Slow But Fine (A Historia Quest)

The Agricultural Region has many, many locations such things "could" have been made at. It's in the name y'see, even if whole creatures were a decidedly secondary concern to mass producing organic precursors for shipping to the arcologies.
Yes...I understand now....we need to blast the soil with artillery shells to purfiy it! Essentially, underestimating them is a bad mistake, and there are several places where they could have come from. Hidden danger everywhere is how I see it. Sinc thier specialty is vats, mahybe if we subdue the entirety of it we could se that to our advantage heavily.
 
Jackpot. We've got 5 energy. Should we grab a light tank battlalion with a medium walker officer? Should we specialize?
I'm against spending all our money into another force concentration unit when we haven't even needed to use our tanks yet.

Ouch, now this was a blow. The Legion could use some scouts or a similar company right about now, seeing as the main reason to their casualties was a lack of information.
We also have to remember that they're conscript-level instead of base troop level, which is why they come in double size. The cost cutting might give us numbers but it also ensures more losses because they're just going to be less skilled.

It's not like any dedicated scouts would have known what they were getting into more then the mass of infantry did, and for a giant mass of what's thematically a crowd of dudes given a rifle and minimal training on how to use it... well, taking 'a few casualties' actually beats my expectation of them in such a situation.

I'm taking this as in in favor of an exoskeleton infantry support improvement.
I am very much against giving our 'minimize quality in return for numbers' company a 'minimize numbers in return for quality' attachment. If we're going to give them an offensive attachment instead of just backing them up with a not-conscript unit, I'd much prefer either the heavy weapons or the heavy autocannon attachments as either of those would likely benefit more from masses of poorly trained blocking infantry between them and the enemy.

If I was going to throw together a prototype build plan right now, it'd probably be something like this.

[ ] Demo Build Plan
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)

As in my opinion what we really need the most is just, well, more troops. To go with this plan I'd probably be moving the Communications Cavalry over to scouting in another direction to get a better base idea of what's around us while moving these two new units to back up the conscript legion in its push west. The Close Quarters Battle cavalry unit should be well equipped to skirmish with and provide perimeter control against the so far melee focused chimera monsters that are fighting us there, while new infantry company will add a more proficient core of troops to the effort, with better training and superior fire support if the enemy shows up with anything bigger then the Not!Wolves type things they've thrown at us so far, especially if we throw in the Sappers there as well to also add in construction and fortification.
 
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well, taking 'a few casualties' actually beats my expectation of them in such a situation.
Agreed. Combination of under prepared enemy and feild hospital did a lot to keep the casualties low, and the numbers let them complete there objectives despite needing a higher than favorable solder to task ratio for safety reasons.

I am very much against giving our 'minimize quality in return for numbers' company a 'minimize numbers in return for quality' attachment. If we're going to give them an offensive attachment instead of just backing them up with a not-conscript unit, I'd much prefer either the heavy weapons or the heavy autocannon attachments as either of those would likely benefit more from masses of poorly trained blocking infantry between them and the enemy.
The problem with your analysis is that your ignoring the strength of exo infantry and it's specific applicability to our situation in the west.
unit.
-Exoskeleton Infantry (2 Energy): The power of a small vehicle in the hands of a single soldier, the ideal for many a nation and military. Absolutely devastating against enemy infantry, even in most cases when they are equipped with personal AT, and their enhanced close combat potential allows for an answer to vat-grown monsters other factions may use without being reliant on a limited number of vehicles. Can also serve as tank riders for armored units.
According to the description, exo infantry is a game changer against even Mechanized infantry, and is especially suited to combating vat monsters. Adding one of these to our exsisting coms cavalry or cons infantry unit would would do a lot to make them capable of individual action going forward, allowing us to avoid tying up to many of our units covering them. I'd say it's at least worth balancing out the conscripts with this upgrade. Heavy weaponry is good for indirect warfare and the autocannon is an excellent stationary weapon, but neither is suited to supporting seperate infantry patrols in a fight against vat monsters attacking from the cover of heavy vegetation. An exo troop on the otherhand can move ahead of the furthest patrol and eliminate enemies before the regular troops reach them.
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)
While I'll need to look at what new military actions are available before we decide on what units will be most helpful turn 3, I do have somesuggestions on what you've proposed to put forth for discussing the merit of, as well as mine own to put forth.

-[ ] Cavalry Company (2 Energy)
--[ ] CQB or Long Range Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Trench Warfare Specialty
--[ ] Heavy Weapon Platoon (1 Energy)

So I'd like to suggest that Cavalry with Long range specialty is equally useful as a CQB cavalry and we need to debate which would be better. Second I'd like to suggest the trench warfare specialty if we are making a line infantry with heavy weaponry, as an infantry unit suited to fortifying a forward line and then shelling the enemy at range in an attempt to force them to fall back so we can advance our forward line is a good investment when a big part of our efforts going forward will be to seize land and resources from other commanders.

Next is going to be a series of high cost units meant to improve our ability to preform a specific task, while leaving a point free for upgrading existing units. Suggestions for upgrades will come when I've exhausted suggestions for focused units.

-[ ] Cavalry Company (2 Energy)
--[ ] Elite Specialty
--[ ] Logistics Support (2 Energy)

Given how well our coms cavalry performed this turn, and how there main holdup was they reached the limits of where there supplies could take them, it might be worth while to develop an elite cavalry company with the equipment and training to outpreform there communications counterpart, and the logistics to press deeper into territories than our coms Cavalry will be able to.

