This isn't really a well-considered point, but I want a flatbed. It's almost a 3x capacity bump per trip for basic resources and lets us haul and accumulate things that outright cannot be transported otherwise.
I don't know how to get our greedy hands on a flat bed
It's five crates short of a 3x bump, yeah, but it's still a pain in the neck until you unlock Concrete at T3 tech and get one of the Tabac Additions, the Cargo Dock building for bunker bases. Bunker base goodies are probably what I've spent the most time making shit up on, since Devman cannot into promise fulfillment.
Also, if you wants the flatbeds, you'll have to scroop for 'em. Sustainment regiments have all the comp mines pretty well camped up, but can easily be bribed with techmats.
I say that we go Talker instead of Organizer. I say this because while having a two upgrade slot is good for an increase with tech. We're at the early stage where setting up better training, more men, and materials seem more important. Yes it may seem like a short term arrangement but tech and the like can handle being one action for a turn or two. Whilst personel, which has us getting men, training and mat may get strangle holded as we either have to choice recruitment, training, or mat gathering.
It'd be easier to get more men for a second LT that we can then send the way of the organizer. After all, the carbine, car, and defensive works may seem good now. It wont be good if we dont have the personel and mats to use em.
Edit: decided to make a plan that's basically the same but with talker instead so dont have to have original plan maker doesnt have to edit plan if other players actually prefer it. The rest of the choices are good to me.
It's not just tech upgrades in that category though, it also where we contact and meet with other groups that makes it superior in my eyes. Getting better relations with a group specialized in what we want is better than trying to do it all ourselves in my eyes. With training getting someone from a regiment specialized in what we're trying to learn to teach us will be better than going at it alone, we might find recruitment opportunities from other regiments if they have members that want to switch jobs and being able to trade for what we need with regiments we got better relations with would let us choose what area to do extra shifts in better. In general I don't see a situation where we wouldn't want to know other regiments better: knowledge is power after all and the earlier you get it the more you can leverage it.
It's not just tech upgrades in that category though, it also where we contact and meet with other groups that makes it superior in my eyes. Getting better relations with a group specialized in what we want is better than trying to do it all ourselves in my eyes. With training getting someone from a regiment specialized in what we're trying to learn to teach us will be better than going at it alone, we might find recruitment opportunities from other regiments if they have members that want to switch jobs and being able to trade for what we need with regiments we got better relations with would let us choose what area to do extra shifts in better. In general I don't see a situation where we wouldn't want to know other regiments better: knowledge is power after all and the earlier you get it the more you can leverage it.
Good point but I think getting our guys trained should take priority. we didn't do well and lost cohesion quickly. Our base might be under attack and we need to be able to help ourselves before we can help others.
It's not just tech upgrades in that category though, it also where we contact and meet with other groups that makes it superior in my eyes. Getting better relations with a group specialized in what we want is better than trying to do it all ourselves in my eyes. With training getting someone from a regiment specialized in what we're trying to learn to teach us will be better than going at it alone, we might find recruitment opportunities from other regiments if they have members that want to switch jobs and being able to trade for what we need with regiments we got better relations with would let us choose what area to do extra shifts in better. In general I don't see a situation where we wouldn't want to know other regiments better: knowledge is power after all and the earlier you get it the more you can leverage it.
That's true but what I'm mainly been thinking is our ability for immediate action. The two research slot will be great for upgrades and meeting other regiments at the same time but we can also use the one singular research slot for either meeting or upgrade at one time.
We can talk to a techmaid regiment next turn for research, talk to other regiments, or do the plain research for better tech or better living standards but we'll have to sparse it out in turns. Which as a person who rushes tech in video games can seem restraining but as a QRF regiment who focuses on combat and quick movement to points of contention in the battlefront having more slots in personnel helps that more by allowing us more actions to up our gear and ability.
For me the current decision which will determine our long/short term being the "Two slots for Upgrade" or "Two slots for personnel."
