Blinking the remaining brightness from your eyes, your vision slowly fades towards normalcy. You're on the side of a cavernous room, rows of consoles and displays encircling a central table, even a full second floor dimly visible above. A tree of displays hang from the center of the gunmetal grey ceiling, while yet more fill the outside of the room, not a single window gracing the room. The only true light comes from a single screen, its spinning screensaver a beacon of light in the dim room.
For several minutes you sit there, only the faint glow and distant hums your company. Glancing around, hunting for any detail in the darkness. Nothing changes. Left with few other ideas, you return your gaze to the single beckoning screen.
Pulling yourself back into a standing position, you stumble towards it, arm outstretched. You have to catch yourself on the central table as still weak legs nearly give out from under you, but your hand stretches just far enough to brush against the screen.
Instantly, the image is replaced by two spinning wire-frame globes, bright text scrolling into place besides them.
Bernard and Felix Foundation
The Spirit of Motherwill
A hand flies to your eyes as you're blinded for the second time in less than an hour by countless displays immediately jumping to full brilliance, status reports and diagnostics lighting up every corner of your vision.
From one side you can see the image of a titanic metal spider, festooned with weapons and landing strips. Other screens show crests: an amethyst chalice, a golden Fleur dis Lis and an owl against a darkened moon. Still others display various vehicles and mecha, each with a dizzying array of figures and charts accompanying it.
That first display however, presents a far more immediate concern. On it is row upon row of individual machines, nearly two hundred in total. Each one has plus and minus icons immediately below it, numbers immediately adjacent giving a clearly implied instruction:
Choose.
=\\//=
Loadout Selection: Please select a complement of mecha and conventional vehicles for use with the Spirit of Motherwill.
During loadout selection phases, you will see an allotment of points to your name (you currently have 100). You may either stay with the default complement of your vessel or spend these points on mecha or vehicle upgrades. Any points you do not spend will be stored for future use.
Below you will see the standard complement of the vessel. These mecha and vehicles are complementary and do not cost points. They may be refunded for the point values listed below though.
Note that for any section with numbers listed (Normals and NEXTs , for example) this represents the maximum number of units that can be carried. Your final selection tally cannot exceed this number.
Voting by plan is recommended. Please ask any questions you need.
Standard Complement:
130 x Normals and NEXTs
20 x GA03-SOLARWIND
60 x 044AC
40 x GARQ8 – DEBRISMAKER
10 x 044FV450
30 x Fixed-Wing Aircraft
20 x Fighters
5 x AWACS/EWAR
5 x Transport planes
20 x GARQ8 - DEBRISMAKER (5 Points) – The GA group's most common MT, the DEBRISMAKER is deployed in almost every conceivable duty. From frontline combat to patrol and escort missions, this humble MT shows that quantity is sometimes preferable to quantity. Capable of unmanned operations.
20 x 045AC/I (10 Points) – A unique special operations MT from BFF, its light frame and low observability features make it very difficult to detect when compared to other Normals and MTs. Unique among BFF products in that it is armed exclusively with energy weapons, in the form of two pulse guns.
10 x 044FV450 (10 Points) – A BFF manufactured artillery MT. Equipped with a long-range artillery piece and precision targeting gear it serves as a replacement for most conventional mobile gun emplacements. While it has a strong offensive punch, this MT is slower than average and otherwise unarmed.
Normals:
10 x 044AC (10 Points) – BFF's standard Normal. A balanced and effective machine, if somewhat weak in close combat. Equipped with accurate rifles and sniper cannons, the 044AC emphasizes the strengths of pre-merger BFF and is still the mainstay of their forces.
10 x 047AC/F (10 Points) – Otherwise identical to the 044AC, this model replaces the more common Normal's legs with a catamaran hull and propulsion systems for naval operation. It's more effective in its narrow role, but otherwise no major improvement over the 044AC.
