There's a reason why we use vote quotes, people.
Because someone +1'd it earlier, I'm going with RAM's plan.
Also, in the future for strategy stuff, please either highlight the changes from last year or only include that stuff. It makes organization for me much easier.
Combat Phase of 2211This year is the first where our orbital forces see fleet action. It isn't exactly a great battle for us.
The skirmish occurred over the barren lands of A2. Reportedly, the
Grand Buck Venture-Class confirmed enemy presence in the area via radio interceptions. Like last time, the crew wasn't able to determine the location of the Moerthi vessels, but they did dispatch a visual warning to the accompanying ITC
Girthy Stag. The Girthy Stag, with this warning, began the overly long process of scrambling its sole fighter.
Eventually, their ships come into visual range. All three A-ASF-8s are scrambled at approximately the same time thanks to the advanced warning the ITC had received. The Captain of the
Girthy Stag reports two sighted Moerthi ships - their larger ship we first saw last year, and their earlier vessel based off of the ITC that we had destroyed. The ITC-like vessel was further off and somehow even slower turning than their destroyer which was performing the same turning maneuvers as last year.
We fired the first volley of missiles with the first two A-ASF-8s in range, both from the
Grand Buck. We believe three missiles out of the four hit their targets. The destroyer was the recipient of all three, as it was the only target within range. And of course, the missiles didn't destroy it. The Songbirds hit two sites, with two missiles both sharing the same part of the vessel. Yet all this dead was cripple the destroyer's turning abilities.
The destroyer fired a small volley of four missiles in return. One missile just grazed by one of our A-ASF-8s, but otherwise we didn't suffer any casualties or damage.
Just as the third A-ASF-8 was approaching firing range, their older battleship opened fire. We had forgotten how many missiles this thing had. The onslaught was almost intelligent as our A-ASF-8s were picked out by individual missiles while the rest split up between the
Grand Buck and
Girthy Stag. The Venture-Class
Grand Buck first got hit by one missile, merely damaging it. But just when we believed it was over, the captain of the
Girthy Stag reports the vessel got hit with multiple additional missiles, completely destroying the Venture-Class. Our ITC survived, however.
Our last surviving fighter still held its two missiles, however. While their remaining operational vessel went through a lengthy reload vessel, the A-ASF-8 closed the gap and let loose of both its missiles that would hit the target, destroying it. Anxious to get out of the area before their destroyer could make field repairs and nearly out of fuel, the A-ASF-8 glided down planetside while our ITC continued retreating to Amaok.
Without the captain of the
Grand Buck present, we're only able to listen to comments from the ITC captain. He believes that our main problem here was firepower - our missiles are extraordinarily accurate, but we just don't have enough of them and they don't do enough. We had
three missiles hit their destroyer and all it did was take down most of their thrusters! And the four missiles fired at that time comprised two thirds of the total present armament we had brought to the battle.
Either more guns, missiles, or more destructive missiles, says the captain.
The orbit of A2 is under Moerth's control.Amaok loses the "Grand Buck" Venture-Class and 2x A-ASF-8s.Beneath the orbital skirmish, fighting on the ground of A2 continued. Unit 3 just barely managed to leave as ITC
Massive Stallion picked them up before the Moerthi vessel finished field repairs. But with the evacuation of Unit 3 comes Moerthi reinforcements, switching the numerical advantage from last year.
We receive many positive reports of the new ABR-1M, but it doesn't help us enough in the end. We can pick off numerous Moerthi soldiers from the distance, but with their numerical advantage, it isn't enough. More of our soldiers die each week to long-range bolter fire as the simple volume of it increases. Our troops have again come to fear the Moerthi suicide run again, with their soldiers charging past our long range ABR-1M defenses but this time including suppressing bolter fire in the mix. No new designs are fielded by either side this year other than our ABR-1M, but their overwhelming numbers take advantage of the already stalemate-like situation we would have had if it was one-on-one.
If that wasn't enough, our officers are reporting
orbital bombardment. It's not particularly effective, but perhaps once a week there's at least one report of a Moerthi missile hitting somewhere near our camps and killing some number of people.
The Commander here is somewhat stumped. If the numbers were one on one here, we could have held a stalemate. But with our numerical inferiority and inability to perform well at close-range, we're losing ground at A2. Scopes would be nice, remarked the Commander. As nice as our ABR-1Ms are at range, they're not quite effective as sniper rifles without a scope. Something to help us at close-range would be a huge help as well. Or just reinforcements at least?
Moerth gains ground on A2. [A: 2/3, M: 1/3]We do gain the upper hand again on B2, though! Half of Moerth's forces on the planet were relocated to another site and our troops begin taking advantage of the situation.
Initially, we start advancing on their fortifications. It goes well at first, as we can take out most of their defenders at long-range then begin closing in while keeping the pressure on them. But they quickly start using the terrain to their advantage. Through more stealthy maneuvers, they start their engagements close-up where their bolters are the most effective. In the jungles and forests, their bolts can take down trees and set the brush alight while our marksmen experience difficulty taking down Moerthi soldiers through the many obstructions.
Despite this, we have the advantage. Our ABR-1Ms prove very useful on B2 as the occasional breakdown and frequent losses of equipment are easily remedied with new parts to replace breaking and lost ones. We outnumber them again, and through very careful advancement as well as accepting the unavoidable losses, we can slowly start taking land again. Unfortunately, it won't be this year.
