RE: Art of Domination Thread 04
10-05-2017, 12:06 PM
Is the Generator one tall room or are there two generator rooms? I also don't see a Backup Generator room, so if we take out their power they lose most all of their automated defenses. It's probable Phasemaker will still be active, because Author Bullshit, but if we take that down with a timed charge we can take down the generator room at the same time. The instant the power goes out we drop (last I remember we were running kind of low on Enderfist Artillery rounds for the week but I might be remembering wrong) a few Enderfist strikes onto the base. A couple should be aimed for the hatch the minigun rises out of to make sure that damage is done.
So... essentially:
1.) Prep a timed detonation device (set it for like 30 minutes or whenever the base will reappear into normal space next cycle) and send in a small group of people from an Engineer Corp and one of our Spec Op teams (just in case) to Phasemaker. It should be a quick in-and-out mission taking no more than 3 minutes, at most. Barring fuckery that is.
2.) 30 seconds before Phasemaker kabooms we send in a Spec Ops team (preferably a different one than the one that escorted the Engineer team... we wanna try to limit exposure to this place as much as possible... just in case) to take control of the Generator room and shut it down. A small contingent from the Spec Op team should then go to try and deal with Red Note as fast as possible.
3.) When the Phasemaker and power are both down, we EFS the base. Aiming for the Laboratory and the ramp down to the ground floor (if we can collapse part of the building onto the ramp, their tanks are trapped).
4.) We begin the assault in earnest. Our armored divisions and support vehicles should have started moving well in advance of this attack. The forces that are marching on Pioneer will put the base on higher alert, but that also benefits us because it'll make the next bit more effective.
5.) Through use of Keymaster we open a portal in the "empty space" area of the ground floor and start sending in troops. The first battalion through secures the area (setting up to shoot at the barracks entryways with a couple of our rocket troops making sure the ramp is collapsed). The second battalion through should secure the armory immediately. Additional battalions are used to reinforce and make sure we retain control while our armored divisions and the rest of our ground troops approach.
All of this should be planned around the Red Note's game. If memory serves, it does its game thing every hour or so. That means that we should start the operation as soon after one of its games and the base returning to normal space as possible. If we have to wait a few cycles of the base for these two events to line up, then oh well. Ideally we want to deal with them when we have the longest window to deal with them and limit their ability to respond. For this purpose our armored divisions and traditionally moving battalions should start their approach during one of the base's phased states (this gives us a head start).
So... essentially:
1.) Prep a timed detonation device (set it for like 30 minutes or whenever the base will reappear into normal space next cycle) and send in a small group of people from an Engineer Corp and one of our Spec Op teams (just in case) to Phasemaker. It should be a quick in-and-out mission taking no more than 3 minutes, at most. Barring fuckery that is.
2.) 30 seconds before Phasemaker kabooms we send in a Spec Ops team (preferably a different one than the one that escorted the Engineer team... we wanna try to limit exposure to this place as much as possible... just in case) to take control of the Generator room and shut it down. A small contingent from the Spec Op team should then go to try and deal with Red Note as fast as possible.
3.) When the Phasemaker and power are both down, we EFS the base. Aiming for the Laboratory and the ramp down to the ground floor (if we can collapse part of the building onto the ramp, their tanks are trapped).
4.) We begin the assault in earnest. Our armored divisions and support vehicles should have started moving well in advance of this attack. The forces that are marching on Pioneer will put the base on higher alert, but that also benefits us because it'll make the next bit more effective.
5.) Through use of Keymaster we open a portal in the "empty space" area of the ground floor and start sending in troops. The first battalion through secures the area (setting up to shoot at the barracks entryways with a couple of our rocket troops making sure the ramp is collapsed). The second battalion through should secure the armory immediately. Additional battalions are used to reinforce and make sure we retain control while our armored divisions and the rest of our ground troops approach.
All of this should be planned around the Red Note's game. If memory serves, it does its game thing every hour or so. That means that we should start the operation as soon after one of its games and the base returning to normal space as possible. If we have to wait a few cycles of the base for these two events to line up, then oh well. Ideally we want to deal with them when we have the longest window to deal with them and limit their ability to respond. For this purpose our armored divisions and traditionally moving battalions should start their approach during one of the base's phased states (this gives us a head start).