Situation Foxtrot (SAO/Foxhole) [COMPLETE]

We were planning on approximately 9 regiments for the operation but we have 8 right now. That'll probably work still as long as we can use our artillery effectively:
The way logistics shakes out means our artillery is a lot like having an extra unit. Trying to shoehorn in another unit means their are too many trucks to keep track of and our operation starts needing traffic management, centralized vehicle depots, another layer of org to keep the clerks pointed in the same direction...

With a +2 planning bonus and all the needed units on hand I think this is an excellent time to pull the trigger on the operation. Unless I'm forgetting something .
 
I do wish there was a dedicated social turn, since we're picking up more named characters and I want to explore them more in the context of Foxhole.
 
If they lost the regimental standard, that's the collapse condition.
I'd guess that's something people keep in their bunker bases, so you mean to tell me two Regiments got their FOBB (Forward Operating Bunker Base) absolutely trashed? Or is it like a Roman Eagle or the Standards from Napoleonic Wars where they carry the thing to the front?

So, folks do we want to kick off the operation now or do we want to give 9 Sustainment our old bunker base and prepare some more?
Another turn could be good for planning, though I'm not entirely sure whether giving 9th the base would help us in the attack right now. It'd certainly help on the future, but not immediately.
 
It's a Small Advance not a Major Offensive, I think we're good and it's time to go.

That said, admin training is clearly overdue.

Is this a new option?

-[] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
 
"The names of units in this game are ridiculous."
Yeah how does this work anyway? It doesn't make any sense, I've tried to think it's like 2 Sergeants per Lieutenant, 2 Lieutenants per Captain and so on, but even then, how does this work.

What if we don't go on the Weathered Expanse offensive and spend some time fixing our organization?
We'll be forced by Hooker to advance at some point, not sure we got a choice.
 
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@7734 roughly how much bonus have we accrued overall? We have the +2 planning bonus IIRC. Do we have any malus or bonus in terms of supplies or other assets?

You have the +2 bonus from planning, a +1 to QRF from Protos, a +1 from your organic direct fire artillery (conditional on them making their roll) and that's it. You have -1 from a Yellow regiment (yours) in the advance, and that's it.

I do wish there was a dedicated social turn, since we're picking up more named characters and I want to explore them more in the context of Foxhole.

If y'all want, I'll put in a "talk to [named character]" slot in votes. Sound like it would do the trick?

Is this a new option?

That's been an option for most of your time in Morgen's Crossing.

What if we don't go on the Weathered Expanse offensive and spend some time fixing our organization?

Then you get told "get the fuck over here or get out" because Hooker's made a name for himself. He captured Quietus, and that means he is The Big Head Honcho. Hooker has cred, and his organization has cred. You are subordinate to him in large part because of that. Now, if there was a revolt in his regimental leadership- the assorted colonels of the War Bureau- then he'd have to make concessions. There isn't, though, so he is soundly in charge and can tell you to get with the program or go.

However, if you take Allsight, you've just done what he did. This clears the guilt of stealing the guns and would put you at his level- one city captured each, with a slight feather in your favor since Allsight is a Victory Point and means the Wardens now legally control Morgen's Crossing. Aside from playing War Bureau leadership fuck-fuck games, you can tell him "no" for things like this with a straight face and get away with it.

Yeah how does this work anyway?
It doesn't, I suspect.

Foxhole itself only tracks four ranks in a regiment formally: member, recruiter, vice-leader, and leader. How this transfers to ranks depends on the unit. Some units make Recruiter a sergeant, other units make it a lieutenant.

The 15 Flying Artillery, and to the large extent the War Bureau, tracks members as such:

Private: no responsibilities
Sergeant: The right hand of an officer, generally one to three per officer. In your regiment, you have Mihey; Bathroy has Coatl; and Asuna has Silica.
Lieutenant: the first rank with actual ability to modify the status of the regiment. This is where Asuna and Bathroy sit.
Captain: Nominally the same as a Lieutenant, except they're senior enough to get independent responsibilities like their own bunker base or contingent of units.
Major: Either a step directly below the Colonel, an independent working as a staff officer for an army group, or a Captain who has near-total control of their operation. The least defined rank.
Colonel: The leader of a regiment, full stop.
General: The leader of a group of regiments.
Marshal: The leader of a group of groups of regiments.
Field Marshal: A Marshal who has been widely regarded to be in a class of their own.

