>A bit of history
When humanity reached space exploration, they discovered two other species in the same technological state they are, the Zerenthees and the Antisian. Together, they discovered HAZA (Human, Antisian and Zerenthees Alliance) and the seven divisions, including HAZARD, the research division. HAZARD specialized in new technology and cleansing human DNA so that they are capable of surviving the harsh conditions of the galaxy. Eventually, HAZA found the UGF, a collection of species united under one banner. HAZA eventually joined the UGF but still kept their alliance strong. During this time, HAZARD broke away as an official part of HAZA and became a company specializing in private military contracts. One of the things that came out of this was the Biosoldiers, almost perfect humans and the most loyal of soldiers. The UGF rejected the use of the Biosoldiers, so HAZARD became primarily HAZA colony protection. As independents, they needed an edge over everything else, so came the Warminds and the Warmind clans the Biosoldiers would fit under. The Warminds would become the smartest AI's in the galaxy, capable of coordinating large scaled battles and one man missions. The warminds are: Ascension, Bastion, Celestial and Divinity. You are a commander for Warmind Divinity, the commander that saw the start and end of the Metal arm wars.
>How's it played?
You have a collective of missions that have main and side objectives to complete. Complete these with the resources that you have at your disposal. Move all your units and upgrade your base, put things into queues as well. Combat works by comparing the Attack, Defence and health of the two attacking squads. You can roll to see how much extra damage you can do. Defence of the opposite squad reduces your overall damage and larger units may ignore damage all together! Speed determines how many tiles you move, but some terrain can count as two, three or even four tiles. The red circles are your base, you can check out what it is in your base at any time. Red crosses are your units. Blue represents the enemy units. The map is in the fog of war at the beginning of missions.
>Mission 1: Blackout
On Terra Minor, one of the Zerenthees Dominion's farms are not showing up on any equipment. Use the base nearby and any units at your disposal to check it out. If there is any danger, get the people out of there. Two squads of Biosoldiers are already out there.
Biosoldier squad:
atk: 5 per squad member
def: 2 per squad member
spd: 2
Vision: 1
Health: 30
Squad members: 6
One scout left, one right one advanced in front of the main force and 3 waiting between the x's
>>888237
The circles are your buildings that you can expand on to see what they are meanwhile the x's are your squads.
Your squad on the left sees a river
Right unit moves diagonal right down to scout around the town
Left unit follow river up
Also check in to see what kind of buildings we have
>>888278
The squads move.
You have collected 50 resources from your drop zone building.
The left squad hears a noise across the river while the right squad detects some electrical interference.
>>888286
Top left: Drop zone building
>Gives 50 resources every 2nd turn
>Can be upgraded to do so every turn
Top middle: Barracks
>Train infantry squads up
>Upgrade squads here
Top right: Turret
>Standard turret that has 10 atk, 4 def and can attack any unit type
>Can be upgraded to destroy a certain unit type with extra damage.
Bottom left: Turret
Bottom mid: Main base
>Train specialty units here
>Upgrade super weapons
Bottom left: Research labs
>Improve bases through here
>Can decrease costs for research.
Left unit (Unit A?) Holds positionIf the enemy would suffer a debuff from attacking across waterif not, move east
Right unit (Unit B) Heads 1 square east and hold position
what can 50 res buy me?
And check up on what buildings do
Also ither upgrade Dropzone or build another basic unit. Whatever 50 res can get me
>>888307
An unknown enemy fires you across the river, but misses due to rivers creating 50% miss rate.
Warmind divinity is current scanning the enemy.
50 resources can get you the grenade ability on biosoldiers.
>>888319
Forgot pic and extra 50 resources.
If there is a fortify position option have unit A do that. If not retreat 1 square and prepare for combat
Unit B moves west then northwest
Save res until we can create a new unit
>>888334
Squad A fortifies position, receiving a plus 1 defence bonus and will counter attacked if attacked. The fog of war covers the other side of the river again, disrupting Divinity's scanning of the area.
