Troops can be extracted unless there's a blockade in orbit around their planet. What Moerth did this turn was loading up two of their ITCs with equipment, then extracting the troops on C3 and A3 to new sites. This is about the max you can do with ITC's, but as you had already expended all your fighters on B2 at this point, their transports were able to move without resistance.
Sorry if I was vague, but I had assumed that my wording of the rules regarding retreating were clear enough, as "retreat" doesn't have to be to one specific place. Please feel free to PM me if you feel wronged by anything this update.
Combat Phase of 2209Most of our efforts this year are in the realm of orbital combat. Hoping the Moerth warship was still located at B2, we sent ITCs #2 and #3 there, loaded with our new A-ASF-8s.
We were in luck.
Telemetry was gathered and sent with the launching ITCs as they left Amaok. We had gathered data of their warship's location based on our ITC's last encounter with it. Using some
very broad telescope data along with an extreme amount of hope, we predicted the warship's location when our would arrive. It relied on the IMW not adjusting its orbit significantly, but it worked in the end. In their report, Central Command includes a subtle note that they would
really like better detection and/or communication equipment. We got lucky this time.
ITC #2 was unable to obtain the advantage of surprise. According to the report from ITC #3, ITC #2 was already deploying its complement of A-ASF-8s, but the extremely long deployment time allowed their warship to adjust its heading. Only three fighters were deployed when a volley of Moerth missiles ripped apart ITC #2, obliterating it and the remaining two fighters inside. Of the surviving two fighters, one was destroyed in another missile volley. The last A-ASF-8 began to empty its unguided missiles at the warship, with only one missile ultimately hitting.
Surprisingly, this missile didn't destroy the ship as we expected. The missile detonated as intended and there was massive damage to the ship (according to our pilots), but it didn't cause the warship to be completely destroyed; just crippled. Luckily, it was then that ITC #3's first fighter arrived. We had one more positive missile hit, destroying the Moerth warship.
We've also took the opportunity to perform some basic intelligence regarding Moerth's warship. This is the sole aspect helped by our lack of targeting systems, as when our fighters were close-up and engaging, they took some pictures. The photos reveal that the Moerth warship is clearly based off of an ITC. If anything, it looks like they made some minor modifications to one and called it a day. Rows of missile pods are situated on the front.
With the warship threat dealt with, ITC #3 dispatched its accompanying courier with news of the battle and began shuttle deliveries of ABR-1s planetside. The remaining fighter was deployed to cover the shipment, but no hostiles were encountered. The four A-ASF-8s remaining in orbit were loaded onto ITC #3, and once the shuttles were back, brought to Amaok. ITC #3 made another trip to pick up the remaining A-ASF-8 that had landed on the planet, and arrived just recently. A bit after the battle, our troops reported Moerth transport shuttles bringing down new supplies, and without any remaining fighters, we were forced to do nothing as the Moerth presence on B2 was reinforced.
The Orbital Zone of B2 is now Conflicted.Amaok has lost ITC #2 and 3 A-ASF-8s. These vessels will be unavailable next Combat Phase.With the new ABR-1s distributed to our entire Unit on B2, we started to gain ground. It was only when new a Moerth shipment arrived that the tabled were turned. Their transports to B2 had clearly included another Unit as well as some kind of new weapon. Our soldiers reported amusement at first; what kind of Moerth "invention" could best the perfect ABR-1? But we were surprised.
Rifles shooting
missiles. That's what Moerth is fielding now. Their new rifles are distributed to the bulk of their forces, and instead of traditional rounds, they fire micro-missiles. The missiles are clearly unguided and have limited explosive power, but
Moerth replaced their bullets with missiles. Our soldiers' morale experienced a significant drop when instead of falling over dead, their comrades started
exploding. The rifles - evidently called "Bolters" as heard from multiple occasions of cheering Moerth soldiers - don't have enough explosive power to usually affect more than one person, but the missiles pierce our Kevlar with extreme ease. The part where the missiles explode inside the person ensures a very high fatality rate from Moerth Bolters. Occasionally, we see reports of particular near-misses still exploding in the ground, injuring adjacent troop(s).
But despite this, the battle wasn't a disaster. Their missiles are notably innacurate at range, allowing our ABR-1s to easily wipe up the opposition. In short-range, they intentionally avoid using the Bolters. Though apparently there have been several occasions where Moerth soldiers
did use Bolters in close-proximity, usually resulting in missing hands for the wielder. At moderate range, where their new weapon has a reliable accuracy, we experience much less luck. The ABR-1 can hold its ground quite well against the Bolter, but the lethality of the Bolter, its armor-piercing, morale effects, and damaging near-misses all result in us losing ground at an alarming rate.
This advantage is compounded by Moerth reinforcements. Accompanying their Bolters is another Unit, reinforcing the clear outnumbering tactics that Moerth is embracing recently. With just the Bolters, we would have been able to hold our ground (at least for this year, if not longer), but with more Moerth soldiers in the field we simply start having to retreat.