10 x GA03 – SOLARWIND (15 Points) - The iconic next generation Normal of the GA group, this versatile machine is an excellent example of GA's dedication to ranged combat. Well armored and well-armed, the SOLARWIND is more than capable of holding its own against any other Normal. Slowly phasing out the 044AC in BFF service.
10 x ZENIGAME (20 Points) - A tank Normal from Arisawa, the most heavily armed and armored Normal of the GA group. Its strengths are offset only by the relative lack of mobility and adaptability posed by its tank chassis.
10 x 051AO80-AK (20 Points) - A unique Normal designed for defensive operations. Mounts an enormous shield on its left arm which is highly resistant to attacks from most NEXT grade weapons. While lacking mobility, a large Gatling gun provides adequate midrange punch.
10 x 051AO70-AK (20 Points) - A quadruped Normal designed for operation in hazardous environments. Well armored and equipped with twin machine guns and grenade launchers, this is one of BFFs more unique machines.
10 x 048AC-S (Silent Avalanche) (30 Points) - The premiere Normal of BFF, these high mobility snipers add to the strengths of the normal 044AC with additional weapons, armor and EWAR equipment. The machines in particular are piloted by veteran BFF special forces and are themselves considered a match for a standard NEXT.
NEXTs (Limit 1 Each):
Iakchos [Rank 34] (30 Points) - A former engineer, who now pilots a quadruped NEXT, trying to follow in Wong Shao Lung's footsteps. Unproven in heavy combat, he is probably equivalent to a small Normal force.
Francisca + Eugene [Ranks 19 + 20] (50 Points) - A brother and sister pair of LYNX. While individually unimpressive, their combined skill and unmatched coordination has allowed the two to defeat more powerful individual opponents.
Unseel [Rank 15] (40 Points) - A prototypical BFF sniper, Unseel is an aggressive and decisive pilot. While this fighting style might be somewhat unsuited to his NEXT, his determination allowed him to survive the National Dismantlement War.
Wong Shao Lung [Rank 8 Original] (50 Points) - One of the longest surviving LYNX, Wong is an excellent support pilot with a keen strategic eye. This combat style has kept him alive through three wars as he mentored the younger pilots of BFF.
Mary Shelley [Rank 5 Original] (60 Points) - BFFs most skilled LYNX, Mary Shelly is a peerless sniper who amassed the second highest kill count of any LYNX during the National Dismantlement War. Her combat style dictates the design ethos of all BFF.
Lilium Wolcott [Rank 2] (60 Points) - the successor to Mary Shelly, Lilium Wolcott represents the new style of BFF following their alliance with GA. While lacking Shelly's sheer skill, she more than makes up for it with an elegant and precise midrange ability and atop of the line NEXT.
Fixed-Wing Aircraft:
10 x Fighters (10 Points) – GA group manufactured supersonic fighters. Capable of passive stealth and supercruise, these aircraft are capable in either air superiority or ground attack roles.
5 x Transport planes (5 Points) – GA group multirole transport aircraft. Designed for long duration subsonic cargo flight, these planes can either transport mecha and equipment or serve as tankers for other planes and rotorcraft.
5 x GAC6-GALAXY (10 Points) – A GA-manufactured stealth jet commonly employed as either a low-observable transport plane or an attack aircraft. When used as an attack craft, it is armed with dual Hi-Lasers and internally carried bombs. It has lower capacity than a dedicated transport, but is more defensible.
5 x AWACS/EWAR (10 Points) – A squadron of dedicated airborne control and electronic warfare planes. They have minimal direct combat ability, but allow the Motherwill to extend its battlespace awareness and provide jamming and EWAR capability.
Rotorcraft:
10 x 043AF20 (5 Points) – BFF-manufactured attack helicopters are commonly deployed in large squadrons to provide close air support to ground-based assets. Not well armored when compared to ground based machines, but fast and maneuverable.
