Ah, thanks for the clarification.sundowner is a real person, afaik, this "death game" is so he can recruit members for his PMC
Ah, thanks for the clarification.sundowner is a real person, afaik, this "death game" is so he can recruit members for his PMC
Ultimately though I just want to apologize for the unintentional insult, because my post clearly wasn't taken in a joking manner.
Based on the results, the best play probably would have been the original one. Sadly the option is I was most against before. I didn't want to have to fight for the same ground twice, of course it would have kept us mobile and out from under the Naval guns. Which would have been good, considering that mobility was the one thing this mad dash plan had going for it.
To raise a question, how do we know that Sundowner is even telling the truth?
If we get the legs, we're with Sundowner until he gets murdered by Raiden. Which may or may not handle the debt depending on how it's structured, but it also might put us directly in a cyberninja's line of fire.
I means if it's a whole ass new stage of the quest I'm all for riding it all the way to the end and seeing to the end of Sundowner one way or another.
Yeah I definitely fell hard for the assumption that they'd be not great guns, from both the IC thoughts of Orr and the fact that the navy got a bunch of theirs completely wiped. And experience from how they are in the game version, but clearly that's not the best metric to use.Fundamentally, though, the players underestimated 120mm guns in general, and gunboats in specific. Despite having several distinct disadvantages (from being a tech tree tier lower) the things actually have some upsides in the gun department. If nothing else, the fact they have basic-bitch inferometer firing circuits makes up for a lot.
Yeah I definitely fell hard for the assumption that they'd be not great guns, from both the IC thoughts of Orr and the fact that the navy got a bunch of theirs completely wiped. And experience from how they are in the game version, but clearly that's not the best metric to use.
Buddy the GM has said it was the wrong call. You can't argue that there were no good options because the good option was to start political fight we'd probably also win.
That's after the fact knowledge. During the time we were worried about our coms being jamed or disrupted or hooker just doing it anyways. The other choice would have resulted in allied troops hitting the breaches expecting a friendly base and finding enemies have free run of the area until we returnBuddy the GM has said it was the wrong call. You can't argue that there were no good options because the good option was to start political fight we'd probably also win.
No... *facepalms* this entire clusterfuck started even before this, when we chose to go with the Thunder Run instead of sticking to Rime, which I voted for Thunder Run to, so I cannot bitch and whine about, but well. this whole issue is a disaster after disaster.
Thunder run was a good choice for getting people out quick. If that remained our goal it most likely would have been successful. Instead we tried to hold an unholdable area.No... *facepalms* this entire clusterfuck started even before this, when we chose to go with the Thunder Run instead of sticking to Rime, which I voted for Thunder Run to, so I cannot bitch and whine about, but well. this whole issue is a disaster after disaster.
The best choice was always the "Make Hooker turn back" and before that, it was Rime, we chose wrong on both accounts, and extremely wrong on the second account, that we're now either going to lose everything we did, or worked for in this operation, or we have to sacrifice some parts of our forces to escape this clusterfuck we made for ourselves.
As is we have now only worsened our position in both the Political and Military sense, we've lost a good 33-50% of our Brigades fighting power to this Operation, for little to no gains, and more losses are expected to get through the rest.
So ends the tale of this cluster of fuckness.
P.S. Thinking we had the issue of comms disruption, jamming or spying only worsened our idea on what the choice we should choose was, people need to think more strategically and tactically before bringing in outside factors like comms shenanigans.
Yep.I just catched up on this quest and I wish I had done so sooner and voted because this appears to be a MASSIVE screwup.
Things go predictably badly. Indirect heavy artillery is far better at disrupting operations than direct fire or mortar artillery. Tanks are decent against arty fire, but a scout tank can only absorb a dozen or so hits. With how fast gunboats can fire off shots? And how easy Colonial forces could spot for said gunboats (since they owned the water)? We were setting ourselves up to get cratered as soon as we concentrated around the metal tent FOB.
Escuadrón du Main x3 or x4
- Squadron Headquarters
--Armored Section
---King Spire
----CO (Gunner/Commander)
----Driver
---Tank of the Line
----Commander
----Gunner
----Loader
----Driver
---Tank of the Line
----Commander
----Gunner
----Loader
----Driver
--Support Section
---XO
---Repairman
---Repairman
---Repairman
---Company Signal Chief
---Supply Officer
--Medical Section
---Company Corpsman
---Driver
-Armored Platoon x2
--Tank of the Line
---Commander (LT)
---Gunner
---Loader
---Driver
--Tank of the Line
---Commander
---Gunner
---Loader
---Driver
--Tank of the Line
---Commander
---Gunner
---Loader
---Driver
-Infantry Platoon
--Infantry Platoon
---Assault Section
----Senior enlisted-driver
----Submachine gunner
----Submachine gunner
----Submachine gunner
----Submachine gunner
----Submachine gunner
---Fires Section A
----Platoon CO
----Machine Gunner
----Ammobearer
----Ammobearer
----Grenadier w/ rifle grenades
----Rifleman-driver
---Fires Section B
----PlatoonXO
----Machine Gunner
----Ammobearer
----Ammobearer
----Grenadier w/ rifle grenades
----Rifleman-driver
If those allied troops decided to land, they were screwed, regardless of what vote won.That's after the fact knowledge. During the time we were worried about our coms being jamed or disrupted or hooker just doing it anyways. The other choice would have resulted in allied troops hitting the breaches expecting a friendly base and finding enemies have free run of the area until we return