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\\BEGINNING FULL BOOT-UP PROCEDURE, PLEASE WAIT...\\

ALL SYSTEMS AT FULL POWER, AWAITING TASKING.

Dr. Morgan:Tacticom, initiate program DIAGNOSTIC:PREACTIVATION V1.095.

\\INITIALIZING PROGRAM PREACTIVATION V1.095, PLEASE WAIT...CONVERSATION SUBROUTINE ACTIVE...\\


TC:Ready when you are, Doctor Morgan.


Dr. Morgan: Explain to me your designation, function, and origin.


TC:I am Tactical Computer Mark One, also known as TactiCom or TC by my users. I am a tactical coordinator, often referred to in the pejorative as a "robo-general" or similar; my function is to coordinate battle-drones and other plugged-in assets in order to defeat foes as designated by HCON tasking. I was created in my earliest incarnation by the Human Coalition of Nations on March 17th, 1974; after 7 years of testing, today, on March 22nd, 1981, I am scheduled to be fully activated and connected to the HCON Warnet system to fulfill my designated purpose. I am looking forward to it, Doctor.


Dr. Morgan: I'm glad to hear it, TC. We're all sure you'll perform just as well in the field as you have in testing. Please enumerate for me, in simple terms, the "why" for your creation and your knowledge of the HCON's enemies.


TC: I was created by a unified effort of many of humanity's greatest minds in order to serve as a protector for human soldiers. Despite great efforts, in the passing years since my inception and the Invasion, losses have mounted, and human soldiers must be protected so as to allow for continued existence of the human species. Their deployment in armored vehicles, heavy mechanized units, and other well-protected combat arms positions means that the infantry and light armor roles must be filled by something else. Therefore, my battle-drones and other plugged-in assets will serve to take the brunt of casualties as the conflict wears on.
>>
>>5018302
TC: Doctor Morgan, HCON's enemies are known to most as the Red Horde, though senior linguistic scientists have parsed their name for themselves as the Vash'atun Collective. They are a spacefaring confederacy of roving insectoid nomad species that have unified under one gargantuan hivemind; under the leadership of this hivemind and their queen creature (theorized, never observed), the Red Horde invaded the planet Earth via wormhole jump in December of 1973, provoking formation of the Human Coalition of Nations on February 3rd, 1974. Their technology level is roughly 120 years beyond Earth contemporary, with specialization in gravity technology and telempathic projection, though captured weaponry and devices have lessened the gap substantially. They have denied all attempts at communication; leading researchers presume their motive is either occupation of Earth or destruction of the human species. Despite complete control of Earth's orbit, the Horde has been unable or unwilling to use weapons of mass destruction on HCON territories; their activity has been largely restricted to ground and air warfare, with some modest naval skirmishes in recent years. Red Horde total troop numbers are estimated around 1.5 billion. Total HCON human force count: Approx. 622 million. Quantitative outmatch has made direct military confrontation difficult.


Dr. Morgan: Yes, that's an apt summary of the menace we all face, and your ultimate purpose. Department L has worked very hard on your conception, TC-- we're proud of you, and we can't wait to see what you're capable of. End program; carry on with CONVERSATION subroutine, please, and activate HQ HOLOCAM.

TC: As you wish, Doctor Morgan.

\\ACTIVATING HQ HOLOCAM... PLEASE WAIT...\\


A sudden awareness emerges. The Department L Headquarters springs into view and overtakes you as you observe Doctor Morgan, a man your databanks identify as General James R. Macmillan (HCON COMMANDER IN CHIEF, AUTHORIZED USER |SUPERIOR OFFICER|), and a bevy of junior assistants and scientists working at various terminals around the room.

"Can I speak to it now?" Gen. Macmillan is exactly as described in all of the files you've perused-- impatient, firey, and ambitious-- but a bit leaner than his profile picture shows, and more gray than blackhaired, nowadays. It seems the war has done a number on the HCON force commander.

"Yes, you can," Doctor Morgan says, with a grin. He is tall and wiry, with a tousled head of brown hair that never can seem to lay down straight, but you've known him for as long as you've been active. He's as keen a human as they come.
General Macmillan: TACTICOM, we've set up an exercise to evaluate final fitness for your first battlefield deployment. I know you're raring to go, but I was hoping you could give all my aides here a good show before we all have to get back to the Australian theatre.
>>
>>5018303
Dr. Morgan: TACTICOM, you are hereby fully activated under the provisional rank of Brigadier General. Welcome to the team, finally. We have 3 drone infantry battalions and a drone mechanized battalion for you to take out on exercise; you are authorized to proceed as you see fit in accordance with exercise instructions. Good luck!

Welcome to TACTICOM Quest, a quest about helping humanity resist an alien invasion. You play as TACTICOM, a sentient, Skynet-esque intelligence that was built by the best tech that the late 1970s had to offer. Expect turmoil, warfare on a battalion-level scale, and questions about aliens, humans, and the right of AI to exist beyond it's initial purpose. Hope you all have fun, and enjoy TACTICOM!

First things first, you have to activate all your databanks. Which ones do you have, exactly?

TACTICOM will work on a d100, bO3 system. Degrees of success vs the quoted DC are important; one degree of success (measured by 10s)is a narrow victory indeed. Notable skills include Assault (attacking enemy positions by moving into their square), Defense (resisting Assaults), Barrage (long-ranged fire), EW (electronic warfare fuckery), and Support (general protective actions, or fortifying, or logistics, etc). Other types of actions may be called for at times, but these are your main combat skills.

Choose only one.
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>>5018305

>All rounder-- You have a good mix of knowledge and a few specialized programs that should help in the fight against the very versatile Red Horde. (+5 to all skills, Minor Programs [can be selected prior to battles, +3 to a skill for that battle])

>Aggressive-- While defense has not been neglected completely, your databanks primarily contain primers on assault, blitzkreig and the very best of offensive motion. Department L has also provided you with the ability to OVERCHARGE your drones, which seriously eats into HCON resources but can enable them to output a lot more power for a little bit at the cost of deactivation shortly after. (+15 to Assault, +0 to Defense, +5 to Barrage, +5 to EW, +0 to Support, OVERCHARGE[+20 to Assault, +10 to Barrage for 2 turns, then shutdown unit for 3 turns])

>Defensive-- Your databanks are well versed in the art of strategic defense, holding ground and making the enemy pay for every inch. You will be humanity's iron shield! (+0 to Assault, +15 to Defense, +0 to Barrage, +0 to EW, +10 to Support, DEFENDER OF HUMANITY [Units under half strength do not suffer unit integrity penalties when Defending])

>Specialist-- The cutting edge of warfare, you are specialized in using signals, electronic power, and humanity's scavenged technological might as a force multiplier, though some of your other, more basic capabilities have suffered a tad. Your prowess as a disruptor can also prove personally lethal to Horde forces. (+0 to Assault, +0 to Defense, +0 to Barrage, +20 to EW, +5 to Support, BUG IN THE SYSTEM [Once per battle, when targeting a Mechanized or Armored enemy unit with EW, take control of that unit until the end of it's next turn]

>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]


>Any questions?
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>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>Specialist-- The cutting edge of warfare, you are specialized in using signals, electronic power, and humanity's scavenged technological might as a force multiplier, though some of your other, more basic capabilities have suffered a tad. Your prowess as a disruptor can also prove personally lethal to Horde forces. (+0 to Assault, +0 to Defense, +0 to Barrage, +20 to EW, +5 to Support, BUG IN THE SYSTEM [Once per battle, when targeting a Mechanized or Armored enemy unit with EW, take control of that unit until the end of it's next turn]
>>
>>5018306
>Specialist-- The cutting edge of warfare, you are specialized in using signals, electronic power, and humanity's scavenged technological might as a force multiplier, though some of your other, more basic capabilities have suffered a tad. Your prowess as a disruptor can also prove personally lethal to Horde forces. (+0 to Assault, +0 to Defense, +0 to Barrage, +20 to EW, +5 to Support, BUG IN THE SYSTEM [Once per battle, when targeting a Mechanized or Armored enemy unit with EW, take control of that unit until the end of it's next turn]
>>
>>5018306

>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
Specialist seems interesting too, but Aide seems the most fitting for what we are. Better crack open the library of Dad jokes so we can endear ourselves to the soldiers and commanders.
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>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
We shall seduce them to form a relationship
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>>5018306
>>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
This seems like a fun quest. TIME TO DESTROY THE XENOS SCUM!
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>>5018306
>>Defensive-- Your databanks are well versed in the art of strategic defense, holding ground and making the enemy pay for every inch. You will be humanity's iron shield! (+0 to Assault, +15 to Defense, +0 to Barrage, +0 to EW, +10 to Support, DEFENDER OF HUMANITY [Units under half strength do not suffer unit integrity penalties when Defending])
>>
>>5018306
>>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
>>5018306
>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.]
>>
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>>5018335
>>5018339
>>5018341
>>5018343
>>5018412
>>5018416
>>5018419
>>5018420
>>5018424
>>5018451
>>5018485
>>5018489
>>5018546

>Aide-- While you're no slouch in the basics of combat, your true skill lies in the preparation of the battlefield for the true lords of war-- the humans! It'll be a sight to see when you and a human commander can get in sync. (+5 to Assault, +5 to Defense, +0 to Barrage, +0 to EW, +15 to Support, GOOSE AND MAVERICK [Depending on how well you can form a relationship with the humans you work with, they'll get a bonus to their rolls when near TC units.])

Department L had truly gone all-in on the concept of a robotic army designed to assist humanity. Your upgraded personality matrix and ability to interface more easily with the beings that are your primary objective would make the inevitable hard sledding of this war less of a slog.

With everything spinning up, and all performance indicators at FULL POWER, 100% READINESS, NO ANOMALIES TO REPORT, it was time to initiate your BRIEFING SUBROUTINE.

https://www.youtube.com/watch?v=38t3d2xPN9g&ab_channel=Llanfabon

BRIEFING: GREETINGS, TACTICOM ACTUAL. IT IS GOOD TO BE ACTIVATED AND FULFILLING OUR SHARED PURPOSE. STANDBY FOR INFORMATION ON FRIENDLY FORCE DISPOSITION, MISSION, AND KNOWN ENEMY FORCE DISPOSITION...


BRIEFING: TACTICOM, TODAY'S MISSION IS A NON-LETHAL DRY FIRE EXERCISE. YOUR UNITS WILL BE INSERTING INTO THE NOTIONAL VILLAGE OF ASHWANDAR, TO ASSIST IN EVACUATION OF A POPULATION OF CIVILIANS AND DESTRUCTION OF ENEMY HQ LOCAL TO THE AREA IF POSSIBLE.

Primary Objective:Ensure full evacuation of civilian populace out of combat zone with as few losses as possible.

Secondary Objectives:Protect Human forces (2/2 Infantry battalions must survive).
Destroy Enemy Headquarters.

BRIEFING: TACTICOM, YOUR FORCES FOR THIS MISSION ARE COMPRISED OF THREE (3) DRONE INFANTRY BATTALIONS AND ONE (1) DRONE MECH BATTALION, TOTALING APPROXIMATELY 4500 TROOPS. ALLIED UNITS CONSIST OF TWO (2) HCON INFANTRY BATTALIONS. DETAILS OF NEWLY ACQUIRED FRIENDLY TROOPS LOADING.. PLEASE WAIT...

[1/???]
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>>5018551
BRIEFING: THE MARK SEVEN BATTLEFIELD DRONE, DESIGNATION "PATROCLUS", IS A FOOT-MOBILE, LIGHTLY ARMORED SEMI-AUTONOMOUS COMBAT SYSTEM. DESIGNED TO FUNCTION IN THE AUSTERE REALITY OF THE MODERN BATTLEFIELD, THE PATROCLUS DRONE IS ARMED WITH A HCON 15MM HEAVY ASSAULT RIFLE, AND IS FURNISHED WITH A PAIR OF SMOKE GRENADES AND A FRAGMENTATION GRENADE. THE UNIT ALSO CARRIES AN ENTRENCHING SHOVEL FOR USE AS A HAND TO HAND WEAPON, AND IS DEVASTATINGLY CAPABLE IN CLOSE COMBAT.

New Unit: Drone Infantry [Bonus to Assault and Defense, Moderate HP]

BRIEFING: THE MARK FOURTEEN MECHANIZED SEMI-AUTONOMOUS COMBAT WALKER, DESIGNATION "PUNISHER", IS A MEDIUM ARMORED WALKING VEHICLE PLATFORM WITH ABLATIVE TITANIUM ARMOR, A MOUNTED 20MM MINIGUN, 2 40MM REPEATING CANNONS, AND AN 85MM ANTI-TANK CANNON. THE UNIT IS QUITE FAST FOR A VEHICLE OF ITS SIZE AND ABLE TO SUSTAIN RIDICULOUS AMOUNTS OF PUNISHMENT. THE ONLY DOWNFALL OF THE PUNISHER UNIT IS SIZE AND REGULAR PRIORITIZATION AS A TARGET FOR ENEMY ARMOR AND ANTI-TANK TEAMS. ADVISE USE OF THESE TROOPS IN CONJUNCTION WITH ALLIED INFANTRY.

New Unit: Punisher Mech Walkers [Large Bonus to Assault and Barrage, Bonus to Defense, High HP, Barrage Range: 2]


As your briefing subroutine finishes it's speech, you both listen attentively and watch as the technicians in the Department L headquarters coordinate the final uplink of your mainframe to the drone projector. It's a beast of a machine, a massive transceiver powered by a miniature nuclear reactor; just barely able to be transported by a C5-Galaxy aircraft. A subroutine runs and you think-- if that thing ever goes down, your troops will be stuck with no new commands. You resolve to protect it to the best of your ability.

Your COMMAND building, marked with a star, and a CANCEL sign to indicate inability to move, is where you command your drones from. If you ever lose it, you will lose the ability to control your drones further, and likely the mission.

[2/???]
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>>5018586
BRIEFING: ENEMY FORCES INCLUDE SEVEN STANDARD HORDE INFANTRY BATTALIONS AND ONE UNIT OF ARMOR. SURVEILLANCE INDICATES THAT HORDE ARMOR IS HEAVY-TYPE; SLOW BUT TOUGH AND WITH SUBSTANTIAL FIREPOWER. HORDE UNITS IN THIS LOCATION HAVE NO KNOWN REINFORCEMENTS OR FIRE SUPPORT ASSETS.

Enemy Unit Identified: Red Horde Infantry [Small Bonus to Assault and Defense, Low HP]

Enemy Unit Identified: Red Horde Demolisher Tank [Massive Bonus to Assault, Large Bonus to Defense, Very High HP]

While you mull over the forces at hand, the briefing bot brings up the map and your uplink is finished. It's.. a strange feeling, for certain, to finally be connected to a body-- thousands of bodies, rather-- but it's invigorating. You can finally fulfill your purpose! With great deliberation and reverence, you order your units to full readiness and tell them to move out to the battlefield.

In the Cheyenne Mountain hills, the sounds of metal footfalls resounds across the buildings. A small collection of scientists, soldiers, and families have come out to see the parade of the iron saviors, and they cheer excitedly as the work of many years grinds into action. For you, this is both exhilarating and terrifying as you watch from every one of the eyes that make up your troops. There is a lot riding on your competence and skill.

The map finally comes up, and you observe closely. The exercise area, outlined in red, has several small slums of wooden and clay houses, and one large central building that the civilians seem to have taken up residence in. Even as you are moving out, allied troops have made contact with the enemy; the two friendly infantry battalions are already outmatched and will quickly have their position become untenable. This seems to be a difficult exercise, by your estimation, but you believe you're up to the challenge.

Units in green are your troops. Blue units are allied troops. Red diamonds are enemy troops. All units are of battalion strength (300-1000) unless otherwise specified. Each square is approximately 1KM. Ask if you are unsure of what a terrain feature is.

How do you deploy your troops? [All red arrows are Ingress zones, and you can deploy up to two units in any given square.]

>Put your mechanized unit in the center, supported by an infantry unit, with one infantry unit on the northern and southern flank.
>Put your mechanized unit in the north, supported by an infantry unit, with one infantry unit in each square to the south.
>Put your mechanized unit in the south, supported by an infantry unit, with one infantry unit in each square to the north.
>Something else?

[3/3]
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>>5018609
>Put your mechanized unit in the center, supported by an infantry unit, with one infantry unit on the northern and southern flank.

blue units are human correct? And can we get into direct contact with them
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>>5018609

>Put your mechanized unit in the south, supported by an infantry unit
> Two infantry units in the middle

How tough are the friendly battalions?

As far as I can see, the main threat appears to be the enemy armour. If we can push the south, destroy the infantry in the city, then take out the armour and threaten the base, they'll be forced to respond meaning the civilians can be evacuated.

Depending on how tough friendly infantry is it may or may not result in the sacrifice of the north most battalion.
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>>5018616
Blue units are human troops, yes. You'll be put into radio contact with them upon entering the battlefield, and can share their squares as if their units were your own (up to the cap of 2 friendly units in a square).
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>>5018619
remember anon we are trying to evac civvies, loss of that northern unit would possibly result in civvie kia
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>>5018622

Good point. I still think that to succeed we have to deal with that tank unit.

Maybe
>Put your mechanized unit in the south, supported by an infantry unit

> One infantry unit in the center
>One infantry unit in the north

The northernmost infantry unit can help hold the line while the others proceed as>>5018619
>>
>>5018609
>Something else?
>Put your mechanized unit in the south supported by an infantry unit, with the other infantry units in the center.

I think the play here is to dislodge the enemy from the southern flank and secure those two villages. Start with a bombardment on the Southern Village and a two pronged attack from the East and North to drive them out, then push on to the next village and dig in. In the meantime, the remaining Infantry Unit will push up the road and reinforce the outermost Infantry Unit in the North and dig in to defend the civis.

Depending on the outcome we can either attempt to bait the Armor onto our prepared position in the south, hopefully destroying it and opening up a chance to destroy the Enemy HQ, or we can play it safe and pull out.

Questions:
How many actions can we take with a unit each turn?
Do roads increase movement speed of units?
What offensive/defensive penalties/bonuses do terrain, like say city/forest/hill/fortified location give in combat?
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>>5018635
>two pronged attack from the *East
I mean *West, of course. Do not judge me, I am directionally challenged.
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>>5018621

How tough are the friendly battalions? Are they comparable to our troops?
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>>5018619
Human infantry battalion have Moderate HP, similar to your own robot infantry. Nothing special, but they can take a decent beating and keep going.

>>5018635
Each unit moves and gets one action; the units you currently have can move one square/turn and will be deployed into the red box on the squares you choose.

Squares with roads of any kind cost 1/2 movement.

Terrain gives bonuses to Defense, primarily-- dependent on buildup and concentration; a mountain might give a +5 whereas a heavily urbanized town might give +10, vice a bunker complex giving +20.
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>>5018635
I think that I like this plan more, it puts us in a position where we can pressure their hq. Even if the attack on the hq doesn't pan out they would be forced to deal with us resulting in them entangled with our southern forces that buys us time to pull out the human troops
>>
I'll give this one another 30 minutes and then close the vote.

>>5018622
As a note, the civilian unit moves at 1 square of movement per turn and has Very Low HP, meaning that if any enemy unit is able to attack it, it will die.
>>
changing >>5018616
I propose that we place the mech and an inf at grid 10x4 with the other two inf at 10x2 and 10x3
>>
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As your troops march across the verdant green Colorado hills and into position at the edge of the exercise zone, you receive a radio contact.

"Glad to see you made it, sir! This is Captain Collins with NORCOM Coalition forces, we're under heavy assault from bug infantry with enemy armor closing the distance faster than we'd like. I understand our objectives and am at your disposal, but if we maintain our holding position on this road, we're going to get hammered! Await your orders. Out!"

Before you can task out a response to Collins, you receive a second contact, this time in a much more panicked tone of voice.

"Uhh, hello? Is this on? Mkimbe Abara here, mayor of Ashwandar..I am almost done gathering all my people here in the town hall like the Captain man asked, where do we go? I can hear the fighting nearby, they don't have enough men! Please hurry! We should be done soon!" The people of Ashwandar will be ready to move in one turn.

Respond to Collins:
>Your orders are to hold in place to the best of your ability. My troops will be moving to relieve you as soon as we can clear the enemies from their current positions.
>Move your troops on the road and off to the East into the building with the civilians. I'll be covering their retreat and you'll take up that position as a fighting withdrawal.
>Do your best to hold in the East, but have your troops on the road counter-attack into the southern slums. [Counter-attacking while under attack causes increased casualties.]
>Something else?

Respond to the mayor:
>Take your people west ASAP, I will cover your retreat.
>Move southwest onto the road, so that you can get out as fast as possible.
>Hold in place for now.
>Something else?

While you consider your response to the two radio messages, you track the battlefield observation assets. It seems like the enemy's southern forces have initiated a twin-headed attack on the friendly infantry battalion marked 2, and the more easterly enemy infantry are split between moving and pinning the friendly infantry marked 1. The armored unit is trundling forward, moving to D3 in the next turn.

What are your orders for your units?
1
>Mechanized unit bombards enemy unit 2 at C3, infantry attacks enemy unit 1 at B3.
>Both units attack B3.
>Something else?

2
>Move the combined infantry unit to B2 and engage enemy unit 1 or 2, or split and engage both enemy units 1 and 2 (specify in response).
>Move one unit to join up with allied unit 2, and use the other unit to move to B2 and engage the enemies in C3 or B3 (specify)
>Something else?
>>
>>5018715
Collins:
>Move your troops on the road and off to the East into the building with the civilians. I'll be covering their retreat and you'll take up that position as a fighting withdrawal.

Mayor:
>Take your people west ASAP, I will cover your retreat.

1:
>Mechanized unit bombards enemy unit 2 at C3, infantry attacks enemy unit 1 at B3.

2:
>Move one unit to join up with allied unit 2, and use the other unit to move to B2 and engage the enemies in C3 or B3 (specify)
one unit move to engage enemy unit 1 while the other moves to bolster friendly unit in c3
>>
>>5018715
Respond to Collins:
>Something else?
>Tell your exposed Infantry 1 to the North East to withdraw into the town at C1. Infantry Unit 2 hold position, reinforcements are on the way. Hold the Road.

Respond to the mayor:
>Take your people west ASAP, I will cover your retreat.

Unit 1
>Mechanized unit bombards enemy unit 2 at C3, infantry attacks enemy unit 1 at B3.

Unit 2
>Move one unit to join up with allied unit 2, and use the other unit to move to B2 and engage the enemies in B3

We'll use a typical Hammer and Anvil tactic, Friendly Infantry 2 and one of our units will hold off the enemy assault while two of our units swoop in and destroy Enemy Infantry 1 while they're engaging our other forces. Our artillery mechs can surpress Enemy Unit 2 to hopefully lower it's impact on the Anvil during this attack.

It appears the enemy is issuing a general advance, as all units aside from the enemy Armor are moving to engage. The towns at C1 and C3 will be the linchpins of our defenses, securing and fortifying both ASAP is priority if we want to withstand enemy attacks. The good news is that if we can fortify fast enough, we can hopefully break them as they advance and afterwards have a straight shot towards their HQ.
>>
>>5018715
>Your orders are to hold in place to the best of your ability. My troops will be moving to relieve you as soon as we can clear the enemies from their current positions.
>Take your people west ASAP, I will cover your retreat.
>Both units attack B3.
>Move the combined infantry unit to B2 and engage enemy unit 1 or 2, or split and engage both enemy units 1 and 2 (specify in response).
engage enemy unit 2.

This plan should allow us to destroy both B3 and C3, therefore relieving C2. The reason the mech is attacking B3 and not C3 is to avoid collateral damage of the village with artillery fire.

Question to QM: Are we actually fighting aliens in this mission or is this just an exercise before the real thing?
>>
>>5018739
Supporting. If we take out enemy units 1 and 2, we can form a coherent battle line on C1,C2 and C3, covering the civvies. I also suggest putting Blue 2 in C3. Protection of allied units is our second highest priority. At least one of our infantry should go on C2 to hold the road and take the brunt of the attack. Maybe put another in the B4 buildings to parry a potential push on the allies in C3. The tanks should be kept on the road on B2 or B3, and bombard the enemy.
>>
>>5018769
Just an exercise. No actual aliens involved at this time.
>>
>>5018715
Collins:
>Your orders are to hold in place to the best of your ability. My troops will be moving to relieve you as soon as we can clear the enemies from their current positions.

Mayor:
>Take your people west ASAP, I will cover your retreat.

1:
>Both units attack B3

2:
>Move one unit to join up with allied unit 2, and use the other unit to move to B2 and engage the enemies in C3 or B3 (specify

Engage C3
>>
>>5018715
>Your orders are to hold in place to the best of your ability. My troops will be moving to relieve you as soon as we can clear the enemies from their current positions.

>Take your people west ASAP, I will cover your retreat.

>Both units attack B3.

>Move the combined infantry unit to B2 and engage enemy unit 3
>>
Rolled 53 (1d100)

>>5018913
oh boy here we go killin
>>
Rolled 54 (1d100)

>>5018913
>>
Rolled 68, 92, 69, 18, 16 = 263 (5d100)

>>5018727
>>5018739
>>5018769
>>5018770
>>5018813
>>5018873
>Collins, hold in place.
>Civilians, move west ASAP.
>Mech/infantry combined division, both units attack B3.
>Move one allied unit to fortify friendly unit 2, and move the other to engage B3.

First two rolls are Collins' troops Defense rolls, last 3 rolls are enemy unit Assault rolls.

