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Unread 2 Feb 2005, 15:23   #201
Hewitt
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Re: Colonies: The Return to Alsar Prime

Maybe I could hold an auction.
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Unread 2 Feb 2005, 15:47   #202
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Hewitt


edit - actually I've become bored with my previous plan so deal is off. I think I'll just kidnap you now and then 'offer' you to IB for him to use you as his plaything.
Let Crazy and my forces know if that's the plan. We'll assist.

It'll be good for our relation with IB and you
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Unread 3 Feb 2005, 01:39   #203
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Re: Colonies: The Return to Alsar Prime

Deep inside the steep faces of the cavernous mountain that had over the past month become home to a thriving Antless colony lay the reinforced throne room of Colony Prince Badger. It was dimly illuminated by several photophores growing out of the ceiling, a scaled up version of an organ used by certain deep sea fishes from Earth as a lure to catch their prey, probably the most useful thing that wretched planet had ever produced. Even now the most prominent of that planets inhabitants waged war on each other only a few hundred miles away from his colony, indeed he could faintly hear the distant psionic echoes of their pain as hundreds of lives where ended hour after hour. It appeared now that every race was attempting to manipulate the human war to their own ends, the Trillans would support their long term allies in Terran Command, the Spiderion where intervening but which side they would take was unknown, probably whichever side they they didn't offer to help. The Terran infighting however would be a weakness that he could not afford to ignore, in order to carry out his plan he would need resources on a far greater scale than that of a single colony, even if every one of his new soldiers, bred to be loyal only to him, was worth 10 normal Antless the Kings of Antar could bring thousands for every one.

Therefore, he could not allow Terran Command to become dominant here, as hated as the human jihad was to him, should it falter at this early stage he would be left without 'allies' to fight against the alien menaces alone, at least if klavohunter and his colony where to survive they would continue to pose a threat to the Terran's west and Spiderions east and could prove an invaluable, if unwitting help in the future. Thus the decision was made, the Xatharcians would have to move against the Terrans. Upon his thoughts the vast bulk of the Army of Xatharcia turned towards him, despite none being able to see him, and let out a piercing screech of recognition before turning again, this time to the west, and began the march towards the territories of Commander Fluffie.


Main Force

170 Soldiers
80 Troopers
25 Heavy Troopers
40 Hammers
10 Hailers

Orders

The main attack force is to advance through the territory of colony prince ginge towards the mined territories of fluffie/crazy, as klavo has presumably taken out all (or at least most) of the mines within firing range of the colonies there is no need at present to directly attack them. Instead the target will be the mines, the easternmost will be kept intact and used for economical gain, anything further west that should be gained however are to be destroyed as undefensible. The infantry will operate in a broad, sweeping pattern from the northern mountain areas to the southern supported by the Hammers. Hailers will be used as temporary suppression measures until fighters can be called in to deal with threats. Priority is also to be given to locating and destroying any Raptors found so as to allow airforces to operate without such a huge threat looming. Once they begin nearing the colonies they will begin an encircling action to surround the two colonies and threaten them.

note - The above assumes that Ginge's colony/territory are open to me as is data from his sensor tower, as it has been temporarily handed to PK he'll have to authorise it, but i see no reason he wouldn't.


Airforce

100 Fighters
50 Interceptors (50-50 Trillan/Terran psionic missile split)

Orders

Half the Interceptors (those with Trillan missiles) and 3/4 of the fighters are to head at full speed to intercept the incoming Trillan air convoy, if that is not possible (or not possible without engaging AA defences of the Raptors) they will simply join the rest of the fighters in defence of the ground troops, holding in reserve for until enemy planes appear and not engaging the AA components of the defence force.

Ground Support Aircraft

10 Skewers

Orders

Provide aerial support to the main attacking force.
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Unread 3 Feb 2005, 15:41   #204
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Re: Colonies: The Return to Alsar Prime

Well **** me.

