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power crystals
Jun 6, 2007

Who wants a belly rub??

I legitimately like the multiple points of view (even if I think the maximum warcrimes options are silly I at least enjoy reading those plans). Us and our characters have different backgrounds and different reactions to and justifications of our actions, and that's okay! If everybody voted in sync it'd be boring.

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wedgekree
Feb 20, 2013
In fairness, reputation matters for mercenaries and the types of jobs that we get or are offered. Also, why go above and beyond to kill folks that we're not being paid to if it doesn't increase our bottom line or make our jobs easier? This side job makes our mission better. Why waste pricey missiles if we do't have to?

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
yeah if PR doesn't matter for mercenaries why does Blackwater Xe Academi keep re-branding every time they got caught doing war crimes?

CoffeeQaddaffi
Mar 20, 2009

thatbastardken posted:

yeah if PR doesn't matter for mercenaries why does Blackwater Xe Academi keep re-branding every time they got caught doing war crimes?

My understanding was that it was so they'd be able to keep/get "new" government contracts despite being bad at anything that wasn't cowboying and killing civilians. It might help that Eric Prince and Betsy DeVos are huge GOP donors and their family have been also for decades.

SlightlyMad
Jun 7, 2015


Gary’s Answer
And the crimes keep happening despite all the PR and re-branding. War is hell. Spreading misinformation and muddying the waters is a form of PR too.

I like the name Hayard-Günnes though, so let's keep it unless a better one comes up.

Enough morality chat, let's plan our next mission.

rchandra
Apr 30, 2013


Yeah, sometimes I vote for cluster bombs, other times for donating to pilot spouse pensions. All depends what seems right at the time.

Hopefully next mission I can figure out how to get the frog out of the bomb chute, coughing out bullets didn't seem to help.

CoffeeQaddaffi
Mar 20, 2009

rchandra posted:

Yeah, sometimes I vote for cluster bombs, other times for donating to pilot spouse pensions. All depends what seems right at the time.

Hopefully next mission I can figure out how to get the frog out of the bomb chute, coughing out bullets didn't seem to help.

Digging a bunker out through repeated gun runs is a pretty novel method of bunker busting, I've got to say.

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
In memoriam to absent friends, I'd like to propose the following. Once the CMANO map is posted, I'll sketch on that. Until then, this is what you get. I'm happy to hear suggestions for changes!

OPERATION RIDERS OF ROHAN


Note: All times approximate. Give 5-10 minutes leeway.
ROE: Where possible, fly above 15k feet. Where possible, give 30 nm berth to unknown 3 unit mobile contacts in Dictator territory. Radars silent except S-100B.

Do not fire on unidentified air units (note: contact reports with radars identified by ELINT are considered identified). Do not fire on identified Tesla units. UNDER NO CIRCUMSTANCES FIRE ON NON-MILITARY INFRASTRUCTURE.

Suboperation Pelennor Fields
Objective: Relieve pressure from the Free State on the right flank of our advance. Takeoff location: Kuito Airbase

GANDALF FLIGHT: 2x Gripens, Max Meteors:
Mission: Provide CAP against aircraft coming from both Ft. Cacambe and Malaje Airport. Orbit ~20 nm south of border "triple point" near bridge.
Approximate time of execution: H-Hour+15 minutes

THEODEN FLIGHT: 4x Phantoms, 2000lb Paveways
Mission: Sanitize AAA/SHORAD above Free State positions in and around Andulo. Strike other targets ONLY when area is sanitized of AAA. Switch to CAP when bombs are expended.
Approximate time of execution: H-Hour+30 minutes

EOWYN FLIGHT: 5x Sk-60Bs, half gun pods, half 145mm rockets; 1x Frogfoot, AT-16 Scallion
Mission: Destroy/suppress Free State elements in and around Andulo after THEODEN has sanitized area. If targets remain after WINCHESTER, return and continue strikes; otherwise strike north to support Kurukshetra
Approximate time of execution: H-Hour+45 minutes

MERRY FLIGHT: Sperwer
Mission: Spot targets for EOWYN. Shift east and north as needed.
Approximate time of execution: H-Hour+45 minutes

