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File 126142224124.png - (10.16KB , 785x458 , Chapter 1.png )
95893 No. 95893 ID: 35cea2

433 posts omitted. Last 50 shown. Expand all images
>>
No. 120802 ID: 631142

>>120801
the whole problem is: we CANT have a fight it out.

they have shields. its good enougth for me to consider that one nuke isnt enougth. we need that technology.

nani, despite being a diplomat from the gester out of situation, is somewhat expendable. its bad to have him dying here but its worse to see them shooting a human on sight.

we also cant salvage broken devices. a war with them is likely to render any tech useless.
>>
No. 120803 ID: 631142

also i just realized, IMPLANTS! THE COMMANDOS NEEDS THEM!
>>
No. 120804 ID: 54af1f

>>120802

We have no information on what they have right now. That's why we're mounting a scouting mission I would assume.
>>
No. 120805 ID: 631142

>>120801
also also realistically we still dont know why we are at war. we kinda need to, before we tackle 9+ other sentient races willing to go at us because a master race dude said so.
>>
No. 120969 ID: cfad4e

Hey, I forgot to say what we're upgrading Super-BRICs to. Does that mean they're not upgraded, or that they're upgraded with basic freebie weapons like chainguns?
>>
No. 120970 ID: 54af1f

Also: What do cruise missiles actually do?
>>
No. 121160 ID: 631142
File 126481699443.jpg - (17.06KB , 640x360 , justasplanned.jpg )
121160

>>120970
if they are like IRL cruise, they are long range missiles, something like 2k+ km.

>>120969
i approve of this. i also want the cyber thing. the soner we get battleships manned by very little people like in EvE the merrierer.

also, if all goes as planned, we will have new armor and shield types that matches the breaker's.
>>
No. 121166 ID: 54af1f

>>121160

Lots more than 2 KM. Mostly I'm wondering how much damage one would do to an area the size of the breaker base.
>>
No. 121170 ID: 631142

>>121166
i wrote 2kkm. meh, i fails at numbuhs.

i belive its only a bit stronger that a common bomb carried by a inty or a specialized bomber. we have to factor that if interception is sucessful, the inty is ASPLODED while the cruise is simply blasted.
>>
No. 121814 ID: 35cea2
File 126487942289.png - (40.59KB , 1154x664 , Insertion.png )
121814

The team has been geared up and deployed at the insertion zone.

Interceptors are circling outside of enemy radar range, ready to fire AG missiles should the situation get out of hand. They can remain in flight for about 12 hours before they must return to base.

Should the situation spiral too far out of control, a heavy bomber is armed with a nuclear bomb and circling along with the interceptors.

Designate where they should move and what they should do next.

>>120969

It costs 1 SC to upgrade a BRIC into a Super BRIC. Since no orders regarding upgrades were specified, the BRIC's remain unupgraded. Upgrading them will cost NO BUILD POINTS.

>>120970

CRUISE MISSILES are basically a huge bomb with a jet engine. They are much larger and more devastating than the normal MLRS MISSILES and AG MISSILES, but are still compact enough for an MLRS to carry a single one. They have a maximum range of 300km.

A SILO is necessary to produce CRUISE MISSILES and NUCLEAR MISSILES. We need a little more technology to create a SILO.
>>
No. 121856 ID: 631142

>>121814
well, upgrade all BRICs we can for now. id like to go with my plan if possible.

also WTF we know their radar range?

also also are we supposed to micro? thats going to be quite difficult. suggestion coming next.
>>
No. 121862 ID: 631142

stage 1: we scout. snipers move in first, commandos give cover. nani is to stay in intersection point.

setp 2: after snipers got in position, we take our sweet time to check their routine, scout patrols and dudes takin a smoke in the outside.

step 3: when we got enought info to act like solid snake against aliens that cant be tazed or killed, we send nani by the most distractive route there is. each commando can do as they feel its better as described in >>120798

step 4: ???

step 5: hyooman victory!
>>
No. 121863 ID: 2dd482

>>121814
First move the commando team north, have the snipers and C13 take up position on the peak overlooking the Breaker base.