Squad B moves and finds a communication dish, one that is currently offline.
Unit A and keep your eyes out troops, unit B move in to investigate. Keep the building offline until we make sure nothing else is skulking around in there
>>888357
Squad B moves into the communcation dish and report that nothing is out of the oridnary other than it being offline.
With them in a building, Squad B immediately fortifies and gain extra vision, which allows them to see the enemy squad coming from the northwest
You gain 50 resoruces which allow you to build an Engineer.
>atk: 3
>def: 3
>spd: 2
>vision: 1
>Health: 20
>Can build buildings
>>888377
Agh...
>>888383
no prob with the maps there Qm.
Make the engeneer. Begin working a road to the radio tower(extra movement?)
Unit B Activate the tower and learn what it does, Then settle into ambush positions because those tangos may notice it is back online
Unit A Deconstruct any fortifacations and head southeast 1 then east 1
>>888413
Engineer is being built, will take 2 turns.
Unit B activates the tower and soon, messages from the farms are being received, screaming and metallic screeching. They move out of the tower and stand on the south end of it.
Unit A starts moving.
Unit A southeast 1 and east 1
Unit B Prepare for Ambush
>>888438
You gain 50 resources
Unit B prepares to attack the unknown enemy.
Unit A is moving.
Just wondering, is there a hidden time that I have to rescue this village by? So far I have been playing Def and dont know If i should be booking it to find these villagers
Unit B Spring the trap when the time comes. Unit ANortheast 2 spaces
>>888466
That's an optional objective. You will find them but the enemy will be trying to find them as well. Main objective is to clear the interference that is blocking vision of the area.
Also. Save all remaining res until the Supply drop can be upgraded
>>888468
Unit B ambushes, dealing extra 1 damage per unit.
Enemy squad:
>atk: 5 per member
>def: 1 per member
>spd: 1
>vision: 1
>Health: 35
>Squad members: 7
You deal 23 damage and kill off 4 of them instantly.
They attack your squad for 3 damage.
Engineer is built.
Roads require 25 resources per tile but doesn't count as a move if on flat terrain for units.
Squad B is moving.
>>888498
*Squad A
Engeneer move east 2 spaces to the edge of the main camp.
Unit A Northeast 1, east 1
Unit B Continue the attack
Engeneers= Unit A1 ?
>>888513
Victory goes to Squad B. They are now examining the targets.
Unit B is moving and so are the engineers.
A1 Builds road on current tile
Squad A Moves Northeast 2
Squad B Examine bodies and Investigate the radio tower furthur
>>888531
*Unit A and 50 resources.
How far can turrets fire?
>>888540
Road is built on tile
Squad B sees that the targets are cyborgs of Zerenthees, but beyond the legal limit of cybernetic conversion, looks like a hasty procedure, flesh still hangs onto the metal.
Squad A is moving and sees a road.
>>888549
2 tiles unless it is upgraded to anti air or mortar (Anti infantry), then it can fire to 3 tiles. Arc cannon turrets (Anti vehicle) can fire to 4
A1 Northeast 1 and build road
Squad A move onto the road and move as sneaky as possible as far as possible *Extra caution*
Squad B get on that radio and report findings to our higher ups, or try to make contact with any civilians in the area
>>888572
Gain 50 resources.
Road built at the area. On 100 resources.
Squad B moves into the tower and reports the findings to Warmind Divinity. Divinity suggests that we need to find where they are coming from.
>New Objective: Find source of hostiles.
Squad A moves slowly and finds Zerenthees farmers, afraid and beaten (Yellow dot)
3rd time is the charm Qm, Dat map
>>888613
Shit.
Got so used to my last quest where I didn't post pics until they killed a bounty.
A1 continues the road, northeast 1 and road.
Squad A Closely examine civilians, do not make contact until backup arrives
Squad B North 2 squares Move to assist squad A
No problem Qm, what was your last quest. I may have seen it before.