DENETHOR FLIGHT (optional): C-130E, leaflets
Mission: Overfly sanitized Free State positions and drop propaganda, convincing survivors to go away. (not sure how to model this in CMANO...)
Approximate time of execution: H-Hour+120 minutes

Suboperation Kurukshetra
Objective: Sanitize and secure the coastal highway to Luanda. Link up with turned Bulgarians. Takeoff location: Albano Machado Airbase, Benguela

INDRA FLIGHT: 1x S-100B, AEW, Albano Machado
Mission: Provide AEW and ELINT from marked location.
Approx. time of execution: H-Hour+5 minutes

PUSAN FLIGHT: VC10K4 (PUSAN 1), KC-135 (PUSAN 2), Albano Machado
Mission: Provide tanker ops for aircraft. PUSAN 1 to orbit roughly over the electrical substation NE of Lobito. PUSAN 2 to go feet wet, but not cross the front line.
Approx. time of execution: H-Hour+15 minutes

SHIVA FLIGHT: 4x Gripens, SDBs, Albano Machado
Mission: Start with destruction of Dictator's final search radar site. Then sanitize coastal highway line, prioritizing anti-aircraft threats, ESPECIALLY SA-11s. Go feet wet as needed.
Approx. time of execution: H-Hour+30 minutes (radar destruction); H-Hour+60 minutes (coastal sanitation)

DYAUS FLIGHT: 2x Gripens, Max Meteors, Benguela
Mission: Provide CAP against aircraft coming from either Luanda or Caboledo Airfields, including covering DURGA. Push north with advancing strike aircraft as needed--try to remain ~10 nm behind strike aircraft "line"
Approx. time of execution: H-Hour+30 minutes

CHANDRA FLIGHT: EA-6B, max jammers, Benguela
Mission: Support SHIVA and other flights across the border, including DURGA. Cross border as line shifts forward.
Approx. time of execution: H-Hour+30 minutes

GANESHA FLIGHT: 2x German Tornadoes, Taurus, Benguela
Mission: Fire TOT attack from over watwe against both southern bridge command posts. If ordnance remains after destruction, fire on Posto de Abastecimento radar site.
Approx. time of execution: H-Hour+30 minutes (command posts destroyed by H-Hour+45 minutes)

DURGA FLIGHT: 4x Kfirs, SPICE, Benguela
Mission: Destroy/suppress Caboledo Airfield runway. Fly over water.
Approx. time of execution: H-Hour+40 minutes

SARASWATI FLIGHT: Reaper, Gorgon Stare, Benguela
Mission: Spot targets for SHIVA and other flights. Cross border as line shifts forward.
Approx. time of execution: H-Hour+45 minutes

KALI FLIGHT: 2x Saudi Tornadoes, Brimstones + FLIR; 2x AMXs, JDAMs; 2x Mirages, AS30Ls; Hawk, Mavericks, Benguela
Mission: Sanitize coastal highway line after SHIVA has swept for AA. Prioritize Armor and defensive bunkers.
Approx. time of execution: H-Hour+75 minutes

HANUMAN FLIGHT: 2x Phantoms, AMRAAMS, Albano Machado
Mission: Provide close escort CAP to striking forces.
Approx. time of execution: H-Hour+75 minutes

...and I think that's all the aircraft! Thoughts?

Davin Valkri fucked around with this message at 22:25 on May 18, 2017

SlightlyMad
Jun 7, 2015


Gary’s Answer
Nice plan, Davin Valkri.

Oh, hey. ARMA 3 has new Jets DLC and it features our crowd favorite, Gripen (in a totally-not-Gripen-trademarked version). It might be tough to integrate ARMA 3 to this LP, but anyone who wants to dick around in our jets can bring back a trip report to see if the DLC is any good.

RandomPauI
Nov 24, 2006


Grimey Drawer
Just a though. Is there a role for someone flying a utility prop or a utility helicopter?

