Post by nomad on Apr 23, 2010 10:04:49 GMT -5
Hello General! I am your aid TC-15 welcome to your new post. I am here to introduce you to your new army consisting of the finest soldiers in the galaxy along with showing you around the base. It is nice to see the Emperor still has time to assign new commanders to small planets such as ours in what little time he has left between crushing this rebellion and obsessing over his "fully armed and operational battle station"... Oh sorry sir back to the tour.
Lets begin with the...
HQ. Our base of operations through which the most basic of units may be created
Technicians. These Technicians are some of the best capable of building structures, repairing things that the scum and villainy have damaged and even some light combat.
RESEARCH* Bp.4 Anti tank turret can now be constructed by Imperial Technicians.
RESEARCH*1st Security Battalion, 2nd Mobile Corps,3rd Armor Corps
Garrison Barracks: This should be enough to keep the locals subdued… or dead.
74-Z Speeder bike. This small fast recon unit is great for seeking out and destroying small bands of treacherous rebels.
Stormtrooper Marksmen, the best trained marksmen in all the Empire are at your disposal.
The heavy E-web repeating blaster is capable of eliminating large masses of rebels. Beware though its three man team needs time to setup so guard it well or it may be your demise. With advanced training units can learn to pre-charge the energy pack reducing setup by as much as half.
Army troopers this 5 man unit is the garrison control force of the Empire. They will give the rebels hell but do to their poor training and weapons they should not be relied on for long. These units can be upgraded for urban combat with blastech light repeating blasters.
Security Battalion: The bandits are receiving outside aid but they are no match for Imperial security forces.
The Imperial Troop transport, is the fastest way to move our infantry to the point of attack (also reinforces). Can be upgraded with dual flamethrowers Or concussion missile launchers.
Imperial grenadiers are armed with a small projectile launcher capable of hurelling thermal detonators further than any man or even Wookie could ever hope to do.
Ah yes the Stormtroopers. General these are the mainstay of the Imperial army. These tough and versatile units are capable of holding their ground against even the most vile scum that the rebels have recruited. Stormtroopers can also be upgraded to receive a missile launcher and DLT-19 heavy blaster or 2 of each, these upgrades are not cheap but will give our stormtroopers all the firepower we need to turn back the Rebel scum.
Mobile Corps: It appears as if the rebels are more determined then first thought. Deploy the mobile forces and crush them.
Tie crawlers have been devirted to your sector general. These robust units are capable of crushing anything the rebels could ever hope to get their slime hands on beneath their treads!
The heavy recon At-St is now available. Use this unit to disrupt and destroy vast hordes of rebels. But beware! The At-St’s light armor cannot stand up to much and it footing can be somewhat precarious.
Mobile artillery general! Why fight these damn rebels when we can just blow them up from our warm cotts?
Lord Vader has personally chosen this Field Commander to help command our ground forces, he is capable of forcing the enemy to retreat with just a glance and lord Vader has also given him sole control over a small artillery battery to which he can demand a strike from with a moment notice. This man is also a capable manager allowing him to speed production of your units. Watch this man general he may have your job if you are not careful… Lord Vader does not accept failure.
Armor Corps: The Rebels are proving far more resilient then we thought they could ever be, deploy the heavy armor to blow them to bits!
The S-1 firehawk is the best the repulsor tank Empire can make, if you fail with this you will need to avoid Lord Vader for sometime…
The mainstay of our repulsor vehicles the 2-m repulsortank is capable of facing even the most formidable of opponents. However, it is not the strongest so do not over estimate yourself… again.
damn rebels bombers will be in for a surprise when we field our At-AA’s!
Lord Vader has been watching the situation and has decided to dispatch a small force of his might 501st legion to aid you general. These units are the best the empire has and so they are outfiited the same capable of being upgrade with heavy repeating blaster and/or missile launchers these troops if used properly will not fail. If they do fail General; Lord Vader will not blame them.
Training house: Get off my obstacle! NOW! MOVE IT! Or I'm going to rip your balls off, so you cannot contaminate the rest of the galaxy! I will motivate you!
Our units can now receive better training making them an even more formidable force for the already outmatched rebels.
With all of this at your disposal you should have no problem eliminating those treacherous meat-bag rebels... sorry sir I miss spoke eliminating those treacherous rebels.
Alright that is pretty clean feel free to read over it and make any changes you like. Can you upload file on these forums? If so I will just give you the file instead of C&Ping it.
Edit: Just putting stuff from hidey holes into spots that make more sense.
Alright for a replacement to the Terror doc lets try.