-[ ] Cavalry Company (2 Energy)
--[ ] Longe Range Specialty
--[ ] Exoskeleton Infantry Support (2 Energy)

A cavalry specializing in long range supported by the close combat Exo infantry. The exo is able to fight Armored transports and vat monsters, so keeping up with the cavalry should be within his capabilities. It's another excellent way to specialize while compensating for the downsides of specialization. Admittedly I feel the Elite variation is better but I wanted to put the option out there.

-[ ] Line Infantry Company (2 Energy)
--[ ] Trench Warfare Specialty
--[ ] Motorization (1 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)
--[ ] Super Heavy Machine Gun Platoon (1 Energy)

This one uses all the points, but I felt that it was needed for a particularly effeftive trench warfare infantry. Motorization for rapid deployment and to conserve troops strength for digging and piling sandbags. Heavy and Super heavy for indirect fire and and top notch line defense.

Now the upgrades options for the single point.

-[ ] Line Infantry Company
--[ ] Sapper Specialty
--[ ] Motorization

Give our sappers motorization so they can cover more ground and carry more materials with them to the battlefeild or recent acquisitions.

-[ ] Cavalry Company (2 Energy)
--[ ] Elite Specialty
--[ ] Mechanized (1 Energy)
--[ ] Logistics Support (2 Energy)

Mechanizing the Elite Cavalry for greater weight limits, allowing for more salvage, and less fatique allowing for even greater distance coverage over all.

This should do for now. Thoughts?
 
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This should do for now. Thoughts?
Well, in order...

According to the description, exo infantry is a game changer against even Mechanized infantry, and is especially suited to combating vat monsters.
This is true, but I'm still not hot on putting a quality focused attachment on a minus-quality specialty unit. Would you consider putting the exo-troopers on the Sappers instead if you really want some? Their excess in brute physical force could be useful for both taking down and putting up landscape obstacles.

So I'd like to suggest that Cavalry with Long range specialty is equally useful as a CQB cavalry and we need to debate which would be better.
While I agree that a long ranged unit would be nice to have, I'd prefer to get the CQB unit first because between the Chimera commander and the zerg we've got a lot of melee focused potential/actual enemies over in that direction, so I'd like to get something melee focused in return to serve as a counter force for that.

Second I'd like to suggest the trench warfare specialty if we are making a line infantry with heavy weaponry, as an infantry unit suited to fortifying a forward line and then shelling the enemy at range in an attempt to force them to fall back so we can advance our forward line is a good investment when a big part of our efforts going forward will be to seize land and resources from other commanders.
Given we just got a sapper unit, I'm a little eh on going more into siege/trench stuff right now, and I'd honestly prefer a good generalist line infantry unit before we get a trench infantry. We should remember that the specialty options aren't upgrades, they're focus changes, and while we're building up a collection of specialized tools we should also make sure to keep our generalist support capacity ready.

-[ ] Cavalry Company (2 Energy)
--[ ] Elite Specialty
--[ ] Logistics Support (2 Energy)

Given how well our coms cavalry performed this turn, and how there main holdup was they reached the limits of where there supplies could take them, it might be worth while to develop an elite cavalry company with the equipment and training to outpreform there communications counterpart, and the logistics to press deeper into territories than our coms Cavalry will be able to.
I could support this, though if we're going in heavy on force concentration like this I'd prefer to give them the Mechanization upgrade for robot horses, especially if we're giving them logistical support anyway.

My preference though is to do at least two different units this turn, because while force concentration is good I think we need more units before we need better units right now. So far we've been fighting low grade random or melee stuff and our main issues are territory control (IE, both Local Network Cleansing and the yet undone Local Countryside Taming), and perimeter defense (The westward stuff), both of which seem like we'd be better off addressing with two ok units instead of one really good unit.

-[ ] Cavalry Company (2 Energy)
--[ ] Longe Range Specialty
--[ ] Exoskeleton Infantry Support (2 Energy)

A cavalry specializing in long range supported by the close combat Exo infantry. The exo is able to fight Armored transports and vat monsters, so keeping up with the cavalry should be within his capabilities. It's another excellent way to specialize while compensating for the downsides of specialization. Admittedly I feel the Elite variation is better but I wanted to put the option out there.
I'd be against this, because while I could expect the exo-troopers to keep up with cavalry in a sprint the idea of them keeping up over the long term makes me suspect the unit would have logistics issues, and furthermore I'd prefer to just support a long ranged unit with this with something closer ranged then to try to cover that issue with a close ranged attachment.

-[ ] Line Infantry Company (2 Energy)
--[ ] Trench Warfare Specialty
--[ ] Motorization (1 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)
--[ ] Super Heavy Machine Gun Platoon (1 Energy)

This one uses all the points, but I felt that it was needed for a particularly effeftive trench warfare infantry. Motorization for rapid deployment and to conserve troops strength for digging and piling sandbags. Heavy and Super heavy for indirect fire and and top notch line defense.
I'd be willing to support this kind of unit, but insert a copy of my 'desire more units' note from the elite cav.

