Silent Dawn IV: The Dark Return
Episode 4 of 5. If your wondering why episode 4? Well Star Wars did it so why not? And for the fact that 4 is the best suited for CNC3.
Prologue (Short version)
A single man climbed out of a crumbled bunker to ascertain the situation above, only to witness hundreds of thousands of dead lying under the silent dawn. Hence the name Silent Dawn was born. An informal name for a horrific war with no equal.
It all started in 2188, the end of Earth. Two Million personnel of a private army/security force/corporate peacekeepers abandoned Earth only hours before the nukes landed. They traveled 60 lightyears away, 10 lightyears past the star Capella and landed on their new world from which will be known forever as planet Homeworld. The new home for a new age, a new order, and a new empire. The Homeworlders dedicated themselves to never repeating the mistakes of the past and will enforce this forcefully if necessary. 5 centuries have passed and the Homeworlders have developed greatly...(see Homeworlder section below)
That is when the peace ends. In 2668 the Terrans of Earth have come to seek a sour revenge on the Homeworlders. In their religious zeal, they declared the Homeworlders heretics for abandoning Earth and firing the nukes and sought to either kill or enslave them. They called themselves the Templar... (see Templar section below) A great war soon enthralled the entire planet. Any who were left behind were killed, any who fought were overrun, anyone caught in the middle were slaughtered. The enemy left none alive wherever possible. This war marked the first Silent Dawn.
The Homeworlders won, but at a great cost. In their vengeance sought retribution. They swore to kill the Templar for what they have done and to sweep Earth for any of them and tear them apart. They struck back at Earth with unmatchable hatred and fury, striking wherever the Templar dwelt. This invasion marked the beginning of the longest Silent Dawn to date. The Homeworlders drove the Templar off Earth, however they escaped with almost a billion followers. They would continue to attack the Homeworlders for the next 2 centuries.
In 2875, the attacks stopped. For the next 20 years the Homeworlders prepared themselves for the inevitable return of their enemy. They constructed massive 6km long heavy cruisers armed with giant mass drivers, they constructed tremendous orbital defense cannons, they built up a massive army of man, machines, and mechs. They were ready for the end. This time, it all ends for good.
End Prologue
Faction List
Homeworlders: The descendants of the security/private army HSF and the single largest unified nation in known history. Before they colonized Homeworld they were a large private army that took control of many major corporations and grew largely. As many as 2 million joined the ranks of the HSF to benefit and learn from them. They sought to maintain the peace on Earth by almost any means necessary, to the chagrin of the many religious states. The HSF were largely anti-religious in that they urged that religion have no part of government at all and that all state decisions be made without religious meaning or cause. They were also greatly opposed to the idea of 'Holy War' and sought to eliminate this notion... and partially succeeded after their invasion of many holy cities. They forced changes in holy text to remove any notion of Holy War and in turn angered many to commit Holy War against them. This private army could not be disbanded because they aren't controlled by any government, and they couldn't be controlled by the UN... until the UN eventually began to fund the HSF in return for command and control. The HSF had tremendous resources and a gigantic R&D division. These great resources have produced some of Earth's most advanced technology for this army and the UN wanted it secretly. However this would not come to pass. In 2187 a secret terrorist cell stole several nuclear weapons and ICBMs. The HSF rushed to find them and stop a nuclear disaster but they couldn't be found. They were somewhat familiar with this group and knows that this attack will be blamed on an innocent nation... Seeing the end drawing near they started an emergency evacuation program and had their 2 million members flee Earth before the coming disaster of nuclear war. Hoping this war will be small they stayed relatively close. They soon realized that this was worse than ever thought. They listened and learned that the blame for the attack was put on the New Arabic States, founded 2085. 2 Superpowers retaliated by firing hundreds of nuclear weapons, and dozens of smaller nations replied with hundreds of their own. Rather than see the end the Homeworlders left... 10 lightyears past Capella on a newly discovered star and planets 60 lightyears away from Earth... They dedicated themselves to never repeating the mistakes of Earth and to construct an empire that will know no similar on Earth. An Empire that will truly last for thousands of years. An Empire... that will rule with a benevolent hand, and lead with a titanium fist, and enforce with a bloody sword.