Now I'll have to start RPing for real instead of relying on those numbers
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Unread 3 Feb 2005, 16:09   #205
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Re: Colonies: The Return to Alsar Prime

I think it's time to reveal the "Secret Project", Fluffie.
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Unread 3 Feb 2005, 17:43   #206
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Re: Colonies: The Return to Alsar Prime

ohh secret project sounds shiny
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Unread 3 Feb 2005, 18:51   #207
Hewitt
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Re: Colonies: The Return to Alsar Prime

*Hewitt and his escort board their secret shuttle and leave ND's base post haste.*
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Unread 3 Feb 2005, 22:33   #208
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Re: Colonies: The Return to Alsar Prime

I'd completely forgotten you were there

Trillan Special Corps Command HQ dispatches a quick communicé to the departing Spideron contingent informing them that they forgot their complementary basket of delicious Peace Conference Muffins and should return at once to collect them.
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Unread 4 Feb 2005, 23:23   #209
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Re: Colonies: The Return to Alsar Prime

OOC: I'm waiting to hear your terms of surrender, Fluffie, Crazy... I'll even be nice enough to let you withdraw in a hurry without me shooting you guys in the back.
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Unread 4 Feb 2005, 23:30   #210
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Re: Colonies: The Return to Alsar Prime

Oh I'm killing you boy, I'm killing you.
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Unread 4 Feb 2005, 23:50   #211
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Re: Colonies: The Return to Alsar Prime

kill him good
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Unread 5 Feb 2005, 06:50   #212
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Re: Colonies: The Return to Alsar Prime

You might be of a mind to completely sacrifice yourself just to nail me, but Crazyboy might have his own opinions.

As for you coming after me? *snorts a giant pile of cocaine off his desk, and pulls an M-16 w/ M203*

Say hello to my little friend!!!
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Unread 5 Feb 2005, 12:42   #213
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Re: Colonies: The Return to Alsar Prime

Try and give us a working linky next time

And Crazy... Is a bit of MIA with his whole college stuff. Going to see if I can talk to him this weekend and sort some stuff out.
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Unread 5 Feb 2005, 12:52   #214
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Re: Colonies: The Return to Alsar Prime

Well he's not here at the moment...
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Unread 5 Feb 2005, 21:05   #215
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Re: Colonies: The Return to Alsar Prime

IB - You are correct, seeing as EG's s colony is effectively gone (i.e. suspended).

Note: I'm declaring open season on Lakhim and wo2 if they don't post soon.
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Unread 5 Feb 2005, 21:11   #216
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Re: Colonies: The Return to Alsar Prime

"open season" like they spend all their unused slots on tanks and then blitzkrieg IB's base?
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Unread 5 Feb 2005, 22:00   #217
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by No Dachi
"open season" like they spend all their unused slots on tanks and then blitzkrieg IB's base?
Yeah, you wish... silly squid.
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Unread 5 Feb 2005, 22:44   #218
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Re: Colonies: The Return to Alsar Prime

Well you ought to agree with Dachi.

One alien killing another. Which would make killing the other alien easier. If you still were alive
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Unread 8 Feb 2005, 16:39   #219
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Re: Colonies: The Return to Alsar Prime

Few moments earlier....

*Beep!*

"Bloody sspecisst! *sigh* I knew it would come down to thiss..."

*Hewitt pockets his cellphone then considers what he has to do... and hopes it's all worthwhile to the ASD cause.*

"Well gentlemen, you've all been nice enough hosstss but ass it appearss that the peace confrence iss unlikely to go ahead there iss no real reasson for me being here. Good day all."

*And with that Hewitt leaves the trillian command centre, sampling one of the peace conference muffins on his way out ().*

------------------------------

Now... onboard a secret shuttle over the ocean moving south.

Honor Guard Leader: "I've just gotten word that the extraction is under way respected trader."

Hewitt: "Good." *Wipes away a few stray crumbs from his uniform.* "Hopefully thiss will be clean and sswift. I really don't want to get caught up in a long engagement you know... it'ss bad for bussinessss..."

------------------------------

Skies over the great eastern wastes, northern flats...

Ss'nofield to Terran Command: "Terran command forces this is the ASD strike team commander Ss'nofield. We are here to arrest and detain the self-proclaimed Lord Commander KlavoHunter for hate crimes against the Spideron. We are moving into intercept and would apprecate any assistance you can provide in his capture. Once we have what we came for we will vacate the area and leave you be to complete your activities here. We thank you in advance for your co-operation."

*Ss'nofield looked around the cabin giving the nod to all the spideron soldiers within.*

Ss'nofield: "Let's do this. Attention all forces, Ginn Sai units considered hostile. Rules of engagement have been changed from return fire to fire at will. Teams Delta and Epsilion are to move in immediately and engage the enemy, repeat, teams Delta and Epsillion are to engage do you copy over?

------------------------------

Skies over great eastern wastes, northern flats....