-[ ] Line Infantry Company
--[ ] Sapper Specialty
--[ ] Motorization

Give our sappers motorization so they can cover more ground and carry more materials with them to the battlefeild or recent acquisitions.
Under the assumption that this is about upgrading the sapper unit we just made, not making a second one, yeah that would make sense to me. Vehicles will probably only help them do sapper things.
 
According to the description, exo infantry is a game changer against even Mechanized infantry, and is especially suited to combating vat monsters
This is true, though "monsters" in this description would be more in the vein of things like Hydralisks, Roaches, and war mammoths (IE "monstrous infantry" and "monster" from TWWh) rather than light infantry equivalents as a method to counter their force concentration compared to basic infantry.
 
We also have to remember that they're conscript-level instead of base troop level, which is why they come in double size. The cost cutting might give us numbers but it also ensures more losses because they're just going to be less skilled.
Ah yeah, I did forhey that part of them before I reviewed the army. Really the yaren't so bad for half-trained lads. The losses are well reduced by the addition of the field hospital, which was cruicial to minimizing casualties, so hooray for that.

It's not like any dedicated scouts would have known what they were getting into more then the mass of infantry did, and for a giant mass of what's thematically a crowd of dudes given a rifle and minimal training on how to use it... well, taking 'a few casualties' actually beats my expectation of them in such a situation.
*shrugs* I just want the best for them. I mean scouts would have helped, you know, with information on the vat beasts, but I see your point. And anyway, they can be trained further to properly utlilize their size advantage, no?

According to the description, exo infantry is a game changer against even Mechanized infantry, and is especially suited to combating vat monsters. Adding one of these to our exsisting coms cavalry or cons infantry unit would would do a lot to make them capable of individual action going forward, allowing us to avoid tying up to many of our units covering them. I'd say it's at least worth balancing out the conscripts with this upgrade. Heavy weaponry is good for indirect warfare and the autocannon is an excellent stationary weapon, but neither is suited to supporting seperate infantry patrols in a fight against vat monsters attacking from the cover of heavy vegetation. An exo troop on the otherhand can move ahead of the furthest patrol and eliminate enemies before the regular troops reach them.
Agreed on this part. Using exo-armour doesn't takeaway from the size, and since there's no cost increase for the more soldiers it takes to equpi it's effecttively a huge upgrade with no drawbacks. It's like giving a guy with no weapons a hammer, it only improves combat ability, and since the exo-armor's escription included it's comparison to mechanical infantry and having the strength of cars, I doubt that the weak vat-beasts cna torubel us for log. Of course, that's nothing to say of what DaLintyGuy hinted at with the hidden monsters and multiple sources of those animals. It's a melting pot of sorts, and we're basically assured to see some far stronger monsters eventually.

Though your plans I do see as sensible and definite possibilities in the future, I'd rather stick closer to what we already have.
This should do for now. Thoughts?
I'm sorry, but is this several different iterations of what a plan could be, or is it several different plans spread out over weeks? I'm going to speak as if it's the latter. This may be an unpopular opinion, but as of now, I'd prefer to not focus on getting more units. Now now, hear me out. We technically have more than what is required of us, as we can send out at least 1 comapny of troops in all cardinal directions, and keep our final one (best boi tank) in reserves. While we do need more troops, I will admit, let's try catering to quality first, before he head out on quantity. I'd say for this turn, we should just get Calvary then Exo-skeleton armor. A simple thing yes, but it covers everything we need. The North doesn't concern us because that's a big pile of cra pwaiting to hit us, while the only groups that have encountered note-worthy opposition are the Levied Legion and the Mechanized infantry, and so it'd make sense to address the most pressing matters first and continue expansion. The +3 was a boon, so let's spend it wisely, or spend it not at all.
 
The losses are well reduced by the addition of the field hospital, which was cruicial to minimizing casualties, so hooray for that.
It's also due to your troops being in a single body, so squads weren't overrun and annihilated piecemeal. But yes, the Hospital certainly helped a fair bit.


Using exo-armour doesn't takeaway from the size, and since there's no cost increase for the more soldiers it takes to equpi it's effecttively a huge upgrade with no drawbacks.
Unless I did a Dumb, that is a Support element of something like a dozen guys in powered armor. Not an upgrade for every soldier in the company.
The +3 was a boon, so let's spend it wisely, or spend it not at all.
Scavenging is something you can keep doing, though for diminishing returns as you and others pick over an area.
 
It's also due to your troops being in a single body, so squads weren't overrun and annihilated piecemeal.
Friendship ended witn squads. Human mass is my new best friend. At least, until we encounter an enemy who uses artillery, explosives, rocket laucnhers, machineguns, a dragon, giant beatstick lazars, etc. But for now, it works well! By the way, will rolls ever be public?

Unless I did a Dumb, that is a Support element of something like a dozen guys in powered armor. Not an upgrade for every soldier in the company.
That makes so much more sense, because I'd expect it to be a lot more expensive, but I brushed it off as me having a smoother brain than usual. The power armor is still useful nonetheless, and it'd be a welcome addition to the infantry.

Scavenging is something you can keep doing, though for diminishing returns as you and others pick over an area.
Exactly. It won't last forever, so while we still have the high gains we should be careful. Not like those crzy people in the North, fighting tooth and nail for....what even?
 
