NEB1: One Thousand and One Ways to Die

On the other hand, you would be able to destroy Green much more easily. You would then be able to turn on us and, if Red could be held off, crush us.

Or, I could crush you now. :evil:

ORDERS SENT. INITIATIVE GAINED.
 
Do I get any bonus for posting orders in the thread Daft?
Orders edited in at 8:21 EST.
Spoiler ORDERS :

YOU HAVE, NOT TEN, BUT THREE SECONDS TO LIVE IF YOU ARE IN COMMAND OF THE DOOMED ORANGE TEAM IF YOU OPENED THIS THREAD!!!

Spoiler REAL ORDERS :

Anyways, like the fellow about me, INITIATIVE GAINED...
Or at least on Orange.
Charles Li agrees with this operation again.
Also, this is all subject to change depending on what happens regarding the mercenaries.

Orders Dispatchs from General(Hell Ya, GENERAL now) Matt0088:
Spending Orders:
Spend $2 on a airstrike, save the other dollar.

Operation: "Final Judgements of the Heretics": (Continued)
Objectives: (In orders of importants)
1. Destroy, or at least keep them from moving, the orange trooper at C2 and the D3 StuG. Its important for them not to interfear with units involved in the attack on C4.
1. (Tyed for First) The destruction of at least 2 of the orange units in C4. As well as the occupation of C4 taking no less than 1 unit casulties.
2. Take the airfield at C5.
3. Taking Orange HQ and destroying all units there.
Assigned Forces:
Because I’m lasy and don’t have much time, only the E4 trooper isn’t involved. That makes 14 units involved in this operation.

Operational Timeline:
1. Bullets are back!
  • Have the HQ Militia disband to speed up the rebuilding of the HQ.
  • Have the C1 heavy trooper and D2 troopers attack from the west and south to outflank and destroy the C2 trooper. Use of overwhelming force is authorized if necessary. If the attack goes smoothly but the attack on the orange Stug does not, have the two troopers lend their help there.
  • Have E1 and the F2 troopers attack the D3 StuG from the west and south to outflank and destroy it. Use of overwhelming force is authorized if necessary, this should be easy, as the StuG is heavily damaged. If this attack goes smoothly but the attack on the Orange C2 trooper doesn’t, have the two troopers lend their help there.
  • THE MAIN EVENT: Have the C3, B3, D4 light tanks and the D4 and D5 troopers attack all the orange units in C4 from the northwest, west, south, and east from the airfield which the two troopers will be sent to capture first, then attack C4. Also have the purchased air strike attack C4. Use of overwhelming force is urged; even if one units are lost, at least two orange units MUST be destroyed. They Heavy Artillery will help on the attack in C5 by firing one of it’s’ attack action there.
  • They Heavy Artillery will help on the attack on C4 by firing one of it’s’ attack action there. The Engineer unit will help the Heavy Artillery the whole time. (Is that what it does?)
  • Have the F2 supply Truck drive to E4 and help in on the C4 attack if possible.
  • Have the B3 Flakker stay where it is and fire some cover fire at the Orange HQ. Its goal is to try and keep orange units in the HQ to stay there.

2. And bullets are here to stay!
  • Once this attack on C4 is over, the attack on Orange HQ shall begin. First, the Heavy Artillery will fire its final attack action on Orange HQ. Meanwhile, the Flakker will attack from the west, while two healtier light tank attack from C4 from the south, while a light tank and 2 troopers will attack from the east after they move into B5.
 
Thanks :)

EDITS/FIXES/ADDITIONS TO UPDATE, reposted here:

bg-09_002.png


-> Another mercenary group has arrived in Soldia. Unlike the others employed by Orange army, the SturmSöldner Free Company does not do things subtly. It consists of one custom heavy tank unit, modified for extra terrain handling, and one custom flakker unit with extra rapid firepower. They are open to negotiations but will require at least $1 a turn in payment.

*Orange units weren't quite so fast in moving out. I meant to say that Red' artillery was a little inaccurate due to firing at maximum range.

*Aqua's artillery was in action, and they have reinforced with a light fighter unit at their HQ.

*The Octopus are not armed with guns! (exchange fire?) but they do have big tentacles.

Reminder: repairing takes a whole turn, with no moving or firing allowed. Same for digging in. This is done on purpose. The idea is that it's not possible to keep fighting all the time without ruining your army in the process, so there is more room for manoeuvring and scheming. Aggressive attacks can work, but it may be better to try to preserve your forces, make defended areas were units can retreat to regroup in safety over a couple of turns, and then return to the fight, instead of being totally destroyed forever.