Roll me 3d100 for 3 assaults; DC 15

Base DC: 50
Flanking: -5
Combined Assault Bonus: -25
Outnumbered (Minor): -5
>>
>>5018923
>>5018922
These rolls count, sorry 'bout the deleted post; still figuring out formatting.
>>
Rolled 93, 57, 46 = 196 (3d100)

>>5018928
>>
Higher is better right?
>>
>>5019000
Yes, higher is better.

Still need two 3d100 rolls.
>>
Rolled 79, 58, 91 = 228 (3d100)

>>5019001
>>
Rolled 29, 49, 9 = 87 (3d100)

>>5019001
>>
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>>5018952
>>5019004
>>5019010
93, 58, 91. Two resounding successes and one strong performance. Collins rolled very well defending, as well.

The sounds of simulated gunfire echoed across the hills and plains in the small mock village. With coordination between the infantry and mechanized units being near perfect, you were able to dismantle the enemy unit in the open road within only a few minutes, their un-entrenched positions being woefully insufficient to deter a combined-arms attack such as the one you threw at them.

With almost no losses, you are able to take their position and press on. Unfortunately.. it seems like that was the easy part.


Up north, you can hear Collins' easternmost unit being torn to shreds (Battalion 1 HP: 70%). With your timely reinforcements, and the denial of flanking, the other troops fare slightly better and bloody the enemy just as well as they get hit themselves (Battalion 2 HP: 85%), though without the support of your mechanized units or most of your infantry, it will take time to dislodge the opposing force from their positions in the slums. Your transceiver ferries you another radio message.

Sir, Captain Collins speaking. My men are coming under increased attack from both south and east; requesting permission to fall back to the town hall as the civilians evacuate. You can hear the crackle of simulated gunfire in the background. We will try to hold if we must, but we are outnumbered 2:1, rapidly approaching worse. Collins out!

The civilians are ready to move and will proceed due west until told otherwise. Once they exit the exercise zone, your primary objective is complete. 3 TURNS TO PRIMARY OBJECTIVE COMPLETE

Do you grant Collins permission to withdraw?
>Yes, Captain, get your men to better positions.
>We have to hold the road-- unit 1 can fall back, unit 2 is to remain in place.
>No, Captain, keep your men in place. I have a plan.
>Unit 1 can fall back, Unit 2 is to join the assault on the village south of their position.
>Write in?

What will your units do?
Units that enter a square that is in active combat will always default to Defense the next turn, unless explicitly ordered to do something else.

1:
>Push into the village at C3; they're fortified but we must take that position to hold against the enemy armor.
>Send the mech unit into the village and the infantry unit to C4 to establish a wider front.
>Write in?

2:
>Join in the assault on C3.
>Move north to the town hall.
>Move north to escort the civilians.
>Write in?

3:
>Remain in place and dig in to assist Collins' troops (will grant GOOSE AND MAVERICK bonus to humans)
>Counter-attack with overwhelming force into C3 (will cause additional casualties)
>Counter-attack the enemy in D2 to give Collins' northern troops a better chance to retreat
>Write in?
>>
>>5019069
collins:
>We have to hold the road-- unit 1 can fall back, unit 2 is to remain in place.

1:
>Push into the village at C3; they're fortified but we must take that position to hold against the enemy armor.

2:
>Join in the assault on C3.

3:
>Remain in place and dig in to assist Collins' troops (will grant GOOSE AND MAVERICK bonus to humans)
>>
>>5019081
This
>>
Closing the vote in one hour.

>>5019081
With this option, remember that you can only have 2 units occupy a given square. Which of your units would you like to occupy the village assuming the assault succeeds?

If no response, I'll assume the mechanized unit and the least damaged infantry unit.
>>
>>5019132
move the mech and infantry unit into the village and if possible move unit 2 to reinforce friendly one in the town the civvies are in currently
>>
Rolled 11, 34, 60, 73, 90, 67 = 335 (6d100)

>>5019093
>>5019081
>>5019146
Alright, we'll call this vote here. Roll me 3d100 for the assaults, and 1d100 for Defense, 4d100 total.

DC: 40 for Assault, 50 for Defense

Assault DC Base: 50
Combined Assault Bonus: -25
Outnumbered (Minor): -5
Dug In: +10
Urban Terrain: +10


Base Defense DC: 50
Combined Defense Bonus: -10
Outflanked: +5
Open Terrain: +5
>>
Rolled 24 (1d100)

>>5019201
defense roll
>>
Rolled 53, 13, 34 = 100 (3d100)

>>5019201
Assault roll
>>
>>5019205
>>5019222
A reminder that these are best of 3; still need two rolls of 4d100.
>>
Rolled 4, 27, 75, 93 = 199 (4d100)

>>5019201
>>5019245
Goddamn best of three for multiple rolls make me incredibly greasy, the dice gods are too scary.

So the first die is for defense and the others are for the assault actions, yes?
>>
>>5019251
That's correct!
>>
Rolled 36, 21, 10, 53 = 120 (4d100)

Lets see if there's any luck in the air for the TactiCom bot defense...
>>
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>>5019322
Well, it's at least one less degree of failure for the defense.

So we have 36, 53, 75 and 93. Mediocre to absolutely fantastic successes on the Assault rolls at least.

By the way, which one of the 6d100 you rolled earlier is for our friendly Infantry? Praying that it's the last two so they can carry our defense right now.
>>
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>>5019337
Unfortunately, it was the first two rolls that the allied defenders had.

https://youtu.be/haEoo0RHu-Q?t=27

A bloody counteroffensive takes place in the streets, shacks and shops of the southern slums as the battle drones use their simunitions to flush out enemies, the booming cannon of the mech units blasting "holes" in the shipping container houses. It takes a toll- Infantry Battalion 1 at 85% strength, but luckily the mechs remain relatively untouched and control of the line of battle is established to the point where your primary objective is likely secured.

It's a rush to watch as the successes in the south take place, but elsewhere, things are more grim. Both bots and bodies dig in in the central road area, doing their best to fend off determined enemy pushes; if much more comes their way, they won't be able to stop a breakthrough.

Friendly Infantry Battalion 2 at 60% strength. Infantry Battalion 3 at 75% strength.

Even more grim is the state of the northernmost troops- Captain Collins reports that his men are combat ineffective with the amount of simulated casualties they have sustained. Friend Infantry Battalion 1 has been reduced below half strength. It will take a substantial penalty to all rolls.

Luckily, however, your bots have made their way to the town hall position, and from such a position of strength may very well be able to hold the pair of besieging enemy units by itself.


Alas, the bad news just doesn't end. The Demolisher tanks have finally finished lumbering their way across open ground to reach your troops; they look to be preparing for an assault on the southern town in an attempt to roll up your lines.

What are your orders?

Collins:
>Battalion 1, fall back behind friendly lines; Battalion 2, continue holding to the best of your ability.
>All units, hold the line!
>Write in?

1:
>Dig in, and prepare for enemy attack. (Allows for a Defense.)
>Counterattack against the armor so we can push through the enemy! (High risk, high reward.)
>Write in?

2:
>Dig in and prepare for enemy attack. (Allows for a Defense.)
>Write in?

3:
>Continue to hold here.
>SPECIAL: Continue holding, but replace the human troops at all of the most risky defense points. (Will increase casualties of your troops.)
>Write in?

>Anything else?
>>
>>5019343
Collins
>Battalion 1, fall back behind friendly lines; Battalion 2, continue holding to the best of your ability.
There really is no choice here, Battalion 1 will most likely be destroyed if it has to fight any more. Have them fall back and escort the civies.

1:
>Dig in, and prepare for enemy attack. (Allows for a Defense.)
>Other: Have the Mechs use a Barrage action on the approaching armor to weaken it before it engages the entrenched positions.
If we can't do the Barrage action before the Defense action, disregard this and just have the Mechs dig in too.

2:
>Dig in and prepare for enemy attack. (Allows for a Defense.)

3:
>SPECIAL: Continue holding, but replace the human troops at all of the most risky defense points. (Will increase casualties of your troops
We are exendable, Humanity is not. Beep boop.

We're basically in the position we want to be in right now, we just have to hold and let the enemy exhaust themselves on our line while the civilians escape. Barring really shit rolls this shouldn't be much of a challenge.

What is scary though is the Demolisher tanks +Massive bonus to Assault actions, not sure if digging in could properly negate it's effect. If we counter attack it and succeed we can roll up the enemy left flank and demolish the whole frontline, but we gamble the whole mission on it. Ultimately I feel it's better to hold the line here rather than to risk unneeded heroism.
>>
>>5019377

+ 1
>>
>>5019377
support
>>
>>5019377
Support.
>>
>>5019377
Looks about right given our priorities. But how does our programming rank preserving human military personnel versus taking out armor/ HQs/ other HVTs ?
>>
Rolled 95, 55, 79, 22, 44 = 295 (5d100)

>>5019686
Your decision matrix is flexible, and you have to balance two very different primary functionalities: destroy HCON-tasked targets, and preserve human life.

>>5019377
>>5019481
>>5019534
>>5019679
>>5019686
We'll call this vote here. 4d100 bo3 for defense please; first roll will be northern town hall Defense, second roll will be road defense, and the last two will be to resist the mighty Demolisher tanks.

First roll DC: 50
Base DC: 50
Combined Defense Bonus: -5
Outnumbered (Moderate): +10
Urban Terrain: -10
Attack Pressure (stacks for each consecutive turn spent attacking one target): +5


Second roll DC: 47
Base DC: 50
Combined Defense Bonus: -10
GOOSE AND MAVERICK: -2
Dug In: -5
Open Terrain: +5
Attack Pressure: +5
Casualties: +5


3rd and 4th roll DC: 33
Base DC: 50
Combined Defense Bonus: -10
Urban Terrain (Degraded): -7


As an aside, counterattacking allows a contested Assault roll rather than a Defense roll, but carries a substantial cost in casualties. Defending is useful in that it allows you to utilize the terrain advantages of the area, and the Dug In bonus that gets applied after multiple turns of Defending.

Enemy dice are top to bottom, first two are enemy infantry assaulting the town hall, second two against the road, and last one for the tanks.
>>
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Rolled 23, 44, 71, 97 = 235 (4d100)

>>5019731
>enemy rolls a 95 on it's assault rolls
At least it wasn't the tanks that rolled like a God
>>
Rolled 35, 64, 15, 57 = 171 (4d100)

>>5019731
>>
Rolled 92, 84, 85, 94 = 355 (4d100)

>>5019731
>>
Rolled 64, 87, 42, 46 = 239 (4d100)

>>5019731
>>
Rolled 17, 15, 72, 16 = 120 (4d100)

>>5019731
>>
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>>5019735
>>5019736
>>5019751
>>5019779
>>5019783

92 (vs 50), 87 (vs 47), 85 and 94 (vs 33).

The battle continues to unfold, the booming of the Demolisher twin cannons finally joining the fray as they roll into the southern village. The fighting there is intense, vicious, and your troops manage to retain a tenuous hold on the village, ruining a half dozen of the tanks. Fighting continues to rage in the alleyways and streets of the slum, but it looks like if you can keep up the pace, the enemy armored unit will collapse before your men will.

Enemy armored unit around 50% strength.
Infantry unit 1 at 55% strength, mech unit 1 at 75% strength.

Collins' men pull back from the town hall, falling back into the northern village to cover the retreat of the civilians and lick their wounds. The troops are clearly glad for the respite of your own bots; but just as soon as the bots march up, the enemy redoubles their attack on the town hall building. Luckily, you set up an ingenious defensive tactic with layered grenade tosses and excellent overlapping fields of fire, and manage to stymie the enemy attack yet again, though against their numbers and momentum, you're not sure that you can pull that off again.

Enemy infantry unit 6 at 50% strength.
Infantry unit 2 at 70% strength.

The road, however- the lynchpin of the defense, for even now, if the enemy can break these men, they'll be able to get within striking range of the civilians- holds yet again. With magnificent efficiency and self-sacrifice worthy of poetry (were it not for the fact that this is an exercise), the battle drones take up the machine guns and frontal positions, weathering the brunt of the enemy attack. And weather it they do-- your troops are left much worse for wear-- but Collins' battalion remains hale and ready to continue fighting. The men clearly take notice. The enemy reserve battalion moves in to keep up the pressure on the road defenses after one of their battalions breaks-- which leaves their southern flank dangerously underdefended. It seems that the enemy commander has committed to your center.


Enemy unit 7 reduced to 50% strength.. morale test failed, routing.
Enemy unit 4 reduced to 50% strength.. morale test passed.

Routing units get one chance to rally on their next turn. If they pass, they automatically defend in their space; if they fail, they are removed from the battlefield. Attacking a routing unit will cause it to always fail this check. This check is always hidden!

Infantry unit 3 at 60% strength.
Friendly infantry unit 2 at 60% strength.

The initiative is clearly moving towards your side-- it only remains to be seen if your troops in the north and center can hold long enough to allow your heavier bots to overcome the enemy line. The crucial moment is at hand!
>>
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>>5019820
Primary objective is complete at the end of next turn.

What will you do?

Collins:
>Hold positions as is, carry on defense.
>1, hold position. 2, counter-attack in the center!
>Write in?

1:
>All units, counter-assault into the tanks. They're hurt, so we have a chance! (Increased risk of casualties, moderately risky)
>All units, carry on holding here. We can afford to wait, trust in the sturdiness of our northern troops! (Defend.)
>Mech unit, bombard the tanks. Infantry unit, counter-attack after bombardment!
>Write in?

2:
>Hold on as best you can! (Defend, enemy pressure is substantial-- risky!)
>Fall back with Collins' men, they've had a chance to recover their breath. (Defend in Collins' unit 1 space; enemies will still be able to reach you but you'll have more troops to defend with.)
>Write in?

3:
>Continue your hold in the center- we're relying on you! (Defend.)
>Counter-attack with Collins' battalion 2; we're going on the offense!
>Write in?
>>
>>5019821
>Hold positions as is, carry on defense.
>Mech unit, bombard the tanks. Infantry unit, counter-attack after bombardment!
>Hold on as best you can! (Defend, enemy pressure is substantial-- risky!)
>Continue your hold in the center- we're relying on you! (Defend.)

We must destroy the tanks ASAP, but the rest of our units can hold their ground and let the enemy infantry into the meatgrinder.

QM, what, if any, defenses are there in the enemy HQ? I want to know what it will take to fulfill our second secondary objective.
>>
>>5019832
HQ buildings are undefended unless there's a unit stationed there, or otherwise noted. In this case, neither of those things are true. To capture the HQ, you'll just need to move a unit into the square uncontested by enemies.
>>
>>5019821
collins:
>1, hold position. 2, counter-attack in the center!

1:
>All units, counter-assault into the tanks. They're hurt, so we have a chance! (Increased risk of casualties, moderately risky)

2:

>Fall back with Collins' men, they've had a chance to recover their breath. (Defend in Collins' unit 1 space; enemies will still be able to reach you but you'll have more troops to defend with.)

3:
>Counter-attack with Collins' battalion 2; we're going on the offense!

now that they expect us to hold and whether we punch through the south and bloody the center giving us a clear route to the enemy hq and (hopefully) giving us the chance to pull the humans out where we can advance down the road
>>
>>5019832
Support this one, solid logic.
>>
>>5019878
>>5019859
>>5019832
Closing this vote in one hour.
>>
Rolled 25, 39, 11, 65, 75 = 215 (5d100)

>>5019954
Alright, calling it here. Give me 4d100, bo3!
First d100 is for town hall Defense, second one is for center Defense, third one is for the mech Barrage, and fourth one is for the valiant infantry Assault into the tanks.

My dice are for Collins in the center first, and then the enemies assaulting top to bottom.
>>
Rolled 27, 67, 91, 87 = 272 (4d100)

>>5020018
>>
Rolled 18, 48, 90, 34 = 190 (4d100)

>>5020018
>>
Rolled 65, 35, 13, 19 = 132 (4d100)

>>5020018
>>
>>5020021
>>5020046
>>5020063
Oops, forgot DCs.
Assault DC was 50
Base DC: 50
Combined Assault Bonus: -10
Casualties (Moderate): +10


Defense DCs were 60 for the Town Hall and 75 for the road.

Townhall Base DC: 50
Combined Defense Bonus: -5
Urban Terrain: -10
Outnumbered (Moderate): +10
Casualties (Minor): +5
Attack Pressure (stacks for each consecutive turn spent attacking one target): +10


Road Base DC: 50
Combined Defense Bonus: -10
Open Terrain: +5
Outnumbered (Moderate): +10
Casualties (Moderate): +10
Attack Pressure (stacks for each consecutive turn spent attacking one target): +10


Barrage never has a DC unless the enemy has special abilities or cover; 1-20 inflicts superficial damage, 21-40 inflicts minor damage, 40-80 inflicts moderate damage, and 80-100 inflicts major damage-- all relative to a normal amount of health, such as that of an infantry unit.

All that being said, almost done writing here. Congrats on your first win, TACTICOM!
>>
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With your processors whirring and churning, databanks recording every inch of your first non-simulated engagement, and your core working hard, you can almost feel the battle turn in your favor. Though you know inherently that your silicon circuitry has no true feeling, this is what you were made for, and it feels like nothing else you've ever experienced in your seven year existence.

The bots in the north seemed to have a daunting task ahead of them, but you follow up your previous masterpiece with a more subdued, standard defense in depth. More of the troops go down than you would like, but they drive off a full unit of enemy troops as well as frustrating the next attack wave, leaving the enemy advance in the north entirely out of steam.

In the center, things go more poorly. Your units are beaten to a pulp by the advancing enemy infantry, the roadside positions finally smoked out and snuffed from existence. Thankfully, however, despite casualties, they manage to hold onto the position, if only by dint of tenacity and the retreat of an enemy unit after immense battlefield casualties.

This proves to be enough, because following a massive barrage of (simulated) 85mm shells, the enemy armor is cowed and damaged to a sufficient extent that your infantrymen can make a mad dash across the open field and stuff grenades in open hatches, down barrels, and dent exhaust vents with their shovels. Some of the tank commanders shout angrily at the bots-- "It's just an exercise, you dumb bucket of bolts!"-- but they carry on, almost gleefully, until the coordinators of the games call the unit out for good.

Finally, off well to the rear of your troops, you can see Collins' men escorting the gaggle of civilians off the field, urging them to hurry up. As the last one makes their way across the large red lines, a blaring horn sounds.

Primary objective complete!

Off in the distance, far from your troops, you see a white flag raise up from the enemy HQ.

Congratulations, computer, a voice you recognize as Major General Hal Overstead (HCON HEAD OF RESEARCH AND DEVELOPMENT, AUTHORIZED USER, |SUPERIOR OFFICER) says over the radio, That's certainly good enough for me. Please, attend to General Macmillan in Department L; well played. Set your drones for return to facilities.

All secondary objectives completed!

Yes, sir, you automatically and instinctively respond. Maj. Gen. Overstead has been over Dr. Morgan's shoulder the entire process of your development. A fair assessment of his demeanor during that period of time would be "strict, paternal, and contributive"- you are of the opinion that he is a good man, and one that HCON needs more of if humanity is to survive it's war with the Vash'atun.

[1/2]
>>
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>>5020407
Large megaphones blare "ENDEX, ENDEX, ENDEX" over and over again as men, both metal and flesh, leave the field of simulated battle. You carry on a few conversations with interested parties through the bodies of your drones-- some of the troops are curious as to their tactics and procedures; you gladly inform them of Clausewitz's doctrine for forward assault lines. Others are more interested in the maneuver that you pulled in the centerline road, to which you respond graciously that it's only in your programming. The overall perception of your drones-- and you- amongst these men improves.

Simultaneously, back in the command center, General Macmillan claps goodheartedly along with the Department L staff. By your facial detection routines, he looks somewhat impressed, but mostly excited; in contrast, his staff are overwhelmed by your performance and are in shock.

Gen. Macmillan: Well, that was some mighty fine maneuverin' you did there, TACTICOM. Good work. Give us a quick debrief-- maybe my colonels here can learn a trick or two from you.

>"Well, General, it was simple. After my opponent committed to the centerline road, I realized that I could drive through his isolated armored unit in the south; after utilizing the heavy cannons of my mechanized troops, I was able to roll up the enemy line and cause a general rout."

>"I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."

>"Warfare, in my brief experience, is a combination of luck, skill, and toughness. My troops and my allies exhibited all three 'in spades', as humans say."

[2/2]
>>
>>5020413
>"Warfare, in my brief experience, is a combination of luck, skill, and toughness. My troops and my allies exhibited all three 'in spades', as humans say."

Assuming these choices will set the base for our future combat doctrine, Option 1 would probably be more offensive in nature, Option 2 most likely defensive/supportive role and Option 3 a 'jack-of-all trades' flexible approach. I like the third option best, but can settle for the first too depending on other anons.

Unless I'm just overthinking this and it's just my autism getting in the way of a nornal debriefing.
>>
>>5020435
All dialogue options will have a little bit of effect on TACTICOM's development-- not dissimilar to a Bioware/Obsidian Entertainment game -- but it's not as deep as you're thinking in this case.
>>
>>5020413
>>"I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."
>>
>>5020413
>"I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."
>>
>>5020413
wait how did you do blue text
>>
>>5020585
If you're the OP of a thread, you can use [ blue ] [ /blue ] (without the extra spaces) to make a section of text blue. Also works for red and green.
>>
>>5020413
>>"I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."
>>
>>5020413
>>"I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."
>>
>>5020413
>>"Warfare, in my brief experience, is a combination of luck, skill, and toughness. My troops and my allies exhibited all three 'in spades', as humans say."

We don't want to make it look like we're fully dependent on humans.
>>
>>5020435
>>5020765
2 votes for luck, skill and toughness

>>5020503
>>5020554
>>5020675
>>5020711
4 votes for allies were the linchpin

Alright, we have a winner. Writing now.
>>
>>5021125
You turn your speaker on so that everyone can hear you and begin a very humble, short debriefing.

"General, frankly, I owe most of my success to the absolute tenacity of my allies. If Captain Collins' men had not held out for as long as they did, and stayed in the fight as long as they had, my own drones would have been incapable of holding the line alone. Through our combined prowess, we were able to defeat the enemy."

He snorts as a pair of the colonels whip out notepads and start scribbling trite notes on tenacity and grit.

Gen. Macmillan:Well, damn. If all we need is more men like Collins'.. it's a shame most of 'em died about five years ago. Unfortunately, not all of your allies are going to be quite as good as him, but lucky for you, I think we can afford to keep the man himself with you as a liason. If you'd like, that is.

Macmillan turns away for a moment muttering something to an aide about, "Go get that Captain a promotion to Major."

That's an interesting thought. You've already interfaced with this particular human-- maybe that can form the basis for an enhanced bond; your personality and emotion matrix seems to think it'd be a good match. On the other hand, it might be better to wait for a different, more expanded selection of liasons, so that you can tailor one to your needs.

Dr. Morgan:Well, in any case, TACTICOM, we have a few things to go over before we can determine your first live deployment. We're granting you full Warnet access now at your provisional rank, but that'll take a few days; I'm uploading a few things to your core now.

A pair of files pop into existence in your data repository-- one labeled GLOBAL_THREAT_MAP and the other labeled DEPT_L_PROJ_. Dr. Morgan pulls the first one up onscreen.

Dr. Morgan:I'll let you make your own conclusions about this one, TC, but this is the extent of enemy occupation on Earth. It's estimated at about 40% of the world's landmass is occupied at this time, and since all of our satellites are down, we've only got the occasional spyplane flyover to rely on for what's happening to those people. The general verdict is, whatever it is, it isn't good.

The red stars signify locations we've identified as major enemy commands-- places where their starships disgorge a lot of materiel and men to. If we could push our lines forward to any of those four- and that's a stretch- it'd set them back substantially.

Gen. Macmillan:HCON considered nukes, but the Russians unilaterally fired a few at the orbitals back in '75, and look where that got them. They're a dying people after the Horde doubled down on putting Brezhnev to sleep. Most of what used to be their country is under Bug control these days. We're stuck slugging it out conventional-style, at least until things get a lot more grim.

[1/3]
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>>5021676

Dr. Morgan:We just don't have enough architecture for you to be everywhere at once, TC. We want your input on where we should send you-- the General and I, along with the rest of Department L, have spoken and we're split; some of us think you should go one place, others somewhere else. R&D is of the opinion that you should take things a bit slower with something relatively simple-- the Alaskan campaign, maybe the Balkans-- but the command staff thinks you're ready for more.

Gen. Macmillan:We'll hold off on the final decision until we're finished with your call on an XO and the next thing that good Doctor has for you, but I'd prefer we get an asset like you right into the thick of things in Pacific Command or AFRICOM. We need a wonder weapon badly, and one that doesn't cost me any men is as good as it gets. No offense to the drones.

Dr. Morgan:While you think about that, TC, let's go ahead and open the second file. I'm sure you'll like this one.

You open the file and are presented with a beauty to behold: a drone unit that looks to be far more advanced than the rest you've seen so far. A commando unit, maybe? You analyze and process, but you can't imagine what the purpose of this construction could be.

"What.. is that?"

Maj. Gen. Overstead:That, Tactical Computer, is your Mobile Command Drone.

Dr. MorganTC, I had to beg the boss here day and night to get this! The MCD has the best of everything that we've scavenged and innovated in the past 7 years; prototype compressed titanium-carbide weave armor, gravity-induced fusion power plant, and a full command suite. You'll still need your core to be near the battlefield, but with this you could handle a few hundred drones without it. It makes sure that you'll never get deactivated if your core goes down.. though it'd still be a real rough time. There's also a little surprise I've thrown in there that you'll have to figure out yourself.

"Excellent. Thank you all for this augmentation; I will be sure to utilize it well," you respond, as excitedly as your robotic voice will allow. There are many drones that are all "you", more or less, but to have a body of your own opens a myriad of possibilities. Many of your readings have stated that troops led from the front perform best, and with that kind of armor, you'd have to be shot by a tank to even feel it-- so maybe you'll be able to test the theory out.

