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Author Topic: Separatists  (Read 27977 times)

Playergamer

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Re: Separatists
« Reply #285 on: March 28, 2015, 05:28:37 pm »

So, here's the current structure?
Spoiler: Squad (click to show/hide)

Your LT has some other suggestions.

Spoiler: Rifle Squad (click to show/hide)

Spoiler: MG Detachment (click to show/hide)

Spoiler: AT Detachment (click to show/hide)

Note: Detachment is 5 men, Squad is 10 men.
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3man75

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Re: Separatists
« Reply #286 on: March 28, 2015, 10:48:45 pm »

Fine with me. What are the next possible missions?
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Playergamer

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Re: Separatists
« Reply #287 on: March 29, 2015, 11:25:31 am »

So, do you guys want to use your structure or your LT's structure?
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3man75

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Re: Separatists
« Reply #288 on: March 29, 2015, 11:45:46 am »

For now lets use the LT's structure. However, Recruits can't go out unless they are traineind to at be lightly trained.

Also just to recap what we want for this turn.

1. Train raw recruits. we'll train 10 and the LT can train the other 10. We need these guys ready now not later.
2. Have the propaganda machine announce our victory. Encourage people to refuse to pay taxes to the government and join our fight against the Military.
3. Trail for the soldiers and have them renounce their evils and join our army or let them go. I'm saying this because my trail idea was super against the morals of people playing here. (Non-Kulanian soldiers however are released mandatory they can't join against a people fighting their country)
4. Contact our Kulanian army friends for help in interrogating the General. We need professional interrogators and i'm sure they have someone for that.
5. Have our spies continue to get information on the base.
6. See what else we can do to liberate more people and have them join us.
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Worldmaster27

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Re: Separatists
« Reply #289 on: March 29, 2015, 03:46:13 pm »

Use the LT's structure, and promote other veteran soldiers in order to speed up training.

Have a couple squads search our territory for more caves that could be used as secondary bases, and give them order to 'liberate' any hamlets they come across (given that they haven't joined us already). They will report on the locations of any towns that have yet to join, and eliminate any hostile patrols they come across and have a reasonable chance of winning an engagement against.

Our propagandists will announce our victory to our regions and those surrounding.

See if we can train some of our guys to be medics, preferably at least 1 per squad, and maybe medical detachments of three medics and two riflemen.

Engineers should be equipped with either rifles or smgs. Train existing smg soldiers in combat engineering (hands).

See if we can alter the DSF body armor into our own colors, and equip detachments with them, plus as many squads as possible. Higher training gets higher priority.

Determine international interest in our uprising.

Evaluate potential next steps.


We only have $10,000, not enough for both guns yet. We'll get them once taxes come in.
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3man75

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Re: Separatists
« Reply #290 on: March 29, 2015, 03:53:35 pm »

Use the LT's structure, and promote other veteran soldiers in order to speed up training.

Have a couple squads search our territory for more caves that could be used as secondary bases, and give them order to 'liberate' any hamlets they come across (given that they haven't joined us already). They will report on the locations of any towns that have yet to join, and eliminate any hostile patrols they come across and have a reasonable chance of winning an engagement against.

Our propagandists will announce our victory to our regions and those surrounding.

See if we can train some of our guys to be medics, preferably at least 1 per squad, and maybe medical detachments of three medics and two riflemen.

Engineers should be equipped with either rifles or smgs. Train existing smg soldiers in combat engineering (hands).

See if we can alter the DSF body armor into our own colors, and equip detachments with them, plus as many squads as possible. Higher training gets higher priority.

Determine international interest in our uprising.

Evaluate potential next steps.


We only have $10,000, not enough for both guns yet. We'll get them once taxes come in.

Sounds good and we'll written +1
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Playergamer

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Re: Separatists
« Reply #291 on: March 29, 2015, 05:37:51 pm »

Separatists: Bureaucracy

You decide to use the LT's structure, and promote one soldier per unit to officer. You create 10 Rifle Squads, plus 2 MG Detachments and 2 AT Detachments. Four of those squads go search the mountains, and come back after a while. They found 3 hamlets, totaling about 600 people, that joined you quickly, and two caves that could each comfortably hold about 50 men. They also encountered two patrols, and attacked them. The patrols were wiped out, to a man, and their gear was brought back to the base.

The printers quickly get to work, putting out pamphlet after pamphlet about the victory. The people in the area seem even more supportive, and you get reports of small militia groups, squads of untrained young men armed with old, cheap weapons, forming on the outskirts of your territory.

You decided to incorporate medics into your rifle squads, and see great success, with one man in every squad carrying a first aid kit or two on his belt. You also take some SMG armed soldiers, and give them basic training in combat engineering. They understand, more or less, how to handle explosives, how to build fortifications, the like.

You paint the DSF armor into your colors, and hand it out to the troops, first focusing on the detachments, and then the better trained rifle squads.

As for international interest, the Egican military may be interested in helping you defeat Geniteos-aligned Derown, once you become more powerful. You might want to attack military outposts in the mountains, and gear up to attack a base.

A report lands on your desk, as you're dealing with tax money. It's from your soldiers, asking for you to pay them. 100 dollars a month per grunt, 200 per low ranking officer, and 500 per high ranker, like your LT.

Spoiler: Forces (click to show/hide)

Spoiler: Territory (click to show/hide)

Spoiler: Finances (click to show/hide)
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Worldmaster27

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Re: Separatists
« Reply #292 on: March 29, 2015, 06:02:59 pm »

Send an agent to the nearest Derown outpost to scout out defenses.

Two rifle squads will find and round up these new militia groups, having them officially join our group. They will bring them to the small caves where they will be equipped with our spare weapons and trained in their use. New equipment will be purchased as necessary.

