So, just so people have an idea of what will fit, the Nimitz's hanger deck is 209 meters long, 34 meters wide, and 8 meters tall. Going by the schematic picture of Gipsy Danger, Jaegers are roughly 80 meters tall, probably about 25 meters wide, and perhaps 12 meters front to back on their torso. I believe that the most practical way to refit the carrier will be to add height to the hanger deck, install giant doors in the flight deck, and redesign at least half of the hangar deck into a cradle Jaegers lay down on, like on the Skadi, except with additional repair and fabrication equipment. We can either take a Jaeger and perhaps 6 squadrons of aircraft, or maybe fit in two jaegers. If we are willing to leave aircraft exposed on the flight deck, we could fit more aircraft squadrons, but that would likely impede the deployment of carried Jaegers (Since the aircraft would have to launch so the Jaegers can get out of the hanger deck).
Not sure where you got the stats for the Nimitz. I'm not saying they're wrong, just that I can't seem to find solid numbers myself, so I'm curious where you found them. I was under the impression that the Navy likes to keep the details of its carriers secret, even when it comes to older ships, hence why efforts by naval enthusiasts to secure a decommissioned supercarrier as a museum ship have generally failed. So I'm really surprised you managed to get solid numbers on a class that's still in use.

Regardless, we're probably going to be making a lot of changes, including potentially downsizing the area needed for the reactors, so I've been working off the assumption that we most just have the exterior dimensions of the hull as our main limitation when it comes to space. We're probably going to need to effectively gut the insides anyway just to replace the nuclear reactors, since those are likely deep within the hull. We can probably use drone tech to seriously cut down on the amount of crew needed as well. So I figure it's effectively just the outer shell's dimensions that limit our cramming things into the hull, and even that's at least somewhat negotiable.
The carrier is fine but I'd rather have the chance to build them instead of depending on a one off. Also, we might be able to build non-supercarriers carriers along the way, would be great for a cheap water deployment ability for autogyros.
...Ya do remember that part of the repair process is to produce new schematics for our altered version of the craft, right? That's why we could build a Frigate this turn with our Dockworks.
So, having done some research in my capacity as Air Force General, I have learned:
  • Ramjets are bad for our uses because they really don't operate well below Mach 2, or at all below like Mach 0.5.
  • Pulsejets are bad because they don't actually beat out rockets on efficiency very well, if at all.
    • both of the above have major fuel economy issues.
  • Anything air breathing is going to have issues with the particulate atmosphere, moving parts or no, because of erosion. Flying things don't like particulates, full stop. The faster it is, the more of an issue.
  • The US military actually does have turbine engines designed to function in heavy particulate environs, because they're designed to be able to operate in the likes of Iraq, where the star wars sand memes are a truism.
    • whether our superbugs have those is a toss-up, because we got them from a pacific naval base, but they do exist.
    • I was linked a document about helicopter turboshaft engines regarding this. it's a chonky read and the URL is pure cancer, but:
  • It was suggested we look into trying to find some Russian engines, because those are built with heavy particulate ingestion in mind. (The exact words were "Russian engines have a reputation for being able to potentially suck in literal riverbeds and not really care", but I don't know how inflated the reputation actually is, beyond reasonable certainty that it is.)
Russian military engineering does tend towards the robust side as I understand it. Probably because their army isn't a volunteer service, and the amount of drinking the soldiers do as a result makes durability a priority. Russian soldiers have such a drinking problem that the alcohol the Russian army uses for engine coolant and fuel isn't denatured alcohol, which is alcohol with unpleasant or even toxic additives. This is because the higher-ups know the soldiers would drink it anyway. That being the case, combined with Russia's wide range of environments, it really would not surprise me if their engine designs are incredibly robust.
 
We could start manufacturing Hornets and well...if we get a big enough Fleet of Hornets...HOpefully maybe they could deal with the lower category Kaiju at oblivion bay? After changing up their armaments for Anti-Kaiju work.
 
