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Unread 20 Dec 2004, 17:06   #101
No Dachi
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Re: Colonies: The Return to Alsar Prime

Bah. I'll deduct the 20 Slots from the mining on the first day from my Day 3 or 4 Orders; I'm not going to go back and wade my way through the arithmatic of my already-posted orders to do so.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 21 Dec 2004, 02:34   #102
KlavoHunter
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Re: Colonies: The Return to Alsar Prime

OOC:

Quote:
Originally Posted by Fluffie
You're not true to the Jihad. I should turn Jihad and wipe you from this planet's surface
I'm not Badger, I'm not going to try and take on everyone at once

IC:

Erm, no real story for now... bleh

Day 4

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 32
Stockpile: 0

Total Units:
76

-Units-

OF: 20 Trooper, 4 Heavy Trooper
DF: 6 Defense Trooper, 4 Heavy Defense Trooper
OV: 3 Rhino, 4 Elephant
DV: 10 Warthog, 2 Pavise
SPV: 8 Blue Lightning Bike
FA: 10 Eagle, 4 Cobra

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 16 Mines
*** 1 Sensor Tower
*** *** Standard Module


Research:
Level: 1
Tech Points: 5

Researched Tech:
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra

Pavise Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.

Researching:



Orders:
- 2 Mines (10 Slots)
- 4 Heavy Trooper (8 Slots)
- 4 Trooper (4 Slots)
- 1 Elephant (2 Slots)
- 4 Cobra (8 Slots)

Actions:
- Consider being evuhl.
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Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*

Last edited by KlavoHunter; 21 Dec 2004 at 02:41.
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Unread 21 Dec 2004, 07:17   #103
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Day 4, Week 1

Slot Production: 32
Slots in Storage: 0

ORDER LIST

Spider City
Buildings
2 Mines (10 slots)

Units
1 Deadly Cloud - DV (2 slots)
10 Violents - FA (2 slots)

-------------------------------------------------------
Slots placed in storage this turn: 0
-------------------------------------------------------
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Unread 21 Dec 2004, 07:30   #104
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Hewitt arrives at Dam Crater Base

*The trip northwards was an uneventful one and soon the secret shuttle carrying respected trader Hewitt and his bodyguard of 20 immobliser soldiers (1 unit) touched down at Dam Crater Base without much fanfare. Upon landing Hewitt walks up to the trillian party and requests to be shown to his room immediately.*
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Unread 21 Dec 2004, 12:29   #105
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
OOC:



I'm not Badger, I'm not going to try and take on everyone at once
Then don't pretend to be something you're not.
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Unread 21 Dec 2004, 17:55   #106
KlavoHunter
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Re: Colonies: The Return to Alsar Prime

OOC:

Quote:
Originally Posted by Fluffie
Then don't pretend to be something you're not.
Hush, manwhore!

IC:

Erm, no real story for now... bleh

Day 5

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 36
Stockpile: 0

Total Units:
92

-Units-

OF: 26 Trooper, 6 Heavy Trooper
DF: 6 Defense Trooper, 4 Heavy Defense Trooper
OV: 3 Rhino, 4 Elephant, 8 Rapier
DV: 10 Warthog, 2 Pavise
SPV: 8 Blue Lightning Bike
FA: 10 Eagle, 4 Cobra

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 18 Mines
*** 1 Sensor Tower
*** *** Standard Module


Research:
Level: 1
Tech Points: 4

Researched Tech:
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra

Pavise Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.

Offensive Vehicle - Rapier (L1)
The Rapier is a small, one-man 'mech suit, for use in supporting infantry attacks. Armed with a Proton Cannon in an arm, and a Plasma Battery on the opposite shoulder, anything that stops its accompanying infantry cold can be taken down by the Rapiers. Almost as agile and mobile as infantry, they make the perfect compliment to the infantry of any assault.

Researching:
Offensive Vehicle - Rapier (L1)

The Rapier is a small, one-man 'mech suit, for use in supporting infantry attacks. Armed with a Proton Cannon in an arm, and a Plasma Battery on the opposite shoulder, anything that stops its accompanying infantry cold can be taken down by the Rapiers. Almost as agile and mobile as infantry, they make the perfect compliment to the infantry of any assault.


Orders: 26
- 2 Mines (10 Slots)
- 8 Rapier (16 Slots)
- 2 Heavy Trooper (4 Slots)
- 6 Trooper (6 Slots)

Actions:
- Consider being evuhl.
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My Kurashima-Dace Fantasy!
Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*
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Unread 21 Dec 2004, 17:57   #107
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Re: Colonies: The Return to Alsar Prime

I'm waiting for more people to accept my kind offer of a peace conference (or, at least, to respond to my kind offer of peace conference) before I actually start the meeting. I'll post orders up to date tomorrow, when I'll have more time.
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That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 21 Dec 2004, 18:29   #108
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Re: Colonies: The Return to Alsar Prime

ooc: Damn you people for being inactive
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Unread 21 Dec 2004, 19:04   #109
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Re: Colonies: The Return to Alsar Prime

[insert some story stuff here]

[insert reply to ND saying we'll attend his peace conference]

[insert some more story stuff here]
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Unread 21 Dec 2004, 19:34   #110
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Re: Colonies: The Return to Alsar Prime

Orders:

Day 3
Slots: 28 (Stockpile: 4)
Building:
2 Mines – 10

Day 4:
Slots: 32 (Stockpile: 28)
Building:
2 Mines – 10

Day 5:
Slots: 34 (Stockpile: 50)
Building:
2 Mines – 10
10 Assault Troops (20)
10 Longbows (20)
10 Support Squads (20)
5 Nighthawks (10)
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Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!
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Unread 21 Dec 2004, 23:09   #111
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Re: Colonies: The Return to Alsar Prime

Im back

And i think im going to bow out, when i saw this thread, i thought 'Like the old colonies!, im In!!', but ive noticed that i dont have the spare time i used too, so....cya

It sucks aswell, i had some really, REALLY good secret plans, that didnt involve destroying the world!
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(13:17:44) (+PyRo`) Muha is a genius <3
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Unread 22 Dec 2004, 00:13   #112
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Re: Colonies: The Return to Alsar Prime

Unfortunatley 11 hour shifts and an innate desire fore for sleep require my full attention presently, fortunatley tomorrow is the last one then i have 5 days over christmas where i will catch up.
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Unread 28 Dec 2004, 21:25   #113
Planetkiller II
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Re: Colonies: The Return to Alsar Prime

Oi, get on with it lazy asses.
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Unread 29 Dec 2004, 01:56   #114
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Re: Colonies: The Return to Alsar Prime

I'm waiting for someone else to make a post so I can dump the last ~week of turns out and curbstomp someone.
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Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*
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Unread 29 Dec 2004, 12:09   #115
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Re: Colonies: The Return to Alsar Prime

I'm waiting for more people to accept the Peace Conference offer. Can't start a war with three attendants
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`The Root of evil Avarice,
That damn'd ill-natur'd baneful Vice,
Was Slave to Prodigality,
That Noble Sin; whilst Luxury
Emply'd a Million of the Poor,
And odious Pride a Million more.'

-The Grumbling Hive: or, Knaves Turn'd Honest, Bernard Mandeville
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Unread 1 Jan 2005, 21:30   #116
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Re: Colonies: The Return to Alsar Prime

yeah
i think i'll show up
if crazy does
maybe not if he does

sign me up for now, mmmm'kay?
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Unread 1 Jan 2005, 21:47   #117
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Re: Colonies: The Return to Alsar Prime

DAY ONE
Commander Fluffie of Terran Command

Generals:
Com. Fluffie

Colonies:
1. Sluis Van; right next General Crazyboy’s base

Slots:
Per day: 20
Stockpiled: 40

Units:
Total: 1

OF:
DF:
OV: 1 Rhino
DV:
SpV:
SV:
BA:
FA:
ST:
BM:
SN:

Buildings:
1. Sluis Van
1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 10 Mines

Construction:
2 Mines (10 slots)

Research:
Level: 1
Tech points: 10

Researching:
Arrow (FA, L1) –
A big engine with an exhaust engineered so that along with its wing setup, the craft is able to pull off near-insane acrobatics in the air, making it one of the more/most agile things around. To keep it fast, the craft is only lightly armoured. Her fangs consist out of two Miniguns. The bird’s primary role is taking on (and defeating) other aircraft, but she could be used for strafing runs if really necesary.
1 TP

Javelin (BA, L1) –
Similar to the Arrow in design, the Javelin has more armour to keep her and her bombing payload safe. Instead of the dual Miniguns, the Javelin comes with one Heavy Minigun and two Rocketpods, both containing dumbfire rockets, both well suited for laying down a carpet of destruction. Due to the heavier armour and armament, she’s less agile and slower than the Arrow.

Fortified Walls
1 TP

Researched:
N/A



DAY TWO
Commander Fluffie of Terran Command

Generals:
Com. Fluffie

Colonies:
1. Sluis Van; right next General Crazyboy’s base

Slots:
Per day: 24
Stockpiled: 54

Units:
Total: 1

OF:
DF:
OV: 1 Rhino
DV:
SpV:
SV:
BA:
FA:
ST:
BM:
SN:

Buildings:
1. Sluis Van
1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 12 Mines

Construction:
2 Mines (10 slots)

Research:
Level: 1
Tech points: 7

Researching:
N/A

Researched:
Arrow, Javelin, Fortified Walls


DAY SIXTEEN
Commander Fluffie of Terran Command

Generals:
Com. Fluffie

Colonies:
1. Sluis Van; right next General Crazyboy’s base

Slots:
Per day: 80
Stockpiled: 80

Units:
Total: 1

OF:
DF:
OV: 1 Rhino
DV:
SpV:
SV:
BA:
FA:
ST:
BM:
SN:

Buildings:
1. Sluis Van
1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines

Construction:
Full Fortified Wall at Sluis Van (16 slots)
12 E.I.T.S. (24 slots)
144 Javelin (288 slots)
144 Arrow (288 slots)

Research:
Level: 1
Tech points: 7

Researching:
E.I.T.S. (BA L1)
A speedy bomber class aircraft, designed for recon and overview tasks. Outfitted with basic sensor equipment and able to fly high above the battlefield (out of range of basic AA), the E.I.T.S. is well suited for recon and patrol tasks, giving up to date inteligence reports to the people in charge.
1 TP

Researched:
Arrow, Javelin, Fortified Walls




Code:
1	0	40		10
2	24	54		12
3	28	72		14
4	32	94		16
5	36	120		18
6	40	150		20
7	44	184		22
8	48	222		24
9	52	264		26
10	56	310		28
11	60	360		30
12	64	414		32
13	68	472		34
14	72	534		36
15	76	600		38
16	80	670		40

day #	slots	stockpile	number of
	per	(minus		mines
	day	10 slots	
		for mines)	

note: 	initial stockpile for day sixteen
         	is actually 680
	(due to max number of mines
	(40) being reached)
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Unread 1 Jan 2005, 22:17   #118
Crazyboy
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Re: Colonies: The Return to Alsar Prime

Day 6:
Slots/Day: 40
Stockpile: 4
Building: 2 Mines (10)

Day 7:
Slots/Day: 44
Stockpile: 34
Building: 2 Mines (10)

Day 8:
Slots/Day: 48
Stockpile: 68
Building: 2 Mines (10)

Day 9:
Slots/Day: 52
Stockpile: 116
Building: 2 Mines (10)

Day 10:
Slots/Day: 56
Stockpile: 158
Building: 2 Mines (10)

Day 11:
Slots/Day: 60
Stockpile: 204
Building: 2 Mines (10)

Day 12:
Slots/Day: 64
Stockpile: 254
Building: 2 mines (10)

Day 13:
Slots/Day: 68
Stockpile: 308
Building: 2 Mines (10)