Their Commander seems to be embracing their numbers and is just sending soldiers straight past the killing zones our ABR-1 marksmen and straight into moderate range where they still outnumber us and begin taking full advantage of their weapon. Eventually our own troops begin adapting slightly more guerilla techniques, with more skilled marksmen lying concealed in the various growths and hurting their numbers by small amounts. In most engagements, we begin to scatter our soldiers. They may be on the winning side in our standard engagements, but the ABR-1 makes many of their victories pyrrhic at best. Close-up, it's a return to the pistols for the most part and Moerth still leaves the victor in the majority of these skirmishes. They can thank that to their continuing minor advantage in pistols.
Miraculously, we just barely hold our ground thanks to the ABR-1 and our standing territorial advantage from last year, but Moerth is extremely close to pushing us out of one of the zones next year. Our Commander is concerned, as while armor countering their new weapon is a good idea, it may be extraordinarily difficult to design armor that can protect its wearer from explosives. If we could build on our long range or at least eliminate their short range advantage, then we may be able to slightly shift the tides of the battle. The Commander does attempt to remind us in his report that while their new weapons are devastating, the ABR-1 remains an excellent weapon on par with it. Expanding our equipment in other areas may be the best idea. Reinforcements would be of huge help here too.
Neither side has gained ground at Planet B2. [M: 1/3, A: 1/3] In the nights on A3 and C3, Moerth troops are evacuated from the planet. For a brief period during this evacuation, their forces begin wielding Bolters, keeping us from stopping their evacuation. But ultimately, Moerth retreats from A3 and C3 and our forces begin to secure the rest of the planets. After next year, our Commanders report they'll have finished the infrastructure on the planets necessary for resource extraction. With an ITC assigned to one of these planets, civilians can be brought over and the ITC can start shipping the resource to Amaok.
Amaok has gained ground at A3 and C3. [A: 3/3] If they hold it for another year they will gain access to the resources here.Moerth forces land on A2 this year, meeting our stationed Unit. This is the first site where our Armoured Spacesuits are tested, and while they give us the edge in pistol battles close-range, their Bolters cut through it just like they did our Kevlar on B2. Without the advantage of our ABR-1, we swiftly lose ground here. The same thing we did last year to them with our ABR-1s is happening to us: Our soldiers are getting annihilated as they desperately try to close the gap to engage with their pistols. It isn't
as bad because their Bolters don't work as well at long range, but it still hurts us a
lot.Our Commander at A2 tells us that some ABR-1s would be
really nice. The Armoured Spacesuits help us by small amounts, but with ABR-1s our Unit on A2 could perhaps hold its ground long enough for a new design to be brought in. That, and the barren terrain of A2 makes our ABR-1s a bit more effective against their medium-range Bolters.
Moerth has gained ground at A2. [M: 1/3, A: 2/3]C2 is the last planet with conflict on its surface. Here, the Moerth troops also seem to receive another shipment of Bolters. Only one of their two Units on the planet begins fielding the Bolters, but it's more than enough and with just pistols and spacesuits, our forces are absolutely demolished.
They no longer use an ITC for transport around the planet, but with their continued heavy advantage from last year plus the introduction of Bolters, it only becomes more devastating for our men.
The Commander is requesting
IMMEDIATE EMERGENCY EVAC NOW. His words. Our forces are all in hiding scattered across various islands and without evacuation they'll certainly be eliminated. He's also requesting some kind of support for the evacuation - shuttles are an obvious thing, and currently our forces may not be able to hold off the enemy if we evacuate. Including better weapons, reinforcements, or orbital support may either help in evacuation or if enough, help us regain some ground. He again requests for a water-based vehicle. "It could also help in other planets like the seas of B2!" he says.
Moerth has gained ground at C2. [M: 3/3, A: 0/3] If they hold it for another year they will gain access to the resources here.Interplanetary Transport Craft: A primitive “shuttle” capable of carrying a unit and basic equipment to another planet. It’s quite large, and built completely in space. Docked to it are SSTO rocket shuttles designed with just enough fuel to carry things to/from planetside and return. However, the lack of large empty spaces in the shuttle and craft as well as limited fuel in the rocket shuttles means it can’t carry “heavy” things. The ITC relies on efficient chemical engines for thrust and powers essential systems via solar panels. While it can still carry units, the ITC cannot carry any item with a minimum weight above 1 CU.
