Tundra civ ep.63 - The tides of war are uncertain

Welcome everyone, new and old players alike! This is Tundra civ, a civ thread series in a fictional, non-fantasy setting where you play as the rulers of the White Republic, a nation in a world similar to our own.
Check out the pastebin for story, technologies, stats etc (updating it right now)
pastebin.com/t7gWa2pa
And an archive of previous threads if you want to skim through some of them.
archive.4plebs.org/_/search/boards/pol.tg/subject/Civ/username/Civ bulgar/page/1/
Previously on Tundra civ:
The second World War is ongoing for over a year and a half now. Casualties are in the millions as the world's nations fight not against each other, but against men of evil intent - the Spirelords - and their vast metal armies. In the greatest and bloodiest battle that history has known millions of men fought to defend the city of Victory and the Vault underneath it, ultimately achieving success. Consecutive successful counter-offensives led to our forcces recapturing all territories on the continents of Aymsland, Veita and Ocras, but now the enemy has taken the initiative. They've assembled massive armies in Eyerdar and have been gaining ground on all fronts.
It is the final days of summer of 1197 After the Exile.
Pre-war stats:

>Population:187 000 000 (79% white, 14 % chink,2%hibibi, 3% darkskin,2% pacharnati)
>Colonials: 28 800 000 Eyerdar 16 200 000 Veita 16 200 000 Ocras

Other urls found in this thread:

desustorage.org/tg/thread/47591534/#q47593959
desustorage.org/tg/thread/47591534/#q47594103
twitter.com/NSFWRedditVideo

Most of our forces have been occupied on other fronts and the defence of Eyerdar has fallen to our allies and the local militias. The Spirelords have unleashed new automatons, walkers and a mighty doomship from their main base of operations in the former NPU. Many of the disgruntled citizens of that nation - the first to fall due to its disarmament after the Great War - have willingly submitted to the Spirelords and the strongest among them have joined the ranks of their army as humans clad in armor, leading the machines that are being built.
In a short period of time the enemy has crushed all resistance ahead of them and taken a lot of territory. They began by destroying the great city of New Millport and their advance has since then continued ever eastward. They've built smaller, more mobile warfleets and are also using submarines to disrupt transportation across the world's oceans.
With the other fronts taken care of, we must direct our attention to Eyerdar now. Propose a plan of action - currently most of our troops are deployed in Ocras, recovering from the high casualties they suffered in Operation Dustwater.

We've got to lure in the doom ship and seize it!
To do so i propose we lure it on the coast where we will have support from our fleet.
We will use a trjan horse of sort, an inflatable false doomship or so but with a wooden frame.
when the shit will be lure in, we will proceed to fire a nuke above it so that it will disable the shield and lot of electronics due to the EMP as well as giving it downward momuntum and therefore forcing it to crash.
We will then use very competent fighting force to board the doomship and eleminate any resistance while our mechnized infantry deal with the troops they deployed after the crash.

also need an operation name give me your ideas!

Operation fire rises

Forgot my name

more detail about the plan:

-Depending on velocity and acceleration capabilities of the ship we will try to destroy it's engines it crash
for this two times windows are posible:
>before nuke
advantages:
-they will have no chance to advert the crash
-they will be slower thererfore aiming the nuke over the ship will be easier since they'll focus less on altitude
disadvantge:
-thoses shield will be hard to get through
>after the nuke
advantages:
-no shield to defend them
-dodging will be harder for them as they will focus on slowing their fall
disadvantage:
-limited and potentialy tvery time sensitive window to produce significants amount of damage

-the lure can be:
>a model of the old doomship
advantage:
- they might belive in the "psyche we rebuild it"
>a false heavily defended command post
advantage:
-easy to make it out to be a doomship worthy target

another advantage of having a false inflatable doomship is that they'd be heavily willing to negotiate if we steal their other doomship.
Also we might be able to scare by making it approach the landing zone of the other doomship to "protect" it.

The President and top military commanders have assembled to determine the course of action. Eyerdar will be the battlefield, but what direction should we take?
A.Operation Fire Rises - a complex plan, targeting the enemy doomship, engoal being its hijacking if possible and destruction if not(further options afterwards if chosen)
B.Redirect all available conventional forces to the front lines of Eyerdar
C.Be cautious - this may be a ruse, we should focus on the grander scale - slow the enemy down while they are advancing so we can focus on building up our forces, dealing with the enemy's submarines and researching further tech
D.Focus our forces on a single front to tip the enemy off balance with a major counter-offensive
E.Other idea

>A.Operation Fire Rises - a complex plan, targeting the enemy doomship, engoal being its hijacking if possible and destruction if not(further options afterwards if chosen)
he didn't fly so well, who wants to try next?

>C.Be cautious - this may be a ruse, we should focus on the grander scale - slow the enemy down while they are advancing so we can focus on building up our forces, dealing with the enemy's submarines and researching further tech

>giving up your only chance to get a doomship in this war
>giving up on the biggest tech gain we could ever archieve in this war
>giving up on bane posting
get this hothead outta here.

