RE: Art of Domination Thread 04
05-19-2018, 04:01 AM
(This post was last modified: 09-01-2019, 03:10 PM by smuchmuch.)
Okay lots to take in there
1) Next target Region 1 or 2 ?
Both. Retaliation expdition in Region 2, invason in region
If we ignore Region 1 long enough to fuly secure Region 2 it'll give them that more time to devellop it's super weapons. Project skyhive and Magnet tanks can't be that far from completion among others.
If we launch a ground invasion in Region 1 without doing aything about Region 2 we'll find ourselves with another invasion either in Regions 3/4 or taking our invasion force in Number 1 in a pincer.
We need to send troops to Region 2 first but not to take it. Instead to, neutralize and smash as much of Region 2 production facilties as we can. Region 2 also contains many of the server farms of the enemy so maybe that'll cripple project 'To Serve Man' if we can do enough damage. It doesn't matter if they officialy still hold iR2 by the end, whay mattesr is that they can't send another army at us while we go secure beachhead on region 1.
With that done, the pressure of having an invasion right on their ground should slow down R&D in Region 1 while we can send some of our new toys smash things in Region 2 again, just to be sure.
2)Monash
Can we make more bodies for it ?
Important to know.
Usefull for escort and an schock assault, uh ? Perfect because we'll have plenty of the later to do.
For example those two airstrips in region 1 are just beging for a little hit and run visit.
3) Public support.
Good. Expected but still good.
Knew at least trying to defend Cadrow was the right decision.
It was costly, yes, for the first time we nearly lost an entire bataillon but the loss of support and complete panic we'd have suffered if we had not even tried would have been much worse.
And here since we suceeded we'll even get some rewards. We'll see how usefull these will be.
4) Dual phase shield
.. While very impressive, can't help but feel it's honnestly not that great. Sure it would help the survivbility of our toops but If the monsters can get anywhere near our troops to be able to claw them in the first place while we have more than modern rifles and frekin' laser weapons we're doing something darn wrong.
Also expensive as hell to devellop
5)Magnum Opus and Time taveller
Well we already knew about that.
Can't help but feel that if the author have really overode North, then they are getting desesperate. Ironicaly the more they intervenne, the lousier their 'story' must seem to an audience when you think about it. No one like an author filibustier.
6)APB
Nice. Both applications might be usefull
A) Even the empathic lasers. It's cheap and laser that can 'operate for centuries' and be used just as much as weapon than a tool of precision is tempting.
So yeah;, I'm prette sure whe've at least a thousand Rps left, we can start ressearching this imedialety.
B) The canon patforms mean a new weapon plaform alway's good. Could be greatb ut givent the price, it ain't for now.
7)Swiftback and Disaster mechs.
Both are amazing weapons..but sadly somewhat made less usefull by the fact that there's so few of them and therefore they can only do so much at once.
A)Swiftback:
The swiftback is not going to be too useful as an assassin right now as really the way our enemy is organised, we don't really have any good specific target to strike. (I mean Robert North, I guess but we have no idea where he could be.)
However if it can fool biometrics, it could be the foot in the door for our spies we need in Region 1
Or maybe keep it in reserve as a counter to 'Max' (he's going to come back ou of the wodwork one of these day)
B) Disaster mechs:
The disater mechs are great, nicely versatile. Only two of them will not change the course of a single battle by themselves but used in conjontion with other units they could be a force to be recloned with.
As I said with Monash, those two arstrips look very hittable and can definitvely see these two mechs as firepowers while Monash escort them to guard their flank and back. Add some of our other fast shock troops like shadow ops in Swealah vehicle, void spheres some sonic swatters and Grenda and some sonich swatter to destroy buildngs and I thin w could get a pretty devastating raid to eliminate the enemy air force before it even went off the ground.
8) New Saramis governement
Thing are spirraling out of control fast but that was to be expected.
9)
If we are going to be invading Region 1 on foot, "Hold the line" seems the best choice as it multiply our infantry forces worth against Smith abomnations.
"Instant Recovery" is a close second but we'll need to have our the mobile hospitals escorted
"Mech frontier'" look interesting but unless Region 1 changed, it's still a big flat terrain where those building climbing mechs won't do us much good a main tank wouldn't.