Templar: The Templar's past is a bit of a mystery since the Homeworlders never bothered to recover their archives when they burned entire Templar cities to the ground during the second Silent Dawn war. They do know a basic history that is really all they care to know. They know that the Templar started as a radical religious group that rose up after the nuclear war to rebuild at first. However as time passed they grew more and more aware of what really happened. They did know that there was a nuclear war, but they never knew about the HSF's escape. They did indeed grow angry because of the fact that no one other than HSF personnel escaped at first, however their searching eventually led them to believe that they were the cause of the Earth's suffering. Their very existence caused a chain of events that led to the nukes being launched. In their religious fury they built an army to invade the Homeworlders and to make them suffer for their doings. It took them centuries, but they eventually did it. They made their army, they discovered subspace, they were ready. They launched a ferocious attack with merciless intentions and killed thousands in the first day alone. The Homeworlders were slow to respond and the Templar took advantage of this and continued their attack. The Homeworlders eventually counter attacked with what they could muster, and soon enough develop. The superior technology of the Homeworlders eventually won out and the 4 million strong strike force sent by the Templar was defeated, half of which escaped. Slightly demoralized, the Templar held strong and began building up another stonger, more advanced, and larger attack force. This never came to be. The Homeworlders, in their rage, returned to Earth and began a ferocious and bloody campaign to obliterate the Templar. The Homeworlders drew their bloody sword deep into the heart of the Templar. In the end the Templar deemed Earth doomed and evacuated as many followers as they could. The Templar made a hasty retreat, loosing many but escaped Earth with 1 billion followers. They escaped to an unknown location and grieved for their failure... their god's failure to bring them victory. Now, more than ever, their hatred burned with a strength not even a giant blue star can match. They tossed away their religion and swore to eliminate the Homeworlders for what they have done. The Homeworlders took their homes, their families, their planet, and now their religion away from them. They began a war of genocide and would fight the Homeworlders for the next 2 centuries. In 2875 they recalled all attacks and return home. They knew that no matter how much they tried they could not budge the Homeworlders. They dedicated all of their resources to developing better technology, strategies, numbers, weapons, and knowledge. They have scheduled their next plan of attack... July 18, 2895.... and their first target was not the Homeworlders...

Katarates: The Katarates are colonists from planet Homeworld who colonized a planet roughly 8 lightyears away. They named this planet after the captain that first brought them there after a tough journey. Her name was Katherine, and from then forward their new world would be known as Kataran. Kataran was first founded shortly after the first silent dawn began. When the invasion was learned by the colonists they halted all travels between Homeworld and themselves to prevent the Templar from discovering them. After the war they reestablished contact and continued their growth. Unlike planet Homeworld, they didn't need to completely build an infrastructure since the materials are coming from Homeworld. Although the Homeworlders prepped to invade Earth, the shipment of supplies still continued and they flourished. Planet Kataran was colonized because of the planet's specials: The planet is EXTREMELY rich in resources. Not only that, the planet is surrounded by a fairly large rock and dust ring around the planet. This ring is so rich in resources that the net cost of diamonds was reduced by 85% given their abundance in the rings. It can only be speculated how this ring got there but it has proven to be a valuable asset. However the Katarates grew tired of the Homeworlder control. Although the Homeworlders were benevolent, they were not without flaws. Their strict rule of Kataran prompted a bloodless revolution that ended with their independence. War was avoided through a very good trade deal: Self Sustainment and free government in exchange for extremely large shipments of abundant resources at a very reasonable cost. About a century of freedom passed. It was about this time when a grand discovery led the Katarates to greatness. Free survivors of the nuclear war were found far away on a planet called Tharcadia. The Tharcadians escaped Earth AFTER the nuclear war and under the rule of the Templar. Now that another government was discovered, relations were made. In the 2740s the Tharcadians entered a terrible resource depression. They had the money, but no resources to maintain their civilization. The Tharcadians struck a deal with Kataran to trade resources for money. This worked for a while before Katarate resources increased in price. The Tharcadians blamed the Katarates for deliberately increasing the costs of the resources to take advantage of the ailing Tharcadians. The Tharcadians built up a large invasion force and began an occupation of Kataran. This began the Third Silent Dawn war, which was however quite possibly the most unusual one to ever happen. The Tharcadians had more time to develope as a civilization than the Katarates and are more advanced. They first saw no resistance... until they discovered the reason behind the price increases. Their forces were up against the Katarate's master creations: The Mech. The Katarates practically replaced their entire armies with large bipedal walkers armed with terrifying weaponry. Despite this unprecedented first use of mechs ever, the Tharcadians kept advancing until they couldn't do so anymore. The Tharcadians took the most territory but suffered the most losses. They lost a war of attrition and left defeated. However these events caused a great debate on who won. The Tharcadians took the most land but had the most losses. In the end the Katarates were the 'official' winners for surviving while the Tharcadians were the 'unofficial' winners for taking the most land. After this precedent the Homeworlders followed suit and developed mech technology. With Kataran secured as a superpower and a deal made with Tharcadia, the Katarates can now sleep soundly knowing their strength... But what of the Templar?