The rest of the team will form a 2nd group and attempt to approach the base from the west. Dispatch weavers to scout out ahead and determine lines of sight. Have NaNi hold back for now.
>>
No. 121865 ID: 2dd482

>>121863
hurr I really should finish my thoughts before submitting.

Primary objective should be RETRIEVAL of Breaker TECHNOLOGY. Destruction of the base or personnel would only alert them to our presence on this planet.
>>
No. 121896 ID: 54af1f

Upgrade all BRICs.

>>121865

I think they're gonna find us anyway eventually.
>>
No. 121899 ID: 54af1f

>>121814

Ok, the team should spread out with NaNi on point, with one weaver watching him, and the rest of the Weavers spread out around them as scouts. They need to move up onto that low ridge to the North East of the insertion point and get eyes on the base.
>>
No. 121908 ID: 631142

>>121865
i has that problem too.

>Destruction of the base or personnel would only alert them to our presence on this planet.

they are trolling us. they got here when we were supposed to have a 2 months warning, we cant really put aside that.

wich reminds me, we need warp core ASAP.

>>121899
the mountains are better sniper spot, we should also consider nani doesnt have much mobility and would call quite a lot of attention. im not going to say the commandos cant be invisible, im just gonna say i hope we dont need it.

>>121862
i just noticed, in step 1 snipers where supposed to scout with the backing of the invading commandos. the scanner commando must also try to gather readings PASSIVELY.
>>
No. 121927 ID: 54af1f

>>121908

The mountain is a really obvious sniper spot
>>
No. 121929 ID: 631142

>>121908
durhur, sidenotes to consider:

snipers cant silent snipe. one shot, move, reload, repeat.

this means we have actual 3 to 5 rounds before we have to consider pulling the snipers to the drop point.

nani is doing 2 jobs: distracting breaker for our invasion and theft of anything we can pawn AND diplomatic relationship maker.

the commandos are there to steal w/e they can, protect NaNi from the breaker and place as much explosive on the base as possible.
>>
No. 121932 ID: 631142

>>121927
with 3 snipers and a crappy pic, i save face by saying that they are indeed what they are :|
>>
No. 122300 ID: 35cea2
File 126491123932.png - (45.54KB , 1154x664 , Observe.png )
122300

>>121856

We assume their radar range is less than 15km, as the interceptor that passed around that distance remained undetected.

Also, micro is not necessary. Just tell the general orders and the commandos will sort everything out. You can order them around or even go first-person and take command of an individual if you really want to.




The commandos move up to the hill and begin observing the base. NaNi is sent to see if he can distract the Breakers. He leaves his WEAVER with the commandos and moves around the mountain so he won't be suspicious and draw less attention to the team stationed on the hill.

The commandos see that the Breakers sent out a squad to meet up with NaNi. They point their weapons at him and yell in a strange alien language. They appear to not want NaNi to get any closer.

The commandos that are watching the camp see that there are about 5 large, tripedal vehicles and several dozen Breaker infantry. There are a bunch of tents along with several unidentified more permanent buildings, one of which appears to be out of service.
>>
No. 122445 ID: cfad4e

Upgrade all 17 BRICs with dual shoulder missile launchers... if we're allowed to do that instantly, that is.


Okay, so they don't know the local language. We've learned that. That's good to know. Have NaNi get the heck out of there. Just send him off in any direction as long as it's away from the enemy. He can't really help any more. He's not serving any tactically useful distraction, just alerting the enemy to be on the lookout. Hopefully they'll disregard this. Lone native. Not a big deal.

Do the Commandos think that there would be much of an intel benefit to observing the site longer? If so, do so and submit a more detailed analysis. Risk moving a closer only if it will have a no-bullshit tangible benefit to the surveillance mission.

If not, I vote we launch a full scale airmobile ground assault ASAP and position the commandos to spread out and snipe from multiple angles while prepping to lase targets.

We have 7 dropships. We should commit either 6 or all 7. Each can hold 100 infantry or 4 BRICs or 2 Tanks/MLRS. So potentially a force of, say:

95x Power Infantry
200x Light Infantry
2x MBTs (Railgun)
8x BRICs

What do our in-character military minds think of dropping such a force undetected within marching distance of the base and launching an attack before dawn? Would scaling the numbers back increase the odds of secrecy a lot, or only a little? Do we know ANYthing about Breaker ground forces?

