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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87340 times)

Canisaur

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #150 on: May 02, 2013, 08:20:54 am »

Once our troops find out where the attack is coming from, let Ari lead an attack against them (she's heavy assault, after all).  Also, what combat specialty are Ankara and Elianne?  If each brood leader coordinates all of the soldiers of their specialty from the combined broods, we might have more of a chance.
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Funk

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #151 on: May 02, 2013, 01:20:43 pm »

Once our troops find out where the attack is coming from, let Ari lead an attack against them (she's heavy assault, after all). 
+1 if we try to run we will find our selfs surrounded, lets charge to the sides of the ambusers, that is where there main body is at.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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jaass

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #152 on: May 02, 2013, 10:35:35 pm »

Do what RAM suggest however have the scouts be our eyes we need to know the weak-points of the ambush, and what the composition they have.

Also, organize our ranks we shouldn't have all our brood firing at once. We should have alternating fire basically when one of our brood reloads the other should be firing.

However, the biggest thing of all we shouldn't be trapped in our perimeter we should be slowly making an advance to the nearest weak point or trying to break through the ambush.
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kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #153 on: May 03, 2013, 06:49:16 am »

Take cover and link up with the brood.
 Have the light assaults locate and protect the command and communications, long range, and medics as quickly as possible.
 Have the heavy assaults, combat engineers, and supports attempt to form a perimeter around any nearby defensive terrain or less armoured groups of our brood.
 Have the scouts hide then disperse into small groups and scout.
 Infiltrators should go to ground and do whatever they can to avoid detection.
 Then have the light infantry secure our defensive perimeters then work on securing the territory between our groups while they in turn try to form coherent task forces.

You and Ari immediately spring into action. Using the battle network you set up previously, you tell all of your sisters to head for your location, as they are currently strung out. You 'hear' mentally that the ambush has hit the entire brood, and all three broods, at the same time.

Gathering as many of your sisters as possible, you tell the Heavy Supports, Assaults and Combat Engineers to form a perimeter and to return fire at any attackers they identify. Their priority is to protect the Medics, long range and Command and Comms as best they can. Ari takes command of this group, leaving you with the rest and a small group of Combat Engineers.. You then tell the Medics to gather anyone they see being knocked unconscious by the stun/concussion rounds and, when not tending to the casualties, to use the heavies as cover when firing into the attackers positions.

You then tell the long range to use their advanced sensors and optics to scan for the enemies and try to pick off any important enemies such as officers they see with their concussion rifles. Finally, you tell the Command and Comms unit to try and guide as many of the sisters as possible to your location.

The fighting intensifies.

'This is far more than just 1000 Morey commandos.... You think to yourself. According to the gunfire echoing across the land, they must have hit three strung out broods, numbering at least one thousand each, at the same time which would take at least 2000 Morey Commandos. Opening contact to the Infiltrators, light assault and Scouts, you tell them to scout for and analyse the enemy forces. You tell he Light assaults that their job will be to mainly harass the enemies rear and flanks.

Springing into action, your plans go to plan, mostly. Several scouts and light assault go down under the hail of concussion rounds, whilst the infiltrators manage to dodge them. The teams of snipers in your brood (Long range specialists) manage to knock out a few Morey Officers, but the ambushers soon get wise, forcing your girls to focus on the normal Morey foot-soldiers.

The main perimeter seems to be holding, with Ari's heavies holding the ambushers off, and more of your sisters making it to your little safe zone. The medics have managed to get hold of the fallen, who are still out cold, tending to them. The Command and Communications team has gotten into contact with the other Broods. Ankara's Broods is doing as well as yours, with minimal 'losses', however Elianne's Brood has lost roughly 230. Her brood was closer together and several concussion rockets were used, it seems, according to whats left of their communications team.


Once our troops find out where the attack is coming from, let Ari lead an attack against them (she's heavy assault, after all).  Also, what combat specialty are Ankara and Elianne?  If each brood leader coordinates all of the soldiers of their specialty from the combined broods, we might have more of a chance.

Once our troops find out where the attack is coming from, let Ari lead an attack against them (she's heavy assault, after all). 
+1 if we try to run we will find our selfs surrounded, lets charge to the sides of the ambusers, that is where there main body is at.

Do what RAM suggest however have the scouts be our eyes we need to know the weak-points of the ambush, and what the composition they have.

Also, organize our ranks we shouldn't have all our brood firing at once. We should have alternating fire basically when one of our brood reloads the other should be firing.

However, the biggest thing of all we shouldn't be trapped in our perimeter we should be slowly making an advance to the nearest weak point or trying to break through the ambush.

As you take down two Morey Commandos hiding behind a tree, your scouts contact you. it seems that there is a weak point which leads to the main body of the Morey Commandos attacking your brood which the Brood could take advantage of to annihilate the Commandos. It seems the scouts also contacted Ari, as she recommends an all out charge by the Assaults of both types, covered by the support and snipers. You concur, thinking it best to strike and take their leadership and main body down before moving to support you allies.