10 x GALH5-FLYINGJOLT (5 Points) – A tandem-rotor heavy cargo and attack helicopter, used by the GA group to transport equipment and Normals to and from a battlefield (each helicopter can carry two mecha). It can also be utilized in a gunship configuration, equipped with autocannon and multiple missile launchers.
10 x 049MT-EM (5 Points) – An unmanned electronic-warfare drone designed by BFF. The drone itself is unarmed, although it emits a dense jamming field that shrouds the surrounding area in ECM.
Additions:
Extra Supplies (5 Points) – Provides an extra provisioning of consumable supplies, such as ordinance and fuel, both for your mecha and the Motherwill's own weapons. Note that this can potentially exacerbate the severity of any critical damage the Arms Fort takes.
Extra Spare Parts (5 Points) – Provides an extra provisioning of spare parts, such as Normal limbs and aircraft engines, both for your mecha and the Motherwill's own equipment, allowing you to repair more damage before requiring local supply sources.
NEXT Armory (5 Points) – Greatly expand the Motherwill's onboard arsenal with a large number of BFF manufactured parts, enabling any LYNX on your crew to rapidly refit their NEXT to respond to changing battlefield circumstances.
Infantry (5 Points) – Enhance your Arms Fort's onboard troops with a number of crack infantrymen equipped with GA's NOSHIELD powered armor units, greatly increasing their capability.
Enhanced Compartmentalization (25 Points) – Upgrade the Motherwill with greatly improved inter-sectional compartmentalization, halving the risk of the catastrophic internal fires and ammunition explosions which consumed the original Arms Fort.
=\\//=
Well, thanks to a number of last minute votes, the Spirit of Motherwill won by a fairly strong margin (10-5-5-2).
Please ask any questions, whether that be about the selection system or any of the particular options listed (since I'm probably throwing you in the deep end a bit). If it would be helpful, let me know and I'll throw up some example customization.
As always, feedback and input is greatly appreciated.
You can keep as much or as little of the default complement as you'd like. You'll have to drop some of the standard no matter what, since the hangar is completely filled, but there's nothing stopping you from say just selling one or two Normal or MT units and buying replacements. Conversely, you can drop everything and do something completely customized.
Additions and Rotorcraft can be bought without changes, since they are not limited by hangar space.
Energy weapons will generally be more effective against destroyers than a ballistic weapon of the same size. BFF is rather limited in this regard, since it made its reputation as a artillery manufacturer. However, the 045AC/I MT and GAC6-GALAXY units are both equipped with energy weapons as standard.
In addition, BFF did start making one standard laser rifle for NEXTs (the 067ANLR) following its partnership with Global Armaments. Lilium Wolcott uses it as standard, and any other NEXT can get access with the purchase of the NEXT Armory addition.
This is why I would probably recommend against selling every other unit in favor of an all NEXT lineup. You'll usually want some close-in defense against this kind climbing attack if the Motherwill is attacked directly, especially when considering that very few of the Arms Fort's weapons have a line of fire to the areas under its chassis. NEXTs are certainly peerless combatants, but sometimes there is quality in quantity.
That said, if there are any questions about individual units, that would be fair game as well. I was trying to keep the descriptions brief.
We have no NEXTs. Most aircraft will have limited utility when fighting BETA. The first two types of Normals or MTs are the only ones that don't fit the model of being a vehicle with legs. @Thermidor how do our Normals compare to TSFs in terms of mobility? If you are willing to answer, how do they compare in terms of armor and firepower? Are ten Silent Avalanches equal to a standard NEXT or are they individually equal to a standard NEXT?
I just did the math and the standard complement of Normals and NEXTs is way more than 100 points. Are you expecting us to downsize this force? And if so what would a plan look like because I'm trying to make a plan and the way this is set up just does not make sense.
Edit: Re-reading the instructions I think the standard complement is just what we get for free. If that is the case then here is my plan.