Agree to the payments, and award a $25 bonus to the families of those who are serving with us. If a given soldier has no family, the bonus will go to either them or a person of their choice.

Two armored rifle squads will further patrol our territory, killing and hopefully capturing more of the enemy (and, more importantly, their stuff)

Purchase 5 radio sets, if money allows. Distribute one to each of half of the rifle squads.

If we have enough cash left over from wages, bonuses, and equipment, purchase the two artillery pieces.


E:
Separatists: Fair Trade and Bookkeeping

Spoiler: Requests (click to show/hide)
Is that list of requested equipment and stuff from way earlier still relevant?
« Last Edit: March 29, 2015, 06:57:57 pm by Worldmaster27 »
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Playergamer

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Re: Separatists
« Reply #293 on: March 29, 2015, 06:52:52 pm »

The requests for equipment are still relevant, but the soldiers currently just want to be paid.
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Aseaheru

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Re: Separatists
« Reply #294 on: March 29, 2015, 08:50:04 pm »

Well, lets pay them and get what gear we can for them.
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3man75

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Re: Separatists
« Reply #295 on: March 29, 2015, 11:51:56 pm »

Send an agent to the nearest Derown outpost to scout out defenses.

Two rifle squads will find and round up these new militia groups, having them officially join our group. They will bring them to the small caves where they will be equipped with our spare weapons and trained in their use. New equipment will be purchased as necessary.

Agree to the payments, and award a $25 bonus to the families of those who are serving with us. If a given soldier has no family, the bonus will go to either them or a person of their choice.

Two armored rifle squads will further patrol our territory, killing and hopefully capturing more of the enemy (and, more importantly, their stuff)

Purchase 5 radio sets, if money allows. Distribute one to each of half of the rifle squads.

If we have enough cash left over from wages, bonuses, and equipment, purchase the two artillery pieces.


E:
Separatists: Fair Trade and Bookkeeping

Spoiler: Requests (click to show/hide)
Is that list of requested equipment and stuff from way earlier still relevant?

+1 let's start finding those outposts. Also work on getting the general to spill the beans.
« Last Edit: March 30, 2015, 12:24:29 am by 3man75 »
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Funk

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Re: Separatists
« Reply #296 on: March 30, 2015, 11:26:46 am »

Send an agent to the nearest Derown outpost to scout out defenses.

Two rifle squads will find and round up these new militia groups, having them officially join our group. They will bring them to the small caves where they will be equipped with our spare weapons and trained in their use. New equipment will be purchased as necessary.

Agree to the payments, and award a $25 bonus to the families of those who are serving with us. If a given soldier has no family, the bonus will go to either them or a person of their choice.

Two armored rifle squads will further patrol our territory, killing and hopefully capturing more of the enemy (and, more importantly, their stuff)

Purchase 5 radio sets, if money allows. Distribute one to each of half of the rifle squads.

If we have enough cash left over from wages, bonuses, and equipment, purchase the two artillery pieces.


E:
Separatists: Fair Trade and Bookkeeping

Spoiler: Requests (click to show/hide)
Is that list of requested equipment and stuff from way earlier still relevant?

+1 let's start finding those outposts. Also work on getting the general to spill the beans.
+1
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Prophet

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Re: Separatists
« Reply #297 on: March 30, 2015, 03:30:57 pm »

Send an agent to the nearest Derown outpost to scout out defenses.

Two rifle squads will find and round up these new militia groups, having them officially join our group. They will bring them to the small caves where they will be equipped with our spare weapons and trained in their use. New equipment will be purchased as necessary.

Agree to the payments, and award a $25 bonus to the families of those who are serving with us. If a given soldier has no family, the bonus will go to either them or a person of their choice.

Two armored rifle squads will further patrol our territory, killing and hopefully capturing more of the enemy (and, more importantly, their stuff)

Purchase 5 radio sets, if money allows. Distribute one to each of half of the rifle squads.

If we have enough cash left over from wages, bonuses, and equipment, purchase the two artillery pieces.


E:
Separatists: Fair Trade and Bookkeeping

Spoiler: Requests (click to show/hide)
Is that list of requested equipment and stuff from way earlier still relevant?

+1 let's start finding those outposts. Also work on getting the general to spill the beans.
+1
+1
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Re: Separatists
« Reply #298 on: April 01, 2015, 04:01:03 pm »

Separatists

The nearest DSF outpost has a company of troops, about 50 soldiers. They're mostly riflemen, with a couple of MGs. There are also small, single squad security checkpoints scattered across the mountains, plus plenty of patrols.

You quickly round up the militia groups, and incorporate them into your army. You give them new weapons, and start training them in the small caves. You have to buy equipment for one squad, and it costs about $7500.

You agree to the salaries set for your troops, and hand out the cash. It's a painful hit to your treasury, costing a little under 15000 dollars, including bonuses, but the men seem happy. You also decide to formally promote your LT to Captain.

Two squads go out and patrol the mountains, looking for DSF soldiers to ambush.
Spoiler: Battles (click to show/hide)
You purchase a few radios, and distribute them to a few of your rifle squads. Although it won't improve their combat efficiency at such a small-scale level, it will give you more information on what happens during battles. Finally, you purchase the two artillery pieces the black market dealer showed you.


Spoiler: Forces (click to show/hide)

Spoiler: Territory (click to show/hide)

Spoiler: Finances (click to show/hide)
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Aseaheru

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Re: Separatists
« Reply #299 on: April 01, 2015, 04:15:33 pm »

 Well, we probably should see if we have anyone who knows how to use the arty, and if so make a pair of arty teams...
 We need some spies to go checkout that outpost, and get pairs of squads to hit a few of those checkpoints, partially as training for them.
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