NEB1: One Thousand and One Ways to Die

Cobra Co-Commander Two pulled off his goggles, and grinned as widely as a penguin can. He was deep in the bowels of a dark lab, filled with inexplicable tubing everywhere, illuminated only by a series of glowing, light blue chambers.

"Success!"

He gazed up into the chamber. Floating within its viscous gel, hooked up to life support systems, was his greatest creation.

Its head, terminating in a great spike in the rear, was festooned in a horrifying array of sensory tendrils, and two piercing blue eyes. Its body was protected by a rough green carapace, glittering with slight iridescence. Its forelimbs terminated in scything claws, and its legs resembled some terrible combination of a kangaroo and a raptor.

"Kangaroo raptor... Kangaraptor! Perfect!"

Cobra-Co-Commander Two compared the creature to the tiny, hadrosaur-like lizard he had started off with. His grin widened, and he giggled slightly.

"This is so awesome. This must be how the Zerg Overmind felt about the Slothien!"

He danced a waddling, spinning dance on the cold tile floor, making a quiet pitter patter noise.

"Now, none shall stop the tremendous power I have released! Victory for Penguinska- er, the Orbital Coalition!

Ahem.

How do I open these chambers?"
 
Turn 6

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---

The Red and Orange troops who had vanished along with the mysterious mystics suddenly reappeared, some distance to the north and south of their original locations, with no memory of the last few hours. These dazed and confused troops played no part in the coming battles. If the mystics had attempting to prevent fighting between the two sides, they failed. As it happened, both sides launched simultaneous attacks on each other.

Yet Commander Matt0088's careful plans were once again upset by unexpected developments, this time by the arrival of Orange StuG vehicles which moved south and occupied the hills and mountains at C4, thwarting Red's efforts to flank the dug-in defenders of the airfield at C5.

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The StuG's soon found themselves outflanked by Red's advancing light tanks. The StuGs with their hull-mounted guns were not suited to this kind of manoeuvre fighting. But Red's tanks simply drove past them wherever possible. Some of Red's tanks were held up by a long drive through hills and forests, but the lead tanks personally commanded by Matt0088 where able to reach Orange HQ at B4, where they attacked and crushed an Orange trooper squad (actually the injured remnants of a former Anarchist unit) which had been withdrawing back to base.

Meanwhile, brave Orange troopers led by Popcornlord made a direct attack on Red HQ, after a march through the mysterious forests (keeping watch for any strange happenings along the way). A red heavy artillery unit had just been set up at Red HQ, but only managed to fire a few shorts in the direction of the C5 airfield before it was suddenly set upon by the Orange troopers. Several of the mobile guns were destroyed before the rest were able to pack up and flee south.

Charles Li's flakker tanks tried to capture some of the mysterious battle robots for study, without success. The flakkers have now turned their guns on Popcornlord's men.

Both Red and Orange are now in the process of capturing each other's HQ's.

*A unit of irregular troops has gathered at D2 to help retake Red HQ, while an irregular unit of custom-built light tanks (built from scavenged parts) has been rushed into battle by Orange forces at B5.

---

In the south, Red troops were able to ambush Gold's supply trucks, and capture the booty from the Anarchist transport jet which had crashed some time ago. However some of the Gold personnel managed to sabotage their own vehicles, preventing Red from driving them and their cargo away immediately. Red's troops also had to deal with the swampy terrain, made even worse by the recent rainstorms.

Gold troopers have now begun fighting to retake the trucks and their cargo from the mountains at H2.

---

Gold forces put great efforts into a propaganda campaign. Aircraft dropped leaflets over Red and Green territory, announcing the glory of COBRA,and urging enemy soldiers to desert or join the Gold army. It is impossible to know exactly what kind effect this had, or will have in future.

*The mysterious battle robots seem to have reacted to the extra propaganda broadcasts sent from Gold HQ. They stopped wandering around the scenic parks and gardens of Red's city at E2 and began marching with a purpose back towards Gold territory...

---

Gold and Aqua forces continued their attack against Green army.

In the south-east, Green troopers attempted to retake the city at I10. But the Gold/NAO Stormtroopers led by Thlayli sprayed the area with fire from their heavy machine guns and assault rifles, backed up by the nearby Humvee squad. The stormtroopers also attacked the crab-like monsters with flamethrowers and seem to have killed many of them. Green's forces were forced to retreat.

