Combat Report Summer 1962As Summer approaches and the frequency of poorly-maintained ICE-conduit malfunctions increases, Mereth's MAGMA faces a serious heat problem. Deaths from the heat are all too common, and it's now all but an open secret that the (literal and metaphorical) upper classes of MAGMA keep their own large-scale yet still illegal ICE tanks as insurance against conduit failure.
MAGMA government relief forces have begun using watered-down ICE throwers filled with STABIL-ICE to manage areas where the coolant network has failed. Consistently spraying STABIL-ICE can keep an area at a stable temperature while maintenance crews fix the pipelines, though casualties before STABIL-ICE is applied in time are still very high.
Despite this, MAGMA becomes the most populated city in Mereth this summer. The cheap real estate and escape from the Merethan cool is all too tempting for the citizens. The Merethan government begins publicly considering a grand-scale public works project that would facilitate transport across MAGMA, but this is quickly stalled politically due to the still-nonexistent tech and general high cost. Still, hopes remain high.
Goldeneye Operatives in Aratam report the successful elimination of the terrorist group responsible for several ICE-bombings across Aratam. The terrorists had claimed to fight for a return to democracy in Aratam, Mereth claims that the ICE was illegally obtained via unknown measures; but Aratam's government remains skeptical.
Again, the government gives all thanks to the B.E.O. for their successful operation. The terrorists are quickly sentenced to death, and are shipped off to the Refinery to be of use to Aratam.
Recognizing the immense success of the B.E.O., Aratam begins deploying plainclothes Goldeneyes in cities to "stop common crime just before it happens." An official poll of the citizenry reports happiness and safety is at an all time high, thanks to the Necrostate's innovative new policies and the protection of the B.E.O.!
The DesertThe Desert doesn't feel like a desert to anyone fighting there. Soldiers of both sides have become accustomed to the familiar frozen sand crunching under their feet. Trenchdiggers often carry pickaxes to break through the layer of ICEd-sand lying in their way.
But the heat remains.
Especially during summer. Bear Armor sees a noticeable drop in deployment as heat stroke inside the insulated full-body metal armor sees extreme spikes. Aratamite vehicles also suffer from the heat and even occasionally overheat, but nothing like Mereth's Bear Armor.
Ettins are now a formidable opponent to Mereth's overly-enthuastically-named "Armored Division" comprised entirely of Bear Troopers. Bear Armor
does have surprising toughness in the face of the new guns - soldiers occasionally survive direct hits, even if their armor is scrapped in the process. Near-misses do little to the COMBAT Plating-equipped troopers, as well.
But the Ettin's turret is armored, has two guns, is on a tank, and is automatic. Now that Bear Troopers can no longer just spray the turret with autocannon fire, they've lost an extremely important tool in dealing with Ettins. Autocannons can still occasionally pierce the armor (and RPGs can still do a number on the Ettin), but not before every individual Ettin leaves large amounts of destruction in its wake.
With the increasing usefulness of the Ettin and the continued lack of anti-personnel options, the Hydra is a much rarer sight.
In pure infantry-vs-infantry, Mereth does quite well. While their performance is significantly hampered by the temporary decreased deployment of Bear Armor, the Tesla Rifle is no longer as formidable as it once was. Before, its long load times and
Expensive nature was compensated with substantial area of effect and a guaranteed kill against Bear Armor troopers. But now? Aratamite Tesla Troopers are reduced in significance. A single Bear Trooper is often disabled, but not killed by a Level-3 Tesla blast, but if they're near anything else with COMBAT plating that can share the load, they can get through with just damaged armor and continue fighting. So Tesla Troopers are forced to either target the rare lone Bear, or coordinate their fire to take advantage of the damaged armor. The Tesla Rifle is still very useful, just not as nearly as it once was.
The Osprey is also still not useless, but even shots that pass Bears' shields are no longer guaranteed kills -- instead, Osprey magnetic-assisted shots just melt a small portion of COMBAT plating. Multiple lucky powered shots are required to down a single Bear Trooper. Fury-enhanced Aratamites are, well, enraged by their further uselessness.
But Aratam learns quickly. Tesla Troopers are condensed into squadrons composed entirely of Tesla Rifle-wielding soldiers that spearhead advancements along with Ettins, with the other Osprey-equipped soldiers relegated to dealing with Bears that already had their armor melted by Tesla blasts or Ettin turret shots. Aratam
is aided by the decreased commonness of Bear Armor for now, though.
COMBAT Plating also finds its weakness.
The Red Sky.
COMBAT plating is not prepared for a weapon that works based off of heat, and especially not one that works off of
continuous heat. It's not
useless against the incendiary payloads of Red Sky missiles, but it loses its characteristic advantage. The Sarukh is greatly reduced in advantage as it's beaten in nearly ever way by constant Red Sky bombardment.