>>888629
Road built, 75 resources.
Squad A holds their weapons up, just in case of hostile involvement with the civilians. Squad B moves north. A loud beeping noise is heard in the top left corner of the land.
>>888634
This one >>851210
This is an Extended universe quest to the main one.
A1 keep up the road building northeast1 and build
Squad A Stay frosty. Keep an eye on those civvies
Squad B West 1 Northwest 1 And move behind squad A uning movement bonus
>>888654
Gain 50 resources.
Built road, 75 resources left.
Squads have moved into position as the civilians are cheering for the arrival of the Biosoldiers.
Looks like our robot overlords are to the northwest.
Check box of where you think is safe
North [X]
West [X]
Northwest [ ]
Unit A Northeast then northwest. Take position on other side of them
Unit B Check every Civvie 100% before leading them back to the main camp
A1 you know what to do
>>888673
So far, that seems plausible, but many things can happen in the fog.
How many civvies are we looking at here and if I buy some weapons, can I train a volenteer squad?
At least a few of these guys gotta want revenge
>Implying its not a trap
>>888677
Squad A moves.
Road built, 50 resources left.
Squad B examines the ten civilians, all but one are safe. One of them has a metal plating at the base of his neck.
>>888692
Volunteer squads can occur if you put them in the barracks.
Squad B takes the 9 "Safe" civvs back to the radio tower
Squad A moves 3 south and takes the other one and examines him on the road
A1 garrison inside radio tower and check price of turret
Also. Price of upgrading the drop zone
Gotta get some cash flow soon
>>888724
50 resources gained. Current: 100
Turrets: 100 resources.
Squad B moves with the civs back.
Squad A takes the suspect down with him and starts the examination.
The beeping in the north west starts again.
>>888733
250
Civvies move to radio tower and A1 begins questioning them
Squad A, Keep your eyes peeled
Squad B North 2
Number of turns for DZ upgrade and building turret?
>>888745
Safe civilians move in and are asked bout what happened. All they could muster is that they came in the night, talking about "a one mind". 5 of them are able to fight, the rest need to get somewhere safe.
Squad B moves north.
Squad A examines more of the civilian before he yells out "For the total conversion!" and self destructs. 2 squad members of squad A are killed.
>>888749
Turret: 3 turns
DZ upgrade: 1
Ah shit, I had a feeling he was going to explode.
Squad B 2north.
Squad A Return to the Radio tower and regroup
A1 Escort the Civs to Main camp. Whoever wants revenge put in barraks. The rest in the main building as a hospital? I guess
When do you run your other quest Qm?
Heres a link to a discord /qst/ general. Im the Qm of Zatch bell Quest. If you want you can use my tab and notify people about your quest if you want.
https://discordapp.com/channels/242399303811858432/249294073855213568
>>888775
Engineers move back to base with the civilians and wait outside barracks. Volunteer squad to be completed in 2 turns.
Squad stats:
>atk: 3 per squad member
>def: 1 per squad member
>spd: 1
>vision: 1
>health: 20
>members: 5
Squad B moves up north and sees another enemy squad. They attack.
18 damage to your squad, killing 3 members.
>>888782
It is my first times doing quests so I never heard of this before. Thanks for the link.
The map op the map !
No prob man. Im new to it to
>>888794
Squad B Retreat 2 squares southwest, return fire in the retreat.
Squad A In anticipation of the enemy following squad B move 2 spaces north east and circle around where the enemy is likely to be.
A1 move to the radio tower
You may also want to start namefagging so people know that the Qm updated. Right now when you update it says last post by anonymous and that could be just another player rather than an update
>>888803
Firing back reduces atk by 1 for every squad member. 50 resources. Current: 150
Deals 5 damage after defence and one of the hostile members are killed. They follow as Squad A moves up.
>>888808
True.