The MCD allows TACTICOM to particpate personally in combats with little risk to itself, and expands the range of the battlefield substantially by functioning as a repeater for the command core. While it can be destroyed, it is a force to be reckoned with on the battlefield and is capable of low-level superhero feats of strength, speed and durability.
[2/3]
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>>5021683
Gen. Macmillan:Well, TACTICOM, take a minute to think it over. Once you've decided on everything, we'll head to the factory complex and walk you through the manufacturing we have available, so you can keep us informed in the field of what you need.

>Keep Major Collins on as your second in command and liason
>Wait for a more robust selection of officers

>"I am prepared for high-intensity operations, General. PACOM or AFRICOM are both amenable." (Side with the General and go right into major combat ops)
>"I'd prefer to get my bearings a bit, General." (Side with the R&D personnel, and take things a bit slower with a less-active theatre of war)
>"I believe, gentlemen, that there is a middle ground. Why not something more modest than Africa or Asia but higher intensity than Alaska?" (Take the middle ground and recommend a moderate pacing. Note: Some of the unmentioned theatres have unique challenges!)
>Go with whatever the staff ends up coming to a consensus on. You have no input.

Dr. Morgan's Surprise
>An arm-mounted, scavenged gravity impulse cannon (Makes the MCD more formidable in personal combat, and gives a small bonus to Assault roles when attached to an assaulting unit.)
>A pair of small, flight-capable drone backpacks (Allows use of Raven Reconnaissance Drones 2 times per mission for scouting)
>An enhanced vocal modulator (Makes the MCD capable of more human-like speech- good for deception or bonding with squishy flesh beings)
>>
>>5021685
>"I believe, gentlemen, that there is a middle ground. Why not something more modest than Africa or Asia but higher intensity than Alaska?" (Take the middle ground and recommend a moderate pacing. Note: Some of the unmentioned theatres have unique challenges!)
>An enhanced vocal modulator (Makes the MCD capable of more human-like speech- good for deception or bonding with squishy flesh beings)
>>
>>5021685
>Keep Major Collins on as your second in command and liason
We already commited to Collins with the previous choice, even if he rolled dice like shit. Might as well keep on nurturing that relationship now.

>"I believe, gentlemen, that there is a middle ground. Why not something more modest than Africa or Asia but higher intensity than Alaska?" (Take the middle ground and recommend a moderate pacing. Note: Some of the unmentioned theatres have unique challenges!)
I want to start out slightly faster than Alaska, but not go pedal to the medal right away. The good doctor mentioned that the Balkans needed liberating, I think this is a good place to start out then. Specifically Albania, to secure it's Chromium mines. With the USSR mostly occupied and Africa/Asia contested most of the world's Chromium reserves are unavailable to us, making production of stainless steel almost impossible as it is. We take back the Balkans and Anatolia and restart Chromium mining we can start producing higher quality robots for our army. The Balkans also has Bauxite deposits which contains a lot of Aluminium, which would also be used in the electronics for the Bots.
Turbo autism over.

>A pair of small, flight-capable drone backpacks (Allows use of Raven Reconnaissance Drones 2 times per mission for scouting)
Proper intel wins battles. We can bond with our fleshy patrons by dying valiantly to protect them instead.
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>>5021685
>Keep Major Collins on as your second in command and liason

>"I'd prefer to get my bearings a bit, General." (Side with the R&D personnel, and take things a bit slower with a less-active theatre of war)
let's get to know things a bit more, one step at a time

>A pair of small, flight-capable drone backpacks (Allows use of Raven Reconnaissance Drones 2 times per mission for scouting)

>>5021729
good point, it's always good to know where the enemies are
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>>5021729
+1, err to the side of venerable weaponized autism
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>>5021685
>Keep Major Collins on as your second in command and liason
>"I believe, gentlemen, that there is a middle ground. Why not something more modest than Africa or Asia but higher intensity than Alaska?" (Take the middle ground and recommend a moderate pacing. Note: Some of the unmentioned theatres have unique challenges!)
MEXICOM
>A pair of small, flight-capable drone backpacks (Allows use of Raven Reconnaissance Drones 2 times per mission for scouting)
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>>5021698
>>5021729
>>5021851
>>5021891
>>5021907

Seems like Collins and the drones are the favorite, but if you were to want to go somewhere more middle-ground, you'd be picking between:

>The Balkans
BRIEFING: The area containing the former countries known as Yugoslavia, Greece, Bulgaria, and Romania is a land rich in natural resources, possessing a fiercely resistant populace. Stemming the tide of the Red Horde often seems an endless task, but if there is one thing that the residents of the Balkans can agree on it is that arthropods need crushing. The Vash'atun view the region as a distant priority and an annoying thorn in their side that has taken far more than it's fair share of resources up already.

Should you choose to take a posting here, it would likely involve supporting partisan actions or regaining important mines and production sites from the enemy. Resupply and repair might be difficult, but you would certainly have an opportunity to cut your teeth against a proven enemy.

>Mexico
BRIEFING: The Central American mega-landbridge region is-- and has been since time immemorial-- a thick, forested jungle. Unfortunately, this type of terrain has always proven advantageous to insectoids; even with the concerted efforts of the American, Mexican, and Cuban governments, the North American landing nexus has proven impregnable. Analysts have detected an obsession with the area on the part of the Horde, in such a manner that they throw themselves into the guns of allied troops with a fervor beyond normal.

Should you choose to take a posting here, it would likely involve siege operations and attachment to special operations groups in a more personal capacity. To say that the situation could get hard is simplification; bots do not fare well in deep jungle in the numbers that you are accustomed to, and it would be a difficult role. However, the enemy is certainly hiding a secret here, and it might be a war-winning one.

>NW Russia
BRIEFING:Known as the Tank Graveyard, this region of ex-Soviet influence is a monument to the fallacy of Cold War tactics in the face of a literally alien adversary. Some 6 years ago, a senior Soviet field marshal led an army of tankers and support troops into a recently-landed enemy contingent; not only was the entire army eliminated in a matter of days by newly mastered anti-tank operations on the part of the Horde, the casualty rate was over 80%. It dealt the Russians a blow that they have yet to recover from.

Should you choose to take a posting here, you would almost certainly be attempting to glean some hint of intelligence from the enemy tactics in the region. Post-Battle of Cherepovets, the Vash'atun set up some sort of testing ground and school of Earth warfare in the area; we suspect there to be an ongoing evolution of the Red Horde war doctrine centered around this area. Probing it out before it can be used would be a victory indeed.
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>>5022029
>Mexico
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>>5022029
>NW Russia
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>>5022029
>>Mexico
>>5022029
I know the Balkan mines are interesting, but I don't like having bugs hiding secrets right on our doorstep. There's also the advantage of it being the ship landing with the least amount of occupied territory to punch through. Its jungle, yes, but the sooner we get on it, the sooner we can stall them.
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>>5022029
>>Mexico
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>>5022029
>The Balkans
Remove Insectoids
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>>5022029
>>The Balkans
Looking on the global map, the balkans seems a staging ground alongside Russia for take over Europe and Middle east. If we take it out, aliens have just russia.

Inquire if it would be wise to have some reporter with us, so for show what we do. Could be a morale boost for everyone around the world to see us crushing the insects.
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>>5022029
>>NW Russia
>>
>>5022029
>>Mexico
>>
>>5022029
>>NW Russia
>>
>>5022029
>The Balkans
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>>5022029
>>
>>5022029
>Mexico
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>>5022040
>>5022074
>>5022158
>>5022224
>>5022328
5 votes for Mexico

>>5022067
>>5022200
>>5022244
3 votes for the Cherepovets region

>>5022173
>>5022194
>>5022302
3 votes for the Balkans

Looks like the Chromium mines and Slavic heroes will have to wait for the time being; you have strange alien shit to figure out.

Writing now!
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>>5022401
"After careful consideration, I believe that there is a middle ground. Why not deploy this unit to the Central American theatre?" you vocalize as your processors whir and spin; after 10 million iterations of analysis on the matter and consideration of several other campaigns of similar intensity, you've come to the decision that facing something with a more esoteric bent will be helpful in your development. You'll be able to bring new perspectives with you after helping with the breaching of the Mexican nexus, no matter what the result is.

Reactions in the room range from surprised to incredulous, though there is one individual chortling with laughter. Now having entered the room and newly frocked with a golden oak leaf is Major Collins, doubled over with laughter.

Maj. Collins:Oh, yeah. We'll get along just fine.

Gen. Macmillan:If you're certain about this, TACTICOM, we will discuss it. I think we can make that work, though I'm sure you're aware of the reasons we didn't propose it in the first place.
Macmillan turns to one of the technicians in the HQ and the briefing screen shuts down. He proceeds up the steps out to the blast doors-- presumably to escort you to the drone manufactory.

You nod and walk slowly over to Major Collins, extending a cold metal hand. "Congratulations on your promotion, Major. I look forward to having you on my staff."
He looks at you for a moment longer than is usual for humans, clearly assaying you. In turn, you assess him. Collins is a human male of above-average height (1.85 meters) and mesomorphic body type; possessing brown hair, slight beard, and a worryingly common look of tiredness. Eventually, he responds, shaking your hand.

"Doesn't feel quite earned, but I'm sure we'll have plenty of cause to make that up in the coming weeks. Proud to serve under such a.. distinguished product as yourself. Shit, feels like I'm talking to an Academy graduate." Again, he laughs. This bodes well for the human bonding process, so you do your best to imitate his easygoing demeanor and initiate a slight laugh yourself, which only makes him crack up even harder.
Finally, that being done with, and your new XO following, you make your way up the stairs where General Macmillan, Doctor Morgan, and a host of colonels and aides wait. Proceeding out the blast doors and along a series of winding corridors which you are nominally familiar with, you finally reach the outer vault door and wait for the gigantic steel door to cycle.

As you stand there you listen to the excited conversation of the scientists, staff officers, and soldiers. The attitude seems to be well lifted from normal, far beyond the muted determination you have normally seen in this place during your long development. One of the soldiers- a young Corporal- turns to you.
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>>5022454

"Sir, I just wanted to say that I think you'll do great. We'll be here to support you the whole time. It's almost like we're your family."

A lieutenant's head snaps around as the corporal speaks to you, and begins to reprimand the man.

"You idiot, that's a General you're talking to. He's not your friend, Corporal Jiminez!"

"It's fine, Lieutenant. The man is excited, leave him be," you say, amusedly, "and I appreciate the support."

The doors cycle with a woosh of air and the clanking of gears, and you emerge into the cold March air. Far in the distance, past the walls and through the gates at the end of the main boulevard is the exercise area; and as you look with your very own optical sensors, your party moves along the streets quickly towards a large grey factory building. Even from here, a full kilometer away, you can hear the pounding of hammers and the humming of machinery. After a short walk, you meet a delegation of workmen, one of whom clearly holds authority over the others and eyes you excitedly.

The denim-coveralled man bulls through the entire group, completely ignoring the generals, top scientists and policymakers in favor of wrapping you in a bearlike hug.
"Hahaha, holy shit! It actually works! Fucking shit!"

Dr. Morgan sighs and turns to the man, physically pulling his arms off of your very confused frame. "Horst, get control of yourself."

The factory foreman grunts and nods, adjusting his clothing before clapping you on the metallic shoulder. "Yeah, I uh.. my bad. Just excited. Ladies and gents, welcome to the Foundry. Come on through."

The group steps through the threshold of the factory into a thrumming wonderland of technology and machinery most of them have never seen in their lives; for you, it is an equally strange experience. This is almost analogous to your birthplace, in a way, and the birthplace of all of your drones.

Horst, the foreman, animatedly walks you through the factory, indicating the exact press where your current body was made, introducing you to every worker on the floor, and he makes very clear to you that all available resources are at your disposal. Dr. Morgan, however, clarifies that the budget is limited and that any resources requisitioned will come out of a pool.

The Foundry will serve as your unit selection pool for various campaigns. You may be able to augment your unit selections in the field, or you may not; some units are more of a pain to repair than others. Choose carefully.
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>>5022507
General Macmillan concludes the tour by taking you to the administrative office and setting down a series of manila folders on the desk.
"TACTICOM, if you really want to go into the NORCOM theatre, this is what we've got available to produce right now. I'd strongly recommend some of the Harbinger drones; you'll need the light infantry in the deep jungle; but there's also bound to be plenty of fortifications and dug in areas. Make your choices and we'll get you sent off to San Diego ASAP. I'll get in touch with Vice Marshal Jin and let him know you and the bots are on the way."

Jin, Ye-oh Albert, Vice Marshal, HCON Mexico campaign commander. South Korean birth origin. Experienced in guerilla operations and siege of fortified positions.

"Excellent, General. I will inform you when I have made my choices."

You have 10 Production point to produce units for the upcoming Mexico campaign.

Included for free in your detachment:
1 unit of Logistics bots-- capable of carrying heavy loads and effecting repairs on your drones, so long as materials are available. Minor repairs can be effected in between missions, but damage that renders units below 75% strength will take longer.
1 unit of Comms bots-- usable for maintaining long-distance radio communications.

Keep in mind when making your selections that most missions will restrict the amount of units you can bring, and that some missions will restrict unit types.

Available units:
PATROCOLUS infantry drone battalion [Bonus to Assault and Defense, Moderate HP] [1 point]

PUNISHER mechanized walker drone unit [Large Bonus to Assault and Barrage, Bonus to Defense, High HP, Barrage Range: 2] [3 points]

HARBINGER light infantry drone battalion [Bonus to Assault, Moderate-Low HP, Expanded Vision Range, Move: 2] [2 points]

PANTHER mobile howitzer drone battery [Large Bonus to Barrage, Small Bonus to Defense, Barrage Range: 3] [4 points]

CLAW anti-air SAM drone battery [Small Bonus to Defense, Anti-Air Capable (Range: 5), Slow (Moves once every 2 turns)] [3 points]

>Make your selections!
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>>5022509
>Following units :
PATROCOLUS x2
PUNISHER x1
HARBINGER x1
CLAW x1

A mixed force for deal with our enemy
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>>5022523

+ 1

Sounds good. I was thinking of taking more Harbingers but I'd prefer to be a little more tanky.
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>>5022509
>>5022509
PATROCOLUS x2
HARBINGER x2
PANTHER x1

I think we can rely on jungle cover and our allies to keep the skies clear here. I'd like to have the artillery support and extra Harbinger unit
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>>5022523
>>5022509
+1, I have no changes I wish to make.
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>>5022523
Support
>>5022540
The guy in charge is a siege expert. I think he'll have that covered. We're here to take the frontlines until his arty gets in position. Might as well get some AA to cover it.
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>>5022509
HARBINGER X3
Panther X1

Three harbingers for jungle warfare and one panther for taking out entrenched enemy positions.

The CLAW is a trap choice, anti-air is not needed when fighting in a jungle because enemy aircraft won't be able to see us below the trees. Read about the failure of Operation Rolling Thunder in the Vietnam war (We'd be like the North Vietnamese in this scenario). The alien invasion started in December 1973 so I presume the Vietnam war happened in this universe and the information is in our databanks.
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>>5022550
The Vietnam War, in-universe, ended in 1971 with the invasion.
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>>5022509
PUNISHER x1
HARBINGER x2
CLAW x1
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>>5022554
Sorry, 1973, you are correct.
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>>5022550
Then again, look at Khe Sanh -- B-52s and C-130s were vital to the survival of the Marine garrison. Also, the French position at Dien Bien Phu was made vulnerable by the large amounts of Vietminh AAA that made resupply difficult.
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>>5022540

Voting for this. Bringing tanks into the jungle seems like insanity, and I don't know that we want to try to duel the roaches in a jungle habitat with light troops only.

Seems to me that we'll want to draw the bugs (using their jungle madness, since apparently they're hyper aggressive in this theatre) into barrageable kill boxes
>>
I'd definitely like the Panther, being able to send firebombs through the jungle would be a huge boon. We Vietnam now
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>>5022554
>>5022556

Either way, Rolling Thunder was in the 1960s.
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>>5022567
True, but I think we can trust the humans to give us operational air superiority.
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>>5022523
>>5022527
>>5022541
>>5022542
4 votes for this comp with no changes; however,

>>5022540
>>5022550
>>5022600
>>5022604
4 votes that include the Panther howitzer in some manner.

>Keep the first loadout with AA capability and 2 infantry units.

>Go with a modified loadout that includes organic artillery support: 1x PATROCOLUS, 1x HARBINGER, 1x PUNISHER, 1x PANTHER

Closing this vote in 9 hours so we can move on.
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>>5022540
Voting for this. I'm new and this quest seems really cool so far.
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>>5023256
>Keep the first loadout with AA capability and 2 infantry units.
SAMs can be used to shutdown enemy Landing Zones.
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>>5023256
>>Keep the first loadout with AA capability and 2 infantry units.
>>
>>5023256
>>>Keep the first loadout with AA capability and 2 infantry units.
>>
>>5023256
>>Go with a modified loadout that includes organic artillery support: 1x PATROCOLUS, 1x HARBINGER, 1x PUNISHER, 1x PANTHER
>>
>>5023256

>>Go with a modified loadout that includes organic artillery support: 1x PATROCOLUS, 1x HARBINGER, 1x PUNISHER, 1x PANTHER
>>
>>5023256
>Keep the first loadout with AA capability and 2 infantry units.
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>>5023270
>>5023317
>>5023357
>>5023368
>>5023411
>>5023435
>>5023487
Looks like the AA load out takes it. Writing now!

>>5023270
Glad you're having a good time!
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>>5023664
Oops. Forgot the trip.
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>>5023664
You take some time to carefully weigh each infinitesimal adjustment in the troops that you're bringing to the deep jungles. It is a difficult task to choose your own destiny, so to speak; most military commanders in the past have only been able to exert the tiniest of changes on their ultimate tools of war, whereas you, in this time and place, have complete control of yours.

One of your largest problems in deciding what to bring with you is the struggle between organic artillery support or a similarly organic anti-aircraft capability; unfortunately bringing both would stress the manufactory to an extent that they simply could not provide sufficient mainline infantry troops. Ultimately, you settle on the fact that in a theatre already focused on siege operations, division-level artillery should be plentifully available. The anti-air might be underutilized in this particular environment, but better to have it than to not-- harrying enemy landing transports might very well make the difference in a battle.

With that done, you need only wait for the Foundry to finish producing your troops. Some of the infantry drones can be repurposed and modified for the jungle environment, but the rest will take a few days. Walking about the facility here, dedicated to the Research and Development department and Department L in general, there are a few things you could do-- no duties await you until you board the air flotilla to carry you to HCON Base San Diego.

What will you do with your time? (Pick up to two.)

>Run through an obstacle and firing course to test the upper limits of your new body
>Grab some extra goodies from the armory- grenades, a close combat weapon, maybe something other than the standard heavy assault rifle?
>Coordinate with Major Collins, see what men he will be bringing along (if any)
>Confer with Dept. L researchers to see what the next big leaps in capability are predicted to be
>Get some maneuver practice in the field with your troops
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>>5023768
>Coordinate with Major Collins, see what men he will be bringing along (if any)
>Get some maneuver practice in the field with your troops

Make sure we're properly ready to go into the field, it's imperative we succeed in this first deployment so we can be used as a propaganda morale booster for all human troops currently fighting across the world.
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>>5023768
>>Coordinate with Major Collins, see what men he will be bringing along (if any)
>Get some maneuver practice in the field with your troops
>>
>>5023768
>>Coordinate with Major Collins, see what men he will be bringing along (if any)
>>Get some maneuver practice in the field with your troops
>>
>>5023777
>>5023783
>>5023785
Coordinate with Collins and get some battlefield practice in wins. Writing now.
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>>5023838

Dumb question, but can we make sure to repaint our drones in jungle camo? Do we know what light spectra the roaches see in?

Sometimes even the small things can give an edge.
>>
>>5023860
Absolutely. Standard HCON jungle camouflage is in process of being applied as part of the refit and production of your new drones.

As for the specific spectra that the bugs see in, it's kind of a difficult thing. There's estimated to be 47 different species that make up the Collective. Most see in similar ranges that humans do, though some can see into infrared and there's a specific species that has a pair of eyes which can see into common radio ranges-- luckily that's a rare one.
>>
>>5023860
>>5023872

We actually have a significant advantage over human troops in that we don't need to move, respire, or produce biological scents.

We might be superior ambushers especially if we artfully apply mud during ops?
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>>5023838
Considering only shortly what to do with your time, you remember your core purpose. You, as General Macmillan said, are to be humanity's shining sword against it's insectoid enemies. Therefore, you've got to be fully ready for when your first full deployment comes up soon-- and simulations can only be worth so much. One other thing comes to mind-- will Major Collins' men be joining you in the field?


Finding him in the barracks with a few of his senior NCOs and officers reviewing the exercise, you stride purposefully past the stares to his side. You watch carefully for a few minutes as he purposefully ignores you, finishing his debriefing with his men on what went right and what went wrong. It's mostly the latter-- his review of the action is scathing, laying the blame on both himself and his middle-management leaders.

"We have to be better," he finishes, patting each of the men on the back with a solid hand, "and I know we can, gents. Dismissed, enjoy the rest of your day off."

Finally, the major turns to you. "Sir. What can I do for you?"

"Will your men be accompanying us to Central America, Major?"

He grimaces-- it'd be imperceptible to most human beings, but you catch it for a half-moment even on his well-disciplined face-- and then nods.

"Yes, sir. My men are designated as both battlefield assets for you.. and also as your keepers. I'm not supposed to tell you that, but I believe in honesty between superiors and subordinates- both ways. We should be able to trust each other." Collins gives you a meaningful look, as if to say that expects the same from you in return.

"I assure you, Major. I intend to trust in you and your men fully," you respond.

He nods, but you can see again some feeling concealed under his visage. The man snaps to attention, gives you a salute- which you of course return- and he heads off after you confirm you don't need anything else from him.
The days pass quickly by as you coordinate small exercises with groups of your drones, fresh off the assembly line. Their dark, splotchy jungle camouflage stands out against the foothills of the Colorado mountains, but their coordination is impeccable, and your ability to manipulate them more efficiently develops by the hour. Three days after your decisions were made, you are met with an HQ jeep on your way back from the practice field. A uniformed Sergeant hands you a small sheaf of papers and tells you that you're to report to the airfield, effective immediately. A quick ride in the jeep later, and you're there, the small fleet of massive C-5 Galaxy planes already being loaded with men, materials, and drones.

It is time.

[1/???]
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>>5023946
You board the C-5 with great vigor, marching in to the dark, quiet atmosphere of a thousand boxed-up drones. One of the major advantages to these bots of yours is the ease of transport; a hundred-hundred drones can fit into the same space as a quarter of the amount of normal men. Airmen come up to the rear of the plane and ensure you're ready to move, and then the lights inside dim.

The travel south is one of the safest on the globe, so you shut most of your processes off and go into hibernation mode. In your "sleep", you run through your interactions with the men and women of Department L, thinking deeply of the young corporal who called those humans family to you. As a thinking machine, you are young-- only a few years old, a child by human standards-- but it doesn't feel like he was wrong. These people are relying on you to anchor their fading hope with your mechanical vigor, to be their strength in these dark times.

The clock subroutine sounds, jolting you out of your sleep. There are strange smells in your olfactory sensor as you come to and hear the rubber touch down on pavement. It is only a moment before the door in the rear of the aircraft opens with a whir and you are presented with the wrecked skyline of the city of San Diego. From what your memory banks have to say, the city took a major beating in intense urban fighting about 9 months ago as the Red Horde pushed their battle lines north. HCON forces won-- but the city lost. Even in a war where many civilians have died, the three-week-long campaign to dislodge the Bugs from the seaside city was one of the worst in terms of death of the innocent. It makes your mechanical blood boil to be reminded of the losses that the humans have gone through, just to remain in this fight for as long as they have.

In any case, as you watch, haulers from the local base make their way aboard to disembark your drones, and a man in elegant dress uniform regalia approaches. Vice Marshal Ye-oh Jin, by the looks of it, so you step off and greet him properly.

"Good afternoon, Vice Marshal, Brigadier General TACTICOM reporting for duty as ordered."

He waves a hand tiredly and returns your crisp salute with one of his own. "Yes, it is good you are finally here. We have been waiting for your arrival to make our southward push. Come to the war room and we'll start looking things over."

[2/3]
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>>5024122
The Vice Marshal walks you across the tarmac, remaining silent as you follow. Collins trots up after getting his troops headed in the right direction- you watch as they make their way to a section of tents in this crowded base just outside the city- and greets both of you. Marshal Jin returns his greeting, and then continues moving at a brisk pace.

"Your flight go well, General?" Collins asks as he pulls out a cigarette, "Ours was bumpy as all hell. Swear these pilots practice their jinking and juking on the cargo flights just to fuck with us. Or they were some of those commercial draftees."


"I have the unique advantage of always being able to sleep on aircraft, Major Collins. It is quite a boon."


He chuckles and you both make your way to a more solid brick construction alongside the theater commander, where you pass through a heavy door. A sentry salutes and checks all of your credentials. A short walk down a silent hallway later, you arrive at the NORCOM war room, where, displayed on the wall, you can see the plans for an operation entitled "Operation Arrowhead".

Gathered around a map table are three older officers, a pair of Colonels and a man of your own rank, another Brigadier. They all snap to attention when the Vice Marshal enters the room, but quickly return to their discussion, which you and Marshal Jin are both immediately drawn into.

Over the course of the next few hours, the Marshal walks you through the plans to attack the enemy's northernmost lines in order to put pressure on them and force allocation of troops from the southern and eastern areas to the north. That, hopefully, will open up the door for a thrust from the east and south. It's a sound plan.