"Two slot upgrade" meaning we'd have to sparse out personnel decisions for either recruitment, training, and getting vics/gear but allowing us to either talk to a regiment or get better tech at the double the time.
"Two slot personnel" meaning we'd have to sparse out upgrade decisions for either meeting new regiments or getting those new techs but allowing us to recruit, train, or get better vics/gear at double the time.
And since currently we are at the frontlines facing Morgan's Crossing and Weathered Expanse, to me, the ability to get our regiment to a better combat standing seems more important. We'd still be doing the upgrades and making connections but at a slower pace.
Also, Kirito is definitely a partisan player in my mind.
Edit: Actually @7747 what do we get when we head to meet out other regiments such as logi, techmaid, prods, and the like? Will having good relations with them make them give us gear for free or we'll we have to still do that on our own but it'll be quicker to get them? Knowing this would help with the whole which regiments to talk to matter.
Edit: Actually @7747 what do we get when we head to meet out other regiments such as logi, techmaid, prods, and the like? Will having good relations with them make them give us gear for free or we'll we have to still do that on our own but it'll be quicker to get them? Knowing this would help with the whole which regiments to talk to matter.
That's a question I'm honestly suprised nobody's asked yet. Logistics regiments will try and do delivery to your base, or failing that production for you that you can pick up from their stores. Techmaids distribute prototype kits for favors- while you're low on that totem pole, you can still maybe snag another Drummond. Infantry and combat arms regiments, meanwhile, are all the sorts of things that exist to cause pain to the enemy- and sometimes, they get information or loot you might want or need.
Hmmmm, another question from me is the max cap for recruited personnel iss there one or nah? Another is what gear/mats we have on base/hand if that's a mechanic. If not then nvm
Presumably we have a steady income of bmats and everything else we're doing under extra work shifts, just that more gets done with a dedicated action towards it. Any limit will probably be linked to the size of our base? For now I'm just going under the assumption that we can recruit as needed until we get told about a limit, but to pay attention to what the narrative says about capacity. Last we heard was that we use hot-bunking while the sustainment regiments have it at a minimum.
Adhoc vote count started by 7734 on May 2, 2022 at 12:29 AM, finished with 24 posts and 11 votes.
[X] Plan Radio Check but Talker
-[X] Expand your bunker base with additional infrastructure to operate an Observation Bunker
-[X] Commit training!
--[X] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
[X] Plan Radio Check
-[X] Expand your bunker base with additional infrastructure to operate an Observation Bunker
-[X] Commit training!
--[X] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
[X] Plan Try to Worm into the Bureau of War
-[X] Expand your bunker base with additional infrastructure to operate an Observation Bunker
-[X] Commit training!
--[X] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[X] Get in touch with a regiment that's a member of the Bureau of War (Discovers and improves relations with one random regiment inside the search group)
Hmmmm, another question from me is the max cap for recruited personnel iss there one or nah? Another is what gear/mats we have on base/hand if that's a mechanic. If not then nvm
Theoretical max cap? 100 persons per regiment. That said, there are ways around this, if you ever get there. Current gear, meanwhile, is both a mechanic and already listed. As a rule of thumb, what you have is T1 equipment, plus a stockpile of higher tier over that with ammounts decreasing roughly linearly- so you'd have a hundred Loughcasters, to eighty Blakerows, to sixty Sampos, to forty Clancy-Cinders. However, this rule doesn't hold true universally- Binos are relatively rare even though they're low tier, and Fiddlers are relatively common because they're cheap, for example.
Now, if you're working off Sustainment's logistic train, you're going to take your crates of Blakerows and Fiddlers and bayonets and say "thank you logi man", but if you want a constant supply of the good shit like Aalto Storm Rifles, Bonesaws, or mortar ammo: make it yourself.
Oh, in case people don't know techmats are acquired through scrooping and since we'd need to bribe sustainment regiments with them for access to the comp mines... it all comes back to scrooping. Wonder if it'd be easier to just trade directly for a flatbed.
[X] Plan Radio Check but Talker
-[X] Expand your bunker base with additional infrastructure to operate an Observation Bunker
-[X] Commit training!