Unless I did a Dumb, that is a Support element of something like a dozen guys in powered armor. Not an upgrade for every soldier in the company.
You didn't define the numbers in the descriptive write up, but I was assuming it was probably about the same amount of people as the 'Reinforced' add on, only, you know, at twice the cost of that one because the 'Reinforced' attachment doesn't give people power armor.

I will note that if we ever get the chance to research (or otherwise snag) an 'exo-frame trooper company' template, I would be quite interested in such a thing... even if I still think we need more basic line infantry before anything else.

Exactly. It won't last forever, so while we still have the high gains we should be careful. Not like those crzy people in the North, fighting tooth and nail for....what even?
This question is why we should consider throwing some ground scouting in that direction, especially with the bonus to discovering points of interest we got from the air scouting.

...Though probably not next/this turn.
 
Ah yeah, I did forhey that part of them before I reviewed the army. Really the yaren't so bad for half-trained lads. The losses are well reduced by the addition of the field hospital, which was cruicial to minimizing casualties, so hooray for that.


*shrugs* I just want the best for them. I mean scouts would have helped, you know, with information on the vat beasts, but I see your point. And anyway, they can be trained further to properly utlilize their size advantage, no?


Agreed on this part. Using exo-armour doesn't takeaway from the size, and since there's no cost increase for the more soldiers it takes to equpi it's effecttively a huge upgrade with no drawbacks. It's like giving a guy with no weapons a hammer, it only improves combat ability, and since the exo-armor's escription included it's comparison to mechanical infantry and having the strength of cars, I doubt that the weak vat-beasts cna torubel us for log. Of course, that's nothing to say of what DaLintyGuy hinted at with the hidden monsters and multiple sources of those animals. It's a melting pot of sorts, and we're basically assured to see some far stronger monsters eventually.

Though your plans I do see as sensible and definite possibilities in the future, I'd rather stick closer to what we already have.

I'm sorry, but is this several different iterations of what a plan could be, or is it several different plans spread out over weeks? I'm going to speak as if it's the latter. This may be an unpopular opinion, but as of now, I'd prefer to not focus on getting more units. Now now, hear me out. We technically have more than what is required of us, as we can send out at least 1 comapny of troops in all cardinal directions, and keep our final one (best boi tank) in reserves. While we do need more troops, I will admit, let's try catering to quality first, before he head out on quantity. I'd say for this turn, we should just get Calvary then Exo-skeleton armor. A simple thing yes, but it covers everything we need. The North doesn't concern us because that's a big pile of cra pwaiting to hit us, while the only groups that have encountered note-worthy opposition are the Levied Legion and the Mechanized infantry, and so it'd make sense to address the most pressing matters first and continue expansion. The +3 was a boon, so let's spend it wisely, or spend it not at all.
It's a collection of production vote options to discuss as a result on our unexpected windfall. It's best to get a clear idea of what people want so so we can save time and focus more on figuring out what actions to take and which units to send.

You didn't define the numbers in the descriptive write up, but I was assuming it was probably about the same amount of people as the 'Reinforced' add on, only, you know, at twice the cost of that one because the 'Reinforced' attachment doesn't give people power armor.

I will note that if we ever get the chance to research (or otherwise snag) an 'exo-frame trooper company' template, I would be quite interested in such a thing... even if I still think we need more basic line infantry before anything else.


This question is why we should consider throwing some ground scouting in that direction, especially with the bonus to discovering points of interest we got from the air scouting.

...Though probably not next/this turn.
If we are scouting north I agree it should wait until turn 3 and only if we get the elite mechanized cavalry company turn two. I don't trust our coms cavalry to be able to handle the situation.
 
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I will note that if we ever get the chance to research (or otherwise snag) an 'exo-frame trooper company' template, I would be quite interested in such a thing... even if I still think we need more basic line infantry before anything else.
Remind me if I don't put it up, though it'll cost you a fair bit. I didn't put it up as an option already due to being heavily slanted towards Shock applications rather than consistent performance.

On a different note, something like this would be your "standard" infantry for a Starcraft Terran start, with softsuit troops an attachment to your "real" soldiers.
 
I dislike rolls in a number of ways, though I did roll to determine which PoI the Cavalry found in the Wellspring. So things are resolved more "narratively" instead of flat chance.

If I ever do... Maybe.
Ohhh I see I see. That's cool! I was just wondering, because our 'luck' seemed pretty good.

It's a collection of production vote options to discuss as a result on our unexpected windfall. It's best to get a clear idea of what people want so so we can save time and focus more on figuring out what actions to take and which units to send.
Ah, is that so? That's pretty productive then, though I still stand by what I said. We aren't sure how much we stand to gain from the cavalry's salvaging in the next turn, and while the rest are still being sent out to explore or set up outposts, focusing on the units that we already have should take priority.

If I'm being honest....I wouldn't want our troops going near the North with a 60-foot pole. Air support seems semi-viable, if not for the dragons, but they'll be reasonably far off that they won't bother us.
 
Reactions and Developments 2.0
Even with all the automated counting, accounting, filing, and computing systems... You were not prepared for the amount of work operating a military would be. Bouncing ideas off of the others of small collaboration groups did not compare to hundreds of people looking to you as the final arbiter of their problems. SOME of the inane details got filtered out below you of course but given that any sort of action involved the expenditure of strategic resources the decision to add new furniture to the Engineering break rooms using the military budget managed to reach your desk.