Day 14:
Slots/Day: 72
Stockpile: 366
Building: 2 Mines (10)

Day 15:
Slots/Day: 76
Stockpile: 428
Building: 2 Mines (10)

Brigadier General Crazyboy of the Terran's 7th Cadian Corp

Generals:

Colonies:
1. Acropolis

Slots per Day: 68
Stockpile: 308

Total Units: 26

-Units-

OF: 25 Assault Troops, 10 Support Squads
OV: 1 Rhino, 10 Longbow, 5 Nighthawk
DV: 10 MLRS

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines

Research:
Level: 1
Tech Points: 22

Reserached Units:
Level 1
MLRS (DV)
Assault Troops (OF)
Longbow (OV)
Nighthawk (OV)
Scorpion (DV)
Raptor (DV)
Fortified Walls
Sensor Tower
- Seismic Module
- Cloak Module

Day 16:
Slots/Day: 80
Stockpile: 494
Building:
55 Assault Troops (110)
15 Support Squads (30)
30 Longbows (60)
10 Nighthawks (20)
20 MLRS (40)
40 Scorpion (80)
20 Raptors (40)
40 Phalanx (80)
Fortified Walls x4 (16)
Sensor Tower (4)
- Seismic Module (6)
- Cloak Module (8)
5 Minefields (40)

(40 slots stockpiled)
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Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!
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Unread 2 Jan 2005, 07:01   #119
KlavoHunter
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Re: Colonies: The Return to Alsar Prime

Day 6:
Slots/Day: 40
Stockpile: 0
Building: 2 Mines (10)

Day 7:
Slots/Day: 44
Stockpile: 30
Building: 2 Mines (10)

Day 8:
Slots/Day: 48
Stockpile: 64
Building: 2 Mines (10)

Day 9:
Slots/Day: 52
Stockpile: 112
Building: 2 Mines (10)

Day 10:
Slots/Day: 56
Stockpile: 154
Building: 2 Mines (10)

Day 11:
Slots/Day: 60
Stockpile: 200
Building: 2 Mines (10)

Day 12:
Slots/Day: 64
Stockpile: 250
Building: 2 mines (10)

Day 13:
Slots/Day: 68
Stockpile: 304
Building: 2 Mines (10)

Day 14:
Slots/Day: 72
Stockpile: 362
Building: 2 Mines (10)

Day 15:
Slots/Day: 76
Stockpile: 424
Building: 2 Mines (10)

Day 16

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 80
Stockpile: 490

Total Units:
422

-Units-

OF: 114 Trooper, 25 Heavy Trooper
DF: 30 Defense Trooper, 30 Heavy Defense Trooper
OV: 3 Rhino, 40 Elephant, 50 Rapier
DV: 20 Warthog, 12 Pavise
SPV: 8 Blue Lightning Bike
FA: 20 Eagle, 10 Cobra, 40 Starburst
BA: 20 Molotov

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines
*** Fortified Walls (All Sides)
*** 1 Sensor Tower
*** *** Standard Module, Seismic Module, Cloak Module


Research:
Level: 1
Tech Points: 21

Researched Tech:
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra
Fortified Walls

Pavise - Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.

Rapier - Offensive Vehicle (L1)
The Rapier is a small, one-man 'mech suit, for use in supporting infantry attacks. Armed with a Proton Cannon in an arm, and a Plasma Battery on the opposite shoulder, anything that stops its accompanying infantry cold can be taken down by the Rapiers. Almost as agile and mobile as infantry, they make the perfect compliment to the infantry of any assault.

Molotov - Bomber Aircraft (L1)
The Molotov is a swift-moving medium bomber, armed with only a light plasma gun in the tail for its own defense. On the offense, the undersides of the wings have rack after rack of thin white cylinders, ready to drop away. These are canisters of Promethium Napalm, a substance that runs like water, sticks like glue, and burns many times hotter than conventional napalm. A single bombing run of these craft can devastate any infantry formation, and when deployed in numbers, the effect of these is truely horrifying. Being burned alive is one of the fates that awaits any Xenos who takes up arms against the Jihad!

Starburst - Fighter Aircraft (L1)
The Starburst is a semi-conventional fighter design in most ways, based off of the Eagle and Cobra, but that's where the normalcy of it ends. This is a strictly air-to-air fighter, unless you count its single nose-mounted Plasma Gun for possible strafing. Due to the sheer perponderance of small, incredibly agile aircraft that the Antless favor, compared to having efficient high-quality larger craft, standard Terran designs were no longer suited for the Jihad's needs. After much consideration, the Starburst was designed, with a payload of titanic proportions. Hundreds of tiny missiles fill the launch pods of the Starburst, each of them extremely agile and given guidence systems, though they can be fired "dumb". The Starburst launches a massive barrage of the missiles all at once, and the appearance as uncounted hundreds of missiles streak out in a blossoming shape gives it its name. (Yes... it's a Macross Missile Massacre attacker!)

Researching:

Fortified Walls

Molotov - Bomber Aircraft (L1)
The Molotov is a swift-moving medium bomber, armed with only a light plasma gun in the tail for its own defense. On the offense, the undersides of the wings have rack after rack of thin white cylinders, ready to drop away. These are canisters of Promethium Napalm, a substance that runs like water, sticks like glue, and burns many times hotter than conventional napalm. A single bombing run of these craft can devastate any infantry formation, and when deployed in numbers, the effect of these is truely horrifying. Being burned alive is one of the fates that awaits any Xenos who takes up arms against the Jihad!

Starburst - Fighter Aircraft (L1)
The Starburst is a semi-conventional fighter design in most ways, based off of the Eagle and Cobra, but that's where the normalcy of it ends. This is a strictly air-to-air fighter, unless you count its single nose-mounted Plasma Gun for possible strafing. Due to the sheer perponderance of small, incredibly agile aircraft that the Antless favor, compared to having efficient high-quality larger craft, standard Terran designs were no longer suited for the Jihad's needs. After much consideration, the Starburst was designed, with a payload of titanic proportions. Hundreds of tiny missiles fill the launch pods of the Starburst, each of them extremely agile and given guidence systems, though they can be fired "dumb". The Starburst launches a massive barrage of the missiles all at once, and the appearance as uncounted hundreds of missiles streak out in a blossoming shape gives it its name. (Yes... it's a Macross Missile Massacre attacker!)

Orders:
- 2 Mines (10 Slots)
- 4 Fortified Wall Sections (16 Slots)
- Seismic Module (6 Slots)
- Cloak Module (8 Slots)
- 40 Starburst (80 Slots)
- 20 Molotov (40 Slots)
- 10 Pavise (20 Slots)
- 10 Eagle (10 Slots)
- 6 Cobras (12 Slots)
- 42 Rapier (84 Slots)
- 10 Warthogs (10 Slots)
- 36 Elephant (72 Slots)
- 88 Trooper (88 Slots)
- 24 Defense Trooper (24 Slots)
- 19 Heavy Trooper (38 Slots)
- 26 Heavy Defense Trooper (52 Slots)

Actions:
- Consider being evuhl.[/quote]
__________________
My Kurashima-Dace Fantasy!
Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*

Last edited by KlavoHunter; 2 Jan 2005 at 22:57.
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Unread 2 Jan 2005, 14:54   #120
Crazyboy
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Re: Colonies: The Return to Alsar Prime

Day 17

Brigadier General Crazyboy of the Terran's 7th Cadian Corp

Generals:

Colonies:
1. Acropolis

Slots per Day: 80
Stockpile: 40

Total Units: 291

-Units-

OF: 80 Assault Troops, 25 Support Squads
DF: 40 Phalanx,
OV: 1 Rhino, 40 Longbow, 15 Nighthawk
DV: 30 MLRS, 40 Scorpions, 20 Raptors

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines, Fortified Walls (x4), Sensor Tower (Seismic Module, Cloak Module), 5x Minefields,

Building:
20 Bulldogs (40)
30 Madcats (60)
10 Nighthawks (20)

Research:
Level: 1
Tech Points: 18

Researched Tech:
MLRS (DV) (lvl 1)
Assault Troops (OF) (lvl 1)
Longbow (OV) (lvl 1)
Nighthawk (OV) (lvl 1)
Support Squad (OF) (lvl 1)
Scorpion (DV) (lvl 1)
Raptor (DV) (lvl 1)
Fortified Walls
Sensor Tower – Seismic Module, Cloak Module
Bulldog (OV) (lvl 1)
Madcat (OV) (lvl 1)
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!
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Unread 2 Jan 2005, 15:05   #121
Fluffie
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Time To Die

Fluffie wakes up. It’s very early in the morning on the seventeenth day since planetfall. So far, his activies on the planet had been uninteresting and without meaning. Steadily he had been constructing Mines and gather recourses, a lot of which he had spent yesterday. His airforce was, especially due to the lack of any alliances etc, the biggest on the planet.

He was about to do what he was sent for. There was a traitor on this planet. Nobody turned their back on Terran Command like that. Klavohunter’s existence would be wiped from the surface of this planet.


6 E.I.T.S. squadrons
80 Arrow squadrons
120 Javelin squadrons

These all launch (f00kin’) early in the morning, heading towards Klavo’s base. They steer clear of other colonies’ airspace, not to disturb their rest.
The E.I.T.S. squadrons fly scattered around the gigantic air formation, but mostly in front with squadrons of Arrows flying near them, intending to not let the Eyes In The Sky be destroyed by enemy aircraft (they fly out of range of basic AA). They relay their information back to the Command Centre in Sluis Van the entire time, keeping the coordinators of the attack up to date, allowing them to make real time adjustments to the attack.
As the sun starts to rise above the horizon, the fleet reaches the outskirts of Klavo’s airspace.

They continue on, boldly. One of the pilots sends word about entering hostile airspace to Mr. Fluffie, who smiles upon hearing so. Giving a thumbs up for the operation, he walks over to a comms console, intending to give Klavo some last words.

Back near Klavo’s, the Javelins form up in attack formations.

Code:
Javelin squadrons’ primary objectives:
-	Destroy Sensor Tower + All Modules.
-	Destroy as many aircraft while they are on the ground/taking off.
Javelin squadrons’ secondary objectives:
-	Breach one side of the Fortified Wall (doing this by sustained rocket fire).
-	Destroy as many ground units (ones with AA capabilities first) as possible.

Arrow squadrons’ objectives:
-	Destroy as much aircraft while they are on the ground/taking off with strafing runs.
-	Destroy all airborn aircraft.
-	Keep E.I.T.S. safe (which also means taking hits for them if necesary).
-	Perform strafing runs on infantry/lightly armoured units (if there are no aircraft to be taken care of).

E.I.T.S. squadrons’ objectives:
-   	Keep all units continually updated with sensor information. This includes the people back in the base, wingleaders and every single pilot’s sensor screen.
- 	Try and not get killed.

All units are to return to base once:
a)	All Javelins have expanded their rocket pod ammunition
and
b)	There are no more suitable targets to be destroyed by strafing runs from both the Arrows’ Miniguns and the Javelins’ Heavy Minigun.
or
c)	There is a hint of another (sizable and threatening) force arriving.
or
d)	All E.I.T.S. are dead.
And, as the first bomber begins it’s attack run, Fluffie sends a message to Klavo’s base, but on an open channel, thus audible to anyone interested in listening.

“Be wise and die now. We don’t like traitors and we’re not going to let you **** up terran-alien relations on this planet. There was a bad start on this planet once and we’re not going to let you follow in its footsteps.”
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Unread 2 Jan 2005, 15:27   #122
Crazyboy
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Re: Colonies: The Return to Alsar Prime

Dawn rose on the seventeenth day. A red dawn. And soon to be a red day. Already up and about, Brigadier Crazyboy sipped his coffee in the Terran Command center of his Colony. Everything was quiet, and the air was filled with tension. Today was the day that the primary mission of the 7th Cadian Flotilla would be fulfilled. Today would be the day that Brigadier Crazyboy would do what he was sent to do. The elimination of traitors.