ASD Group Epsillion
60 Violent Fighters
25 Shadow Fighters (Disguised as Violents)
15 Terrorists

*With five hundred aircraft total, the air armada looks like a vast dark cloud of infinite shapes from Primus Nexus. Before it just hovered around in the background but with the engagement order now given the seemingly gentle cloud swiftly changes into that of an angry plague of locusts as it turns towards the Ginn Sai base now determined to devour anything in it's wake....*

Group Leader Epsilion: "Roger that Strike Leader, breaking off patrol and moving in to engage the enemy over."

------------------------------

Eastern Peninsula Mountains, one mile west of Primus Nexus....

ASD Group Delta
25 Huntsman Bio-titans
10 Spider bikes

*A quiet mountain landscape, a silence only broken by the dull thuds of the explosions coming from Primus Nexus. Serene... beautiful....

Then suddenly out of nowhere the extended axle quad form of a Spider Bike rips up a nearby ridge and goes flying into the air to land seconds later in the small rock-filled valley. It's extensive shock system absorbs all the energy from the landing allowing the high powered, agile quad bike to skid on it's way kicking up dust and dirt fragments as it dodges with ease around the many obstacles in it's path. The roaring of it's engine is quickly replaced as it fades as another bike enters the valley in a similarily dramatic fashion then followed by another and another until the spideron hybrid of a dirt bike and a dune buggy is appearing from a number of positions.

This is followed what can only be described as a gigantic spider scampering over the ridge. Another clings to a rock face moving along at almost ninety degrees to level while a third Huntsman Bio-titan crawls up to an elevated rock platform and leaps over the ledge and onto higher ground. More of these biological cybernetic monstrosities appear along with more spider bikes as the group moves onwards towards the ill-fated Ginn Sai base. The large Huntsman spiders easily keep pace with the nimble Spider bikes zooming around their legs.*

Group Leader Delta: *Loud rev noises fill the background.* "Ten four commander, we are on our way baring zero two five."

------------------------------

Skies over the Eastern Peninsula Mountains west of Primus Nexus, nearing the perimeter...

ASD Extraction Force (Presently in star formation around team six)
Team 1
1 Deceiver
2 Solicitors
2 Creditiors
1 Black Widow (Captain Ss'nofield)
- Equipment: Portable Holo-device (Strapped to back), M-7 Pulse Plasma Rifle, S2 Stun Grenades, Light Armour setup, Nano-spy comms device, Standard ASD pack (rations, first aid kit, etc)

2 Erasers (Leftentants Crasus and Al'thor)
5 Heavy Immoblisers

Team 2
1 Deceiver
2 Solicitors
2 Creditiors
8 Heavy immoblisers

Team 3
1 Deceiver
2 Solicitors
2 Creditiors
8 Heavy immoblisers

Team 4
1 Deceiver
2 Solicitors
2 Creditiors
8 Heavy immoblisers

Team 5
1 Deceiver
2 Solicitors
2 Creditiors
8 Heavy immoblisers

Team 6
1 Secret
5 Liquidators
10 Grinders
5 Netstorm

Ss'nofield: "Acknowledged Delta. Your in luck, you are approaching the eastern side of the enemy base where Terran Command forces have all but battered down the perimeter wall. We will be coming over the west wall along with Epsillion..." *Even as the Spideron Captain spoke these words the ASD air armada caught up and then over took them. Literally hundreds of aircraft just cruising by.* "...you should have a clear run to the Ginn Sai forces."

Group Leader Delta "Understood Captain."

Ss'nofield: All right... Extraction Force! Listen up, word is the objective is not willing to negotiate so expect forces around our target to be hostile. As such Epsillion and Delta are moving to assist but our landing is to be as we prepared. Get on the ground, get into position and wait for the call to move in. Only difference, if you see any Ginn Sai units...

Annihilate them.

Now let's do it! Go! Go! Go!"


------------------------------

Primus Nexus

*The air armada team epsillion was the first to enter Ginn Sai territory. Seeing an opportunity the group leader had ordered the Shadow fighters to take up escort positions around the Terrorist bombers and to switch their holo projections over to that of the bombers, making it appear as if the bomber force was much larger... and unprotected. With air defences being almost no existant the largest grouping of Ginn Sai forces was selected and the bomber force made a bee-line for them.*

Summary
Units
25 Shadow Fighters (Disguised as Terrorists)
15 Terrorists

Immediate actions
Target and engage largest group of Ginn Sai ground forces


*As for the spideron horde of Violent fighters the group leader rode at their head as the entire force entered into the dogfight to help take out the remaining Ginn sai aircraft.*