After that there were the status updates detailing the ammunition, readiness, and other status of your units. As well as some restrained gloating by your cavalry captain about the solenoids she brought back. Yes, you had some plans for that...

In terms of strategic impact, though, you could now begin looking for your local... Rivals? Annoyances? Minor factions in the form of the android bandits and the "enthusiastic motorists". The latter had stepped down their operations in the wake of encountering your patrols this last month in fact. Presumably, this meant "something".


You push back from your desk and swivel to look out the window of your office. A few small wind turbines could be seen sprouting from the nearest communities (villages, to use a different word) as the civil council worked to enact your suggestion. Immediately below your window were a few dozen Home Guard in their local field station. Occasionally a civilian would walk up or call in and a few would pick up their weapons and go to handle whatever it was.

Overall... You were satisfied with what you had done so far.

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Civil Affairs

With your knowledge of what is needed during this emergency you have a degree of influence in civil affairs. It would behoove you to use that for your benefit.
You can spend Power to increase effects of these actions.

Choose One
[ ] Industrial Specialization: In normal circumstances ensuring every camp was entirely self sufficient would be a good thing. However, it would limit the availability of a number of valuable things that could be used to augment your limited fabricator time. Salvaged polymers, wood, canvas, cotton, and so on. As of now these would be more akin to guilds rather than the industrial plants you are used to seeing in your dreams but it would still be an improvement and cause a flow of materials in your territory. Perhaps more valuably, it would reduce dependence on the fabricators for any kind of skilled labor. (3 Turns)

[ ] Aerodrome Facilities: In order to use anything better than light Interwar aircraft even once you get the technology to build them you are going to need the infrastructure to do so. And your current group of flyers would appreciate operating out of wooden buildings, earthen revetments, and from a distinct runway rather than tarps and grass. (1 Turn)

[ ] Decentralized Power 1: You have a very limited source of power generation suitable for military production so it would benefit you and the civilians alike if they were not completely reliant on it. Printing out a number of flexible solar cells, simple wind turbines, and primitive power storage using the civilian budget would let a number of luxuries no longer demand strategic resources to fulfill. (1/2 Turns)

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Military Production

Current Power: 0 Stored + 3 Salvaged + 2 Production= 5

Line Infantry Company (2 Energy): The common soldier, needed for holding territory and supporting every other kind of unit. Consists of three Rifle platoons, one command squad, and a platoon of rear echelon troops for the necessary logistical duties incurred by having a hundred men in the field.
-Motorization (1 Energy): Adds a heavy duty truck for each platoon for increased mobility out of combat.
-Mechanization (3 Energy): Adds an armored halftrack to each squad, providing both mobility and firepower support with machineguns.

Exo-skeleton Company (8 Energy): The expense of so much precision equipment is only matched by the Shock value of a formation of powered armor. Extremely high offense in short bursts before needing to refit and resupply.

Cavalry Company (2 Energy): Soldiers provided with some kind of mount, be it mechanical or animal. In your case you use vat-grown horses. Such mounts allow for easy travel over rough terrain without using precious energy resources, but do sharply limit the amount of heavy weapons the unit can carry.
-Mechanization (1 Energy): Trading in biological mounts for mechanical mounts comes with certain benefits. Not having to manage fatigue, damage is simpler to deal with, and increased weight capacity to name a few. It also comes with a few trade offs, such as a much more dramatic reliance on supply lines.


Light Tank Company (4 Energy): Small armored vehicles configured for speed and operational range, bringing light machineguns and field guns to combat. Useful against infantry, but vulnerable to any kind of anti-armor capability. Consists of four platoons of three vehicles, with a small number of trucks carrying supplies.
  • Medium Leader (1 Energy): Add a medium command walker and an advanced officer-type vatform to direct the unit, providing a heavier unit to direct the rest and provide more firepower.

Medium Tank Company (6 Energy): Armored vehicles balancing firepower and mobility with heavier guns and plating than their light cousins. This comes at the cost of mobility due to their larger size and weight.
  • Heavy leader (2 Energy): Add a heavy command walker and an advanced officer-type vatform to direct the unit and provide much heavier firepower as an armored unit.

Heavy Tank Company (8 Energy): Armored vehicles emphasizing the ability to take and give damage. Often considered dedicated breakthrough units, with low combat endurance due to large shells and fuel-guzzling engines to fulfill their main role. But in that role there are few better.


Light Walker Company (5 Energy): Like their more primitive kin, Light Walkers are adapted for speed and for outmatching infantry. Due to their motive system they are much better suited to rough terrain and can make maneuvers that tracks simply can not, making them more survivable in combat, though they only carry machineguns. Consists of four platoons of three vehicles.

Medium Walker Company (7 Energy): Larger walkers carrying respectable armor plating and field guns. Consists of four platoons of three walkers. A useful linebreaker unit combining a balance of speed, firepower, and survivability under fire that enables units to resist damages that break others.

Heavy Walker Company (9 Energy): Heavy Walkers differ somewhat from their tracked relatives in that they are built to take punishment and move fast rather than slug it out with the best the enemy has to offer, typically utilizing quad or hexapodal movement for their larger chassis in order to squeeze through lesser protected portions of the enemy line to turn their flank.