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I just googled Nimitz hanger deck dimensions
Now, see, the only source I can find giving those numbers is a secondary source that doesn't seem to provide a citation. Official sources seem to be silent on the matter. Don't get me wrong, the numbers are certainly reasonable, but I'm always a bit hesitant of secondary sources that don't bother to provide cites. Most of the other sources seem to be providing estimates and guesses at the layout, and official-looking schematics sources notably exclude internal spaces.

Now, it's fairly likely that Naval warship enthusiasts can make fairly reasonable guesses at the possible dimensions, especially based on photos made public by the Navy of the hanger. Practically speaking, only so many layouts are going to make sense, and using humans and planes for scale can tell you a lot, but those are still educated guesses, not solid stats.

That said, it probably doesn't really matter much in this case, as Fyr can not only approve or veto any layout, but we're not really limited by those dimensions when it comes to refitting the boat. If they could stick an extra 100 feet on Big E, we can probably change a heck of lot to make the Nimitz-class into a Jaeger Carrier. Probably not going to be able to make it tall enough for a Jaeger to stand up inside of the thing, but beyond that, sky's the limit, IMO.

Honestly, I think the easiest solution might just be to transport the Jaegers inside something like those Shatterdome cells we came up with, just in a horizontal orientation. In effect, something a little like the Containers from Gundam 00, but likely with a lot less independent mobility. I've been trying to look at various carriers from that franchise for inspiration, but a lot of the designs seem optimized for space, unfortunately. Honestly, getting the Jaegers back inside while at sea seems like it's going to be the tricky part. Too many of my ideas for that seem likely to capsize the boat.
We could start manufacturing Hornets and well...if we get a big enough Fleet of Hornets...HOpefully maybe they could deal with the lower category Kaiju at oblivion bay? After changing up their armaments for Anti-Kaiju work.
Honestly, our existing Air Force is fairly well equipped for the job. That said, if we're going to be taking jets into the Crusade, they could probably stand to hitch a ride on a carrier for a fair chunk of the journey.
 
Locking in this:

[X] Keep the Carrier! (+1 damaged Nimitz class Supercarrier, in severe need of repairs and refitting)
[X] Fix the Hornets! (-4500 Resources, +3 F-18 Hornet Squadrons)
[X] On second though, better do some extra therapy first. (Ashley does not pilot Tacit Ronin this week, roll 1d10 for extra therapy.)

Roll me a therapy dice.

Also, no, these Hornets don't have those fancy particulate resistant engines. They're just standard Block 3 Super Hornets equipped for use in the Pacific theatre. You'll have to do research for them-- or see if KRAUN has anything functional, since they've got the east coast.
 
Week 51: Downtime, Part 2
(Week 51: Downtime, Part 2)

[X] Keep the Carrier! (+1 damaged Nimitz class Supercarrier, in severe need of repairs and refitting)
[X] Fix the Hornets! (-4500 Resources, +3 FA-18E/F Super Hornet Squadrons)
[X] On second though, better do some extra therapy first. (Ashley does not pilot Tacit Ronin this week, roll 1d10 for extra therapy.)
Stronghold Scouting/Analysis: 6+7=13

Given that building a new one from scratch would be ludicrously expensive, it's decided that, even if the carrier needs a lot of work to get it functional again, it's better to repair it than dismantle it. The dockworks aren't actually ready to contain such a vessel, so while they're being set up, the Nimitz class is left over in Kitsap, with a team being stationed to keep an eye on it, and some basic patching up being done to prepare it for potential transfer.

+1 damaged Nimitz class supercarrier added to inventory! Will require research actions for repair and refit.

The Super Hornets are eagerly accepted by the airforce, and swiftly brought over to Neo-Seattle for refurbishment. It's a lot of work to do-- the jets need fixing of course, but just as much time is spent actually finding pilots for them-- but the mechanics promise that they'll have all three dozen fighter craft ready to fly by the time the attack on the Fortress is launched. Of course, Neo-Seattle isn't exactly optimised to produce and maintain the Hornets yet, so any future jets made are gonna be on the costly side.