Yvonmukluk
Oct 10, 2012

Everything is Sinister


Yooper posted:

I'm not going to spoiler this as it was pretty brief. There was a few tripwires I laid out early on but we went simple so none of the nastier ones came into play. This was more of a moral compass than anything else. It helped set the mood for the final assault on Luanda.
Hell yeah, Knight playthrough!

Davin, your plan looks good, but there is one element I object to:

Davin Valkri posted:

GANESHA FLIGHT: 2x German Tornadoes, Taurus
Mission: Fire TOT attack against both southern bridge command posts. If ordnance remains after destruction, fire on Posto de Abastecimento radar site.
Approx. time of execution: H-Hour+30 minutes (command posts destroyed by H-Hour+45 minutes)
I thought part of the deal with the Bulgarians flipping is that they were going to seize the command posts to stop the bridges being blown? Or are they just taking the bridges and disarming the explosives? Don't want to bomb friendlies by mistake.

RandomPauI posted:

Just a though. Is there a role for someone flying a utility prop or a utility helicopter?
Depends what you mean by that. I'm sure their might be use for that sort of thing, but it's going to be very situational. Be prepared to warm the bench a great deal.

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

Yvonmukluk posted:

Hell yeah, Knight playthrough!

Davin, your plan looks good, but there is one element I object to:

I thought part of the deal with the Bulgarians flipping is that they were going to seize the command posts to stop the bridges being blown? Or are they just taking the bridges and disarming the explosives? Don't want to bomb friendlies by mistake.

Depends what you mean by that. I'm sure their might be use for that sort of thing, but it's going to be very situational. Be prepared to warm the bench a great deal.

Two sets of bridges. The ones in the North (the ones controlled by the Bulgarians) and the ones in the South (controlled by the Angolan HQs).

RA Rx
Mar 24, 2016

Seeing as how poor the Bulgarians are, would they be interested in joining the drive on Luanda once the bridges have been secured?

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
Not a bad plan Davin, but I'm wondering why devote so many assets to the Free State? I thought for the most part we agreed that focusing on Dos Santos was a key priority, and each plane we take off the duty of wiping out his stuff is one less we'll have to work with there. There still is a fairly high density of assets over in his territory (especially those MIGs that haven't sallied out yet) that we might need more resources to tackle.

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


Just gonna put this out there, but the best way to deal with someone saying you owe them is to punch them in the dick until they feel you don't owe them any more. I hope we get a chance to go toe to toe with Mitsubishi soon on a future campaign

Yooper
Apr 30, 2012


RA Rx posted:

Seeing as how poor the Bulgarians are, would they be interested in joining the drive on Luanda once the bridges have been secured?

If our forces reach that point we pretty much control Luanda.

Yvonmukluk
Oct 10, 2012

Everything is Sinister


OK, so we need to:
1) Secure a route to the capital, by disabling enemy units and support structures (that is to say, military support structures). Capturing at least one Southern bridge is key to this effort, or else securing the alternate route (40 miles lnoger, so not the end of the world, but obviously not ideal).
2) Suppress enemy air defences/air support (since without air cover, the ground forces are going to have a bad time)
3) Hit the Free State/defend our border with the Free State, in case they're going to make a push on us.

I feel like we should be covering the Free State front in case they try anything, but could we theoretically concentrate our remaining airpower into demolishing the Regime forces on the drive into Luanda (with a contingency to focus upon whichever route is available - no need to double down on hitting the coastal route if the southern bridges have already been blown), and then punch the Free State if we have the time/munitions to spare.

Quinntan
Sep 11, 2013
Looking at it, there really isn't a huge amount there. The Sk60s have proven to be pretty drat useless against armour though, so I'd wonder about the utility of sending them anywhere that isn't the nearest sale yard.

power crystals
Jun 6, 2007

Who wants a belly rub??

The Free State doesn't matter. They have little of value, their airforce is in tatters, and they are falling apart. We just need the capital.

Quinntan posted:

Looking at it, there really isn't a huge amount there. The Sk60s have proven to be pretty drat useless against armour though, so I'd wonder about the utility of sending them anywhere that isn't the nearest sale yard.

I only sent them up because they can do QT, so 15 salvoes might actually kill something.

Dance Officer
May 4, 2017

It would be awesome if we could dance!