*The surviving crabs also retreated to H8. Green troops watched as they seemed to cocoon themselves and turn into large pulsating egg-like things.

However the fighting in the south was just a sideshow compared to the fighting between G7 and G10. The area was soon littered with the remains of many of the finest soldiers and weapons from the Green and Aqua armies...

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MooseWarrior decided to break out from the blazing city at G7, under the cover of an airstrike directed at the western bridge. The airstrike was successful in toppling the already-weakened bridge, and destroyed many of Gold's repair robots that had been attempting to strengthen it. The surviving 'bots began the task of reassembling their comrades from whatever parts washed up on western shore. Gold's tanks were left stranded on the west bank, although they had been fortunate enough to be some distance away when the airstrikes took place.

Gold's troopers on the bridge were less fortunate - they had been ordered to advance and dutifully obeyed, despite being decimated during the earlier amphibious assault. The heroic troopers simply vanished as they were caught between the airstike, fierce fire from Green rearguard troopers, and over-enthusiastic bombardment from their own rocket artillery.

After Green forces withdrew eastwards, a few pilots from Lord_Iggy's gunship wing eventually flew into the city and raised the COBRA flag over the smouldering ruins.

---

Meanwhile, a desperate battle was taking place at G8. Aqua's armoured spearhead led by Bestshot9 attempted to join the battle for Green HQ, but that was also the destination of MooseWarrior's forces. The Aqua heavy tanks found themselves facing attack from Green forces on several fronts. Green units had been battered by artillery and were in poor shape, but both sides were encouraged by the presence of their commanders. The Aqua heavy tanks managed to wipe out Green's light tanks, but lacked infantry support and were soon forced to withdraw to escape destruction at the hands of fanatical Green commandos and heavy troopers.

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Aqua command reinforced their invasion of Green HQ with two new trooper units paradropped from a jet transport. Green reinforcements of a heavy trooper and commando unit also arrived, but the nearby fighting at G8 was a major distraction for them. Still, many of the paradropped soldiers were dead before they hit the ground. While the fighting around Green HQ went on, Aqua troops were eventually able to break into the last fortified rooms and declare Green HQ officially captured.

MooseWarrior's forces from G7 finally arrived on the scene, but have not yet been able to dislodge the Aqua troops. Both sides had taken heavy casualties and are in poor shape. The Aqua flag flies over Green HQ for now.

---

*Green soldiers opened the canisters that were found onboard their submarine. Apparently they contained foul-smelling liquid and gas. In a panic, some of the opened canisters were thrown overboard. This seems to have attracted giant octopus to the area and trigged unusual behaviour. Several Aqua and Green soldiers have already been reported missing from positions along the shore.

Green's submarine went looking for targets. It was able to torpedo the troublesome Anarchist gunboat, which took heavy damage and currently seems to have beached itself on the shoreline at D7.

---

Anarchists continued to lurk in the north-west wilderness.

For once, the main Anarchist forces were not involved in any fighting. Anarchist units have been recovering and digging in around the imperial capitol at E6.

---

WEATHER REPORT:

The heavy rain has stopped and waterlogged areas have started drying out. There is some thick cloud which is still causing problems with visibility.

INCOME:

A new income system is in operation (which may well be unfair on some people!)

The 'chevrons' on the ownership-flags on the map each represent $1 income from that location. If they are faded, it means the area is damaged/disrupted and will only give $ randomly, roughly 50% of the time. This also means that enemy cities etc can be bombarded to disrupt their $ income. This will recover in a turn or two if things remain peaceful at that location.

Red received $3 out of a maximum of $4.
Orange received $2 out of 3.
Gold received $5 out of 6.
Green received $2 out of 2 (HQ lost!).
Aqua received $5 out of 7.

NOTES:


I apologise for changing rules all the time. This is an experimental work :)

If there is some confusion over where Green's units are and what are still alive, here is the official list:

G6: 1 Green special airstrike sortie (departing)

G8: 1 dead Aqua trooper. 1 dead Green trooper. 1 dead Green light tank. (everything dead)

G9: 1 heavily damaged Green APC. 1 moderately damaged Green irregular infantry. 1 lightly damaged Green heavy trooper. 1 heavily damaged Green heavy trooper (hero - MooseWarrior - level 3). 1 heavily damaged Green Commando unit. 1 vehicle, 4 infantry total.