-4500 Resources! +3 FA-18 Super Hornet Squadrons!
New Conventional Unit available for purchase: FA-18 Super Hornet Squadron!

FA-18 Super Hornet Squadron
2000 Resources
A flexible, rugged, and reliable carrier-capable fighter-attacker designed before the appearance of the kaiju, the Block III Super Hornet is fast and nimble, with an integrated Vulcan gun and plenty of hardpoints for carrying munitions, making it a highly effective asset even in the post-TdJ era. However, like all jet aircraft, atmospheric conditions heavily limit the Super Hornet's possible flight time and dramatically increase maintenance costs.

- Move up to 30 units a turn. Must move at least 10 units a turn. May safely use the Altitude System up to Altitude 5.
- Expensive Components: Only discounted to 60% price when constructed by a Military Production Facility.
- Deployment Limited (Jet): A Super Hornet Squadron can only safely fly for a maximum of 1 hour before requiring maintenance and repair. Flight beyond this limit risks catastrophic failure.
- Superior Manoeuvering: All Ranged attacks against Super Hornets are at +2 difficulty to-hit.
- Nose Vulcans: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
In Addition, Pick Two on Launch. The same weapon may be selected twice.
- Laser-Guided AGM Salvo: 1d10+1 Impact damage. -3 Damage. AP 0. Range 30/40/-. Hits on 5+. Up to Three Shots Only (Special). Does not Cauterise Wounds. Benefits from Arges.
-- Special - Alpha Strike: When attacking with a Salvo weapon, you may expend more than one shot during the attack. Each shot expended past the first adds +1 bonus damage to the attack.
- Arges Laser Targeting Array
- Dragon's Blood Missile - One Shot Only
- Super Hellfire Missile - One Shot Only
- Cracker Missile - One Shot Only
- Neptune-43 Torpedo - One Shot Only


So, a few things:
- To maintain balance and my own sanity, I've abstracted down the Hornet's actual carrying capacity a little bit. Maintaining sufficient firepower against Kaiju is going to require that they fill up on similar weapons across more hardpoints, so when you say they're carrying a missile, they're actually each carrying like four or five of that missile and firing them all off in quick succession. Still, you do have the option to have multiple different payloads onboard, so that's still something.
- Obviously, I've abstracted their speed a little, so these Super Hornets are probably a good deal slower than IRL ones. Like the hardpoints, it's kind of a balance/sanity reason, since actual supersonic combatants would be hell to deal with reasonably in this system.
- The AGM Salvo is present because I wanted something to make the Hornet a little more unique. As such, I've given it the closest thing to a pre-kaiju conventional weapon in your arsenal (hence the hideous damage malus and comparatively long range), and provided the flexibility to choose between firing it multiple times (spacing out your missile launches) and firing a more powerful attack (launching more missiles at once).

Hopefully, the Super Hornets will prove fun and decently effective for you, though I'm still open to making some changes as needed (well, within reason).


Though the prospect of returning Tacit Ronin to its usual pilot complement is a superficially attractive one, the council quickly decides that doing so immediately would be a pointless risk to both the mission and Ashley's mental health. Now that she's adjusted to the prosthetics, it's best to spend the next week further integrating therapy and making absolutely sure she's in a better place before, well, sticking her in a giant robot and telling her to fight giant monsters.

Tacit Ronin may still gain a new trait/perk when Ashley next pilots it, but thanks to the extra therapy, any negative effects it would have had will be reduced or negated.

Finally, the results of the scouting and sensor net come back, and the Protectorate gets its first look at the Kaiju Fortress they'll be dealing with. And, well, it certainly doesn't look like it'll be a cakewalk.

Spoilered for length.

The Kaiju Fortress is located in the centre of Tara's territory, with most of the terrain modifications radiating out from its position. The Fortress itself is composed of several aboveground components;

- A central "Monument" roughly seven hundred metres wide at the base, tapering to about four hundred metres wide at the top, and five hundred metres tall. The Monument is irregularly cylindrical in construction, and appears to consist mainly of metallic and ceramic components. Of possible note is a large vent, located on the flattened top of the Monument.

