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/qst/ - Mitsuba Archive


Far on the edges of Dominion space, where Arcturus Mengsk is an infrequent name and Jim Raynor is a complete unknown, lies Sector 4E-573K. Unremarkable at first glance, it is still home to numerous Terran Dominion worlds, chief of which is the ringed planet of Kitra's Gambit. Stationed here is supposedly the Center of Terran leadership for the Sector, the Sectarian Governor.

But as of late, the Governor has grown more and more reclusive, shying away from public appearances and skipping Cabinet Meetings. With unrest among the populus rising, and warning signs of further conflict beginning to appear across the Sector, an investigation into this truancy has been called. After discovering the Governor's Manor abandoned, Parliment has called for an emergency meeting.

In a unanimous vote of no-confidence, Parliment has stripped the Powers of Governance from the missing Dominic Atherton. Riding a knife's edge of legality, Parliment has wasted no time in raising a new Sectarian Governor to power.
>>
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>>4923808

"Welcome to the Governor's Manor. I am Adjutant Designated Unit Mike India Mike India Romeo. Identified Registerd War Pig Mercenary Squadron. Current contract: Private Securty. Identified Current Sectarian Governer, Commander-"

"Just Commander is fine," You raise a hand and cut off the Adjutant, nodding to your bodyguards to begin thoroughly sweeping the compound. Despite all Parlimentary assurances, you'd rather not deal with an assassination attempt on your first day on the job. "Adjutant, give me a sitrep on what's on the agenda today."

The AI construct hologram flickers out and follows you as you ascend the stairs towards your new office, "Alert, immediate threat detected. This Unit has been prohibited from further investigation into this threat for the last 36 solar days."

"Figures that bastard Atherton kept something underwraps. Adjutant, give me all information on that threat, now."

> Out in the wilderness of Kitra's Gambit, reports of strange wildlife and carcassas came in just before all contact with several small settlements were lost. Zerg is suspected, though given how the entire planet isn't being overrun, odds are this just a small splinter of a group. [Zerg Early Game Threat]

> At the south pole, folks are reporting Protoss sightings doing something with the ice. A group that was sent out to make contact never reported back. Whatever they're doing out there, you'll be asking them some tougher questions than the prior group did. [Protoss Early Game Threat]

> Pirates, Unscrupulous Mercenaries, and Rebels, what an unsavory lot. Operating out of a section of the planet's rings, they've got a land base set up in the middle of a massive desert to the far west. Time for some badlands justice. [Terran Early Game Threat]
>>
>>4923810
> Pirates, Unscrupulous Mercenaries, and Rebels, what an unsavory lot. Operating out of a section of the planet's rings, they've got a land base set up in the middle of a massive desert to the far west. Time for some badlands justice. [Terran Early Game Threat]
>>
>>4923810
>> Out in the wilderness of Kitra's Gambit, reports of strange wildlife and carcassas came in just before all contact with several small settlements were lost. Zerg is suspected, though given how the entire planet isn't being overrun, odds are this just a small splinter of a group. [Zerg Early Game Threat]

Lets kill some bugs.
>>
>>4923810

Breaking character briefly here to clarify something on this vote. What you are voting on is what threat currently exists on Kitra's Gambit, not which one you are addressing first. So if you don't vote Zerg, they aren't just going to amass a massive force in the jungles; same for Protoss and Terran.
>>
>>4923810
>> Out in the wilderness of Kitra's Gambit, reports of strange wildlife and carcassas came in just before all contact with several small settlements were lost. Zerg is suspected, though given how the entire planet isn't being overrun, odds are this just a small splinter of a group. [Zerg Early Game Threat]
>>
>>4923808
> Pirates, Unscrupulous Mercenaries, and Rebels, what an unsavory lot. Operating out of a section of the planet's rings, they've got a land base set up in the middle of a massive desert to the far west. Time for some badlands justice. [Terran Early Game Threat]

Time to be the Sheriff
>>
>>4923810
> At the south pole, folks are reporting Protoss sightings doing something with the ice. A group that was sent out to make contact never reported back. Whatever they're doing out there, you'll be asking them some tougher questions than the prior group did. [Protoss Early Game Threat]
>>
>>4923810
>> Out in the wilderness of Kitra's Gambit, reports of strange wildlife and carcassas came in just before all contact with several small settlements were lost. Zerg is suspected, though given how the entire planet isn't being overrun, odds are this just a small splinter of a group. [Zerg Early Game Threat]
>>
Voting is now Closed.
>>
>>4923833
>>4923836
>>4923848

Zerg

>>4923842

Protoss

>>4923837
>>4923832

Terran
>>
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>>4923810

"Report. Zerg infestation suspecting in Jungles due North of Highfort. Initial reports show a severe decline in local wildlife and a rise in unknown variants in the region. Recommend immediate action before infestation is able to spread to Highfort."

"I've dealt with the Zerg before, and thank the stars we're not dealing with a full fleet here; wouldn't have a damn planet left if we were." You enter into your new office, stepping past the physical body of your Adjutant to sweep the desk before you clean of the old clutter left behind.

Easing yourself into the very comfortable chair, you resist the urge to kick your feet up on the desk and instead close your eyes to think for a few moments. You'd done well in the past as part of the Terran Military, learned some tricks here and there in how to actually achieve victory on the battlefield. It's given you your own 'style', if you will.

This vote will determine how combat plays out during this story.

>All the command tents and strategy simulators in the world aren't worth a speck of dirt if the boys and girls on the ground aren't doing what they need to do. The devil is in the details, and that's where your focus is and will always be. [Micro Style Commander]

Combat will be run using a modified version of Forgotten's Firefight rules. You will still have command over what gets deployed and where, but only what you choose to focus on gets rolled out.