Squad A(i think) North east 1 and north 1. Engage enemy from west
Squad B(?) 2north on road and 1 east. Engage from West and pincer attack them
A1 lets get back to those roads, northwest 1 and build
>>888817
Squad A(?) attack from east*
When those other 4 civvies heal up, can I use them for something else? Or will they always just be chillin out at the base camp eating all my troops rations?
>>888817
They move in for the attack and strike the enemy dead for 25 resources.
Engineers build the road. You still have 150 resources.
Volunteer squad built.
>>888832
They are unfit to fight but are able to help around the base by lowering the cost of things by 10 each.
This may not be a good picture, but this is what I had in mind for the Biosoldier's look.
Lets get our engeneers in one last time with roads. Connect the road from camp with the preexisting road.
Volenteers move to garrison in the radio tower.
Squad A takes troops from squad B and becomes 6/6 troops leaving squad B with 2 (I think)
Nwely reformed squad A heads 2 north and squad B returns back to main camp
No wait, Squad B moves 2 west. Its to small for a combat party now. Might as well get a little scouting from them
>>888848
50 resources gained.
Road built, current resources: 175
New Squad A moves up. Finds unmanned turrets beside them.
Squad B starts heading back to base.
Volunteer squad reaches tower.
>>888850
In that case...
O shit turrets.
A1 Get up there and fix those turrets up into working order
Squad B keep scouting west, give your lives in service to the best battalion on the planet
Squad A, Do as you did with the radio tower. Make sure no tangos are creepin up in that turret area. Watchout for ambushes
Volenteer unit (B1?) Fire up that radio and see if any more messages are incoming and from where
>>888868
Engineers move up to repair turrets.
Squad A moves up and finds nothing of note.
Volunteer squad scan the area, nothing except for a signal in HAZA emergency code. They are deciphering it.
Squad B find an enemy vehicle and destroyed before they can see the stats of it.
Squad B was destroyed or the car?
>>888891
Squad B.
Squad A Protect A1 until the repairs are done.
A1 keep up the good work
B1 Good luck with them codes
Squad B rest in peace
Upgrade the Drop point? With the deduction from the civvies I think there is enough
>>888902
There is once you get the 50 resources.
Drop zone upgraded.
Squad A stays as the turret is repaired.
The only code the volunteers can decipher is "Metal Arms, Metal Arms, Conversion, Metal Arms"
A1 fix the other turret
Squad A keep protecting A1.
Metal arms... watch out for future civvies with metal arms. B1 radio command. Notify that some civs are safe, Request additional reinforcements, contact with squad B has been lost and they last reported a car of some sort. A tank would be cool command.
Current cash?
>>888916
Now 50.
Divinity says that a Doom treader will be planetside in 6 cycles (turns) and advises a garage for quicker use of vehicles.
The turret is repaired.
>>888923
Sigh.
B1 move north and provide extra defense for the turrets.
A1 and Squad A return to camp and begin to move toward the river
>>888932
Engineers and Squad A are moving towards the road while the Voulnteers set up next to the turrets.
100 resources.
>>888936
I swore I selected it.
Love the game Qm but its 3:30am where I am and I gotta be getting to bed.
Notify me on discord next time you plan on running a quest, or wanna continue this one and if im on I'll join in
Drachtma Under the Zatch_Bell_Quest is where you will wanna be posting
Its been fun Light, seeya next time
>>888939
See you Drachtma
Link to Assault Universe, everything to do with Assault Horizon normal and EU
https://discord.gg/bJRQ3Nb
A1 (Engeneers) move back to the main base
Squad A Explores east to the wall of the map
B1(volenteers) Defend the Turrets on the west
Current $$$ count?
>>890912
Current resources are 150.
Engineers move back to base
Squad A starts moving east.
Volunteer squad gets into position.
Engeneers 2spaces northwest
Squad A 1 north
B1 fire your weapons of into the fog of war, we are gonna bait these cyborg assholes into turret fire
>>890954
200 resources.
Engineers and squad A move.