- Six "Halls" extending out from the monument. Each of these is about a hundred and fifty metres tall at their highest point, a little under three hundred metres wide, and extend nine hundred metres out from the monument. These Halls are angled equidistant from each-other, and two of them point north-south. Composition is mainly earth and stone, with small concentrations of metallic and ceramic components irregularly distributed-- save for higher concentrations at the outer and inner tips of each Hall, where a reinforced "Gate" is present. Other than the dorsal vent of the Monument, these are the only means to enter the Fortress without destroying a wall or two.

- A trio of "Perimeter" walls, designated Inner Perimeter, Middle Perimeter, and Outer Perimeter. The Inner Perimeter is located about three hundred metres out from the outer limits of the halls, with the Middle and Outer Perimeters spaced five hundred metres out from the next innermost layers. Each Perimeter wall is about fifty metres thick at the base, twenty near the top, and almost completely sheer on their outer face. They are mostly elliptical in shape, though each one sports a pair of hundred metre wide gaps on opposing ends to allow for movement in and out of the Fortress. These gaps are north-south on the Outer Perimeter, southwest-northeast on the Middle Perimeter, and southeast-northwest on the Inner Perimeter.
-- The Inner Perimeter is approximately two hundred metres tall, with the Middle and Outer Perimeters are only about a hundred metres tall. Composition is similar to the Halls, mainly consisting of earth and stone with small concentrations of metallic and ceramic components.

All open ground from the Outer Perimeter and inwards appears to have been terraformed similarly to previously observed instances of Anteverse ecology. Beyond the Perimeter, the land alternates between barren earth, thinly spread traces of native vegetation, and clusters of Anteverse ecology.

Other than the Perimeter walls, a number of defensive emplacements are also present-- mainly located on the Perimeters and flanking the Gates on each Hall. These appear to be a mix of biological projectile launchers, solvent projectors, and DEWs, though exact specifics are yet unconfirmed.

Notable mobile opposition identified includes Tara, three strains of Category Zero (Vortex, Zenic, and Scrabbler), and the previously encountered Category IIIs "Intercessor" and "Clawface". Further forces unknown.

It is unknown what, if any, belowground components may be present.

With the information now provided, it's time to plan out the actual attack.

Here's some additional semi-OOC info to assist with your plan-making:
- Obviously, you won't have any use of your defensive augments for this fight. Additionally, you'll probably want to keep some of your forces back at base, so as to not leave your cities undefended.
- You may deploy your new Hornets during this fight. However, to maintain a safe margin in their flight times, each Squadron of Hornets may only participate for a single round before turning around and heading back to base. As such, you won't designate a deployal point for the Hornets as normal-- rather, at the start of any of your turns, you can declare that a Hornet Squadron is going to act, and have them attack as normal, after which the Squadron will exit the field. It'll be assumed that they'd timed their attack to coincide with that moment.
- You can, with sufficient damage, destroy the walls and Gates of the Fortress. However, your conventional forces
probably won't have that sort of firepower, so you'll have to rely more on Superheavies and Jaegers to do demolition duty if you choose that route.
- Oh, and because it's landlocked, you can't use your naval assets here, in case that wasn't already clear.

Now, go forth and plan-- and don't forget a catchy operation name!
 
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Do we have an approximate range of the non kajiu carried defenses?
The DEWs probably have similar range to your own lasers (so about one and a half kilometres at maximum), and the projectiles can likely shoot at least two kilometres. The acid projectors will have a far shorter range, obviously, but you don't have specifics as your scouts didn't try to provoke attacks from them (and really couldn't have without being blasted out of the sky by the other emplacements first). That's all you've got.
 
The DEWs probably have similar range to your own lasers (so about one and a half kilometres at maximum), and the projectiles can likely shoot at least two kilometres. The acid projectors will have a far shorter range, obviously, but you don't have specifics as your scouts didn't try to provoke attacks from them (and really couldn't have without being blasted out of the sky by the other emplacements first). That's all you've got.
Better than nothing by a long shot.
 