H8: 1 lightly damaged Green trooper. 1 moderately damaged Green trooper. 1 heavily damaged Green trooper. 1 anomalous crab egg larvae thing. 3 infantry total.

I decided that people without a HQ (MooseWarrior :( ) can still build most infantry units (troopers, heavy troopers, commandos, and snipers but NOT stormtroopers). They can't build anything else :( Also, HQ's take two turns to capture. At least one (ground) unit must be on the tile for two consecutive turns. People (EG Red and Orange) can still build normally until their HQ is totally captured.

'Sparkles' now represent damage instead of the red glow. Yellow=light damage, Orange=moderate damage and slightly-reduced unit performance, Red=major damage and unpredictable unit performance.

Regrouping/repairing takes a full turn, with no movement or combat allowed!
Digging in/fortifying takes a full turn, with no movement or combat allowed!

The one-shot airstrike is downgraded from 'extra high' to 'high' damage.
The one-shot Transport/Paradrop Mission now costs $2 instead of $3.
The one-shot interceptors are now removed.

The front page has been updated with clarifications on various things, and rules for 'aeroplane' (IE non-helicopter aircraft) units which you can also see here:

Spoiler AEROPLANE RULEZ :


*New 'normal' units (including helicopters) must start within a 1-tile radius of their HQ. You can't place new units on a tile with enemy units in it.
->Sea units can start 3 tiles from their HQ (if the HQ lacks any water tiles within a 3 square radius, then sea units can be built at whatever friendly dockyard/warehouse zone is closest to the HQ).
->Most 'aeroplane' units must be built at any friendly-controlled airbase, and can't be built without one (the Light Fighter is the only one which can start at HQ and takeoff from fields and roads if necessary).

*Normal land and sea units (including helicopters) have 2 actions per turn. Moving costs one action. Shooting costs one action. Digging In costs two actions. Regrouping costs two actions.

*'Aeroplane' units don't follow the same rules. Instead, they can perform one mission (of any kind, within reason) per turn, in the area of any specified point on the map. They will be shown on the map over their target area, but are assumed to begin and end each turn at a friendly-held airbase, where they are potentially vulnerable to air or ground attack. Also, being based closer to the target area will allow more time for fighting during the turn, instead of flying around.

Notes on Air Missions: -> Aeroplanes can perform one mission per turn in a roughly 3x3 square area, the following are some ideas:
*Air combat (attempt to intercept enemy aircraft over the target area)
*Ground attack (possibly in support of friendly ground units)
*Strike (attack a specific building/airfield/bridge)
*Recon (give advanced warning of enemy troop movements, basically giving a bonus to friendly units in battle)
*Raiding (try to distract enemy anti-air or lure away enemy aircraft, either to test their defences or allow bombers etc a better chance of reaching their targets)
*Freelancing (doing whatever seems most appropriate)

--- Aeroplane Units: ---

Light Fighter: $3
Firepower: low
Toughness: medium, AIRBORNE
Airspeed: low
Manoeuvrability: high
Special: Aeroplane unit. Doesn't require airbase to build. Can be based from any building or clear tile (no terrain icons).

Light Bomber: $5
Firepower: medium
Toughness: medium, AIRBORNE
Airspeed: low
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy.

Interceptor: $5
Firepower: medium
Toughness: low, AIRBORNE
Airspeed: high
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does extra damage to other aircraft, less damage to ground targets.

Fast Bomber: $9
Firepower: high
Toughness: medium, AIRBORNE
Airspeed: high
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy. Can randomly evade enemy fire (ECM/stealth systems).

Tank Killer: $6
Firepower: high
Toughness: high, AIRBORNE
Airspeed: medium
Manoeuvrability: high
Special: Aeroplane unit. Must be built at a friendly airbase. Does less damage to other aircraft.

Heavy Bomber: $9
Firepower: extra high
Toughness: medium, AIRBORNE
Airspeed: medium
Manoeuvrability: low
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy.