Again, the yellow/orange/red 'sparkles' are there to represent damage. If this is hard to see then I'm open to suggestions about how to represent damage levels and etc…

---

FINAL CHANGES/SIMPLIFICATION TO UNIT PLACEMENT RULES:

LAND UNITS -> start at HQ or any adjacent square.
SEA UNITS -> start at any water tile adjacent to HQ, or any friendly-controlled port that can trace an unobstructed line of supply back to HQ.
AEROPLANE UNITS -> start at any friendly-controlled airbase that isn't cut off from HQ. Light fighters can also start at HQ and can then rebase to anywhere without terrain icons such as the forests, hills, mountains etc. They can also rebase to cities and ports, using main roadways to takeoff and land.

PROPOSED NEW BUILD OPTIONS: (feedback extremely welcome!)

Spoiler :


displayunits.png


--- Infrastructure: ---

Airfield: $4 + $4 for every other new airfield you have already built
Placement: Any land square without existing buildings, without a mountain terrain icon, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Provides a base of operations and a spawning point for aeroplane units. Gives $1 a turn income.

Airfield: $4 + $4 for every other new port you have already built
Placement: Any land square without existing buildings, on or adjacent to the coast, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Provides a spawning point for naval units. Helps to repair adjacent naval units. Gives $1 a turn income.

Arms Plant: $4 + $4 for every other new arms plant you have already built
Placement: Any land square without existing buildings, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Random (33%) chance to produce special weapon or armour upgrades that can be used for individual units. Also gives $1 a turn income.

Mining Facility: $4 + $4 for every other new mining facilitiy plant you have already built
Placement: Any land square without existing buildings, with hills or mountain terrain icons.
Special: Random (?%) chance to discover special ores that can be taken back to HQ on supply trucks to give a bonus of between $2 and $6. Also gives $1 a turn income.

Scientists: $3 + $1 for every other scientist you already have
Firepower: low
Toughness: low
Range: 1
Movement: 3
Special: Counts as an infantry unit with minimal combat abilities, but can be captured by the enemy. When at HQ, has a random (50%) chance of making progress in certain special projects which can be organised via PM. Can also make completely random discoveries, although rarely. When moved to an arms plant, they increase the chance of special unit upgrades being made. At mining facilities they increase the chance of special ores being found. On the front lines, they can help to find counter-measures to any special weapons employed by the enemy. They can also move across the map to investigate any random special events.
 
As always, my baised opinion is that you shouldn't be able to build buildings, however, I know they will be implemented, so my only suggestion is that non-original airfield will not be able to support, heavier air units, like a Heavy Bomber. This goes for ports too, maybe they can't support Battleships. Other than that, buildings are fine, but, Scientists... are, well, weird. As for damage markers, I find it hard to tell the difference between yellow and orange damage levels. Maybe make orange blue for some contrast?!?
 
I am okay joining at such a bad time. I knew what I was jumping into. It wouldn't be as interesting if I started behind the lines of an already powerful side. Less action there...sometimes.

As for the deals offered:

Green Guerrilla Command (GGC): Is deliberating on it now, and shall have a response soon.
 
@Matt0088, sorry for ignoring you. I used quick reply and hadn't refreshed the page in a while :)

Im counting orders as kinda being in real time. If you post before your enemy does, then your units might be able to suprise the enemy and get your attacks in first.

I take note of your opinions, I'm not sure about these things myself but want to see what people think...
 
I definetly need those mercenaries! But then I'd have no money :(.
Hmm... I still think that the buildings are too cheap. Sientists I think should be special, like supply trucks. I don't know when they should be made, but I think it might work better. And you didn't put a discription for highland cows :p. But still, it'll be interesting to have buildings, even though I won't be able to build anything for a loooong time.
And I hear ya, Tuxedohamm. I have quite a challenge ahead of me, but it's a fun challenge. But at least for me it's a somewhat reasonable army verses one nation. You're a small group of rebels inbetween two of the world's three superpowers!
 
Cobra Co-Commander Two finished reading the update off the screen in his dark computer bank. He silently rose, eye twitching slightly.

SQUIRRRRRRRREEEEEEEEEEEEEELLLLLLLLLLSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
Now that its dark, I can easily see the different between the yellow and orange damage markers... WEIRDDDDDDDDDDDDDDDDD..................

Also, Aqua, where areth thow? We require your answer to our diplo on page 9 by Charles.
Also, I edited in my sloppy orders at post 201, don't miss them!!!
May edit in a story later...
 
Now that its dark, I can easily see the different between the yellow and orange damage markers... WEIRDDDDDDDDDDDDDDDDD..................

Also, Aqua, where areth thow? We require your answer to our diplo.
Also, I edited in my sloppy orders at post 201, don't miss them!!!
May edit in a story later...

Under the circumstances, agreed.
 
To Thlayli: But the first one won't. That's four cheap buildings (at least in my opinion). I think the initial cost should be raised but the additional cost should be lowered.
Daft, you still haven't sent me my secret PM stuff. I can't post my orders without it, and I'm starting to loose inititive :(.
BTW I didn't realise there was an orange till I reread Matt's post (I was a little tired last night). Orange being blue might work better.
 