(PS: Those Unknown Buildings are almost certainly ground-to-air guns. They can probably dual purpose to hit ground targets as well)
>>
No. 122447 ID: 2dd482

>>122300
the out of service building seems to be a transmitter tower of some type, most likely their link to whatever brought them here. The permanent nature of the buildings seem to indicate they are not merely a newly arrived scouting team. How we didn't detect them upon arriving on the planet, or when they first landed, we'll have to figure out later.

Send C1, 17, 19 and 20 in to place their demo charges and retrieve small items if able. C17 should place his demo charge on the largest intact building while the others place them on what look to be AA towers. Have the snipers cover them and provide intel on enemy movement. C13 will remain with the snipers to better facilitate targeting.

If the charges are placed successfully, blow them and call in the interceptors. Any remaining AA towers are priority targets followed by Mechs.

Not sure if snipers should be give clearance to engage targets of opportunity or wait until another couple of gunships arrive with proper ground forces to engage the Breaker infantry.
>>
No. 122462 ID: 54af1f

>>122300

Can we get a full map of the base? NaNi should pull back if the Breakers let him

Plan wise, I suggest we launch a Joint Attack Team at the base as soon as NaNi is clear. Sneaking in with demo seems to be a bit risky, though it might be worth putting a bomb onto the AA gun, if the commandos think they can succeed.

http://xbradtc.wordpress.com/2009/06/07/joint-air-attack-team/

Unfortunately I don't think we can bring in any MRLS, so we should try to hit them with a combination of bombers and gunships. Gunships will use pop up attacks to suppress any long range air defenses, fragmentation bombers will suppress infantry and craft armed with AG missiles will hit vehicles and buildings.

Pull the nuclear bomber and one other bomber back to base and rearm it with fragmentation bombs, then send in C-17 and the stealthiest human to move in and demo the AA.

Once the demo is in place, then have all gunships, interceptors and bombers launch a coordinated air strike on the Breaker base.
>>
No. 122463 ID: 54af1f

>>122462

Oh and then drop in Test Patterns Armoured column as close as we dare as soon as we can after the air strike. We want to storm the base while they're still reeling if at all possible.
>>
No. 122567 ID: cfad4e

I'm down with a joint airmobile assault, but it'd be better if we could land within a few miles, in secret, like the helis did. Doing it with six dropships will be much harder, of course, but is there a realistic hope? If it's a pipe dream, then a joint air assault-style SEAD followed by direct landing (but not directly onto the enemy base) might be our best chance.

I'm opposed to any further attempts at a diversion. Right now their readiness level should be low. (Even if they're nocturnal) Fucking with them, even to deceive, will make them go alert and go on the defensive.
>>
No. 122606 ID: 8ecfd4

I think we should move in some light infantry and a few power armored troops, say 50 light 10 power guys, to the commandos for back up before they move. Then the drop ships should move back and pick up more light infantry and powered infantry.

Once we have the backup prepared and the dropships ready to drop troops I think we should send in the stealthier commandos with demo packs and take out what seems to be their anti air/artillery. Once we blow those up the snipers are to sow general confusion while the gunships go in to add to the confusion while the drop ships unload the infantry nearby and they assault the base. The ones that acted as a backup for the commandos can then act as a reserve and be used for a flanking attack to grab a few prisoners and kill the rest.

Once we secure the base we should get a few scientists over and do some good old fashioned vivisection on the aliens. Make sure the other prisoners get to watch.
>>
No. 122613 ID: 54af1f

>>122606

I'm reluctant to throw less than a full load of tanks, BRICS and infantry at them. We don't wanna do this by halves, we don't want to fight fair, they didn't fight fair when they killed earth.

We should attempt to hit them with completely overwhelming force.
>>
No. 122618 ID: 8ecfd4

>>122613
My plan is to use overwhelming force. 150 light infantry backed up by sniper teams, 50 power armored infantry and gunships that attack in the middle of the night when the enemy just lost their AA/artillery should be overwhelming force and leave something standing for our scientists.