80 Assault Troops
25 Support Squads
40 Longbows
25 Nighthawks
20 Bulldogs
30 Madcats

The troops head out of the base a few hours earlier than Commander Fluffie’s airforce and head towards Klavo’s base, ready to attack as soon as Fluffie’s wave has done its damage.

20 Bulldogs
Primary Objective:
- Breaching the fortified wall
- Destroying enemy armour defenses
Secondary Objective:
- Destroying the remains of the walls

40 Longbows
Primary Objectives:
- Elimination of enemy defensive infantry

25 Nighthawks:
- 35 Assault Troops, 15 Support Squads
Primary Objective:
- Support the Main Assault
- Destroy enemy defenses (troops, tanks etc.)

30 Madcats:
- 40 Assault Troops, 20 Support Squads
Primary Objective:
- Enter the base once wall has been breeched multiple times (Madcats)
- Elimination of enemy defenses (troops, tanks etc.)

5 Assault Troops:
Primary Objectives:
- Attack and secure as many mines as possible.


As the airforce of Commander Fluffie made its attack, Crazy also broadcast a message.

“Command Klavohunter. You have been found guilty of high treason against Terran Command, by your defection to our enemies, the Terran Jihad. Because of this, you are hearby sentenced to death. Surrender now, and you will save the lives of many of your men. Fight, and you will all die."
__________________
--==THE INSANE ONE==--

Quote:
Zen Master Ellis says:
I admit defeat...

Ghetto Master Ellis says:
Heil Crazy!
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Unread 2 Jan 2005, 22:47   #123
Evil Imperial
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Re: Colonies: The Return to Alsar Prime

OOC: Base is along the coast, directly to the North
of KlavoHunter's base.

IC:

On schedule for the Jihad's plans, a second, smaller
cruiser dropped from FTL, the stylized lettering
across the bow proclaiming the ship to be the
Southern Wind. With little more fanfare than a
short burst transmission to Nexus Primus base below, a
huge re-entry pod burst free of the ventral port,
followed by a rain of 25 smaller ones.

"Lord Commander, it appears that we have arrived in
the nick of time. I apologize for our lateness, but
we were... delayed, by a rabble of Antless ships
several jumps ago. Our airforce is at your command,
and I shall lead them! Ave Imperator!" The 'Avenging
Wind' of the Jihad, Evil Imperial, transmitted from
the lead of the 25 pods, each of which contained a
Starburst fighter. He was going to bring the
Auxiliarius' fighter wing into battle personally...

Day 17

'Avenging Wind' Evil Imperial of the Auxiliarius
Jihad Legion


Generals:
'Avenging Wind' Evil Imperial in StarBurst 1

Colonies:
1. Avenger Base

Slots per Day: 20
Stockpile: 50

Total Units:
25

-Units-

FA: 25 Starburst

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft
Factory, 1 Spaceport, 10 Mines

Research:
Level: 1
Tech Points: 9

Researched Tech:

Starburst - Fighter Aircraft (L1)
The Starburst is a semi-conventional fighter design in
most ways, based off of the Eagle and Cobra, but
that's where the normalcy of it ends. This is a
strictly air-to-air fighter, unless you count its
single nose-mounted Plasma Gun for possible strafing.
Due to the sheer perponderance of small, incredibly
agile aircraft that the Antless favor, compared to
having efficient high-quality larger craft, standard
Terran designs were no longer suited for the Jihad's
needs. After much consideration, the Starburst was
designed, with a payload of titanic proportions.
Hundreds of tiny missiles fill the launch pods of the
Starburst, each of them extremely agile and given
guidence systems, though they can be fired "dumb".
The Starburst launches a massive barrage of the
missiles all at once, and the appearance as uncounted
hundreds of missiles streak out in a blossoming shape
gives it its name. (Yes... it's a Macross Missile
Massacre attacker!)

Researching:

[b]<Tech Trade from: KlavoHunter>
|
|
V
Starburst - Fighter Aircraft (L1)
The Starburst is a semi-conventional fighter design in
most ways, based off of the Eagle and Cobra, but
that's where the normalcy of it ends. This is a
strictly air-to-air fighter, unless you count its
single nose-mounted Plasma Gun for possible strafing.
Due to the sheer perponderance of small, incredibly
agile aircraft that the Antless favor, compared to
having efficient high-quality larger craft, standard
Terran designs were no longer suited for the Jihad's
needs. After much consideration, the Starburst was
designed, with a payload of titanic proportions.
Hundreds of tiny missiles fill the launch pods of the
Starburst, each of them extremely agile and given
guidence systems, though they can be fired "dumb".
The Starburst launches a massive barrage of the
missiles all at once, and the appearance as uncounted
hundreds of missiles streak out in a blossoming shape
gives it its name. (Yes... it's a Macross Missile
Massacre attacker!)

Orders:
- 25 Starburst (50 Slots)

Actions:
- Place all units under KlavoHunter's tactical Command
for the duration of the battle
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Unread 2 Jan 2005, 23:16   #124
KlavoHunter
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Posts: 246
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Re: Colonies: The Return to Alsar Prime

OOC: Yes, Evil Imperial is my bitch. He's not an extra account, he's a friend from another RP board, and if I have to drag the answers about what CrazyBoy's units actually are out of PK, then certainly I get to bring in a friend of my own to help...

Day 17

Lord Commander KlavoHunter of the First Jihad Legion

Generals:
Lord Commander KlavoHunter

Colonies:
1. Nexus Primus

Slots per Day: 80
Stockpile:

Total Units:
450

-Units-

OF: 114 Trooper, 25 Heavy Trooper
DF: 30 Defense Trooper, 30 Heavy Defense Trooper, 20 Landsmen
OV: 3 Rhino, 40 Elephant, 50 Rapier
DV: 20 Warthog, 12 Pavise
SPV: 8 Blue Lightning Bike
FA: 20 Eagle, 10 Cobra, 48 Starburst
BA: 20 Molotov

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines
*** Fortified Walls (All Sides)
*** *** 4 Anti-Vehicle Gun Turrets
*** 1 Ambush Tunnel
*** 1 Sensor Tower
*** *** Standard Module, Seismic Module, Cloak Module


Research:
Level: 1
Tech Points: 20

Researched Tech:
Heavy Trooper
Heavy Defense Trooper
Elephant
Cobra
Fortified Walls
Ambush Tunnels
Anti-Vehicle Gun Turrets

Pavise - Defense Vehicle (L1)
A specialized tank chassis, mounting a series of small Plasma Batteries on articulated targetting turrets. These weapons are hooked in with the advanced targetting computer and sensor suite installed inside of the well-armored vehicle, allowing it to target incoming Missiles and Artillery aimed against the Pavise's allies, and shoot them out of the sky. Obviously, the weapons can be turned on more conventional targets when the skies are cleared, but they are only effective against Infantry in this use.

Rapier - Offensive Vehicle (L1)
The Rapier is a small, one-man 'mech suit, for use in supporting infantry attacks. Armed with a Proton Cannon in an arm, and a Plasma Battery on the opposite shoulder, anything that stops its accompanying infantry cold can be taken down by the Rapiers. Almost as agile and mobile as infantry, they make the perfect compliment to the infantry of any assault.

Molotov - Bomber Aircraft (L1)
The Molotov is a swift-moving medium bomber, armed with only a light plasma gun in the tail for its own defense. On the offense, the undersides of the wings have rack after rack of thin white cylinders, ready to drop away. These are canisters of Promethium Napalm, a substance that runs like water, sticks like glue, and burns many times hotter than conventional napalm. A single bombing run of these craft can devastate any infantry formation, and when deployed in numbers, the effect of these is truely horrifying. Being burned alive is one of the fates that awaits any Xenos who takes up arms against the Jihad!

Starburst - Fighter Aircraft (L1) <Transferred Copy to Evil Imperial>
The Starburst is a semi-conventional fighter design in most ways, based off of the Eagle and Cobra, but that's where the normalcy of it ends. This is a strictly air-to-air fighter, unless you count its single nose-mounted Plasma Gun for possible strafing. Due to the sheer perponderance of small, incredibly agile aircraft that the Antless favor, compared to having efficient high-quality larger craft, standard Terran designs were no longer suited for the Jihad's needs. After much consideration, the Starburst was designed, with a payload of titanic proportions. Hundreds of tiny missiles fill the launch pods of the Starburst, each of them extremely agile and given guidence systems, though they can be fired "dumb". The Starburst launches a massive barrage of the missiles all at once, and the appearance as uncounted hundreds of missiles streak out in a blossoming shape gives it its name. (Yes... it's a Macross Missile Massacre attacker!)

Landsmen - Defensive Infantry (L1)

These experienced troops are picked from those who are unusually adept at knowing the terrain of an area... be it desert, forest, mountains, or even the grassy flatlands. Given materials to hide themselves in the terrain flawlessly without cloak, these men are experts at ambush. They are given a Power Laser Pistol with a limited number of shots, which the Landsman must make count with a devastating blow with each shot, and a monomolecular sword, making them lethal against all opponants.

Researching:

Ambush Tunnels
Anti-Vehicle Gun Turrets

Landsmen - Defensive Infantry (L1)

These experienced troops are picked from those who are unusually adept at knowing the terrain of an area... be it desert, forest, mountains, or even the grassy flatlands. Given materials to hide themselves in the terrain flawlessly without cloak, these men are experts at ambush. They are given a Power Laser Pistol with a limited number of shots, which the Landsman must make count with a devastating blow with each shot, and a monomolecular sword, making them lethal against all opponants.

Orders:
- 1 Ambush Tunnel (8 Slots)
- 20 Landsmen (40 Slots)
- 4 Anti-Vehicle Gun Turrets (16 Slots)
- 8 Starburst (16 Slots)

Actions:
- Defend... battle plan in next post!
__________________
My Kurashima-Dace Fantasy!
Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*

Last edited by KlavoHunter; 2 Jan 2005 at 23:41.
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Unread 3 Jan 2005, 00:14   #125
Fluffie
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Evil Imperial
Orders:
- 25 Starburst (50 Slots)

Actions:
- Place all units under KlavoHunter's tactical Command
for the duration of the battle
**** this.
Those units are ready AFTER the battle.

The same goes for the units and buildings Klavo constructed in the post above.

Right?

// edit //

http://pirate.planetarion.com/showpo...&postcount=119
This you have when the battle starts.

http://pirate.planetarion.com/showpo...&postcount=123
http://pirate.planetarion.com/showpo...&postcount=124
This all ain't present when the battle starts.

Right?
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Unread 3 Jan 2005, 03:53   #126
KlavoHunter
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Re: Colonies: The Return to Alsar Prime

Klavo had considered allowing himself to sleep in on the 17th day on Alsar Prime. Aerial Recon had shown that the last of the remaining floodwaters aboveground had evaporated, and ambush tunnels were being dug to complete the defenses of Nexus Primus now that it was safe to do so. The second Jihad force, off the Southern Wind was due to arrive yesterday, and he was wondering what had delayed them.

A cup of coffee had finished waking him up the rest of the way, which was dropped to the ground and shattered as the illumination of the base became red, and a horrible alarm began to blare.

"Sensor Tower reports Hostile aircraft launches detected to the East! All Terran!" a voice shouted over the PA system.

"Lord Commander to Control, I'm coming down, order all air units to take off, Bombers divert to the North!"

A transmission broke through the slight static in the air of the Nexus Primus Base command center, bringing hope to the desperate situation that was unfolding, as a MASSIVE wave of air power cruised towards the mountain peak separating the two Terran factions.