>Amateurs talk tactics, Masters talk logistics. You'll be relying on your COs and NCOs to fill in the tactical side of things, but getting what is need to where it is needed is what you will be focusing on. [Macro Style Commander]

Combat will be run using a single d100 against a set DC by what forces on both sides are. You'll have some decision as to the flow of combat, but things will be far simplified.
>>
>>4923913
>>Amateurs talk tactics, Masters talk logistics. You'll be relying on your COs and NCOs to fill in the tactical side of things, but getting what is need to where it is needed is what you will be focusing on. [Macro Style Commander]
>>
>>4923913
>Amateurs talk tactics, Masters talk logistics. You'll be relying on your COs and NCOs to fill in the tactical side of things, but getting what is need to where it is needed is what you will be focusing on. [Macro Style Commander]
>>
>>4923913
>>Amateurs talk tactics, Masters talk logistics. You'll be relying on your COs and NCOs to fill in the tactical side of things, but getting what is need to where it is needed is what you will be focusing on. [Macro Style Commander]
>>
>>4923913
>>Amateurs talk tactics, Masters talk logistics. You'll be relying on your COs and NCOs to fill in the tactical side of things, but getting what is need to where it is needed is what you will be focusing on. [Macro Style Commander]
>>
>>4923980
>>4923958
>>4923931
>>4923927

Macro Style.
>>
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>>4923913

For all the talk of strategies and tactics, heroics and cowardice, warfare is nothing more than a matter of logistics. Many wars are won by simply having more forces to deploy to the battlefield than the other side; a strategem the Zerg employ almost masterfully, for a bunch of overgrown bugs.

>Gain Commander Trait: Logistially Minded

The Jungles around Highfort are a near perfect breeding ground for them, full of biomass to devour and plenty of holes to hide in. You're going to need to be careful before you commit to an attack, "Adjutant, what are my forces looking like here?"

"Report, Official Kitran Forces are limited to local militia. Models predict that these will not be sufficient against Zerg threat outside Highfort. Models recommend military facilities be constructed and soldiers trained before facing Zerg threat. Alternatively, Mercenaries contracts can be purchased to quickly raise fighting forces."

>Your first act as Sectarian Governor is to order the construction of a Military Academy within the Capital and various Training Camps in nearby townships. A solid base of loyal citizen-soldiers will be key to cementing your support among the populous, and your own rule. [Train Kitran Citizen-Soldiers]

>A quiet word with your bodyguards gets you in contact with a well-respected Mercenary Fixer that operates in this section of space. While you'll need to pay them per-deployment, their high asking price is returned by already experienced soldiers-for-hire. You arrange a meeting immediately. [Hire Mercenaries]
>>
>>4924063
>Your first act as Sectarian Governor is to order the construction of a Military Academy within the Capital and various Training Camps in nearby townships. A solid base of loyal citizen-soldiers will be key to cementing your support among the populous, and your own rule. [Train Kitran Citizen-Soldiers]
>>
>>4924063
>>Your first act as Sectarian Governor is to order the construction of a Military Academy within the Capital and various Training Camps in nearby townships. A solid base of loyal citizen-soldiers will be key to cementing your support among the populous, and your own rule. [Train Kitran Citizen-Soldiers]
>>
>>4924063
>>Your first act as Sectarian Governor is to order the construction of a Military Academy within the Capital and various Training Camps in nearby townships. A solid base of loyal citizen-soldiers will be key to cementing your support among the populous, and your own rule. [Train Kitran Citizen-Soldiers]

We can always hire mercs later if we need to. If this gets too big for us, we can just hit up the Fixer for some extra lads.
>>
>>4924107

I'm still working on how the economy will work when the world opens up a bit more and you're able to amass a lot more resources, but currently consider that these choices are mutually exclusive. By choosing to Train your own troops, you're sinking the money you'd be using to buy mercs into the infrastructure and personal required to train soldiers.
>>
>>4924116
Fair enough. I don't suppose we could hit up a loan shark if it's a matter of life and death then can we?
>>
>>4924063
> [Train Kitran Citizen-Soldiers]
Mercenaries are only loyal to the money, not the man paying them.

I don't want the Starcraft version of BANE showing up and starting trouble for us.
>>
>>4924122

The fact that Logistially Minded was chosen will open up certain choices in the future, yes.
>>
>>4924063
>>Your first act as Sectarian Governor is to order the construction of a Military Academy within the Capital and various Training Camps in nearby townships. A solid base of loyal citizen-soldiers will be key to cementing your support among the populous, and your own rule. [Train Kitran Citizen-Soldiers]
>>
mercs can always takes their stuff and yours and get out if things get too hot, soldier citizen have still people back home and indocritination+propaganda
>>
>>4924205
>>4924125
>>4924107
>>4924082
>>4924080

Train Kitran Citizen-Soldiers
>>
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>>4924063

You spend the rest of the day debating the two options, but by the next day the long-term benefits of the former wins out. Besides, you need to cury favor with the masses, especially after such an incompetent predecessor. It is with this in mind that you begin to draft your first enactment as Sectarian Governor.

Construction begins swiftly but it is still a month before your efforts begin to bare fruit.

New Construction:
>Infantry Officer Academy: Located in the Capital of Kitra's Gambit, this compound allows for the training of officers capable of effectively commanding large groups of infantry in the field.
>Citizen Corp Training Camps: Created in several major cities and towns near the Capital, these camps passively create enough Soldiers to Outfit a Platoon every 2 Weeks.

New Unit:
>Soldier: Light, Bio, Weak vs. Armored.