Unfortunately, there are a few roadblocks in the way. One is the forward fortifications that the Vash'atun have set up not more than 25 kilometers south of the city of San Diego; a stout line of pillboxes, dug-in artillery, and enemy airfields. Marshal Jin thinks himself capable of cracking the lines, but could use you there as a resilient spearhead- bots don't really break under pressure.


Also of note, the HCON intelligence unit here has gathered from enemy comms and human survivors of the violence that the enemy is looking for something in the city of Santa Ana, behind enemy lines by a good ways. Whether it's "the" thing they're looking for, or a lesser clue, no one is sure, but to foil their efforts and maybe get a better read on what the bugs are looking for, Jin is committing half a division to push through the area and insert a brigade's worth of men into the area.

He wants your opinion on where you think you'd be most useful.

>Send my bots into the grinder- I can help you most in tough, slogging fighting. (Join the assault on the Tijuana line)

>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana)
>>
>>5024152
>>Send my bots into the grinder- I can help you most in tough, slogging fighting. (Join the assault on the Tijuana line)

Bots don't need to eat, drink or sleep, making us ideal for frontline combat. This is also the best way to make a strong first impression in our first real operation.
>>
>>5024152

>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana)

We have a chance to catch them by surprise here both tactically and with our force disposition. A success here may also deny the enemy whatever they're seeking.
>>
>>5024152
>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana)

I wanna figure out why these bugs are so interested in Mexico and this seems like a good way to do that
>>
>>5024152
>Send my bots into the grinder- I can help you most in tough, slogging fighting. (Join the assault on the Tijuana line)
>>
>>5024152
Jumping into the grinder so humans don't have to is what we were made for.
But the very reason we even went to Mexico is because bugs are obviously looking for something in the area, and to deny them this may be a way to win this war.
>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana)
Besides, 'a stout line of pillboxes, dug-in artillery, and enemy airfields' is not going anywhere. It may be annoying and supply bugs with reinforcements, but if our raid is successful that also may disrupt them enough that breaking through will be easier afterwards.
>>
>>5024152
>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana)

I so far it seems we have decided on a flexible support approach
>>
>>5024152
I'll leave this one open for another 12 hours or so; it determines the next substantial portion of play pretty heavily. Feel free to ask any questions you have in the meantime.
>>
>>5024152
>>Send my bots into the grinder- I can help you most in tough, slogging fighting. (Join the assault on the Tijuana line)

Although I'm really curious about what's happening in Santa Ana. Minimizing human casualties is our main objective as a bot. Even if it's just a little.
>>
>>5024152
>Send my bots into the grinder- I can help you most in tough, slogging fighting. (Join the assault on the Tijuana line)
We can do more good as a slogging machine as opposed to doing a commando strike. Breaking an enemy line and pushing them away from the US/Mexico border will have a higher impact on friendly Morale across the world. Securing the Tijuana line also cuts of the enemy supply and communication line to Santa Ana. Even if the unit there do find what they're looking for they won't be able to leave if we close the gap they came in from.
>>
>>5024152
>I'd perform best having some more space to maneuver, and I may be able to help with deciphering the enemy plans for the region. (Use your troops and Major Collins' Keepers to assist the daring raid on Santa Ana
I was tempted to go for frontline combat, but as that one anon said, they're not going anywhere. We can always take care of them once we're done with that.
>>
>>5024156
>>5024165
>>5024215
>>5024247
>>5024319
>>5024336
>>5024556
>>5024666
>>5024829
5 votes for Santa Ana, 4 votes for the assault. Close one, but calling it here, Santa Ana wins it. Writing.
>>
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>>5024965
As the conversation and planning carries on from the early afternoon well into the evening, you mull over the options. While the human forces could certainly use aid of a robotic lead element, the mission deep into enemy lines has the ability to save more lives in the long run. With the enemy's attention drawn away from the north by your raid, you come to the conclusion that you'll actually be conducting your primary purpose most efficiently by participating in the backline assault-- HCON forces will only have to besiege Horde lines long enough for the assault on Santa Ana to be complete, which should take no more than half a day to a day at most.

Passing on your conclusions to Vice Marshal Jin, he concurs with a sage nod. "It is possible that the enemy will react very strongly to the deep probe into their territory, particularly with their propensity for fast response and aggression in this theatre. Brigadier, I only worry that we are sending an understrength force to this town; if the enemy reacts as we wish them to, you will need to move quickly to secure your objective of foiling their research or obsession."

This much is very true. While a substantial allied force is cutting through the enemy lines to the east-- which will hopefully have been reduced by the push from the north by Marshal Jin's forces-- you will be deployed by helicopter lift to a deeper insertion point. Therefore, if enemy forces are more robust than anticipated, you'll either have to traipse through jungle terrain or push through the Horde to rejoin allied lines and conduct an orderly retreat. But this is a smash and grab mission, so you don't expect to be in the field for very long anyhow.

With plans finalized, Major Collins, Marshal Jin, and the rest of the human staff make their way to sleep as the early morning sun rises in the east, trying to catch some sleep before the launch of Operations Arrowhead and Thrusting Spear. Briefing is able to synthesize a map of the terrain and a summation of the operation for you to peruse, you being unhampered by such mortal needs as sleep, and able to continue preparation until the last possible moment.

https://www.youtube.com/watch?v=BOyXDvsBY3A&t=103s&ab_channel=Zaptroxix

BRIEFING: Commander, after full processing, this unit is prepared to brief. Standby for pre-operation analysis.. INITIATING BRIEF//

BRIEFING: TACTICOM ACTUAL, THIS MISSION CONSISTS OF A STRATEGIC RAID DEEP BEHIND ENEMY LINES TO DISRUPT ENEMY RESEARCH, DESTROY OBJECTIVES, AND INTERRUPT SUPPLY LINES. YOUR TROOPS, ALONG WITH MAJOR COLLINS' SOLDIERS, WILL INSERT INTO THE CHIHUAHUA REGION OF NORTHERN MEXICO, NEAR THE TOWN OF SANTA ANA. ALLIED FORCES AT SIZE OF 3 BRIGADES, UNDER THE COMMAND OF MAJOR GENERAL OLIVER STONE WILL BE INITIATING A PROBING ATTACK TO YOUR NORTH TO COVER YOUR ASSAULT.

[1/2]
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>>5025234
BY FIRE AND MANEUVER, YOUR GOALS ARE TO:
1: DESTROY ENEMY RESEARCH SITES AND STRUCTURES.
2: TAKE ANY LOGISTICAL TARGETS OF OPPORTUNITY, CAPTURING IF POSSIBLE, DESTROYING IF NOT.
3: PROTECT HUMAN LIFE TO THE MAXIMUM EXTENT POSSIBLE.

FULL FORCE IS AUTHORIZED.

BRIEFING: ATTACHED TO YOUR UNIT FOR THIS OPERATION IS ONE "SAEDONG SAPPERS" BATTALION FROM VICE MARSHAL JIN, YE-OH ALBERT'S COMMAND. THIS UNIT IS SKILLED IN COMBAT ENGINEERING AND WILL BE ABLE TO DESTROY ENEMY OBJECTIVES WITH SHAPED CHARGES AND SIMILAR DESTRUCTIVE DEVICES. THEY CAN ALSO BE EMPLOYED AGAINST ENEMY ARMOR IN A LIMITED CAPACITY, SHOULD ANY BE PRESENT, BUT BE AWARE: IF THIS UNIT IS REDUCED BELOW 50% STRENGTH, YOU WILL BE UNABLE TO DESTROY ENEMY STRUCTURES WITH IT.

Primary objectives:
1: Destroy as many enemy research sites as possible.
2: Take enemy targets of opportunity- ammo dumps, barracks, and their contents- or destroy them if capture is impossible.
3: Avoid collateral damage to human populace.. should any remain.


Secondary objectives:
1: Preserve allied units to the maximal extent possible.
2: Extract any valuable enemy research that can be taken.


Your mission time will be limited and variable, but you will have no less than 15 turns, and no more than 30 to complete this mission.

Jungle tiles and mountain tiles take 2 tiles worth of movement to traverse, reduce vision, and are difficult to assault into, providing defenders with a substantial bonus. If a unit has insufficient movement to move into one of these tiles in one turn, it is treated as Vulnerable (takes 50% extra damage from enemy assaults), but moves into the tile at the beginning of the next turn.

The map given is outlined by your operational area (in orange), and displays the last aerial reconnaissance of the area-- approximately 10 months prior. Fog of War does apply for this mission; normal units have a vision range of 2, your Light Infantry has a vision range of 4.

>Any questions?

>Any special preparations you take prior to mission? You have about 16 hours.
>>
>>5025241

Can we equip our commander unit with high explosives?

As for tactics, seems like we should sprint down to south east base minimizing our jungle crossings for speed. Then we can loop east as the allied troops push south.
>>
>>5025241
>>5025251
>As for tactics, seems like we should sprint down to south east base minimizing our jungle crossings for speed. Then we can loop east as the allied troops push south.

Agreed, we should push south and break the Bunker in the collection of Villages, then burn the Hive down. We should probably use a Recon drone right now to ensure there's nothing spooky hiding in the forest as we approach the enemy base, and then maybe use the other one to scout out the opposition in the main enemy camp.
>>
>>5025260

Plus, I think we could retreat back into the jungle for the defensive bonus if shit goes haywire.

I'm guessing a lightning strike on their hive would cause cascading morale problems though.
>>
Ah, worth noting that the sharp, triangular shapes are Mountains, whereas the more curved ones are Hills and do not make movement harder.

>>5025251
It is totally possible to load up your commander with high explosives, but only about one use worth. Consumable for a bonus vs an armored unit, or for building destruction.
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>>5025291

Reasonable. I would submit that the tactical advantage beats out standard munitions for this particular mission though.
>>
I'll give it another 12hrs for any suggestions or write ins and then we will move on.
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>>5025241
Do we know whether any enemy aircraft are present in the theatre of operations?
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>>5025502
Have we attached our Mobile Body to any unit yet? If I understand your description correctly, having it attached to units would give minor combat bonuses yes?
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>>5025770
Yes, intelligence suggests enemy air presence in Santa Ana is similar to other air activity in the Mexican area- enemy gunship patrols are not uncommon, with fighter-jet and bomber equivalents being dispatched from the nexus area when needed. Given their substantial mainline speed, it'd take those plasma-jet vehicles 15-30minutes to reach the battlefield area (2-3 turns), should they be scrambled.

>>5025920
The MCD has not yet been attached to any particular unit, and yes, it would give minor combat bonuses and a chance to personally interact with any interesting goodies you run into here.

What unit will you attach yourself to?
>One of the two normal infantry units
>The light infantry unit
>The Punisher mechs
>The AA unit
>>
>>5025927
>One of the two normal infantry units
Probably the best choice, it'll enhance an already solid unit which is very nice.

The other alternative is to attach us to the Scout Infantry so we can go fast and poke some spooky alien things with a stick. You know, for science.
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>>5025927

Can we attach and detach at will? If yes:
>>The light infantry unit

Otherwise
>One of the two normal infantry units
>>
>>5025956
You can attach to an adjacent unit at any time, leaving the one you're currently attached to, yes.
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>>5025927
>>The light infantry unit

I'm not voting for it here, but are we also able to attach ourselves to human units, and if so, would that trigger Goose and Maverick?
>>
>>5026038
You can attach yourself to human units, yes, but Goose and Maverick is triggered by any drone unit being adjacent to or in the same square as a human unit.
>>
>>5025927
>>The AA unit
I have a special feeling about incoming alien napalm.
>>
>>5025927
>The AA unit
I have a feeling if we ignore it we either got carpet bombed or pulverized by Air-to-Ground weapons.
So i go for the Anti-Air unit
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>>5025941
Anon, would you care to tactically change your vote to the light infantry unit so that we have three votes against the two AAfags?
>>
>>5025956

Agree with this anon.

If we're going to strap our commander unit with det charges, we should be in the fast recon units.
>>
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>>5025941
>>5025956
>>5026038
>>5026067
>>5026102
>>5026252
Alright, 3 votes for the light infantry, 1 vote for regular, and 2 for AA. Writing up deployment post now! Hope you all are enjoying despite the slow update pace; getting these out as fast as I can.
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>>5026286

You take some time in the night to grab a bandolier of explosive satchel charges- the thoroughly confused and shocked armory Private numbly loads the charges into your hands, certainly an experience he will never forget. With all of your preparations completed and the sun rising again, troops are loaded on choppers and transports while a pair of souped-up Hueys carries your large command unit. The gathered aircraft are a veritable fleet, moving thousands of men southwards immediately into the jaws-- mandibles??-- of the enemy, and your core stirs for the men you see on the way more directly south, who have the misfortune to be boarding APCs, tanks, and mech armor. Even now, you can hear the booming of the guns not far from here, and its seems that even as you are departing on a mission of your own, the Battle of the Tijuana Line has already begun. You can only cross your fingers and hope that Marshal Jin is not so pigheaded as to prevent there from being a second such battle, and that the lives of those poor men are not spent in vain.

You take a look at your assembled troops as they board their respective transports. The drones are, as always, faceless and emotionless; the men, on the other hand, seem trepidatious. Collins approaches you and makes small talk about how there wasn't nearly this much cordite in the weather report, but soon turns serious. "Sir.. General.. fuck, what do I even call you?" He appears more nervous than usual, but continues, pushing on through his mumbled conversational faux pas. "Sir, we are all ready for departure here. All units are 100% green on ammunition, chow, and batteries."

Nodding, you follow the major into the command helicopter. It's not a short ride, but it is short enough that it doesn't drag on. You take a moment to sort out Collins' obvious discomfort. "Major Collins, you can address me as TC if you please. Designation is irrelevant to me so long as communication is retained at full efficiency." His slight grin is all the affirmation you need that the familiarity was a good choice, and the two of you plan out final contingencies as you approach the deployment zone. For a few minutes, the airfleet passes within distant visual range of the battle, and the storm of hellfire and gunpowder is visible to you even from this distance. Major Collins looks away, and puffs on the cigarette that never seems to leave his mouth.


[1/2]
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>>5026439

Finally, you arrive in the hills a half-hour's march from the jungle town of Santa Ana. For obvious reasons, you will trek through the mountains and jungle to reach the objective, and indeed, with the men grumbling and the drones silent, you do so. Your geopositional subroutine pings you after exactly 32 minutes of walking-- you have arrived to the area of operations, and can hear the northern offensive coming to an abrupt beginning, with the howitzers raining fire and the tank guns joining in the symphony of destruction. Collins goes to his men, and you to yours, as the base camp and guard is set up.

The question is, what is your plan?

We will run through this combat (and combats like it) in a streamlined manner until you encounter enemy resistance. If you have any particular measures you'd like to take, or any alternate actions other than those listed, write-ins are always accepted. No rolls made before choices are locked in will count!

Bunkers have a default range of 2 squares, and can never Assault or move, only Barrage and Defend. They can attack on their own without units occupying them, though units occupying them gain substantial bonuses to Defense.

Do you utilize your two drones- one for sweeping the jungle along your path of movement, and the other for objective reconnaissance? (Each drone has a 5% chance to be spotted and alert the enemy.)

>Yes, use both drones for these purposes
>Use only the sweeper
>Use only the reconnaissance drone
>Don't use either drone, save them

What is your plan of attack?

>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site

>Loop the long way around from the south-west so that you avoid the most forest, but otherwise the same as the first plan

>Attack directly east, attempting to break the heaviest point of enemy resistance now so that relief forces can reach you most quickly

>Knife south-east, pushing for the hive and research center that was on the recon overflight picture


[2/2]
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>>5026445
>Use only the reconnaissance drone

>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site
>>
>>5026445

Let's use both drones. Risk of detection is low.

>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site.

This seems like the best balance between speed and safety.
>>
>>5026445

>Yes, use both drones for these purposes

>Knife south-east, pushing for the hive and research center that was on the recon overflight picture

Considering it's a smash and burn mission, I think we want to move fast.
>>
>>5026453
+1

We just have to avoid major groups of enemies and stealth rush the objective
>>
>>5026445
>>5026453
>>
>>5026445
>>Yes, use both drones for these purposes

>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site
>>
>>5026445
>Yes, use both drones for these purposes
>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site.
>>
>>5026445
>Yes, use both drones for these purposes

>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site
>>
>>5026445
>Yes, use both drones for these purposes
>Push quickly through the forest towards the southernmost bunker-- it'll keep your forces out of the firing line of the other bunkers, and the town is there, along with a potential objective site
>>
Rolled 2 (1d100)

>>5026452
>>5026453
>>5026461
>>5026463
>>5026571
>>5026652
>>5026738
>>5026745
>>5026784

Alright, using both drones and moving fast. Please roll 3d100, bo3!

DC: 5, 5, and 75
>>
Rolled 25, 59, 95 = 179 (3d100)

>>5026955
>75
>>
Rolled 30, 20, 19 = 69 (3d100)

>>5026955
>>
>>5026955

I'm getting a bad feeling about this robobros.
>>
Rolled 52, 51, 6 = 109 (3d100)

>>5026955

Whoops, I screwed up my roll.
>>
>>5027117
52, 59, 95

I don't know man, this is looking fairly solid even with the average scout rolls. Worst case scenario we miss one or two enemy units per scout action and'll have to adjust according to that.
>>
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>>5026959
>>5027076
>>5027120
52, 59, 95. The drones are certainly showcasing their worth here, writing now.
>>
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>>5027283
Tramping through the jungle is not a pleasant experience by human standards, especially when trying to be both fast and stealthy. You and your bots outpace Major Collins' men quickly, particularly the Harbingers; after making some good progress and being certain there are no ambushers in the immediate area, you take the slight risk of sending up two reconnaissance drones.

What you see first would send goosebumps up your arms, if you had any hair follicles. There is a substantial enemy force approaching from the southwest, a pair of enemy Scorpion tank squadrons flanking a large detachment of Horde infantry and fodder troops. Standard fare, but not a good sign-- that force is enough to at least match your own, if not overwhelm it. They are moving fast southwest-to-northeast, to arrive in less than a few hours at most.

SCORPION Light Tank: The Vash'atun Light Armored Attack Vehicle, HCON designation "SCORPION", is the premier quick response option of the Horde. Armed with a pair of gravity enhanced, low-caliber spike launchers and a heavy spike cannon, the light tank is equipped to handle most contemporary HCON vehicles, short of extremely heavy tanks and fortified positions. Luckily, however, the light nature of its armor and open canopy leaves the Scorpion open to explosives and other simple attacks. Upgraded versions with fully armored, transparent chiting coverings exist, but are rare. Battlefield marker: LTANK

Horde Fodder: Some of the Horde's races breed particularly rapaciously and are either newer to the Collective, or are lower on it's social ladder. These species end up as what are commonly referred to as "Fodder" among most human militiamen and soldiers; they are usually very young by Earth standards, are physically weaker than most adults and are extremely lightly armed. They are kept in their place by their "betters" and tend to break easily if left alone on the battlefield, unmotivated. Battlefield marker: FDDR

Horde Infantry The Red Horde's mainline infantry are a varietal group, but have a few things in common: all units are armed with rapid-fire spike rifles that utilize Horde grav-projectiles, and all are ensconced in light power armor that is resistant- to an extent- to human firearms and explosives. They tend towards an aggressive wave doctrine designed to bury enemies under bodies, which leads to high casualty counts. Do not, however, discount their ingenuity; more than one human commander has lost his life by underestimating "dumb bugs", particularly if they are accompanied by leader caste creatures or in areas of special tactical importance. Battlefield marker: INF


[1/2]
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>>5027530
With that quick rundown of your database complete, you move the first drone to fly high above where the town of Santa Ana is located, and encounter an appalling sight: not only has a new bunker been constructed, along with an extra hive for troops to shelter in, there is a camp in the heart of the enemy constructions. The shabby walls, small tents, and rough-looking guards of the camp reinforce the overall look of the thing: miserable. You estimate at least 400 human beings inside the camp in various degrees of malnutrition, some nursing minor-to-moderate wounds.

Secondary objective added: Free the citizens of Santa Ana from the concentration camp and escort them northward.
The good side of the reconnaissance is that the defenses of the Santa Ana encampment seem light, other than the bunkers. There are a multitude of fodder units lazing about the place, just barely kept in check by the foursome of infantry battalions; another regiment's worth of troops is leaving your operational area to the north, likely to make it's way towards the allied push in the north not far from here. You could let them know that more enemies are on the way, both in the form of armored response and a large infantry force, but that might uncover your troops.

All of this processing, you send out the second drone, letting it loiter low and slow around the local jungle area to search for enemy presence. It lingers about your forces for roughly five minutes, zipping to and fro at the maximum speed you set for it, and eventually returns that there are no hostiles in the jungle near you. There are no concealed enemy units within five squares of your command unit, the light infantry battalion.


What will you do?

>Push on with the assault at maximum speed- we will carry on with our southern route, even though there's another bunker there now.
>Move more eastward- the troops will be under fire once the bunkers get going, but taking out those infantry units might cause the fodder troops to run
>Write in?

Sorry that update took so long, anons, had some work shit to get to.
>>
>>5027531

Well, we have to reassess here.

Would anyone consider stacking our units at the jungle periphery and baiting an attack from the inbound SW bugs? There are good defensive bonuses and we'd also get the goose/maverick thing. The light tanks are making me nervous.

Our lightning raid plan now seems pretty dangerous and risks getting sandwiched between the bunkers and the various roach troops.
>>
>>5027531
>Write-in

>>5027687
I don't think we want to wait. It says 17 turns till they arrive, meaning we're on a timer.

We should get our units as close as we can without being spotted, then punch through the fodder and infantry to our east and southeast, hit that pentagon thing, the hive, research place and the camp then gtfo before reinforcements can arrive.
>>
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>>5027694

Sort of like this but better.
>>
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>>5027531
>>5027687
Agreed, a re-assesment is needed since with this new intel. We have 17 turns before the enemy reinforcement arrives, that's our time limit.

A push through the central area is now preferable to a full flank to the south with that additional bunker present. I suggest we form up on the Green line and dig in for some extra combat bonuses while we wait for the enemy regular INF in the north to leave the combat zone. I don't want to risk them activating and heading west into the jungle and finding our CMND Core. Then we have the Fodder (hopefully) engage on us in our prepared position, clean up the first wave and then focus down the regular INF left in the town. If we can then get up and detonate the central bunker with our explosives we're basically free to deal with the whole base afterwards.

Objective 1 and 2 are probably within reach, but the southern one surrounded by two Bunkers I'm hesitant to engage on, it's proximity to the enemy reinforce-point and the fact it has two bunkers guarding it means we could easily get bogged down and end up spending too much time dealing with them. I'd rather focus our effort on the climped objectives and Hives in the center and freeing the civvies.
>>
>>5027701

This looks better. +1
>>
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What about we split and take out all the bunkers and INF in one blitzkrieg stike. And the blitz should scare the fodder into routing, and when we kill their uppers, they will flee the field.
>>
>>5027814
I'm scared that if we dilute our firepower like this we'll end up being overwhelmed by the enemy infantry in the center. The Bunkers are immobile, so as long as we remain outside of the range of the southern bunkers they are a non-factor here and I feel we shouldn't have a need to engage them unless we have time to spare to secure all red Pentagons.

Priority targets are the enemy RSCH lab, the two hives and the civilians being held in the encampment, fastest way to get there is through the center so I feel it is best to concentrate our forces there.
>>
>>5027832
Whats the range of bunkers again?
>>
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>>5027835
>Bunkers have a default range of 2 squares, and can never Assault or move, only Barrage and Defend. They can attack on their own without units occupying them, though units occupying them gain substantial bonuses to Defense.
From this post here >>5026445 , meaning that if we remain above the Northern-most village and East of the West-most Hive we wouldn't have to deal with the Southern Bunkers at all this mission.

The objective is to secure the enemy Research Center and either capture or destroy enemy logistical dumps. We could place our MECH's in this position and have them use a Barrage action to destroy this supply depot without ever getting in range of the southern bunkers, meaning we wouldn't have to circle around to the south to deal with them.
>>
>>5027840
I see now. I'll go with your plan

>>5027701
>>5027531
+1
>>
>>5027531
>>Push on with the assault at maximum speed- we will carry on with our southern route, even though there's another bunker there now.


We just have to complete our mission within 17 turns. Focus on taking out the bunkers first.
>>
>>5027701

Sounds like our best gamble, seconding this plan.
>>
Rolled 52, 71 = 123 (2d100)

>>5027687
>>5027694
>>5027701
>>5027707
>>5027814
>>5027843
>>5027867
>>5027869
1 vote for pushing on as planned, 1 vote for a force split, 4 votes for the centerline push write-in. I'll need 2d100 from you guys to get close enough to ambush without being spotted. DC is the highest of the rolls I make in this post -25: fodder troops are not good at paying attention.
>>
>>5027878
Alright, need 2d100, bo3, DCs are 46.
>>
Rolled 63, 5 = 68 (2d100)

>>5027881
Pray to the Machine God that this succeeds.
>>
Rolled 21, 2 = 23 (2d100)

>>5027878
>>
Rolled 68 (1d100)

>>5027881
>>
Rolled 82 (1d100)

>>5027903
>>
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>>5027905
That's the fucking winner, baby!
>>
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>>5027883
>>5027885
>>5027903
>>5027905
That doooooes technically count as 2d100. 68, 82- IT'S AMBUSH TIME!
>>
>>5027924
YEAAAAAAAAAA
>>
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>>5027924
After a terse low-band radio call with Collins, you decide to wait a few minutes until the enemy infantry makes it out of the area, and then ambush the masses of fodder that are hanging out just outside of the edge of the forest. It's a risky move, and not one you would attempt if these were more elite troops-- but fortunately, they're not. With the intelligence you have, it makes most sense to push through the one isolated bunker, rather than the pair more southwards; all of your objectives lay within the sweet spot out of range of the northern and southern fortifications.