Volunteer squad fires and hits another type of enemy squad and the vehicle from before.
Doomtreaders ETA: 4 cycles
>>890983
Forgot that Squad A spots a hill which takes two moves to go up and down.
Good on you B1, buidl makeshift fortifacations and keep up the random fire
Squad A , you start hiding in the woods
A1 west 2
Can I get price charts for more units and upgrades
>>891000
In that case take the high ground, the high ground is always better
>>891000
>>891004
>>891000
250 resources.
Barracks:
>Biosoldier squad
>200
>Engineer
>150
>Bio-Scouts
>175
>Biosoldier grenade upgrade
>50 resources
>Engineer build speed upgrade
>150 resources
>Bioscout cloak upgrade
>300 resources
Turret upgrades
>100 each
Main base
>Scout Drone
>250
>Defensive shield
>700 resources
Research labs
>Mutagen abilities
>200 resources.
Volunteers make a barricade.
Squad A moves up onto the hill gaining vision.
Engineers move.
Buy Mutagen upgrades, Mutants are neat.
A1 move to the bend in the river and begin building a turret
Squad A 1 west and stay uphill
B1 Good luck with the random fire
>>891055
Mutagen is researching, requires 3 cycles to complete.
Doomtreaders in 2 cycles.
Squad A moves and finds a downed dropship.
Engineers begin moving.
Volunteers keep firing but only find the new squad type and not the vehicle.
Beeping in the top left corner begins again.
B1 your getting some good random hits in, shoot till you drop
Squad A send in a team of 2 to check the dropship. Make sure it is not rigged to explode.
A1 1space west and begin turret construction
>>891123
100 resources.
Doomtreaders in 1 cycle
Mutagen in 2.
Squad A minor goes near the drop ship.
Volunteer squad now missing the other squad.
Construction of turret begins.
Squad A and A minor keep it up, Major keeps a birdseye view for suspicious activity around that ship
B1 fire but now to the northwest
A1 Build like your lives depend on it
Is there a watchtower option? Or another barraks I can start building also?
>>891186
50 current resources.
Doomtreaders are now planetside
>atk: 15
>def: 6
>spd: 4
>vision: 2
ABILITY: SIEGE MODE
>Cannot move but does +3 against structures and enemies in a 1 tile distance from structures
Squad A minor reports that the only things inside the drop ship are Alpha Biosoldiers from Ascension's clan.
Nothing hit by the Volunteer squad.
Turrets in 2 cycles
Mutagens in 1
>>891216
Derp
>>891195
Building list:
>Barracks
>Research station
>Turrets
>Air Pads
>Garage
>Main base
>UNIQUE BUILDING: Laser power grid (Allows for the super weapon to fire if a full grid is established with 3 buildings.
Oh shit son tha Alpha squad! Is that a new unit? Yeah lets reform Squad A and move 2 west
Have the new Squad B Move west to turrets
B1 Move south
A1 build away
Dt1 (Left) Move up to protect A1
Dt2 (right)Follow the road to the turrets and fire west
>>891216
Can we wake the alpha biosoldiers up?
Anything info intact from the ship systems?
>>891255
>>891259
Yes, you can wake them up but they are severely wounded.
Info from the ship says that Ascension was sending out these soldiers to assist Divinity in this mission, but something struck them.
Mutagens unlocked. 3 mutagens to give to your infantry
>Rage mutagen: +3 atk but -1 speed
>Loyalty mutagen: Can travel unique tiles as if they are 1 tile
>Shadow Mutagen: +1 vision
Squads start moving.
100 current resources.
Alpha Biosoldiers starting to return to base to heal. Divinity is working out with Ascension if they could transfer to Divinity clan.
>>891287
Grumble
Ahh they are damaged then. I suggest having them recover at the radio tower until they are back at max hp
Dt1, fire across river north
Dt2 fire west
A1 compleat the turret
B1 reroute destination between the two Dt's (Equip rage mutegen)
Squad A move West and Equip Loyalty mutegen
>>891259
What do you think anon?
