Mordel's Bar & Grill
Railyard
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Xeroth
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PostPosted: 30-Oct-2017 12:56    Post subject: Railyard Reply to topic Reply with quote

I think our next target should be the railyard. That should draw out the planetary defenses. Any thoughts or suggests LCOs?
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Stinger07
The Quickscell Company
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PostPosted: 30-Oct-2017 13:15    Post subject: Railyard Reply to topic Reply with quote

Sir, if I may.

We have completed the terms of our contract. There are no bonus terms to our contract for completing multiple objectives. We've blown the base as per our contract, so initiating a second assault will only deplete our reserves with no financial gain.

I think it's time to consult the Liason officer and see what the heck is going on.
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Stinger07
The Quickscell Company
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PostPosted: 30-Oct-2017 13:17    Post subject: Railyard Reply to topic Reply with quote

Vagabond wrote:
Finalized Contract.

Steiner: Objective Raid
Target: Marik - Griffith
http://www.sarna.net/wiki/Griffith
Offer: $152,966,422 ($13,906,038 / mo)
Length w/ Travel: 11 months
Command: House
Salvage: 100%
Support: Battle/40%
Transport: 100%

Primary Target:
1. Disrupt Local Defenses by achieving one or more secondary objectives.

Secondary Target:
1. Supply Depot
2. Rail Yard
3. Main Planetary Sensor Station
4. Maintenance Yard
5. Destroy a Company worth of planetary defenders
6. Aerospace Base
7. Fuel Depot

Defenders:
Fourteenth Marik Militia (Regiment/Green/Reliable) - Reserves


[Last edited by Stinger07 on 30-Oct-2017 13:18; edited 1 time in total]
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Stinger07
The Quickscell Company
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Joined: 11-Mar-2015 09:52
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PostPosted: 30-Oct-2017 13:17    Post subject: Railyard Reply to topic Reply with quote

Vagabond wrote:
Ronin wrote:
Any bonuses for achieving multiple objectives?


Bonuses, no. But you will have a Lyran Officer calling many of the shots on strategy. Failure to obey a command could be grounds for penalties or breach of contract.

So instead of bonuses, you have incentives.
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Xeroth
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PostPosted: 30-Oct-2017 14:09    Post subject: Railyard Reply to topic Reply with quote

I would contact our LC officer and see if they feel if our mission was satisfactory and see if he has any secondary orders.
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jedidino
Clan Wolf
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PostPosted: 02-Nov-2017 01:03    Post subject: Railyard Reply to topic Reply with quote

At the very least, I would say having the chance at 100% salvage would be a great reason to continue on!
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Xeroth
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PostPosted: 02-Nov-2017 10:36    Post subject: Railyard Reply to topic Reply with quote

I agree we do have a few rides that could be swapped out for better ones.
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Vagabond
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PostPosted: 06-Nov-2017 19:21    Post subject: Railyard Reply to topic Reply with quote

Target- Railyard.
Distance - 1 day @ 4 mp
Defenders - Unknown

Ok, I will need 5 formation orders: Command, Run and Gun, Light, Aero, and Support.

Orders: each 8 hr long.
Attack - Enemy force detected and formation is attempting to engage.
Scout - Attempt to detect undetected enemy forces.
Defend - Ready for battle but holding your ground.
Repair - Spend time repairing units.
Move - Force is advancing on an area but is not actively looking for a fight. May be used to attempt to disengage or avoid a fight.
Fast Move - Force is advancing at flank speed (1.5x) on an area and is not prepared for a fight. May be used to attempt to disengage or avoid a fight.
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Xeroth
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PostPosted: 06-Nov-2017 20:17    Post subject: Railyard Reply to topic Reply with quote

Send aero to scout the area. During that time command will guard. While we spend 8 hours making repairs. Anyone else have a suggestion. The floor is open.
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Pinhead
The Bloody Clans




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PostPosted: 06-Nov-2017 20:54    Post subject: Railyard Reply to topic Reply with quote

Fenstermaker stands at attention outside of Xeroth's tent, waiting for an audience.

Once inside, he clears his throat, "Sir, if I may be so bold, but when I look at the targets, I would put them in this order of importance.

4) Spaceport - 1 day SW - Stops possible reinforcements from showing up, but that should take a bit.

1 ) Supply Depot - 1 day SW - Capturing this will lessen their ability to resupply their ammo dependent units, and screw up their logistics.

2) Maintenance Yard - 3 day SE - Grabbing this in conjunction with the supply depot will screw their resupply.

3) Rail Yard - 1 day S - Possibly screws their movement

5) Main Planetary Sensor Station - 2 day N - Always a good thing to have control over..

Fuel Depot - 1 day W
Seaport - 1 day W

I'd like to see if I can get my recon lance detached to check out the supply depot while we are looking at the railyard.
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Xeroth
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PostPosted: 06-Nov-2017 22:01    Post subject: Railyard Reply to topic Reply with quote

Fenstermaker i like your idea. Is your scout lance ready to go.
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Vagabond
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PostPosted: 06-Nov-2017 22:48    Post subject: Re: Railyard Reply to topic Reply with quote

Xeroth wrote:
Send aero to scout the area. During that time command will guard. While we spend 8 hours making repairs. Anyone else have a suggestion. The floor is open.


Aero is in need of repairs. Enemy has 3 known Standard Aircraft that are operational. Consider that your pilot may very well have to fight.
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Pinhead
The Bloody Clans




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PostPosted: 06-Nov-2017 23:55    Post subject: Railyard Reply to topic Reply with quote

We were born ready sir.

If the Aero is not ready though, we should probably scout the target.
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Vagabond
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PostPosted: 07-Nov-2017 00:08    Post subject: Re: Railyard Reply to topic Reply with quote

Pinhead wrote:
We were born ready sir.

If the Aero is not ready though, we should probably scout the target.


mordel.net/barandgrill.php?redirect=viewtopic&t=12020
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Xeroth
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PostPosted: 07-Nov-2017 01:34    Post subject: Re: Railyard Reply to topic Reply with quote

If they are in need of repairs. We shall repait first then scout.
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