...I have no idea why, since we don't actually have one, but I have the strongest mental image of us rolling up with a Bagger 288 and just chewing through the wall.
 
@Fyrstorm Is the following acceptable in terms of conventional unit deployment, or does it need to be cut back further?
1 Type 100 ELITE Anti-Kaiju Tank Squadron
6 Type 100 Anti-Kaiju Tank Squadrons
1 Type 108-AD Acoustic Tank Squadron (1 Type-D)
8 AKM22 Mortar Carrier Teams (4 Type-D)
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
7 AG-60 'Dragonfly' Autogyro Scout Squadrons (4 Type-D)
2 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
3 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons
8 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
4 Jaeger Deployment 'Jumphawk' Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1 Type 105 Anti-Kaiju Laser Tank Squadron
3 T-95 Anti-Kaiju Artillery Teams
3 Mechanized Anti-Kaiju Brigades
All Naval Units
2 PL-92 'Condor' Squadrons
2 PL-160 'Quetzalcoatl' Gunships

1x HGE-33 'Skadi' Transonic Deployment Craft
1 Type 100 ELITE Anti-Kaiju Tank Squadron
4 Type 100 Anti-Kaiju Tank Squadrons
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
6 AG-60 'Dragonfly' Autogyro Scout Squadrons (3 Type-D)
1 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadron
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons
2 PB-20 'Drakon' Bomber Squadrons

1x HEEM-2 'Heimdal' Superheavy Armour
5 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
4 Jaeger Deployment 'Jumphawk' Squadrons
1 T-95 ELITE Anti-Kaiju Artillery Team
1 T-95 Anti-Kaiju Artillery Team
2 AKM22 Mortar Carrier Teams
3 A-KA-77 'Hellhound' Attack Helicopter Squadrons
All Naval units
1 PL-92 'Condor' Squadron
2 Type 100 ELITE Anti-Kaiju Tank Squadron
10 Type 100 Anti-Kaiju Tank Squadrons
1 Type 108-AD Acoustic Tank Squadron (1 Type-D)
8 AKM22 Mortar Carrier Teams (4 Type-D)
2 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
13 AG-60 'Dragonfly' Autogyro Scout Squadrons (7 Type-D)
3 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
6 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
5 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1x HEEM-2 'Heimdal' Superheavy Armour

13 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
8 Jaeger Deployment 'Jumphawk' Squadrons

Edit: Forgot to include transports. Neo-Seattle was short by 3 cargo space, so it presumably borrows a Meganura and a Jumphawk from Everett, which had some transports to spare.
Edit 2: Incorporated Nixeu's suggestion
 
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Also, for transportation, is it a short enough distance that we can carry two units on our Meganeuras?
Yes. It's still technically within the boundaries of Washington state, so your Megas won't have any endurance trouble. The only units with something like that for this fights are the Hornets-- and only for the aforementioned engine reasons.
 
The Kaiju Fortress is located in the centre of Tara's territory, with most of the terrain modifications radiating out from its position. The Fortress itself is composed of several aboveground components;

- A central "Monument" roughly four hundred metres wide at the base and three hundred metres tall. The Monument is irregularly cylindrical in construction, and appears to consist mainly of metallic and ceramic components. Of possible note is a large vent, located on the flattened top of the Monument.

- Six "Halls" extending out from the monument. Each of these is about a hundred and fifty metres tall at their highest point, a little under three hundred metres wide, and extend nine hundred metres out from the monument. These Halls are angled equidistant from each-other, and two of them point north-south. Composition is mainly earth and stone, with small concentrations of metallic and ceramic components irregularly distributed-- save for higher concentrations at the outer and inner tips of each Hall, where a reinforced "Gate" is present. Other than the dorsal vent of the Monument, these are the only means to enter the Fortress without destroying a wall or two.