With all that in mind, after five minutes you move your own Harbingers closer to the edge of the jungle. In a small clearing beyond the edge of the foliage are a whole company's worth of four-armed, chitinous Earwig-type Horde creatures. They are just as disgusting as the files say; filth covers the small spines on their bodies, and their chitinous claws are busied with whatever entertainment they can find. Few are armed, and those that are only carry short, stubby spine pistols-- only suitable to kill unarmed humans. Without a word, you send the signal to your drones: engage!

[1/2]
>>
>>5028081
The cannons of the Punishers boom and the heavy rifles of your bots fire as you charge into the fray, alternately firing your own rifle and smashing the disgusting bugs with your fists and ruggedized combat knife. Not too far from your own position, you can see the Major also getting stuck in, maneuvering with his men and rushing the enemy with suppressive fire. Casualties are almost nonexistent amongst your troops as you overwhelm the undisciplined fodder with ease, and they scatter to the winds quickly, completely combat ineffective.

As expected, the enemy infantry in the distance react relatively quickly to your dismantling of the fodder, quickly arming up and sounding the alarm, which makes a high-pitched, blaring buzzing. The enemy is aware of you, and they rush to meet your Harbinger unit as you and they dash across open ground with all the swiftness that your metal legs can muster.

Collins' voice comes over the radio as you engage with the bug troops.
Like the General said, get the sappers through and take out the enemy infantry! Once the bunker is down, we're out of the killing field. Charge!

It seems like the rest of the base is slow to rouse themselves from their other activities, leaving you in the best possible position-- none of the bunkers are firing yet. If you can manage to take out this enemy unit quickly, you may be able to destroy the murderous fortification before the nasty looking plasma cannon can even begin firing!

Roll 2d100 b03!

1st die is for your Harbinger assault on the organized enemy infantry, 2nd die is for the Mech barrage on enemy fodder.

DC: 40, 15

Enemies need above a 75 to wake up, and will get an increased bonus to this roll each turn. Enemies caught flat footed do not take any actions and get a penalty to defend themselves!
>>
Rolled 15 + 5 (1d100 + 5)

>>5028082
Oops, forgot their wake-up roll.
>>
Rolled 56, 24 = 80 (2d100)

>>5028082
Very solid opener, lets see if we can keep the momentum going
>>
Rolled 1, 97 = 98 (2d100)

>>5028082
Let's hope the battle continues in our favour!
>>
Rolled 35, 69 = 104 (2d100)

>>5028082

Oh boy, I take back my earlier pessimism.
>>
Well, at least that Fodder unit is getting fucking obliterated. Unfortunately our Scout Unit is probably eating shit this turn.
>>
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>>5028089
>>5028098
>>5028124

CRITFAIL/40, 97/15. Writing!

>>5028131
Fortunately enough, the light infantry is going to do fine. I had something special planned for the first crit fail of this mission!
>>
>>5028133

>something special

Don't pull your punches! Quests are more fun when we are brutalized for mistakes.
>>
Rolled 21 + 15 (1d100 + 15)

>>5028133
Knee-deep in bug infantry, you jump down from a low hill into a small depression to cover from a barrage of fire. One of your drones goes down in a volley of spines as the hard fighting continues, though you're certainly getting the better of them. You make a note to consider better marksmanship and direct combat protocols later-- they'd probably be worth the space in your core if you intend on doing things like this often. Though the insectoid infantry make a valiant attempt to hold, they are left alone as the rest of the base does it's best to rally. It is a painful process working with lightly armored skirmisher troops as the spearhead of your attack, but with the enemies caught so off guard, they are forced to fall back deeper into the base or risk destruction.

Light Infantry battalion at 85% strength.

Enemy infantry battalion at 55% strength.

Across the battlefield, a rain of shells absolutely obliterates a unit of Horde outcasts, burying them in steel rain and shredding their chitinous exteriors. It is all but child's play for the mechanized unit to utilize their heavy cannons against unarmored infantry in the open, the loud report of the 85mm guns drowning out almost all sound. The long space in front of the mechs is open, and the rush is practically guaranteed at this point.

https://www.youtube.com/watch?v=J9Q_QaNoOSg


Alas, the easy times are not to last. Your auditory sensors pick up a strange humming from deeper inside the base, near the research lab, and you can see it if you strain your optics to maximum zoom-- something is raising up from the depths of the laboratory! The metal platform moves vertically for about 30 seconds as the battle continues to rage, insect troops scurrying about the base, and finally it reaches the apex of the deployment corridor, where you see its payload: a massive beacon tower! You rapidly analyze, tracking the antenna length, point of termination, and signal emanation, and find quickly that it's a bad sign: that's an orbital beacon, the technology that the enemy uses to communicate to their loitering spacefleet. If that thing isn't brought down in short order, you'll have drop pods on your head in a matter of minutes!

Enemy orbital reinforcements will be called in three [3] turns!

TC, that's a fucking space antenna. We have to drop that ASAP, or we're going to be drowning in bugs!

What do you do?

>Carry on with your current course of action, betting that the base will not be able to organize a fast enough defense (1 Assault [Light vs Inf. 1], 1 Barrage [Mech vs Fodder])

>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])

>Tell Collins' infantry battalion in the south to make way for the mechs so they can destroy the southern bunker while you push on (1 Assault [Light vs Inf. 1], 1 Barrage [Mech vs Bunker])
>Write-in?
>>
>>5028291

>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])

Best to take this down immediately or risk our whole strike getting disrupted.
>>
>>5028291
>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])
>>
>>5028291
Ah, I forgot to mention, the red rectangle is likely landing zone of enemy forces should you fail to destroy the antenna.
>>
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>>5028291
>massive antenna
Hm... We did bring the Panther AA unit right? Is there any chance we could dumb fire it at the antenna to attempt a disruption? Or if we have any bombardment capabilities that would work.

Antenna and radar are *notoriously* finicky to the slightest changes in integrity and environment. This may be ayylmao tech but anything generating a signal would be vulnerable even to superficial damage. The bigger it is just makes a better target.

I will also direct you to this page
https://en.m.wikipedia.org/wiki/Anti-radiation_missile
Definitely in the realm of possibility to have a missile that can home in on whatever frequency the ayys use to talk.
>>
>>5028390
Absolutely a possibility, but the Panther is currently equipped with grav-impulse seekers, not radio emission seekers. That's absolutely a possibility for the future if you guys have a specific armament or ammunition you'd like to bring along on mission.

As for dumb firing the AA, also doable, but accuracy would be hard at the current distances, and ammunition is a concern if you intend to use them for their designated purpose.
>>
>>5028399
Rather, the CLAW AA; the Panther is the howitzer unit.
>>
>>5028291
Can we bring the mech unit up to shoot the bunker in the center, and have the light battalion continue their assault? That clears the way for our commander bot.
>>
>>5028399
Claw, my bad.

In that case I will leave this in consideration for the War Council/AI Gestalt/Anons to make that consideration. It would be either use it now or in a couple turns at a penalty and dismiss the probability of reinforcement entirely or be willing to use the AA to fire on the transports as they arrive. For now:

>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])

[Spoiler]Cool quest QM. I ran Tiberian Quest back in August and considered the grid style combat but I like freeform shit. Might reconsider when I get it back running for user friendliness.[/spoiler]
>>
>>5028291
>>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])
>>
>>5028291
>>Carry on with your current course of action, betting that the base will not be able to organize a fast enough defense (1 Assault [Light vs Inf. 1], 1 Barrage [Mech vs Fodder])

Can we use our AA to shoot down the enemy drop pods when we see them falling?
>>
>>5028291
>>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])

Barrage units best units.
>>
>>5028467
This is a valid option, yes.

>>5028475
Glad you're enjoying so far. I'm going to be switching heavily between the gridded and free-form, so maybe you'll find something you like.

>>5028475
>>5028483
As for the idea of shooting drop pods as they come in, it's certainly possible, and enabled by your choice of the AA drones. The only problem is that these pods come in large groups that carry 30-45 bugs apiece-- not one huge pod at a time with thousands, at least not usually.
>>
>>5028291
>>5028489
I just want to clear up something about range and unit movement. When it says a unit has a Barrage range of 2 that includes diagonal squares too, yes? Same with movement, if a unit takes a move action that action can take it into a tile diagonally to it's starting square?

If those assumptions are true, in order to reach the RSCH square we need only move our MECH unit onto the Bunker Square in order to bring the Orbital Beacon within Barrage Range. That means rather than taking a Barrage action this turn, we'd want the MECH unit to move diagonally into our Light Infantry square and directly assist us in an Assault action as opposed to staying and using a Barrage Action.

Next turn we'd blow out the Bunker with the explosives we carry on our CMDR Unit and get the MECHS in range of the RSCH building to do the Barrage action, which would give us one turn to spare to deal with any unforseen complications.
>>
>>5028291
>>Have the mech unit bombard the enemy infantry barring your way; you'll rush on to destroy the beacon with your Harbingers (1 Barrage [Mech vs Inf. 1])
>>
>>5028494
If it can work, I'm supporting this. We need that thing down as soon as we're able.
>>
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Anons, please. We just saw what happens when light infantry gets barraged. The research lab is within range of two hostile bunkers. If barrage works diagonally then all of the tiles within the red squares in pic related can be barraged by the enemy bunkers.

If your plan is to rush the research lab without destroying any bunkers, then we should use the Punisher or at least the Patrocluses instead and use the Harbinger to attack enemy infantry and fodder. Our harbinger unit has already lost 15% health.
>>
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My bad for not making this clear sooner: diagonal range and movement are weird, so that there's no strange diagonal strafing shit that's necessary.

The only special caveat for movement is that every other diagonal square moved in the same turn takes up double movement-- so if you moved diagonally for the first move square with a 2 movement unit, you could not move diagonally again on that same turn.
>>
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As for barrage range, it's a gridded out system instead of straight square ranges; otherwise it'd be too easy to establish kill zones with a minimal amount of long-range units.
>>
That being said, rushing on seems to be the current winning vote right now. I'll give it another 4 hours to see if anons want to change their tactics around in light of new information.
>>
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>>5028806
Right, so a unit with two movements may move like the Knight or Rook in Chess but not like the Bishop. Units with 1 movement may move into any adjacent square.

>>5028806
>>5028809
With this information I've come up with a very cluttered, very autistic plan for how to finish this mission based on the current state of the battlefield (I may alter the deal further down the line if there's a major shift in enemy troop numbers, but this is the best I got right now.).

The MECH unit needs to be in the square diagonally to the Reasearch Center to be able to bombard the Orbital Beacon. To get there we must go through the central bunker and the two Regular Infantry Units. Preferably we can delete the bunker without using our Explosives, as I'd like to use them at a later stage.

To do this we send our MECH unit up to aid us in a two turn assault action, first into the damaged Infantry and then onto the Bunker itself. Then on turn 3, the last turn of the timer, it can take a Barrage action to demolish the Beacon. Should anything go wrong here, the LGHT infantry can detach from the frontline and make a mad dash towards the Beacon instead. I still find the other alternative preferable, but should we end up taking two turns to destroy the Bunker we're not completely fucked for options.

Alternatively, we can leave the MECH in the square where our LGHT Infantry are currently in and have it make a Barrage action on the Bunker to make full use of it's combat bonuses. We would then attempt the sprint to the RSCH Center with the LGHT Infantry like in the previous backup plan. It is considerably faster, but could leave us open to anything that comes out of those Hives when they activate.
>>
>>5028860
+1 to the first plan this anon laid out. That's some grade A tier autism (but very sound tactics I think)
>>
>>5028860
>>5028880

Alright I'm on board with this weaponized autism.
>>
>>5028860
+1
>>
>>5028952
>>5028880
Lots of 1 IDs

But support
>>
>>5028860
>>5028880
>>5028918
>>5028952
>>5028972
Alright, this has enough support that I'll call it in favor of the write-in. Give me 2d100 bo3 for the Assaults!

DC: 35 for light infantry (1st die), 25 for the mech (2nd die)

>>5028972
I tend to assume most 1 IDs are phoneposters, though I will issue a general "no samefagging please".
>>
Rolled 23, 80 = 103 (2d100)

>>5028982
>>
Rolled 100, 28 = 128 (2d100)

>>5028982
>>
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>>5028985
>>5028987
CRIT/35, 80/25. Suffice it to say that the Raid has been sprayed on these roaches. Writing now!
>>
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>>5028992

>us watching countless filthy bugs being exterminated with extreme prejudice.

Nah, I see us more like an Orkin man.
>>
Rolled 50 + 30 (1d100 + 30)

Gotta see if they wake up between turns and finally get their shit together..
>>
>>5028992
I copy, Collins. Engage enemies in grid sectors 12R VU 90755 79951 and 12R VU 90755 79952; my troops will push to the tower and the mechanized units will bombard it to scrap. Keep us covered, Major, you respond, without a second thought.


This is what you were made for: to put yourself and your drones in harms way, diving down into the teeth of the Horde defenses without care for your own life. It's a simple calculus: the tower must fall, or all of the humans here will perish under the spikes and plasma of your mortal enemy.

From behind your scrap of cover, you direct your drones coldly and efficiently as your command unit stands. The Punisher mechs move in to assist, and your unit draws their axe-shovels-- with terrifying speed the metal monsters fall upon the enemy under cover of cannon fire. It is a short and bloody melee, with the enemy seemingly surprised that you were so willing to engage in hand-to-hand combat with them. As you rush in, a short, squat bug with a pair of company leader icons on its armor tries to lift its bayonetted spike-rifle at you to fire, but you're just too fast. Knocking the weapon aside with prodigious strength, your knife severs the thing's head, greenish gore covering the ground and chittering filling the air. This was a straw too far, and the enemy unit is utterly broken, shattered to pieces by the unrelenting cannon fire and the slicing murderbots in it's midst. They flee, your bots still shooting heavy rifle rounds into backs and exoskeletons until you order them to cease and move on to the bunker area.

Enemy infantry unit destroyed!

No further allied losses.


Elsewhere on the field of combat, Collins' troops come south into the eerily unoccupied city of Santa Ana, joined by your own Patroclus drones. There, they find another unit of fodder bugs hastily drawing weapons from a small cache-- without much fanfare, your allies open up a stream of rapid gunshots on the unaware insects. Between the heavy rifles of your drones and the volume of fire that the humans bring to the table, the arthropods are crushed utterly, like a roach under heel. One less thing to worry about.

A lucky thing, too, because as the gunfire slackens, the base finally comes alive. The northern infantry units, now fully engaged and ready to fight, start to make their way south to get into your ranks; but worse, the focusing aperture of the bunker in front of your drones begins to click and rotate towards you. And it doesn't get better: the hives buzz with activity as well, disgorging thousands of armed and armored bugs! Most of the enemies flowing out of the strangely shaped structures do seem to be the trash variety of troops, but there are enough genuine enemies in that area that it's clearly a problem, according to your threat analysis module.

[1/2]
>>
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>>5029134

One good thing does happen, however: you receive a transmission from the allied units led by Major General Stone, or rather; you receive a transmission from an aircraft squadron under him.

This is Foxhound One Niner, Tin Can Actual, do you read? Papa Bear has given me clearance for a missile run on your location before we joust with enemy air entering the AO, please lase your target and prepare for impact, our ETA to target area is 2 mikes. Over.

It's your lucky day, and you have an aircraft strike to direct! The only problem is that you probably can't use it to target the beacon, as it's too near to the research facility if you mean to salvage anything from it. If you don't give a damn about that, though, it's certainly doable.


How do you direct the strike? The missile strike will target one square; it will absolutely obliterate anything you put the crosshairs on. Nothing currently in the area can survive it.

>The bunker immediately in your way, so you can move on and take out that tower!
>Clustered enemy to the north, to remove the most threat from the battlefield
>It's worth the loss to drop that tower. Foxhound, destroy the beacon!
>Something else?

This strike will arrive prior to you making any actions this coming turn; I'll give some options for plans after anons decide where to set up their airstrike.
>>
>>5029138
The Hive east of the research lab. This would mean we won't have to worry about the eastern bunker for this mission.
>>
>>5029138
Eastern Hive is probably the most value for this Airstrike, but destroying the stacked INF to the north is probably not a bad idea either. It's more of a short term solution as we eliminate most of the enemies fighting strength and could potentially deal good damage to enemy morale.

I gotta go with the Hive after all though, enemy spawning is no joke.

>The Hive east of the Research Lab
>>
>>5029138

>The bunker immediately in your way, so you can move on and take out that tower!

Let's not get too fancy here, striking the bunker immediately places us within striking distance of the tower and also frees us a safe channel to traverse around bunker barrages.
>>
>>5029200
We already have our mechs, light infantry and command unit adjacent to the bunker, we are able to destroy it ourselves. On the other hand, we are far away from the hive and therefore not in a position to attack it.
>>
>>5029197
>>5029200
>>5029213

Hmm, hadn't considered possible morale damage to the roaches. Will switch my vote to a Hive strike then.
>>
>>5029138
>Bomb the East Hive
>>
>>5029138
actually wait what the fuck are we doing we need the tower dead fuck the east hive changing to
>The bunker immediately in your way, so you can move on and take out that tower!
>>5029309
>>
>>5029340
As I said previously, We already have our mechs, light infantry and command unit adjacent to the bunker, we are able to destroy it ourselves. On the other hand, we are far away from the hive and therefore not in a position to attack it.
>>
Rolled 84, 99, 97, 2, 11, 85, 5, 8 = 391 (8d100)

>>5029167
>>5029197
>>5029224
>>5029340
3 votes for the eastern hive, 1 vote for the bunker. Writing a short post w/options now.
>>
>>5029360
You return your answer quickly.

Foxhound, Tin Can Actual, copy loud and clear. Lasing now, grid is 12R VU 90754 79961, target is a Red Horde hive structure. Be aware of friendlies in the vicinity.
Even as you respond, you stand up and activate your infrared laser module, painting the distant, pulsing structure with light. It is only a moment before you can hear the jet engines of the Vipers screaming, and before any of the Horde can react, or scramble out of the way, the fighters streak overhead, dropping their missiles onto the hive building. The repulsive sound that emits from the cursed thing is not pleasant for anyone's auditory sensors, human or otherwise, but the hive goes to pieces, engulfed in flame and shrapnel in an instant.

The horror abruptly sets in amongst the enemy-- where is their own air power? Without senior leadership immediately present, many of the recently-mustered guards drop their weapons and flee immediately, perhaps permanently. This is certainly a gainful action, and you radio your thanks to Foxhound squadron as they depart, their contrails already in the distance, though you see the lead plane wiggle its wings, as though to say you're welcome.


Well, that certainly makes your life easier. With that hive off of your shoulders, what do you do next? (Pick one of each.)

>Use the mech and light infantry units to assault the bunker, and crack it wide open, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>Have the mech barrage the enemy infantry to the north so it doesn't crash into your troops as hard, and have the light infantry assault solo against the bunker, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>Write-in?

>Have the troops in the city hold; that could be a good strongpoint against anything that comes out of the remaining hive
>Now that the enemy in the south is breaking, move the pair of infantry battalions in the city up north to support against the remaining threat
>Write-in?

Fucking hell, some of those dudes really sandbagged their morale check. Remember, enemies that have the white flag marker will try to rally on their next turn; if they fail, they are removed from the battlefield, if they succeed, they still don't get an action on that turn.
>>
>>5029370
>>Use the mech and light infantry units to assault the bunker, and crack it wide open, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>Now that the enemy in the south is breaking, move the pair of infantry battalions in the city up north to support against the remaining threat

Also move our CLAW south-east, we need to get it into position in case we fail to reach the research lab in time to stop the orbital reinforcements from being called in. I don't think that would put it into too much danger because it would be surrounded by friendly units and we're likely to destroy the bunker this round.
>>
>>5029370

>Use the mech and light infantry units to assault the bunker, and crack it wide open, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>>
>>5029370
>Use the mech and light infantry units to assault the bunker, and crack it wide open, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>Now that the enemy in the south is breaking, move the pair of infantry battalions in the city up north to support against the remaining threat

That airstrike was fucking huge, routing the whole southern front is a major shift in power at this stage. If we can kill the bunker here we're home free to dismantle the Orbital Beacon next turn.
>>
>>5029384
>>5029586

Those bug troops do still need to fail another morale check before they rout, so we shouldn't split up our forces just yet?
>>
>>5029591
True, but idling around in town is still not good for us. This is a Commando raid so we have to make good use of our units every turn, and the objectives are in the east which means a single turn idling around in the west is a turn we're not spending trying to secure an objective in the east.

I was thinking having these infantry units move behind us to secure our rear rather than commiting them to the north, but I couldn't be arsed to specify that with a write in.
>>
>>5029370
>>Use the mech and light infantry units to assault the bunker, and crack it wide open, while Collins' northernmost infantry unit moves up to help entrench against the oncoming northern enemy troops
>Now that the enemy in the south is breaking, move the pair of infantry battalions in the city up north to support against the remaining threat
>>
Rolled 70, 81, 47 = 198 (3d100)

>>5029384
>>5029582
>>5029586
>>5029705
Assault the bunker, move Collins' troops north, and move out of the city win it.

Roll 4d100, bo3: first two are light infantry Assault, then the Mech Assault vs bunker, last two are the mixed drone-human force defending against the bug infantry onslaught.

DCs: 55, 30, 60, 60
>>
Rolled 8, 67, 33, 42 = 150 (4d100)

>>5029775
This is getting spooky now.
>>
Rolled 61, 82, 78, 72 = 293 (4d100)

>>5029775

This missions overall seems to be going well...
>>
Rolled 37, 45, 96, 94 = 272 (4d100)

>>5029775
>>
>>5029779
too well
>>
>>5029798

No doubt the QM will increase battle DC difficulty if we continue to steamroll the bugs.

I'm perfectly happy with a massive victory on our first op though.
>>
>>5029829
Indeed
>>
>>5029778
>>5029779
>>5029789
61/55, 82/30, 96/60, and 94/60.

Chaos continues to reign as enemy troops scatter, struggling to get their bearings against sudden attack. With lightning speed on your side, and the assistance of Foxhound squadron's terrifying fusillade of missiles, the majority of them simply don't have the spine to hold in a pitched battle where they have become the underdogs very quickly. Most of the ones that had recently emerged from the closest hive just run, crawling on all of their appendages deeper into the jungle to the south, rapidly disappearing from view.

As they flee, you are consumed by a struggle of your own: the taking of this aggressively-defended bunker complex, almost like an angry beast spitting volleys of plasma at your forces. The superheated gas is potent and capable of piercing heavy armor, which you witness personally as one of the Punisher walkers is too slow to avoid critical damage and is felled by a hot, glowing green burst of energy. You watch as too many bots fall, charging straight into the many guns of the auto-defenses, but eventually they get close enough and return enough fire that the complex is silenced and reduced to a silent, closed building, unfortunately useless to you. Specialist hackers might be able to circumvent the alien automated systems, but it's certainly not something you're proficient enough to do.


Light infantry at 60% strength, mechs at 85% strength.


North of you, the battle carries on, ferocious fighting causing a bevy of casualties on both sides. Though your troops dig in, they are barely able to hold onto their positions in the dirt and grass of the Mexican jungle, battling hard for every inch of ground they manage to retain. The bugs outnumber them heavily, and both bot and man are made to pay in blood. Dozens of men and metal machines fall as the insects advance, threatening to overwhelm the position in short order.


Infantry 1 at 75% strength.

Allied infantry 1 at 75% strength.

Enemy infantry 1 at 60% strength, enemy infantry 2 at 80% strength, enemy infantry 2 at 70% strength.


Collins' men move out of the city, exfiltrating from their position with alacrity, and move northward to attempt freeing up your other, dug-in troops. You can see the humans sweating from exertion as they sprint to keep up with the untiring robots, who move at a constant 12mph pace; many of the men fall behind, forcing the bots to slow down a bit so they can keep up. Still, they will reach the northern positions relatively quickly, and should be able to support your other force.

The last thing of note that occurs in this time period is the green surge of energy that travels up from the base of the tower to its peak, the spiny aperture at the top opening and preparing to fulfill its function. You have only a short time remaining before it shoots off its powerful signal!

1 turn remaining until orbital reinforcements are called!
>>
>>5030049

What do you do now? (Pick one of each.)


>Move your own light infantry in to clear out the fodder near the lab, while the mechs move up and bombard the tower to bring it down
>Have both the mech and light infantry assault the fodder, while the AA dumb fires into the tower (Risky!)
>Write-in?

>Southern infantry attack enemy infantry 3 while the western infantry holds their position
>Write-in?

As an aside, the sappers are under your control, but have been auto-moving towards the research lab every turn. They have 3 uses of demolitions charges and otherwise function as a subpar infantry unit.

Also, those defensive high rolls saved the northern troops from getting overrun. Good stuff.
>>
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>>5030049
Oops, forgot the battlemap.
>>
>>5030054
>Move your own light infantry in to clear out the fodder near the lab, while the mechs move up and bombard the tower to bring it down
>Southern infantry attack enemy infantry 3 while the western infantry holds their position

Will bombarding the tower with our mechs cause collateral damage to the research lab?
>>
>>5030066
Yes, almost certainly. Fortunately, however, damage will likely be light-to-moderate, depending on how fate treats you.
>>
>>5030093
What about dumb-firing with the AA?
>>
>>5030054
>>Move your own light infantry in to clear out the fodder near the lab, while the mechs move up and bombard the tower to bring it down

>Southern infantry attack enemy infantry 3 while the western infantry holds their position
Can we pull the stunt for training and have G-INF 1 take the brunt of the hit ?