And I would never advise to fighting fair, such ideas are as naive as thinking we should initiate diplomatic relations with the Breakers for anything else but backstabbing purposes. Those fuckers destroyed Earth. This war will be one of extinction and one I intend to make sure that mankind wins.
>>
No. 122637 ID: 54af1f

>>122618

That's not overwhelming though, cause the enemy has giant robots. We should bring in Test Patterns force package, right after the airstrike.
>>
No. 122783 ID: cfad4e

Frankly, I'm not convinced that even my full six-dropship assault is overwhelming force. When the Breakers attacked earth, their warships were totally immune to human weapons. Who knows how capable their troops and vehicles are?
>>
No. 123272 ID: 8ecfd4

>>122637
I thought that one was just what we could bring in maximum in the different things. Like either 200 light infantry or 95 armored guys. If it's a complete list then fuck yeah lets do that one.

I still think we should try to get in a flanking strike force though. Being flanked is quite demoralizing. And if we have a varied loadout then the soldiers should have something to kill the Breakers.
>>
No. 123275 ID: 54af1f

hitting them from multiple angles isn't a bad idea actually, though it depends on getting the AA defenses down.

Hopefully the Commandos and the air strike will put pay to those.
>>
No. 123458 ID: 631142

well, this is why i wanted nukes or nothing else. we cant really think we will succeed with 10x more soldiers that what they have.

the commandos must hurry with the demo charge on the buildings that we suspect its AA stuff. if possible we must also rig the tanks. im hoping the inties and bomber can do the tanks with common bombs.

we are NOT waiting 1 day or 2 to build up a strike. this is a theft and nuke run. except we cant nuke anymore.

their surveilance radar got asploded somehow, they are here to repair it. they must have good stuff around. like a worm in a fisherman's hook, the plot device is too delicious to pass.

we should bring heavy infantry and tanks, leave the artillery behind. they must come ASAP and once again, we are not sure how many its supposed to be, so get all of them here.

i will worry with breakers in the nearby woods later on.
>>
No. 126906 ID: 35cea2
File 126551513699.png - (48.32KB , 1154x664 , Before the Assault.png )
126906

>>122445

The BRICs have been upgraded, and the COMMANDOs have requested to spend the rest of the night observing while the JAAT is prepared.

The COMMANDOs verifies that the broken building is some kind of scanner or radar. Its broken state explains why none of the Splinter aircraft has been detected thus far. The Breakers also appear be supremely incompetent mechanics, as they have made no progress in repairing the device whatsoever and succeeded only in ruining it further. Also, the COMMANDOs have noted that none of the buildings or mechs at the base appear to be shielded. C17 has planted a HEAVY DEMO CHARGE on one of the buildings.


By next morning, The BRICs have been upgraded, all the soldiers have been loaded into the DROPSHIPS, and the various aircraft have been fully armed.

BRIC B05: "Sir, the ground team is in position. As soon as the air team has engaged the enemy we will attack."
GUNSHIP G03: "The air team will come up on the enemy base in approximately twenty minutes sir. The interceptors and bombers will bombard the enemy fortifications first, then the gunships will move into position to assault the enemy. If you've got any second thoughts about this say them now, because it's gonna be too late soon."
>>
No. 126987 ID: f12f07

>>126906
holy strike of luck.

the demo charge asplodes, intys wipe out the tanks but one, snipers give in a few shots disabling what they belive to be important personnel and run for their lives.

meanwhile, troops move in and we take as many ALIVE as we can. the buildings must be as whole as we can get them as well.
>>
No. 127009 ID: cfad4e

Launch such that the ground assault will closely follow the air strike. I don't know the speeds involved, but just make it so the troops are landing not long after the strike. As close as is safe.

Interceptors: Focus on blowing up those anti-air-looking artillery pieces, as painted by the commando designator. This will be the first direct attack, so the enemy (hopefully) won't be on alert. Which is good, because this is the most dangerous phase.
Gunships: Focus on the walkers.
Bombers: Remain on station so troops on the ground can call in missile strikes as needed, and to react to emergencies.
>>
No. 127248 ID: 8ecfd4

>>126906
Start the assault by blowing the demo charge. Those things might not be fully automated, so if any of them are still standing after the initial bombing run and not firing then the commandos should make sure nobody can get close to them.