[X]Plan Miner:
[X]Buy (45 Points)
-[X]Extra Supplies (5 Points) – Provides an extra provisioning of consumable supplies, such as ordinance and fuel, both for your mecha and the Motherwill's own weapons. Note that this can potentially exacerbate the severity of any critical damage the Arms Fort takes.
-[X]Extra Spare Parts (5 Points) – Provides an extra provisioning of spare parts, such as Normal limbs and aircraft engines, both for your mecha and the Motherwill's own equipment, allowing you to repair more damage before requiring local supply sources.
-[X]NEXT Armory (5 Points) – Greatly expand the Motherwill's onboard arsenal with a large number of BFF manufactured parts, enabling any LYNX on your crew to rapidly refit their NEXT to respond to changing battlefield circumstances.
-[X]Infantry (5 Points) – Enhance your Arms Fort's onboard troops with a number of crack infantrymen equipped with GA's NOSHIELD powered armor units, greatly increasing their capability.
-[X]Enhanced Compartmentalization (25 Points) – Upgrade the Motherwill with greatly improved inter-sectional compartmentalization, halving the risk of the catastrophic internal fires and ammunition explosions which consumed the original Arms Fort.
This plan sells everything but the heavy cargo helicopters so we have limited capability to transport and resupply our mechs. We"ll have 4 NEXTs, 10 high quality Normals and infantry that is capable of protecting our arms fort from soldier class BETA.
[X] Well Supplied NEXT and Elite Squadron
[X] Sell (165 points)
-[X] 20 x GA03 – SOLARWIND (30 Points)
-[X] 60 x 044AC (60 Points)
-[X] 40 x GARQ8 – DEBRISMAKER (20 points)
-[X] 10 x 044FV450 (10 points)
-[X] 20 x Fighters (20 points)
-[X] 5 x Transport planes (5 Points)
-[X] 5 x AWACS/EWAR (10 Points
-[X] 30 x 043AF20 (15 Points)
-[X] 10 x 049MT-EM (5 Points)
[X] Buy (265 Points)
-[X] 10 x 048AC-S (Silent Avalanche) (30 Points)
-[X] Unseel [Rank 15] (40 Points)
-[X] Iakchos [Rank 34] (30 Points)
-[X] Mary Shelley [Rank 5 Original] (60 Points)
-[X] Lilium Wolcott [Rank 2] (60 Points)
-[X] Extra Supplies (5 Points)
-[X] Extra Spare Parts (5 Points)
-[X] NEXT Armory (5 Points)
-[X] Infantry (5 Points)
-[X] Enhanced Compartmentalization (25 Points)
Fixed wing aircraft will be useless against BETA because of laser class. That is the entire reason TSFs exist and not fighter jets. Muscle Tracers look like they're little more than walking tanks. Normals aren't that much more impressive but I"ll wait on what Thermidor says. There so many BETA that there is a limit to how useful quantity is because we"ll never be able to outnumber them. NEXTs make all of them look like cannon fodder. They have the firepower, mobility and armor to take on a large amount of units on their own. The performance of NEXTs is why he recommended we go with all NEXT force. Powered armor infantry will be more than adequate to take on infantry sized BETA and can potentially fight off grappler class BETA. With six NEXTs we can keep two back to guard our base and have the other four deployed to aid human forces.
In very general terms, compared to the average TSF, a Normal will have a lower top speed but typically present a smaller target profile. In terms of firepower, a 044AC will carry similar firepower, while a SOLARWIND is superior to the average TSF.
I would note that most GA group Normals tend to favor high damage weapons with a comparatively low rate of fire. While excellent against larger targets, their ability to thin tank classes is probably a bit lower on average (high-explosives and area of affect aside). This can be countered by equipping Normals with grenade launchers, such as the SOLARWIND or 051AO70-AK.
Defensively, most Normals are superior to the average TSF, although the precise degree to which this is true changes from machine to machine. A 044AC would be on the lower end of the scale, while the 051AO80-AK or ZENIGAME would be the most durable.