--[X] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
You were sitting on a tire outside, enjoying a mug of tea with two splashes of vodka in it as the blizzard raged, when your week was horrifically ruined. Completely and totally shot dead in the street. It was Frederick, his helmet in his hands, and a pittable look on his face.
"Spit it out, Frederick," you said with a sigh, getting ready to put up with his bullshit once more.
"I wegwet to infowm you we've compweted the infowmation bunkew and wewated infwastwuctuwe," he said, as you mentally unfucked his lisping- and completely unnecessary- method of speech. You knew what an actual lisp sounded like, and this was a cruel mockery of it. "and now we need to get a fuel truck."
"That's not too bad-" you said, before you stopped. "-wait. A fuel truck."
"Yes."
"One of the tankers full of fuel."
"Yes."
"And how long will that last?" you asked, gulping. A full tanker was a lot of fuel- those things were legendarily hard to drain amongst the stories of the Sustainment groups you'd worked with back in the Logi Union, but you also had no idea of how thirsty engine rooms were.
"two hundwed days, give ow take."
Oh thank fuck, alright. "I'll wrassle up some backup. Can you baby it online until we get back?"
"Cewtainwy."
With that, you dumped the dregs of your tea out, tossed the tin cup in your backpack, and stormed into the base. At some point, they'd managed to upgrade most of the main bunker to Tier 2, and the rifle garrisons were finally online- as evidenced by the sound of soft shuffling coming out of their areas. Pulling off your coat, you hung it on a peg, before sidling your way out to the main radio station. As expected, Bathroy was there playing radio chess, the little board covered in artfully-carved bullet casings. Bathroy was also loosing horribly- she was down her queen, both rooks, and either four pawns and her bishops, or six pawns- you weren't quite sure.
"Hey, Bathroy," you said, jogging her elbow. "C'mon."
Holding up a finger, Bathroy grabbed the radio-telephone receiver, smiling lightly. "Sorry honey, colonel's calling. No, not for that. Really."
I raised an eyebrow.
"Well okay, maybe. She's like that- no, not that!"
I tapped an invisible watch.
"Honey, you really need to get some. It's not like we can get- oh come on you prude!"
I cleared my throat, boot clipping on the floor.
"Yeah, yeah, I'll see you next time I'm in Cuttail."
As the old bakelite receiver hit the cradle, Bathroy swept the chessboard off into a sack, and grabbed her pistol off the side of the table. Holstering it, she rolled her shoulders and smiled at me. "Walk and talk while I get my coat?"
"Don't tell me you left it in your locker," you moaned, following her as she started climbing the ladder out. It might have looked like a three meter fall from the top of the back bunker piece to the trench out the back, but both of you rolled it off easily enough, heading to the three-by-one. It still had a little bit of that 'new bunker' smell, as Bathroy pulled on her coat and grabbed a helmet. Since you shared a bunk, it wasn't hard for you to go over to your locker and grab a fresh coat too. Slinging a backpack on and picking up your rifle, it was easy enough to rifle through the bunker base inventory by way of your locker to get three clips of ammunition- even if they weren't technically clips.
Several, several gun nuts- likely Americans- had pitched an absolute fit when they figured out a "clip" of standard 7.62 for the Wardens was actually an em-bloc magazine. There'd been more than a little buzz about the issue for a while, but more pressing concerns had won out in the end- like how it was exactly the wrong size to fit in a uniform pocket that wasn't the designated ammunition pouch. They worked in quite nicely at three per, and so did the pistol ammunition you habitually loaded up to the gills on.
"What are we doing, anyway?" Bathroy asked.
"We're driving up to the King to see if I can get us a fuel tanker. Maybe if we're lucky-"
"You should have told me we were going to the King!"
Oh hell. You'd activated Bathroy's girl mode. "It's still basically like Detroit on meth-"
"Yes, but there's shops! Bars! Horny sailors from the Water Logistics regiments!"
"Urg. Don't remind me."