"Sky Supremacy" I would have voted for with both hands in the air about a week in game ago but now, it's not as useful as it once was, same with Seek and destroy.
1) Next target Region 1 or 2 ?
Both. Retaliation expdition in Region 2, invason in region
If we ignore Region 1 long enough to fuly secure Region 2 it'll give them that more time to devellop it's super weapons. Project skyhive and Magnet tanks can't be that far from completion among others.
If we launch a ground invasion in Region 1 without doing aything about Region 2 we'll find ourselves with another invasion either in Regions 3/4 or taking our invasion force in Number 1 in a pincer.
We need to send troops to Region 2 first but not to take it. Instead to, neutralize and smash as much of Region 2 production facilties as we can. Region 2 also contains many of the server farms of the enemy so maybe that'll cripple project 'To Serve Man' if we can do enough damage. It doesn't matter if they officialy still hold iR2 by the end, whay mattesr is that they can't send another army at us while we go secure beachhead on region 1.
With that done, the pressure of having an invasion right on their ground should slow down R&D in Region 1 while we can send some of our new toys smash things in Region 2 again, just to be sure.
2)Monash
Can we make more bodies for it ?
Important to know.
Usefull for escort and an schock assault, uh ? Perfect because we'll have plenty of the later to do.
For example those two airstrips in region 1 are just beging for a little hit and run visit.
3) Public support.
Good. Expected but still good.
Knew at least trying to defend Cadrow was the right decision.
It was costly, yes, for the first time we nearly lost an entire bataillon but the loss of support and complete panic we'd have suffered if we had not even tried would have been much worse.
And here since we suceeded we'll even get some rewards. We'll see how usefull these will be.
4) Dual phase shield
.. While very impressive, can't help but feel it's honnestly not that great. Sure it would help the survivbility of our toops but If the monsters can get anywhere near our troops to be able to claw them in the first place while we have more than modern rifles and frekin' laser weapons we're doing something darn wrong.
Also expensive as hell to devellop
5)Magnum Opus and Time taveller
Well we already knew about that.
Can't help but feel that if the author have really overode North, then they are getting desesperate. Ironicaly the more they intervenne, the lousier their 'story' must seem to an audience when you think about it. No one like an author filibustier.
6)APB
Nice. Both applications might be usefull
A) Even the empathic lasers. It's cheap and laser that can 'operate for centuries' and be used just as much as weapon than a tool of precision is tempting.
So yeah;, I'm prette sure whe've at least a thousand Rps left, we can start ressearching this imedialety.
B) The canon patforms mean a new weapon plaform alway's good. Could be greatb ut givent the price, it ain't for now.
7)Swiftback and Disaster mechs.
Both are amazing weapons..but sadly somewhat made less usefull by the fact that there's so few of them and therefore they can only do so much at once.
A)Swiftback:
The swiftback is not going to be too useful as an assassin right now as really the way our enemy is organised, we don't really have any good specific target to strike. (I mean Robert North, I guess but we have no idea where he could be.)
However if it can fool biometrics, it could be the foot in the door for our spies we need in Region 1
Or maybe keep it in reserve as a counter to 'Max' (he's going to come back ou of the wodwork one of these day)
B) Disaster mechs:
The disater mechs are great, nicely versatile. Only two of them will not change the course of a single battle by themselves but used in conjontion with other units they could be a force to be recloned with.
As I said with Monash, those two arstrips look very hittable and can definitvely see these two mechs as firepowers while Monash escort them to guard their flank and back. Add some of our other fast shock troops like shadow ops in Swealah vehicle, void spheres some sonic swatters and Grenda and some sonich swatter to destroy buildngs and I thin w could get a pretty devastating raid to eliminate the enemy air force before it even went off the ground.
8) New Saramis governement
Thing are spirraling out of control fast but that was to be expected.
9)
If we are going to be invading Region 1 on foot, "Hold the line" seems the best choice as it multiply our infantry forces worth against Smith abomnations.
"Instant Recovery" is a close second but we'll need to have our the mobile hospitals escorted
"Mech frontier'" look interesting but unless Region 1 changed, it's still a big flat terrain where those building climbing mechs won't do us much good a main tank wouldn't.
"Sky Supremacy" I would have voted for with both hands in the air about a week in game ago but now, it's not as useful as it once was, same with Seek and destroy.