New Formation:
>Platoon: The smallest denomination of Infantry you command, they form the backbone of Terran's ground forces. Individual Platoons can be modified once different Infantry are available.

They are a good start, but you know that against an unknown Zerg force further investments will be required. While you wait the ranks of the Citizen Corp to fill, you consider what extra edge you can obtain against the Zerg.

>This 'unknown' threat needs to become known and quickly. You will recruit as many hunters, woodsmen, and poachers as you can into your forces. Experienced outdoorsmen will be pivotal in screening for your main force. [Unlock Scout Infantry Unit]

>Fire is a well-known deterent against Zerg, but the impilemtation of such is a much harder prospect without access to aerial units currently. You will tap Kitran Prison Camps to form a disposable front-line for your main force. [Unlock Firebat Infantry Unit]
>>
>>4924310
How are Scouts different from Marines?
>>
>>4924324

Longer range, faster, able to stealth. Proto-Ghosts, in a sense.
>>
>>4924310
>Fire is a well-known deterent against Zerg, but the impilemtation of such is a much harder prospect without access to aerial units currently. You will tap Kitran Prison Camps to form a disposable front-line for your main force. [Unlock Firebat Infantry Unit]

Judicious use of flames will enable us to burn the zerg infestation out of the jungles.
>>
>>4924310
>>Fire is a well-known deterent against Zerg, but the impilemtation of such is a much harder prospect without access to aerial units currently. You will tap Kitran Prison Camps to form a disposable front-line for your main force. [Unlock Firebat Infantry Unit]
>>
>>4924310
>Fire is a well-known deterent against Zerg, but the impilemtation of such is a much harder prospect without access to aerial units currently. You will tap Kitran Prison Camps to form a disposable front-line for your main force. [Unlock Firebat Infantry Unit]
Proto-Ghosts sneaking in forests vs zerg? My money is on zerg.
Firebat it is. And as cherry on top, this new recruitment program will reduce costs of running prisons.
>>
>>4924310
>>Fire is a well-known deterent against Zerg, but the impilemtation of such is a much harder prospect without access to aerial units currently. You will tap Kitran Prison Camps to form a disposable front-line for your main force. [Unlock Firebat Infantry Unit]
>>
>>4924310
>This 'unknown' threat needs to become known and quickly. You will recruit as many hunters, woodsmen, and poachers as you can into your forces. Experienced outdoorsmen will be pivotal in screening for your main force. [Unlock Scout Infantry Unit]

While fire is king, knowing where to hit is nice as well
>>
>>4924310
>>This 'unknown' threat needs to become known and quickly. You will recruit as many hunters, woodsmen, and poachers as you can into your forces. Experienced outdoorsmen will be pivotal in screening for your main force. [Unlock Scout Infantry Unit]

Anons, I don't think giving the prisoners flamethrowers is a very good idea, and knowing what your enemy is doing is applicable over future engagements as well.
>>
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>>4924353

Scout

>>4924352
>>4924341
>>4924340
>>4924336

Firebat

Recruitment - Prisoners
DC 50
+10 Logistically Minded
+10 Sectarian Governor

I need 1d100 vs DC70, looking to roll at or under. Every 10 you beat/fail the roll by affects the outcome.
>>
Rolled 13 (1d100)

>>4924363
>>
Rolled 43 (1d100)

>>4924363
This is going to go badly. We're going to pass by like 2 and all the prisoners will make a run for it after the zerg are exterminated.
>>
Rolled 9 (1d100)

>>4924363
ez
>>
>>4924374

>13 vs 70
> Success by 6 Degrees

Very clean rolling there.
>>
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>>4924310

There is no such thing as a 'clean war', one where you're able to accomplish every objective and keep every man on the ground alive; when casualties are an inevitability, your best choice is to limit losses to the most disposable troops. Given how your current trainees are all citizens, you will have to look elsewhere for said troops.

A month of personal calls, backroom deals, and other general political moves are required before you get what you're looking for.

New Unit:
>Firebat: Armored, Bio, Short-Range, Strong vs Light, Null vs Air
>Special: Because these are Penal Troops, you are unable to further Recruit them until a new source is discovered.

These penal Troops are mostly composed of Life-Sentences and Death-Row Inmates, armed with twin flamethrows and the heaviest body armor they can manage. Officially, if they survive the campaign they will receive a reduced sentence or, for the lesser offenders, a limited pardon. Unofficially...

Regardless, that is in the future. For now, you have two full Platoons of Soldiers and one Platoon's worth of Firebats to manage. A far cry from even a full Company, but for now they will do. The question is how to integrate your new 'forces'.

>The Penals will form their own Platoon under the toughest Officer you can find. Where ever the Zerg are the worst, they will be there. [One Firebat Platoon, Two Citizen Platoons, stats unchanged]

>The Penals will be distributed among the existing Citizen Platoons, acting as heavy-weapon teams and front-line bait. There are enough of them to warrent breaking your forces into three Platoons. [Three Platoons of Firebats/Citizens (write-in name), gain half Strong vs Light, gain half Weak vs Air]

With these forces at your command, the time has come to decide when you will be beginning your First Campaign. No further news has come from Highfort, but that is no assurance that they have not come under assault especially when it will take you two weeks to reach the area. If the Zerg breach the city, there's no telling how bad things will get.

Highfort Campaign vs Zerg:
>You have your forces and you will begin the trek to Highfort immediately. Reinforcements will be able to be amassed for support later, but that will take time. [Begin Highfort Campaign]

>You like what you have now, but if you need to defend Highfort you'll need more men to man the defenses and kick the Zerg out. They just need to hold for two more weeks. [Delay Highfort Campaign by two weeks, gain 1 Platoon of Soldiers + ???]