Quote:
"Lord Commander, it appears that we have arrived in
the nick of time. I apologize for our lateness, but
we were... delayed, by a rabble of Antless ships
several jumps ago. Our airforce is at your command,
and I shall lead them! Ave Imperator!"
"Excellent to see you, Evil, I'll be needing your air power quickly here, I'm assigning my Starbursts to you to intercept Fluffie's air force." Klavo said, hitting a few controls that lit up the massive central display.

"Seismic and standard sensors detect a massive army moving out under Crazyboy's command, also vectoring in on us. Sir, we're receiving two signals..."

"Let's hear them."

Quote:
“Be wise and die now. We don’t like traitors and we’re not going to let you **** up terran-alien relations on this planet. There was a bad start on this planet once and we’re not going to let you follow in its footsteps.”
"Fluffie, you of all people should know just as well as I that the Xenos that have come here have the same intentions as they have on every other planet... domination over our race. You and I fought alongside one another against the alien scum who again and again brought war to the Terrans on this very planet! The traitor is not I, Fluffie, it is YOU who have betrayed Humanity by warring against its only true hope! The Jihad is what will save humanity... And I will remind you of that on the day that we stand over the aliens of this galaxy."

Quote:
“Command Klavohunter. You have been found guilty of high treason against Terran Command, by your defection to our enemies, the Terran Jihad. Because of this, you are hearby sentenced to death. Surrender now, and you will save the lives of many of your men. Fight, and you will all die."
"Treason is in the eyes of the beholder, Brigadier General. The Ginn-Sai Jihad is not your enemy, and I have stated as such. I am here to safeguard humanity from the alien threat, and you are fools to launch this attack. The only traitors here are you and Fluffie, who not only plant your bases firmly in the ground between my own and that of the archenemy of all humanity, Hive Prince Badger, but then you attack me! You are insane to ignore him, and even worse to shelter him against the wrath of the Jihad. I will not surrender to you, and nor will my men. If you wish to complete this foolish act of arrogance, then you must kill every last one of us, and then you may defend yourselves from the foul beasts that will prey upon your broken armies. Lord Commander KlavoHunter, out."

