Plan A was picked to break the tie as Plan Tiebreak involved sending a transport to transport metal. At the moment, you're unable to do that because of the ITC's max weight limit being incompatible with the weight of the resources.
Next time, a bit more descriptiveness regarding plans would be nice. You only needed one ITC to bring your four available fighters to A2, but as you said "all transports" I split the 4x fighters between two ITCs.
And just to clarify:
In space, short range is knife fight distances, medium range is visual distances, long range is the point where two ships can't reliably see each other unless they know
exactly where to look and have a pretty good zoom function on their cameras.
Combat Phase of 2212This year, orbital combat occurred exclusively over the barren planet of A2. It was clear even before we had any sign of Moerthi vessels at A2 that combat would happen. A2 is a strategical necessity for the sake of Moerth's stranded ground forces at A2. If they secured the orbit of A1 and A2, they could start bringing over supplies to their troops on A2.
The orbital combat does not go well. Two ITCs were sent to A2 along with a complement of two A-ASF-8s each, and there were no surviving ships. We only know what we know as an ITC managed to evacuate some of its crew via shuttle moments before destruction.
It started with a surprise attack. As the ITCs were hunting around the expected location of Moerth's fleet, a volley of missiles impacted the first ITC, blowing it and its fighter complement apart. The second ITC desperately began scrambling its fighters and already began evacuation processes. No fighters were even ultimately deployed, as another missile volley destroyed the second ITC just after it sent out a single shuttle with some of the lower-ranked bridge crew. The captain did not survive.
All the crew report seeing is camera visual confirmation of two Moerthi destroyers - a first, considering we've only ever seen one at a time before.
Central Command is very unhappy with the situation. They doubt any hope at victory even if we had the Venture-Class and two more A-ASF-8s out from the drydock and with the fleet. We've been completely eclipsed by Moerth's assets in space. Their destroyers are simply too durable for our weapons. This battle was mostly lost via our lack of early warning, but even then. If we had the drop on Moerth's forces, we know that we need unusual amounts of missiles in the exact same places in order to down a Moerthi destroyer, and they only need a couple to easily destroy a Venture-Class or an ITC.
Something's desperately required at space. Central Command is well aware of your more theoretical projects, and would really like for them to either become useful now, or for you to focus on something a bit more practical.
The orbit of A2 is under Moerth's control. Moerth can resupply their forces at A2.Amaok loses ITC #1, ITC #2, and 4x A-ASF-8s.In A1's cold mountains, we're being brutally crushed as well.
Our forces sent are almost a token force with the bare minimum in equipment. Moerth, on the other hand, has not taken lightly how close we are to their front door. Whereas we just sent Unit 3 with the Armoured Spacesuit and the Printed Pistol, they have two Units with Bolters, their better pistols, and we even saw use of an interplanetary radio! Some officers even report sightings of a new Moerthi shuttle. It's obviously designed to shuttle goods to an ITC-like spacecraft, but exclusively moves Moerth's forces across the planet. Their Units arrived in different shuttles - the standards used by every ITC.
Our soldiers valiantly attempt to make assaults through the mountain passes. While we initially see success in these battles against a merely pistol-armed unit, their bolters aren't far off and quickly arrive to turn the tides of battle. Nearly every assault ends in retreat, and our rare victories are pyrrhic at best.
Moerth manages to brutally hit us. Their soldiers align in formation on high ground next to where our troops lie. Bolts rain down from the sky, annihilating our camps and troops. Our soldiers' pistols can barely even reach them, let alone do any serious damage.
Wiithout supplies from Amaok, the men are forced to attempt living on sparse rations, the extremely rare "food" native to the planet, and stealing from Moerth's camps. It's never enough any many die from starvation. Even smaller goods like blankets to protect against the brutal cold, and patches for suits and tents hurt us. There are numerous reports of deaths from the elements.
Our Commander is extremely worried. Our soldiers are relegated to hiding in caves hoping they aren't found. If evacuation doesn't come as soon as possible, then our men will either be captured or killed by Moerth's military. He doesn't think there's any way to salvage this. The Commander is requesting immediate evacuation covered by military escorts.
Moerth gains ground on A1. [A: 0/3, M: 1/3]Despite this, we see success in the wastelands at A2.
Unit 1, equipped with the ABR-1M in addition to the standard gear, is prepared for the wasteland combat of A2. Whereas Moerth keeps their poor-at-long-range Bolters in play and even evacuates a Unit from the planet, leaving just one to fight our troops.