>You've fought the Zerg before, and know that while these boys look like they're ready they're not. More troops will be required, a lot more. [Delay Highfort Campaign by four weeks, gain 2 Platoons of Soldiers + ??????]
>>
>>4924430
>The Penals will form their own Platoon under the toughest Officer you can find. Where ever the Zerg are the worst, they will be there. [One Firebat Platoon, Two Citizen Platoons, stats unchanged]

>You have your forces and you will begin the trek to Highfort immediately. Reinforcements will be able to be amassed for support later, but that will take time. [Begin Highfort Campaign]
The more time you give the zerg the more numbers they grow and spread. Gotta finish them off ASAP.
>>
>>4924430
>The Penals will form their own Platoon under the toughest Officer you can find. Where ever the Zerg are the worst, they will be there. [One Firebat Platoon, Two Citizen Platoons, stats unchanged]

>You like what you have now, but if you need to defend Highfort you'll need more men to man the defenses and kick the Zerg out. They just need to hold for two more weeks. [Delay Highfort Campaign by two weeks, gain 1 Platoon of Soldiers + ???]
>>
>>4924430
>>The Penals will form their own Platoon under the toughest Officer you can find. Where ever the Zerg are the worst, they will be there. [One Firebat Platoon, Two Citizen Platoons, stats unchanged]

>You've fought the Zerg before, and know that while these boys look like they're ready they're not. More troops will be required, a lot more. [Delay Highfort Campaign by four weeks, gain 2 Platoons of Soldiers + ??????]

So how it s High fort like ?
Or whatever will remain of it. Might be good to kill the land and biology, near it with venom and industrial wastes.
>>
>>4924430
>The Penals will form their own Platoon under the toughest Officer you can find. Where ever the Zerg are the worst, they will be there. [One Firebat Platoon, Two Citizen Platoons, stats unchanged]
>You have your forces and you will begin the trek to Highfort immediately. Reinforcements will be able to be amassed for support later, but that will take time. [Begin Highfort Campaign]
>>
>>4924479
>>4924500
>>4924521
>>4924526

Unit Composition is unanimous, but the question of the Campaign is far more divisive. Considering how major this decision is, I will give it more time.
>>
>>4924430
>>You have your forces and you will begin the trek to Highfort immediately. Reinforcements will be able to be amassed for support later, but that will take time. [Begin Highfort Campaign]
>>
>>4924549
It s high fort like a town ? Or a provincial city ?
>>
>>4924580

Provincial city. It's the biggest population center in that area. Sorry about the inconsistency.
>>
>>4924588
Eh np
Are we arriving there by train or truck convoy ? Could we bring venom or industrial waste if we risk to lose the city and it s region ? We would be able to make an entire region worthless for biomass gains.

Comms are burned already or can we get a sit rep from locals/mayor ? Can we use the police and citizens ?
>>
>>4924430
>The Penals will be distributed among the existing Citizen Platoons, acting as heavy-weapon teams and front-line bait. There are enough of them to warrent breaking your forces into three Platoons. [Three Platoons of Firebats/Citizens (write-in name), gain half Strong vs Light, gain half Weak vs Air]

This is early game zerg, even if we are late to the party and they have a headstart because of this issue being delayed being dealt with, they won't have mutalisks, and if they ARE at the stage where they have mutalisks then we have no chance of winning regardless with 3 platoons.

Best integrate the formations, we don't lose any of the platoons from doing so and we make them strong against light which will do wonders against zerglings. The zerglings will be a problem in the jungle if we don't do this.

>You have your forces and you will begin the trek to Highfort immediately. Reinforcements will be able to be amassed for support later, but that will take time. [Begin Highfort Campaign]

Better start dealing with the problem as soon as possible, lest they grow to strong if we don't push back against them. We don't want to lose the city, that would be a disaster, we can stream in reinforcements as need be.
>>
>>4924622

Arriving by truck convoy, but nothing armored enough to be useful in active combat. Reinforcements, or the forces you're going to delay the campaign for, can come with the heaviest duty chemicals that can be scrounged up on short notice. Comms with Highfort are poor because of [Intel Required to Discover this Information] and all that. Police and non-trained citizens will not put up enough of a fight against the Zerg to warrant including them.

>>4924701
>>4924555
>>4924526
>>4924479

Begin Highfort Campaign.

Good choice
>>
>>4924712
Figured it was going by sc1 zerg since they were a lot nastier to fight ever since they nerfed their troop spam in sc2. sc1 zerg are much harder to deal with thanks to it and snowball real damned quick.
>>
>>4924701
>>4924764
I'm not sure how much meta knowledge of the video game dynamics will be of use here. It's looks like we need to raise our forces the old fashioned way rather than just sending a dropship full of scvs to Highport and building a full blown military operation from scratch.

Speaking of which, do we even have scvs? SCVs capable of rapidly constructing simple pre-fab defences should be something even a low level colony can access.
>>
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>>4924430

With no time to waste, you order the Academy to scramble the meanest son of a bitch they have on hand to lead the Penal Platoon. The promises made to the convicts might keep them in line for now, but having a real hardass of a Platoon Lead should prevent any future issues.

Next up is securing transportation. The facilities to produce proper, military-grade vehicles have unfortunately been left to rot of the last few years, another point against your predecessor. Old-model APCs, damn things still have Confederate markings on them, are pulled out of storage. The engines still work, somehow, but with the HMGs long stripped away and the armor plating scrapped, they'll be of no use against the Zerg but all they need to do is get you to Highfort.

There is little fanfare as your current forces load up into the transports, several of the Citizen Corp saying goodbye to those that have come to see them leave. By contrast, the Penal Platoon is loaded up without a sound. You watch them as they leave the Capital behind from the view of your office windows, turning to your computer to begin organizing further reinforcements.