>B.Redirect all available conventional forces to the front lines of Eyerdar

>A.Operation Fire Rises

Come on does nobody want to nuke a doomship into crashing to seize it?
Resistance will be almost null after a nuke, i doubt they EMP shielded the doomship since when they started producing we didn't lauch any nuke.
The resistance inside the ship will be laughable and the only to problem will be to lure it in and protect it after the crash, realisticaly there is no chance it will not crash even if it's the size of a city since an A-bomb can level a whole city.
This whole plan can turn the war in our favor.

A

Operation Fire Rises' details must now be decided on - two points, as presented by the commitee of scientists and generals
1.How to bait the enemy
A.Model of a doomship
B.Fake command center
C.Other idea
2.How to bring down the ship's engines
A.Nuke it directly - their kinetic barriers, insofar as we know, are aimed at stopping high-velocity projectiles from damaging the hull. The nuclear explosion's produced EMP would either knock out the shields and hopefully the electronic systems aboard the ship or it would blow past the barriers. We will then attempt to board the vessel
B.Use the same methods as the old doomship - overwhelm its barriers, damage key points and board the ship
C.Get the kaichou along and try to use their help to seize the ship
D.Destroy the ship with help from the kaichou
E.Other plan

>B.Fake command center
A.Nuke it directly - their kinetic barriers, insofar as we know, are aimed at stopping high-velocity projectiles from damaging the hull. The nuclear explosion's produced EMP would either knock out the shields and hopefully the electronic systems aboard the ship or it would blow past the barriers. We will then attempt to board the vessel

>A.Model of a doomship
with some actual parts of the hull of the old doomship, our banner above it shall rise high but it shall be mostly empty and most weapons on it will be fakes.
It will be sure to lure out it's mate by performing it nuptial war dance that is taking potshots and remaining on the defensive.
Also if it stay unscathed it will act as a paper tiger.
>A.Nuke it directly - their kinetic barriers, insofar as we know, are aimed at stopping high-velocity projectiles from damaging the hull. The nuclear explosion's produced EMP would either knock out the shields and hopefully the electronic systems aboard the ship or it would blow past the barriers. We will then attempt to board the vessel
I love high risk high reward

alright hold up.
> The nuclear explosion's produced EMP would either knock out the shields
> They seem to have activated some sort of electro-magnetic...barrier field?
EMP= Electromagnetic impulse.
It will surely FUCK with their shields violently.
let us hope inky doesn't crit fuck us though, they could have one of those, drink atomic adapters from mars attack and literally absorb the electromagnetic energy into their shield if they pull a crit on us.

>B.Fake command center

B.
B.

Forgot the name

B and A it is.
Give me a 1d100 roll for strategic phase(luring them in).

why not using the nuke galenus?
It's sure to knock it down and disable it's shield (if we don't crit fail like bitches)

Rolled 33 (1d100)

Rolled 57 (1d100)

Galenus should have rolled

Rolled 11 (1d100)

Sadly I was busy doing something else.

The doomship is approaching the target destination - a town west of Hillcoast that's been evacuated already. The enemy is coming not as prey, but as a bold predator - they have brought a lot of escorting fighters, gunships, ground troops and even a few of their warships.
Executing the tactical phase of the plan at the present conditions is possible, but it will be tough - we'd have to get past 3 layers of defences and even then hope the doomship doesn't take us down. The only good thing about it is that they probably believe this is indeed a command center.
A.Proceed with the plan as it is(roll for tactical phase will be with a higher DC)
B.Withdraw and try again at a different location, attempting to get rid of some of the doomship's escorts(roll again, higher DC)
C.Abandon the operation

>B.Withdraw and try again at a different location, attempting to get rid of some of the doomship's escorts(roll again, higher DC)
That's what an actual command center would do, withdraw.

B
Oldfag OP checking in

B.

>B.Withdraw and try again at a different location, attempting to get rid of some of the doomship's escorts(roll again, higher DC)

We had to leave some of our men behind to cover the retreat and are now trying again. Maybe they'll believe the HQ's been relocated and they'll continue their pursuit - hopefully our forces will be able to isolate the doomship from its escorts now. Another roll.

Rolled 50 (1d100)

COuld be better could be worse.

Rolled 22 (1d100)

could be better too

Well, we were able to take care of their naval escorts including an aircraft carrier, but their ground forces are advancing and they still have some air support. It's now or never though, we've had to retreat to just a few kilometers west of Hillcoast and the doomship is coming. Our forces are in position and now the operation will commence - most importantly, we'll have to take care of the enemy's fighters so we can get a drop on the doomship.
Now for the tactical phase! Give me two rolls, average of the two is our performance.

Rolled 92 (1d100)

Rolled 30 (1d100)

We've destroyed one, let's destroy another.

Average is 61, above average.

