Turn 3 proved to be a very eventful romp. So much so, in fact, that I didn't actually get screenshots of everything that was happening, especially early on, as I had a lot of moving around to do just to keep up. To quickly recap, last turn I was ordering a transport plane full of paratroopers and a pair of FAVs to the southern road to try and knock out that guided missile launcher before it could screw us over. Yeaaah... that didn't go so well. The transport got shot down by Stinger missile-armed infantry while on approach. Stinger missiles only have a range of 3 tiles and a 35% chance to kill most aircraft, but apparently that was more than enough. My haste to solve this problem turned into a catastrophic waste. To make matters worse, those FAVs I was bringing in around the mountains got ambushed by one of the enemy Ground Support Aircraft, which knocked out one out of two units with its long-range missiles before proceeding west towards my entrenched tanks and infantry.
Thankfully, my enemy seems to be just as careless and hasty as I am, as they rushed that aircraft
right within range of two of my AA infantry. I wish I'd have caught this on screenshot, because I managed to score a hit on the first shot and
swat that bird right out of the sky! You think you're so clever,
blues? Too bad you flew too close to the
!!sun!!The second enemy GSA flew right ahead of their own rolling line of tanks to the north, sadly managing to destroy the artillery battery I had stationed on the edge of those woods. At least they didn't nick any of the helicopter gunships I was moving into position... which come in handy almost immediately, as my own fighters come in hot to brutally intercept the lone aircraft! My gunships join the party shortly afterward, and a rather... interesting dogfight ensues. That enemy pilot must have been some kind of ace, because he managed to shoot down
2 of my fighters before being formally introduced to the ground.
That's a pretty big loss for us, but even worse for them; GSAs are among the best units in this game due to their
insane mobility and fast ranged weapon reload time, making them a clutch unit that can pull you out of some very tough spots. As such, losing them can be a crippling blow for a side. This was a necessary move on my part, though, as they were the only units I had that could actually catch up to and eliminate that enemy fighter. I didn't have any AA stationed up top that could could reach it in time.
What follows after is what I did actually manage to get 'on camera'. So here goes!
The first enemy units to get across the bridge and reach my waiting defense forces are 3 tank units, which are very swiftly introduced to the horror that is 40 (10x4) units of entrenched heavy armor, backed up by numerous AT infantry and a Hover Assault Vehicle battlegroup. They are almost completely annihilated, save for one unit which is 'merely' disabled. You will note that said unit's
blue background has changed to a much more satisfying
red. This signifies that the tank group has suffered sufficient damage to render it incapable of moving anywhere under its own power, and it will stay that way until it can be repaired
(this happens passively over time without your intervention) and brought back into action. Any ranged fire capability
(artillery, etc.) that unit had is also gone until it gets fixed.
Above is the battle for the north. I wasn't able to take out as many of the enemy tanks with artillery as I would have liked, but I was still able to cut them off halfway with air units. You see those little
>< markers on the map? Those are combat hexes, which signify battles taking place between direct-fire units. Those revert to showing units again once the battle is won by either side. The battle closest to the northern city is a small platoon of infantry that were air-dropped by helicopters, only to immediately come under attack by my gunships! Out in the open with no cover, they are completely eradicated, leaving the flag secure
(although I did station a 7-squad company with APC support there just in case).
That easternmost hex on the road is where a large amount of enemy tanks and APCs were
brutally intercepted by 2 of my helicopter gunship units, which, amazingly,
ANNIHILATE the armor with almost contemptible ease, despite odds of over 3 to 1 -- although one of my gunship groups did get disabled in the fighting, which is unfortunate, as it's sitting right over the highway which the rest of the enemy units are moving down. I should be able to cover them with artillery reasonably well, though, especially since my supply groups just arrived with the towed batteries from the south city.
Speaking of the south, what about all that fun coming our way on cute fleshy legs? Well, the APCs that were supposed to support them apparently got tired of waiting for them to catch up, and so they simply charged ahead and ran straight into my force of over 300 infantrymen with tank support, all while being shelled to hell and back by the artillery batteries I towed to and entrenched on the hills flanking the road. So you can guess how well that went.
However, it was at that moment that I had a disturbing epiphany while watching the battle holo-screens from the comfort of my leather officer's chair.
"... Wait, weren't there HAVs coming across the lake— Oh,
shit."
Indeed, as a result of moving my fighters away to deal with the lone aircraft that came into my airspace earlier, I couldn't exactly spare anything to finish dealing with the hover assault groups from earlier. One draws dangerously close to my nuclear-armed artillery battery nearest the lake, prompting me to fire it
now rather than later.