"Adjutant, let's get to work"

Highfort Campaign Begins
>>
I'm going to leave things here for tonight. Thank you all for playing.

>>4924764
>>4924772

As I hope I've made obvious thus far, this system is based on SC but is not entirely SC. General logic applies, but not all the finer details are the same.

On the subject of SCVs and Prefab Buildings, those are future upgrades.
>>
>>4924802
Makes sense. In terms of the setting, does this quest take place at any particular point in time? (Pre-broodwar, etc...?) Or do you just want to use the background lore without caring about the canon timeline so we can have a self contained story?

Thanks for running QM. I'm liking the quest so far. Can't wait to see what happens next, and maybe uncover the mystery of why our predecessor went AWOL.
>>
>>4924834

As mentioned in the intro, the events of the canon story exists, but as you say it'll mainly be in the background.
>>
>>4924843
A question from an euronon for later, will there be any UED related things happening later on, or are they too busy dealing with the cannon stuff?
>>
Looks interesting
>>
>>4924843
Did the curse end qm... darn
>>
>>4927035

Updates will continue in about 12 hrs.
>>
>>4924781

The days pass in a blur of paradoxical motion and monotony, as you simultaneously deal with restoring as much of the Capital's decaying infrastructure and the much more mundane duties of day to day administration. You attend your first Parliamentary Meeting, it passing with only the bare minimum of political grandstanding. They are cautious with their assessment thus far, especially with the recent deployments; the results of this campaign will greatly determine how the rest of your career as Sectarian Governor goes.

While that first convoy is still on its way, you consider your options for the next reinforcement wave.

>You get in contact with your PR office and begin the planning of a recruitment campaign. While your reputation among the people is neutral at best, some clever rhetoric could net you more recruits for your Citizen Corp. [PR Recruitment Campaign]

>You pull citizen records, desperately looking for any engineers that once worked in the dilapidated factory you pulled those APCs out of. If you can get enough back into the factory, you'll be able to begin production of proper military vehicles. Force multipliers and armored transports will be key in ensuring reinforcement convoys reach their destinations. [Factory Restoration Project]

>You get in contact with the local Mercenary Fixer and set up a meeting. With your infrastructure in such a fragile state, you need to get high-quality troops to supplement your forces immediately. Even if you need to go into debt to do so. [Mercenary Meeting]
>>
>>4928205
>>You pull citizen records, desperately looking for any engineers that once worked in the dilapidated factory you pulled those APCs out of. If you can get enough back into the factory, you'll be able to begin production of proper military vehicles. Force multipliers and armored transports will be key in ensuring reinforcement convoys reach their destinations. [Factory Restoration Project]
>>
>>4928205
>You pull citizen records, desperately looking for any engineers that once worked in the dilapidated factory you pulled those APCs out of. If you can get enough back into the factory, you'll be able to begin production of proper military vehicles. Force multipliers and armored transports will be key in ensuring reinforcement convoys reach their destinations. [Factory Restoration Project]
Any purely political/economic choices by any chance?
>>
>>4928205
>>You pull citizen records, desperately looking for any engineers that once worked in the dilapidated factory you pulled those APCs out of. If you can get enough back into the factory, you'll be able to begin production of proper military vehicles. Force multipliers and armored transports will be key in ensuring reinforcement convoys reach their destinations. [Factory Restoration Project]
>>
>>4928206
>>4928210
>>4928236

Factory Restoration Project.

Research - Civilian Records:
DC: 50
+10 Logistically Minded

1d100 vs DC60.
>>
Rolled 25 (1d100)

>>4928283
>>
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>>4928205

By some galactic stroke of luck, you find that not only are the factories' employee records still intact but that some of the original engineer team are still alive and living within the Capital. A serious of generous employment offers later and a report lands on your desk of the team's analysis of the factory and what will be needed to restore it to working condition.

It will take four weeks to complete the work, but the good news is that upon cleaning out the factories' old computer systems and intact schematic was able to be recovered. When the factory is back up and running, they'll begin working on:

>Modernized versions of the APCs the first wave went out with. With proper armor, HMGs, and a better engine, they'll stand a much better chance of withstanding Zerg assaults on the road and on the field of battle. [Turtleback APCs]

>Modified versions of a popular civilian quad bike, with a flamethrower on top for hit-and-run attacks. Definitely not civilian issue with those on top. [Hellion Outriders]

>An old Confederate bike known for being paradoxically reliable and dangerous to its user. Fast, and capable of deploying minefields that'll leave a nasty surprise for the Zerg. [Vulture Sappers]
>>
>>4928308
>>Modernized versions of the APCs the first wave went out with. With proper armor, HMGs, and a better engine, they'll stand a much better chance of withstanding Zerg assaults on the road and on the field of battle. [Turtleback APCs]

Our convoys need to be better protected
>>
>>4928308
>An old Confederate bike known for being paradoxically reliable and dangerous to its user. Fast, and capable of deploying minefields that'll leave a nasty surprise for the Zerg. [Vulture Sappers]
Gonna ride in style
>>
>>4928308
>Modernized versions of the APCs the first wave went out with. With proper armor, HMGs, and a better engine, they'll stand a much better chance of withstanding Zerg assaults on the road and on the field of battle. [Turtleback APCs]
Definitely go for APC as a starter. Once we have a good Infantry Support Vehicle that also serves as a way to secure our supply route we can get the the Hit-And-Run bikers up and running.
>>
>>4928308
>>Modernized versions of the APCs the first wave went out with. With proper armor, HMGs, and a better engine, they'll stand a much better chance of withstanding Zerg assaults on the road and on the field of battle. [Turtleback APCs]
>>
>>4928308
>>Modernized versions of the APCs the first wave went out with. With proper armor, HMGs, and a better engine, they'll stand a much better chance of withstanding Zerg assaults on the road and on the field of battle. [Turtleback APCs]
safety for the men above all else.
>>
>>4928315
>>4928367
>>4928756
>>4928761

Turtleback APC
>>
>>4928308

You sign off on the work order, glad to see that you'll be able to field something better than those hunks of scrap metal in the future. The days continue on as they were, with a never ending tide of paperwork. Just as you're about ready to toss the entire stack out the window, your Adjutant speaks up.