There was a pause in the air of the command center as the words sunk into the Jihadists. Their own Terran bretheren were attacking them, before even considering the threat at their backs. If they were too foolish to save themselves, then it was up to the Jihad to stride over their broken bodies to save what was left from the enemy on the other side.

~~~~~~~~~~~~~~~~~

Defensive Units Deployed -

OF: 114 Trooper, 25 Heavy Trooper
DF: 30 Defense Trooper, 30 Heavy Defense Trooper, 20 Landsmen
OV: 3 Rhino, 40 Elephant, 50 Rapier (KlavoHunter in command of the Elephants)
DV: 20 Warthog, 12 Pavise
SPV: 8 Blue Lightning Bike
FA: 20 Eagle, 10 Cobra, 73 Starburst (Evil Imperial in command of the Starbursts)
BA: 20 Molotov

Code:
Air Group 1 -
- 1 Starburst, Evil Imperial piloting as GENERAL
- 72 Starburst
Orders -
- Ambush the incoming Arrows and Javelins using the Sensor Tower for guidence, turn off all
 radar systems to reduce visability until the Sensor Tower is taken out, then can go to Active
 Radar for detection.  Their massive missile setup is optimized not only against Antless
 targets, but against the tiny little planes that Fluffie uses, as well, incidentally...
- Attempt to take out the EITS if it is convenient, otherwise, force the Arrow pilots to take 
hideous losses in defense of the EITS.
- Prevent the Javelins from being able to attack ground-based targets effectively
- After driving off Fluffie's air units, circle around and decimate the Longbow and Nighthawks of
 Crazyboy's army, re-arming at airfields if time permits or if neccessary.
- If catastrophic losses are sustained, preserve a couple Starbursts to bring down CrazyBoy's
 Longbow and Nighthawk helicopters later in the battle after the Arrows withdraw.
Code:
Air Group 2 -
- 20 Molotov
- 20 Eagle
- 10 Cobra
Orders -
- Fly due North, over Evil Imperial's base, until Crazyboy's troops move in, and then initiate
 napalm bombing runs over his forces to butcher his infantry.  
- Stay well away from Fluffie's Arrows if possible, but continue on through them with Eagles
 and Cobras providing cover if needed to.
- Eagles and Cobras are also to take down Crazyboy's Longbows and Nighthawks before
 firing on targets of opportunity.
Code:
Ambush Group 1 -
- 3 Rhino
- 15 Landsmen
Orders
- The Rhinos will drop the Landsmen off in front of where the EITS can see before they arrive,
 along the path of advance of Crazyboy's army, before retreating back to base.
- The Landsmen will take advantage of the terrain, and disguise themselves so that the EITS
 will not detect them.  They will position themselves so that when Crazyboy's army passes by,
 they can appear from their camoflauged positions in the middle of his forces, and attack, 
focusing on the Bulldogs and Madcats with their Power Laser Pistols before killing as many of
 the Assault Troopers and Support Squads as possible in melee with their Mono-Mol swords.
Code:
Ambush Group 2 -
- 5 Landsmen
- 40 Trooper
- 15 Heavy Trooper
- 10 Rapier
- 8 Blue Lightning Bike
Orders -
- After the airstrike by Air Group 2, this group will emerge from the Ambush Tunnels
 behind/inside Crazyboy's army, and cause as much confusion as possible as the Armored Fist rolls forward.
Code:
Armored Fist -
- 1 Elephant, KlavoHunter piloting as GENERAL
- 74 Trooper
- 10 Heavy Trooper
- 39 Elephant
- 40 Rapier
- 4 Pavise
Orders -
- Defend from the Fortification Walls until the airstrike by Air Group 2, then move out against 
Crazyboy's army in concert with Ambush Group 2 sprouting from their midst.
- Pavises will intercept missiles and rockets from the Javelins and whatever other incoming 
interceptable projectiles until the rest of the Armored Fist moves out, at which point they will 
defend the Armored Fist units from projectiles, especially KlavoHunter's Elephant
Code:
Iron Guard -
- 30 Defense Trooper
- 30 Heavy Defense Trooper
- 4 Anti-Vehicle Gun Turrets
- 5 Pavise
Orders -
- Fight from the Fortification Walls.  Concentrate fire on the Bulldogs and Madcats to prevent 
the base wall from being breached.  Fire on all targets of opportunity that show themselves.
- Pavises will intercept missiles and rockets from the Javelins until Crazyboy's army arrives, 
then intercept missiles from whatever troops he has that are using them.
Code:
Golden Guard -
- 20 Warthog
- 3 Pavise
Orders -
-Occupy the area where my Metal Mines are based out of, do not allow them to come to any harm.  
- Pavises are to intercept any incoming missiles or rockets aimed at the metal mines as priority.
PlanetKiller please take note of our characters participating IN the battle as Generals.
__________________
My Kurashima-Dace Fantasy!
Quote:
Originally Posted by Bakan
*Slaps KlavoHunter with a forehead sticker named "BITCH"*

Last edited by KlavoHunter; 3 Jan 2005 at 04:28.
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Unread 3 Jan 2005, 04:00   #127
KlavoHunter
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Fluffie
**** this.
Those units are ready AFTER the battle.

The same goes for the units and buildings Klavo constructed in the post above.

Right?

// edit //

http://pirate.planetarion.com/showpo...&postcount=119
This you have when the battle starts.

http://pirate.planetarion.com/showpo...&postcount=123
http://pirate.planetarion.com/showpo...&postcount=124
This all ain't present when the battle starts.

Right?
Negative. Crazyboy is using stuff you built on Day 17, and you're bitching about me using things built on Day 17.

Quote:
Originally Posted by Crazyboy
80 Assault Troops
25 Support Squads
40 Longbows
25 Nighthawks
20 Bulldogs
30 Madcats
The Madcats, Bulldogs, and 10 of the Nighthawks couldn't even be here for the assault if you're wanting to play it like that. And, I point out, without them, you effectively have no assault force.

Secondly, I asked PK on MSN if I could have this other guy drop in to help. He said that only the 50 slots of starting units could be put into action. Anything Evil builds with his other 20 slots cannot be used, and I already told Evil that when he was making his post.

Between the two of you, still, you have double my forces. What more advantage do you need to try and rule-lawyer out of this battle?
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Quote:
Originally Posted by Bakan
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Last edited by KlavoHunter; 3 Jan 2005 at 04:19.
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Unread 3 Jan 2005, 12:55   #128
Fluffie
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Re: Colonies: The Return to Alsar Prime

Quote:
"Fluffie, you of all people should know just as well as I that the Xenos that have come here have the same intentions as they have on every other planet... domination over our race. You and I fought alongside one another against the alien scum who again and again brought war to the Terrans on this very planet! The traitor is not I, Fluffie, it is YOU who have betrayed Humanity by warring against its only true hope! The Jihad is what will save humanity... And I will remind you of that on the day that we stand over the aliens of this galaxy."
But I'm all new
And I see yer Day 17 point, excuse my harsh reaction

And I should've sent it all damnit

* Waits for PK
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Unread 3 Jan 2005, 17:58   #129
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Re: Colonies: The Return to Alsar Prime

ETF Aerial Forces (Under Command of Commander Fluffie)

6 E.I.T.S. squadrons
80 Arrow squadrons
120 Javelin squadrons


ETF 7th Cadian Flotilla (Under Command of Brigadier General Crazyboy)

80 Assault Troops
25 Support Squads

40 Longbows
25 Nighthawks
20 Bulldogs
30 Madcats




Ginn-Sai Jihad Rebels (Under Personal Commander of Lord Commander KlavoHunter)

114 Trooper
25 Heavy Trooper
30 Defense Trooper
30 Heavy Defense Trooper
20 Landsmen

3 Rhino
40 Elephant (KlavoHunter in command of the Elephants)
50 Rapier
20 Warthog
12 Pavise
8 Blue Lightning Bike

20 Eagle
10 Cobra
48 Starburst (25 on the way with Evil Imperial in command)
20 Molotov



Battle of Nexus Prime: Round 1

Note: Excuse caps, they’re to highlight key points.

The massive ETF airfleet from Commander Fluffie’s colony, passes into Ginn-Sai airspace in the early hours of the morning. Though this is a surprise attack, the fanatic’s SENSOR TOWER picks them up at extreme range. Upon seeing the mass of planes, all aircraft are scrambled to meet them. Giving some swift orders, Klavohunter diverts AIR GROUP 2 to the north, taking his vulnerable aircraft away from the enemy fighters. AIR GROUP 1 holds position, in order to play to their ranged strengths. Using the sensor tower for targeting information, they launch their ‘missile madness’ weapons in one massive volley, which slams into the oncoming fighter horde. With their main targets the EITS, Fluffie’s ARROWS are forces to throw themselves into the missiles in order to prevent the loss of their tactical sensor advantage. Not quite all the missiles can be intercepted, but enough to prevent serious loss of EITS. Fluffie’s forces have not been sitting idle through this of course, and supported by sensor data from the EITS the JAVELINS open fire, also at extreme range. Having been deprived of the chance to take out any aircraft on the ground, their target shifts to the sensor tower. Klavo’s PAVISE interception tanks bravely open up on the incoming projectiles, spitting green fire at the bombs, but there are far too many. After a decent drop in numbers, the remaining focused fire of the missiles blasts into the SENSOR TOWER, which detonates in a large cloud of green energized plasma. Though somewhat overkill for a single structure, the job is done.

The two airforces are now at shorter range, and the ARROWS are able to fight properly, dogfighting with the STARBURSTS, where their high speed and maneuverability outclasses the heavier fighters. Though still with the edge in firepower, the STARBURSTS are outnumbered and comparatively slow. While unable to form up properly for another full volley, the JAVELINS still give rocket fire on the EAST FORTIFIED WALL when possible, still managing to stay back from the main air battle thanks to the EITS. The walls hold, for now, but large cracks and blown off chunks are easily visible. The STARBURSTS remain to bogged down in fighting the ARROWS to cause a serious threat to the JAVELINS, and with the sensor tower gone, they have to revert to active sensors.

Now with the air battle in full swing, the second phase of the attack begins. Brigadier General Crazyboy’s ground forces begin to move into position. The transports stay out of range while the BULLDOGS advance, supported by LONGBOW gunships. Having been transferred into open ground by RHINOS in order to wait in ambush, Klavo’s LANDSMEN decloak, surprising the oncoming tanks with a hail of fire. Due to the tiny power packs needed for the infantry to remain fully mobile, they are depleted after a few shots, but they have done their job, and know that as they are slaughtered by the anti-infantry LONGBOWS, being as they no longer have any weapons effective against those they are fighting. The BULLDOGS, now unhindered besides the fire from the defenders behind the walls, set themselves up. Their heavy proton cannon blast out beams of blue energy, blowing holes in the wall. With a concerted volley, coordinating with the JAVELINS above, they breach a sizeable gap, enough for the assault force to be brought forward, as well as blowing up an AV TURRET. But as the MAD CATS, NIGHT HAWKS and the accompanying ASSAULT TROOPS begin to move forward, AIR GROUP 2 and the ARMOURED FIST attack. The new aircraft are partially engaged by ARROWS, but for the most part they’re still busy with the STARBURSTS. This leaves the MOLOTOVS able to take a strafing run, but with an absence of infantry targets, they’re forced to switch targets to the BULLDOGS instead. Their energized napalm isn’t very effective against the armour, but its enough to distract them for a moment as the ARMOURED FIST rolls forward, and the COBRAS and EAGLES engage the LONGBOWS. The gunships, knowing their ineffectuality against the fighters try to evade them are much as possible, and concentrate on the advancing infantry. Now moving in the assist, the NIGHTHAWKS join the battle in support too, attempting to destroy enemy forces before moving on to drop off troops.