I am become Death, Shatterer of Worlds.
BOOOOOM!!The
Blueball Express goes up in a nuclear fireball, engulfing two infantry platoons and destroying them instantaneously. Ouch.
Blue Command must have that seen that one all the way back in our occupied capital. When the dust finally settles, a crater one square mile in diameter is all that is left of the road. Radioactive debris scatters into every adjacent hex, turning the area into a deathtrap for any unprotected units that dare to get close. Thankfully, wind direction is not a thing in this game, so irradiated material will not spread like miasma clouds to threaten units outside of the blast area.
Immediately after firing the shell, I
Join the artillery unit with a scout group that I had moved to its hex just in case, and order the jeeps to highball for safety. The HAV hot on their tail then comes under fire from the fixed 105mm howitzers I have much closer to my main force, and is very quickly destroyed.
In some homicidal quest for vengeance, the enemy gunship support pulls another Folly of Icarus and flies straight into my Stinger missile-enforced no-fly zone. The RNG apparently favors me today, as we score another 35% hit and bring the noisy machines down in the foothills just one mile away from our main defending force.
Things are not looking good for the
Blue team. They
did manage to surprise me by sneaking in a trio of T-copters and dropping some AT infantry to successfully take and hold my southern objective flag, but with their buddies up north already cut off and destroyed, I'm still safe, as I only need to hold one flag to stay in the game.
It was around this point that I noticed a blooming fireball over my grouping of troops on the south road, which came from the 15-hex-range cruise missile of a GML. That same GML I failed to take out earlier. I am now officially down an entire tank battlegroup. With a vengeance, I order my last surviving strike fighter craft in, skirting around the crater to take out the launcher. Annnd... my ranged missile attack somehow fails to hit a target roughly the length of a barn. Wow. Just wow, guys.
"But sir, the radiation from the nuke must have affected our missile guidance sys—""NO F***ING EXCUSES! GET STUCK IN AND NAIL THAT SON OF A B**** RIGHT NOW!!"Thankfully, my pilot hears me loud and clear, and soon his 20mm direct-fire cannons reduce that headache on wheels to molten slag.
(Just out of curiosity, does anyone know how much money the average U.S. Tomahawk cruise missile costs?)Up north, the reward for our careful consolidation of forces is the complete blunting of the enemy advance, as every tank group they managed to bring was mercilessly gunned down by a combination of artillery barrages from fixed guns and SPGs, the cruise missiles of our GML, and an overwhelming force of tanks, infantry, and helicopter gunships. That army is now moving steadily up through the graveyard of wrecked armor & vehicles, drawing ever closer to the sparsely-garrisoned town.
Wait... What are you idiots do— WHAT ARE YOU DOING?
Yes, folks, those infantry are walking
straight into the radioactive hellzone. Without any APCs to ride in for protection, they are quickly reduced to little more than plumes of irradiated miasma. Gosh, if only we had such a miracle device in DF...
Interestingly, the rest of the infantry further back apparently got the message a bit late, as they abruptly turned around and started marching straight back to their command center at the capital. I guess they're hoping that the token force they left behind at the north town will serve as buffer enough to distract me so they can consolidate themselves behind their few remaining artillery batteries. With the entirety of their armored support gone, however, no amount of infantry is gonna save them from an entire battalion of glorious angry redneck
yellows in tanks. Looks like all there is left to do is mop-up... oh, but what's this?
Huzzah! My self-propelled gun manages to land a perfect shot on a moving target, disabling the HAV that had just crossed the river! With my pilot already back from killing that GML, I leave this one to him. The poor defenseless vehicle can only look on in horror as the majestic
golden eagle swoops down, talons extended...
Annnd... CUT!
End of 'turn', folks! Sadly, I wasn't able to get a screenshot of the body count report this time, as this old game borked itself and apparently reset the Campaign Status screen when I reloaded my saved game. I think it had something to do with the only way to directly leave a game of Rapid Response being to 'surrender' the match, which apparently resets your whole counter. Damn. Well, I'll just have to remember to exit out of DOSBox instead of RR from now on. Too bad, though; I was really hoping to see just how many tanks and infantry I managed to kill while defending against that push.
Join me next time for the final, glorious assault to retake our capital!
(Sorry if this campaign seems so short. I think I chose one of the easier ones... plus there's just so freaking much happening at once, so I don't really know how to do this slowly. If I start another campaign after this, I'll work on my technique. Hope you're enjoying it, though!)