"Report. 1st Civilian Platoon Lead is reporting they're within sight of Highfort."

"About damn time. Adjutant, put their feed on-screen"

----

As you did not delay beginning the Highfort Campaign, you do not need to make a roll to see if the convoy arrives without attack.
>>
>>4928797

Highfort was once an old Confederate military base, one that outgrew its original purpose with the overall lack of active combat in this area and a growing civilian population turned it into the urban center of this part of Kitra's Gambit. It's good to see that the walls that surround the civilian populous still holds, though the fact that there's no traffic coming and going is worrying in and of itself.

The convoy is ushered through the gates quickly, the militiamen manning it never moving their eyes, or simple guns, away from the opening until the portcullis slams shut again.

Reports come in quick and fast, the rather hectic nature of them and lack of unified language revealing just how demilitarized this place has become. However, they do confirm that the Zerg are here, with some of the last known survivors to retreat back to the city from their homes in the outskirts confirming sighting creatures matching what is known as Zerglings running down those that did not leave in time. Additionally, the militiamen on night watch have been seeing Overlords attempting to fly over Highfort, the creatures leaving after sustained gunfire.

The knowledge that Three full Platoons of actually trained Soldiers are here to assist is one that the Militia Commander takes quickly, spreading out a map of the surrounding area.

>You have Two Platoons of Citizen Corp Soldiers and One Platoon of Penal Firebats available for Deployment.
>You may deploy them to the following locations as you wish.

Deployment:
>The road back to the Capital will need to be regularly patrolled to ensure the Zerg do no cut off your Supply Line.
>The Main Gate of Highfort, if there was a place for the Zerg to bring their numbers to bear this would be the place to break through.
>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.
>The Jungles to the North where Zergling sightings are at their highest, this is their staging point and, if you can attack before they amass enough forces, you can break them outside the city.
>>
>>4928814
>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.
1 Platoon of soldiers

>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.
1 platoon of soldiers

>The Jungles to the North where Zergling sightings are at their highest, this is their staging point and, if you can attack before they amass enough forces, you can break them outside the city.
Send in the firebats to burn them out quickly before they rally some flyers against them.
>>
>>4928814
The locals can handle the city itself for the most part, but to do that they're going to need supplies.
>One Citizen Corps platoon to the Capital Road
However, we should get started on attacking the Zerg now.
> 1 Citizen Corps and Firebats to the Jungles. Begin clearing the trees with fire and keep the citizen corps away from the trees. They're mostly there to provide cover form flyers.
>>
>>4928819
Did you make a typo there anon? I think you may have mis-copied.
>>
>>4928819
Oops meant
>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.
1 Platoon of soldiers

>The road back to the Capital will need to be regularly patrolled to ensure the Zerg do no cut off your Supply Line.
1 platoon of soldiers

>The Jungles to the North where Zergling sightings are at their highest, this is their staging point and, if you can attack before they amass enough forces, you can break them outside the city.
Send in the firebats to burn them out quickly before they rally some flyers against them.
>>
>>4928814
1 platoon of soldiers patrol the road
1 platoon of soldiers ward off the overlords
Fire bats to the gates

I’m a bit leery of sending fire bats to harass since they’re not exactly renowned for speed and if zerg have flyers they could probably pursue our troops with impunity. Do the apcs have anti air capacity? If yes I’d wait for first batch of them before committing firebats to raids for both boost in mobility and AA support.
>>
>>4928821
Supporting.
>>
>>4928821
Supporting. I think this is a bit risky, but if we can put the zerg on the backfoot early it'll be worth it.

I also suspect that the zerg could ramp up their military quicker than us if left alone.
>>
>>4928814
>The road back to the Capital will need to be regularly patrolled to ensure the Zerg do no cut off your Supply Line.
>The Main Gate of Highfort, if there was a place for the Zerg to bring their numbers to bear this would be the place to break through.
>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.
>>
>>4928821
support, maybe we can do enough damage to avoid they expand further. This is still a region with a fertile jungle, a small force of zerg can quickly become larger here, plenty of biomass to use.
>>
Honestly we might need to recruit some of those scouts, zerg don't like to die their priority always returns to survive if victory is not possible. And they might just send a few of their own away for grow another nest somewhere else.

Beside that, scouts seems a good cheap infantry and offer scouting, skirmishes, guerilla and the like. Since they are light infantry, they should be fairly rapid too.
>>
>>4928821
support
>>
OP? OP respond! OP? OPPPPPPPPPP!
>>
>>4928821
>tfw everyone supports your post
>>
No update today, but we'll get the rolls out of the way.

>>4928821
>>4928948
>>4928978
>>4929059
>>4929154

>One Citizen Corps platoon to the Capital Road
>1 Citizen Corps and Firebats to the Jungles. Begin clearing the trees with fire and keep the citizen corps away from the trees. They're mostly there to provide cover form flyers.

With this next series of rolls, I ask that rolls are properly linked back to the individual posts:
>>
>>4929702

>The road back to the Capital will need to be regularly patrolled to ensure the Zerg do no cut off your Supply Line.