Our Commander here is glad to be on the advance again. Our losses and disadvantages here stop us from taking serious amounts of land, but with time we'll push through and claim new lands. Increased effectiveness at close range would be nice, according to the Commander's report. Or some method to at least keep them away from close range encounters.
No side gains ground on B2. [A: 1/3, M: 2/3]Nothing changes in the sea-based fighting on C2. Our soldiers remain entrenched on the larger islands, taking out Moerth's attempts to retake the islands at range with the occasional medium-range skirmish when they manage to make it to the beaches. With no new designs affecting the fighting at C2, nothing changes and it remains a stalemate.
Both Moerth and we transport some of our C2 forces off-world, keeping the relative force numbers roughly equivalent.
C2's commander is
again requesting sea-based vehicles. They're practically begging for it at this point.
Anything that could be used at sea would be of huge help here!
No side gains ground on C2. [A: 1/3, M: 2/3]Long-range reconnaissance shows a Moerthi presence on C1, next to their homeworld. Without any military presence there, we're left to simply watch them secure the planet from afar.
Moerth gains ground on C1. [A: 0/3, M: 1/3]At the beginning of the year, forces were landed on A1 while we still had A2 secured.
This may have been a mistake.
With the fighting on A2 escalating and ground lost, Unit 3 is left stranded without a supply line on A1. Moerth is practically next door to the planet, so any Moerthi forces will without a doubt have a straight line to A1 and can thus crush our forces here. The Commander is reportedly fortifying what he has, but he doubts they'll be able to survive any kind of assault unless we take back A2 and restore the supply line to A1. At least we've done the same for Moerth on A2, but that's certainly going to provoke them. Central Command is heavily recommending evacuation unless there is 100% confidence in regaining A2 next year.
Amaok gains ground on A1. [A: 1/3, M: 0/3]Central Command is getting mildly annoyed with your nonfunctional theoretical designs. They really like the idea of a fusion engine, but that massive project which you spent a year and extreme amounts of resources building out in the middle of nowhere on Amaok is starting to gather dust now.
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
Venture-Class Combat Transport: A somewhat small vessel fitted with two launch bays capable of quickly launching stored small craft. Has a basic radio suite allowing for communication with local radio-equipped ships or planetary ground forces, but not interplanetary communication. The Venture-class uses one large chemical thruster to obtain relatively poor speeds, and a reinforced skeleton can possibly keep the ship intact with some damage. Like the ITC, the Venture-Class cannot carry any item other than a Unit with a minimum weight above 1 CU.
Cargo: 2 CU
Expense: 1x
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, the 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
"Songbird Banshee" Radar-Guided Missile: A missile variant that's twice as heavy and big as our standard missile. Uses radar guidance and two stages to acquire new targets. Has IFF functionality and targets the closest non-friendly radar entity. Can manuever in limited amounts, to the point where if the target isn't performing effective evasive maneuvers and the launcher is pointed at the target, it can reliably hit. Carries a low-yield destructive payload which can reliably breach unarmored spacecraft but isn't effective on the ground unless directly fired at a ground target. The first stage provides a boost and the second limited cruising, and fins allow it to work effectively in-atmosphere. Doesn't require a Production Line, but has to be assigned to missile-using designs.
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-1M: 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 and other armor. The gun is entirely modular, with each part of the gun (not just attachments) being easily removed and attached. Hot-swapping and repair can be done effectively in the field and the creation of new modules or attachments taking advantage of this is quite easy. Its modularity makes field repairs and storing on one's person extraordinarily easy, somewhat increasing combat effectiveness. The rifle has an automatic firing mode, but its prone to frequent jamming and is notably inaccurate. Ammo shortages require use of the ABR-1 to be heavily 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.
Magnetic Reactive Armor: A useless piece of high-tech armor which attempts to slow incoming projectiles using magnetic pulses. Superconductors generate an electromagnetic field when hit by a projectile, slowing it. But it notably decreases armor piercing of projectiles and requires extreme amounts of heavy equipment set up behind it, making it nonviable for anywhere but a lab environment. A constant charge must be provided to the outside plate, the superconductors must be constantly cooled, and capacitors have to provide energy to create the electromagnetic effect. Can only generate a pulse every thirty minutes, given access to a city-scale power grid.
PlanetsA1 - 1 Metal A: 0/3, M: 1/3
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: 2/3
C1 - 1 Metal A: 1/3, M: 0/3
C2 - 1 Exotic A: 1/3, M: 2/3
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: Venture-Class Combat Transport (1/1)
Production Line 6: Armoured Space Suit (0/1)
Production Line 7: ABR-1 (1/4)
Production Line 8: A-ASF-8 (4/6)
Production Line 9: Radio (2/2)
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: A2
Unit 2:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: C2
Unit 3:
Equipped: Armoured Space Suit, Printed Pistol
Location: A1
Unit 4:
Equipped: X112 Space Suit, ABR-1, Printed Pistol
Location: B2
Unit 5:
Equipped: Kevlar Armor & Uniform, ABR-1, Printed Pistol
Location: B2
Transports
Interplanetary Transport Craft #1: Unassigned
Interplanetary Transport Craft #2: Unassigned
Interplanetary Transport Craft #3: Unassigned
Combat Vessels
A-ASF-8 #1: Unassigned
A-ASF-8 #2: Unassigned
A-ASF-8 #3: Under Construction
A-ASF-8 #4: Under Construction
A-ASF-8 #5: Unassigned
A-ASF-8 #6: Unassigned
Venture-Class "Grand Buck": Under Construction
It is now the Design Phase of 2211.