Summary
Units
60 Violent Fighters

Immediate actions
Target and engage Ginn Sai airforce


*The next to enter the field of battle, and right on the heals of group Epsillion, was the six team extraction strike force. The mottley group of gunships, shuttles and troop carriers arrived in star formation with five groups centred around a single other. It would seem confusing as to why one shuttle should be more important than the other five but the spideron were counting on this. So when the five outer 'shuttles' dropped out of formation without their escorts it was hoped that some of the main enemy force would be lured towards this seemingly foolish mistake... making for easy prey as the multiple large turrets appeared from their concealed hatches on the five prototype Deceiver titan-gunships.*

Summary
Units
5 Deceivers

Immediate actions
Draw off some of the main Ginn Sai force with their apparent harmlessness then blast them away.


*As for the rest of the extraction force, they moved in over the closest area of clear land inside the Ginn Sai base that was large enough to act as an LZ. The Solicitors formed a defensive perimeter as the Creditiors engorged their cargo of ground troops with the assistance of rip lines. While some of the less disciplined of the ASD army whooped and hollered, Captain Ss'nofield and the two assassin leutentants were deadly calm and silent as they grabbed hold of their respective zip lines with their upper torso fore arms, jumped out and proceeded to 'zip' down with all lower torso legs flung outwards ready to absorb the shock of hitting the ground. As the Heavy Immobliser troops sort out defensive positions around the LZ, the now empty Creditors moved out of the way into covering positions as the single real secret shuttle slowly moved down to land...*

Summary
Units
10 Solicitors
10 Creditiors
1 Black Widow (Captain Ss'nofield)
- Equipment: Portable Holo-device (Strapped to back), M-7 Pulse Plasma Rifle, S2 Stun Grenades, Light Armour setup, Nano-spy comms device, Standard ASD pack (rations, first aid kit, etc)
2 Erasers (Leftentants Crasus and Al'thor)
37 Heavy Immoblisers
1 Secret
5 Liquidators
10 Grinders
5 Netstorm

Immediate actions
Solicitors - Protect the landing force
Creditiors - Deploy troops then assist in protecting the landing force
Heavy Immoblisers - Deploy then form a defensive perimeter around LZ
Secret - Land then deploy assault vehicles.


Note - Group Delta is still on it's way to the failing east perimeter wall.


ooc: Aaaaaand I'm spent.
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Unread 8 Feb 2005, 17:03   #220
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Re: Colonies: The Return to Alsar Prime

ooc..ish..

but we want him kind of dead..
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Unread 8 Feb 2005, 17:05   #221
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Re: Colonies: The Return to Alsar Prime

Oh don't worry, he'll end up dead, it will just be slower this way....

I'll invite you to the execution.
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Unread 8 Feb 2005, 17:16   #222
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Re: Colonies: The Return to Alsar Prime

hmm.. fair enough.

part of me says i shouldn't trust you, but you loved me in the other thread so i can't resist and stuff <3
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Unread 8 Feb 2005, 17:16   #223
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Re: Colonies: The Return to Alsar Prime

and slower = better
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Unread 10 Feb 2005, 05:54   #224
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Re: Colonies: The Return to Alsar Prime

Errr, buddy, you're *how* close?

.... yeah, that's what I thought. You're half the frigging continant away, aside from that initial tiny offered extraction force that you supposedly deployed.

None of your stuff will arrive for a good while AFTER the battle.

I'll post my orders after Fluffie and Crazy's orders are up - Not that I'm going to cheat them by molding my orders in such a way that they're flailing around after things that were in certain positions in the previous turn or whatnot, but so that they can't do that to ME in this case.
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Unread 10 Feb 2005, 15:50   #225
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Re: Colonies: The Return to Alsar Prime

Wha?

Quote:
Originally Posted by KlavoHunter
OOC: Actually, can you take my base out of the South-Western mountain range, and place it instead at the west end of the Eastern Peninsula Mountains. Specifically, directly to the north of the eastern edge of the desert that Lakhim (or whoever that orange dot) is in. That makes it a touch to the left of the westernmost white spot on that range of mountains. Thanks.
Oh... crap. That's what I get for reading old posts in the thread.

Bah, it changes nothing. My forces deployed ages ago. Just ask PK.