- A trio of "Perimeter" walls, designated Inner Perimeter, Middle Perimeter, and Outer Perimeter. The Inner Perimeter is located about three hundred metres out from the outer limits of the halls, with the Middle and Outer Perimeters spaced five hundred metres out from the next innermost layers. Each Perimeter wall is about fifty metres thick at the base, twenty near the top, and almost completely sheer on their outer face. They are mostly elliptical in shape, though each one sports a pair of hundred metre wide gaps on opposing ends to allow for movement in and out of the Fortress. These gaps are north-south on the Outer Perimeter, southwest-northeast on the Middle Perimeter, and southeast-northwest on the Inner Perimeter.
-- The Inner Perimeter is approximately two hundred metres tall, with the Middle and Outer Perimeters are only about a hundred metres tall. Composition is similar to the Halls, mainly consisting of earth and stone with small concentrations of metallic and ceramic components.

All open ground from the Outer Perimeter and inwards appears to have been terraformed similarly to previously observed instances of Anteverse ecology. Beyond the Perimeter, the land alternates between barren earth, thinly spread traces of native vegetation, and clusters of Anteverse ecology.

Other than the Perimeter walls, a number of defensive emplacements are also present-- mainly located on the Perimeters and flanking the Gates on each Hall. These appear to be a mix of biological projectile launchers, solvent projectors, and DEWs, though exact specifics are yet unconfirmed.

Notable mobile opposition identified includes Tara, three strains of Category Zero (Vortex, Zenic, and Scrabbler), and the previously encountered Category IIIs "Intercessor" and "Clawface". Further forces unknown.

It is unknown what, if any, belowground components may be present.
But not the really cool Kaiju that got away...ah, well. Taking out a few of the buggers who got away will be nice regardless. Although, come to think of it...one wonders if their choice to flee was at all tied to why so many of the territorial Kaiju have disappeared. Sounds like the Kaiju Masters are Up To Something, and we might want to talk to KRAUN next week about that fact.

In any case, this does look like a tough nut to crack. Kudos Fyr. Most of our toys aren't really all that well-suited to taking walls down, and I think energy weapon are probably preferable to normal ones when it comes to dealing with that. No ammo limit, so we can plunk away for a while if needed. I suspect that Jagdhund is best equipped for bringing walls, because Dolch. Revolver's lasers might also turn out to be useful. And, of course, there's the Heimdall.

Fighting through the Halls seems like a sucker's bet to me. Too many emplacements, too high a chance of nasty traps. On the other hand, I have a sneaky suspicion that the Monument is either a powerful Barrier or a death-tower, and the Halls might be safe from the latter. Or it's a way for Tara to reconfigure the base at a moment's notice, possibly turning this into the Ahtal-Ka fight from Monster Hunter.

The Navy is obviously staying home. The Condors only minor usefulness on the battlefield, so leaving them behind makes sense. The Artillery, despite the name, might also be good to leave home, as mobility may play a major role here. The Hellhounds can definitely be left behind, we're unlikely to be doing our usual schtick. The Skadi is also no use in this fight. The AKBs have short range and slow movement speeds, which are not ideal when storming a fortress, so they're out. That's probably enough firepower to serve as a decent enough deterrent, when combined with our fixed defenses. Everything else should come along for the fight.
@Fyrstorm Is the following acceptable in terms of conventional unit deployment, or does it need to be cut back further?
1 Type 100 ELITE Anti-Kaiju Tank Squadron
6 Type 100 Anti-Kaiju Tank Squadrons
6 AKM22 Mortar Carrier Teams (4 Type-D)
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
7 AG-60 'Dragonfly' Autogyro Scout Squadrons (4 Type-D)
2 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
3 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1 Type 105 Anti-Kaiju Laser Tank Squadron
1 Type 108-AD Acoustic Tank Squadron (1 Type-D)
3 T-95 Anti-Kaiju Artillery Teams
2 AKM22 Mortar Carrier Teams
3 Mechanized Anti-Kaiju Brigades
All Naval Units
2 PL-92 'Condor' Squadrons
2 PL-160 'Quetzalcoatl' Gunships

1x HGE-33 'Skadi' Transonic Deployment Craft
1 Type 100 ELITE Anti-Kaiju Tank Squadron
4 Type 100 Anti-Kaiju Tank Squadrons
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
6 AG-60 'Dragonfly' Autogyro Scout Squadrons (3 Type-D)
1 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadron
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons
2 PB-20 'Drakon' Bomber Squadrons

