[] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.

[] Write In:

Current Base Status
Tech Level:
Tier 2
Bloodhound Support Power Ready
Radar Scan Support Power Ready
Resource Level: Low - Average

Current Hostile Forces:
Five tunnels with unknown amount of aliens

Mixture of Tanks, Destroyers and Grapplers on route for Refinary. Estimated strength to be below a hundred

'German 'Forces:
38 F-5EE ADV currently engaged in combat with Aliens

12 EF-2000 currently engaging in heavy combat

4 F-5E ADV deployed with Recon team/Refinery base
 
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[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

Awww yea, time to show the BETA what GDI can really do! :evil::D

[X] Construct base defenses: Yes it will cut into your resource pool, but its better than loosing the base.

Getting defenses up will secure our economy better, and then we can further upgrade them.
 
I am now imagining how effective Sonics Cannons will be against the horde.

I'm Hoping we get to see whole masses getting liquified with each shot, but we aren't that lucky.

We need to build a Zocom Reclaimer unit, and start butchering everything in range.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.

glad no one is picking air, loosing a wing of anything to lasers isn't a good way to spend resources
 
[X] Airpower: For some reason you have yet to tap on GDI's arsenal of aerial combatants. Orcars and Hammerhead would be able to attack the aliens with no fear of retaliation.

Right it looks like we're dealing with a rusher. So we need lots of dakka, and that means Hammerheads. Because I like Hammerheads. They're awesome. Load them with riflemen for max dakka even. :D

Now speaking as a subject matter expert Laser-class are a risk, but so far we've seen no indication of enemy AA and the Germans are moving aout fairly freely so this is a gamble we should take (for now) and anyhow IMO it's an in-character choice for the Commander - GDI is all about combined arms warfare afterall.

Plus Hammerheads have all that glorious dakka.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
Note that techning up gives you less units because of the time and cost of actually getting a tech lad and the assorted structures up and running as compared to spending the resources on more Predators and Wolverines.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.

Our current units just aren't good enough for the present situation.

just adding more guns to the fight would be very unlikely to be enough.
 
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[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.

Argubly, we should have picked one or the other. But I'm fine with seeing this choice crash and burn lol.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
[X] Tech Up: Attrition isn't working. Perhaps it's time to bring out the big guns. Railguns ought to punch clean through those Destroyers and Sonic Emitters should make short work of the Tanks. And there's always your Tier 3 units to call upon.

[X] Construct base defences: Yes it will cut into your resource pool, but its better than loosing the base.
 
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