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Author Topic: Galaxy Rise: More like Galaxy Fall, AMIRITE?  (Read 31051 times)

Andres

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Re: Galaxy Rise - The Siege of the HMC
« Reply #345 on: January 09, 2015, 11:40:30 pm »

Hensen - hack into any Uark terminal nearby with the key, alert all nearby troops of imminent threat - by word-of-mouth if necessary, aim AA at highest concentration of enemy troops and fire when in range.

Captain - scan for hostiles, send Darts to scout.
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Pencil_Art

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Re: Galaxy Rise - The Siege of the HMC
« Reply #346 on: January 10, 2015, 12:12:13 am »

Hensen - hack into any Uark terminal nearby with the key, alert all nearby troops of imminent threat - by word-of-mouth if necessary, aim AA at highest concentration of enemy troops and fire when in range.

Captain - scan for hostiles, send Darts to scout.

+1
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evilcherry

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Re: Galaxy Rise - The Siege of the HMC
« Reply #347 on: January 10, 2015, 12:31:09 am »

Hensen - hack into any Uark terminal nearby with the key, alert all nearby troops of imminent threat - by word-of-mouth if necessary, aim AA at highest concentration of enemy troops and fire when in range.

Captain - scan for hostiles, send Darts to scout.

+1
+1
By the way, the modified AA will just be suppressive fire. So no firing of AAs until they are in our foot soldier's range, or at least not before they fire on us.

We do want some element of surprise, even it is of questionable utility.

If possible, try to let a dart to act as spotter for the telemachus.

Chiefwaffles

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Re: Galaxy Rise - The Siege of the HMC
« Reply #348 on: January 10, 2015, 09:29:43 pm »

Code: [Select]
Hensen - hack into any Uark terminal nearby with the key, alert all nearby troops of imminent threat - by word-of-mouth if necessary, aim AA at highest concentration of enemy troops and fire when in range.
Hensen - Hack into Uark Terminals, Alert troops: +3 Support
Hensen - Fire AA at highest concentration of enemies: +3 Support; Combined with "don't fire until within foot soldier's range"
Captain - Scan for hostiles, send Darts to scout: +3 Support

The town's militia wait in silence, behind cover and aiming out, as the blips on the sensor approach closer and closer. A couple of minutes later, a yell is heard through the short-range communications, originating from the eastern side of the control center:
"I'VE GOT A VISUAL! I think I see about 50 of 'em!"
Not moments later, another yell is heard from the northern side.
"Hostiles spotted! I see 41 light Uark soldiers!"

"Hensen!" yells Lip from his area of consoles inside the control center. "We should probably allocate the troops to the north and east sides of the control center."
That's some pretty obvious advice. Lip seems to always tell you the most minor things that he should know you already know. After all, you were made the Security Officer for a reason.
But the situation itself looks manageable if not worrying. Luckily you were able to bring in all the soldiers to the control center. You would scan for consoles now, but since the method used for it is down-[Knowledge Roll: 16] The security key! You may be able to bypass the jamming if it's hooked up to the communications array, but it's at the border of the town.

The troops and AA guns are also ready to start firing at the enemy when ordered, though with a hefty range penalty. You could also have them move since you should have short range radio across the town.

As you try to diagnose the Telemachus' communication issues, the darts return from their scouting trip over the HMC.
The video recordings show about 100 soldiers approaching the HMC from multiple directions. Luckily, the officers seem to of taken control of the situation and have stationed soldiers surrounding the control center.
"Sir, I don't believe they had any anti-air weapons. We could harass them easily, but would have to disengage before their small arms fire actually damages the fighters." mentions a pilot.


Spoiler: HMC Status (click to show/hide)
Spoiler: Defense Grid (click to show/hide)
Spoiler: Storage (click to show/hide)
Spoiler: Personnel (click to show/hide)
« Last Edit: January 10, 2015, 09:32:36 pm by Chiefwaffles »
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Toaster

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Re: Galaxy Rise - The Siege of the HMC
« Reply #349 on: January 10, 2015, 11:07:05 pm »

We should use the Darts for strafing runs.  Less for damage and more for disruption, and moving out before they can shoot back.  It's not an easy encounter, but there's no sense in damaging some of our most valuable assets.