>>891322
150 current resources
Turret built
Dt 1 has found and destroyed an enemy vehicle. Dt 2 found nothing.
Alpha biosoldiers running back to tower.
New mutagens available for research.
New turret fire across river West and clear a Lz for A1
Dt1 follow the river north
Dt 2, 2 west and keep firing
Squad A cover Dt 2's north flank and move west 2 more
B1 move west 1
A1 cross river west
Squad B continue to safezone
Equip A1 with shadow mutegen
>>891396
Everyone starts moving into position.
Due to going through the river, this hinders the Engineer squad and they will move out next turn.
Squad A move west and fire
Dt2 North and fire
Dt 1 North 2
New turret fire northwest
Squad B keep returning to camp
B1 northwest
A1 stop playing around in the river and back to work
Build Another biotroop unit Squad 3 inbound
Prepare to meet the robot overlords guys, that northwest corner is getting closer
Also what are the objectives?
>>891461
Biosoldier squad to be trained and into field next cycle.
Alpha clan Biosoldiers to be converted to Delta clan soldiers next turn.
DoomTreaders fire upon a large machine with cages attached to it. Screaming can be heard inside.
Squad A finds one of the original squads that they faced.
Engineers make it across the river.
>>891478
>Destroy the enemy
BONUS
>Find any civilians.
Was Squad A wiped out?!?
>>891511
Forgot to draw them in.
Derp
Dt 2 engage the ground unit, break off conflict with the prison
Dt1 head northwest and fire. Only fire on the prison if it fires on you
B1 , move north to save hostages
Squad A Fire on the enemy ground troops and continue on west
Convert Squad B to glorious Delta master race
Engeneers North
>>891531
DT 1 killed off the ground units.
Squad A tries to move but is harpooned into the prison vehicle.
DT 2 moves but is damaged by 6 by the Prison lasers. Current Health: 45. It also comes across an Enemy Arc Turret.
B1 starts moving.
Engineers start moving.
New Biosoldier squad.
Harpooned into?Wut?
>>891575
It is a vehicle with harpoons to drag in infantry into it to convert.The vehicle is going to be called "Converter"
Dt2 Maximum fire on turret
Dt1 Percise fire on lazers and harpoons? Avoid cages at all cost.
A1 what did I tell you about playing in water, north.
B1 Back the fuck up. Dont get near enemy base. Head west.
Squads 2& 3 move northwest
Aww sunova bitch, Best squad is on the chopping block. Gotta get them out fast
Owait a sec I think I got this, Current cash?
Buy bioscout!
>>891602
Dt2 destroys the turret.
Dt1 fires upon the Prison vehicle, making sure not to hit a cage.
Divinity comes back with a report on the enemy vehicle.
CODE NAME: Converter
>atk: 5
>def: 7.5
>spd: 1
>vision: 5
ABILITY 1: Harpoon
>Harpoon in nearby infantry to convert in 2 turns
ABILITY 2: Laser
>Ignore defence.
>Health: 75
>Current Health: 60
All other units start moving.
Do you wish to initiate siege mode?
>>891617
Yes you do.
Bio scout being trained. 2 turns.
SIEGE THAT SHIT!
Best squad is in trouble!
Dt2 Siege!
Dt1 Siege!
B1 west
A1 north, stay out of range.
Squad B reroute to radio tower, inform command about the new developments and broadcast the news to as far away as the tower can reach
Squad C northwest
>>891668
You are currently sieging the Converter.
It is now damaged 39 health.
Squads are moving.
Everyone Do exactly what you just did.
Unless seige would kill the prisoners. If thats the case everyone just hold positions until the Optical camo scouts are created
>>891707
You siege it again for more damage, currently on 8 health.
The Converter whirs and shuts down, releasing the prisoners, including Squad A
A beeping is heard in the top corner of the map.
The new Delta Squad starts moving to the tower as Bioscouts are created.