The 048AC-S units of Silent Avalanche are not equal to a standard NEXT individually. This is primarily because they do not have Primal Armor or the NEXTs unique mobility. On the other hand, they mount NEXT grade weapons and ECM in addition to having above average durability and veteran pilots.
10 of them are quite capable of defeating a low ranked LYNX. As a comparison to your own LYNX options, one team would likely defeat Iakchos, while two teams would stalemate Francisca and Eugene.
Yes, the standard complement is what you get gratis, and will usually represent a typical complement of whatever ship you've chosen. They can be kept or sold at your discretion. However, depending on what you buy you might not be able to fill out the whole hangar.
This plan sells everything but the heavy cargo helicopters so we have limited capability to transport and resupply our mechs. We"ll have 6 NEXTs and infantry that is capable of protecting our arms fort from soldier class BETA.
Sorry to be a downer, but the total sale value of everything but the cargo helos is 160 points (with them it's 165). You need to cut 20 points worth of gear.
MTs are fairly disposable, yes. However they also fill some unique niches in their own right, such as having the only commonly available unit equipped with energy weapons.
Conversely, I think you're selling most Normals short. They make use of the same materials science (and in some cases, the same weapons) as NEXTs and can be very effective when deployed correctly. While it's true you'll never outnumber the BETA, there is a limit to what a handful of individual pilots can keep track of or engage. Also, having one unit under repairs won't remove nearly 20% of your combat ability.
They have the firepower, mobility and armor to take on a large amount of units on their own. The performance of NEXTs is why he recommended we go with all NEXT force.
This is why I would probably recommend against selling every other unit in favor of an all NEXT lineup. You'll usually want some close-in defense against this kind climbing attack if the Motherwill is attacked directly, especially when considering that very few of the Arms Fort's weapons have a line of fire to the areas under its chassis. NEXTs are certainly peerless combatants, but sometimes there is quality in quantity.
Actually, I would not recommend taking only NEXTs. A Normal force would be more effective at rounding out your complement than relying on a literal handful of pilots. They're good, but in the end they are only human.
Fixed wing aircraft will be useless against BETA because of laser class. That is the entire reason TSFs exist and not fighter jets. Muscle Tracers look like they're little more than walking tanks. Normals aren't that much more impressive but I"ll wait on what Thermidor says. There so many BETA that there is a limit to how useful quantity is because we"ll never be able to outnumber them. NEXTs make all of them look like cannon fodder. They have the firepower, mobility and armor to take on a large amount of units on their own. The performance of NEXTs is why he recommended we go with all NEXT force. Powered armor infantry will be more than adequate to take on infantry sized BETA and can potentially fight off grappler class BETA. With six NEXTs we can keep two back to guard our base and have the other four deployed to aid human forces.
EDIT: Dang, beaten to the punch! Still, that's what I get for taking nearly twenty minutes to write this post & triple-check my math.
Actually, he recommended against that if anything. Still, while I'm here and since there always seems to be a dearth of mecha-based quests just about everywhere I look, I might as well put a plan forwards.