Yooper posted:

If our forces reach that point we pretty much control Luanda.

Wait, you're saying that a city that's been digging in for more than two weeks will go down without a siege?

Lame

Yvonmukluk posted:

I feel like we should be covering the Free State front in case they try anything, but could we theoretically concentrate our remaining airpower into demolishing the Regime forces on the drive into Luanda (with a contingency to focus upon whichever route is available - no need to double down on hitting the coastal route if the southern bridges have already been blown), and then punch the Free State if we have the time/munitions to spare.

The unopposed Free State infantry has a shorter route to Cambambe than we do, if they capture that they can block off the eastern route entirely(since we need to cross a bridge at Sambambe, if they capture it and/or blow it, we're screwed)

Dance Officer fucked around with this message at 13:48 on May 17, 2017

Yooper
Apr 30, 2012


Dance Officer posted:

Wait, you're saying that a city that's been digging in for more than two weeks will go down without a siege?

Lame

Big difference in sand bagging to prevent air raid bombing damage and turning your city into Moscow 1941.

I'd love to simulate the ground operations side of it more, but the medium doesn't allow for that sort of granularity. In a perfect world we'd have random calls coming in from the front line with hostile units to smoosh. I'll play with that some more, but we'd have to have a unit halt until the hostile unit died.

Eastbound Spider
Jan 2, 2011



Can the SK60's carry things other then rockets?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Yooper posted:

Big difference in sand bagging to prevent air raid bombing damage and turning your city into Moscow 1941.

I'd love to simulate the ground operations side of it more, but the medium doesn't allow for that sort of granularity. In a perfect world we'd have random calls coming in from the front line with hostile units to smoosh. I'll play with that some more, but we'd have to have a unit halt until the hostile unit died.


This is how Ace Combat did these kinds of missions so it is appropriate.

CoffeeQaddaffi
Mar 20, 2009

Eastbound Spider posted:

Can the SK60's carry things other then rockets?

Gun pods. You can either get one or two rocket runs or you can get 4 gun runs.

Yooper
Apr 30, 2012


Before I implement this script I wanted to run it by you guys.

Right now infantry/Armor advances are kind of abstracted. We run a mission, you guys kill a bunch of stuff, and I fluff it up post-op.

Here's what I'm thinking.

  1. A friendly "Advancing Unit" will follow a path.
  2. If we can kill things in its path the unit will continue ahead without issue.
  3. If it runs into a hostile unit it will radio us it's position (it becomes visible on the map) and then we have to take it out in order for the advance to continue. Once hostile unit is dead it keeps moving until next hostile unit.

This should approximate an advance a lot better and is pretty easy for me to work with. Then we can follow a front line unit as it moves into position. Close Air Support suddenly becomes a lot more interesting.

Thoughts?

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
I thought that's already what was happening? I know during Golgotha the infantry units on the ground were moving up simultaneously with the targets being destroyed. If I remember correctly they actually overran some SAM sites in the center.

sniper4625
Sep 26, 2009

Loyal to the hEnd

Yooper posted:

Before I implement this script I wanted to run it by you guys.

Right now infantry/Armor advances are kind of abstracted. We run a mission, you guys kill a bunch of stuff, and I fluff it up post-op.

Here's what I'm thinking.

  1. A friendly "Advancing Unit" will follow a path.
  2. If we can kill things in its path the unit will continue ahead without issue.
  3. If it runs into a hostile unit it will radio us it's position (it becomes visible on the map) and then we have to take it out in order for the advance to continue. Once hostile unit is dead it keeps moving until next hostile unit.

This should approximate an advance a lot better and is pretty easy for me to work with. Then we can follow a front line unit as it moves into position. Close Air Support suddenly becomes a lot more interesting.

Thoughts?



I like it

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Seems reasonable. Would damage ticks over time for units in contact with enemies be possible or fall down a scripting rabbit hole?

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
Sounds good to me.

Question: During Yahweh you pointed out two problem bridges, but on the planning map only one is shown. Can you please clarify?

CoffeeQaddaffi
Mar 20, 2009
I like the Spotter idea for CAS.