>atk: 6
>def: 1
>spd: 3
>vision: 6
ABILITY: Sniper sight
>Standing still increases vision by 1.
Start transmission?
Dt 1&2 be the first to reach the top left corner.
Squad A and all prisoners go meet squad C. Squad C investigate both Squad A and the prisoners.
>No terrorism in best Clan barraks
Squad B Transmit the information to command and send out the warning to the planet.
A1 and B1 Stick behind Dt1 and 2
>>891747
The Doomtreaders move to the corner of the map and find a building that is surveying the area. From it's position, it could see most of the farmland.
Bioscouts start moving up to the prisoners. Transmission has reached Divinity and she is processing it.
Not any more its not. Dt 1&2 blow it up
Squad B keep moving to the former prisoners. Any "unsafe" personell are to be terminated, incliding those from squad A.
Squad C send warning to planet
>>891792
The building is destroyed.
Bioscouts start inspecting the "prisoners"
The transmission starts but Divinity cuts it short.
"They won't be attacking this planet anymore. They were using us as a test. They set up this entire farmland as data collection."
Static starts playing before Divinity starts sending out warnings to all Command, Pod and Fighter ships. Multiple planets are under siege, the other Warminds are also panicking. Divinity says that the farmers need to be killed off, not knowing how much of their conversion they have gone through.
Farmers are killed off and everyone starts retreating.
A new message blares out.
"Metal Arms will convert everything. For the one sentient mind. Metal Arms will not feel or bow. For the Sentient mind. Total conversion is upon the galaxy"
This was a data collecting trial, not an actual battle.
MISSION COMPLETE
Aw damnit they were just investigating the tactics, now I gotta play offense.
>>891840
Divinity is conversing with the other warminds about the situation with Metal Arms and telling the leaders of HAZARD.
In the mean time, your command ship is flying close to a Sky plane and notice Warship activity.
>MISSION 2: To the Skies!
Objectives:
>Investigate Warships
Bonus
>None so far
Just give me a little bit to create the mission map.
>>891851
*sky planet, a planet where land floats in the air.
Equip all units with emp grenades/ Emp ammo as well if we get a special loadout
>>891858
EMP grenades are unlocked for the next mission.
You have contacted the base below to be ready for your command ship to take over.
>>891858
The current base has one main building and one Drop zone for resources.
You have an Engineer, one Riser assault VTOL and one Air troop transporter.
Riser
>atk: 6
>def: 0
>spd: 5
>health: 25
Troop transporter
>atk: 0
>def: 15
>spd: 4
>Health: 50
ABILITY: Carry
>Can carry up to 10 infantry. Can also carry one Vehicle.
Cash count?
>>891884
Currently at 300
Build Barraks. Gotta be able to create troops.
Send Transport east to scout
>>891878
What is the main building?
How much is it to build another drop zone for resources?
>>891906
Building barracks, 2 turns remaining.
Transport moves.
>>891918
Main building is your lose state. If that is destroyed, you cannot send orders to your troops.
200
Transport (T1 ) East
>>891958
+50 resources, current: 50
Your transport comes across the edge of a sky island.
1 turn remaining for barracks.
Sorry had to get a shower. Transport south.
Everythin g else as is
>>891970
We are gonna need another supply drop...how much does it take to build a garage or place to build additional aircraft?
I am thinking going air heavy and boots.
>>892051
Transport moves
Barracks are built.
A shockwave is felt.
>>892053
Garage is 400 while Air pads are 350
We should build the dropzone upgrade first. To get cash rolling in
Transport, southeast
>>892066
Transport discovers more of the first sky island and sees the edge of another.
East mr transport
Upgrade Dz
>>892079
DZ upgraded.
Transport crew updates that they hear drilling on one of the islands.
>>892152
He is able to.
Turret built in one turn.
north you brave little transport
>>892270
It moves north but it is shot by a Converted squad.
There is a machine drilling into the island.