The "AA" turrets should wait until they're out of the range penalty before firing; also aiming for maximum disruption at largest concentrations; at vehicles if any are sighted.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Pencil_Art

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Re: Galaxy Rise - The Siege of the HMC
« Reply #350 on: January 10, 2015, 11:11:56 pm »

We should use the Darts for strafing runs.  Less for damage and more for disruption, and moving out before they can shoot back.  It's not an easy encounter, but there's no sense in damaging some of our most valuable assets.

The "AA" turrets should wait until they're out of the range penalty before firing; also aiming for maximum disruption at largest concentrations; at vehicles if any are sighted.
+1
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Andres

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Re: Galaxy Rise - The Siege of the HMC
« Reply #351 on: January 10, 2015, 11:46:35 pm »

AA and ground soldiers - wait until enemy is in effective range of small arms and open fire simultaneously.
Darts - attack enemies once AA and ground soldiers open fire.

Using this tactic means that they'll go from nothing to suddenly attacked by three different things at the same time, allowing for maximum disruption to morale, discipline, and tactical cohesiveness.
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Chiefwaffles

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Re: Galaxy Rise - The Siege of the HMC
« Reply #352 on: January 10, 2015, 11:48:58 pm »

Darts - attack enemies once AA and ground soldiers open fire.
Darts would probably get a penalty to attacking due to the lack of coordination between the Captain and Hensen.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Andres

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Re: Galaxy Rise - The Siege of the HMC
« Reply #353 on: January 11, 2015, 12:08:03 am »

Darts - attack enemies once AA and ground soldiers open fire.
Darts would probably get a penalty to attacking due to the lack of coordination between the Captain and Hensen.
Perhaps instead of a penalty a decreased bonus would make more sense? (Assuming we're getting one from my plan.) Otherwise, we might as well just send them to attack without the pseudo-coordination and thus avoid the penalty.
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Sheb

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Re: Galaxy Rise - The Siege of the HMC
« Reply #354 on: January 11, 2015, 02:06:20 am »

We should also get the Telemachus in the air and use it for bombing runs. With its shield it's pretty much immune to small arm fire, and it got a better gun.
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Andres

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Re: Galaxy Rise - The Siege of the HMC
« Reply #355 on: January 11, 2015, 02:30:45 am »

We should also get the Telemachus in the air and use it for bombing runs. With its shield it's pretty much immune to small arm fire, and it got a better gun.
-1. We want to keep that as our trump card.
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10ebbor10

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Re: Galaxy Rise - The Siege of the HMC
« Reply #356 on: January 11, 2015, 05:21:09 am »

I'd say not really no.

The moment we need that trump cart is when the enemy is closing in on the base, and then we can't use it anymore since it's large guns will likely inflict too much collateral. So if we want to fire it at ground targets, we need to fire now, though preferably slow and steady so as not to use any of our heat shells.
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Sheb

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Re: Galaxy Rise - The Siege of the HMC
« Reply #357 on: January 11, 2015, 05:23:52 am »

Alternatively, wait for the first sweep with one dart per side to see if any of the attacks got some harder targets against which we'll need those guns.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Andres

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Re: Galaxy Rise - The Siege of the HMC
« Reply #358 on: January 11, 2015, 05:25:12 am »

By 'trump card' I don't mean something to use in the base defence. We didn't fire on the two ships in the previous sector so they probably think we're less well armed than we really are. We'd best not blow that advantage defending some insignificant base.
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evilcherry

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Re: Galaxy Rise - The Siege of the HMC
« Reply #359 on: January 11, 2015, 01:45:54 pm »

Given their lack of Heavies they may not know our ship. That said they are outnumbering us 2 to 1...

Do a quick calculation on how many can the Telemachus take on. We might need to do a hot extraction.
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