[X] Plan: A Balanced Offensive Breakfast
[X] Sell (110 Points)
-[X] 40 x GARQ8 – DEBRISMAKER (20 points)
-[X] 30 x 044AC (30 Points)
-[X] 20 x Fighters (20 points)
-[X] 10 x 044FV450 (10 points)
-[X] 5 x AWACS/EWAR (10 Points}
-[X] 30 x 043AF20 (15 Points)
-[X] 10 x 049MT-EM (5 Points)
[X] Buy (210 Points)
-[X] 10 x 048AC-S (Silent Avalanche) (30 Points)
-[X] 40 x 045AC/I (20 Points)
-[X] Wong Shao Lung [Rank 8 Original] (50 Points)
-[X] Lilium Wolcott [Rank 2] (60 Points)
-[X] Extra Spare Parts (5 Points)
-[X] NEXT Armory (5 Points)
-[X] Infantry (5 Points)
-[X] Enhanced Compartmentalization (25 Points)
There! Hopefully that should be good, but just in case, can someone check my math for me? I'm kinda pants at it. Anyways, as for the reasoning behind my choices, it goes as follows: I sold most of the planes, ECM and artillery units since those are almost completely useless against the BETA on account of Laser-class and bought a whole bunch of 045AC/I's since, like Thermidor said, even though MT's are almost literally the gruntiest of grunts, especially compared to NEXT's, the BETA, loving energy weapons but HATE having them used against them will most likely hate these guys. In that regard, the reason I also advocate for purchasing a unit of Silent Avalanches is in case the locals start getting uppity that we're stealing their "thunder" as it were and using NEXT's against them would not only be gratuitous, gratuitous overkill, but also completely wasted effort that could be put to better use elsewhere. Then, the improvements to the Motherwill are basically everything I could cram in there except extra ammo, which, to be fair, we're probably better of conserving what we have anyways, since ammo explosions suck tremendously for us anyways. Good thing a good portion of our grunts are running energy weapons! Take that, space bugs! Finally, as for the infantry, I put them there since, presumably the power armor in Armored Core For Answer is better than anything in Muv-Luv, plus, if we're being perfectly realistic? The Tank-class BETA are almost certainly going to get inside anyways, since that's almost literally what they're designed to do. Better to actually have guys who can face them, rather than die helplessly and screaming. Anyways, you guys can feel free to poke holes in this or suggest adjustments; after all, I will freely admit that I'm no expert at this.
Sorry to be a downer, but the total sale value of everything but the cargo helos is 160 points (with them it's 165). You need to cut 20 points worth of gear.
I fixed it by replacing Wong Shao Lung with Silent Avalanches. Now there are 4 NEXTs and 10 Normals, all of which benefit from the NEXT armory. How mobile are Silent Avalanches? We need either 3rd generation TSF level mobility or enough firepower to keep BETA from getting close.
If Muv Luv teaches anything it is that gratuitous overkill from ace pilots in elite mechs is not a wasted effort. Our plans aren't different enough to really argue for. Yours has a larger force at the expense of quality. It offers a large amount of firepower in a less mobile package. Mine has less raw firepower but they are elites that make the most of the extra supplies and spare parts. I'd get rid of something so you can afford Extra Supplies. You have dozens of mechs and will be using more supplies including the fuel to transport them. Which aircraft did you keep? The cargo helicopters and transport planes?
If Muv Luv teaches anything it is that gratuitous overkill from ace pilots in elite mechs is not a wasted effort. Our plans aren't different enough to really argue for. Yours has a larger force at the expense of quality. It offers a large amount of firepower in a less mobile package. Mine has less raw firepower but they are elites that make the most of the extra supplies and spare parts. I'd get rid of something so you can afford Extra Supplies. You have dozens of mechs and will be using more supplies including the fuel to transport them. Which aircraft did you keep? The cargo helicopters and transport planes?
Actually, our plans are almost completely different as far as I can tell. Your plan basically almost completely hinges on the survival of our elite units. In your plan, if even one of the NEXT's assigned to the Motherwill goes down, that's a significant loss of offensive power right there. Also, that's the reason why I advocated for taking the 045AC/I's, since they're armed with energy weapons and therefore don't need ammo, on top of the remaining 044AC's and Silent Avalanches being able to potentially use said energy weapons in a pinch, especially since the transport planes and such are there to keep the mechs we do send out (since 90% of our non-NEXT mechs are probably going to be staying withing relatively close proximity, on account of the Spirit of Motherwill being a superheavy artillery platform, and nothing else.) from using most of their fuel like idiots anyways.
