Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[X] More men, more shells
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[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 3d10+3 Green personnel)
-[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] Requisition Material
--[X] Base Support: More concrete, more faster.
 
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[X] Plan Give Comps Pls
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Extra work shifts
--[X] More Mines: Get everyone to do more rounds on the component mines and oil wells. Components mean R-mats, R-mats mean flatbeds, and more importantly: trains (Begins work on GWR Request)
-[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] Requisition Material
--[X] Base Support: More concrete, more faster.
 
I'd vote for Give Comps Pls except that this is our last turn of being famous giving us a recruitment bonus and that plan completely doesn't recruit anyone. So I'm not voting for it.

[X] More men, more shells
 
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So, I asked for a list on the discord and got this

"there are
1x Red unit
8x Orange units
28x Yellow units

currently you own
4x cranes
12x flatbeds
8x fuel trucks
36x standard trucks
4x scroop trucks
long standard containers and short standard containers of forty units combines
scroop containers of twenty units
3x Jeeps
2x Balfour Wolfhound 40mm field guns
2x bicycles
2x busses
and small arms and sundry explosives as needed"

As far as bunks are concerned, we have 26 bunks, with 37 active personnel.
 
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[X] More men, more shells
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[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 3d10+3 Green personnel)
-[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] Requisition Material
--[X] Base Support: More concrete, more faster.
 
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'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 :V
 
[X] Plan Give Comps Pls

Adding what, ~40 people? To a base that is already hot-bunking with less than that? Strikes me as unwise.

Besides, we'll have a personnel officer next turn. Recruiting extra people will come at less opportunity cost.
 
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@Murks74

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.
 
[X] Plan Give Comps Pls

Green recruitment gives a lot of people already, we don't really need the fame boost to it. If we were doing Yellow or Orange recruitment that'd be different. Also, space issues.

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.
 
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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.

Technically its like two weeks plus or minus a bit, yeah. I went down from month turns because they messed with some timing re: tech, concrete, and r-mat/comps faming.

"comfortable" staffing levels are easily into the triple digits by my guess :V

I mathed it out once in the discord, I think a Fully Operational Battery of 150mm guns required something like 112~ people? Either way, you need a lot of warm bodies to make an artillery regiment work. They're actually the second-most manpower intensive regimental type in the game, next to Cataphract regiments (assault armored cavalry) and Naval Infantry regiments who share the top slot.

Adding what, ~40 people? To a base that is already hot-bunking with less than that? Strikes me as unwise.

Listen its not actively a blizzard out you'll be fine.

That minimum is also an absolute minimum for crewing the guns. Ideally we'd have more.

there is exactly one circumstance when you want less dudes, and that's tax season
 
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 :V
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.

Anyways, as time goes on, I'm increasingly upset about Hooker's proposed op. There's too much to do, and I'm convinced that a month, the estimate that Hooker put as the timer, isn't going to be enough to do it.

Things on our plate:
-Better Logi (whether trains or flatbeds)
-Mass recruitment (minimum doubling of size just to man the guns)
-Mass training (particularly of Arty, but others as well wouldn't go amiss, like officer training)
-Mass building of bunks to allow recruitment
-Finishing off Allsight/Fort November
-Operational planning for Hooker's op

This is just too much for the 15th, even if some things, like logi get taken off our hands thanks to the 9th, but others can't be reassigned. Particularly everything else on that list, unless you want to let Hooker do all the planning for us, knowing what he's like. At a projected two more turns, we have enough time to fix one of the above issues, maybe two if we can con someone into helping out.

The better play from the 15th's perspective is to finish the op in Allsight and reduce Fort November, then readjust, reconsolidate, and fix the issues that led into Allsight before doing another operation. We are not in a good position to actually attack, which is why the assault on Allsight had big issues, but Hooker is pushing it, so we're kinda fucked on the timing since it's now out of our control.
there is exactly one circumstance when you want less dudes, and that's tax season
"Send dudes!" -Col. Orr
"Don't you mean nudes?"
"No! We're attacking the Colonials and we need more men! Or girls, I'm not that picky." -Col. Orr
 
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.
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.
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.
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.
 
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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.
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.
 
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