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Omni-Zerg quest.
#61
>You know what our Zerg need? Fists. Fists make EVERYTHING better. But they still need claws. So... I want to turn all of their heads into fists. WITH EVOLUTION!

you begin to develop this, enthusiastic on the awesome ideal of developing fists, before realizing that it's a dumb idea to get rid of several primary senses and sharp teeth for fists. They're not even a very good way of damaging things to begin with. surely the overmind would have made a punchling if it were a good idea, right?

Secretly, you start development for punchlings anyways. If nothing else, comedylord might do something fun with them.


>Contemplate the possibility of using the Clown Overlord to disorient foes or at the very least serve as a suitable distraction.

Comedylord does seem like he'd be into showing off his comedy at places. he's shown a dedication to his craft. Artists tend to be rather picky about just how they do their art, however...

you consider contacting comedylord about the request, and look over your comedylord's grand countenance. as you do, you realize it seems to have grown... bigger. Larger than the average overlord. at the same time, it's having trouble flying.
odd.

>Attempt to develop some sort of mortar to POUND THE ENEMY BASE INTO OBLIVION AND ANNIHILATE ANYTHING THAT STANDS AGAINST US!!!

You recall that you do have a very excellent form of artillery already in the form of your guardians. Airborne creatures that fire plasma balls that explode with a radius of a hundred yards of neosteel-melting plasma aren't exactly going to do that bad.

You try to think of a way to create additional forms of ground-based artillery, but even as you think about it you realize that you have very little to work on. outside of the most standard of zerg strains and DNA sequences, your young cerebrate mind has little to draw from.

You try to think of an idea just going off of the current DNA strains you have to mutate at your disposal, but unless some creative idea out of nowhere suddenly strikes you in the head regarding zerg bioengineering, you can't think of an easy way to incorporate a mortar-like projectile into the current zerg strains.

>I recommend Bile Launchers, as they are the most effective long range Zerg armament to date.
unfortunately, your genetic link has no standing record of bile launchers on hand... for some reason
(Will note this is way pre-sc2. Nothing that existed before brood war has come into existence yet.)

>Using my newfound psychic abilities, I listen in on Terran signals, particularly this unusual channel called 'The Oldies Station'.

You work on listening to the terran signals. it's excruciatingly hard to make sense of it, but it becomes radically easier by the minute. almost like walking. not that your flabby, limbless body knows anything about that.
hmm. that thought came out rather bitter. wonder why?
you look at your personal zergling as it slumps in the corner, still looking at the lovingly crafted shoes he made for you with an air of rejection, and remember why.

regardless, as you piece together the different signals coming from different directions, you can piece things together:
[youtube]IwWUOmk7wO0[/youtube]
Aww, yeah! You have no idea what these strange collections of terran noises are, but you are certain they are "classics".
as you listen, you notice your personal zergling particularly loves these tunes, shaking it's head from side to side as they continue.

A pang of ache comes through your wormlike head as you continue to listen to the signals, however, and you realize your psychic abilities are pushed - and have been pushed for some time - by this odd behavior you're putting yourself through. it occurs to you that managing your whole empire by yourself is a lot of work. if only you had some advisors to direct the different actions of the hive cluster... perhaps you should set Overlords to manage specific tasks under you, in order to control the workload more efficiently. then you would be able to focus more on planning your more grand goals.

as you ponder this, you suddenly manage to catch into a terran military signal.

"-As I was saying, Lieutenant, you will cede control of battle operations to Cerberus Task force the moment they arrive on planet. is that understood?" A harsh baritone speaks through the microphone.
"...Understood. I will work with them in all possible regards to dealing with the zerg threat. Their landing zone is clear, and we've already created a support force to accompany these "siege breakers."... Hell, I doubt I couldn't have dealt with the hive myself. If you allowed me to-"
"Permission denied, lieutenant. ETA is ten minutes... You will follow orders, lieutenant, or you'll be lucky to face just a court marshal."
The transmission abruptly ends after that statement.
#62
Siege Breakers, huh? How wonderful for the Terrans. It'd be a real shame if some Zerg Cerebrate were to figure out the location of the landing zone via their communications, sent some units to burrow there and ambush the landing party. Yep, that would be quite inconvenient for the Terrans.
[Image: LsiSHXa.png]
"To confront a person with his shadow is to show him his own light. "
- Carl Gustav Jung

Ezrihel Wrote:I'm so glad DL linked it
#63
In the meantime, let's send some small skirmish parties at the Terran's big base, to keep them on their toes. About 5 Zerglings a pop, sending a group out about once every half our or so.

And if that "up-armored" town isn't SUPER well-defended, let's go ahead and wipe them out.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
#64
(apologies for slow replies recently. should go smoother from here.)