"Oh, relax~" Bathroy said, dragging you out so quick you barely had time to grab your helmet. Walking over to the 'parking lot', it was quick work to pile into your Drummond, and start heading off. It only took Bathroy a minute to realize what she was riding in, gulping. "Uh, Orr, you know I can't drive an oil truck, right?"
"Relax, call me Melanie," you said, chuckling as you passed a flatbed with a short shipping container on the back, before swerving into a handbrake lane change to dodge an unloaded Dunne who was laying into the horn on you. "I know you can't drive an oil tanker, that's why I'm coming."
"You're trusting me with a prototype car?!"
"Well yeah, we're like the only two girls in the regiment."
"But- wait," Bathroy muttered. "The scroopers have some girls though."
"Bah, they're scroopers," you snorted, before throwing the Drummond into a drift to get in line for the parking lot at the west side of The King. Pulling in, it was easy to lock up, and start heading for the safe house that served as the headquarters for the Logistics Union.
Thirty minutes of screaming, fist-beating, and pointing your pistol at a mid-level clerk who blamed you for the loss of your truck a few months ago, and you had a fuel tanker. Issue was, it was empty- right now. Fortunately, Bathroy had done the Know Someone thing with someone in a sustainment regiment- you think it was 13 Sustainment- who had arranged to discharge you a full tanker in exchange for some unidentified favor of Bathroy's. You didn't know what it was, you just left her in your Drummond and let her handle it.
By the time you'd wallowed the tanker back home and parked it next to the engine rooms to fill them up, Bathroy had gotten home, and you were seriously considering a few things. Fact was, you needed help. Bathroy could handle herself pretty well, she had friends in other regiments… yeah. She could help out.
The next day, you cleared patrol schedules, and got everyone together in the bunker core with a smile.
"Now, I'm sure you might wonder why I've got you all gathered here today," you explained carefully. "But the regiment is expanding, and I can't do this all alone. As such, I'm formally going to be handing out a promotion."
Cue noise as everyone stood up from the camp tables and squats, clamoring for more information.
"Now I know this is unexpected, but Bathroy, please come forward."
Bathroy just looked shocked as you reached into your pocket and pulled out a pair of large, silver bars. Pinning them to Bathroy's collar felt Significant, and she just gulped as a flash of video game magic welded them in place permanently.
"Congratulations, Lieutenant Bathroy," you said, and there was much rejoicing. Nothing else really got done that day- there was too much drinking and partying, and you did dutifully register that you weren't patrolling today due to mechanical breakdowns.
///
Once the hangovers and other assorted bad decisions wore off, you decided to hold driving classes, mostly so people would stop getting your trucks shot. Right now, standard protocol was to cruise around with just enough B-mats and E-mats in the cargo bed to simulate a fully-loaded Dunne (yes, the Collies could tell the difference) before having five people with rifles jump out and counter-snipe them. However, this resulted in the trucks getting shot up quite a bit- not a fun time. So, you were working on a new plan- a running dismount that would allow you to jump from the back of the truck as it kept driving, before committing a handbrake U-turn to allow the driver to move back, shield any downed soldiers with the vehicle, and then jump out the passenger door to provide treatment.
You were rather embarrassed to say the first few times you had people try this, there were squishes. Drivers dismounting wrong and getting caught by back tires, shotgun seat dismounts suffering the same fate, people not nailing the landing out the back and falling flat, people getting run over on the 'medical retrieval' turn…
Yeah. That wasn't getting tested seriously in combat for quite a while yet. However, you did manage to borrow a flatbed to teach everyone that, which went much better- as long as you didn't ask anyone to go higher than sixth gear. See, the BMS Packmules had a Mack truck style transmission- six gears, plus a Hi-Lo switch. After going through a traditional six-speed tree, drivers had to clack a switch on the stick, push the stick back up to neutral, and then shift back to first to get it into seventh. That switch was the devil, though: most people didn't kick it over until they were already in neutral, which meant it only had one or two soft walls to trigger off of- and older or damaged trucks really needed all three possible soft walls to cross in order to reliably switch it on.