Combat Patrol - Road to Capital:
DC 50
+10 Citizen Corp
-5 Light Zerg Incursion

1d100 vs DC 55
>>
Rolled 4 (1d100)

>>4929707
Rollin
>>
>>4929707

>The Main Gate of Highfort, if there was a place for the Zerg to bring their numbers to bear this would be the place to break through.

Defense - Main Gate:
DC 50
+0 Highfort Militia
+15 Defender's Advantage
-5 Light Zerg Incursion

1d100 vs DC 60
>>
>>4929711
Fuckin forgot to remove trip, though if anyone asks ill be having time for weekend break stuff
>>
>>4929712

>The Section of Wall under Overlord Surveillance, denying the Zerg any information on the city's defenses will aid in ensuring their assault is delayed as far as possible.

Defense - Northern Wall:
DC 50
+0 Highfort Militia
+15 Defender's Advantage
-5 Light Zerg Incursion
-10 Fliers
-15 Nighttime

1d100 vs DC 45
>>
Rolled 59 (1d100)

>>4929712
>>
>>4929714

>The Jungles to the North where Zergling sightings are at their highest, this is their staging point and, if you can attack before they amass enough forces, you can break them outside the city.

Combat Patrol - Zerg Staging Point:
DC 50
+10 Citizen Corp Platoon
+7 Penal Firebat Platoon
+5 Strong vs Light Platoon
-10 Medium Zerg Presence

1d100 vs DC 62
>>
Rolled 28 (1d100)

>>4929720
>>
just need one roll for the Northern Wall anons.
>>
Rolled 98 (1d100)

>>4929720
Here we go
>>
>>4929789

I think everyone'll be thankful that there was already a roll for the Staging Point. If you'd like to try your luck again, this is the post I need a roll linked to: >>4929714
>>
Rolled 61 (1d100)

>>4929805
Fine I'll do it.

>>4929714
>>
>>4929715
>>4929841
Holy fuck both ofthese anons 2 away from failiure, thank god for DC effects
>>
Rolled 59 (1d100)

>>4929714
Do you accept additional rolls?
>>
>>4929707
>>4929711

Combat Patrol - Road to Capital:
>4 vs DC 55
>5 Successes: What forces the Zerg sent out are completely destroyed and prevented from setting an ambush on the road. Additionally, you gain a +10 to any future Combat Patrol checks in this area due to familiarity with the terrain.

>>4929712
>>4929715

Defense - Main Gate:
>59 vs DC 60
>1 Success: The Zerg probing attack is pushed back, but they are able to retreat before you inflict enough damage to permanently impact their force.

>>4929714
>>4929841

Defense - Northern Wall:
>61 vs DC 45
>2 Failures: A few Overlords are shot down, but less are spotted than before...

>>4929720
>>4929723

Combat Patrol - Zerg Staging Point:
>28 vs DC 62
>4 Successes: A successful ambush and semi-encirclement allows your Platoons to inflict considerable damage to the force attempting to form here. Enough of their force remains to be a threat, but you now have a better direction as to where the Zerg are coming from.

Additionally:
>Highfort Militia incur -5 Malus due to the ongoing stress of constant alert and sporadic combat against the zerg.

Nicely done there anons, could have gone much worse than it did. Tomorrow will see more proper updates.
>>
update?
>>
No update today, been busy all day unfortunately.

However, I think going forwards that Mondays, Thursdays, and Saturdays are going to be the days this'll run. See you all on monday.
>>
>>4931462
pls
>>
update when?
>>
>>4930351

Reports fly in over the next several days as you track progress on the campaign. The Highfort Militia Commander reports that his men were not only able to repel an attempted ground attack on Highfort's Main Gate, but that the watch on the Northern Wall report fewer and fewer Overlords flying overhead.

Later comes the reports from your forces proper, the Sole Citizen Corp Platoon sent to keep clear the road claim to have engaged and wiped out several small Zerg Groups attempting to lay ambushes. Their actions were thorough enough to uncover three key points along the road that are the 'weakest points' in the supply route, places you mark for any future patrols to double check for threats. Lastly, they claim that a few Zerglings attempted to burrow underground to escape, but were shot to pieces before they could fully.

The last report comes from the combined Citizen and Penal Force. They report that a sizable Zerg force was attempting to amass within the Jungles to the North; primarily composed of Zerglings but with a handful of larger creatures, seemingly bi-pedal. Information on said Zerg variant is minimal, as the squad NCO closest to that part of the Zerg swarm during the ambush ordered his entire squad to throw every grenade they had at them. As a whole, the Citizen Lieutenant states that enough Zerg escaped the battlefield to constitute a force in the future, but continues that they were able to track them to the North-West.

Closing out the reports, you consider what to do next. In a few days, another Citizen Platoon will be trained and ready for deployment with another two weeks after that before the Capital Factory is finally online. Multiple points require your attention.

The evolving Zerg threat will require a similar advancement with your own forces. Your current success has allowed you to push Parliament for some additional funding on an upcoming project:
>Research and experimentation will be required to learn more about the Zerg. Such projects will require the facility to be based outside of the Capital. [Research Labs Project]
>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

And how will you progress with the Highfort Campaign?:
>Write in
>>
>>4934447
>Research and experimentation will be required to learn more about the Zerg. Such projects will require the facility to be based outside of the Capital. [Research Labs Project]
Need to understand our enemy to beat them.