At this point though, AMBUSH GROUP 2 pops up behind the ETF forces, using the AMBUSH TUNNELS for their designed effect. The swift repellor-bikes, infantry and mobile RAPIERS are able to make best use of the defenses, and together eliminate the last of the BULLDOGS, before forming up with the ARMOURED FIST to do what little they can against the flyers. Unbeknownst to these forces, the MADCATS are now at the breach (actions to be decided by Crazy during round 2). Seeing the enemy vulnerable to an air assault, the JAVELINS fire a large volley into them, some intercepted by PAVISE, but most getting through to cause a large deal of damage to Klavo’s formation.

The handful of ASSAULT TROOPS sent to secure the mines are met by the GOLDEN GUARD, and rapidly killed by the tank brigades.

AIR GROUP 3 (Evil Imperial) will arrive soon, in the next round.


END OF ROUND 1

Remaining Forces:

ETF Aerial Forces (Under Command of Commander Fluffie)

3 E.I.T.S. squadrons
46 Arrow squadrons
106 Javelin squadrons


ETF 7th Cadian Flotilla (Under Command of Brigadier General Crazyboy)

75 Assault Troops
25 Support Squads

21 Longbows
25 Nighthawks
0 Bulldogs
30 Madcats




Ginn-Sai Jihad Rebels (Under Personal Commander of Lord Commander KlavoHunter)

79 Trooper
18 Heavy Trooper
27 Defense Trooper
29 Heavy Defense Trooper
3 Landsmen

3 Rhino
29 Elephant (KlavoHunter in command of the Elephants)
34 Rapier
19 Warthog
7 Pavise
6 Blue Lightning Bike

14 Eagle
9 Cobra
22 Starburst (25 on the way with Evil Imperial in command)
18 Molotov


Buildings Lost
1 AV Turret
East Fortified Wall Breached
Sensor Tower with Cloak and Seismic Modules.
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Unread 3 Jan 2005, 19:26   #130
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Re: Colonies: The Return to Alsar Prime

heh.
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Unread 3 Jan 2005, 20:40   #131
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Re: Colonies: The Return to Alsar Prime

Day 3
Stockpiled: 18 Slots
Mine Income: 14 Mines * 2 Slots = 28 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
-10 Slots for getting mind income on first day or something
=8 Slots stockpiled

Day 4
Stockpiled: 26 Slots
Mine Income: 16 Mines * 2 Slots = 32 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=22 Slots stockpiled

Day 5
Stockpiled: 48 Slots
Mine Income: 18 Mines * 2 Slots = 36 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=26 Slots stockpiled

Day 6
Stockpiled: 76 Slots
Mine Income: 20 Mines * 2 Slots = 40 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=30 Slots stockpiled

Day 7
Stockpiled: 106 Slots
Mine Income: 22 Mines * 2 Slots = 44 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=34 Slots stockpiled

Day 8
Stockpiled: 140 Slots
Mine Income: 24 Mines * 2 Slots = 48 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=38 Slots stockpiled

Day 9
Stockpiled: 178 Slots
Mine Income: 26 Mines * 2 Slots = 52 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=42 Slots stockpiled

Day 10
Stockpiled: 220 Slots
Mine Income: 28 Mines * 2 Slots = 56 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=46 Slots stockpiled

Day 11
Stockpiled: 266 Slots
Mine Income: 30 Mines * 2 Slots = 60 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=50 Slots stockpiled

Day 12
Stockpiled: 316 Slots
Mine Income: 32 Mines * 2 Slots = 64 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=54 Slots stockpiled

Day 13
Stockpiled: 370 Slots
Mine Income: 34 Mines * 2 Slots = 68 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=58 Slots stockpiled

Day 14
Stockpiled: 428 Slots
Mine Income: 36 Mines * 2 Slots = 72 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=62 Slots stockpiled

Day 15
Stockpiled: 490 Slots
Mine Income: 38 Mines * 2 Slots = 76 Slots

-10 Slots; Constructing 2 Mines at Dam Crater Base
=66 Slots stockpiled

Day 16
Stockpiled: 556 Slots
Mine Income: 40 Mines * 2 Slots = 80 Slots

-4 Slots; Constructing Sensor Tower at Dam Crater Base
-16 Slots; Constructing Concealed Trenches at Dam Crater Base
-16 Slots; Constructing 4 Anti-Vehicle Turrets at Dam Crater Base
-40 Slots; Constructing 20 Guardian Units at DCB
-20 Slots; Constructing 10 Valiant Units at DCB
-50 Slots; Constructing 30 Righteous Units at DCB
-20 Slots; Constructing 10 Defiance Units at DCB
-40 Slots; Constructing 20 Vector Units at DCB
-30 Slots; Constructing 15 Trillan Mobile Infantry Units at DCB
-10 Slots; Constructing 5 Heavy Defender Units at DCB
-20 Slots; Constructing 10 Ward Units at DCB
-20 Slots; Constructing 10 Trillan Shock Infantry Units at DCB
-40 Slots; Constructing 20 Valour Interceptors at DCB
-40 Slots; Constructing 20 Justice Units at DCB
-20 Slots; Constructing 10 Honour Units at DCB
-40 Slots; Constructing 20 Arbiter Units at DCB
-20 Slots; Constructing 10 Wisdom Units at DCB
(Total 442 Slots)
=-362 Slots from stockpile

Day 17
Stockpiled: 194 Slots
Mine Income: 40 Mines * 2 Slots = 80 Slots

-20 Slots; Constructing 10 Heavy Defender Units at DCB
-20 Slots; Constructing 10 Heavy Protector Units at DCB
-20 Slots; Constructing 10 Valour Units at DCB
=20 Slots stockpiled

Day 18
Stockpiled: 194 Slots
Mine Income: 40 Mines * 2 Slots = 80 Slots

=80 Slots stockpiled
--------------------------------------------------------------------------------------------

Research
2nd Week = 10 RP
+3 RP remaining from previous weak

=13 RP total

Researching:
Concealed Trenches (lvl 1 - 1 RP)
Anti-Vehicle Turrets (lvl 1 - 1 RP)

Justice Heavy Assault Bomber (lvl 1 - 1 RP)
A heavily armoured, heavily shielded bomber aircraft designed to destroy static defenses and defense empacements, the Justice model is a veteran of the Alsar System. Designed to take a great deal of punishment before going down, the Justice can move at medium speed, but is very unwieldy, and has no means of defending itself from enemy fighters. Usually armed with high explosive or cluster bombs, it is sometimes fitted with napalm.

Honour Fast Attack Bomber (lvl 1 - 1 RP)
The partner of the Justice Heavy Assault craft, the [i]Honour[i] Fast Attack Bomber is designed to fly at speeds so great that it cannot be intercepted by most enemy fighters. Although extremely fast and manouevreable, it is weakly shielded and has no armour. In order to lessen its weight, the Honour carries only four laser guided bombs on each run. It is not designed to fly at top speed for its entire journey, and will usually run out of fuel quickly if it attempts to. The Honour is designed to disable key enemy systems with presicion strikes in preparation for attack by heavier bombers.

Guardian Air Defense Vehicle (lvl 1 - 1 RP)
A modified Unity Hovertank chasis equipped with an advanced sensor unit, two AA missile launchers and a point defense laser designed to destroy incoming missiles. The Unity is fast, but only lightly shielded and armoured, and is helpless against enemy ground units. Designed primarily as a unit for base defense, or to cover advancing armour and infantry from behind the lines.

Ward Combat Drop Shuttle (lvl 1 - 1 RP)
A fast, armoured shuttle equipped to drop Trillan Shock Infantry into combat zones, the Ward is unarmed. Shock Infantry drop to the ground using special disposable drop units, meaning that the Ward does not need to land in order to deposit its cargo. Wards are incapable of carrying any troops other than the Shock Infantry, and can carry only one squad of the infantry at any one time. Vunerable to enemy intercepts; should be escorted.

Trillan Shock Infantry (lvl 1 - 1 RP)
The elite of the Trillan Special Corps, Shock Infantry have the highest casualty ratio of any Trillan unit used by the Corps. Shock Infantry are highly-trained infantry that drop from the specialised Ward Combat Drop Shuttles. Armed with plasma rifles and grenades, as well as demolition charges where the situation requires it, Shock Infantry can be dropped deep behind enemy lines with the aim of sowing disruption among the enemy forces or siezing key strategic points. Whilst well-trained and fast moving on the ground, they do not carry a great deal of supplies and are vunerable to vehicles in open terrain.

Valiant Anti-Tank Vehicle (lvl 1 - 1 RP)
A Unity variant, the Valiant is a fast, armoured hovertank equipped with a shield, and designed specifically with the destruction of enemy armour and gun emplacements in mind. Carrying twin armour piercing missile launchers, the Valiant fires its missiles upwards into the air, wherupon they seek out the target "painted" through use of a laser sight by the gunner. The effect of the missiles being fired upwards initially is that they hit the target from above - tanks and gun turrets tending to be weakly armoured on the top side.

Vector Armoured Personnel Carrier (lvl 1 - 1 RP)
The Vector is a fast, shielded and armoured hover tank. A unit of Vector APCs is capable of transporting one squad of infantry at considerable speed over most terrain. Each APC carries a sensor module as well as a pair of twin-linked plasma cannons for use against enemy infantry and light vehicles. Vunerable to enemy armour.

Arbiter Heavy Bomber (lvl 1 - 1 RP)
Shielded and armoured, the Arbiter is a conventional chain bomber designed to cause maximum damage to a target area. It can carry high explosive bombs for use against buildings, armour piercing bombs for use against vehicles and napalm bombs for use against enemy infantry. It can carry a large number of bombs in a single run, allowing it to devastate a given target area, but is vunerable to fighters, being slow and unmanouevreable.

Wisdom EMP Vehicle (lvl 1 - 1 RP)
Another Unity hovertank variant, the Wisdom comes armed with improved sensors and an EMP cannon, as well as medium armour and shielding. Designed to be either in the front line or close behind it, the Wisdom EMP cannon is its only weapon, and it is naturally inneffective against infantry. Designed to disable enemy vehicles and turrets in order to allow the tanks and infantry to move in.

Trillan Mobile Infantry (lvl 1 - 1 RP)
Well-trained troops equipped to accompany fast-moving armour detachments with the aid of Vector APCs. Each soldier is equipped with a laser rifle, with two men in each squad armed with missile launchers for use against vehicles. Although trained primarily for attacking enemy infantry positions, Mobile Infantry are perfectly capable of defending with the help of the vehicles invariably accompanying them.
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Unread 3 Jan 2005, 21:50   #132
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Re: Colonies: The Return to Alsar Prime

Survivors:
3 E.I.T.S. squadrons
46 Arrow squadrons
106 Javelin squadrons

Reinforcements:
3 E.I.T.S.
64 Arrow
24 Javelin

Orders:
ALL AIRCRAFT ARE TO EVADE THE INITIAL ATTACK BY THE FRESHLY ARRIVING ENEMY STARBURSTS AS GOOD AS THEY CAN.
To ensure E.I.T.S. surival, the new ones will not enter their range until they have expanded their ammo.

After the above has been done...
The E.I.T.S. are to keep on steering clear of enemy fighters and keep feeding information to all friendly forces (including command back at the Colonies).
The already present Javelins are to concentrate their firepower on groundforces (and mainly the Pavise), decimating them with their Heavy Miniguns.
The freshly arriving Javelins are to concentrate their firepower on the Elephants and more precisely, the one Klavo is in
After the fresh ones' ammo has been expanded, ALL Javelins are to concentrate on decimating ground forces.
The Arrows (fresh and already present ones) are to take care of all enemy aircraft. Kill'em, kill'em good. Taking down Evil Imperial isn't a priority, but should a good oppertunity arrise, they should grasp it and take the [beep] down.
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Unread 4 Jan 2005, 01:09   #133
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Re: Colonies: The Return to Alsar Prime

OOC: PK, I kind of anticipated that the Madcats and infantry would be grouped in along with the Bulldogs when I had the Molotov Napalm run against them. Can I ask why that didn't end up happening?

IC:

Defending Forces of Nexus Primus Base -

OF: 79 Trooper, 18 Heavy Trooper
DF: 27 Defense Trooper, 29 Heavy Defense Trooper, 3 Landsmen
OV: 3 Rhino, 34 Rapier, 29 Elephant (KlavoHunter in command of the Elephants)
DV: 19 Warthog, 7 Pavise
SpV: 6 Blue Lightning Bike
FA: 14 Eagle, 9 Cobra, 22 Starburst (25 on the way with Evil Imperial in command)
BA: 18 Molotov

