Cycle 12.8
It was something else to be the one who received the reports now, you internally reflected while gazing at the holographic orb of Andernia III. You were no stranger to military campaigns, having even put a few under your belt, but that was under the Late Solar King's command and usually as an appointed staff officer/royal liaison. You were in that relatively safe middle-ground between those who were actually out there fighting, and then those who had the wrestle with the fate of all those devoted soldiers following high command. It was a duty that you excelled and rejoiced greatly in, being simply the bearer of news and never the cause of it, nor the one who took responsibility.
The type that could easily fade into the background to let others earn the glory and spotlight.
Yet now here you were, now high command itself that dictated how war was to waged on the planet below. A quick check to make sure nobody was paying attention, then you let out a haggard sigh and hung your head for a brief moment at the stress of the role. Even when you knew it was necessary, war still definitely was taking a toll on you. Not in the same way that the soldiers on the ground risked their very lives, but in the sense that you could feel the weight of their expectations, that you would make sure to bring them home safely.
Maybe it was why when HMS Callerya frantically reported severe damages in the wake of being with an airstrike, you were so viscerally torn between trying to maintain a calm facade, or roaring with indignation at the clear strike to your cheek from your sister. A cool and collected face won in the end, but you were fairly sure that a few of the other staff planners perhaps caught your displeased expression in the wake of that report. You mulled it over for a moment longer, then shrugged and let it roll off your shoulders. What was done was done.
Especially then with the sweet taste of success on the ground to help wash away that bitter sip of sacrifice. There had been a sense of elation that echoed around the war room when the 1st Royals dutifully reported their success, the linchpin of the gamble having succeeded to reap great benefits. Even now when you glanced at the moving blips representing the shifting airwing, it was a reassuring sensation that helped support the idea that the risk was well-worth it. You made the bet, and you won the pot.
The bet being the lives of human soldiers and the pot being the death of other humans.
You closed your eyes and mentally cursed your sister. When you finally somehow got her into your office and convinced her the sincerity of your genius plan, you were absolutely going to make her do something to try and make up for the lives lost in this pointless conflict. A speech? A dedication? A memorial? Something to try and publicly honor the lives lost on both sides already.
It couldn't be the next of kin notices, you already have been writing those out yourself and just needed Radana to give them a quick review.
The thought of your best friend down still on the planet below snapped you back out of future plans and onto what had to be done right now. Though you had a very strong suspicion that knowing her, Radana was calmly waiting in the holding cell, sipping tea even while the building she was being held in was being fought over between the Brilliance Knights. Your eye twitched slightly when for a moment, you could almost hear teasing words from your deceased sire about how eerily similar your situation was to his, about rescuing a good friend from traitors.
That was definitely a thought you were going to drown out with analytical thinking about your next campaign moves.
Battlegroup Iris Command: 32 +14 (Violet) +0 (Wealth) = 46
Battlegroup Iris has generated one (1) Command Points.
Battlegroup Iris Command Points: 1
Andernia Loyalist Militia Level: 0
Issue up to two (2) stratagems for Battlegroup Iris for this Subcycle.
- Stratagems will remain the same until the overhaul which will introduce the active/inactive stratagem decks. Pretty much going to be added with the new Intrigue system, the test of a smaller scale was definitely a good call all round in not just combat, but the surrounding systems supporting it.
- Remember you can choose to pass this turn to bank your Command Points. Just make a Plan indicating it so.
The type that could easily fade into the background to let others earn the glory and spotlight.
Yet now here you were, now high command itself that dictated how war was to waged on the planet below. A quick check to make sure nobody was paying attention, then you let out a haggard sigh and hung your head for a brief moment at the stress of the role. Even when you knew it was necessary, war still definitely was taking a toll on you. Not in the same way that the soldiers on the ground risked their very lives, but in the sense that you could feel the weight of their expectations, that you would make sure to bring them home safely.
Maybe it was why when HMS Callerya frantically reported severe damages in the wake of being with an airstrike, you were so viscerally torn between trying to maintain a calm facade, or roaring with indignation at the clear strike to your cheek from your sister. A cool and collected face won in the end, but you were fairly sure that a few of the other staff planners perhaps caught your displeased expression in the wake of that report. You mulled it over for a moment longer, then shrugged and let it roll off your shoulders. What was done was done.
Especially then with the sweet taste of success on the ground to help wash away that bitter sip of sacrifice. There had been a sense of elation that echoed around the war room when the 1st Royals dutifully reported their success, the linchpin of the gamble having succeeded to reap great benefits. Even now when you glanced at the moving blips representing the shifting airwing, it was a reassuring sensation that helped support the idea that the risk was well-worth it. You made the bet, and you won the pot.
The bet being the lives of human soldiers and the pot being the death of other humans.
You closed your eyes and mentally cursed your sister. When you finally somehow got her into your office and convinced her the sincerity of your genius plan, you were absolutely going to make her do something to try and make up for the lives lost in this pointless conflict. A speech? A dedication? A memorial? Something to try and publicly honor the lives lost on both sides already.
It couldn't be the next of kin notices, you already have been writing those out yourself and just needed Radana to give them a quick review.
The thought of your best friend down still on the planet below snapped you back out of future plans and onto what had to be done right now. Though you had a very strong suspicion that knowing her, Radana was calmly waiting in the holding cell, sipping tea even while the building she was being held in was being fought over between the Brilliance Knights. Your eye twitched slightly when for a moment, you could almost hear teasing words from your deceased sire about how eerily similar your situation was to his, about rescuing a good friend from traitors.