Clearing out the enemy ships has proven vital - our own navy is in place and is providing support without which we'd be doomed. We've been able to clear away the fighter escorts, now all that's left is to use the bomb - give me one roll and make it count.

Rolled 42 (1d100)

Now or never.

Rolled 85 (1d100)

partial miss.
we must have only tilted it!

Rolled 38 (1d100)

The nuke hit the ship, but we seem to have underestimated its defences - it had radioactive and emp shielding, evidently, which absorbed the blast, but 20 kilotons of tnt in its face was enough to overload all its external barriers. The ship was only rocked slightly, but it is now exposed!
We now have a shot at taking the ship - helicopters, planes and AA weapons are ready - we're throwing everything at that beast now!
Give me two rolls for the us and two for the enemy!
The Fire Rises!

Rolled 63 (1d100)

ITS HABBENING

Rolled 19 (1d100)

Rolled 18 (1d100)

Rolled 96 (1d100)

WHY YOU....

Rolled 53 (1d100)

82(us)vs.114(them)
Could be better could be worse.

fucking namefags

82vs114
"Mayday, mayday, we're going down!"
Losses are heavy, the ship's weaponry is strong and none of our transports have been able to reach it so far. Another failure and we'll be forced to abort the mission.
2 on 2 rolls again - pray to the elements

Why are our roles always so shit?

Rolled 54 (1d100)

>roll better for us than an user
>get called trash-talked because muh namefag on this civ
stay mad

Rolled 67 (1d100)

Rolled 97 (1d100)

We've saved this game on more then one occasion and nearly destroyed it for every time we saved it as well

I rolled 100 twice on the last doomship

Rolled 30 (1d100)

final roll

121(us)vs.127(Them)

you shouldn't have said final roll idiot!
it's only the final roll if we fail, which we just did thanks to galenus roll tide turning

one roll pur purson so your roll dont count

Its literally 121 to 127, we just barely failed.

>one roll pur purson so your roll dont count
you just made up that rule we never had it before

Rolled 21 (1d100)

desustorage.org/tg/thread/47591534/#q47593959

desustorage.org/tg/thread/47591534/#q47594103

ok that actually kinda makes sense

A close call either way.

Of over 6000 men we sent only one group of less than a hundred managed to board the ship. We expected casualties, of course, but for us to have a good chance of taking the ship we estimated we'd need at least 700 good men to reach it.
We have 93 men on the ship now - 30 elite paratroopers, 36 rangers, 17 blitzkriegers and 10 njordgales. They're loaded up with explosives, top-grade weapons and ammo and overall the best equipment we can offer, but they will be both outnumbered and outgunned.
What are their orders?
A.To attempt to seize the ship
B.To attempt to damage the ship, hopefully bringing it down gradually
C.To attempt to destroy the ship
D.To hold positions and await reinforcements

121(US) VS 118

we win

A. We want the tech right?

What are our chances of getting reinforcements on the ship

A.

>D.To hold positions and await reinforcements

>D

>A.To attempt to seize the ship
GATAI, assuming direct control!

>D.To hold positions and await reinforcements
we need more men

A.
No Guts No Glory
Even if they fail they build us more time.

0-50 - no reinforcements
50-75 - some reinforcements
75-100 sufficient reinforcements

Rolled 70 (1d100)

no roll call

D

GET OUT

no bully inky, he's the only one who master the art of dice god's roll

>master the art of dice god's roll
LIES

Thank for sticking up for me I'll repay you in the next roll
It no lie friend

It a tie right now between D and A

op What are our chances of seizing the ship

Odd mean nothing to us, no matter the path and method they choose to stop us we'll carve our destiny forward with our own will.

Rolled 2 (1d2)

4-4 split
rolling to determine if 1 - A or 2 -D
not too great with our current forces.

D.To hold positions and await reinforcements

After this we will focus on damaging the ship in a controlled manner. We lack the numbers to take it down perfectly.

Rolled 33 (1d100)

Our men will secure landing positions and await further reinforcements

dont we get to roll?

Our boys won't be getting any reinforcements. After a short skirmish with automaton guards, we're down to 87 men. We won't be able to take on the crew head-on, so we have three options.
A.Go for the control room - attempt to seize control
B.Go for the engines and stabilizers - destablize the ship and bring it down and we may be able to board it the normal way
C.Go for the reactors - blow it up, only way to be sure

>B.Go for the engines and stabilizers - destablize the ship and bring it down and we may be able to board it the normal way
Stick to plan A!

B

>B.Go for the engines and stabilizers - destablize the ship and bring it down and we may be able to board it the normal way

B
Were going to bring this ship down with us.

B
It's the only way to stop the ship and get the tech now

>C.Go for the reactors - blow it up, only way to be sure

welp we are dead

>implying we have a chance once they start mass producing these if we don't know the tech they use
>implying B is doom and not C
>implying we can't just go in blow the engines up then bailout and get the ship.