Thankfully, you got all the greenies trained up on the fuel truck without too much work, and all your yellow-rates to where they could be trusted not to accidentally murder someone with the Drummond. Currently, it was your Fast Response Car: two rifles wasn't a lot, but it's large inventory and high speed made it great for delivering more ammunition and medical supplies to troops in the field, as well as for getting a wounded and stabilized soldier to a hospital.
Breathing in deeply, you smiled. Everything was going well, and you were finally in good enough shape to consider joining the War Bureau- and then the radio desk started ringing off the hook. Picking up the phone, you heard one of 65 Signals roaring happily.
"We unlocked Tier 2 tech!"
Hell yeah. This was gonna be a good month.
///////// NEW TECH
Blakerow 871 Carbine
Sampo Auto-Rifle
Tank Trap & Field Bridges
Wall
Gate
Garrison Supplies
Physician's Jacket
Drummond 100a Light Utility Vehicle
Dunne Loadlugger 3c
Current Tech Post to follow soon
//////
VOTES
BUNKER
(Choose One) [] Expand your bunker base with additional infrastructure to sustain larger troop numbers. (Base is currently set to auto-expand by 1x Small Pattern/turn)
[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-[] With small patterns -[] With medium patterns
-[] With heavy patterns
-[] With artillery firing positions
-[] With infantry fighting positions.
[] Develop a new bunker base in a better location
-[] Write in hex and town/Relic, as well as distance to front line or intended purpose.
[] Get your builders to stop expanding the base for now.
PERSONNEL
(Choose One Two!)
[] Go and recruit more personnel
-[] Mass recruitment: whatever you can get, get more of it! (Recruits 3d10 White personnel)
-[] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 1d10 Yellow personnel) -[] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10 Orange personnel)
-[] Elite recruitment: Go find a group of lunatics, and shanghai them. (Recruits 1d10 Red personnel) (This will help your goal of joining the Bureau of War)
(You cannot recruit units of higher rating than yourself.)
[] Commit training! -[] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice. (You have trained all current regiment members to this standard)
-[] Rifle training: Everyone will spend time practicing the fine art of "bullet go plink"
[] Extra work shifts
-[] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[] More Mines: Get everyone to do more rounds on the component mines and oil wells. Components mean R-mats, R-mats mean flatbeds. God, you want a flatbed.
-[] More Building: Put everyone to work on getting your bunker upgrades planned. If you don't have some planned, the bunker will get what the troops think it needs.
-[] More Logistics: Put everyone to work on hauling more truckloads of stuff from point A to point B. Whoever's manning the bunker base at the border to Weathered Expanse will be very happy to get more gear for the inevitable offensive.
UPGRADES
(Choose One) [] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
-[] Teach them the way of the builder, as much as you know how that works. (Adds one action to Bunker)
-[] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
-[] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades) (You are at Officer Cap)
[] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
[] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
-[] Angle for Cascadier 873 Kits (A standard 8mm Machine Pistol; the definition of "good enough" and handy in a storm)
-[] Angle for Cometa T2-9 Kits (A magnum revolver; allows ammunition to stack for many non-stacking uniforms)
-[] Angle for Dunne Landrunner 12c (A halftrack logistics vehicle that does exceptionally well off-road in exchange for poor speed on-road)
-[] Angle for Dunne Caravaner 2f (A personnel transport bus, seats twelve in reasonable comfort. Unarmored.)
[] Get in touch with the War Bureau to join up.
[] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
-[] Logistics
-[] Production
-[] Frontline Combat
-[] QRF
-[] Water Logistics
-[] Techmaids
-[] Partisans
[] Find a way to get your guys some quality of life upgrades so things suck less out here.
We now meet the minimum requirements to join the War Bureau! I feel like actually applying should wait a while though... honestly I wish there was still the option to get in touch with a random member regiment first.