Gameplay READ THE SUMMARIES BELOW THE FACTION TACTICS IF YOU DON"T WANT TO READ THE WHOLE TACTICAL DIGEST!!!
Silent Dawn 4 emphasizes the use of tactics according to the specific side to achieve balance and victory. This means that the balancing is only partly covered in unit stats, rather a large part in order to 'balance' the armies depends strongly on how you use them. For instance: If you try to rush with the Katarates you will loose. They take too long to build up and don't pack the speed and punch to do a successful rush. If you try to turtle with the Homeworlders you will loose because they lack the armor to defend a single position. That doesn't mean it is impossible to rush or turtle on the wrong side. You can do it but it will be harder and you will be at a disadvantage. Here is how it goes:
HOMEWORLDER: Doctrine of highly aggressive and brutal fast strikes.
The Homeworlders may be peaceful, but they are friggin aggressive in battle. They depend on speed and power to win. They will strike down a target before it can return fire, and then the Homeworlders will escape before reinforcements arrive. They rely heavily on tremendously strong and precise hit and run attacks as well as terrifying ambushes and surprise attacks, constantly depriving the enemy of their offensive strength. All this speed and power comes at the cost of terrible armor protection on all but the most dedicated assault units. The only heavily armored unit they have is the Darkstar mech which is a good addition to their forces. For one it suits their ambush strategy: A Darkstar is a huge and mean mech. To ignore such a thing is folly given their threat. A single Darkstar can level a battlefield and threaten a base. To ignore it and allow it to advance is a risky move. If engaged, fast and agile Whitestar mechs will speed in and quickly flank the enemy and destroy them in seconds. Same goes for base assaults. A Darkstar will attack from the front and draw the defenders toward them. Then the Whitestars jump into the base from the weak spots and wreak havoc wherever possible and leave fast. Aside from the armor disadvantage, the Homeworlders suffer a resource problem. Their equipment is very expensive. The typical Whitestar cannot win a direct fight against a Katarate Mustang and the Whitestar costs over 500 more credits. However this extra cost is generally worth the reward. Unlike in CNC3 where many units serve a specific purpose, the Homeworlders rely on Versatility. Now, to offset the tremendous price tag the Homeworlders need fewer units than necessary. Why? For one Whitestar mechs are Omnipotent. Able to fight anything. Meaning they need no dedicated AA unit or Anti armor unit. Same goes for most of their units. Even their basic tanks are equipped to handle as many things as possible. So what is keeping a player from spamming units? 1: Price. Even the basic units are pricey. Spamming them is risky business and given their weak armor you will most likely loose. 2: Usage. Although the Homeworlders are built to handle almost anything, their units are built for different roles and situations. Would you use Whitestars for a full frontal assault? NO! Thats what the Darkstars are for. Would you use a Bluestar for scouting? NO! They are built for precise strategic attacks. To rely on one unit to handle anything that comes your way is folly. Anything can handle anything but anything cannot handle any role.
SUMMARY: Basically the Homeworlders are built for Rushing. They can build their structures 25% faster but costs much more than the other sides. Also they have weaker armor. Along with this Rushing strategy, the Homeworlders prefer hit and run tactics, ambushes, and versatility.
Advantages:
Versatility
Fastest Units
Strongest Weapons
Fastest Buildup
Weaknesses:
Worst Armor
High Price