*Grumbles because now he has to chance all of the locations in his post.*
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Unread 11 Feb 2005, 05:25   #226
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Re: Colonies: The Return to Alsar Prime

Well sorry! It was all warfare between the big powers that I felt anything said by me would be unneeded, but rather than open Season, Here we go! Oh but one thing, what Day are we on, that sorrta got fudged over.

____________________________________________________________________________

Kraa’Kar In Southern Mountains of the Main Continent. Guard General Taka addressing an assembly of leaders in the colony command nexus.

Taka: Welcome brethren I have called you here to report on our progress so far and what we need to expect in the future, near or far. One thing that we have learned recently is of the hostiles between out neighboring colonies, we are not too concerned about the results of victor in this conflict but we could potentially be the next logical target for the alien victor. We have been sent here in the name of the Queen and to fail this early in the expedition would be... unfortunate.

Taka summons a holographic display in the central part of the room. The first thing to be displayed is the colony and its surrounding area.

Taka: It is obvious that our proximity to this Spideron base run by the one called Hewitt could become a problem soon rather than later so we must strengthen our defense before worst comes to worst. Our researchers have already had much advancement that favors our situation and we will use them to our best abilities. Now then, I really do not wish to get into specifics with those of you who are not experts in this field so I will move on.

The display is changed to an image of an antless and an indigenous animal captured. Both are in a large room with much vegetation hiding each other from view.

Taka: The guard you see is not an average antless. He is the first in our new chain of research, a Shajar infantry. He has been altered genetically to strengthen his mind and then trained rigorously in our new combat doctrine. Watch...

The antless solider lifted one hand in the direction of the animal, still out of view, and the creatures head snapped violently up. Its cries of pain soon became pronounced in the chamber and mere moments after it had begun being attacked by an invisible aggressor it simply collapsed into a twitching mass.

Taka: The results are obvious. While psy weaponry is no new advance to the Antless and what we have done is hardly extraordinary, it's what we plan to do that will be extraordinary, but to develop along this track we will time to act. Ambassador's Rijjka and Kittlin you will be sent to the colonies of Respected Trader Hewitt to broker a deal. He is not Antless and is of the honor less spideron race but I am sure he can understand reason. We need as much time as he is willing to give, and he will obviously want something in return. Make no deals unless we know what he ask's ahead of time. Rijjka and Kittlin, you may leave when you're ready. This assembly is finished.
_______________________________________________________
Major action: Attempt Negotiations with Respected Trader Hewitt
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Unread 11 Feb 2005, 16:49   #227
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Re: Colonies: The Return to Alsar Prime

*Keeping with all the nicities that is diplomacy, the two Antless ambassador's Rijjka and Kittlin are greeted by a welcoming party of Spideron dignitries... as well as a few ASD Immobliser detactments. The spideron at the head of the group, whom also happens to be the fanciest dressed of the group, approaches the two antless with a grin plastered all over his face and proceedes to bow at both the ambassadors respectively. *

Spideron Ambassador: "Greetings antless. I've been sent to inform you that Respected trader Hewitt is on his way back from a previous diplomatic mission and won't arrive for a few hours. As such until that time I have been asked to escort you both to your quarters as well as provide you with the best Spideron hospitality has to offer."

*The ambassador leads ambassador's Rijjka and Kittlin through the surrounding escort which forms up around them as the pass by.*

Spideron Ambassador: "Erm, you'll have the excuse the added security... tenisions are running high atm and as such the base is on high alert. This kind of thing is standard proceedure and is for your personnel safety as much as it is for us. I appologise if this is of any inconvience."
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Unread 12 Feb 2005, 20:58   #228
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Re: Colonies: The Return to Alsar Prime

I'm officially requesting PK do something about crazy's lack of unit descriptions, everyone else has them, it's unfair on those that have that he keeps even basic infantry units a secret even after they've been engaged in battle.

I was also under the impression that level 1 artillery units where against the rules, what with me being prevented from building them in former threads, even basic artillery had to be lvl 3.
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Unread 12 Feb 2005, 22:53   #229
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Re: Colonies: The Return to Alsar Prime

Rijjka: "You need not excuse the security, we are well aware of the tensions that grow between two all those who inhabit this planet and we have come to lessen that tension between at least two of those inhabitants."
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Unread 18 Feb 2005, 20:50   #230
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Re: Colonies: The Return to Alsar Prime

Wo2: Sorry, I didn't realise you wre still reading but not posting

IB: Yeah, I'm going to agree with you there (the units used in this battle will definately be made available, as well as some others. Crazy, you can negociate over keeping a few secret.). As to the artillery, if you classed crazy's MLRS as artilley, then everything armed with missiles would be artilley. Proper artilley is still limited to L3