Moving into position, breaking through he weak point to get there, your assault formations get into positions. The Support and Snipers open up, covering the very well hidden enemy positions with withering fire from behind. Many of the commandos preparing to pounce on the Vat-born in front of them go down, unconscious. The rest turn and return fire, only to come face to face with Ari and her light and heavy assault troops pouring into their rear. Your sisters fan out, taking down all commandos they find. It would seem that their leadership was only mediocre, as not planning against a rear attack is a basic error and, as gunfire becomes more sporadic in your area at least, you head back to where you had left the unconscious, the medics and others.

The medics tell you that 129 of yours sisters have been knocked unconscious by the enemy. About 6 Medics, 4 Snipers, 22 scouts, 18 infiltrators, 44 light assault, 12 Engineers, 3 Command and Comms, 8 heavy support and 12 heavy assault from the entire brood, including Ari's contingent.

"Good, those casualties are acceptable. There were at least 1000 enemy troops attacking us. as far as we could tell, the majority of them are now lying unconscious in the dirt. Good work girls". You cheer.

The rest of the brood, now together, let out a cheer. Their first victory.

"Pandora" Ari says, getting your attention, "The other Broods are still under attack. I think it best if we help them. But who do we go to first?"

Who to first?


Status:
1) Calm.
2) Mentally and physically fit.
3) Clear thoughts and currently inactive mental factions.
4) Free moving.

Condition:
Physically Healthy except for scratches on face.
Mentally Stable.

Inventory:
1) Full body second skin like armour (Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit). Covers everything except the head. (Wearing)
2) Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing)
3) Basic white skin tight under-suit. (Wearing)
4) Combat Engineer equipment. (In equipment pouches)
5) Your Weapons. (In their respective holsters).
6) Stun/Concussion Rifle (In use).


Available Equipment:
1) Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2) Mk5 Mass-Driver pistol (sidearm)
3) Arishok Plasma pulse rifle
4) Dikari Plasma shotgun
5) Warrisk Mass-Driver Battle Rifle
6) Combat Engineering Equipment and explosives.
7) Stun/Concussion rifle

Implants and Augmentations:
1) 2x Loyalty probe in the Striatum part of the brain.
2) Multi-range optics (Thermal, magnetic, IR, UV, multi-stage magnification etc) implant on eyes.
3) Command and Control (C&C) nano-module implanted in head.
4) Communications array nano-module implanted in head.
5) Fortified 7th Generation reverse engineered biological nano-machines in blood stream, bones, muscles, tendons and organs.
6) Nano-memory modules in the Cerebrum, holding all relevant non-personal data.

Brood Composition:
1) Forward Command and communications: 10 Vat-born.
2) Field Combat Medic and Long Range Specialists (Snipers) all come in at 50 persons each.
3) Heavy assault and Light Assault have 250 each.
4) Infiltrators: 50
5) Heavy Support: 120
6) Combat Engineers: 120
7) Scouts: 100
                 
  Ari's Contingent:
1) 12 Scouts
2) 7 Infiltrators
3) 5 Forward Command & Comms
4) 19 Field Medics
5) 13 Combat Engineers
6) 22 Long Rage Specialists (Snipers)
7) 25 heavy Support
8 ) 23 Light assault
9) 64 Heavy Assault (including Ari herself)

Possible Rebels:
1) 2 in the Forward Command and communications
2) 3 Field Combat Medics
3) 3 Long Range Specialists
4) 4 Heavy assault
5) 10 Light Assault
6) 2 Infiltrators
7) 3 Heavy Support
8 ) 4 Combat Engineers
9) 6 Scouts.

RAM

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #154 on: May 03, 2013, 07:30:22 am »

Send 30 each of scouts and infiltrators and 2 each of everything else to Ankara's brood to evaluate the situation and engage in disruption tactics, going after the leadership if a very favourable opportunity presents itself but probably engaging in extensive scouting and brief hit-and-run tactics to confuse the enemy as to the strength and position of their opposition. Thweir primary objective should be to maintain their own strength.

The rest of us should go to Elianne's brood. But take a moment to prepare so that we will be as effective as possible when we engage them. And make sure to keep some scouts in the rear, we will try to move as quickly as possible, but we don't know their strength and we are not certain that the force that ambushed has been completely disbanded.
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Theodolus

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Funk

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #156 on: May 03, 2013, 01:51:01 pm »

+1 but have secure a perimeter before we charge out,.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #157 on: May 03, 2013, 09:19:35 pm »

I'm not sure we need a perimeter, because we won't be staying. We'll be going now, very fast.

kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #158 on: May 04, 2013, 09:30:16 am »

((no update today, busy with family..... Should be at least 1 tomorrow)).

QuakeIV

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #159 on: May 04, 2013, 10:40:36 pm »

Cool beans.
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kahn1234

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #160 on: May 05, 2013, 10:19:51 am »

Send 30 each of scouts and infiltrators and 2 each of everything else to Ankara's brood to evaluate the situation and engage in disruption tactics, going after the leadership if a very favourable opportunity presents itself but probably engaging in extensive scouting and brief hit-and-run tactics to confuse the enemy as to the strength and position of their opposition. Their primary objective should be to maintain their own strength.