LEFT
1 CP Volley fire, 50 MUN infantry units gain a significant increase to rate of fire for a short time (ease of suppressing the enemy also increases)
3 CP, 100 MUN Ion strike, Vehicles in the radius of this ability are considered buttoned and immobilized for 20 (10?15? doesn't really matter) seconds.
5 CP, ? MP, ? Pop Maximillian Veers, Call in Maximillian veers and his specialized AT-AT (once per game, IE King tiger)
RIGHT
1 CP , Passive, tactical retreat: When given a retreat orders infantry will begin falling back and become very resistant (near involunerable) to damage whilst continuing to fight for 5 seconds before retreating to HQ.
2CP 160 mun, bombers call in an attack run from a TIE Bomber armed with incendiary bombs.
4CP, 150 mun orbital bombardment call in a single shot from your orbital star destroyers to reek havoc on an area.
Alright Blitz.
LEFT.
2 CP, 360 MP, 6 pop StormCommandos call in a team of versatile stormcommandos (hybrid between wehrmacht stormtroopers and brit commandos)
3 CP 400 MP, 1 pop PX-10 call in a droid piloted PX-10 (light vehicle similar to a puma)
4 CP 1000 MP, ? pop, At-AT call in a feared AT-AT
RIGHT
1 CP, 25 mun, assault training Enables Infantry Squads to Assault targets with Grenades.
2 CP, 150 mun, The Emperor demands it Now! increases the movement speed, fire rate and decrease the suppression taken by all units.
3 CP, 200 mun, Slave Labor When activated, the player will receive 900 MP immediately, but will suffer a -40% Manpower income reduction (Income x 0.5) for the duration of this ability.
Defense
LEFT
1 Cp, 45 Mun, This is Imperial Land! gives units additional defensive bonus while fighting in friendly sectors.
1 CP, Dig in, can reinforce from bunkers allows the creation of ion mines, (cheaper than normal mines, only disables the vehicle for 10 seconds instead of doing damage. only triggers on vehicles.)
3 Cp, 500? MP 75? FL XR-85 tank droid (might be a little to much to replace the 88mm but idk)
RIGHT.
1 Cp, 40 mun. Viper Probe launch a viper probe from orbit effectively removing the fog of war in the vicinty of impact. Viper droid camoflagues on impact and can be self-destructed creating a small (grenade-satchel charge sized) explosion.
2 Cp, ?? Mun Close Support bunkers can call in close firesupport from the stardestroyers now. effective at destroying all units attempting to overrun the empires forward positions.
4 Cp ?? Mun SPHA Barrage call in a barrage from off map SPHA's
Lets begin with the...
HQ. Our base of operations through which the most basic of units may be created
Technicians. These Technicians are some of the best capable of building structures, repairing things that the scum and villainy have damaged and even some light combat.
RESEARCH* Bp.4 Anti tank turret can now be constructed by Imperial Technicians.
RESEARCH*1st Security Battalion, 2nd Mobile Corps,3rd Armor Corps
Garrison Barracks: This should be enough to keep the locals subdued… or dead.
74-Z Speeder bike. This small fast recon unit is great for seeking out and destroying small bands of treacherous rebels.
Stormtrooper Marksmen, the best trained marksmen in all the Empire are at your disposal.
The heavy E-web repeating blaster is capable of eliminating large masses of rebels. Beware though its three man team needs time to setup so guard it well or it may be your demise. With advanced training units can learn to pre-charge the energy pack reducing setup by as much as half.
Army troopers this 5 man unit is the garrison control force of the Empire. They will give the rebels hell but do to their poor training and weapons they should not be relied on for long. These units can be upgraded for urban combat with blastech light repeating blasters.
Security Battalion: The bandits are receiving outside aid but they are no match for Imperial security forces.
The Imperial Troop transport, is the fastest way to move our infantry to the point of attack (also reinforces). Can be upgraded with dual flamethrowers Or concussion missile launchers.
Imperial grenadiers are armed with a small projectile launcher capable of hurelling thermal detonators further than any man or even Wookie could ever hope to do.
Ah yes the Stormtroopers. General these are the mainstay of the Imperial army. These tough and versatile units are capable of holding their ground against even the most vile scum that the rebels have recruited. Stormtroopers can also be upgraded to receive a missile launcher and DLT-19 heavy blaster or 2 of each, these upgrades are not cheap but will give our stormtroopers all the firepower we need to turn back the Rebel scum.
Mobile Corps: It appears as if the rebels are more determined then first thought. Deploy the mobile forces and crush them.
Tie crawlers have been devirted to your sector general. These robust units are capable of crushing anything the rebels could ever hope to get their slime hands on beneath their treads!