Hooker wants to call himself Field Marshal Hooker real damn bad. That's his goal. Quietus was proving he could hack it as General Hooker. Weathered Expanse is going to be proving he can be Marshal Hooker. After that, he becomes Field Marshal Hooker by default.
 
QRF: 163 Uhlans (War Bureau, Orange/3)
Logistics: 9 Sustainment (Green/2), 87 Teamsters (Yellow/1), 13 Sustainment (Green/6)
Frontline: 15 Flying Artillery (Yellow/4), 64 Infantry (Orange/2), 62 Infantry (Orange/2), 94 Jaegers (Orange/3)
What are these numbers (Green/2, Yellow/1 and the like) btw?
 
Then you get told "get the fuck over here or get out" because Hooker's made a name for himself. He captured Quietus, and that means he is The Big Head Honcho. Hooker has cred, and his organization has cred. You are subordinate to him in large part because of that. Now, if there was a revolt in his regimental leadership- the assorted colonels of the War Bureau- then he'd have to make concessions. There isn't, though, so he is soundly in charge and can tell you to get with the program or go.

However, if you take Allsight, you've just done what he did. This clears the guilt of stealing the guns and would put you at his level- one city captured each, with a slight feather in your favor since Allsight is a Victory Point and means the Wardens now legally control Morgen's Crossing. Aside from playing War Bureau leadership fuck-fuck games, you can tell him "no" for things like this with a straight face and get away with it.
Good to know, Guess I'll vote for Admin training because we are going to need it.
 
Hm. Okay. Since we'll have overall a bonus of 3 I think we should go ahead and launch the op. We can give our old Bunker base to the 9 Sustainment afterwards.

Thus here's my vote:

[X] Begin the Operation for Allsight
 
[X] Begin the Operation for Allsight

I don't want to be blindsided by the other operation starting before we go. We are ready and geared up. In a perfect world we would have another turn but we can't be sure of that here.
 
Hmmm, Field Marshal Orr has a real good ring to it, surely trying to compete with Hooker for the title will have 0 issues whatsoever.
I don't particularly care to have the top spot? We're a regimental commander, not a General Staff officer. What I do care to have is enough clout that Hooker can't override us without expending political capital or getting a buy-in from the 15th.
 
So we've got a 33% chance of the Morgan's Expanse push kicking off next turn. Meanwhile with our own planning we're looking at a 80% chance of success for our QRF, a 60-70% chance of success for each logistics regiment dependent on the QRF's success but they're immune to cascading failures since we only have three of them. For the combat regiments we've got 20-70% odds for our artillery and 40-80% for the infantry all depending on how the rolls shake out and ignoring roll-overs. As it stands we also have two 'free slots' for additional regiments that logistics can still support.

With this plan I'm continuing with the preparations done last turn to get the 9th their new home and getting our admin situation finally sorted out. For social actions I want to spend one to find another two infantry regiments to fill out the frontline since we already have the third logistics to supply them with, though if the reserve of orange rated troops are all tapped out already I'd rather avoid drafting any yellow regiments. The other social action I'm spending on talking with the frontline regiments we already have so that we can get to know them better, with the hope that this lets us coordinate better and ultimately maybe turn this into a longer term partnership. If this lets us also train them to a higher skill level, all the better even if it doesn't matter directly for the operation itself.

Finally I have to say, Sundowners got a hell of a incentive structure for players desensitizing themselves. And damnit Asuna.

[X] Plan Final Preparations
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Clanshead Base to 9th Sustainment
-[X] Commit training!
--[X] Administration Training: At some point, you're going to figure out the fine art of delegation. Some point.
-[X] Prepare your Operation (Adds +1 Good Planning bonus to the operation per turn taken)
-[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[X] Frontline Combat
-[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[X] Frontline Combat
--[X] Allsight Operation Regiments
 
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