Cargo: 4 CU
Expense: 3x
Resources: Metal, Exotics
A-ASF-8 Light Combat Vessel: A tiny "fighter" designed to intercept threats in orbit and provide limited atmospheric support while being deployed from a transport ship. Its extremely tiny amounts of fuel means it can't leave the vicinity around its mothership and if it heads into the atmosphere, it can't return until picked up by the mothership manually. Has basic jet engines allowing ~10 minutes of powered atmospheric flight, but is still very cumbersome when powered and mostly flies by gliding downwards towards the ground after deorbiting from its mothership's orbit. Has 4 unguided very low-yield missiles that have to be expertly aimed to even have a chance of hitting things. Targets by vision alone; takes huge time to find targets in space+air and is also slow in both space+air. In ITCs, he vessel is deployed via a very long process in which it is manually pushed out of the ITC. Sometimes called an "attack glider".
Weight: 1 CU = 1x
Expense: 6x
Resources: Metal
Printed Pistol: A basic pistol that’s created via advanced 3d-printing techniques, making it very cheap. Unfortunately, its benefits stop there. It’s uncomfortable to use, inaccurate, works at short ranges, and fires very weak rounds. Fortunately, these rounds are still enough to puncture the basic suits and unarmored clothing used by soldiers on the field. Very light. Unreliable.
Weight: 1 CU = 10x
Expense: Unlimited
ABR-1: A simple yet effective semi-automatic battle rifle completely designed in Amaok, using custom-designed ammunition. Works best at a moderate-long distance, but still works well at long and moderate distances. Grows less effective at closer and more long-ranged engagements. Very effective at punching through light Kevlar, but ammo shortages require use of the ABR-1 to be limited in close-range engagements.
Weight: 1 CU = 4x
Expense: 4x
Resources: Metal
X112 Space Suit: A bulky space suit originally designed for the vacuum of space. It’s relatively flexible compared to spacesuits used by earlier space agencies such as NASA, but greatly restricts agility. Its complete lack of armor doesn’t help either. Luckily it’s cheap to produce.
Weight: 1 CU = 3x
Expense: Unlimited
Armoured Space Suit: A version of the X112 with very light Kevlar covering vital parts of the body. Notably increases overall injury survival rate, but wearers will still be heavily wounded by projectiles and the like.
Weight: 1 CU = 3x
Expense: 1x
Resources: Metal
Kevlar Armor & Uniform: Very basic thin-layered and light-weight partial Kevlar armor. Not even a helmet is included. This armor was originally used for security personnel sent with the colonies. It cannot be used in conjunction with regular armor. The facilities for producing Kevlar are still very limited in the colonies, making this armor a luxury.
Weight: 1 CU = 5x
Expense: 1x
Resources: Metal
Radio: Communications are done via basic radio systems. However, the size required means units would have to lug expensive radio systems to planets with them in order to communicate with Central Command back at their homeworld.
Weight: 2 CU = 1x
Expense: 2x
Resources: Metal
Fusion Engine: A huge 1-mile in radius Tokamak-based Fusion Reactor. Produces power comparable to a much smaller conventional power plant. Requires very long and energy-consuming warmup time. Once activated, will start to meltdown, produces extreme magnetic effects in 10-mile radius while stunning people in radius.
PlanetsA1 - 1 Metal Unclaimed
A2 - 1 Exotic A: 2/3, M: 1/3
A3 - 1 Metal A: 3/3, M: 0/3
B1 - Nothing Unclaimed
B2 - Nothing A: 1/3, M: 1/3
C1 - 1 Metal Unclaimed
C2 - 1 Exotic A: 0/3, M: 3/3
C3 - 1 Metal A: 3/3, M: 0/3
Production Line 1: Interplanetary Transport Craft (3/3)
Production Line 2: Printed Pistol (Unlimited)
Production Line 3: X112 Space Suit (Unlimited)
Production Line 4: Kevlar Armor & Uniform (0/1)
Production Line 5: Radio (2/2)
Production Line 6: Armoured Space Suit (0/1)
Production Line 7: ABR-1 (1/4)
Production Line 8: A-ASF-8 (3/6)
Production Line 9:
Production Line 10:
Items covered in [brackets] aren't fully deployed, and the Unit must be sent the design again successfully to fully deploy the item. Partially deployed items still cost an expense level, and attempting to fully deploy it does not cost any expense levels.
Unit 1:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: A3
Unit 2:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: C3
Unit 3:
Equipped: Armoured Space Suit, Printed Pistol
Location: A2
Unit 4:
Equipped: X112 Space Suit, Printed Pistol
Location: C2
Unit 5:
Equipped: Kevlar Armor & Uniform, ABR-1, Printed Pistol
Location: B2
Transports
Interplanetary Transport Craft #1: Unassigned
Interplanetary Transport Craft #2: Under construction
Interplanetary Transport Craft #3: Unassigned
Combat Vessels
A-ASF-8 #1: Under construction
A-ASF-8 #2: Under construction
A-ASF-8 #3: Under construction
A-ASF-8 #4: Unassigned
A-ASF-8 #5: Unassigned
A-ASF-8 #6: Unassigned
It is now the Design Phase of 2209.