~~~~~~~~~~~

Klavo thrust a fist into the air from the Commander's seat in the lead Elephant as the last enemy vehicle was crushed between the Armored Fist and the ambush group. The spent casing from the last plas-shell the gun fired clanked across the turret before falling to the ground next to the treads.

"What's the situation, Control?"

"Primary thrust of the 7th Cadian Corps has been blunted, but more mobile forces are moving in against the breach in the Wall. The air battle is not going well, but we are holding off the majority of their assault, and the reinforcements from the Auxiliarius Legion are incoming. The last signal caught by the Sensor Tower was the rest of Commander Fluffie's Air Force departing to reinforce the rest of their airfleet in the skies above us."

"Good, very good. Driver, turn us around, HQ, issue the following orders..." Klavo said, a grin spreading across his face as he listed off what to do next.

~~~~~~~~~~~~

Code:
Force Scipio -
- 3 Rhino
- 6 Blue Lightning Bikes ------- ]
- 4 Rapier --------------------- ] Spread out in the 3 Rhino's evenly
- 8 Trooper -------------------- ]
- 14 Eagle
- 9 Cobra
Orders -
- The ground units are to load into the Rhinos, and the air units are to proceed to Fluffie's Sluis 
Van base, deviating south to avoid the incoming air reinforcements from Fluffie's base to 
mine.  
- Eagles and Cobras are to provide cover for the Rhinos on their run in on Fluffie's base
- Once deployed from the Rhinos outside of Fluffie's base, the units are to rampage through the 
metal mines of Sluis Van, destroying as many of them as possible before expected 
reinforcements from Crazyboy's base move in.
- If possible, drop some of the Troops directly into Sluis Van, and wreak havoc against the 
structures inside the base or attempt to take command of the base.  Priority targets are 
whatever linkups for the EITS sensor info, the Command Center of the base, Fluffie himself,
 or the Aircraft Factory.
- Rhinos are to make a pass over the base and fire into it with their Anti-Tank weapons to cause
 indiscriminate damage, priority on the Aircraft Factory if the gunners have an opportunity to aim
 for it.
- Surviving Eagles and Cobras are to assist in the destruction of Metal Mines, and also to strafe
 the Aircraft Factory inside of the base if the opportunity arises.
Code:
Bombing Wing -
- 18 Molotov
Orders -
- Make a run at the breaches in my East Fortification Wall and drop another load of Promethium
 Napalm on Crazyboy's infantry forces, which were their original target in the first bombing run.
Code:
Armored Fist -
- 1 Elephant piloted by KlavoHunter as GENERAL
- 71 Trooper
- 18 Heavy Trooper
- 3 Landsmen
- 28 Elephant 
- 30 Rapier 
- 10 Warthog
- 4 Pavise
Orders -
- Come about and drive in against the breach in the Fortification Wall after the napalm run by
 Bombing Wing, and crush the infantry/Madcat group between them and the Iron Guard.
- Pavises intercept all incoming ordnance from the Javelins or other interceptable weapons fire.
Code:
Iron Guard -
- 27 Defense Trooper
- 29 Heavy Defense Trooper
- 3 Anti-Vehicle Gun Turrets
Orders -
- Heavy Defense Troopers and AV Turrets fight from the wall, target the Madcats as primary
 before going after the Longbows and Nighthawks.  
- Defense Troopers engage the Assault Troops and Support Squads from cover, but do not 
allow them to break out into the rest of the base
- Serve as the anvil for Armored Fist's hammer
Code:
Air Group 1 -
- 22 Starburst
Orders -
- Continue to engage the Arrows and attempt to more directly threaten the Javelins of the 
original airfleet.  Join up with and support Air Group 2 when they arrive.
Code:
Air Group 2 -
- 1 Starburst, Evil Imperial piloting as GENERAL
- 24 Starburst
Orders -
- Engage the newly-arriving air forces, concentrating on the Javelins.  
- Keep the reinforcment air group of Fluffie's concentrated on the action at Nexus Primus base,
 and to keep them from noticing Group Scipio.
Code:
Golden Guard -
- 9 Warthog
- 3 Pavise
Orders -
- Continue to defend the Metal Mines against any threat
- Pavises intercept all missiles or other interceptables incoming on the Metal Mines as priority
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Quote:
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Last edited by KlavoHunter; 4 Jan 2005 at 04:11.
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Unread 4 Jan 2005, 15:12   #134
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Re: Colonies: The Return to Alsar Prime

"Sir?"

"Hmmmm?"

"Intelligence reports that the Jihad are sending a strike force toward Sluis Van, sir. Colonal Ylien instructed me to wake you."

"Ah, yes, very good." Admiral No Dachi pulled himself out of the rest-pod, a specialised piece of furniture that was the Trillan equivelant of a bed, and consisted of a simple pool of warm water, around two feet deep. Trillans lived many aspects of their lives differently to how their ancestors had lived on old Trill, but sleep was considered one of the more important parts of a Trillan's daily routine. Lifting up each tentacle in turn and threading it through the long, thin, hollow sleeves of his uniform, Admiral No Dachi finally produced the armoured helmet that fitted over the top half of his head - a semicircular hole cut in the front for his single eye - and fastened the straps securely beneath his chin. With the lower part of the uniform ending in an inverted dome shape that covered the lower half of No Dachi's spherical head, the only actual parts of his body that were visible were his eye and the tips of his tentacles. Throughout all of this, the Aide stood patiently, datapad held clasped against the main "leg" of tentacles by one of his stronger front tentacles. He was wearing the same uniform as No Dachi, but where the Admiral's uniform was navy blue and picked out with silver epaulettes and complex insignia on the helmet, the Aide's uniform was pale grey and had black epaulettes, with only a simple pattern on the helmet. Fully-clothed, No Dachi held out a tentacle for the datapad, and recieved it, moving toward the door as he did so. The Aide - a Second Lieutenant of the Ajudant Admiralty Corps - fell in beside him as he moved, remaining silent as the Special Corps' most senior and experienced officer carefully examined the intelligence reports on the datapad. A day before, the two Loyalist Terran leaders on the planet, Commander Fluffie and Commander Crazy, had declared open war against the Ginn-Sai leader on the planet, Lord Commander Klavohunter, and launched a full combined arms assault against his base at Nexus Prime. No Dachi, foreseeing a quick resolution of the conflict, the Ginn-Sai troops outnumbered 2 to 1 as they had been at the time, had decided to remain out of the conflict for the time being, but had ordered all factions involved monitored carefully by Intelligence. His natural allies in the conflict were, of course, the Terran Command faction; the Ginn-Sai were dangerous religious fanatics, obeying the every word of their Prophet-Emperor Tai-Sunn No Dachi - though the Admiral had heard rumours that the Tai-Sunn was dead, and internal factionalisation had split the Jihad apart. That said, however, the Trillan Council were not altogether comfortable with the Special Corps' ideas regarding "proactive defense", and the less reasons for conflict No Dachi had to explain to the Council upon his return to Trill, the better. And, of course, if he did intervene in the conflict, Trillans would die. Now, however, it would appear that intervention was inescapable. The arrival of a second Ginn-Sai force on the planet had complicated matters, and now Intelligence reported the Ginn-Sai troops counter-attacking, aiming an air-mobile force at Commander Fluffie's base - Sluis Van. No Dachi was not ready to send troops against the Ginn-Sai faction quite yet, but at least effecting the balance of power to remain even, if not tilted in favour of Terran Command, was only prudent. Presently, the two Trillan officers reached the Special Corps' Alsan Task Force's Command Headquarters. No Dachi found Colonal Ylien and a collection of junior officers from the Adjudant Admiralty Corps waiting for him. He handed the datapad back to the Lieutenant who had awoken him, then clasped all four of his stronger "arm" tentacles behind his back.

"Scramble Fighter Wings A, B and C. Prepare the 80th Shock Division for immediate battle deployment. Load Alpha Company into the Shuttle. All remaining units on standby; we may be at war. Additional orders will be given once the troops are in the air. Get to it!" No Dachi watched with satisfaction as the Command HQ efficiently sprang into life...

--------------------------------------

The Order of Battle - Trillan Special Corps "Alsan" Task Force
Commander-In-Chief: Admiral No Dachi

Trillan Special Corps; Air Division

Total
30 Valour (Type 2) Interceptors
10 Courage (Type 1) Interceptors
20 Justice (Type 1) Heavy Assault Bombers
20 Arbiter (Type 2) Heavy Bombers
10 Honour (Type 1) Fast Attack Bombers
1 Peace (Type 1) Shuttle

Fighter Wing "A"
10 Valour (Type 2) Interceptors

Fighter Wing "B"
10 Valour (Type 2) Interceptors

Fighter Wing "C"
10 Valour (Type 2) Interceptors

Fighter Wing "D"
10 Courage (Type 1) Interceptors

Bomber Wing "E"
10 Justice (Type 1) Heavy Assault Bombers

Bomber Wing "F"
10 Justice (Type 1) Heavy Assault Bombers

Bomber Wing "G"
10 Arbiter (Type 2) Heavy Bombers

Bomber Wing "H"
10 Arbiter (Type 2) Heavy Bombers

Bomber Wing "I"
10 Honour (Type 1) Fast Attack Bombers

Auxilliary Air Arm
1 Peace (Type 1) Shuttle

Trillan Special Corps; Special Air Division
10 Trillan Shock Infantry Squads
10 Ward (Type 1) Combat Drop Shuttles

Trillan Special Corps; Ground Division

Total
10 Protector Infantry Squads
15 Trillan Mobile Infantry Squads
5 Heavy Defender Infantry Squads
30 Righteous (Type 1) Medium Tank Units
10 Defiance (Type 1-A) Medium Tank Units
20 Vector (Type 1) Armoured Personnel Carrier Units
20 Guardian (Type 1) Air Defense Vehicle Units
10 Valiant (Type 1) Anti-Tank Vehicle Units
10 Wisdom (Type 1) EMP Vehicle Units

4 Anti-Vehicle Defense Turrets (Dam Crater Base)

Infantry Company "Alpha"
5 Heavy Defender Infantry Squads

Infantry Company "Bravo"
10 Protector Infantry Squads

11th Mechanized Infantry Battalion
10 Mobile Infantry Squads
10 Vector (Type 1) Armoured Personnel Carrier Units

Mechanized Infantry Company "Charlie"
5 Mobile Infantry Squads
10 Vector (Type 1) Armoured Personnel Carrier Units

51st Armour Battalion
20 Righteous (Type 1) Medium Tank Units
5 Defiance (Type 1-A) Medium Tank Units
5 Valiant (Type 1) Anti-Tank Vehicle Units
5 Wisdom (Type 1) EMP Vehicle Units
6 Guardian (Type 1) Air Defense Vehicles

60th Armour Battalion
10 Righteous (Type 1) Medium Tank Units
5 Defiance (Type 1-A) Medium Tank Units
5 Valiant (Type 1) Anti-Tank Vehicle Units
5 Wisdom (Type 1) EMP Vehicle Units
6 Guardian (Type 1) Air Defense Vehicles

Mechanized Air Defense Company "Delta"
8 Guardian (Type 1) Air Defense Vehicles

Static Defense Detachment "Hadrian"
4 Anti-Vehicle Defense Turrets (Dam Crater Base)

------------------------------------------

"Sir, Fighter Wings A, B and C are in the air. Alpha Comany is prepared for launch. Colonal Aluon reports that the Special Air Division is prepared for launch." Colonal Ylien stated, delivering the news to the Admiral directly. No Dachi stood, against with his four arm tentacles clasped behind his back, watching the various viewscreens positions on the walls of the room, watching the sensor readouts and the other streams of military data.

"Good. Both fighter wings to Sluis Van Base immediately. As soon as they are within communications range of Lord Klavohunter's forces, they will relay the order to withdraw immediately from Terran Command airspace and return to their own base. If these orders are refused, both fighter wings will engage all enemy air units, and the troops will be sent in. 6 units of Shock Infantry will be dropped directly into the base, wherupon they will establish defensive positions and prepare to aid Commander Fluffie's own forces in repelling the attackers. 4 units of Shock Infantry as well as the entirity of Alpha Company will be dropped into the mines to defend them expressly from enemy attack. Fighter Wing C will escort the shuttles throughout, but once they are safely away from Commander Fluffie's base and heading back North, they will turn and engage the enemy aircraft. Commanders of all units are to report back to HQ regularly to keep us informed of the situation. That is all." No Dachi, having made every detail of the orders apparent, turned back to watching the viewscreen.

"At once, sir." Colonal Ylian saluted his two right arm tentacles, before moving away from the Admiral to relay the orders to the unit commanders.

---------------------------------------------

Group 1
Comprising: Fighter Wing "A"; Fighter Wing "B".
Orders:

Move at full speed to Sluis Van Base, hail Jihad forces as soon as they are within communications range.
Order Jihad forces to leave Terran Command airspace immediately and return to their own territory, give the Jihad forces two minutes to begin withdrawal.
If Jihad forces have not begun to withdraw within two minutes, both Wings are to engage the enemy units, beginning with the enemy fighters before turning on the shuttles once local air supeiority has been achieved.

Group 2
Comprising: Fighter Wing "C"; Special Air Division; Infantry Company "Alpha" (in Peace Shuttle); 1 Peace Shuttle
Orders:

Move at the top speed of the slowest shuttle to Sluis Van Base. Fighter Wing "C" to escort shuttles. In the event of an attack on the air convoy, the Ward Shuttles will accelerate to top speed and disengage, continuing on to the target, while the Valour Interceptors will protect the slower Peace Shuttle and destroy the attacking air units.
Once at Sluis Van Base, assuming Jihad forces have not withdrawn, 6 units of Shock Infantry will be dropped into the base itself (with the objective of defending the base from enemy ground units); while 4 units of Shock Infantry as well as Infantry Company Alpha will be dropped into the base's mines with the objective of defending them from enemy ground units. With the ground troops deployed, all shuttles will return to Dam Crater Base as quickly as they can without running out of fuel. Fighter Wing C will escort them untill they are a significent distance away from the base, whereupon they will circle south and assist Fighter Wings A and B in destroying the enemy attackers.
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Unread 4 Jan 2005, 15:28   #135
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Re: Colonies: The Return to Alsar Prime

Concerning the defense of Sluis Van...

Crazy has a Sensor Tower, which would detect the incoming.
On MSN he has told me before that his units would defend/help defend my base should there be a counter attack - so it's natural to assume his forces will engage those of the Jihad.
So that means, that besides the muchly appriciated Trillan forces aiding me, there would still be a line of defense at the Sluis Van area.

Of course, Commander Fluffie is there too, being the Marine and then some more (and then even more) that he is in Marines currently

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Unread 5 Jan 2005, 01:44   #136
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Re: Colonies: The Return to Alsar Prime

Hm, in light of the Trillans coming in as well, I'm going to stop and talk to PK on MSN before I make my next moves.

And, the other Jihad guy? He said he doesn't want to continue after this battle with Fluffie and Crazy, that's why he hasn't made any further Turn Report posts. After this battle is over, he just wants his stuff to pack up and leave after giving Fluffie's air force a bloody nose.

So this is really a 3-on-1... and, hell, Badger has yet to jump in on the action, too, which I'm sure he will when he gets back around to Colonies....

As I said, I'm talking to PK first before I move on
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Unread 5 Jan 2005, 12:08   #137
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
So this is really a 3-on-1... and, hell, Badger has yet to jump in on the action, too, which I'm sure he will when he gets back around to Colonies....
ah, but on which side?
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Unread 5 Jan 2005, 12:46   #138
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
Hm, in light of the Trillans coming in as well, I'm going to stop and talk to PK on MSN before I make my next moves.

And, the other Jihad guy? He said he doesn't want to continue after this battle with Fluffie and Crazy, that's why he hasn't made any further Turn Report posts. After this battle is over, he just wants his stuff to pack up and leave after giving Fluffie's air force a bloody nose.

So this is really a 3-on-1... and, hell, Badger has yet to jump in on the action, too, which I'm sure he will when he gets back around to Colonies....

As I said, I'm talking to PK first before I move on

If he don't want to continue, that ain't our fault, y'know.
And... Well... You could just die and save us the trouble
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Unread 5 Jan 2005, 16:24   #139
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
[b]
-20 Slots; Constructing 10 Ward Units at DCB
you need 4 spaceports to support that many shuttles

EDIT: another nitpick, i noticed that both crazy and klavo have cloak/seismic modules on their sensor towers despite them being level 2/3 tech level and neither of them having said tech level to the best of my knowledge (infact i haven't seen PK promote anyone yet) while klavo's is no longer relevent what with it being dead and all crazy's is, it should be removed.
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Unread 5 Jan 2005, 16:44   #140
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Re: Colonies: The Return to Alsar Prime

They aren't proper shuttles as they don't go into space. "Shuttle" seems to be the given word for transport plane, so I went with that. They don't actually leave the atmosphere at all, so they could hardly need a spaceport. If PK really thinks it's necessary I'll edit the unit description accordingly and remove the word "shuttle" where necessary.
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Unread 5 Jan 2005, 18:13   #141
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Re: Colonies: The Return to Alsar Prime

Ok... I was going to join, but this is up to day sixteen now! Would I be allowed to make up the diffrence in days?
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Unread 5 Jan 2005, 22:35   #142
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Re: Colonies: The Return to Alsar Prime

Klavo - Hurry up, I want this battle to be DMed quickly, otherwise all losses will just be able to be replaced instantly.

IB - Ah... oops, yeah, you are correct on the sensor tower. With the spaceports thing, tbh the limit is a little on the small size. You'd need about thirty colonies to transport a decent force, so I'm going to let ND get away with this one, and agree with what he said.
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Unread 5 Jan 2005, 23:16   #143
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Planetkiller II
Klavo - Hurry up, I want this battle to be DMed quickly, otherwise all losses will just be able to be replaced instantly.
Crazy's forces won't have had the chance to be given "additional" orders like Klavo did, which might be a bit unfair... Unless he has already spoken to you about this.

Nor will he have had the chance to himself say something about the defences at his (and my ) base.

Freeze time to counter instant replacing Dachi did it in DE
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Unread 6 Jan 2005, 00:42   #144
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Planetkiller II
Klavo - Hurry up, I want this battle to be DMed quickly, otherwise all losses will just be able to be replaced instantly.

IB - Ah... oops, yeah, you are correct on the sensor tower. With the spaceports thing, tbh the limit is a little on the small size. You'd need about thirty colonies to transport a decent force, so I'm going to let ND get away with this one, and agree with what he said.
No-one has been in space since the first thread however, and then it played a tiny role right at the start of the thread and never emerged again until various people just up and left for the moon or whatever. What I'd suggest would be an expansion of that limit and the implementation of some common sense ground movement rules.

A fact you should also consider with fluffies/crazy's mines is that they're going to be further away from the colony because the other will be blocking expansion east/west.
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Unread 6 Jan 2005, 05:13   #145
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Planetkiller II
Klavo - Hurry up, I want this battle to be DMed quickly, otherwise all losses will just be able to be replaced instantly.

IB - Ah... oops, yeah, you are correct on the sensor tower. With the spaceports thing, tbh the limit is a little on the small size. You'd need about thirty colonies to transport a decent force, so I'm going to let ND get away with this one, and agree with what he said.
Hurry up and get on MSN, you bum!

Well, I suppose there is a couple ideas, there... *thinkthink*

If it takes 1 in-battle "Round" for a flight of FIGHTERS to go from the coast directly north of my base to right in front of my base where the battle is, how long would it take for No Dachi's forces to arrive?

I checked, and the distance between me and No Dachi's base is approximately 5 times that of what Evil Imperial's fighters would have to travel. Distance for the No Dachi-Fluffie flight is approximately 6 times.

The way this is looking, I'll be just starting to digest Crazy and Fluffie's forces, just about tossing the napkin away when No Dachi attacks me, and at that point Badger swoops in and counterattacks No Dachi, or maybe holds the other two Terrans hostage if ND doesn't back off...

Assuming that the travel time is like that, I'm going to continue my counterattack as planned. There's a lot of ground to cover for Crazyboy's defense forces to defend, because the mines have to be spread out like that... all his forces mean is that I won't be able to make a clean sweep of things and capture it all, which was never my intention in the first place.

Remember, kids, pillage, THEN burn!

Writing up IC post now.
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Unread 6 Jan 2005, 06:25   #146
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
"Sir, Fighter Wings A, B and C are in the air. Alpha Comany is prepared for launch. Colonal Aluon reports that the Special Air Division is prepared for launch." Colonal Ylien stated, delivering the news to the Admiral directly. No Dachi stood, against with his four arm tentacles clasped behind his back, watching the various viewscreens positions on the walls of the room, watching the sensor readouts and the other streams of military data.

"Good. Both fighter wings to Sluis Van Base immediately. As soon as they are within communications range of Lord Klavohunter's forces, they will relay the order to withdraw immediately from Terran Command airspace and return to their own base. If these orders are refused, both fighter wings will engage all enemy air units, and the troops will be sent in. 6 units of Shock Infantry will be dropped directly into the base, wherupon they will establish defensive positions and prepare to aid Commander Fluffie's own forces in repelling the attackers. 4 units of Shock Infantry as well as the entirity of Alpha Company will be dropped into the mines to defend them expressly from enemy attack. Fighter Wing C will escort the shuttles throughout, but once they are safely away from Commander Fluffie's base and heading back North, they will turn and engage the enemy aircraft. Commanders of all units are to report back to HQ regularly to keep us informed of the situation. That is all." No Dachi, having made every detail of the orders apparent, turned back to watching the viewscreen.

"At once, sir." Colonal Ylian saluted his two right arm tentacles, before moving away from the Admiral to relay the orders to the unit commanders.
There was one good thing about the Trillans' high technology, at least in this case. They had extremely good comms on all their units, and the message was transmitted in extremely short order, and Klavo growled as the message came through, as the Elephant's turret loader closed the breech behind another energised plas-shell. The heavy-bore cannon of the Elephant lacked an autoloader, simply because there was no point in adding the complex machinary for an autoloader. The restraint on rate of fire with this particular weapon was the heat of the barrel - firing two shots in too quick of succession would result in the barrel melting, with catastrophic results.

"Control, link me up with main transmitter, send directly to Dam Crater Base." Klavo ordered, the taste of bile in his throat. As always, the aliens would take every opportunity to further their own goals, and weaken Humanity at every turn. His felt disgusted, especially after the Trillan had offered to host the Peace Conference for the planet. A click and a slight hum that faded quickly signaled that the channel was open.

"Admiral No Dachi, you are the worst kind of traitor, and a filthy XENOS to boot... you come here and offer peace to us all, and then you insert yourself into a conflict that does not concern you, and on the side that already has superior numbers. And if you were not aware in sticking your nose into this battle already, this was an attack launched by the Terran Command forces against me, this counterattack on Sluis Van is not an act of aggression. Fool, if you expected to make friends with this act, you've already failed. If you and your Special Corps are supposed to be the best Trill has to offer, then I see a bleak future for your race." Klavo snarled out, leaving him no chance to reply, and cut off the comm feed, turning to the gunner of the Elephant.

"Madcat, 400 meters downrange, fire at will!"