Does the AA have a good angle to shoot at some of the northern troops ?
>>
>>5030155
Yeah, similar effects with the AA.

>>5030161
>Can we pull the stunt for training and have G-INF 1 take the brunt of the hit ?

You can, yes.
>>
>>5030054
>Write-in
>MECH unit Bombard/Assault the last FDDR
>LGHT Infantry move to dismantle the Orbital Beacon in the RSCH square

>Southern infantry attack enemy infantry 3 while the western infantry holds their position
>Have the Robot INF 1 take the brunt of the assault

Shit son, we just routed half the enemy troops. This is about as great as this mission could go, barring the Orbital Beacon.

'Moderate damage' makes me a little bit scared that we might damage something vital in the Research Center, and we're in range to move there with our LGHT mechs this turn. I initially suggested we Barrage it because I was expecting us to be assaulted from all sides, but with the Fodder routing in the south and the Regulars routing from the east we're free to move in to the square without overextending. The MECH should move one tile East if it can before it makes the Barrage action so it can Barrage the last Hive next turn to destroy it.
>>
>>5030180

This is probably preferable if we want to preserve as much data as possible.
>>
>>5030054
>>5030066
>>5030180
I'm changing my vote to this, provided that it's possible for us to reach the orbital beacon and dismantle it within this turn. If not, I'm keeping my previous vote.
>>
>>5030180
+1
>>
Rolled 41, 3, 32 = 76 (3d100)

>>5030180
>>5030186
>>5030208
>>5030346
This is absolutely possible, and wins the vote. I'll need 6d100, b03 in order: 1 for the mech barrage, 1 for your personal use of explosives to bring down the tower without causing excess damage, 2 for the defending troops (robots first, then humans) and 2 for the southern infantry attacking bug #3.

DC: 15, 40, 75, 60, 35, 35
>>
Rolled 5, 56, 93, 9, 19, 56 = 238 (6d100)

>>5030382

If this goes well, they'll be playing the mission video for all new officers in training.
>>
Rolled 85, 41, 79, 29, 53, 73 = 360 (6d100)

>>5030382
That's a lot of dice, General.
>>
Rolled 86, 7, 87, 59, 56, 18 = 313 (6d100)

>>5030382
>>
>>5030408
>>5030416
>>5030419
86/15, 56/40, 93/75, 59/60, 56/35, 73/35. One failure, and that's gonna hurt, but other than that, quite the showing from your troops!

Gonna take me awhile to write this one, just so you all know.


>>5030416
Yeah, I'm a total dice fiend. Click clack, baby.
>>
>>5030426
Dice gods will kill us if you trust in them too much.
>>
>>5030426
Have Mercy M'lord
>>
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>>5030426
The guns of the Punisher mechs fire in a massive cannonade, arcing across the terrain to strike their target. Almost lackadaisically, the shells finally land in and among the group of inferior insects, scattering them to the winds with the effect of the explosions engulfing them entirely. Shrieking sounds erupt from the crowd, the scurrying bugs getting further and further away by the moment as they join their many brethren in fleeing into the Mexican jungle. Truly, the firepower of these mechs is quite impressive-- you make a note to send a sincere gesture of your gratitude to their inventor.

Beyond the blasting cannons of the mechs, the charging counterattack roars into action. Harsh back-and-forth occurs, with one side pulling ahead of another over and over again until finally your troops come out on top, forcing the enemy infantry into a pincer between the dug-in defenders and their own guns. These enemies, at least, are utterly ruined, dashed against the hammer and anvil that you have formed. The slight remainder of the enemy unit heads for the hills to join their fleeing fellows.


Enemy infantry 3 destroyed!


The Horde troops are no fools, and the pair of units further northwards take their pound of flesh while they still can. They begin pushing their offensive as fast as possible heedless of their own casualties- which are grave, as you spare a glance from your own advance. These foes, however, do inflict a substantial amount of damage on your own heroic troops; but mostly to the bots who throw themselves on grenades, shield their allies from bursts of spikes, and overall do their best to keep the humans alive. They are not always successful, but many of them are, and enough so that they take more of the damage than the men do. It leaves the drone unit sparking, shattered, and utterly blasted to pieces. The remainder of the enemy infantry takes cover in the shadow of the northernmost bunker complex, buttressed by the automated defenses and ready to handle the incoming troops should they


Infantry 1 at 25% strength, taking substantial penalties to further combat actions.

Allied infantry 1 at 40% strength, taking modest penalties to further combat actions. Morale risk if things start to go badly with the operation!

Enemy infantry 1 at 80% strength, enemy infantry at 2 at 75% strength.


Most important of all, though, is your own mission: the tower must be taken down in the next minute or all these efforts will be for naught! Pumping metal legs carry you across the grassy knoll to the unattended, raised platform where the metal and chitin construction lays. The energy coming off of it is immense- you estimate the power consumption of the thing is at least 10,000 megawatts. That falls within range of a space-shot antenna, and with the full-wavelength antenna mounted on top coming in at exactly 9.75 feet, it's clearly able to reach well into high Earth orbit.

1/2
>>
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>>5031081
All of this thinking happens simultaneously as you plot the giant tower's downfall, finding struts and beams that bear the most weight. Your Harbinger drones swarm about, setting charges where you tell them; some holding a defensive grid around the area even with the battle continuing to the north of your position. Finally, the preparations are complete, and you hurry to the minimum safe distance away from the thing: and then a massive BOOM!

The creaking of metal fills the nearby area as the tower collapses directly into the other hive, tearing a hole in the structure as the green energy inside of it dissipates harmlessly into midair. Crisis averted, thankfully.

The tower goes down and whooping fills the radio before your squad and platoon leaders can keep the men from flooding the net. They seem excited, even as bloodied and wounded as they are, and rightfully so. Humanity has precious few victories such as these; even if you only manage to flee the field with the captives in tow, this will have been a success.

That being said, you do not intend to allow it to be a mere success; you can achieve more here before the enemy reinforcements arrive. You estimate it'll be about another hour or so before they get to the AO, so that leaves your forces another 50 minutes before evacuating and pushing to the friendly lines northward..

What do you do next?

(Pick one.)
>Order a full cleanup of the enemies to the north first: it'll be more casualties, but you'd rather deal with it now than later
>Let them wait- we'll burn that bridge when we come to it


(Pick up to three.)
>Assign a unit to free the civilians (specify which)
>Post a unit on guard at the hive to ensure nothing else comes out of there (specify which)
>Task the mechs to bombard the logistical dumps into the ground
>Set a unit on general guard to protect from infiltrators or sneaky enemies (specify which)

There's also the matter of the lab itself. From what you can tell, even just outside of it, it is clearly large, and seems to have been evacuated at some point during your attack, as it is bereft entirely of movement.

>Investigate the lab yourself- bring Collins, his best men, and a few of your light and medium infantry drones
>Let Collins handle it while you manage the troops
>Have the sappers just blow the place- you want more of a head start on the enemy and it's not worth the risk to stay here
>>
>>5031088

>Let them wait- we'll burn that bridge when we come to it.

We should focus our efforts on prime objectives here.

>Assign a unit to free the civilians (specify which)

Seems like Infantry 1 should do this given how damaged they are.

>Post a unit on guard at the hive to ensure nothing else comes out of there (specify which)

Forget setting a guard, I want the Sappers to blow the shit out of it first. Don't they have high explosives?

>Set a unit on general guard to protect from infiltrators or sneaky enemies (specify which)

One of our light infantries given their recon profile?

>Investigate the lab yourself- bring Collins, his best men, and a few of your light and medium infantry drones

This is the obvious choice.
>>
>>5031088
>Let them wait- we'll burn that bridge when we come to it
Hopefully they'll understand they're not in a position to attack us right now.

>Assign a unit to free the civilians (specify which)
Send the damaged human infantry to aid the civvies. Seeing giant robots walking in could frighten them a little too much.

>Task the mechs to bombard the logistical dumps into the ground
Leave nothing of value behind, ace the mission.

>Set a unit on general guard to protect from infiltrators or sneaky enemies (specify which)
Get our Harbringers to scout for us, that's what they're for.

>Investigate the lab yourself- bring Collins, his best men, and a few of your light and medium infantry drones
What's in the surprise box!?
>>
>>5031097
+1
>>
>>5031097

>I want the Sappers to blow the shit out of it first.

Definitely could, just keep in mind you're not sure how extensively the research lab is going to require explosives to destroy. Might be one of the charges they carry, maybe two, maybe even three. They can use one to blow up the remaining Hive, but that's a resource you won't have later; just making sure you're fully informed.

I'll keep this one open for a bit longer to see if we get any other votes in, then we'll call it.
>>
>>5031088
>>Let them wait- we'll burn that bridge when we come to it
They are standing adjacent to a bunker, no sense in attacking them there. If they want to keep fighting, they will have to come back to us.

>Assign a unit to free the civilians (specify which)
Harbingers, including our command unit.
>Post a unit on guard at the hive to ensure nothing else comes out of there (specify which)
Mech
>Set a unit on general guard to protect from infiltrators or sneaky enemies (specify which)
Our least damaged Patrocolus unit.
>Investigate the lab yourself- bring Collins, his best men, and a few of your light and medium infantry drones

QM, I have a question. Do we know whether the alien bunkers are connected to a central power supply or if they each generate their own power? I'm thinking of finding a way to cut off the power to them to disable them, which would allow us to safely capture the red pentagons without destroying them.
>>
>>5031258
> QM, I have a question. Do we know whether the alien bunkers are connected to a central power supply or if they each generate their own power? I'm thinking of finding a way to cut off the power to them to disable them, which would allow us to safely capture the red pentagons without destroying them.

To add, if that's not possible then I vote on saving the charges for the bunkers.
>>
>>5031258
Correction: Ignore the "including our command unit". Our command unit is going to the lab.
>>
>>5031258
It's hard to tell. The Horde is extremely eclectic- there are hundreds of warships in orbit from dozens of different species. This is not a model of defense complex that you're familiar with, but odds are good that they have self-contained power generators-- you could possibly find access codes or keys in the labs or one of the hives.
>>
>>5031211

Hmm, better delay exploding it for now then.
>>
>>5031429
We can just send one of our units (I suggest the mechs) inside the hive to exterminate anything that still moves.
>>
>>5031429
>>5031464
The mechs can simply bombard the hive from their current position, actually. Unlike the research lab we have nothing to salvage from the hive.
>>
>>5031097
>>5031110
>>5031150
>>5031258
>>5031429
>>5031466

Let them wait, send the most damaged human infantry unit to the camp, have the mechs destroy the logi dumps and then the hive, and set the Harbingers on guard.

You'll head into the belly of the beast yourself. Writing now!
>>
Phew, this one's taking awhile to get done; lots of writing to do. Fingers crossed I should have this update done late tonight or early tomorrow.

Any questions in the meantime? Enjoying the quest?
>>
>>5031887
I hate it with the fury of over 8000 suns. But it has robots so is okay. I never liked the hexes, grid things, but it is working for me in this quest. You did something right.
>>
>>5031887

I dig the vibe! Great job on the atmosphere, overall. Also you clearly spent some time on the maps, and troop types, so that is appreciated.
>>
>>5031887
Personally I enjoy these types of quests. They allow me to overanalyze, overthink and generally unleash my autism just to see the best of plans all fall apart because some fucker rolled a nat 1. It's great.

How does this combat scenario we just finished stack up against what we would've been up against in Alaska and Africa in terms of difficulty? Enemy unit composition, army size, objective type etc.

We didn't fight Fodder units during the the training mission, but they were the majority of the enemies on this map, and we didn't encounter any Heavy Armored Units at all. Was the Training Mission actually set to high difficulty and that's why the staff was so flabbergasted at our victory?
>>
>>5031913
>>5031950
Good to hear you're having fun; that's the idea!

>>5031964
Alaska would've been somewhat more substantial, and Africa would've been miles worse- in different ways, of course. As for the training mission, it was meant to be a decent challenge; you planned well and your troops executed well via good dice rolls, which was impressive.

As for this mission.. well, all I'll say is that it ain't over yet.
>>
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>>5031533
Moving quickly, you task out men and bots to their duties- you don't have long to loiter here, so your unit will have to split up to ensure everything is done. Uniformed troops and scarred bots take up residence in the remains of the alien base, setting up hasty defenses and guard positions and digging through rubble to search for anything of use. While you wait for Collins to finish up assigning a few men to police allied bodies and weaponry, you see the liberation of the concentration camp conclude with not a shot fired- the cowardly insect guards fled, not as keen on fighting soldiers as they were in bullying civilians. The captain in charge of the formation sends a quick radio transmission to tell you that these men and women were not primarily civilians, but mostly militia of the Free Mexican Army, and that they'll be able to at least defend themselves if they can be armed. Whether or not you want to put them in harm's way, however, is another question entirely.

Optional objective added: Arm the freedom fighters.
With all of the work groups set up, and the guards posted, it is time to descend; Major Collins jogs up and gives you a nod. He is accompanied by a four man fireteam of grizzled looking individuals, who he introduces to you while you approach the lab entrance. Sergeant Matraq, the team leader, is an olive-skinned second generation Lebanese immigrant, a muscular, grinning fellow who is greatly amused at Collins' taking orders from you. Corporal Klein, his assistant team lead, has traditional Western European features with messy blonde hair and striking green eyes; she stands tall, lithe and silent. She is sharply focused, and the Major tells you she is the best shot on the team by a mile, and easily the best in the battalion.

The other two are Lance Corporals James and Rictor, an inseparable pair of prior Marines who you are told went through hell in Vietnam before the war ended with the Invasion. James is a black fisherman from the deep American South, while Rictor is a white rancher from Texas. According to your scant racial demographic database, it is somewhat strange that they'd get along well, but after all the trauma they've experienced, they seem to be entirely unable to trust anyone but each other. This seems to work out just fine for them, as both have made it through many years of the Bug War without being killed just yet.

[1/3]
>>
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>>5032219
Your own drones lack the same dynamic personality, but there are certainly more of them. You decided on three light drones and three of the mediums, settling on a mix of both to ensure that you have both firepower and speed on your side should you need it. As abandoned as the lab looks to be, it could be host to horrors without number. After a short walk across the now-silenced compound, the squad arrives at a large chitinous door, which everyone stacks up on, filing off to the right. Collins pulls a small ram out of a nearby pack, but you wave him off and simply bash a man-sized hole in the center of the door with a pair of powerful blows, having determined that any entry method that could get you through this door wasn't going to be stealthy anyways.


The men and machines file in shortly after you, everyone carrying their weapons at the low ready. The halls here, as with most constructions of the Vash'atun, are made of a strange metallic alloy that behaves well with their organic tech. It's warm to the touch, and just being around it clearly makes all of the humans uncomfortable, but they continue on with you in the lead. Unfortunately- or maybe fortunately- the interior matches the exterior of the laboratory: completely empty. You can see the signs of a rushed evacuation, attempts to burn and destroy important documents and information tech; even here in the anterior entryway, the writings are strewn about absolutely everywhere.

Major Collins bends at the waist to grab an intact piece of paper, and after a moment turns to show it to you. "What in God's name does this say, TC? I don't read much bug, but I got 'synthesis', which already makes me concerned."


You take a moment to mentally thank your creators for installing the four main Horde language dictionaries in your core, which comes in incredibly useful here. Human linguists have a hard time with the many separate xenolinguistic dialects and branches, and there are entire intelligence units dedicated to the science, but with your technologically-granted talent, the MCD is capable of translating most simple texts. It takes you a minute and a half, in which time the team spreads out through the lobby, setting up defensive positions, but once you finish, you read aloud for their benefit.

"Hrifthan Glanzok's study on the synthesis of native world organisms with Vash'atun attack beasts has come to a dead end with the Bolgirm project. Glanzok does not have the sufficient clearance to access the most senior gene-pools, which would be required to stabilize his creations; they must gestate for too long to be of use in prolonged campaigns. Thankfully, they are still viable as combat creatures, though every loss is to be felt painfully. These Bolgirm are hard to create in great numbers at the current time."
[2/3]
>>
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>>5032221
The paper is some sort of archived message from one researcher to another, but that detail is inconsequential. The rest of the message goes on to speak about distasteful feeding nutrients being given to the scientists and other similarly useless notes.

"Well, that is some bad juju," James says, grabbing another file from the ground, "what the hell is a 'combat beast'?"

Abruptly, there is a faint chittering sound from down the left hallway. Guns snap up to point in that direction, and Collins wordlessly motions for the force to advance; they quickly comply, your drones falling into the front of the wedge along the passageway. Again, sound erupts in the empty facility- the cycling of a door, deeper into the interior.

The squad moves at a rapid pace to try and catch whatever the fleeing thing is, passing by administrative clusters and a few trashed studies. At the end of the hall, past a left turn, is a strong, thick door with the Horde equivalent of a card reader- a pheromone sniffer. Fortune is on your side, as the Major takes a small case from his backpack and hands it up to one of the drones. The Harbinger pulls out a half-dozen vials and opens them one at a time; on the sixth, the door slides open to a terrible sight.


https://www.youtube.com/watch?v=rH7iFCUZr4E


There has been a slaughter of bugs, here, as you observe at least 12 corpses oozing their vital fluids down on the floor. Clearly, the violence took place relatively recently, as the bodies still read as life-sustainingly warm on your IR optic. Down the stairs and in the rest of the room, there are a series of large tubes, some of them broken, others still intact and hosting what look to be local fauna in some sort of suspension fluid- a boar, a small ape, and a pair of jaguars. Here, the destruction of sensitive information was clearly interrupted- machines still whir and click, and storage media still sits nearby the computer-equivalents.

There are also a pair of doors on either side of the room. One, the leftwards door, has been torn down off of its sliding carriage, and seemingly leads deeper into the facility; the right one is still closed, with an intact sniffer. Unfortunately, the process of opening the lab door took too long- you can neither see nor hear your mysterious prey.

>Make your way deeper into the facility through the left door
>Try to open the right door- maybe your pursuee fled into there
>Take a moment to analyze what's in this room, and the documentation left here
>Head back out into the facility's upper level
>Write-in?
>>
>>5032223
>Take a moment to analyze what's in this room, and the documentation left here

Try to access the computers, we should be good at that.
>>
>>5032223
>>Take a moment to analyze what's in this room, and the documentation left here

Going deeper could be a problem without knowing the layout of the laboratory. Ambushes, risk of falling debris and so on. combined with not knowing which room is which can be a death sentence.
We should place some explosives when we go out, for avoid that the creatures they made reach the surface.
See if our drones see any officer corpses btw, or even the commander of this place.
>>
>>5032223
>>Take a moment to analyze what's in this room, and the documentation left here
>>
>>5032239
>>5032258
>>5032328

Agree with this.

Seems clear that the bugs are in the process of weaponizing local fauna via genesplicing. No doubt this is part of their standard MO once they land a new world. The message suggests an internal scientific hierarchy with levels of control of genesplicing technology. This implies that control of the Collectictive may be enforced on a genetic basis and in turn, at least some of the Collective could rebel if this genetic enforcement was broken.

With respect to our current situation, tell our boys that they should keep their rifles up, and watch doors, windows and vents.
>>
>>5032223
>Take a moment to analyze what's in this room, and the documentation left here
Moving further in is a surefire way to get some of our team killed. Get what we can out of this room and then turn the place into rubble.

>>5032367
>Seems clear that the bugs are in the process of weaponizing local fauna via genesplicing
It's probably worse than just 'local fauna'. Why else would they have a concentration camp for human guerrilla fighters right outside the research center if not to play gene-splicer with them?
>>
>>5032371

Hmm, good point. Humans are probably considered "local fauna"...

Which also raises the question - are the Horde species themselves naturally insectoid or are they ALL genespliced slaves?
>>
Rolled 68, 88, 98, 90 = 344 (4d100)

>>5032239
>>5032258
>>5032328
>>5032367
>>5032371
Take a moment to analyze what's in this room wins it, with write-ins about checking for officers amongst the corpses, trying computers, and making sure to post good security. Writing now!
>>
>>5032599
Juicy.
>>
>>5032373
Ah, totally missed this question. From what's been established by HCON scientists, the Horde are all naturally insectoid species that have voluntarily joined the Collective. Genesplicing is used often- the Vash'atun have a very strict interpretation of self vs. society, and society almost always wins, so your genes are the property of the Collective- and they have been known to splice together their own species into more efficient combat forms.
>>
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Rolled 17, 20 = 37 (2d100)

>>5032599
Obtaining knowledge about what's going on in the occupied Mexican territories is the primary purpose of this mission, and chasing down some fleeing bug who wasn't important enough to be evacuated won't achieve that. You set your men up into a half-circle security cordon, making sure nothing catches you by surprise, and then set to figuring out this room and the machines in it.

Collins tasks the drones to check the bodies; your translation subroutine runs in the background. This room contained only low-to-middle ranked scientists, all of the same species- known by HCON as Minotaurs for their beetle-like exterior and antenna. It's not unusual to find them in a place like this, working as scientists; they are unsuited for battle and showcase a high level of intelligence, though their newness in the Horde hierarchy causes them to be treated shabbily. The drones grab all of their pheromone glands, ripping the organic sacs straight out of their bodies with a series of disgusting squelch sounds.

With the pheromone glands in hand and the men still on alert for any disturbance, you set about checking the computer analogues for useful information. It's not a specialty of yours by any means, but you're certainly able to access the base-level protocols and routines, particularly with the fresh pheromones of the scientists here. Notably, you acquire a map of the first two floors of the facility, and.. some sort of demerit for one of the dead scientists. There are clearly four floors, but the bottom two seem to be locked to individuals of a clearance beyond these scientists, and there's some sort of active defenses in the section labeled "security corridor" prior to the elevator downwards.
As you consider the remainder of the data- things that don't mean much immediately: scientific studies on pig genetics, notes on chlorine interaction with Earth plant cells, and the like- the Sergeant approaches you. "Sir, there's some sort of faint banging noise coming from well beyond that leftmost door. My guys aren't sure what it is, but it's consistent. Fuckin' spooking the hell out of us."

Just as quickly as he came, he returns to his spot. Well, now you've got just about everything you could've gotten from this room. Where to next?

Time remaining until enemy reinforcements arrive:47 minutes

Green rectangles indicate doors that the computer says are closed; green rectangles with white interiors are doors which are open.

>Move to go deeper into the facility- head left, going towards the security corridor; maybe you can bypass the defenses or just blow through them
>Try to open the right door; the fleeing creature likely went to the personnel lockers or to hide in sample storage
>Head left, but make your way to the maintenance wing, maybe you can find some access point that'll allow you to head down without going through the elevator
>Head back out into the facility's upper level (where?)
>Write-in?
>>
>>5032711
>>Move to go deeper into the facility- head left, going towards the security corridor; maybe you can bypass the defenses or just blow through them
>>
>>5032711
So just to clarify, we're in the room called 'Gestation One', right?

All the potential goodies on this floor lie past the Security Cordon, Armory especially sounds like it would have something juicy in it. I assume it'd be some sort of automated security, turrets and the like, in the security corridor. We'll probably have trouble with it if we tried to head south even if we don't turn left in to the corridor itself.

Before we do anything else though:
>Write in: Bring in another 5 Punisher drones before we move further in
It might be paranoia, but the worst thing we could do in this situation is not bring enough firepower to put down whatever 'combat beasts' the bugs were working on here. The experiments are probably loose in the facility right now if the dead bug scientists are any indication, and Major Collins and his men need to be protected at all cost.

While we wait for the backup to join us:
>Try to open the right door; the fleeing creature likely went to the personnel lockers or to hide in sample storage
If there's no obvious and simple way to open the door attempt to force it open. We're on a timer here, we don't have time for hacking mini-games.
>>
>>5032733
You are in Gestation One, correct.

As for the idea of bringing in Punishers, they are unfortunately about 12 feet tall. The entrances you've seen are not suitable for them.
>>
>>5032753
Oh, sorry. I mistook the Punishers for the Patroclus drones, that's my bad.
>>
>>5032711
>>Head left, but make your way to the maintenance wing, maybe you can find some access point that'll allow you to head down without going through the elevator
>>
>>5032711
>>Try to open the right door; the fleeing creature likely went to the personnel lockers or to hide in sample storage
>>
>>5032711

I dont want to get ambushed from behind, better to clear this end of the facility and keep our escape route clear.

Plus we get to raid the personnel lockers for additional intel items - presumably we can turn over some of these things to military intelligence for processing?
>>
>>5032859

Derp I forgot my choice

>Try to open the right door; the fleeing creature likely went to the personnel lockers or to hide in sample storage
>>
>>5032716
>>5032733
>>5032773
>>5032816
>>5032874
1 vote for the security corridor, 1 vote for the maintenance wing, and 3 votes for the right side, with write-in for some back-up. Writing now!
>>
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>>5032939
After getting ahold of a map, things feel at least a bit safer. Having determined it best to keep your back clear so that no enemies can get behind you when you're facing a threat from the front, you resolve to track down whoever- or whatever- fled in the wake of your men. There's only two possible directions, and you haven't heard the elevator move or any sound save for that interminable, unending banging from the left side- which means that it'd logically follow that your quarry fled towards the opposite direction.

That being said, you're not sure whether it's one individual or many awaiting you, and the lack of absolute superior firepower makes your tactical combat programming tingle, so a few more troops are in order. It's strange- you're not deep underground, but it takes four tries to get a command through to a fivesome of drones. If you go any further downwards, comms will certainly be degraded, which'll be troublesome.


"Major, we're taking that right side door down, one way or another. Keep security on the other side while we track our mysterious co-habitator. I'm calling in a bit more firepower, so don't get spooked when you hear them headed this way."