Penguin missiles, however,
increase in usefulness as they're used to tactically eliminate Red Sky launchers. Red Skies launchers find themselves the most common deployment spot of Goldeneyes, which at this point have been reduced to glorified canaries. Penguin missiles miss the launchers often enough, mostly thanks to Goldeneyes, but through volume Mereth makes sure to give every deployed launcher a relatively short lifetime.
Excavators aren't as useful either in the Desert, as the sand makes burrowing much more difficult, and near-surface burrowing is
extremely obvious. Goldeneyes posted on patrol often find the rest trying to slip through unnoticed, but every now and again Mereth troops manage to surprise Aratam from behind.
In air, Mereth regains their dominance as the Spearhead-B goes back to
Expensive. The Blizzards still have to spent a hefty amount of time intercepting Aratam's airforce, but still find opportunities to bombard wherever Penguin missiles can't reach.
Maybe if Mereth's Bear Troopers didn't rapidly overheat (
especially in the Desert's summer), they'd have a better shot, but for now Aratamite Ettins rolling across frozen sand push Mereth back into the refreshing coldness of the mountains.
Aratam advances in the Desert.
[M: 0/4; A: 4/4]The PlainsMereth finds itself in a tough spot here, just like the deserts.
Aratam's Ettin still reigns supreme. The Red Skies still burn through Mereth's armor. Mereth can deploy
more (still not 100%, as it
is Summer, desert or not) Bear Troopers, and these Troopers make every Aratamite infantryman's life a frozen hell, but it's not enough to deal with Aratam's armor advantage and newfound artillery advantage.
Mereth just can't do enough damage to Aratam's armor at range. COMBAT Plating is a godsend when it comes to facing infantry, but at the scale of a Bear Trooper it doesn't do enough against Aratam's bigger guns. And without any serious weapons or armor, Mereth is nearly helpless against any Ettin sighted.
Excavators here are the most useful they've ever been. Completely resistant to artillery, and able to position ICE Thrower-equipped Bears where they can sneak up on and ICE Ettins, they serve as a very versatile ambush and transport tool. Aratam struggles to account for the Excavators with their Goldeneyes, but still edges out ahead.
Aratam marches across the plains, leaving melted metal behind. But not without facing significant resistance every step of the way.
Aratam advances in the Plains.
Plains: [M: 1/4; A: 3/4]Challenge!As the war continues and the impact is felt harder in the home cities of both Mereth and Aratam, both governments begin to worry that their citizenry may be growing critical of the war. In order to prevent this from affecting day-to-day military operations, they've tasked their R&D departments to handle this. After all, a more war-supporting populace means more funding can be allocated to R&D!
Whichever side that comes up with the best propaganda pieces (in any media form) will win a
Research Credit, allowing that side to roll 3d4 for a design/revision and choose the best two dice. One submission per person, and they must all be posted in the Core Thread.
[M: 2/2; A: 0/2]
Mereth: The majority of Mereth's population live in this area in the Tundra, surrounded by a plethora of natural resources making the climate much easier to bear.
2 Ore 1 Oil[M: 4/4; A: 0/4]
Tundra: A frozen landscape with few features. The more northern land starts to be more populated with features facilitating human life, allowing the development of a bustling civilization.
[M: 4/4; A: 0/4]
Taiga: A large snowy forest. Cold, but full of life.
[M: 1/4; A: 3/4]
Plains: Largely flat terrain full of grass and the occasional hill.
[M: 0/4; A: 4/4]
Sea: Relatively shallow water with beaches next to the Plains and Swamp perfect for ports. Control over this region allows ship-based support (not cargo or troop landing) to be rendered to your forces everywhere but the
Taiga and
Desert.
1 Oil[M: 4/4; A: 0/4]
Mountains: Treacherous (and often narrow) mountain paths with extreme height differences, the coldest weather on the continent, and only the rare passage viable for anything above small-scale movements.
1 Ore[M: 0/4; A: 4/4]
Desert: Desert terrain facing little rain and fairly hot temperatures.
[M: 0/4; A: 4/4]
Swamp: A swamp, filled with large stretches of shallow still water, lots of bugs, and lots of swamp-y plants and fauna.
[M: 0/4; A: 4/4]
Jungle: A hot and humid jungle (and rainforest) filled with trees obscuring the sky from the ground. The northern land begins seeing a few clearings, perfect for human habitation.
[M: 0/2; A: 2/2]
Aratam: Cities surrounded by jungle with plenty of natural resources and conditions fit for relatively comfortable living.
2 Ore 1 Oil