Also, you're right about there technically not being wrong about gratuitous overkill... except when it's aimed at the people who are nominally on our side. Like, using NEXT's against TSF's is like trying to use a rocket launcher to kill a person with armed with a rusty spoon. You could do it, but if the person you're fighting is at that much of a disadvantage, why even put in the effort? That's why the Silent Avalanches are there, as security to keep any of the stupid Japanese pilots from doing things that hurt our efforts in the long run out of nothing less than injured pride, while allowing our NEXT's to do things that are actually productive in the meanwhile.
So? It comes with the benefit of them being lost being that much harder to happen. We don't have our own manufacturing and recruitment capability or I'd favor quantity. It is also true in your plan because you have two NEXTs worth more than a third of the total force in points value.
Also, you're right about there technically not being wrong about gratuitous overkill... except when it's aimed at the people who are nominally on our side. Like, using NEXT's against TSF's is like trying to use a rocket launcher to kill a person with armed with a rusty spoon. You could do it, but if the person you're fighting is at that much of a disadvantage, why even put in the effort? That's why the Silent Avalanches are there, as security to keep any of the stupid Japanese pilots from doing things that hurt our efforts in the long run out of nothing less than injured pride, while allowing our NEXT's to do things that are actually productive in the meanwhile.
Even then, elite pilots in elite mechs will ruin a larger force. It isn't so different from Armored Core in that regard. My plan also has Silent Avalanches.
One small correction, the total value of the DEBRISMAKER units is 10 Points (they sell at 20 per 5 Points). Meaning there is a 10 point deficit. Just as an aid, I'll post the point values of everything on the standard build below.
Standard Complement (165 Point total value):
130 x Normals and NEXTs
20 x GA03-SOLARWIND (30 Point value)
60 x 044AC (60 Point value)
40 x GARQ8 – DEBRISMAKER (10 Point value)
10 x 044FV450 (10 Point value)
30 x Fixed-Wing Aircraft
20 x Fighters (20 Point value)
5 x AWACS/EWAR (10 Point Value)
5 x Transport planes (5 Point Value)
Various Rotorcraft and Ground Vehicles
30 x 043AF20 (15 Point Value)
10 x GALH5 – FLYINGJOLT (5 Point Value)
The 048AC-S units can keep up with a NEXT at regular boost, so fairly mobile. The main difference between them and NEXTs are the lack of overboost in terms of maneuverability.
I'll post a longer summary of the plans in the near future, but for the moment there are three plans with one vote each:
Plan: Miner - 1
Plan: Well Supplied NEXT and Elite Squadron - 1
Plan: A Balanced Offensive Breakfast - 1
One small correction, the total value of the DEBRISMAKER units is 10 Points (they sell at 20 per 5 Points). Meaning there is a 10 point deficit. Just as an aid, I'll post the point values of everything on the standard build below.
Standard Complement (165 Point total value):
130 x Normals and NEXTs
20 x GA03-SOLARWIND (30 Point value)
60 x 044AC (60 Point value)
40 x GARQ8 – DEBRISMAKER (10 Point value)
10 x 044FV450 (10 Point value)
30 x Fixed-Wing Aircraft
20 x Fighters (20 Point value)
5 x AWACS/EWAR (10 Point Value)
5 x Transport planes (5 Point Value)
Various Rotorcraft and Ground Vehicles
30 x 043AF20 (15 Point Value)
10 x GALH5 – FLYINGJOLT (5 Point Value)
The 048AC-S units can keep up with a NEXT at regular boost, so fairly mobile. The main difference between them and NEXTs are the lack of overboost in terms of maneuverability.
I'll post a longer summary of the plans in the near future, but for the moment there are three plans with one vote each:
Plan: Miner - 1
Plan: Well Supplied NEXT and Elite Squadron - 1
Plan: A Balanced Offensive Breakfast - 1
Dang. Thanks for letting me know. I'll go back and fix it right now.
EDIT: Okay, I THINK I have it fixed now. Emphasis on think, mind you. Now if only I could find something to shave off the list for an extra 5 points...