Signing in as the Highland Cow!
 
@Daft
I meant to send orders for last turn, but school really piled on homework. I wasn't able to get on at all.

From Nationalist Forces
To Green Forces

Under the circumstances I propose the following deal:
-Nationalist forces will cede Green HQ
-Temporary 3 turn ceasefire
-Temporary 3 turn alliance against Gold

From Green Forces under the hidden MooseWarrior (Who is hopefully still alive, otherwise this is a zombie speaking.:p)
To Aqua Forces

We will agree to your proposal, however yopu have violated a NAP we had with you before, so we will not be overly trusting. I hope you realize, I cannot speak for the new forces led by Tuxedohamm.
 
@Popcornlord, PM sent, apologies for the delay, I will take that into account :)

-> About the new building options, I'm edging towards including the buildings, but keeping the scientists on hold. It was my idea for the buildings to be not uber-expensive initially, so that any player could build one if they really wanted. Although, I agree that it wouldn’t be good to have the whole map spammed with buildings.

As for the scientists, would it help if they were renamed to something like 'science team'? That was more what I was going for. I'm still looking for a suitable sprite with a more sinister, technological, hazard-suit kinda look to it :)

BTW, I did make a mistake with Gold's income. I have discussed this with Thlayli.

Other News: a high-ranking scientist from COBRA (Gold) army has been seen jumping to his death from a tall building in the frontier city of I10. Also, strange lights have been seen in the skies near Aqua HQ.

Masada said:
Signing in as the Highland Cow!

Masada that's cool, you have $0 to spend, but can start in any tile with hills or mountains… :)

----

Also, I missed this:

To: Imperial Palace
From: Red High Command

We offer a extension of the ceasefire to turn 11. We remind you that the current ceasefire will end after next turn.

To: Red High Command
From: Xolniu, inspirational figurehead of the Anarchist Revolutionary Movement.


Is this cease-fire set to expire already? Then indeed, let us extend it, until all you authoritarians have destroyed each other. We accept your offer.
 
All Glory to the Highland Cowzerist Emperor!
 
From: The Drunken and Depressed bestshot9
To: Every Other Leader (Especially Those Who Ignored Me)

Hey fellers, wuzzappin'? Why y'all still fighting huh? No one darn came to the party me and Pinky (I named that pink elephant Pinky, catchy, eh?) had planned. I was very sad that y'all just ignored me like that, and I'm depressed (or so they say) so making me sad isn't very nice right now. C'mon guys, lets be friends! I just want us all to be safe and happy and end the bloodshed. Wuddya say? Please? For reals, I'll buy y'all a drink and we can have a party, bring your friends! But make sure you bring a DD as I don't want anyone getting hurt.
 
From: The Drunken and Depressed bestshot9
To: Every Other Leader (Especially Those Who Ignored Me)

Hey fellers, wuzzappin'? Why y'all still fighting huh? No one darn came to the party me and Pinky (I named that pink elephant Pinky, catchy, eh?) had planned. I was very sad that y'all just ignored me like that, and I'm depressed (or so they say) so making me sad isn't very nice right now. C'mon guys, lets be friends! I just want us all to be safe and happy and end the bloodshed. Wuddya say? Please? For reals, I'll buy y'all a drink and we can have a party, bring your friends! But make sure you bring a DD as I don't want anyone getting hurt.

OOC: Come on everyone, get orders in so we can have a update by sunday night!

To: The Drunken and Depressed bestshot9
From: General Matt0088


You may see me and Charles if we can terminate Orange and get pass your security.

P.S. Tell Pinky not to leave before we get there.
 
To: General Matt0088
From: bestshot9


That's great to hear! I'll let my guards know to let y'all in, and I'll first drinks on me! Pinky will be here, he always is, he always wants to meet new people. And, how about instead of crushing Orange, you invite them to join you at the party? Then we can all get along!
 
^:lol: That doesn't seem very likely. Unless that elephant has some good negotiating skills, I think we won't have peace up here for a long time.
Thanks for finally PMing me, Daft. Orders as foll0w:
The trooper at C2 should take the undefended city at E2. This a quick strike, so don't get to cosy.
The D3 StaG shold try to get back to my HQ. If it looks to dangerous (I don't want them dieing) move to the E2 City instead.
The two troopers at C4 should retreat to the airbase, while the irregular infantry should move back to HQ. Prepare for a full scale battle! I will personally lead a new regiment to defend the HQ. The new regiment will dig in while the armored cars will try to provide as much cover as possible without harming our effort. The tanks should try to barrage with fire anyone who comes close. Long live the Rebellion! :king:
(Oh, and attempt communications with the brown. If they don't respond I don't care. We do share a common enemy, though.)
 
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