Nearly ever engagement is fought across long stretches of empty land marked by the occasional small rock formation. Moerthi soldiers tend to stick to these formations as cover as they attempt to make a slow advance across the ABR-1 kill fields. Of course, this doesn't work out effectively for them. By the time Moerth makes it into ranges where their bolters are truly effective, we've already whittled down their forces to the point where they can't put up much of a fight anymore.
Occasionally they manage to sneak up on our camps or patrols and see frequent victory there, but thanks to the vigilant watching of our sentries, we manage to keep the fighting primarily limited to the places where we excel.
The Commander believes that Moerthi reinforncements are likely, and some kind of weapon for close range or to further our advantage in this envrionment would be great for our performance here.
Amaok gains ground on A2. [A: 3/3, M: 0/3]. If they hold it for another year they may advance to A1 and gather resources from A2.At the varied terran landscapes of B2, our forces actually make progress.
Last year was overall a success for us here. While we couldn't gain a significant amount of ground, we were making progress. Frequent Moerthi ambushes and stealth raids make dents in our efforts here, but ultimately our forces remain strong enough to march over Moerthi camps and fortifications, gaining land in the process.
But this is largely due to our number advantage. B2 isn't particularly conductive for longer range skirmishes, and as we all know, Moerth's bolters tend to overpower the ABR-1 at any range below medium range. Considerations are likely required if we are to continue winning here.
The Commander of B2 requests ways to fight Moerthi's stealth and guerilla advantage here. Or anything - there are plenty of things to help at B2.
Amaok gains ground on B2. [A: 2/3, M: 1/3]In C2's oceans, we're starting to be forced back.
The only change in the fighting is the arrival of a Moerthi ITC. Prior to its arrival, our soldiers managed to adequately defend larger islands with the ABR-1 but not assault the smaller islands, keeping the fighting at a stalemate. Yet with the arrival, Moerthi soldiers can assault our held islands without our fortified soldiers gaining the opportunity to contribute to the defense by sniping Moerthi rafts with ABR-1s.
We frequently manage to shoot down shuttles via judicious use of firepower, but ultimately Moerth begins to gain ground. It's not enough for a significant difference this year, but if it continues into next year Moerth will see the conquest of the planet.
Our Commander would like more considerations towards defense or some kind of aquatic vehicle for C2.
No side gains ground on C2. [A: 1/3, M: 2/3]Research CreditAn esteemed scientist thought lost in the beginning days of the colonization has contacted Central Command from an unknown location in the system. Apparently, they're willing to work for the most innovative side. The scientist has stated his intention of going to a colony to see their biggest technological achievement, and the side with the most impressive accomplishment will gain his support. He doesn't care as much about practical usage and the like as much as the sheer scientific achievement of whatever is shown to him. Central Command believes his intellect is worth a
Research Credit (Roll twice for each roll in a design or revision, and choose the better number each time).
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 (Individual item max of 1 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: Two stage radar-guided missile twice as big+heavy as the standard missile with IFF closest-target guidance. If pointed at a target, it can reliably hit. Possesses a low-yield explosive payload with a small area of effect good at disrupting unarmored ship hull and not much else. Fins and streamlining allow it to work effectively in the atmosphere. Long-range.
Songbird-AP: A variant of the Songbird missile with a shaped charge capable of easily punching through layers of armor.
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.
Metallic Hydrogen Superconductors: A very cheap superconductor. Requires dedicated cooling (Very roughly 1:4 superconductor:cooling ratio in terms of volume) and serious power input for cooling, but when cooled, the HyMet Superconductor works just as intended. Tends to "disintegrate" under impractical extreme power loads that shouldn't ever be reached. The required cooling isn't major, but because of the insulation, constant cooling required, and the fact that the entire cable needs it, it needs as much equipment and power as it uses. Doesn't require a Production Line.
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: 3/3, M: 0/3
A3 - 1 Metal A: 3/3, M: 0/3
B1 - Nothing Unclaimed
B2 - Nothing A: 2/3, M: 1/3
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: Under Construction
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: Unassigned
A-ASF-8 #4: Unassigned
A-ASF-8 #5: Under Construction
A-ASF-8 #6: Under Construction
Venture-Class "Grand Buck": Unassigned
It is now the Design Phase of 2212.