1x HEEM-2 'Heimdal' Superheavy Armour
1 T-95 ELITE Anti-Kaiju Artillery Team
1 T-95 Anti-Kaiju Artillery Team
2 AKM22 Mortar Carrier Teams
3 A-KA-77 'Hellhound' Attack Helicopter Squadrons
All Naval units
1 PL-92 'Condor' Squadron
2 Type 100 ELITE Anti-Kaiju Tank Squadron
10 Type 100 Anti-Kaiju Tank Squadrons
6 AKM22 Mortar Carrier Teams (4 Type-D)
2 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
13 AG-60 'Dragonfly' Autogyro Scout Squadrons (7 Type-D)
3 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
6 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
5 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1x HEEM-2 'Heimdal' Superheavy Armour
Oh, hey, this is damn close to the deployment I described above. Great minds, and all that...except you're leaving behind Mortars. Including ones we made specifically because this fight was coming up. That's probably not the best idea. If you're really worried about the firepower we're leaving behind (I'm not, since anything we leave behind is going to struggle against most Kaiju regardless), leave behind tanks. Mortars were made to kill Cat 0s, and may even be able to do indirect-fire shenanigans. Ten or so near the exit of a Hall will probably result in the absolute massacre of anything other than a fully-grown Kaiju that tries to get at us through there. The Acoustic Tanks are less effective at that job, but still should be fairly effective at crowd control. I think. Depends on how Temporary Strikes and Cat 0s interact. Laser tank staying seems fine, though.

Other notes for the plan:
-Add those scopes to Jagdhund's guns
-Equip Tacit with 3 Thundersprays, and possibly Jagdhund with the last one.
 
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Yes. It's still technically within the boundaries of Washington state, so your Megas won't have any endurance trouble. The only units with something like that for this fights are the Hornets-- and only for the aforementioned engine reasons.
New question: Can we use Jumphawks to bring extra ammo for Jaghund's Jagdgewehr? Is it one magazine per Jumphawk unit or can they carry more than that?

Oh, hey, this is damn close to the deployment I described above. Great minds, and all that...except you're leaving behind Mortars. Including ones we made specifically because this fight was coming up. That's probably not the best idea. If you're really worried about the firepower we're leaving behind (I'm not, since anything we leave behind is going to struggle against most Kaiju regardless), leave behind tanks. Mortars were made to kill Cat 0s, and may even be able to do indirect-fire shenanigans. Ten or so near the exit of a Hall will probably result in the absolute massacre of anything other than a fully-grown Kaiju that tries to get at us through there. The Acoustic Tanks are less effective at that job, but still should be fairly effective at crowd control. I think. Depends on how Temporary Strikes and Cat 0s interact. Laser tank staying seems fine, though.
Fair point about the 2 mortars I left. Bringing them means we have 1 spare cargo space. If we use that one space left to take the Acoustic Tank, I assume that means we can't bring any spare ammo for our Jaegers though.
 
Alright, here is a first draft of a plan. This is a relatively cautious assault plan, with the idea being that we knock the long range projectile weapons out, then move in a bit closer so more units can fire. I am operating on the assumption that the Kaiju will send out units to attack us before we can pick off all of their projectile based defenses.

Jaegers:
Tacit Ronin
Jagdhund
Phenom Sable
Revolver Shogun

1 Type 100 ELITE Anti-Kaiju Tank Squadron
6 Type 100 Anti-Kaiju Tank Squadrons
1 Type 108-AD Acoustic Tank Squadron (1 Type-D)
8 AKM22 Mortar Carrier Teams (4 Type-D)
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
7 AG-60 'Dragonfly' Autogyro Scout Squadrons (4 Type-D)
2 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
3 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons
8 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
4 Jaeger Deployment 'Jumphawk' Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1 Type 105 Anti-Kaiju Laser Tank Squadron
3 T-95 Anti-Kaiju Artillery Teams
3 Mechanized Anti-Kaiju Brigades
All Naval Units
2 PL-92 'Condor' Squadrons
2 PL-160 'Quetzalcoatl' Gunships