Scout Aircraft Squadron (1 Energy): Lightweight scout biplanes built for reconnaissance and surveying of territory, built out of treated wood and canvas in a very cost efficient manner. For self defense they are reliant on the spotter and whatever they bring up with them.

Light Fighter Wing (Interbellum) (4 Energy): A fighter wing of aircraft built for engaging other aircraft or harassing enemy ground troops with light bombs and machine gun fire. Three squadrons of twelve fighters, plus associated ground support teams.

Light Bomber Wing (Interbellum) (4 Energy): A wing of three squadrons of twelve light bombers, capable of payload drops of bombs and other ordinance onto battlespaces. While their accuracy is limited by their technology, the ability to provide fire support without bringing vulnerable artillery pieces to the battlefield can be invaluable in the right circumstances.





Support: Various kinds of supporting troops that can be attached to a field formation. Max two per Company.
-Heavy Weapon Platoon (1 Energy): A general support formation with a few mortars, anti-tank rocket teams, and machineguns. Provides additional heavy weapons and indirect fire support. (Infantry)
-Antitank Platoon (1 Energy): A mix of low to moderate caliber antitank guns for infantry use.
-Super Heavy Machine Gun Platoon (1 Energy): Adds a number of crew served small autocannon to the unit for the range and stopping power in excess of typical HMGs.
-Field Hospital (1 Energy): A doctor and team of medical staff, utilizing basic tools and medicine to treat field wounds rather than merely stabilize the patient or slow their death until they can be moved to the rear. Primitive medicine, but capable of operating in the present unpowered environment.
-Logistics (2 Energy): Additional trucks and labor troops to strengthen the logistical support train of the unit.
-Exoskeleton Infantry (2 Energy): The power of a small vehicle in the hands of a single soldier, the ideal for many a nation and military. While their numbers are lower than the "crunchies" they are absolutely devastating against enemy infantry, even in most cases when they are equipped with personal AT, and their enhanced close combat potential allows for an answer to vat-grown monsters other factions may use without being reliant on a limited number of vehicles. Can also serve as tank riders for armored units.
-Reinforced (1 Energy): Two additional platoons of infantry are attached to the formation as basic riflemen. Can serve as tank riders in armored companies.
-Cavalry Squadron (1 Energy): A platoon of rough riders to serve as scouts, mobile assets, and so on for a less mobile or much more obvious unit.




Specialization
  • CQB: A greater emphasis on close quarters combat and capability. Replacing some rifles with submachineguns, substituting some shells with canister shot, adding some melee combat training, changing a number of cannon to flamethrowers, etc.
  • Long Range: Adding long guns and improved propellants, sniper rifles and scopes, giving the unit indirect fire capability. This comes at expense to close-action capability due to diversion of troops and functionality.
  • Sapper: Additional engineering kit and explosive experts are added at the squad level, with vehicles given engineering and mine equipment replacing some secondary weapons. Useful for creating and bringing down obstacles.
  • Trench Warfare: Additional sandbags, trenching shovels and skillpatches are given to each soldier to engage in static warfare, while vehicles are built to siege warfare specs. Sacrificing mobility to improve survivability given enough prep time to fortify and dig in.
  • Assault: Lighter equipment and emphasis on shock tactics to achieve rapid aggressive attacks rushing at the enemy. The unit becomes offensive-oriented with fewer options defensively.
  • Communications: Additional comms gear and specialists are added to the unit, improving coordination between components and with other units.
  • Conscripts: Deliberately using low-grade vatforms and equipment quality to field more troops. Doubles unit size at a cost to quality.
  • Elites: Cutting unit size to allow for more growth and development time for the vatform troops. Improved neural implants, skill downloads, and equipment gives a sizable bonus to quality at the cost of decreasing the unit size by a third and increasing dependence on the supply line.
Write In: If you want something like a Skink (Sherman with quad 20mm in turret) or something else not on the list (specialist vehicle unit to be a fire brigade for infantry or to keep up with tanks), ask for pricing.

Engineering reports the occasional cackle of glee at the thought of copying the Biter corpses brought back by the Levies. This will probably trigger PTSD for those conscripts if attached.
Biter Handlers (2 Energy): A unit of fourteen handlers with two Biters each. While the Chimeric Commander relied on the natural instincts more than the implants the JDF specialists have made our "beasties" distinct from our foe's with overt cranial implants and integrated radios.

=====

Military Affairs

You now have a much better understanding of what is happening nearby. The Chimeric and Alien Commanders have left your road spur to the Wellspring alone as the thoroughly spooked and slightly traumatized civilian labor force finishes the planned transit route, the same with the android and motorist bands. Likely, they are all organizing in the face of the appearance of a credible threat.

Local Countryside Taming
A search and destroy mission to reduce and remove dangerous organisms from your area, ranging from seemingly harmless herbivore megafauna to feral canids and felids to vat-grown monstrosities that must have gotten loose from here or there for whatever reasons. You'll have to ask for one of the accurately named "swear toads" to put it into a terrarium in your office...

Spring Cleaning: Androids
As much as the spindly androids have been mostly ineffective, typically trading pointed words rather than bullets with the Home Guard and extorting small amounts of essential supplies and less essential materials from your people, they did still demand your fusion generator back before you were instated on pain of vague "consequences". Either they fall in line or get removed from the board.
-Expected OpFor: a Company(?) Of light infantry. Unknown probability of reserves and new builds.