Heavy Fighter: $9
Firepower: medium
Toughness: medium, AIRBORNE
Airspeed: high
Manoeuvrability: high
Special: Aeroplane unit. Must be built at a friendly airbase. Can randomly evade enemy fire (ECM/stealth systems).

Transport Jet: $9
Firepower: none
Toughness: medium, AIRBORNE
Airspeed: medium
Manoeuvrability: low
Special: Aeroplane unit. Must be built at a friendly airbase. Can transport one land vehicle or two infantry units from one airbase to another. Can paradrop infantry over any square on the map.

 
To: COBRA, a.k.a Gold Team
From: Red High Command


As we could both use soldiers that are engaged needlessly between us on other fronts, we propose a 3 turn ceasefire between all our armed forces.
 
To Aqua
From Red High Command

Our NAP will end in two turns. How about extending it from turn 8 to the end of turn 10?
 
Hmm, 5$ sounds a little cheap, I think it should be at least 10$. Airports should be a big investment (plus if it's at 5$ more than half the planes will cost more than the airport :crazyeye:). But if it's at a good price I like the idea .
As for orders: I 'd like to buy a trooper at C4 and have him, with the trooper at B2 and the tank at B5, retake the HQ. The StuG should move to D1 and use it's other action to fire on any attackers. Popcornlord can dig in and fininsh taking red's HQ. BTW quick question: shouldn't the StuG be at the airport? That's where I ordered him. (Not that I'm complaining. It worked out pretty well :))
Oh yes, and good update :goodjob:. One thing I'm not sure on: it says in income that I could get a maximum of 3$, but I only have two buildings, each producing 1$. Am I missing something or Typo?
 
Agreed, great update!

Since airbases are pretty rare, perhaps one could be built for a certain sum, like 5$?

IC: Return our supply trucks to us, and we will agree to your ceasefire.

If you allow our soldiers to carry all airplane crashsite supplies that they can, with whatever they can't going to you(Think around a 50/50 split), then we agree.
 
Double Post!:D
OOC: Darn you Popcornlord for posting orders 40 mins before me. I take care of the leaves for 3 and half hours, and what do I get, not the iniative bonus for posting orders first. *Start walking off to grumble in the corner*:(
In other news, once again Charles Li agrees with this turn's operation.
Also, since I'm to lazy to edit unneccesary parts of the plan I suggested to Charles in our PM conversation, you may notice stuff I usually don't include in my orders. This includes the fact that I have," if possible, repair & regroup or dig-in" everywhere, mostly because I wrote all of the below before the writin part was even up.

Edit: My baised opinion is that you shouldn't be able to build any buildings at all.
Spoiler ORDERS :
IF YOU HAVE OPENED THIS SPOILER AND ARE IN CONTROL OF THE ORANGE TEAM, YOU HAVE TEN SECONDS TO LIVE!!!


Orders Dispatch From Corps Commander Matt0088:
Spending Orders:
Buy a Heavy Trooper for $3 which will start at C1. More on it in the below operation, as it seems, is everything esle.

Operation: "Final Judgements of the Heretics"
Objectives: (Listed in order of importance)
1. The destruction of the Orange D1 and C5 troopers and the C4 Stug.
2. Recontrolling of D1, and conquest of C4 and C5.
3. Limiting Orange's pocket of control to B4 and B5.
Assigned Forces:
3 Troopers (Currently located in D2, D4, and D5), Low Firepower
3 Light Tanks (B4, C3, and E4), Medium
1 Militia (D2), Low
1 Heavy Artillery (E1), High
1 Heavy Trooper (C1), Medium
1 Flakker (E2), Medium
1 Supply Truck (G3), Low(Who knew that Supply Truck has Firepower:confused:)
Forces Not Assigned:
2 Troopers (G3 and E4), Low
Estimated Assigned Orange Forces:
3 Troopers (D1, C5, and B2), Low
1 Stug (C4), Medium
1 UNKNOWN (B5), UNKNOWN
Estimated Not Assigned Orange Forces:
None(Yay!:))