The rest of us should go to Elianne's brood. But take a moment to prepare so that we will be as effective as possible when we engage them. And make sure to keep some scouts in the rear, we will try to move as quickly as possible, but we don't know their strength and we are not certain that the force that ambushed has been completely disbanded.

You decide to send a contingent of your sisters made up of 30 scouts, 30 infiltrators and 2 of everything else to harass the Morey commando's attacking Ankara's brood. Their job will be to analyze the situation, engage in disruption tactics and damage the enemy in any way possible, putting the enemy leadership at the top of the list of targets. You tell them that should there be no Morey leaders available, that they should revert to hit and run guerrilla tactics.

Your sisters seem pleased with this stratagem, and head off to do their part. It isn't long before you get reports from the contingent that they have managed to take out several Morey positions, extensively disrupt the enemy positions and that they have managed to knock out several command squads and the associated teams. You are pleased. They have done much more than just disrupt the enemy.

Further reports indicate that Ankara's brood has managed to push back the Morey, but the commando's are putting up one hell of a fight.

Happy that things seem to be taken care of, you lead the rest of the Brood to the aid of Elianne's brood. You set out, making sure you send out the scouts you have to make sure that you aren't taken by surprise.

You move as quickly as possible, making sure to check for enemies to your flanks and rear every so often, especially your rear as you aren't sure you got all the Morey who attacked your Brood.

Soon you start getting closer to the gunfire that signals the battle ahead. You know that Elianne's Brood has taken heavier casualties than yours and Ankara's, but you cannot be certain of the enemy. You also don't know where the enemy are for certain.


What do you do? What tactics and stratagems do you use?


Status:
1) Calm.
2) Mentally and physically fit.
3) Clear thoughts and currently inactive mental factions.
4) Free moving.

Condition:
Physically Healthy except for scratches on face.
Mentally Stable.

Inventory:
1) Full body second skin like armour (Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit). Covers everything except the head. (Wearing)
2) Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing)
3) Basic white skin tight under-suit. (Wearing)
4) Combat Engineer equipment. (In equipment pouches)
5) Your Weapons. (In their respective holsters).
6) Stun/Concussion Rifle (In use).


Available Equipment:
1) Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit
2) Mk5 Mass-Driver pistol (sidearm)
3) Arishok Plasma pulse rifle
4) Dikari Plasma shotgun
5) Warrisk Mass-Driver Battle Rifle
6) Combat Engineering Equipment and explosives.
7) Stun/Concussion rifle

Implants and Augmentations:
1) 2x Loyalty probe in the Striatum part of the brain.
2) Multi-range optics (Thermal, magnetic, IR, UV, multi-stage magnification etc) implant on eyes.
3) Command and Control (C&C) nano-module implanted in head.
4) Communications array nano-module implanted in head.
5) Fortified 7th Generation reverse engineered biological nano-machines in blood stream, bones, muscles, tendons and organs.
6) Nano-memory modules in the Cerebrum, holding all relevant non-personal data.

Brood Composition:
1) Forward Command and communications: 10 Vat-born.
2) Field Combat Medic and Long Range Specialists (Snipers) all come in at 50 persons each.
3) Heavy assault and Light Assault have 250 each.
4) Infiltrators: 50
5) Heavy Support: 120
6) Combat Engineers: 120
7) Scouts: 100
                 
  Ari's Contingent:
1) 12 Scouts
2) 7 Infiltrators
3) 5 Forward Command & Comms
4) 19 Field Medics
5) 13 Combat Engineers
6) 22 Long Rage Specialists (Snipers)
7) 25 heavy Support
8 ) 23 Light assault
9) 64 Heavy Assault (including Ari herself)

Possible Rebels:
1) 2 in the Forward Command and communications
2) 3 Field Combat Medics
3) 3 Long Range Specialists
4) 4 Heavy assault
5) 10 Light Assault
6) 2 Infiltrators
7) 3 Heavy Support
8 ) 4 Combat Engineers
9) 6 Scouts.

Funk

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #161 on: May 05, 2013, 12:44:28 pm »

have our blood spread out and take the high ground, send a few Infiltrators to link up with Elianne's brood, we dont want any mix ups.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

My Name is Immaterial

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #162 on: May 05, 2013, 02:34:56 pm »

Do our suits have jet boots/packs? If so, have a few assault get up in the air and bombard any possible enemy position while weaving back and forth to aviod being picked off

jaass

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #163 on: May 05, 2013, 03:03:30 pm »

Do our suits have jet boots/packs? If so, have a few assault get up in the air and bombard any possible enemy position while weaving back and forth to aviod being picked off

To risky, we should send out a couple of our stealthier sisters to probe to what kind of enemy forces we will be facing and if they can draw some of the forces to our own ambush.
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RAM

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Re: Starfire: a semi serious sci-fi Suggestion Game
« Reply #164 on: May 05, 2013, 06:08:19 pm »

I say we rush them, try to damage them faster than they can coordinate a response. Try to have the lighter units flank them but keep some in reserve. Do try to make contact with Elianne's brood to warn them of our actions, but leave it till the last moment in case they can monitor us.
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