Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[X]Rolling Thunder
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Go and recruit more personnel
--[X] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos

Lets keep getting up our manpower so we can actually field all the guns. This means bunker actions are for more bunks and some more logistics to keep everything flowing. And last talk to kirito because what the hell are the 26e up to?
 
Mobile Warfare training might be an odd choice, and we likely won't need it much if at all on this op, but idk when we'll have more training time so in it goes;

By the way, could I convince you to shift the training option over to infantry training instead? Last time we got our shit kicked in by a counterattack, partly because we left ourselves dangerously short staffed and partly because none of our guys knew what to do after everything went to shit. Infantry training seems to be the catch all term for the kinds of training that would leave us better off when the colonials suddenly decide to rush out from their trenches to bring the fight to us. I think that is more important for this coming operation, which is fairly limited with mobility for us. The colonials rushing in reinforcements to try and counterattack scares me more.
 
By the way, could I convince you to shift the training option over to infantry training instead? Last time we got our shit kicked in by a counterattack, partly because we left ourselves dangerously short staffed and partly because none of our guys knew what to do after everything went to shit. Infantry training seems to be the catch all term for the kinds of training that would leave us better off when the colonials suddenly decide to rush out from their trenches to bring the fight to us. I think that is more important for this coming operation, which is fairly limited with mobility for us. The colonials rushing in reinforcements to try and counterattack scares me more.
Fair point; I'll edit that in.
 
Are Utility Patterns actually any good at defense? Would infantry fighting positions be better in case of being attacked?
 
Are Utility Patterns actually any good at defense? Would infantry fighting positions be better in case of being attacked?
They would, but our base is in the northern half of Clanshead Valley (near Fallen Crown, specifically); if the Collies are pushing into that, infantry positions really aren't going to save us. More relevantly, a little birdie tells me if we crack open Weathered Expanse there's a new base (a sanely-designed one, no less) waiting at the far end, so improvements to the current one are more a pro-forma thing than a necessity.
 
Shame that we can't do multiple of these options to help Zairman. Still, out of all of these I think learning the language is the most useful in the long-term. Since we're not going to be using the comps for anything else apparently, may as well concrete up the current base and make it at least slightly less prone to artillery fire. Hopefully. I doubt they have 120mms yet anyway, though I wouldn't bet on it knowing Sundowner. Otherwise I want to finally get the absolute mess of siegeworks finally properly dismantled to alleviate staffing needs a tad and reclaim the supplies inside of it.

For training, I'd actually like to get more administration in first before other training. Another part of things is to have a competent chain of command that can do stuff without our input on everything, because that seems to be the real reason why Calico didn't want us to go to me. More delegation should also hopefully mean more passive training. Talking to the commandos should be enlightening for many reasons, operational and Asuna wise. Finally I'd like to also finally talk to our poor overworked logi girls. We've neglected them for too long and just increased their workload (even if we also did just give them rails).

[X] Plan Jolly Cooperation
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Begin developing Concrete (Clanshead Valley)
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
--[X] Whoever the hell Kirito is, with 26e Commandos
 
[X] Plan High King's Regimental Combat Team

I had been thinking about more recruiting as the Second personnel action, but a flat +1 right before the OP is probably better.
 
So Zairman is from Green Ukraine huh?
Also we got the VIP welcome being given bread and salt. Culturally it means we're an important friend.

Yep. Actually very happy someone managed to pick up on this- not like most people read any of the maps provided, much less a more niche map of the status in a country they have every reason to hate right now.

Is there any reason why we aren't doing concrete it seems like something we desperately need for our bunker if the colonials ever push?

Because concreting up your shitshow of a base is a legit waste of concrete right now? You've already conc'd the parts worth doing, anything else is a waste of comps that could be better spent in literally anything else.

Infantry training seems to be the catch all term for the kinds of training that would leave us better off when the colonials suddenly decide to rush out from their trenches to bring the fight to us. I think that is more important for this coming operation, which is fairly limited with mobility for us. The colonials rushing in reinforcements to try and counterattack scares me more.

This is correct. Infantry training is basic marksmanship, cover versus concealment versus "oh that looks good OH NO", entrenchment, fire and maneuver, non-rifle weapons training (read: mg, rifle grenade, regular grenade, shovel), and some melee combat training with bayonet and shovel. It's not fancy, it's not complicated, but it will save people's asses. It also synchronizes really well with the "Get ataches" vote, since otherwise literally the only person in this regiment with infantry training is Asuna.

Are Utility Patterns actually any good at defense? Would infantry fighting positions be better in case of being attacked?

Oh they're legitimately useless at defense. That said, if you get big enough, you can use one as the base for an Intelligence Center.

More delegation should also hopefully mean more passive training

What NCOs do, mechanically, is prevent skill degradation and allow you to exert more... I'm going to say "command pressure" in battle. Another rank in Admin would finally get you 2nco/officer, which would put you at 4 officers and 8 nco, allowing you to operate 9 batteries during the operation. That's a lot of fires, and more importantly means that's a lot of skills and techniques you don't need to worry about loosing if your manpower nosedives again.