Hooray for teching up! There's finally a medic uniform and we can get Loadluggers, a raw resource hauler. Getting a flatbed would still be nice, but there's a massive bottleneck of components that's not going to get any better with Drummonds unlocked now and the nearest component mine is the one to our SW at Serenity's Blight, Viper Pit. We'd also need to have cranes for loading and unloading the containers.
That being said, onto the plan. We now got the two personnel actions! Time to get more greens for more scrooping. Maybe we can afford to buy a flatbed with the techmats. Meanwhile I think the other categories actions should be to start building some infantry fighting positions since I don't know what else to make and get a better builder before the MC pops a blood vessel. Or get a OwO clan member that's actually competent.
[X] Plan We All Scroop Together
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[X] Extra work shifts
--[X] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns) View: https://www.youtube.com/watch?v=6Zi0j6UJQOg
Plan sounds good though my mind is still a bit in a whirl if we should contact a techmaid regiment instead of getting a new builder.
On one hand a better defense for our bunkers but on the other we can have the techmaid regiment do the tech for us so we focus on the shoot shoot.
I think my vote will be swayed depending on our bases location and whether it's likely to be attacked or not. Though since we just got attacked we should use this time to ready for the offensive instead of building defenses
[X] Plan We All Scroop Together
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[X] Extra work shifts
--[X] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
[X] Plan We All Scroop Together
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[X] Extra work shifts
--[X] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
Plan sounds good though my mind is still a bit in a whirl if we should contact a techmaid regiment instead of getting a new builder.
On one hand a better defense for our bunkers but on the other we can have the techmaid regiment do the tech for us so we focus on the shoot shoot.
I think my vote will be swayed depending on our bases location and whether it's likely to be attacked or not. Though since we just got attacked we should use this time to ready for the offensive instead of building defenses
Our current base location isn't quite on the frontlines, but is at a crossroads that covers the flank. Attacking isn't our responsibility anyway as a QRF regiment, not that our members are even rated for anything more intense. Most we can do right now is logi for the combat regiments and maybe helping with construction.
EDIT: Though I would really like to be able to get some revolvers for the medics (read: us) but getting a more competent builder is really needed before our base gets worse.
Our current base location isn't quite on the frontlines, but is at a crossroads that covers the flank. Attacking isn't our responsibility anyway as a QRF regiment, not that our members are even rated for anything more intense. Most we can do right now is logi for the combat regiments and maybe helping with construction.
EDIT: Though I would really like to be able to get some revolvers for the medics (read: us) but getting a more competent builder is really needed before our base gets worse.
Fair points and rightfully so. I got nothing to add as thinking about it, this would allow the bunker as a final fallback point and be super FOB.
A question from me to the QM, again, is the length of turns. I thing making me really ponder our actions currently is lack of forecast in the plans of our fellow Wardens. Would joining the War Bureau fix that, as a regiment we already been given those kind of future plans, or we'd be kept at the dark?
[X] Plan We All Scroop Together
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[X] Extra work shifts
--[X] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
[X] Plan: Action economy.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Mass recruitment: whatever you can get, get more of it! (Recruits 3d10 White personnel)
-[X] Commit training!
--[X] Rifle training: Everyone will spend time practicing the fine art of "bullet go plink"
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
[X] Plan: Green Action economy
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With infantry fighting positions.
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 2d10 Green personnel)
-[X] Commit training!
--[X] Rifle training: Everyone will spend time practicing the fine art of "bullet go plink"
-[X] Find some actually good builders, and get a copy of their playbook. You don't want your bunker base to turn into a nightmare, anymore than it already is. (Unlocks Better Defensive Patterns)
I would go for We All Scroop Together but we should get the rifle training done as soon as we can
Hopefully with the observation bunker built we might be able to listen in on cross-hex communications. I'm uh, not entirely sure about recruiting white personnel. All they could do for us immediately is light construction work and administration, both of which I don't think we need more of?
Hopefully with the observation bunker built we might be able to listen in on cross-hex communications. I'm uh, not entirely sure about recruiting white personnel. All they could do for us immediately is light construction work and administration, both of which I don't think we need more of?