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8bdb6a.jpg
Lavender Ginger Swirl
8bdb6a
>>229965
This, but with all 10 units of Orbital Lances and task the Interceptors only to suppressing ground fire.
(Hey, how come no progress was made on the Cruiser between turns 74 and 75?)
It's becoming increasingly clear that we don't have the resources to run our industry at present levels. Shut down both active Medium Factories, freeing up 250 workers. (Factories now producing 315 BP/month, not including the orbital facility's usage)
If that's still not enough workers, shut down the Electrolysis plant and maybe some Uranium Filters. If that's not enough, shut down the Medium Entertainment at Irontown. They've got a giant cannon lobbing chunks of metal at a planet, now. That's pretty entertaining.
NOW (turn 76):
FORTS:
Begin equipping soldiers with more FLAMERS, RPGs and ANTI-MATERIEL RIFLES.
Stop training the 100 furthest-from-graduating Crewmen. I think there was a mistake. We don't need 1,020 crew.
Begin training 600x Nonworkers as Light Infantry
Begin training 200x Nonworkers as Power Infantry (I'm not sure if we can actually train this many guys at once, but I assume we can use spare University capacity for the military. Training as a future soldier is more about learning than push-ups, I figure)
HOSPITALS:
Upgrade 200x Light Infantry to MinStr. Rotate to the front ASAP. (Not sure how many of these guys we have by now, total.)
FACTORIES:
200x Primary Melee Weapons (100 Metal / 100 Ceramics) for Power Infantry / Cyborgs
1,200x Secondary Melee Weapons (600 Metal) for Power Infantry / Cyborgs
4x Fusion Casters
30x Nondurable Goods
2x Durable Goods
1x Fuel-Air Explosive
1x Test Pattern UCAV
10x APCs (Loadout: Any unassigned Fusion Casters, if any, and the rest with Flamers)
2x Heavy Gunships (Loadout: Fusion Casters / Plasma Canisters / Napalm Rockets / Loudspeakers that play 'Fortunate Son,' 'Purple Haze,' and 'White Rabbit')
Up to 45 BP to more Infantry Flamers, Anti-Materiel Rifles, RPGs, and land mines. If this is unnecessary, use this BP to build 3x MBTs instead.
Cost (assuming 3x MBTS): 337Metal 388Ceramics, 38SC, 64Uranium, 41 Fuel
Deploy the Secondary Melee Weapons to power-troops and MaxStr cyborgs at the front, as needed.
Deploy all 10x of the new APCs and the 2x Heavy Gunships to the Rebel Defense.
Deploy 200x more Power Infantry (including 100 meleeists) to the Rebel Defense.
269x new MinStr Clonetroopers are ready for deployment. Send 169x to the Rebel Defense zone and 100x to the Anomaly. Spread 'em out a bit so they integrate a little better.
Prepare a Reaction Force of 6x Dropships loaded with:
-100x Melee Power Infantry (ideally including a Gester with three axes)
-100x Regular Power Infantry
-100x Light Infantry (As many MaxStr as possible)
-88x Reavers
-3x Forge Caster Tanks
-2x SPAAGs with AA Railguns (rapid fire armor piercing!)
We don't know where the Snarren are going to attack, but when we do, we'll send these guys in to help stop them. Remember to send them down at high angles of attack from extreme altitude, over friendly areas, to minimize the chances of any being shot down.
We'll call this Task Force Viking.
Don't punish the Boxer Squad... for now. We're restructuring things for more melee, but also more killing-things-with-plasma. Hopefully, this will make the problem solve itself, since obeying orders now combines their two favorite things: bludgeoning Snarren to death and not being incinerated.
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