P.S. Get fighting, damnit! I want to finish this battle this year
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Unread 18 Feb 2005, 20:55   #231
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Re: Colonies: The Return to Alsar Prime

don't give badger artillery
please don't

PLEASE PLEASE DON'T
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Unread 19 Feb 2005, 00:25   #232
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by KlavoHunter
I'll post my orders after Fluffie and Crazy's orders are up - Not that I'm going to cheat them by molding my orders in such a way that they're flailing around after things that were in certain positions in the previous turn or whatnot, but so that they can't do that to ME in this case.
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Unread 19 Feb 2005, 00:33   #233
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Re: Colonies: The Return to Alsar Prime

eh yeah
'bout that
i'd need to talk to crazy
but i doubt i'll have time for that any time soon (tests etc)
and i don't know if he's on this weekend

my basic orders would be
"all present "bombing" (Javelin) forces start focussing on killing Klavo, the rest on getting the air for ourselves"
and then some ordering
concerning the approaching badger

but yeah
i need to talk to crazy mr
so this ain't an order babe
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Unread 19 Feb 2005, 12:23   #234
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Re: Colonies: The Return to Alsar Prime

I PM'ed my orders to PK ages ago, as I always do.
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Unread 17 Mar 2005, 09:09   #235
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Re: Colonies: The Return to Alsar Prime

Hey all just wanted to say Hi and remember me, didnt think that this game would ever get running again?
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Unread 19 Mar 2005, 08:41   #236
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Re: Colonies: The Return to Alsar Prime

Hey, yeah I remember.

And despite apparent appearances I do believe this game as entered into a lull again :/
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Unread 19 Mar 2005, 12:51   #237
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Re: Colonies: The Return to Alsar Prime

Well, the only reason I haven't continued is the lack of people (cough, Fluffie and Klavo) posting orders.
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Unread 19 Mar 2005, 14:34   #238
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Re: Colonies: The Return to Alsar Prime

Yeah I know....... problem is Klavo doesn't want to die and Fluffie don't wanna do anything without crazy.

Mayhap I could just follow through with my plan with the assumption of complete success?
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Unread 2 Apr 2005, 00:05   #239
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Re: Colonies: The Return to Alsar Prime

Well, with a lack of Klavo posting, I'll assume he just wants a last stand (as any TRUE Jihad member would ) I shall post a DM.... soonish, detailing his fall.
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Unread 2 Apr 2005, 00:20   #240
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Re: Colonies: The Return to Alsar Prime

Oh joy. At last.
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Unread 4 Apr 2005, 01:59   #241
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Re: Colonies: The Return to Alsar Prime

ETF Aerial Forces (Under Command of Commander Fluffie)

3 E.I.T.S. squadrons
25 Arrow squadrons
70 Javelin squadrons
3 E.I.T.S., 64 Arrow, 17 Javelin fresh

9 Mines destroyed

ETF 7th Cadian Flotilla (Under Command of Brigadier General Crazyboy)

39 Assault Troops
14 Support Squads

4 Longbows
11 Nighthawks
28 Madcats

At Sluis Van:
20 Raptor Mobile SAMs
40 Scorpions
30 MLRS


Ginn-Sai Jihad Rebels (Under Personal Commander of Lord Commander KlavoHunter)

9 Trooper
3 Heavy Trooper
12 Defense Trooper
11 Heavy Defense Trooper
0 Landsmen
5 Rapier
9 Warthog
3 Elephant (KlavoHunter in command of the Elephants)

2 Starburst (Evil Imperial in command)
18 Molotov

At Sluis Van:
0 Rhino
1 Blue Lightning Bike
0 Rapier
8 Eagle
6 Cobra
1 Trooper

Buildings Lost
1 AV Turret
East Fortified Wall Breached and heavily fire blasted. Extremely unstable. Heavy structural damage, nearing collapse.
Sensor Tower with Cloak and Seismic Modules.




Battle of Nexus Prime: Final Round
At SLUIS VAN, FORCE SCORPIO is nearly destroyed able now to turn their fire on the fighters, the RAPTORS make short work of the planes, which to the pilots credit at least manage to take out two more mines with their final crashes. The last unit of troopers, seeing that the situation is hopeless, lays down their weapons.