~~~~~~~
Actions-

- Do not break off the raiding action on Fluffie's base - all Terran Command metal mines are valid targets, Force Scipio is to execute hit and run attacks using their greater speed, rather than losing a slugging match with the defenders rushing out from Crazyboy's base.
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Unread 6 Jan 2005, 15:28   #147
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Re: Colonies: The Return to Alsar Prime

hello there guys, i'm afraid i'm going to have to hand my hive over to planetkiller or someone for a while, i had an accident at work which fractured both my elbows round the radial head, so won't be here for a while
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Unread 6 Jan 2005, 18:09   #148
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Re: Colonies: The Return to Alsar Prime

"Sir." The aide, from the Signaller Corps unit accompanying the HQ detachment of the Trillan military contingent on the planet, saluted sharply with the two arm tentacles on his right side, holding the position while he awaited the Admiral's acknowledgement. No Dachi examined the lieutenant's posture for a few moments - discipline was the backbone of the Special Corps - before nodding approvingly and replying.

"Yes, Lieutenant?" He asked, before watching as the younger squid dropped into a more easy-standing position.

"Sir, we have recieved a short communication from Lord Commander Klavohunter." The lieutenant replied, and No Dachi noticed that he was holding a datapad with one of his left arm tentacles. "It contains nothing of any value to Intelligence, although we were able to ascertain from the frequency used that the Ginn-Sai leader sent the message via a vehicle of some description." The lieutenant held the datapad up toward No Dachi, who took it, nodding his head (which was his entire body, limbs excepted), and selecting the only file in the computer's memory - a sound format - before hitting the "play" button. Standard threats and insults, more-or-less. No Dachi's front tentacles quivered slightly with laughter.

"And some peace conference it was too," He commented at the recording's end, holding the datapad up for the lieutenant to take, "noone even bothered to send a representative that I saw. Anyway, Lord Commander Klavohunter seems to have more-or-less declared open war on us, which I suppose is perfectly understandable given the circumstances. I shall likely have difficulty explaining this to the Trillan Council, but regardless I doubt they will mourn the loss of a few hundred Jihadists too greatly. Colonal!" The Admiral spoke the last word with a raised voice so as to have it carry over the near-constant murmering of the Command Headquarters. Colonal Ylien, the next-most senior officer on the mission, moved into plane view away from the various communications consoles positioned around the room, into the clear space in which No Dachi stood.

"Sir?" He asked, saluting briefly before dropping back into an easy position. The Signaller Corps lieutenant had by now taken the datapad back before returning to whatever his station was.

"Full war-footing. And keep an eye on the Antless base! I doubt that Colony Prince Badger is quite mad enough to offer support to the Jihad to prolongue this conflict, and I doubt that Lord Commander Klavohunter is weak-principled enough to accept it; but I would certainly not put it past the Prince to attempt to prey on us all while we are distracted amongst ourselves."
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Unread 6 Jan 2005, 23:00   #149
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Re: Colonies: The Return to Alsar Prime

i'm gone monday-saturday-friday-sunday

so please keep badger locked in his cage and don't do anything i wouldn't "approve of" or like
crazy can command my forces if he wants too.
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Unread 7 Jan 2005, 05:24   #150
Wo2
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Join Date: Oct 2003
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Re: Colonies: The Return to Alsar Prime

Day 1

Stockpile: 50 Slots
Mines: 10 (+2) <--- Construction
-10 Slots 2 mines
No income
= -10
RP (+10) <--- Expected next turn

Day 2 Slots

Stockpile: 40
Mines: 12 (+2)
-10 Slots 2 mines
+24 Slots Mining
= +14 Slots
RP 10(+0)

Day 3
Stockpile: 54 Slots
Mines: 14 (+2)
-10 Slots 2 mines
+28 Slots Mining
= +18 Slots
RP 10(+0)

Day 4
Stockpile: 72 Slots
Mines: 16 (+2)
-10 Slots 2 mines
+32 Slots Mining
= +22 Slots
RP 10(+0)

Day 5
Stockpile: 94 Slots
Mines: 18(+2)
-10 Slots 2 mines
+36 Slots Mining
= +26 Slots
RP 10(+0)

Day 6
Stockpile: 120 Slots
Mines: 20(+2)
-10 Slots 2 mines
+40 Slots mining
= +30 Slots
RP 10(+0)

Day 7
Stockpile: 150 Slots
Mines: 22(+2)
-10 Slots 2 mines
+44 Slots Mining
= +34 Slots
RP 10(+0)

Day 8
Stockpile: 184
Mines: 24(+2)
-10 Slots 2 mines
+48 Slots Mining
= +38 Slots
RP 10(+10)

Day 9
Stockpile: 222
Mines: 26(+2)
-10 Slots 2 mines
+52 Slots Mining
= +42 Slots
RP 20(+0)

Day 10
Stockpile: 284
Mines: 28(+2)
-10 Slots 2 mines
+56 Slots Mining
= +46 Slots
RP 20(+0)

Day 11
Stockpile: 330
Mines: 30(+2)
-10 Slots 2 mines
+60 Slots Mining
= +50 Slots
RP 20(+0)

Day 12
Stockpile: 380
Mines: 32 (+2)
-10 Slots 2 mines
+64 Slots Mining
= +54 Slots
RP 20(+0)

Day 13
Stockpile: 430 Slots
Mines: 34(+2)
-10 Slots 2 mines
+68 Slots Mining
= +58 Slots
RP 20(+0)

Day 14
Stockpile: 488
Mines: 36(+2)
-10 Slots 2 mines
+72 Slots Mining
= +62 Slots
RP 20(+1)

Research:
Bio Striker: lv1 -1Rp
Heavy Shock Troops: lv1 -1rp
Hatchet: lv1 -1rp
Wormitron: lv1 -1rp
Razor: lv1 -1rp
Slasher: lv1 -1rp
Kamikaze knife: lv1 -1rp
Dagger: lv1 -1rp
Nano-Borer: lv1 -1rp

Day 15
Stockpile: 550
Mines: 38(+2)
-10 Slots 2 mines
+76 Slots Mining
= +66 Slots
RP 21(+0)

Day 16
Stockpile: 616
Mines: 40 (+0)
+80 Slots Mining
= +80 Slots
RP 21(+0)

Day 17
Stockpile: 686
Mines: 40 (+0)
+80 Slots Mining
= +80 Slots
RP 21(+0)

Day 18

Guard General Taka of the Imperial Guard Brood

Generals:
None

Colonies:
1. Kraa’Kar In Southern Mountains of the Main Continent

Slots per Day: +80
Stockpile: 776
RP 21

Total Units: 1


-Units-

OF:

DF:

OV:

DV:

SpV:

SV:

BA:

FA:

ST:

BM:

SN: 1 Shuttle

Buildings and Defenses:

1. 1 Vehicle Factory, 1 Troop Training, 1 Aircraft Factory, 1 Spaceport, 40 Mines


Build Orders:
30 Daggers -60 Slots
5 Wormitron -10 Slots
50 Kamikaze Knifes -100 Slots
56 Sword Strikers -56 Slots
70 Shock Troopers -70 Slots
15 Hatchets -30 Slots
25 Blades -25 Slots
50 Heavy Shock Troops -100 Slots
28 Edge -25 Slots
35 Razors -70 Slots



Researched Tech:
Bio Striker: lv1 OF
Heavy Shock Troops: lv1 DF
Hatchet: lv1 OV
Wormitron: lv1 DV
Razor: lv1 SpV
Slasher: lv1 SV
Kamikaze knife: lv1 BA
Dagger: lv1 FA
Nano-Borer:lv1 SN


Research:
Fortified Wall: lvl1
Concealed trenches: lvl1
Anti-Infantry Gun Turret: lvl1
Anti-Tank Gun Turret: lvl1
Sensor Tower: lvl1
Sonar Module: lvl1

Defensive Vehicle Spore: lvl1

The Spore drone was developed as an advancement to the Razor drone technology. The original design would latch onto enemy vehicles and explode, dealing damage to the target tank but it was near worthless versus infantry as they were more agile and could see the vehicles coming. The new drone is designed with anti-infantry purposes in mind, the spore drone will partially bury itself in the terrain and await the coming of enemy troops, when they are within range the drone will leap from the ground a dispense a small Bio-Gas cloud killing or infecting and troops in the immediate area. The draw back to the Spore is that fact that its small size only allows a very small cloud to be dispensed.

Offensive Infantry Bio-Raiders: lvl1

These specially trained Bio-Strikers have been developed to be hit and run infantry. There speed over rough land is greatly increased from that of their un-trained counter-parts and as a result they can cross difficult terrain without using up near as much energy as other Antless soldiers. Their weapons have extended range but diminished clip size, making reloads a frequent occurrence. Their task is to raid or ambush enemy cities and infantry formations, using the deadly Bio weapons to wreck havoc on enemy soldiers.

Offensive Vehicle Huntress: lvl1

This special four legged walker chassis is equipped with single Power laser on top of the unit, giving it a high weapons platform. This high firing zone allows the Huntress to hide indepressions or bomb craters and still have its weapon above to fire. This makes it harder to hit by enemy tanks and thus it makes a rather effective tank hunter unit, but due to the heat generated by the laser weapon and the need to keep the walker fast and light on its feet, only a very light armour is used in its protection. As a result, a direct hit on its frame is usually fatal.

Stockpile: 230 Slots
RP: 12(+0)
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Last edited by Wo2; 17 May 2005 at 18:40. Reason: Spelling problems
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