As for the bridges, there's one right on the border and one further North (about a little over half way to the Bulgarian-held bridges). Those are the two we need to hit the command posts to keep the bridges intact.

power crystals
Jun 6, 2007

Who wants a belly rub??

That script sounds perfectly reasonable to me.

TildeATH
Oct 21, 2010

by Lowtax

yurtcradled posted:

Goon LPs always have this vocal pro-warcrimes contingent that never seems to get their way. I dread the day all that repressed warcriminality finally finds an outlet.

You're weak, you've always been weak. Cluster napalming the hospitals and machine-gunning any witnesses is the most efficient way to achieve our goals: mad stacks of cash!

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

TildeATH posted:

You're weak, you've always been weak. Cluster napalming the hospitals and machine-gunning any witnesses is the most efficient way to achieve our goals: mad stacks of cash!

How? How does that get money?

We are moral mercenaries, but that doesn't mean we're good, it means we don't do pro bono atrocity. We aren't the grim reaper's charity. We get paid to do violence. If we're really on our game, we get paid multiple times for the same violence.

xthetenth fucked around with this message at 16:34 on May 17, 2017

TildeATH
Oct 21, 2010

by Lowtax

Yooper posted:

Before I implement this script I wanted to run it by you guys.

Right now infantry/Armor advances are kind of abstracted. We run a mission, you guys kill a bunch of stuff, and I fluff it up post-op.

Here's what I'm thinking.

  1. A friendly "Advancing Unit" will follow a path.
  2. If we can kill things in its path the unit will continue ahead without issue.
  3. If it runs into a hostile unit it will radio us it's position (it becomes visible on the map) and then we have to take it out in order for the advance to continue. Once hostile unit is dead it keeps moving until next hostile unit.

This should approximate an advance a lot better and is pretty easy for me to work with. Then we can follow a front line unit as it moves into position. Close Air Support suddenly becomes a lot more interesting.

Thoughts?



Can they also call in support when, say, a hospital or orphanage is blocking their path?

darthbob88
Oct 13, 2011

YOSPOS

xthetenth posted:

How? How does that get money?
Because spending the time and precision munitions to avoid napalming hospital-school-orphanages drives up our operating costs, and spending some thousands of dollars finding and shooting witnesses is cheaper than leaving them alive to gently caress us over the way SMARF is going to.

Yooper
Apr 30, 2012


xthetenth posted:

Seems reasonable. Would damage ticks over time for units in contact with enemies be possible or fall down a scripting rabbit hole?

I'll probably keep that simple for now. But defending the leading edge would certainly be cool down the road.

Added Space posted:

Sounds good to me.

Question: During Yahweh you pointed out two problem bridges, but on the planning map only one is shown. Can you please clarify?

There's definitely two bridges before the Bulgarian held bridge. One is at Port Amboim and the other at Calamba. The Working Man icon is the bridge command post location.

TildeATH posted:

Can they also call in support when, say, a hospital or orphanage is blocking their path?

If that's the ROE.

TildeATH
Oct 21, 2010

by Lowtax

xthetenth posted:

How? How does that get money?

Maybe we're up against Big Pharma, or Big Adoption.

Or, try this out, maybe some of the professional killers you've hired are, you know, not very good people.

CoffeeQaddaffi
Mar 20, 2009

TildeATH posted:

Maybe we're up against Big Pharma, or Big Adoption.

Or, try this out, maybe some of the professional killers you've hired are, you know, not very good people.

Whoa whoa whoa. Our people are the best people. You say "not very good people" like they're some kind of bad hombres or something, but these are great people. I know it. You know it. Everybody knows it.

Stago Lego
Sep 3, 2011

TildeATH posted:

Maybe we're up against Big Pharma, or Big Adoption.

Or, try this out, maybe some of the professional killers you've hired are, you know, not very good people.

I would like to think i'm rather good at blowing stuff up! :dukedog:

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Grizzwold
Jan 27, 2012

Posters off the pork bow!
I mean, there's a difference between just not giving a poo poo about collateral damage and going out of our way to do warcrimes and I'm not sure which one people are advocating for.

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