The heavy recon At-St is now available. Use this unit to disrupt and destroy vast hordes of rebels. But beware! The At-St’s light armor cannot stand up to much and it footing can be somewhat precarious.
Mobile artillery general! Why fight these damn rebels when we can just blow them up from our warm cotts?
Lord Vader has personally chosen this Field Commander to help command our ground forces, he is capable of forcing the enemy to retreat with just a glance and lord Vader has also given him sole control over a small artillery battery to which he can demand a strike from with a moment notice. This man is also a capable manager allowing him to speed production of your units. Watch this man general he may have your job if you are not careful… Lord Vader does not accept failure.
Armor Corps: The Rebels are proving far more resilient then we thought they could ever be, deploy the heavy armor to blow them to bits!
The S-1 firehawk is the best the repulsor tank Empire can make, if you fail with this you will need to avoid Lord Vader for sometime…
The mainstay of our repulsor vehicles the 2-m repulsortank is capable of facing even the most formidable of opponents. However, it is not the strongest so do not over estimate yourself… again.
damn rebels bombers will be in for a surprise when we field our At-AA’s!
Lord Vader has been watching the situation and has decided to dispatch a small force of his might 501st legion to aid you general. These units are the best the empire has and so they are outfiited the same capable of being upgrade with heavy repeating blaster and/or missile launchers these troops if used properly will not fail. If they do fail General; Lord Vader will not blame them.
Training house: Get off my obstacle! NOW! MOVE IT! Or I'm going to rip your balls off, so you cannot contaminate the rest of the galaxy! I will motivate you!
Our units can now receive better training making them an even more formidable force for the already outmatched rebels.
With all of this at your disposal you should have no problem eliminating those treacherous meat-bag rebels... sorry sir I miss spoke eliminating those treacherous rebels.
Alright that is pretty clean feel free to read over it and make any changes you like. Can you upload file on these forums? If so I will just give you the file instead of C&Ping it.
Edit: Just putting stuff from hidey holes into spots that make more sense.
Alright for a replacement to the Terror doc lets try.
LEFT
1 CP Volley fire, 50 MUN infantry units gain a significant increase to rate of fire for a short time (ease of suppressing the enemy also increases)
3 CP, 100 MUN Ion strike, Vehicles in the radius of this ability are considered buttoned and immobilized for 20 (10?15? doesn't really matter) seconds.
5 CP, ? MP, ? Pop Maximillian Veers, Call in Maximillian veers and his specialized AT-AT (once per game, IE King tiger)
RIGHT
1 CP , Passive, tactical retreat: When given a retreat orders infantry will begin falling back and become very resistant (near involunerable) to damage whilst continuing to fight for 5 seconds before retreating to HQ.
2CP 160 mun, bombers call in an attack run from a TIE Bomber armed with incendiary bombs.
4CP, 150 mun orbital bombardment call in a single shot from your orbital star destroyers to reek havoc on an area.
Alright Blitz.
LEFT.
2 CP, 360 MP, 6 pop StormCommandos call in a team of versatile stormcommandos (hybrid between wehrmacht stormtroopers and brit commandos)
3 CP 400 MP, 1 pop PX-10 call in a droid piloted PX-10 (light vehicle similar to a puma)
4 CP 1000 MP, ? pop, At-AT call in a feared AT-AT
RIGHT
1 CP, 25 mun, assault training Enables Infantry Squads to Assault targets with Grenades.
2 CP, 150 mun, The Emperor demands it Now! increases the movement speed, fire rate and decrease the suppression taken by all units.
3 CP, 200 mun, Slave Labor When activated, the player will receive 900 MP immediately, but will suffer a -40% Manpower income reduction (Income x 0.5) for the duration of this ability.
Defense
LEFT
1 Cp, 45 Mun, This is Imperial Land! gives units additional defensive bonus while fighting in friendly sectors.
1 CP, Dig in, can reinforce from bunkers allows the creation of ion mines, (cheaper than normal mines, only disables the vehicle for 10 seconds instead of doing damage. only triggers on vehicles.)
3 Cp, 500? MP 75? FL XR-85 tank droid (might be a little to much to replace the 88mm but idk)
RIGHT.
1 Cp, 40 mun. Viper Probe launch a viper probe from orbit effectively removing the fog of war in the vicinty of impact. Viper droid camoflagues on impact and can be self-destructed creating a small (grenade-satchel charge sized) explosion.
2 Cp, ?? Mun Close Support bunkers can call in close firesupport from the stardestroyers now. effective at destroying all units attempting to overrun the empires forward positions.
4 Cp ?? Mun SPHA Barrage call in a barrage from off map SPHA's