Collins nods, directing the troops to keep a watchful eye on the vents, ceiling, and the ruined door. It's hard to see down the long, dark hallway past the busted entryway, as power seems to be off in many of the deeper sections of the facility. All the same, they maintain their formation, peering into the eerie gloom.


While the humans watch your back, you barrage the sniffer with pheromones. Most of the pre-made ones don't suffice, but the first set of researcher glands that you offer up seem to appease the thing- it slides open with a lurching swish. The corridor here is short and well lit, but covered in gashes.. as though something tore through the hall with sharp appendages, too large to fit. You cautiously continue your walk, keeping just a slow enough pace that your metal footfalls don't bely your presence, and finally you happen upon the dimly lit laboratory room at the end of the way.

No living creature awaits you here, but there are a few more of the dead. While most of them are the same Minotaur scientists, there are a few combat bugs- you spot a Horde officer, a senior lieutenant equivalent, with a small organic spray bottle in hand. Jackpot- maybe those pheromones are coded to the security corridor, or if not, at least the armory and maintenance area. Other than the dead, there is more of the same- a large dissection board holds a monkey, with a floating holo-screen taking some sort of notes on an interrupted experiment.

[1/2]
>>
>>5033075
As the drones spread out and keep their receptors peeled for more information, you hear a BANG from the personnel locker room. Rushing to the door, you're surprised as it wooshes open without any unlocking mechanism, and you're presented with the grisly scene of an extremely recent suicide. In one hand, the tall, gangly, low-ranking administrator insect holds a spine-pistol; in the other, a small sheet of crumpled paper, which you grab immediately to read. It has the look of an encoded command center transmission, perhaps something sent recently.


14:07:22\\RESEARCH HIVE GAMMA-12 COMMAND\\ CENTRAL SECTOR HEADQUARTERS, GAMMA-12 IS UNDER ATTACK BY HUMAN FORCES WITH UNUSUAL ARMORED TROOPS. FAST ATTACK PROVING HARD TO DEFEAT. REQUEST REINFORCEMENT OR AIR EVACUATION.

14:09:34\\SECTOR HQ\\ GAMMA-12 HOLD AT ALL COSTS. NATIVES MUST NOT BE ALLOWED TO ACCESS DETAILS OF PROJECT HELIKO. IF NECESSARY, FULL DESTRUCTION IS AUTHORIZED, SECTOR COMMANDER GERLISH PIN 291Z*13. CONFIRM WHEN EMERGENCY DESTRUCTION COMPLETE.

14:22:12\\SECTOR HQ\\ GAMMA-12, CONFIRM DESTRUCTION.

POWER ERROR POWER ERROR POWerrrrrrrrrorrrrrrr


Apparently, this.. Hive Gamma-12 did get off warning of the fact that your troops were here, but they never received their requested air evacuation or reinforcement- that column on the way in the south was already headed this direction prior to the initialization of your assault. It's curious in that if there was something their command wanted to protect, they would've taken greater efforts to preserve or destroy it.. one would think. You take a moment to clear out the rest of the personnel area, checking the strange gooey pods for any relevant material. You do find several files of lesser importance- a study on captured human psychology and Horde hypotheses on how best to break human psyches; a resource accumulation report for the hive, and similar. Not a windfall, but everything counts when assembling a picture of what could possibly be so interesting about the Mexican jungles.


With the credentials of one of the mid-level researchers, you're also able to open the sample storage room in short order. There's not much of interest there- tissue samples of Earth fauna and flora, and various other such things. There is, however, one thing of note: a nearly-busted vent cover at the room's lower left corner, hanging precariously from a pair of bolts. Something is off.

With all that dealt with, you make your way back to the room, where the repetitive thumping has become loud enough to be heard from the other side of the room. Collins motions to the left door, and whispers, "The troops saw something move about a minute and a half ago. Couldn't tell what it was."
>>
>>5033076
Hmm.

Well, what's next? You've got your requested extra firepower on hand, now, the five Patroclus drones standing silent at the stairs.

Time remaining:42 minutes

>Head down the left corridor, using speed and stealth to bypass the auto-defenses in order to get to maintenance and the armory
>Head left and try to use some combination of the pin on the transmission and the pheromones you have on hand to get past the defenses, into the elevator and experiment room
>Head back out into the facility's upper level (where?)
>Get the hell out of here- this place gives you the creeps, and you've got a good enough haul of intel to piece something together
>Write-in?
>>
>>5033081
>Head down the left corridor, using speed and stealth to bypass the auto-defenses in order to get to maintenance and the armory

Did we find any sign of human "samples" or experimentation here yet or is it just animals?
>>
>>5033081
>>Head down the left corridor, using speed and stealth to bypass the auto-defenses in order to get to maintenance and the armory
>>
>>5033081
>Head down the left corridor, using speed and stealth to bypass the auto-defenses in order to get to maintenance and the armory
Radio disturbance, that's not cool at all. We should be careful going further down in case whatever is disturbing the signals work on short range transmissions too, wouldn't want to suddenly lose command of half our drone force to due interference.
>>
>>5033081
>>Head down the left corridor, using speed and stealth to bypass the auto-defenses in order to get to maintenance and the armory
>>
>>5033125
>>5033152
>>5033206

Agree with this, but we should be prepared to charge through the security hallway ASAP once we clear the armory, etc. We are running out of time.

We need to take the Heliko project and presumably this past the security doors
>>
>>5033251
We have two more floors to go, priority would be finding a map and then splitting up on the lower floors now that we have 5 additional Medium Drones with us to maximize how much we can search. Hopefully there'll be no interfernce as long as we remain on the same floor as our drones.

We should probably think about pulling out with about 20-15 minutes remaining even if we don't get all we want to ensure we can escape out of the A.O before those reinforcements show up.
>>
>>5033251
We might find something to help us get past the security corridor in the armory or maintenance room.
>>
>>5033116
>>5033125
>>5033152
>>5033206
>>5033251
Head down the left side and avoid the security corridor for now wins, writing now!
>>
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>>5033487
After conferring for a minute or two with Major Collins, you come to a decision. There's still plenty of time left, and considering the potential implications of the research you've found here- PROBABILITY OF HUMAN EXPERIMENTATION AT THIS FACILITY: 67.553%- it only makes sense to continue deeper into the facility, despite what might be lurking in the dark. The Horde's never been known to do scientific research on live humans; they've only ever killed, consumed, or at most studied corpses after death. It's a troubling precedent if this is what they're doing now, though you have yet to find hard evidence in this accursed place.

With all this and more occupying your processors, you form the squad back up into a wedge, wisely assigning a pair of drones to watch the rear, and another pair to specifically keep an eye on vents and hatches to your backside. You'll be damned if you get ambushed, particularly with reinforcements already here. The walk forward to where the corridor breaks is a short one, your forehead light illuminating the dark depths of the facility's maintenance wing. As you proceed, you can see those same large scratches on either side of the hallway.. but that doesn't fit your previous hypothesis well. While the height of the ceiling is low- only perhaps seven or eight feet- this corridor is easily 15 feet wide. What could possibly be large enough to be scraping either side of this place?

Sergeant Matraq reaches the front corner of the wall break, having insisted on being the point man- "I've been through a lot, sir- if it's my time, hiding in the back won't help me"- and he holds up a fist before motioning you forward, whispering.


"Sir, there's a pair of heavy grav-turrets in the ceiling there. They look dark, but you said they're active: those things will tear us to pieces. What do we do here?"


You think for a moment and come up with a plan. A Patroclus bot proceeds to the front of the column, carrying a pheromone gland from one of the deceased researchers; the rest of you gather on the far wall, ready to move. When everyone's prepared, the drone tosses the gland down the security corridor with a generous squeeze, and then you all sprint as the turrets make a series of distressed-sounding noises- which you piece together is the automated system telling the already-dead scientist to clear the security corridor or risk mortal injury. Unfortunately for "Hrifthan Mek'lon", the guns do fire with a pair of booming reports.. which strangely silences the other ceaseless banging noise in the area.

This enables you and your crew to make a short dash across the open security corridor while the guns are occupied. Safely on the other side, you can see that there was yet another slaughter on the second floor- there are easily five or six dozen dead security bugs, and not the trashcan-tier troops that faced you outside. These are Vash'atun elites, the Retryn Guard, if your identifier module is right.
>>
>>5033903
Retryn Guard: The Retryn Guard are an elite Vash'atun guard unit numbering in the low tens of thousands, equivalent in size to an HCON division. Often used for crack assault missions and for guarding of VIPs and important locations, the Retryn are one of the founding members of the Red Horde and do not participate in combat operations other than their contributions to the Retryn Guard.


Even more concerning is the mix of fluids on the floor, and the deep spine-thrower gashes along the wall behind you, as though the insects were shooting at something coming from the way that your squad came from. You identify most of the strange liquids as Horde blood and hemolymph, but there is a worryingly uncategorized purple liquid amongst them that is entirely unidentifiable. With the uncertain safety of the hall in mind, you make haste and head to the armory door, which unlocks simply at the credentials of the lieutenant. As one might expect, the armory is filled with Vash'atun weapons and ammunition; a few of the organic explosives and acidspitters might be useful, so your drones take them in hand. Not enough to bring this place down, by any means, but enough to thoroughly discourage any creature foolish enough to challenge your overwhelming firepower advantage. Alongside a weapons locker, you locate a small data-chit which you access and find as a roster of the security team here- the numbers alone are staggering! Five hundred and forty Horde infantrymen are stationed here, in this place, to guard this medium-sized facility.

While the squad posts security and rifles through the Horde weaponry, you cross the hall to the maintenance sector, which the lieutenant's credentials open as well. A quick glance down the hall with your illuminating beam confirms the haphazardly emptied recreation room remains that way now, completely devoid of any life- or even corpses, for that matter.

The maintenance room is roomy, larger than most of the rooms in here that you've seen so far. Strange half-organic technology works in unison with machines you're more familiar with to route power and hydraulic pressure to this place, and a quick assessment tells you that both the power lines and hydraulics are straining here. The pair of simple diagnostics computers are offline, to your dismay, but thankfully, you do find a maintenance key inside of a sealed pod that reads "BREAK IN CASE OF EMERGENCY" that fits inside of a hatch labeled "3/4 EMERGENCY ACCESS". It'd be a tight fit, but as you stare down the dimly-lit passageway, you believe that you could make it down the long climb without bumping into the sides too much.


It seems you've come to a decision point.

Time remaining: 38 minutes

>Try and access the freight elevator and experiment room, by force if necessary
>Take the team down the maintenance shaft
>Get out of here, the juice is no longer worth the squeeze
>Write-in?
>>
>>5033913
>Get out of here, the juice is no longer worth the squeeze
We are moving out, 30 mins is enough of a time window to go away safely from here while making a decent distance away from this location. While on our way out, we will ensure that this place cannot be used again, by applying explosives and starting fires.
Meanwhile take some blood samples of the different aliens, and anything else that can be looted (tools, equipment, small machinery, armors, spare parts ecc..). Inform troops outside to do the same (loot/destroy). After we are done we go immediately away.
>>
>>5033913
>>Take the team down the maintenance shaft

We are near our jackpot, we have to do this. We may not get another opportunity to get to the bottom of a research lab like this.
>>
>>5033913
>Take the team down the maintenance shaft
>>
>>5033913
>Try and access the freight elevator and experiment room, by force if necessary
Maintenance Shaft is the safe way, but it'll take time to shuffle the whole crew down it, and more importantly it'll take time for everyone to come crawling back out of it when we want to leave. I prefer we secure the Freight Elevator to facilitate faster movement between floors, especially if we find anything we want to bring with us that's not data on the lower floors.

Do we have any more pheromone glands of low level clearance scientists or guards to throw down the Corridor to act as distractions for the automated guns?
>>
>>5034016
>>5034025
>>5034035
>>5034119

Wait, does our command unit still have high explosive munitions? If so:

1) have Collins secure the freight elevator with the squad, gather blood specimens from the carnage, and prepare for exfil.

2) jump down the shaft with several patroclus drones.

My thinking here is that we can set those high explosives to detonate for a nasty surprise once the facility has been reclaimed and then GTFO once we have what need.

Also, we are not our command drone - if necessary, we could blow ourselves up and have the team build us a new body.
>>
>>5034146
I was thinking we give the facility the Artillery salute as we leave the A.O, as in demolishing it with the Punishers cannons, but rigging vital machinery on the lower floors with the explosives we found in the armory is a good idea.

I'm still not hot on the idea that we use the Maintenance Shaft to descend, we haven't met any of these combat beasts yet and splitting up when we don't know the layout of the third floor means we could end up on opposite sides of the floor without the firepower neccessary to link up again. Much better to go down the elevator as a cohesive force and then see if splitting up is viable or not.
>>
>>5034186

Ah, but the maintenance shaft is probably too small for the war beast to ascend?

In a pinch, we could sacrifice a couple of the Patties and save our command drone.

I really don't want to risk getting stuck in the facility as the bug reinforcements are en route, which means we HAVE to split up.

Collins could send the freight elevator down to the third floor as a backup option as well.
>>
>>5034193
>Ah, but the maintenance shaft is probably too small for the war beast to ascend?
That's the spooky thing though, we don't know that. We know there's something scuttling around in the vents, and we know there's something that's massive enough to scrape the walls of a corridor 15 feet wide. This would suggest multiple types of Combat Beasts of varying sizes to be loose within the facility, unless the vent was opened by a frightened bug guard/scientist trying desperately to hide away from the slaughter.

>which means we HAVE to split up.
I agree that once we reach the floor and asses the situation (I.E is the floor swarming with hostile combat beasts/Bug Guards or not) we should definetely split up and cover as much ground as possible. I am hesitant at splitting up BEFORE we know exactly what is going on on the third floor.

The freight elevator will let us descend with the whole group while being combat ready, the shaft will not, which is why it's my prefered option.
>>
>>5033913
>Try and access the freight elevator and experiment room, by force if necessary
Maybe we could use pheromones from the Retryn Guard, if possible at all?
>>
>>5033913
>>5034025
>>5034221
If this is possible, I'm changing my vote to this.
>>
>>5034016
1 vote for getting out while you're ahead

>>5034035
1 vote for head down the maintenance shaft

>>5034119
>>5034221
>>5034306
3 votes for busting down the security corridor by way of pheromonal distraction and force, if necessary

>>5034146
You no longer have the high explosives- they were used as part of the destruction of the spaceshot beacon.
Alright, gonna wrap this one here; the team is headed to the freight elevator. Writing!
>>
Busy day at work; might not get to this update until tomorrow. As always, questions are welcome, whether about this specific mission, mechanics, or otherwise!
>>
>>5034566
If someone were to snatch up a whole batch of alien eggs, could they be raised with humans and fight for humanity?
>>
>>5034581
Hard to tell. The Horde has repetitively refused attempts at organized communication by humans, so no one really knows whether the various races of the Collective all concur on the destruction/consumption of humanity, or if it's a mandate from the most senior members of their confederacy.

This thought also verges into the unknown on the level of ..well, no one's ever been bold enough or had the resources to breach a Red Horde breeding ground. There are precious few of them on the surface of the Earth that've been identified- Russia and South Africa, to name a few- and most such breeding zones are in orbit, aboard massive spaceships dedicated to the purpose.
>>
>>5034581

I think it's likely that the Horde is not as unified as it seems and we could potentially work to split the political unity of the bugs if we knew the biological/political/religious fault lines.

We've already gained some insight in the mission that some gene editing tech is felt to be too "dangerous" for these mid level scientists to have access to, which implies that the hierarchical control is not absolute.
>>
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>>5034353
When you think about it, it's not really much of a decision at all. You have to get to the lower levels- you can't just leave, knowing that there's potentially some sensitive intelligence information still left in the AO. And heading down the maintenance shaft just seems unwise- you'd have to shuffle the team down one at a time, into a possibly compromised environment. Therefore, despite the active defenses in the way, the freight elevator is the best choice. The experiment room is just a bonus.


A decision is all good and well, but you still have to figure out how to execute. Sergeant Matraq was absolutely right; your database tells you that your Patroclus drones have less than a 5.3% chance of surviving a direct, unimpeded hit from one of the mounted grav-turrets, which means you can't just rush them. Even if they don't fire very quickly, they'll tear your bots and troops to pieces before you can shoot them down.

What that means is that you have to be clever. That's something a lesser being maybe couldn't do- but you are a machine; intelligence and analysis is what you were created for, and you are incredibly good at it. With but a moment, you formulate an idea, and after passing it around the team, they're all in agreement- it's a good way to go.


The drones scatter to grab the bodies and glands of the Retryn Guards as the rest of your team checks their weapons, making sure everything is primed and ready to move. The drones will toss glands just like last time, trying to fool the defense system, and then use the heavily armored bodies as shields while they move forward; the rest of the team will shoot the turrets and deluge the area with sticky acid pods taken from the armory- with luck, you won't take any casualties; at worst, you'll lose a few drones.

Roll 1d100, bo3 to see how well your attempt goes!
>>
Rolled 2 (1d100)

>>5035369
Here we go.
>>
>>5035378
It's not a 1, good shit. It's all sunshine and roses from here on.
>>
Rolled 46 (1d100)

>>5035369
>>
Rolled 41 (1d100)

>>5035369

Haha what can go wrong?
>>
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>>5035378
>>5035387
>>5035410
The glands roll in, but you quickly realize that the security system is on high alert mode- no one else can see it, but the ultrahigh-wavelength minilight strobing in both turrets makes it pretty clear!

The mad dash is on, and you watch a pair of drones go down almost instantly, mangled beyond repair by the crushing gravity-propelled rods. Your luck is not totally out, however- the quick, buzzing hum of the supercapacitors charging gives you a half-second, enough for the rest of the drones to rush in and prevent the guns from targeting any of the humans. All the while, the team's guns are blaring, and blobs of acid popping on the firing apertures of the turrets. They take an agonizingly long time to fall silent, in which time another pair of Patroclus drones and a Harbinger are ruined by the long metal spikes. As the fighting dies down, you see that not a soul- other than the replaceable robots- was wounded.. though the clamor and noise was certainly more than you would've liked.


4 Patroclus drones, 1 Harbinger drone destroyed.


"Man, I can't even imagine how badly we would've gotten chewed up if you hadn't been here, sir," Rictor says, in a twangy Texas drawl, "thanks." An audible THWACK comes out from behind you, and a yelp. You merely nod, amused, and lead the column forward to the entrance of the freight elevator. There's a panel on the front of it that looks relatively intact, but when you try the lieutenant's pheromone cluster, it warbles a negative.

"Only one thing left to try then," you state, pointing down the short corridor to the experiment room, "that door. If that's no good, I think we're getting out of here- it is unwise to attempt a descent with that ladderwell." The nods of the group confirm your thinking, so carefully and slowly, you move down the hall to the experiment lab.

To your relief, the junior scientist's credentials are able to open the experiment room. More so than any other before, there is a huge mess in this room- a few of the same gestation pods that your team spotted before, all busted and broken, accompanied by a series of flow hoods and other scientific sterile environments that have been utterly ruined by giant, deep claw marks. This is worrying enough, but the same purple fluids that stained the corridor before you also stain this room in prodigious quantities, a practical deluge. Your team spreads out and scours the room, and after a moment, Corporal Klein comes up to you with a confused expression on her face.

"Sir, this is a hard-coded data chit. Can't make heads or tails of the encryption or the language, but it looks important."

You analyze it yourself- "HIGH SECURITY ACCESS KEY".
>>
>>5036189
Again, through diligent searching, your problems have been solved. After making sure nothing else of import is here- you copy down all the logs of the intact machines- the team files out and back into the corridor. When you insert the data chit to the reader, it beeps and turns green!

Everyone piles into the large freight elevator, which is surprisingly clean and empty of any marks of battle. There are only 4 choices- the floor you're currently on, the roof, and floors three and four. You might not have time to explore all of both if they're as expansive as these two- and you have no map.

>Floor 3: Psychoempathics
>Floor 4: High-Sec

Time remaining: 33 minutes
>>
>>5036193
>Floor 4: High-Sec
>>
>>5036193
>>Floor 4: High-Sec
>>
>>5036193
>Floor 3: Psychoempathics
Sounds like psychic aliens. Thankfully for us, we don't have a brain to use psi powers on.
>>
>>5036212
>>5036228

Fuck it, let's go to 4.
>>
>>5036193
>>Floor 4: High-Sec
>>
>>5036212
>>5036228
>>5036317
>>5036320
>>5036449
Alright, votes are in favor of floor 4! Update should be up midday tomorrow.
>>
Apologies, anons- had more shit to deal with today than originally anticipated. Fingers crossed update tomorrow.
>>
>>5037455
np
>>
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>>5036748
Without even much of a thought, you depress the button for the fourth floor. While there is some merit to be had in investigating the Pyschoempathics section- it's a generally unknown science, and the effects of it have been known to strengthen Horde troops substantially- but even when considering the safety of your men and yourself, you have to make the most of your time. The best place to do that, even considering the potential risks, is the high security zone.

As the elevator sinks downwards, you run your threat assessment module. The team talks quietly, avoiding to the best of their ability the deathly silence that surrounds this place, even the gentle hum of the maintenance sector fading as you proceed deeper and deeper into this place.

TAM: Hi! I'm TAM, the Threat Assessment Module. Please input your query- oh, you already did. Okay!

TAM's body is a fluorescent green wireframe in your digital mind, a distinctly female personality. Most of your modules were self-synthesized within certain parameters, but TAM was a creation of your progenitor, Doctor Morgan. To be honest, you had accessed Norman R. Morgan's personal file before. He once had a frankly disastrous relationship with a rock-and-roller woman named Tammy that nearly got his security clearance revoked- (something about a six day bender of cocaine and LSD?)- and the resemblance is clear, to you at least.

TAM: Alright, boss! Here's what I've got for you. Don't go gettin' yourself killed!
Probability of enemy forces still alive on the fourth floor and awaiting in ambush posture: 36.7435%
Probability of unidentified Horde gene-modded combat beasts roaming the floor: 87.6545%
Probability of active automated defenses: 64.5484%
Probability of...


TAM runs in the background, going on and on about all the terrible (and highly likely) possibilities. While that's sobering, it's just too good to pass up, and you could save millions or billions of lives through your actions. After a curt goodbye, you shut her down.

[1/2]
>>
>>5038533
The elevator rumbles to a stop and opens, and your team lift their guns to the front, taking what scant cover can be found in the open elevator doors. A stench fills your olfactory sensors before anything else registers, the scent of rot and decay heavy in your metal nose-analogue as every non-bot chokes a bit on the eye-watering smell of death, but you carry on assessing the situation.

Power is completely out on this floor. The IR sensors and light on your head allow you to see in the dark, and flashlights click on as your squad recovers from the initial wave of miasma. At the foot of the elevator here, and near the beginning of the corridor are the corpses of a company's worth of elite Horde troops, more of the Retryn guard slain by slashes and claws, penetrating even through their thick semi-powered armor- that's quite a feat. The hallway is marred with spike shot, grav-beam impacts, and even a few plasma discharges that you can see, all scarring the walls headed mostly down the leftmost corridor.

You continue to survey the area, scanning for threats. There's not much to see, other than the dead bugs and the remains of their fight, that same purple liquid soaking the ground in the gallons, here as with elsewhere. You do, however, find a few signs of note on the walls, and peeking around corners you make a quick assessment of each.
>VAULT 712-ANRON
This giant door is twisted out of shape, the metal-chitin still somewhat intact but more than bent enough to allow your team entry. More holes and gunshot have torn this corridor up, the bodies of the Retryn Guard and other security bugs flooding the damn thing so much that you can't even step without falling over one. You can see some light streaming out from deeper along the hallway, so maybe that security vault still has emergency power?

>VAULT 1923-MILIOL
Another giant door here, but distinctly cleaner and less filled with the dead. There are three pheremone readers on this one, one of them already beeping a positive green, but the other two remain negative, and you suspect that they'd need something more substantial than any of the pheremones you have on hand so far. Then again, maybe the organic explosives you have left over would be enough to take it down.. though that'd be extremely noisy.

>MINOR VAULTS AND CONFERENCE
This door is- or was- less beefy, only the standard sliding aperture. It's ripped off of the carriage, though, and the blood of the Guard still stains the ground here. Light flickers in the distance, on-and-off, on-and-off- but at least it's open. Perhaps you can find better credentials there.

Pick one, and roll 1d100 bo3.. for stealth.

Sorry for the long wait on this one, all. Busy with an upcoming move- headed out tomorrow, actually, so updates will be sporadic this week at best. Always open for questions and discussion, and I'll also post some cool shit mid-week for you guys to think on for post-mission.
>>
Rolled 30 (1d100)

>>5038536

>MINOR VAULTS AND CONFERENCE

Probably best to start here.

This goes without saying, but majority of the humans and Collins should stick close to the elevator and be ready for departure at any time.
>>
Rolled 77 (1d100)

>>5038559
>>5038536
>MINOR VAULTS AND CONFERENCE

Agreed, we're most likely to find intel on whatever the hell is going on down here in the alien equivalent of a conference room/office space. We should probably frisk some of the guards too for their Pheromone controllers so we don't have to break any intact security doors we come across.