>Siege Breakers, huh? How wonderful for the Terrans. It'd be a real shame if some Zerg Cerebrate were to figure out the location of the landing zone via their communications, sent some units to burrow there and ambush the landing party. Yep, that would be quite inconvenient for the Terrans.

(Rolled 1d100: 16)

You attempt to find out all you can about the destination of these arriving siege breakers... but you are incredibly new and not that talented at listening to radio signals. Instead of finding out the siege breakers destination, you spend a lot of time somehow stuck listening to an audio recording of something called "Big Momma's house.".
You discover you aren't a fan.

>In the meantime, let's send some small skirmish parties at the Terran's big base, to keep them on their toes. About 5 Zerglings a pop, sending a group out about once every half our or so.

(1d100, roll of 16)

You send a group of five zerglings continuously at the terrans. Each group is unceremoniously smashed by artillery fire, without

>And if that "up-armored" town isn't SUPER well-defended, let's go ahead and wipe them out.

you decide to scout the area out, looking over the "up-armored town.".

You count around 2000 regular soldiers at a glance. some are using marine armor and c-14 impalers, but others seem to be wearing a patchwork of different plates and strip, and using other weapons you haven't heard of before. This seems to be a primarily colonist effort. There seems to be no Siege tanks or Goliaths inside the thickly plated encampment, but you notice Vulture's establishing a perimeter, Missile turrets located in strategic locations in and out of the compound, and multiple fall-back walls.

While there appears to be no artillery of the traditional sense, the humans you've already captured and assimilated information from give you general knowledge on the odd-looking contraptions they've stationed nearby. The Sloths, as they're generally known, are human agricultural equipment, generally built to quickly burn fields with their flamethrower attachments. They can optionally be fitted with a "rock-crusher" attachment that fires a single explosive beam to pulverize boulders, and a boulder-thrower, which can fling said rocks for hundreds of feet. Sloths traditionally are not armored and are open-canopied, but these ones seem to have plates hastily retrofitted over them. Still, you doubt they have military durability, and they were given the name of "sloth" for a reason.

Looking even closer, you notice that the walls constructed by the colonists, and the buildings they have garrisoned nearby, also seem to have mounted auto-cannons. You wonder if there's other surprises to be had... but even if there are, you doubt such a tiny outpost would be a problem to any real force you threw their way.
#65
My failure to locate the landing zone is most unfortunate. I do not know what these 'Siege Breakers' are,  but they could very well complicate our designs for this world. This kind of performance is unacceptable. I will have to hone my skills in tracing Terran communications so that I may obtain more vital information and less of....whatever that nonsense was.

In the mean time, we must act decisively before the Terrans commence with their operation. This entrenched settlement does not seem to pose much of a threat at the moment. But if its walls end up being reinforced with superior units, it will become a serious thorn at our side. No, the town must be destroyed before the Terrans can get such an opportunity.

I will send the bulk of my forces to accomplish this task swiftly and without delay. We will exploit their general lack of air units and long-ranged artillery by deploying Guardians to destroy the 'Sloths' and missile turrets as well as soften their walls. As a precaution, they will be watched over by a pack of Mutalisks with an Overlord or two in case their space forces attempts to intervene. After a few acidic barrages, we will use a small number of Zerglings, along with the Guardians and Overlords, to clear the mine fields they have laid down. Finally, under the cover of Dark Swarms provided by Defilers, we will bring our ground forces — Ultralisks and Zerglings, backed up by Hydralisks — to bear and punch through the barriers, laying waste to everyone and everything behind them.

While this operation is underway, we must remain vigilant of any assaults coming from the Terran military base. Ceasing the useless piecemeal attacks of our Zerglings, we will use a task force of Hydralisks and Lurkers, backed up by a couple of Defilers, some Zerglings and Scourges, to watch out for incoming attacks. Should the Terrans attempt anything while the main force is preoccupied, they will execute hit-and-run attacks. Any kills will be targets of opportunity; their main objective will be to delay the Terrans for as long as possible in order to give our main force time to complete their task and return. Emphasis will be placed on defending choke points  and high ground with Lurkers; Defilers will consume Zerglings as necessary to fuel their Dark Swarms and Plagues. Scourges will ward off any aerial targets.

Lastly, as unlikely of a scenario as it may be, we must plan for the possibility of Terran infiltrations behind our lines. The Overlords will set up a parameter around our holdings, keeping an eye for any invaders. In addition, what spare Drones we have will be used to create Spore and Sunken Colonies to shore up our own defences around our hive clusters, as well as near the entrance(s) facing the Terran military base should matters go unexpectedly awry.

The time has come to unleash the full might of the Swarm. Let no Terrans stand in our way.
[Image: LsiSHXa.png]
"To confront a person with his shadow is to show him his own light. "
- Carl Gustav Jung

Ezrihel Wrote:I'm so glad DL linked it


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