Or you can just take infantry training to not get shellacked again.
 
[X] Plan High King's Regimental Combat Team but with more Asuna-time
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Commit training!
--[X] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[X] Go talk to someone specific
--[X] Sort things out with Asuna.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos

@7734 you good with the double-"talk to someone" and with the write-in to specifically address Asuna? Because we do need to talk out the issues between us and asuna at some point, and we may as well do it while we're poking Kirito too, I'm thinking.
 
@7734 you good with the double-"talk to someone" and with the write-in to specifically address Asuna? Because we do need to talk out the issues between us and asuna at some point, and we may as well do it while we're poking Kirito too, I'm thinking.

Yeah, this is fine. You can double-vote something if you've got actions for it, and "go talk to people" is something you've got actions for.
 
Ah, if the current concretings not going to do much and we can work towards a intelligence center with utility patterns then I'll switch that over. The comps will get used up eventually to concrete that up then.

[X] Plan Jolly Cooperation
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
--[X] Whoever the hell Kirito is, with 26e Commandos
 
[X] Plan High King's Regimental Combat Team but with more Asuna-time

I'm with Tortuga here. I'd like to nip the issues with our XO as soon as possible.
 
[X] Plan High King's Regimental Combat Team but with more Asuna-time

I don't believe there is a pressing need for more QoL, and I think just... sorting whatever mess we've made with Asuna before she decides she'll split off again and find her luck with another regiment is worth doing. If Hooker still doesn't kick things off next turn we should see about finding an artillery regiment. Hell, maybe ask Asuna if she knows anyone.
 
[X] Plan High King's Regimental Combat Team but with more Asuna-time

Sure I can support not alienating our officers.
 
Motor Rifles (Grenadiers) ToE theorycrafting (ch.4)
Xth Grenadier Regiment

Regimental Headquarters (3 ACs, 1 Truck and 1 Staff Car for Orr/the CO)
-Reg. CO
--Reg. Comms Chief/XO
--Reserve Comms
--Senior Corpsman
--Forward Observer
-Armored Car Squadron
--V.101 Freeman (40mm gun)
--Driver
--Gunner/CO
-V.110 O'Brien
--Driver
--Gunner/NCO
-V.110 O'Brien
--Driver
--Gunner

Regimental Artillery Battery (2 40mm Guns, 2 Trucks)
-1st Gun
--CO
--Gunner
--Loader
--Driver
--Security
--Security
-2nd Gun
--XO
--Gunner
--Loader
--Driver
--Security
--Security

A Company (Grenadiers) (1 Mortar, 2 Machine Guns, 4 Trucks)
-Company Headquarters
--CO
--Senior NCO
--Corpsman
--Messenger
--Mortar Gunner
--Ammobearer
-Shock Squad (1st)
--Senior enlisted
--Submachine gunner
--Submachine gunner
--Submachine gunner
--Submachine gunner
--Submachine gunner
-Fire Squad (2nd)
--Senior enlisted
--Grenadier w/ rifle grenades
--Rifleman
--Machine Gunner
--Ammobearer
--Ammobearer
-Fire Squad (3rd)
--Senior enlisted
--Grenadier w/ rifle grenades
--Rifleman
--Machine Gunner
--Ammobearer
--Ammobearer

B Company (Grenadiers) (1 Mortar, 2 Machine Guns, 4 Trucks)

C Company (Grenadiers) (1 Mortar, 2 Machine Guns, 4 Trucks)

Regimental Train (6 Trucks, 1 Fuel Truck, 1 Crane)
-CO
--NCO
-Fuel Tanker
--Driver
-Crane
--Operator
-Repair Section
--Repair Crew
--Repair Crew
--Repair Crew
--Repair Crew
--Security
--Security
-Sustainment Section (1st)
--Driver
--Security
--Driver
--Security
--Driver
--Security
-Sustainment 'Section' (AC)
--Driver
--Security
-Base Security
--EMG Gunner
--Loader
--EMG Gunner
--Loader
--EMG/EAT Gunner
--Loader
--EMG/EAT Gunner
--Loader

Staffing: 122 total, 1 Regimental Officer, 6 Junior Officers, 7 NCOs and 108 Enlisted

Heavy Equipment: 21 Trucks, 3 Armored Cars, 2 Field Guns (40mm), 3 Infantry Mortars (60mm), 6 Machine Guns, 1 Fuel Tanker, 1 Crane and 1 Staff Car (wroom wroom)

In the spirit of organisation (the most important part of an army!) have a Table of Equipment and Organisation for a theoretical Motorized Grenadier Regiment. Coming in at 122 total, you could also have two of these in one regiment, as demi-regiments. There's even a few slots open for attached staff for cross-training and such.
 
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