That minimum is also an absolute minimum for crewing the guns. Ideally we'd have more.
During Allsight the 15th had 18 drivers moving shells for four guns and it just about kept up with demand. Past performance is no guarantee of future success and all that, but our regiment should expect to have just as many people driving supply trucks as are manning any guns (assuming a logistics regiment is also providing deliveries). We also need a bit of organic security and some combat builders.That minimum is also an absolute minimum for crewing the guns. Ideally we'd have more.
Finally, does anyone know how long a turn actually is? I feel like this should be obvious, but if it was mentioned somewhere I forgot it. We have a month before Hooker's Wild Ride begins, but I don't actually know how long that is in terms of actions and it's throwing off my planning.
EDIT: OK, found it. Each turn is a month.
"comfortable" staffing levels are easily into the triple digits by my guess![]()
Adding what, ~40 people? To a base that is already hot-bunking with less than that? Strikes me as unwise.
That minimum is also an absolute minimum for crewing the guns. Ideally we'd have more.
Pretty much. Artillery is a massive drain on manpower. Though, we might be able to get away with offloading certain things to other units who detach personnel to us. Like the unit security to a Frontline infantry unit and the logi to a Sustainment regiment. Though, personally, if we can swing it, I'd definitely be happy to grow that large so we can effectively do our job with aplomb. At any rate, doing so would constitute using over 1% of all Warden Manpower in the game. And since manpower will go down over time, that proportion will only increase. Artillery is powerful, but it's also a big investment.During Allsight the 15th had 18 drivers moving shells for four guns and it just about kept up with demand. Past performance is no guarantee of future success and all that, but our regiment should expect to have just as many people driving supply trucks as are manning any guns (assuming a logistics regiment is also providing deliveries). We also need a bit of organic security and some combat builders.
...That's already starting to look like a lot of peoples.
-Regiment HQ (Orr and staff) •
--Artillery HQ •
---Artillery Section Alpha (4 40mm push guns, plus Drummonds to tow said guns [16 Wardens]) •
---Artillery Section Beta (4 40mm push guns, plus Drummonds to tow said guns [16 Wardens]) •
---Artillery Section Gamma (4 40mm push guns, plus Drummonds to tow said guns [16 Wardens]) •
--Combat Engineers (Universal Construction Vehicles, Cranes [16 Wardens]) •
---Transportation Section Delta (Dunne trucks [12 Wardens]) •
---Transportation Section Epsilon (Dunne trucks [12 Wardens]) •
---Transportation Section Zeta (Dunne tucks [12 Wardens]) •
--Troubleshooters (Chem warfare gear and mean attitudes [16 Wardens]) •
"comfortable" staffing levels are easily into the triple digits by my guess![]()
"Send dudes!" -Col. Orrthere is exactly one circumstance when you want less dudes, and that's tax season
No one disagrees to getting those railroads built. I am just trying to get more officers (especially a builder) and not sacrfice you know actually being able to fire our guns in the first place.However, and I cannot emphasize this enough, railroads are important. They are a massive game changer for logistics, being able to move far more supplies in much less time. Even just the primitive rail alone means logistics can support 50% more regiments at a 10% higher success rate. Getting in as an early supporter of the GWR will have other benefits too, considering how they're composed of Logistics Union outcasts.Also being a railway baroness would be nice.
Weather isnt to bad and they can camp outside in trucks for some time and we really really need the dammn numbers. And of some leave eh its greens we have loads of them.Why go for green? Why not yellow? We got over 20 yellow last turn. Going for green will completely overload our bunker base despite the Bunker action. It'll damn near double our numbers. It's foolhardy to go for green when we are already hotbunking.
Emphasis added by me. We're also getting double the materials right now and the way I see it is that we can get enough people enlisted by the time the op rolls around without getting a second mass recruitment wave. There's every possibility of people just leaving right now if we try to go beyond our already bursting capacity and people leaving for QoL reasons don't start from lowest rating first.New Quest Mechanic: Fame. Fame is a measure of notoriety, and famous regiments will find themselves receiving more materiel and recruits when fame is fresh, as well as more in the long run.