Operational Timeline:
1. Lots of movement and attacking here,so to make it easier, a list for a step of a timeline for organization's sake.:crazyeye:
  • Move the G3 Supply Truck to E2 immediatly and as fast as possible to get away from any enemy forces seeking its capture. Then have it supply and help out specifically the Heavy Artillery located at E1, but other units if possible too.
  • Move the G3 trooper to E4, then have it regroup & repair if possible.
  • Move the E2 flakker to B3 to dig-in and block any enemy movement through B3.
  • Have the D5 trooper attack but not attack the C5 airfield. To be clearer, have the troopers keep firing on the orange trooper there, to keep them in their spot and therefore in C5, but don't have our trooper actually come out and attack. Think of it like cover fire.
  • Now to the real attack section! Have C1 Heavy Trooper, and both D2 units, the militia and trooper, attack D1 and slaughter the Orange trooper located in D1. The orange trooper is outnumbered 3 to 1, outflanked from the north and east, damaged, and not dug-in. Anything less than the complete destruction of the orange trooper and the recontrol of Red HQ is considered a failure.
  • Have the E4 light tank move to D4 to attack the C4 Orange Stug from the south along with the D4 trooper, while the C3 light tank attacks the Stug from the west, while the B4 light tank leaves Orange HQ to attack the Stug from the north. Have all the light tanks use their armor-piercing ammuntion during the attack. Since the stug is outnumbered 4 to 1, almost completely surrounded, damaged, is a armor unit that has armor-piercing rounds coming at it, and is not dug-in. Anything less than the utter and complete destruction of the stug within a short period of time is considered a failure.
  • Have the heavy artillery use its first attack action to fire at the UNKNOWN Tank/Car thing located at B5.
2. Cause everyone loves bullets, why not have more!!!
  • Once control of D1 is established and the orange trooper destroyed, have all red units involved in the D1 assualt regroup & repair.
  • Have the E2(Well, I guess its now the B3 Flakker) Flakker continue to defend B3 against enemy forces
  • Once the attack on C4 is done and the objective related to it completed, have two of the three healther light tanks attack from the west the orange trooper located at the C5 airfield while D5 trooper also finally attacks the C5 airfield from the south. Meanwhile, have the Heavy Artillery, which is still at E1, use its second attack action to fire on the C5 troopers. For about the third time it seems, the orange trooper is outnumbered 3 to 1, outflanked from the south and west, and damaged. However, it is dug-in, but nonetheless, anything less than the complete destruction of the C5 trooper and conquest of the C5 airfield is considered a failure.

 
@popcornlord and Matt0088, thanks for the early orders :salute:

About airfields, I thought about having them build-able but im still not sure. Maybe new ones can only be built next to existing towns/ports/HQ's, and unlike the original airfields they wont give any $ income...

sp1023 said:
Good update.

@sp1023 thanks, and feel free to join :) I wonder if you are fishing for comments on your own recent update? :) I need to read your NES properly first... I tend to use up all my time on my own NESes (selfish I know).

---

EDIT:

Popcornlord said:
BTW quick question: shouldn't the StuG be at the airport? That's where I ordered him.

@Popcornlord, that is probably right. I think I was unhappy with it starting further from the edge of the map or something, but I've since changed the rules for starting points to a 3x3 tile radius around the HQ, but I don't expect people to keep up with these rule changes, so I will be making allowances in future, and I still need to make the rules on the front page clearer/more consistent, so its all kinda messy, and etc :crazyeye: :confused: :dunno:
 
Ohhh...
I wanted a triple post, but, it's STORY TIME!!!

A passage from the introduction of the newly published Red book, “The God’s Will”:

For years we lived in darkness, the darkness of ignorance. For four turns our motives were impure. We were what we fight now, unbelievers, heretics, no better than what we called the barbarians of Orange. However, the gods proved us the best of all, the most faithful, most determined, and the most open to listen to there holy words.

The Gods sent their holy message, via their vehicle and physical representative to Soldia, the Almighty UFO, to the great but sadly deceased Red High Commander.

“Greetings, [signal lost] ... no need for alarm [signal lost] ... acting properly [signal lost] ... barometric pressure [signal lost] ... [end signal]”

Was the message they sent, but the Red High Commander, who was the first to read the God’s message, saw that the message was in the god’s language, not in English, and it truly said:

“Greetings children[signal lost] … it is our will for you to cleanse Soldia [signal lost] … Heretics[signal lost] … our entrance[end signal]”

And that is where our holy mission began..
 