That was definitely a thought you were going to drown out with analytical thinking about your next campaign moves.
Battlegroup Iris Command: 32 +14 (Violet) +0 (Wealth) = 46
Battlegroup Iris has generated one (1) Command Points.
Battlegroup Iris Command Points: 1
Andernia Loyalist Militia Level: 0
Issue up to two (2) stratagems for Battlegroup Iris for this Subcycle.
[ ] Plan ____
-[ ] Stratagem
-[ ] Stratagem
-[ ] Stratagem
-[ ] Stratagem
-[ ] [Stratagem] Raise Supporters. Announce to all that it is not too late to join the fight. That all hands are welcomed, should they but heed the call of duty and enlist in a scratch unit to quickly arm themselves with whatever they can. Cost is equal to the current Militia Level. Will increase Militia level by one (1). Spawns free Militia units.
--[ ] Requires Specification (Ground/Air/Navy)
--[ ] Requires Controlled Planet
-[ ] [Stratagem] Stir Hearts. Give bombastic and optimistic projections, while also reminding the locals of the hardships suffered at the hands of the opposition. Sow the seeds for further local support. Costs two (2) Command Points. Will decrease current Militia Level depending on chance.
-[ ] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.
-[ ] [Stratagem] Transit Overtime. Optimize and micromanage the timetables of transport craft going between orbit and atmosphere, forcing as much efficiency out of the system as possible. They must run on time. Costs two (2) Command Points. Units can move between orbit and ground for free this Subcycle.
-[ ] [Stratagem] Hidden Paths. Utilize all available scouting teams and local liaisons to find new hidden pathways on planets to open up a new dimension of campaign movement. Take the initiative with rapid relocation. Costs one (1) Command Points. Units on this planet can move two (2) planetary spaces this turn.
--[ ] Requires Target Planet
-[ ] [Stratagem] Underway Repairs. Go over and redo patchwork repairs with more well-put together fixes, preparing ships for more engagements without needing to retreat to a dockyard. Engineers will work overtime to glue their hosts back together, perhaps even still even doing so while battle is about to be joined. Costs two (2) Command Points and ten (10) Resources. All ships in orbit around this planet regenerate 2d10 Hull immediately (minimum six (6)).
--[ ] Requires Target Planet
-[ ] [Stratagem] Informed Strike. Have intelligence officers pour over and carefully mark out local targets of high importance. Then pass it down to sure pilots to get rid of. Costs two (2) Command Points. Directed Airstrikes this Subcycle on this planet gain a +10 Modifier.
--[ ] Requires Target Planet
--[ ] Requires Specification (Ground/Air/Navy)
--[ ] Requires Controlled Planet
-[ ] [Stratagem] Stir Hearts. Give bombastic and optimistic projections, while also reminding the locals of the hardships suffered at the hands of the opposition. Sow the seeds for further local support. Costs two (2) Command Points. Will decrease current Militia Level depending on chance.
-[ ] [Stratagem] Discourage Dissidents. Broadcast on all frequencies and all stations that the current conflict is not worth dying for. It is better for those prospective patriots on the opposing side to stay at home and watch from the sidelines to see how it all unfolds. Costs two (2) Command Points. Will increase the opposing side's Militia Level depending on chance.
-[ ] [Stratagem] Transit Overtime. Optimize and micromanage the timetables of transport craft going between orbit and atmosphere, forcing as much efficiency out of the system as possible. They must run on time. Costs two (2) Command Points. Units can move between orbit and ground for free this Subcycle.
-[ ] [Stratagem] Hidden Paths. Utilize all available scouting teams and local liaisons to find new hidden pathways on planets to open up a new dimension of campaign movement. Take the initiative with rapid relocation. Costs one (1) Command Points. Units on this planet can move two (2) planetary spaces this turn.
--[ ] Requires Target Planet
-[ ] [Stratagem] Underway Repairs. Go over and redo patchwork repairs with more well-put together fixes, preparing ships for more engagements without needing to retreat to a dockyard. Engineers will work overtime to glue their hosts back together, perhaps even still even doing so while battle is about to be joined. Costs two (2) Command Points and ten (10) Resources. All ships in orbit around this planet regenerate 2d10 Hull immediately (minimum six (6)).
--[ ] Requires Target Planet
-[ ] [Stratagem] Informed Strike. Have intelligence officers pour over and carefully mark out local targets of high importance. Then pass it down to sure pilots to get rid of. Costs two (2) Command Points. Directed Airstrikes this Subcycle on this planet gain a +10 Modifier.
--[ ] Requires Target Planet
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- Good timing, so what capturing the airfield has done is that you've basically kicked the airwing out of the tile, thus forcing them to spent this turn to relocate. This means they cannot Sortie this turn as they rebase and refuel. You also did some combat damage to them, and I'll say it wasn't insignificant.Wow that went extremely well so far! I'm uncertain, but did we fully capture the enemy airfield with their jets? Thus taking them out of play?
- Stratagems will remain the same until the overhaul which will introduce the active/inactive stratagem decks. Pretty much going to be added with the new Intrigue system, the test of a smaller scale was definitely a good call all round in not just combat, but the surrounding systems supporting it.
- Remember you can choose to pass this turn to bank your Command Points. Just make a Plan indicating it so.
14 hour moratorium to come up with a stratagem plan.