Spring Cleaning: Motorists
With more eyes looking over the evidence, the location of this base is less certain. Either a new group has entered the area (entirely possible as a different style of vehicle has been seen nosing about) or the existing malcontents have changed the location they operate from. Either way they are a menace to our people and have ceded the initiative.
-Expected OpFor: a few to more than a few buggies, trucks, and other light vehicles. Unknown probability of reserves and new builds.

Secure Transit: North
In order to exploit points of interest within the Artani Central Arcology it will be vital to have secure lines of communication and transit in order to push civilian engineering, research, and diplomatic teams into the region.
Note: Disappearances are noted among travelling refugees along this route in particular.

Secure Transit: East
The coastal forest was a marvel of engineering, and now those engineered creatures and plants have reverted to natural selection at the frenzied pace demanded by their genetics. To clear a route to the Eastern Arcology and its nearby port district will require a dedicated military response and that itself will require secure lines of supplies.

Secure Transit: West (Finishes early this turn)
The agricultural basin that fed the Central Arcology, the Wellspring already holds at least two Entech commander. Not only does it have large scale if limited growth vats and hydroponics but it also was powered to a large degree by a number of hydroelectric plants that monopolized the river that gave the region it's name.

Secure Transit: South
Whether the polar approach battery is active or not, regular contact and/or exploitation will require a secure route.

Scout
-Pick One: North, West, East, South
Send a unit to explore a region, picking up salvage, finding points of interest, and brushing against the locals.

Attack
Choose a direction, one of it's known Points of Interest, and the Companies to execute the operation. If organized resistance is present, will often trigger a war turn. (Without a Secure Transit, will operate under significant penalties)

Reserve
Sometimes you don't want to send out a unit because it would incur an upkeep cost. Or maybe it took losses. Regardless, you don't have to field everything every turn. As a bonus units not assigned to an action can try to support others who have encountered unexpected troubles.

Training
Maybe you want to get two Companies used to working alongside each other for a future operation, or practice with a new piece of kit. Or they are just bad at their jobs and need to improve. (Upkeep costs, where applicable, are calculated as if the unit is in combat)

=====

Diplomacy

You know of other factions at least. Normalizing relations will be a task even for those you can speak with.

-Android Bandits: Self proclaiming their service to a "confederacy", these robots would likely take a message home at this point, if you want to ignore their masters for now or deliver an ultimatum.




AN: If I did a Dumb, tell me and I'll try to get back to you in a reasonable time frame. Just getting this out before going to work.
 
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[ ] Plan What I Said I Wanted To Do
-[ ] Civilian
--[ ] Decentralized Power 1
-[ ] Military Production
--[ ] Cavalry Company (2 Energy)
---[ ] CQB Specialty
--[ ] Line Infantry Company (2 Energy)
---[ ] Heavy Weapon Platoon (1 Energy)
-[ ] Military Affairs
--[ ] Secure Transit: West
---[ ] 1st Infantry Company (Conscripted Line Infantry Company)
--[ ] Spring Cleaning: Motorists
---[ ] 2nd Infantry Company (Mechanized Line Infantry Company)
--[ ] Secure Transit: West
---[ ] 3rd Infantry Company (Sapper Line Infantry Company)
--[ ] Scout : South
---[ ] Communications Cavalry Company.
--[ ] Scout : South
---[ ] Kami Squadron
--[ ] Reserve
---[ ] Medium Tank Company

I'm assuming that despite 'Secure Transit: West' being crossed out due to finishing this turn we still need to give it a security force. Other then that, this plan does the build plan I wanted to do, getting us two new units so we can stop sending off units on missions alone and mostly unsupported (even if there's other units doing other missions in the same area, I'd still really like the luxury of being able to regularly put at least two units on each task), getting us a generalist unit with firepower to support our specialists, and getting us a melee/short ranged focused cavalry unit to counter all the zerg-alike melee monsters we've been running into. Action wise, we finish up securing transit to the West and we keep scouting the areas around us while starting to deal with some of the raider factions in our home turf.
 
Ah ah, that looks like a very interesting plan but I just got online and haven't read the update.
As long as you don't try messing with the North I'll probably support it.
 
1st Inf aren't locked to the road action. But it wouldn't hurt to stiffen the Home Guard guarding the final phase of construction with some Regulars, be it the Levies or something more exciting, even if it's just operating units in the West through the road terminus.

As long as you don't try messing with the North I'll probably support it.
I feel I should point out that one of the dimensional taps is somewhere inside the Arcology. For future reference.
 
[] Plan Western Advance
-[ ] Civilian
--[ ] Decentralized Power 1
-[ ] Military Affairs
--[ ] Secure Transit: West
---[ ] 1st Infantry Company (Conscripted Line Infantry Company)
--[ ] Spring Cleaning: Motorists
---[ ] 2nd Infantry Company (Mechanized Line Infantry Company)
--[ ] Secure Transit: West
---[ ] 3rd Infantry Company (Sapper Line Infantry Company)
--[ ] Scout : South
---[ ] Communications Cavalry Company.
--[ ] Scout : South
---[ ] Kami Squadron
--[ ] Reserve
---[ ] Medium Tank Company

I'm fine with all of this and would like to handle it as our obvious vote while deciding the more complex production vote seperately.