1x HGE-33 'Skadi' Transonic Deployment Craft
1 Type 100 ELITE Anti-Kaiju Tank Squadron
4 Type 100 Anti-Kaiju Tank Squadrons
1 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
6 AG-60 'Dragonfly' Autogyro Scout Squadrons (3 Type-D)
1 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadron
3 A-KA-78-L 'Banshee' Assault Helicopter Squadrons
2 PB-20 'Drakon' Bomber Squadrons

1x HEEM-2 'Heimdal' Superheavy Armour
5 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
4 Jaeger Deployment 'Jumphawk' Squadrons
1 T-95 ELITE Anti-Kaiju Artillery Team
1 T-95 Anti-Kaiju Artillery Team
2 AKM22 Mortar Carrier Teams
3 A-KA-77 'Hellhound' Attack Helicopter Squadrons
All Naval units
1 PL-92 'Condor' Squadron
2 Type 100 ELITE Anti-Kaiju Tank Squadron
10 Type 100 Anti-Kaiju Tank Squadrons
1 Type 108-AD Acoustic Tank Squadron (1 Type-D)
8 AKM22 Mortar Carrier Teams (4 Type-D)
2 AG-60 ELITE 'Dragonfly' Autogyro Scout Squadron
13 AG-60 'Dragonfly' Autogyro Scout Squadrons (7 Type-D)
3 A-KA-78-L ELITE 'Banshee' Assault Helicopter Squadrons
6 A-KA-78-L 'Banshee' Assault Helicopter Squadrons (2 Type-D)
6 Field Resupply Squad
2 PL-161 'Fafnir' Heavy Gunships
5 PB-20 'Drakon' Bomber Squadrons
3 FA-18 Super Hornet Squadrons

1x DBPS-1 Enhanced 'Hlin' Superheavy Armour
1x TCC-4 'Tyr' Mobile Command/Control Station
1x HEEM-2 'Heimdal' Superheavy Armour

13 HJT-VT-01s 'Meganeura' VTOL Carrier Squadrons
8 Jaeger Deployment 'Jumphawk' Squadrons
[] Plan Operation Gatecrasher
-[] Preparation: A Meganeura and 4 Jumphawks from Everett go to Neo-Seattle. See unit list for what is brought along. Tacit Ronin equips 3 Thundershock grenades, and Jagdhund equips a Thundershock grenade if possible. 3 Drakon Bombers load Sunfire Spread bombs, 2 Drakon bombers load Cracker Bombs
-[] Stage 1: Siege
--[] All units deploy 5 kilometers from the north side of the fortress. Form up into a group centered on the Hiln, with all four Jaegers in a line at the front of where the Hiln's shield bubble will be, and aircraft keep pace off to the sides. Jagdhund starts with her IDB-49b "Dolch Gewehr" Plasma Launcher deployed.
--[] The group advances until the Jaegers are 25 units away from the outer perimeter, at which point the Hiln activates it's shield. If fired upon sooner activate the shield early.
--[] Jagdhund starts shooting the projectile weapons mounted on the walls with her Dolch Gewhr
--[] Revolver Shogun shoots at the projectile weapons mounted on the walls with the U-10, stopping when either the Kaiju respond, the projectile weapons are destroyed, or when the first U-10 Magazine is used up.
--[] The Heimdal locks down just behind the Jaegers, and begins firing at the projectile weapons mounted on the walls.
--[] The rest of the forces defend against any stray Cat-0 Kaiju.
--[] The Jaegers and the Heimdal keep firing until either the projectile weapons that would be able to target our forces are gone, or until the Kaiju make a serious sally against us (IE a swarm of Cat 0s, or the Cat 3s come out.)
 
One issue; While I can assume you'll be arming the Banshees and such with Dragon's Blood Missiles, the Super Hornets have no such baseline loadout, so you'll need to specify what they're carrying.
 
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