>>127009
Pretty solid plan. Just make sure we get prisoners. There are going to be some unethical experimentation done and we need live subjects.
>>
No. 127296 ID: 54af1f

>>127009

I'd suggest one of the bombers supresses the defenses as they've got AG missiles, while the interceptors drop bombs on the enemy infantry.

Use terrain to cover our approach and also come in from the side where the cannon will be demoed.
>>
No. 129994 ID: 35cea2
File 126594192589.png - (50.62KB , 1154x664 , Phase 1.png )
129994

The INTERCEPTOR and BOMBER strike, combined with the activation of the DEMO CHARGE took the enemy forces completely by surprise.

The ground team and GUNSHIPS quickly followed behind to take advantage of the panic. Unfortunately, one building was undamaged and managed to get destroy a GUNSHIP before it was brought down by mass missile fire. The mechs that weren't downed by AG missiles were destroyed by the GUNSHIPs before their crew could enter them.

With little cover the remaining enemy infantry are being gunned down rapidly, but their advanced weaponry have apparently impeccable range:They have destroyed a SuperBRIC with some powerful infantry held energy weapon, and many soldiers with their lighter assault weapons. Their weapons, however, appear to be very ineffective versus the heavy MBT armor.

Most of the enemy infantry are spreading out.
>>
No. 130006 ID: bf2bdb

Move in and sweep for any remaining aliens, attempt to take them alive if possible, (shoot to wound)

We can't let any breakers get away, so lets do this throughly and by the book.
>>
No. 130065 ID: cfad4e

Move the tanks to commanding positions where they can provide highly accurate long range firepower.

Alpha Strike with all remaining AG Missiles. Suppress the Breakers to clear the way for a direct infantry assault, moving the troops to closer quarters where enemy smallarms range won't be as decisive.

Go all-out with it. Take the last foes alive if it is reasonably possible to do so without many losses.
>>
No. 130097 ID: 8ecfd4

>>129994
Set a few gunships to patrol the perimiter. We don't want any Breakers getting away.

Move up the infantry behind the mbts since it seems like the Breakers don't have anything that will punch through their armor.

Order the commandos to shoot a couple of the enemies with crippling shoots instead of immediatly killing shoots. When feasible take prisoners. If not then just kill them, we might not learn as much from dissecting corpses but we still learn some.
>>
No. 130137 ID: 54af1f

>>129994

Keep the tanks and BRICs on the hill for overwatch and send the infantry in to clear the site. Be somewhat cautious, we can't afford heavy losses.

Pull the aircraft back as soon as they're out of ordinance and rearm them with AG missiles in case there's a ship around.
>>
No. 130934 ID: 35cea2
File 126611883363.png - (54.45KB , 1154x664 , End Battle.png )
130934

The INTERCEPTORS and BOMBER make one final bombing sweep before running out of ammunition, taking out more enemy infantry positions.

The ground forces advance, with the MBTs spearheading the assault to direct fire from the vulnerable infantry.

The COMMANDOs begin crippling a squad of enemy infantry so they can be used for interrogation later.

By the time the MBTs have crossed half the distance the entire enemy force is destroyed, either cut down in the open by chaingun fire or killed while taking cover by missiles, autocannons and railguns.
>>
No. 130937 ID: 35cea2
File 126611919164.png - (12.02KB , 785x448 , Chapter 1 Concluded.png )
130937

The mysterious powers that have orphaned Humanity have felt defeat for the first time.

They do not intend to have that same feeling again.
>>
No. 130941 ID: cfad4e

>They do not intend to have that same feeling again.

WELL, THEY'RE JUST GONNA HAFTA SUCK IT UP
>>
No. 131533 ID: 3a7cd3
File 126619495164.gif - (33.41KB , 132x132 , supremancy.gif )
131533

>>130937
Humanity!
>>
No. 131540 ID: ab04d4

>>131533

HUMANITY FUCK YEAH

(Also pixelart fuck yeah)
>>
No. 131556 ID: cfad4e

It's a really good thing we gambled on a surprise attack with overwhelming force. If we'd gone a little more conservative, they might've gotten those mechs online. Given how much damage they were doing with infantry weapons alone, the walkers woulda fucked us up.
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