[ ] Plan MP Standard
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)

[ ] Plan MP Mecha Cavalry
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
--[ ] Mechanization (1 Energy)
-[ ] Line Infantry Company (2 Energy)

[ ] Plan MP Motor Sappers
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
-[ ] Line Infantry Company
--[ ] Sapper Specialty
--[ ] Motorization (1 Energy)

[ ] Plan MP Elite Cavalry
-[ ] Cavalry Company (2 Energy)
--[ ] Elite Specialty
--[ ] Mechanized (1 Energy)
--[ ] Logistics Support (2 Energy)

[ ] Plan MP Combat Dou
-[ ] Line Infantry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Longe Range Specialty
--[ ] Heavy Weapons Company

[ ] Plan MP Mechanized Assault
-[ ] Line Infantry Company (2 Energy)
--[ ] Mechanization (3 Energy)

#2 mechanized cavalry for more carrying space

#3 motorization for transporting more supplies for construction or demolition as needed.

#4 an elite cavalry unit for more dangerous areas, farther deployment range, and greater salvage carry capacity.

#5 CQB and Long Range Infantry pair to complement eachother, with heavy weapons on the long range for suppressing enemies so CQB can advance safely.

#6 another Mechanized infantry specialized to suit specific actions, or left the same.

Thoughts?
 
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As I've said before, I feel we've grabbed enough specialists for a first wave of production and should throw out at least one, preferably two or three, non-specialist units in the next turn or two in the name of flexibility.
 
As I've said before, I feel we've grabbed enough specialists for a first wave of production and should throw out at least one, preferably two or three, non-specialist units in the next turn or two in the name of flexibility.
Fair enough.

[ ] Plan MP Standard
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
--[ ] Heavy Weapon Platoon (1 Energy)

[ ] Plan MP Mecha Cavalry
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
--[ ] Mechanization (1 Energy)
-[ ] Line Infantry Company (2 Energy)

[ ] Plan MP Motor Sappers
-[ ] Cavalry Company (2 Energy)
--[ ] CQB Specialty
-[ ] Line Infantry Company (2 Energy)
-[ ] Line Infantry Company
--[ ] Sapper Specialty
--[ ] Motorization (1 Energy)

I'm most strongly in favor of motorization of our existing sapper company in preparation for seizing and fortifying some assets to the west. You still get your CQB cavalry and unmodified line infantry. I'm expecting to move our mechanized infantry against the west turn 3 so having the sapper company more capable of keeping up would be usefull.
 
Biter Handlers (2 Energy): A unit of fourteen handlers with two Biters each. While the Chimeric Commander relied on the natural instincts more than the implants the JDF specialists have made our "beasties" distinct from our foe's with overt cranial implants and integrated radios.
Yes. Yes. Yes


Local Countryside Taming
That's good! everything's going as planned, and I sure hope Asashi gets the chance to get a swear toad (I'm sorry but...are they just amphibians who swear?)

Spring Cleaning: Androids
I mean bending a little wouldn't hurt, as long as they don't ask for too much? We can't remain an inflexible leader when it comes to matters of diplomacy.

Spring Cleaning: Motorists
We might want to look into fortifying that position over there....I don't expect us to shoot the first shot, but I'm still wary of these so called 'motorists'.

Secure Transit: North
Nah

Secure Transit: East
Well that'll be dealt with soon enough. As for suppl trains, all we really needto do is send salvagers there way, right?

It's always the andriods, isn't it? Well the beatstick is all we need to scare them off....is what I would have said. There's obviously some force behind them that we don't knw, and while their strength is dubious at best, it's better to be safe than sorry. What could this confederacy be I wonder....
 
Sadly they're on the expensive side. But putting them on the right unit should still be fun.

I'm most strongly in favor of motorization of our existing sapper company in preparation for seizing and fortifying some assets to the west. You still get your CQB cavalry and unmodified line infantry. I'm expecting to move our mechanized infantry against the west turn 3 so having the sapper company more capable of keeping up would be usefull.
I'd be willing to support this change.
 
Biter Handlers (2 Energy): A unit of fourteen handlers with two Biters each. While the Chimeric Commander relied on the natural instincts more than the implants the JDF specialists have made our "beasties" distinct from our foe's with overt cranial implants and integrated radios.
This sounds like an excellent addition to our coms cavalry later on, since there extra radio equipment will allow them to work with the hounds better.
Sadly they're on the expensive side. But putting them on the right unit should still be fun.


I'd be willing to support this change.
Nice.

[X] Plan Western Advance and Numbers Games.
-[X] Civilian
--[X] Decentralized Power 1
-[X] Military Production
--[X] 2nd Cavalry Company
---[X] CQB Specialty
--[X] 4th Infantry Company
--[X] 3rd Infantry Company
---[X] Sapper Specialty
---[X] Motorization (1 Energy)
-[X] Military Affairs
--[X] Secure Transit: West
---[X] 1st Infantry Company (Conscripted Line Infantry Company)
--[X] Spring Cleaning: Motorists
---[X] 2nd Infantry Company (Mechanized Line Infantry Company)
--[X] Secure Transit: West
---[X] 3rd Infantry Company (Sapper Line Infantry Company)
--[X] Scout : South
---[X] Communications Cavalry Company.
--[X] Scout : South
---[X] Kami Squadron
--[X] Reserve
---[X] Medium Tank Company
 
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