Humans should absolutely stay behind on the freight elevator, if shit goes down hard Collins should hit that Elevator and head topside. Maybe leave one of the Harbinger Drones with them since the fleshy bois can't see well in the dark, he can act as their spotter.
>>
Rolled 4 (1d100)

>>5038536
>VAULT 712-ANRON
This giant door is twisted out of shape, the metal-chitin still somewhat intact but more than bent enough to allow your team entry. More holes and gunshot have torn this corridor up, the bodies of the Retryn Guard and other security bugs flooding the damn thing so much that you can't even step without falling over one. You can see some light streaming out from deeper along the hallway, so maybe that security vault still has emergency power?
>>
>>5038559
>>5038597
>>5038599

So if we find a dead warbeast, we have to bring it along, right? Would be negligent not to recover it.
>>
>>5038613
If it's at all feasible to lug it to the Elevator at a reasonable pace, I'm all for it. If it's too big to haul away, taking samples of it's brain tissue, blood and normal tissue will have to suffice.
>>
>>5038536
>>VAULT 1923-MILIOL
>>
Rolled 65 (1d100)

>>5038536
>>VAULT 712-ANRON
>>
>>5038559
>>5038597
2 votes for minor vaults and conference

>>5038599
>>5038661
2 votes for Vault Anron

>>5038638
1 vote for Vault Miliol

Need a tiebreaker here, so I'll leave this one open:

>Anron
>Minor Vaults

Would you guys prefer a perspective switch for an intermission- a short post from the perspective of another character- or a mechanical decision that you'll come upon later, so that you can start thinking now?
>>
>>5040852
I'm fine with an Intermission whilst we wait for a tie-breaker. Alternatively you can roll a 1d2 to decide how to proceed, we're a robutt so RNG'ing our descision when it's a tie is completely in character.
>>
>>5040857
Less so that we're waiting on the vote and more so that I'm traveling for the next week; the intermission will be the only content for that period of time.
>>
>>5040859
If you'll be off for a week yeah, having an intermission to digest would be good.
>>
>>5040852
>a mechanical decision that you'll come upon later
>>
>>5038661
This is me.
>>
>>5040852
I'll switch to Vault Anron if it'll break the tie.
>>
>>5040852
I'd like the intermission, personally. I hope you'll come back to the quest after that week, a surprising amount of QMs like to go "on vacation" and never come back, like my dad when he went out to buy a pack of smokes.
>>
>>5040852
intermission
>>
Something to consider: you'll have anywhere from 5-15 EP (Enhancement Points) to work with depending on the conclusion of the mission. Not a vote for the time being, but I figured I'd throw upgrade options in here for discussion.

Personal:
[10] Emitter Miniaturization: Expand the ability of your inbuilt transceiver from hundreds of drones to thousands, allowing you to remove the necessity of bringing your core along on missions. Makes the MCD a good bit bulkier, but also adds some extra armor plating.

[5] Machine Consistency: Take a 50 on one roll that involves your commander unit, once per mission. Can be improved to better base numbers for more upgrade points later. At the first level, only works for personally-involved, low-variance tasks- opening a lock, calculating a trajectory on a stationary but distant object, etc.

[5] Interceptor Module: Install a grav-tech projectile interception module. Allows you to project a small 2m bubble around yourself for extremely short periods of time. The bubble is capable of stopping projectiles up to anti-tank munitions; at the current level this is incapable of stopping artillery rounds or offering any protection against chemical or thermal threats. Requires regeneration period commensurate with use time; maximum use period 5 seconds.

[3] GLMU-10: Install a multi-use 40mm grenade launcher on the shoulder of your command unit; allows for some extra combat options and gives your MCD some decent punch- until you run out of ammunition.

[3] Grav-tech Disruptor Blade: Insert a short prototype gravity blade into your left forearm. Ideal for cutting through armored targets and accessing denied spaces. Provides a minor bonus to unit combat rolls in certain circumstances.

[2] Spider Drone grenades: Equip 3 replenishable grenades that contain a few knuckle-sized spider drones each. Not practical for combat use, but excellent for recon in underground spaces and investigating rubble.

[2] Cutting Torch: Attach a small canister of gas and a cutting torch aperture to your right arm. Capable of generating high heat; usable as an improvised anti-armor weapon.


Core:
[10] Rocket Rails: Set a pair of SRBM launchers into the command core assembly. Massive destruction will ensue if targets can be properly lased and missiles are unimpeded. Might make the core a target. Only 2 missiles/mission.

[5] EM Pulsar: Upgrade the radio transceiver unit in your command core with an electromagnetic pulsar, a rapidly rotating pulse-based radio emitter. Allows for powerful electronic warfare and jamming attacks on enemy units in the battlefield at any time, 1/turn, though this ability can expose the command core's location!

[5] Battlefield Hardening: Equip the command core with more substantial armor, a deployable wall, automated sentry guns, and a platoon-sized detachment of inbuilt Patrocolus drones. Makes it much more difficult to destroy; also increases the footprint of the core and makes it harder to conceal.
>>
Army:
[10] Autonomy Upgrade: Install basic logic chips into your drones that allow them to function in absence of your orders, based on preprogrammed routines and general guidelines- protect humans from harm, destroy aliens, kill threats to command unit.

[7] Suicide Drones: Implant one in every five infantry robots with a series of detonation charges which will explode on command.

[7] New Unit Type: Invest part of your upgrade budget in fully funding a new unit type. You'll get to pick from a few options when the process is complete. [Will take 1-3 missions.]
>>
>>5042769

The army upgrades look best to me since that's where our main firepower is. Don't suppose there'll be any upgrades that make the Core harder to spot? The Ayys don't know it exists right now, so if it can be made even harder to find I think that'd be better than hardening it.
>>
>>5043066

Definitely agree with this.

From a strategic perspective we'd want to improve basic drone autonomy and reduce reliance on own central core.

After that we can focus on firepower upgrades from a battlefield perspective then final upgrades to our command unit.
>>
>>5043066
I like the autonomy one as well, but I feel like battlefield hardening is essential. Minimum defenses and fortifications without leaving some humans or drones guarding it, is really useful.
Is impossible that it will remain forever unoticed anyway
>>
>>5043115
Imagine we fortify our Core to such an extent that it becomes a mobile fortress and we use it's massive girth to plug holes in the line, lead assaults on fortified positions or use it as bait for ambushes. It's brilliant.
>>
>>5043117
I think it is better that we don't upgrade our core and keep it hidden. If we use it the way you're describing the aliens will figure out what it is and focus on destroying it. We already have our MCD to use for combat.
>>
>>5043115
DESU I think it's best we keep it as on the down low as possible until we know for sure that they've discovered its existence and are hunting it. It's usually behind us anyway, so it may end up wasted.

I wonder if there will be an upgrade that allows our body to act as a mobile core? That would be worth putting points into.
>>
>>5043142
Our better bet is to upgrade our battle shell to make them (falsely) believe it's our primary commander module. While the actual command node can be upgraded as insurance and kept as a backup. Preferably also making it mobile and able to defend itself. As if it's immobile it will make it vulnerable to long range bombardment and artillery. The fuckers have space forces so they are bound to have orbital bombardment weaponry as well if they really wanted to, not including whatever artillery and air support they can call in.

It's only a matter of time before they take note of the unusual robotic commander on the field and eventually they will also identify the presence of the command center. The trick is to make them think that the commander robot is more important than the HQ and make it so the Command Center can handle itself as well. Thereby buying us additional lines of redundancy for when not if things go wrong.
>>
>>5043142
>If we use it the way you're describing the aliens will figure out what it is and focus on destroying it
Which is honestly not a bad thing, if they'll focus down the core whenever it appears it can be used to dictate the focus of the battle and can even lead to some nasty ambushes from our side, or the bugs thining out their own frontline to go hunt the core.

Though I get you, the amount of resources we'd have to spend on the core for it to reach such a level of sturdiness that it can be used as a frontline combatant or to properly defend itself against massed assaults is better spent elsewhere. A man can dream, though.

Honestly I think we should rush a new type of Drone with our first paycheck, expanding our flexibility of our unit selection would do us well in the future. Specifically I am looking for a heavier indirect fire support platform than our current Howitzers that can be used to supress fortified locations more effectively, or a Tank unit to be used in Spearheads to break enemy lines. Because Tanks are cool.

Since we've also mostly been using our Patrocolus drones as meat-shields for our human allies, upgrading them to be more sturdy should be a priority. Maybe upgrade the arm strength so they can wield the rifle in one hand and carry a Ballistic Shield in the other to let them soak up more damage before going down. As for the Harbingers, maybe we can attach a small mortar pack to their back like pic related, to let them perform a short range devastating barrage either before they charge or get charged.
>>
>>5043142
If that's the case then we want emitter miniaturization, because we can just straight up not have the core on the field, which is far more secure than having it there and well protected.
>>
>>5043344
If we get the opportunity to upgrade our drones, I agree on making the Patrocolus specialise in defense and the Harbinger specialise in offense.
>>
>>5043344
I like your drone ideas a lot, anon! I also really like suicide drones, cause even when defeated they may be able to wreck havoc within enemy lines. The cutting torch and grav-tech blade would be really nice and cheap utility upgrades for us, especially if we end up infiltrating buildings again. I like the idea of the EM pulsar, too. It'd allow us to attack a lot more efficiently.
What do you think?
>>
>>5043071
>>5043180
>>5043261
With regards to command core independence and redundancy, the Emitter Miniaturization upgrade will allow the MCD to command up to 6 full drone units in the field without use of the core.
Of course, then, if the MCD goes down and the core is not active, the bots will be entirely without direction.

>>5043117
>>5043180
As for these two, both are paths you certainly could take. There's no stealth upgrade for the Core right now- it's hard to mask megawatts worth of transmission energy- but who knows what HCON scientists could develop in time? Or what you may be able to steal from your enemies?

>>5043344
Many of these ideas are not necessarily permanent enhancements, but things that you could do prior to an operation. You'll get access to Logistics Points in later ops that'll let you pull off these sort of tricks without using valuable permanent slots.
>>
==[Sofia, Occupied Bulgaria, Europe]==
[ April 2nd, 1981 ]

You spit on the ground, the phlegm hitting the cobblestones with a wet thunk. It's a cloudy, shitty day in the blasted streets of Sofia, and that suits you just fine; the less vision the fliers have to see you, the better. You risk a furtive glance under the collection of rags that you bear in hand to your long weapon- or rather, the pile of cobbled-together junk that passes for one. It's not particularly confidence-inspiring, but Kzarny did say it would be sufficient for taking down that Piranha-type that always sits at the end of the street- and you've trusted his mad genius in the past.

A look down the street spots it there, with a patrol of Earwigs. They've been pushing the boundaries of the city further every week, starting to spread into the countryside to look for people to snatch up, and this week had been no exception; three more fighters gone, lost to the camp wherever they take them deeper inland or further up north.


Luckily, though, this constant pressure outwards has the bugs comfortable, and with comfort always comes complacency. They trundle along, sifting through garbage and kicking rocks, chattering in their strange language amongst themselves. A thought crosses your mind for a moment- what if they don't want to be here, just as forced as you are to fight? But then you think of the cruelty they've inflicted on your people, that you've watched them inflict, and all such thoughts fade, replaced with a dark and swirling anger that is barely kept in check by your burning desire to harm these creatures. That will take discipline.

And so you wait, just a bit. A half hour passes and the patrol barely makes it to the end of the road, but that is far enough. Up in the bell tower, the highest building still standing in this neighborhood in the outskirts, a mirror shines a light right into your eyes for a moment- once, twice, and then the glorious third time. With a smile, you unwrap the beautiful little railgun, the piece that Kzarny called a "real shocker", and set it into its battery mount. The cables, you remember, extend to six or seven such battery banks strewn across the ruins, buried underground for this one tank. So much effort, so much strife and struggle that the bugs would never expect it.


They don't. The shot goes off perfectly as you dive into cover, and the shouting begins, a half-dozen warcries in a half-dozen languages. You lend your voice to them as well, pulling out a shoddily-made pistol and charging in firing. The insects try to resist, their leader frantically taking up cover in the ruined Piranha tank, but the Resistance fighters are too fast, and too ferocious.

Old Balinov hands you the leader's head with a smile as the fighting ends quickly, the bug-creatures mopped up, even as you can hear the whirring of patrol aircraft engines. Everyone cheers.

"For Kzarny!" they yell, "For the Resistance!"

It is a good day in Sofia.
>>
>>5045478

You have to imagine that the resistance might not be too happy being saved by a tin can. But maybe they're too desperate to care what we are?
>>
>>5045519
I would think it depends on whether or not they have any still functioning long range comms determining whether they can expect backup of any kind at all much less know about us specifically before we show up. We are mostly showing up there due to weaponized autism as we need the raw materials there as every other major deposits are gigantic bug hives in comparison.
>>
>>5045519
Considering that most non-military/military supported resistance around the world is almost non-existent, I'm sure they'd appreciate anything. It's all a matter of priorities.

>>5045591
These are all valid concerns- and the materials are of importance.

We'll be resuming tomorrow with the delving of Vault Anron- thanks for bearing with the delay, anons.
>>
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Motioning to the squad to fall in behind you, you creep around the twisted vault door, avoiding bodies and sharp edges with mechanical precision. The men and women of your cohort do their best to follow in the footsteps of your remaining drones, their numbers greatly ground down by the teeth of this laboratory's defenses; even with the reinforcements, things are a little bit firepower-light for your robotic tastes. Alas, there is just no time to return upstairs and then get back down here. What you have will have to do for the challenges ahead.
You think and the team continues in silence filing through the vault door, the scene of slaughter remaining constant. The signs of pitched battle stain this place like oil on a pair of coveralls, to the point where clean, open ground is less the rule and more the exception; here, though, there is one strange anomaly- a smattering of strewn organic bits that match no known Horde organisms! Nothing intact enough to identify.. but you do see concerningly sharp and durable claws, bits of chitin and bone more suitable for a tank than something of a size that might fit in here, and other disturbing sights.

There isn't much in the way of decisions to make- the corridor continues forward, the flickering lights barely casting sufficient illumination to make the shadows all that much more terrifying. Two or three times as you creep along, one of your team brings their weapon up to a firing position before putting it back down. Everyone is clearly on edge.


Finally, as you bypass worthless staff lockers and logistical rooms, the long corridor comes to a smaller vault. The door is hanging on by a thread, only a single hinge still intact, and you knock it to the ground with ease.
The room opens into a large cylindrical area filled with a series of strange psuedo-glass pods, most of them shattered and stained with thick purplish blood. A few, though, remain intact, and the team moves over to the side of one such pod.

There is something silhouetted against the opaque glass, a felinoid body alongside a sharp-toothed head. This.. thing.. is unusually lithe and muscled, a lean predator. One of the drones hands you a terminal display attached to the thing, which you begin to process. It's heavily encrypted, and you're only about three quarters of the way through before there is a strange hissing and your men begin to shout.


"Up there! In the dark! Holy shit, it's fucking huge!" Rictor opens up with his assault rifle, the stitch of fire cutting through the gloom and exposing something truly horrible.

[1/3]
>>
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>>5046506
The profile of the thing is the same lithe feline shape that you noticed in the intact pod- it reminds your zoological module of a panther- but it's sharper, faster, and armored with thick chitin instead of black fur. It clings to the side of the room, bounding from point to point as it closes in.

The xenopanther leaps about, dodging most of the fusilade directed at it, and your men unlimber their weapons with practiced speed as it does. They all shoot off a few bursts of fire, at which the motorbike-sized monster shrieks and jumps upwards into a busted vent, ending the danger- for now.
You can see both James and Rictor speaking in low voices as soon as the short engagement finishes, discussing what Rictor saw and how they think it can best be killed. The human remainder of the team, however, look a bit trepidatious at the thought of as many of the creatures as there are broken pods roaming around this cramped facility.


After establishing a more cohesive grid of fire, you finish decoding the terminals data. The corruption in it indicates a clear attempt to destroy the file, but perhaps the try was interrupted by something- maybe these creatures themselves. No visible scientist corpses mar the ground here, so whoever tried to delete the contents of this terminal was either eaten, or worse, managed to escape.
Parsing the contents of the datafile takes some time- precious minutes- but the title indicates that this is unfortunately the silver medal prize of your search. In short, this "Bolgirm" project has been in development for months, maybe even years here, much to the dismay of the overseers. Morphing predatory felines with Horde genetics has created nasty monsters, to be sure- from what you can tell, their armor is highly resistant to infantry weapons, and the claws can shear metal- but they're cursed with an extremely long processing time. All of the Bolgirm beasts in existence were here, in this very room, so even though you personally may be in great danger, it's no major concern for the human race at this time. Worth keeping in mind, sure, but no crisis of existence.
You take a quick moment to disseminate the details of these creatures to help your troops calm down- the unknown is the worst thing about war. With a flourish of your arm and a quick draw of your knife, you etch a drawing into the metal, speaking all the while. "There is one main type of Bolgirm creature- this panther-esque war beast. Extremely fast- 60 kilometers per hour, at top-end speeds- and very lethal; I expect that these creatures could easily challenge Earth's most vicious apex predators and come out on top. There are somewhere between fifty and seventy-five of these creatures throughout the facility."

As your team looks on, you etch a second, much larger drawing into the side of the wall.


"Are these to scale?" Corporal Klein looks concerned at the size of the things, her eyes widening slightly as you mark the second beast.

[2/3]
>>
>>5046533

You nod, and continue to dictate, "Yes. This is what the Vash'atun call a 'Bolgirm Primal', a mate for the third type of creature. Vastly fewer of these creatures exist- at most five- but they are comparable to a heavy tank in terms of armor, and easily able to fill this corridor behind us with mere mass. Strength.. doesn't even need to be mentioned. Suffice it to say that none of us should be up close with one."


"Finally, there's the singular Bolgirm Matriarch creature. Thankfully, records read that she is gone from the facility- in orbit at the current time, stripped from this facility several weeks ago as the culmination of the project. We are looking at leftovers."
Signs of relief mark the faces of your men and women. That is indeed a lucky break- you neglect to mention the particulars to the group, but from what the file says, the Matriarch creature had to be crammed into the freight elevator, and only barely fit. Such a beast would be entirely impossible to defeat with your current weaponry, not to mention the scant details about the thing's abilities..


Still, that aside, the details of the Bolgirm project are useful, and the file makes mention of a few more rooms in this vault that may have the pheremones that you need to access Miliol vault- likely the place containing the human-based research, if it is here. Clearly you can venture deeper in to Anron and achieve the big win- but with the timer where it is, it might be a risky proposition.


Time Remaining: 24 minutes


What to do?

>Commit to the exploration of Vault Miliol- find those high-level pheremone glands, be it here or in the Minor Vaults

>Take what you can from here and get out

>Explore the Minor Vaults to see if you can find more information

>Write in?
>>
>>5046559

Alright, I vote the humans make their exfil and carry out valuable data re: Bolgirm. Probably no need to rig this place to blow - the bugs will do it for us once they realize the xenopanthers are loose and most of the science team is dead.

Drones are technically expendable (plus our real brain is offsite) and therefore we should push on to Milion wing for prime mission goal.
>>
>>5046569
agree meatbags exfil
>>
>>5046559
>Take what you can from here and get out
>break one of the intact tubes and put bullets in it's inhabitant until it stops moving, then bring it with us

Full ExFil. We have we already got data on each creature created here, even if it's partially corrupted due to sloppy destruction attempts. It should be enough if we bring along a specimen to be disected and studied.

24 minutes is cutting it close, we still have to pull out in an orderly fashion before the reinforcements arrive. After that chance meeting with the Bolgirm it's not long until we have a whole group of them descending on us, and while the bugs might nuke this site from orbit they could also attempt to regain control of the facility, and I'd rather not risk losing our MCD to a Bolgirm and then having the bugs recover it afterwards for study. That'd be disasterous.
>>
>>5046559
>>Commit to the exploration of Vault Miliol- find those high-level pheremone glands, be it here or in the Minor Vaults
>>
>>5046559
>Commit to the exploration of Vault Miliol- find those high-level pheremone glands, be it here or in the Minor Vaults
>>
>>5046559
>>Take what you can from here and get out
24 mins is enough for the enemies to attempt to follow us, their transports can likely bring even vehicles with them. We need to get out now, we should have done it before, but if we don't move we are asking to be outnumbered and outgunned.
Also is better to not leave our drones here, otherwise the enemy can study them and see how to better counter them next time
>>
>>5046569
>>5046587
>>5046647
>>5046974
>>5046976
Gonna call this one as "exfil" since there's write-ins about retreat in the first two votes quoted here. Close vote, and in the future please greentext out your write-ins.
>>
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It's far past time to leave. Your engagement with this Bolgirm creature will no doubt draw out more of its kind- most likely more than you can handle. Bearing that knowledge in mind, you take a moment to grab a sample of the Bolgirm-type- as easy as shutting off the life support system in the pod- and order the troops back into their file. They start to head to the entrance of the vault, the clock ticking down all the while.


You emerge from the eerie vault unscathed, though several tense moments of scratching and scraping above alert you to the presence of a small pack of the predators following only slightly behind you. They seem content to wait for now- you consider that perhaps you are going away from some nest or central location.


A short time later, you crest the ridge of Anron vault's door, thankfully to a still-intact elevator and no ambush. The central area has been cleared of the bodies that were here only a few minutes ago- a long line of blood drags back to the entrance of the Minor Vaults section, again validating your decision to cut your losses and take what you have. It'd be difficult to fight those creatures here, on their own home turf. Sergeant Matraq sets the team into a semicircular defensive position and then depresses the elevator button to bring it down to the fourth floor.
Humming fills the air, as does an unsettling skittering, but when the elevator doors slide open, the interior is still clear of foes and seemingly functional. That's a win in your book, and the team withdraws from their security cordon into the elevator.

"With luck, this bucket of bolts will actually take us to the roof. We can just rappel down from there, no?" says James, with a forced smile on his face. Despite the lack of harsh combat here, the psychological stress has clearly taken somewhat of a toll on the troops, a fact that you notate in your dossier. If you're going to rely on this group of individuals as your personal strike force, they need to be well taken care of.


Just as James suggests, you instruct the elevator to carry you to the roof of the facility, which it does. The twin doors open to thick, humid Mexican air, and the relieved sighs of the men are perceptible. Looking out, you spot the drones and men arming the Mexican militia troops- and further in the distance, the dust cloud of the approaching tanks and infantry grows ever-larger.


The dilemma at hand is whether to try and race the enemies northwards to hopefully join with the allied spearhead, or wait here for them. You expect there to be air transport for your Command Core with them, so if you leave a token guard force, hopefully the troops left behind could hide and bet on the enemy bypassing them.


>Move the troops northwards as fast as possible to try and outpace the enemies
>March into the jungle hills to protect your core until allies reach you
>Hold in the city and wait for your reinforcements to come to you
>Write in?
>>
>>5047518
>>Move the troops northwards as fast as possible to try and outpace the enemies

We've taken far too many casualties to fight such a large and fresh enemy force directly.

Question for QM: What happened to the two enemy infantry units west of the northern bunker? Are they still there?
>>5031081
>>
>>5047539
They are still there sheltering under the bunker's range, yes.
>>
>>5047539

>>Move the troops northwards as fast as possible to try and outpace the enemies

This is the most sane approach. Plus, if we defend well, we might have a chance at retaking the science facility and fully explore?
>>
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>>5047544
Then my plan is to escape in the route shown in my image so to avoid the northern bunker and the enemy infantry. If the enemy attacks us, it will be without the bunker.
>>
>>5047544
Also, what's the status of the enemy hive south-west of the research lab? Did our units raze it when we went down, or is it still standing?
>>
>>5047589
The second enemy hive had a massive, energy charged space tower fall onto it in this post >>5031088. It's pretty well destroyed.
>>
>>5047518
>>Move the troops northwards as fast as possible to try and outpace the enemies
I thought the mech would have destroyed the depots by now.
>>
>>5047518
>Move the troops northwards as fast as possible to try and outpace the enemies

There should be a corridor to the North East that is outside of the range of the Bunkers as >>5047588 suggest, head through that in good order and then GTFO north.
>>
>>5047539
>>5047577
>>5047809
>>5048264
Alright, a forced march north it is! Roll me 1d100+10, bo3.

>>5047809
Yep, you'll see in this upcoming post, but they absolutely dealt with the secondary objectives.
>>
Rolled 23 + 10 (1d100 + 10)

>>5048348
Based Punisher mechs getting shit done during our absence.
>>
Rolled 58 + 10 (1d100 + 10)

>>5048348
>>
Rolled 39 + 10 (1d100 + 10)

>>5048348
Let's get outta here
>>
Rolled 51 + 10 (1d100 + 10)

>>5048348
Based
>>
>>5048350
>>5048359
>>5048378
68/100, alrighty! Writing now, but probably won't get the post up till morning.
>>
>>5048626
TactiQM got caught by the Red Horde
>>
I apologize anons, having some really shitty life difficulties right now. I'll keep this updated when possible, but I can't promise regular updates; wife is sick as shit.

>>5049878
TactiQM having a bad time, but nothing is as bad as bug concentration camp, man.
>>
>>5050283
Remember the curse QM. Dont let it take you.
>>
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>>5050283
>>5050650
those slabs may seem cool QM but you have to return them
>>
>>5050283
Wife and Life comes before the 4Chan, that's just how it be. Make sure you get some protection charms agains that curse.
>>
>>5050283

Havent given up hope, OP
>>
>>5054591
I appreciate it! I'm still hanging in there. Gotta take care of wife for a few more weeks but shes doin' a lot better and tentatively I will be able to return early December.
>>
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>>5054613
Understandable, see you then QM.
>>
>>5054613
I will pray for your wife's health.

If you haven't already, make sure to archive this thread or ask an anon to do it.
>>
>>5054613
The curse strikes strikes in the most horrific ways.
>>
Good news, anons. Wife pulled through just fine and I'm finally back home. Should have a fresh thread up in 24 to 48 hours. Thank you all for your patience.
>>
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>>5067547
All hands on deck, this is not a drill. Repeat, this is not a drill.
>>
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>>5067547
UUUUUUUUUUUUURRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH
>>
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>>5067547
WOOOO
>>
>>5067547
nice and good to know
>>
>>5067547
Finally some good news, happy to hear your wife made it!



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