Now outnumbered by superior foes, the Jihad infantry is really taking a beating. The last STARBURSTS are being picked off by ETF airforces, just before they begin eliminating the useless MOLOTOVS. While not very helpful at close quarters, the aircraft manage to make several precision strikes, taking out more vehicles. Seeing the ETF about to take the colony, the last WARTHOGS and DEFENSE TROOPERS use the power cores in the tanks to set up rudimentary suicide bombs. With their last anti-alien prayers, they detonate the VEHICLE FACTORY and TROOP TRAINING. Most non military crew (such as in the command centre) fight to their last breathe with whatever is at hand, but some surrender. With almost no exceptions (besides a few isolated incidents, easily dealt with in the next few hours), the colony is in ETF hands. Read on to discover the fate of EVIL IMPERIAL and KLAVOHUNTER.

END OF BATTLE



Evil Imperial hadn’t been on the this infidel infested world long, but most of his time on it had been spent killing humans. It was not a good use of his time. However, it looked like it was over for him at least. His only regret was that the day was lost along with his life and many other humans. His Starburst fighters were being killed by the second. Time to face his fate head on.

“JIHAD, TO ME!”

He cried over the comms, and set his fighter to a steep dive. The remaining three Starbursts followed him, embracing their doom as long as it meant killing more scum aliens. Two of his trusted converts were blown out of the sky by accursed Javelin missiles. Him and his wingman continued on to his target, both saying their last prayers as they impacted to a bunch of straggling enemy infantry. The Spideron were burnt away along with the Starbursts and any traces of the short-lived Jihad Lord. Imperial knew nothing more.



Klavohunter punched the controls of his Elephant tank. The city was lost, along with the battle. With all these filthy alien collaborators, and now spiders infiltrating his city, there was nothing he could do anymore but die for the cause. Perhaps though there would be time to kill some Spiderons first. He jumped out of the tank, deeming it not effective enough for close quarters battle and commandeered the next Rapier he saw. Powering it up, he spotted the distinctive many-spoked form of Spideron air units hovering overhead. Several many limbed shaped ziplined down from the shuttles. Grimmly, Klavohunterr headed for the position he’d seen them drop into.

Captain Ss'nofield and Leftentants Crasus and Al'thor were the best Spideron command had in the Alsar system. Trained for exactly this kind of mission, they were the best chance of capturing the Jihad leader alive. They would need some luck to find him before the Terrans did though. It was possible they might need to… but no, there he was. On his own no less, striding towards them in an armoured suit like he could take on any number of foes. That was fine by him, Ss'nofield thought, let him take on all these… and that was when all hell broke loose. Something, several somethings exploded behind the Black Widow, flinging him to the ground. If he’d been standing a few metres back, he’d have been killed instantly. The Heavy Imobilisers he’d been leading were gone. Of his Leftenants, he saw no sign.

The puny, many legged creature seemed shocked when his men were wiped out by fire from the heavens. Klavohunter registered no surprise. The fates were with him, and he targeted the last alien with his proton cannon. Overkill possibly, but it would be amusing. The wiry creature skittered to one side, perhaps attempting to break his target lock. Modern computers couldn’t be fooled like that though. Klavo began to squeeze the trigger when he heard an odd beeping sound. He looked at the source on his shoulder, and saw to his horror, another special forces Spideron shimmer out of nowhere, depositing a blinking device on his cannon. The creature leapt from the suit with all the force his many legs could muster, and the plasma grenade detonated, blowing the Rapier sideways, and annihilating his proton cannon. Klavo saw the Spid that had put the charge on him get launched into a wall, seemingly unconscious. It was still fine then, he still had his plasma rifle built into the suit’s arm to deal with the other Spideron. He began to reaim, but discovered the alien had gone. He found out where it had gone a second later, when Ss'nofield shimmered infront of him, plasma rifle carefully aimed. The captain fired, a gout of green plasma blowing away one of the locking clamps the sealed the suit up. Klavo swung a mechanical arm, attempting to bludgeon the pesky creature, but it ducked and dived out of the way. Ss'nofield fired again, destroying the other lock, and leaving the suit able to be opened. He proceeded to do so, leaping onto the top of it, and firing a shot the split the backpiece of the Rapier. The armoured unit fell apart, leaving a surprise Jihad leader inside. Klavohunter reacted quickly, pulling him personal plasma pistol and jumping from the wreckage of his vehicle. Ss'nofield was faster though, knocking the firearm out of the human’s hands with a well timed punch. Klavo attempted a uppercut to Ss'nofield’s head, but he dodged, and slammed the butt of his plasma rifle onto the Terran’s head in return. As Klavo slumped to the floor coughing blood, Ss'nofield flicked his weapons setting to stun, and fired it. A now unconscious Jihad leader lay helpless on the ground. Ss'nofield sneered at the being he regarded as pitiful, and went to help Al'thor, those grenade had saved his life.