TEMPLAR: Doctrine of numbers to defeat their opponents as well as the retention of firepower when loosing numbers.
The Templar fight using sheer numbers. Simple as that. They are good for both turtling and rushing and are DEFINITELY made for spamming. Their mechs are based around a basic template mech called the Knight. This humanoid mech is the basis of all of their walkers. So much so that you can basically create different variants just by giving them a different weapon and armor plating. This cannot be done ingame exactly however this comes into play when in battle. A basic Knight mech is built like any other and are modular in optionals and extensions. When in battle and several knights fall, you can order another knight mech to quickly go over to the fallen husk and grab a second machine gun to dual wield in battle. What does this mean? The Templar maintain their firepower even as their numbers dwindle. That is how they offset their weaker weapons and sometimes armor with longevity. In fact, if a Bishop knight variant is destroyed, fellow Knight mechs can rush over and remove the armor plating and attach it to themselves. A fully outfitted and salvaged Knight can be a daunting opponent. Having twice the firepower and armor of their regulars, and if this one dies it will drop ALL of these upgrades and OTHERS can come and claim them adding on to their longevity in battle. Outnumbering your opponent is recommended, hell SPAMMING the enemy with these units is utterly demanded! Refusal to do this will only lead to your loss in that you lack the required strength to defeat your enemies.
SUMMARY: Basically the Templar are a combination of a Turtler and a Rusher. They rush to build as many units as possible and turtle up to build up the large force. In order to balance these guys out with the rest, despite their low quality units, is by numbers and the retention of firepower over losses. The ability for friendly mechs to instantly salvage an additional machine gun to double firepower prolongs their strength even if they are dying like flies. Spam the enemy like crazy commander, the Templar are all for it!
Advantages:
Cheap Cheap Cheap
Can instantly double firepower in battle over losses
Cheap Cheap Cheap
Numbers
Cheap
Disadvantages:
Relatively low quality units
Having that many units may slow down your pc

Needs LOTS of units to even be effective at all
Not Expensive at all


KATARATES: Doctrine of defensive tactics and endurance combined with specialization of forces.
The Katarates fight defensively until the time comes for a large full scale attack. This defensive strategy stems from their lesser technology compared to the Homeworlders and their abundance of resources. The Katarates are master engineers. They have mastered the ways of the mech and have replaced most of their conventional forces with them. The only tank they have is the triple barreled devastator tank and it is suited for base assaults. The Katarate military is highly specialized, meaning they have a specific unit for a specific unit type. Their Mustang basic mech is built solely for the attack, wielding 2 massive CARMAGs and machine guns with high speed and awesome armor. If anything this is also their weakness. An enemy commander can target specific units the Katarate attack group and render their forces vulnerable to a specific attack. However, this specialization combined with their master engineering has made their unit and building construction efficient and cheaper than the Homeworlders. However it takes longer for them to construct buildings. Of all sides these should be the easiest to use given that they need very little assistance in the field of battle and don't often need to constantly activate special abilities or skills.
Summary: The Katarates are a well balanced specialized army with a role for any unit type whether it is anti armor or anti air. They start out defensively and turtle in and then create a large assault force and achieve victory. Their sheer endurance in battle can tip the scales in their favor..
Advantages:
Highest armor values
Good Speed
Specialized forces
Easy to use
Cheap building construction
Less pricey units than Homeworlders
Disadvantages:
Lacking Firepower
Specialized forces
Slow to get moving
Longer build times

Edited by Vengence, 24 May 2007 - 22:24.