Highfort Campaign:
>Send out a scouting expedition (1 platoon + 1 firebats) to explore the north-west. They should burn as much jungle as they can along the way - the mission is to scout the pushback the foliage hiding the enemy, not to engage and defeat them.
>Split the final platoon in two. Half can guard the road to the capital, the other half can help guard the city
>>
>>4934453

Platoons are the smallest denominations of units that you can manage.
>>
>>4934447
>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

>Dispatch 1 platoon of firebats and marines to pursue the fleeing zerg. Try to locate their base and cause as much casualties as possible to them. If base is located report back .
>maintain patrols of the supply routes and settlements with the rest of the troops
>>
>>4934447
Really torn on this one since on the one hand getting access to better gear would be a real boon, but the zerg can evolve all sorts of nasty surprises. For now our current "tech level" seems to be sufficient to deal with the more "conventional" zerg strains but if they evolve advanced infestation or burrowing capabilities we need to be ready so my vote goes to:

>Research and experimentation will be required to learn more about the Zerg. Such projects will require the facility to be based outside of the Capital. [Research Labs Project]

Highfort Campaign:
>Send both our citizen platoons and the firebats to aggressively patrol the jungle, attacking any targets of opportunity. (2 citizen + 1 Firebat)
>Assign the new incoming platoon to HighPort's walls.

I understand this is a risky strategy but I think our priority should be to stop the zerg from snowballing. While I am sorely tempted to secure the walls and supply route until we can strike a hammer blow, that would give the zerg too much breathing room. Against a terran enemy I'd do it in a heartbeat, but not the zerg.

With this rationale I'm willing to risk leaving the supply route and the main gate to the militia for a little while. (Also we get passive bonuses for those areas.)
>>
>>4934447
One more thing:
Would it be possible to request support from the wider dominion? I know we're a backwater but even a small relief force could prove decisive.
>>
>>4934447
>>Research and experimentation will be required to learn more about the Zerg. Such projects will require the facility to be based outside of the Capital. [Research Labs Project]
>>
>>4934447
>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

Highfort Campaign:
>2 platoons of firebats and marines to clear out the forest.
>1 platoon guarding the road.
>>
>>4934447
>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

> Order all platoons including the new one to attack the forest. We must destroy the Zerg now before they evolve and expand.
>>
>>4934447
>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

And how will you progress with the Highfort Campaign?:
>Write in

Home front
>Declare Martial Law in Highfort, it s region and even the surrounding regions.
>Requisition founds and for justify it begin an all out propaganda showing videologs of the Citizencorp victories and that is an imperative we need to destroy the Zerg menace ! (Cut out and destroy any part of the footages where our soldiers, police or civilians die. Have the police obscure and censure any news channels that use unauthorized footages.).
>Begin that Scouts training program and start recruiting platoons of them. We need the capacity to better guide our troops and to skirmish our foe rapidly.

Highfort front
>Our full Citizen corps in High fort should begin to attack as a single force the zerg nests.
>Begin destroying portions of the jungle, we need to cut on the zerg main food source now, or we will become it.
>>
>>4934447
>>4934504
Supporting.

I thought the quest died.
>>
>>4934447
>Highfort Campaign
Order 1 Citizen and the Penal Force to continue pushing against zerg in the wilderness. Let the remaining platoon commander do what he thinks is best.

>Engineering Bay Project
>>
>>4934447
>>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]

>>4934963
+1
>>
>>4934447
>>The Factory is a good start, but you will need more expansive facilities to better improve your forces weaponry and gear. [Engineering Bay Project]
>>4934963
+1
>>
>>4934453
>>4934504
>>4934509
>>4934929

Research Labs Project

>>4936135
>>4934972
>>4934963
>>4934785
>>4934716
>>4934513
>>4934489

Engineering Bay Project


Consensus on Campaign looks like sending that Citizen Platoon and Penal Platoon back into the Jungles while the other Citizen Platoon keeps the road clear. Given how Citizen Platoon #3 has only just finished training and will need two weeks to get to Highfort alone, they won't be available for deployment with this next set of rolls. However, I will put what to do with them to a vote now.

>Deploy 3rd Platoon to Highfort now as immediate reinforcements.
>Hold 3rd Platoon back for the training of 4th Platoon, delay reinforcements by two weeks.
>Hold 3rd, 4th, and eventual 5th Platoon for the first round of Turtleback APCs, delay reinforcements by four weeks.

Also, feel free to throw out suggestions for Citizen Platoon names, and eventually their Company Name.

Like before, please link your rolls to the individual post. Rolls, good or bad, that are not linked properly will not count.
>>
>>4938036

Combat Patrol - North Western Jungles:
DC 30
+10 Citizen Corp Platoon
+7 Penal Firebat Platoon
+5 Strong vs Light Platoon
-5 Light Zerg Presence

1d100 vs DC47
>>
>>4938044

Combat Patrol - Road to Capital:
DC 50
+10 Citizen Corp Platoon
+10 Good Scouting
-5 Light Zerg Incursion

1d100 vs DC 65
>>
>>4938047

Defense - Northern Wall:
DC 50
-5 Highfort Militia
+15 Defender's Advantage
-5 Light Zerg Incursion
-10 Zerg Scouting

1d100 vs DC 45
>>
Rolled 19 (1d100)

>>4938044
Let's burn.
>>
Rolled 32 (1d100)

>>4938036
>>Deploy 3rd Platoon to Highfort now as immediate reinforcements.
>>4938047
rolling
>>
>>4938036
>Deploy 3rd Platoon to Highfort now as immediate reinforcements.

Also what kind of preliminary steps to take to assume total control of the planet? Without parliament or other so-called checks on power or whatever bothering us.
>>
Rolled 13 (1d100)

>>4938036
>Deploy 3rd Platoon to Highfort now as immediate reinforcements.


>>4938050
rolling

Anything we can do at home while this war wages on ?
>>
>>4938036
QM, where are you?