The wide-eyes Commanders spread the words. Local captains entrusted the God's Words to his soldiers, to all of them, their eyes blazed with anticipation: They are the chosen ones!

Their marches became quicker, stricking at their enemies they are suddenly aware their capital, the shrine was taken: Operation Heretic Death, eat you heart out Spanish Inquisition!
 
Clash of Wills:
Radat Huli smiled, as he walked in the door of the resort in northern Finals. Every detail had been considered- not a single thing left to chance. General Sogdian was on the front lines, leaving behind a critical asset. The Anarchists had been bribed not to attack his unit, preventing any military mishaps…

Kenchar wept to himself, as what had happened over the past few weeks slowly sunk in. His lord, bestshot9, was diagnosed with depression- treatment had not come, on General Sogdian’s insistence. Only he guarded bestshot9, or what at least was his memory.

Huli smiled to himself as he travelled towards the target. A depressed man was not rational- he’d read up on depression, and knew exactly how to pull the man’s strings. Soon, he would have command of the most vital unit of the army- the First Tank regiment.

Kenchar looked with rage as he saw a man coming up the stairs. An arrogant fool, with a self-satisfied smile on his face. Kenchar knew what he wanted- there was no other reason he could be there. Not a single man had visited his master for any other reason…

Huli gave a token nod to the guard, as he walked in the door. Not a single thing had gone wrong, and not a single thing would. Kenchar was a natural coward, and welcomed visitors for his “master”- even if he knew their true purpose. Not a single thing could thwart his designs.

Kenchar thought to himself through his past. Back when bestshot9 was a heroic guerilla, fighting for Soldian independence. Back when the Great Uprising had began, and he had sworn amongst so many others to serve him to the end. So many traitors…

As Radat Huli walked through the door, he heard a voice.

“STOP! RIGHT! THERE!”
 
Minor update in orders:
Infantry in B2 should go to red's HQ instead and, if possible, help search for you-know-what. If it would give a disadvantage to defence, just prepare for the attack that will obviously follow.
Trooper in the airport should help retake the HQ and leave the airport. Two HQs is much better than a HQ and an airport.
Common everyone, post orders!
 
COBRA Orders:

Spending: 5$ to Medium Tanks.

Stormtrooper, Humvee: Blitz through H9, capture the airfield, and attack Green positions at H8. Destroy the egg-structure immediately.

I8 Trooper: Join the attack on H8.

Medium Tanks: Join the attack on H8. Target and wipe out crab eggs.

Gunship: Regroup. Help extinguish the fires in the G7 City, and assist civilians.

Missile Artillery/Light Tanks: Regroup.

Repair Robots: Reassemble. Begin repairing the bridge. Again.

H2 Trooper: Secure half of the transport crash materials as agreed upon with Red. Escort our returned vehicles to the southern bridge for return to Gold HQ.

HAIL COBRA!If Lord Iggy's secret weapon is operational, deploy to the front for use against Green.
 
Minor update in orders:
Infantry in B2 should go to red's HQ instead and, if possible, help search for you-know-what. If it would give a disadvantage to defence, just prepare for the attack that will obviously follow.
Trooper in the airport should help retake the HQ and leave the airport. Two HQs is much better than a HQ and an airport.
Common everyone, post orders!

:sad::sad::sad:
Come on popcornlord. Now it is getting a tad annoying. This I would believe is a major changing of your orders. Now, I know I starting to seem paranoid, but I would like to see some moderator action done cause of the 3rd time you've editing your orders in a row.

On the other hand, since I don't want to edit my orders to include the following and look suspect, I'll say right here that, instead of having the G3 supply truck drive away, give it to gold, and have the G3 trooper carry away half of the airplane crash supplies to E4, all according to the deal work out with Gold. Secondly, since Red has experience religious conversion, I was wondering if some of the religious fever that will follow will inspire soldiers(a.k.a better morale), or have them fight better, or result in us getting a free unit.

Lastly, Charles Li!!! Write your orders!! At least for the E4 trooper which I didn't include in my orders.
 
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