“Are you funcssssshional?”

“Yessss sssssir. Concusssssion only I think. Leftentant Crasssssusssss is hidden in hisssss holo-field. He issssss more injured than I.”

“You can take thissss one back to our people?”

“I sssshall manage.”

“Good. You know what I mussst do.”

Crasus only nodded at Ss'nofield, as the captain activated his holofield and disappeared into the surrounding battle, unnoticed by all. Crasus got shakily to his feet, picked up Klavohunter, and began to slowly drag him to the pickup point. The battle, for the Jihad Lord, was over…



Remaining Forces:

ETF Aerial Forces (Under Command of Commander Fluffie)

3 E.I.T.S. squadrons
24 Arrow squadrons
69 Javelin squadrons
3 E.I.T.S., 64 Arrow, 17 Javelin fresh

11 Mines destroyed


ETF 7th Cadian Flotilla (Under Command of Brigadier General Crazyboy)

33 Assault Troops
9 Support Squads

4 Longbows
11 Nighthawks
27 Madcats

At Sluis Van:
20 Raptor Mobile SAMs
40 Scorpions
30 MLRS


Ginn-Sai Jihad Rebels (Under Personal Commander of Lord Commander KlavoHunter)

1 Trooper (Surrendered)
1 Heavy Trooper (Surrendered)
0 Defense Trooper
0 Heavy Defense Trooper
0 Landsmen
1 Rapier (KlavoHunter, captured)
0 Warthog
1 Elephant (Abandoned by Klavo, rest of crew surrender)

0 Starburst (Evil Imperial killed in action)
0 Molotov

At Sluis Van:
0 Rhino
0 Blue Lightning Bike
0 Rapier
0 Eagle
0 Cobra
1 Trooper (Surrendered)

Buildings Lost
1 AV Turret
East Fortified Wall Breached and heavily fire blasted. Extremely unstable. Heavy structural damage, nearing collapse.
Sensor Tower with Cloak and Seismic Modules.
Vehicle Factory and Troop Training virtually decimated by suicide bombs
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Unread 5 Apr 2005, 11:52   #242
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Re: Colonies: The Return to Alsar Prime

ooc: \o/

I need spideron losses however so I can make an adequate reply.
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Unread 5 Apr 2005, 12:04   #243
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Re: Colonies: The Return to Alsar Prime

hurray.
now we need to kill IB
and Hewitt (he stole Klavo)

so basically the kill list stays on 3, unless Hewitt either kills Klavo, or gives him to us.

go on
do it
kill him
now!
you know you want to
you want to please us
your terran masters
but i did not say that out loud
it is just what i think
and you can't read my mind
so just stick to the killing klavo
painfully
slowly, horribly
you promised!
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Unread 5 Apr 2005, 14:59   #244
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Re: Colonies: The Return to Alsar Prime

What Fluffie said!

Do it Hewitt! Do it!!!
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Unread 5 Apr 2005, 15:51   #245
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Re: Colonies: The Return to Alsar Prime

Knock off a few Imobiliser units. Say 3. Your men weren't there long.
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Unread 5 Apr 2005, 17:03   #246
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Re: Colonies: The Return to Alsar Prime

Quote:
Originally Posted by Crazyboy
What Fluffie said!

Do it Hewitt! Do it!!!


he KNOWS he WANTS to
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Unread 6 Apr 2005, 17:05   #247
Hewitt
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Re: Colonies: The Return to Alsar Prime

Bit busy atm, what with assignments and all but other than that........................






btw while I'm thinking up more evul things perhaps you peeps could I don't know... throw in some 'suggestions'?
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Unread 6 Apr 2005, 17:16   #248
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Re: Colonies: The Return to Alsar Prime

just kill him.
be done with it!

maybe invite me to do it
i'll gladly accept, y'know
and then we can have a drink!

HIS BLOOD
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Unread 25 Apr 2005, 19:19   #249
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Re: Colonies: The Return to Alsar Prime

So does this mean were finaly rolling again?
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Unread 25 Apr 2005, 21:08   #250
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Re: Colonies: The Return to Alsar Prime

Assuming people post, yes.
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