[X] Plan Company Consolidation
-[X] Begin design for a new, planned base.
-[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] Extra work shifts
--[X] 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.
-[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] QRF
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
[X] Plan NCOs and Work Experience
-[X] Begin design for a new, planned base.
-[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] Extra work shifts
--[X] 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.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate.
The crappiest tanks ever. Would probably work better as bullet shields for the infantry. But it is a cannon with armor that moves. But given its nearest competitor is an armored car it's the heaviest thing we can field by default.
What size shell does it use? And does it have a machine gun?
They may have the shittiest design possible, but they're still tanks. Wow. Luck that good makes me worried, because of how absurd it is to get tanks at this point.
The crappiest tanks ever. Would probably work better as bullet shields for the infantry. But it is a cannon with armor that moves. But given its nearest competitor is an armored car it's the heaviest thing we can field by default.
What size shell does it use? And does it have a machine gun?
They're early infantry tanks with the best gun they can cram in the turret: an un-flipped Buceron, and enough armor to throw hands with anything from the period. Daucus, Ignifist, and stickies don't threaten them much, but a Typhon is a real threat, as well as Bane ATRPGs. They're old metal, but they'll still kick ass in a pinch.
As an aside since it was also mentioned on that post, what are the requirements to build an Intelligence Center anyway @7734? I'm wondering if it'd be a good idea or a complete disaster to build one on our current base at a later date, considering how bad it is defensively.
You need a builder and to write it into a Base Planning action. Anything like a Storm Cannon Battery or Intelligence Center that needs a giant mess of power generation needs to be specifically built around: you don't duct tape that shit on at the last minute.
Edit: Having just asked Tabac on discord. There is a distinct difference in QRF failing to do it's job on an op and not having QRF at all. A difference that probably includes an uncontrolled breach in the lines.
That relic vault had a TOE perfect armored battalion in it: three companies of 12 tanks plus a 4 tank headquarters section. By IRL standards, that's actually a lot of tanks. By Situation Foxtrot standards, that's two regiments of tanks easily.
That relic vault had a TOE perfect armored battalion in it: three companies of 12 tanks plus a 4 tank headquarters section. By IRL standards, that's actually a lot of tanks. By Situation Foxtrot standards, that's two regiments of tanks easily.
And by Foxhole game standards, that's an unbelievable amount. Imagine gathering all those relic materials, incredibly daunting considering that my clan has only gotten like half-way to a decent relic tank. Anyways, is it possible to reserve a few of those tanks for the regiment itself while giving away the rest to our armoured cav man?
Well shit, guess I'm voting for the QRF then. Crossing my fingers that we get just one more turn to sort out our logi situation for the mortars, cause it's going to hurt if we can't feed those.
And by Foxhole game standards, that's an unbelievable amount. Imagine gathering all those relic materials, incredibly daunting considering that my clan has only gotten like half-way to a decent relic tank. Anyways, is it possible to reserve a few of those tanks for the regiment itself while giving away the rest to our armoured cav man?
You really, really don't have any uses for 'em. Unless there's a vote to reformat to another type of regiment, the only armor I plan on the 15e running is going to be King Spires mod2 for the Theatre Radio System, or the Gallagher Highwayman mod4 for the Theatre Radio/AT Autocannon (edit: or maybe a Niska, but that's kind of unlikely for a couple of reasons). Both of those are explicitly command tanks for the sole purpose of letting Orr get to be close to the fighting, without actually putting her at as much risk of "and then some asshole bombed the trench to shit".
I mean, Orr mentioned we are continually getting our behinds whipped every time the Colonials break through, could we not simply use the tanks like infantry tanks? I mean, it might not have MGs but it does have cannons and a lot of armour that the Colonials will struggle to knock out unless they have a copious amount of gas, mammons, or lucky artillery barrages. So could we not just reserve a few and have them essentially act as a modifier for combat rolls? Honestly I'm imagining these vehicles acting like a more heavily armoured Spitfire or halftrack.
I mean, Orr mentioned we are continually getting our behinds whipped every time the Colonials break through, could we not simply use the tanks like infantry tanks? I mean, it might not have MGs but it does have cannons and a lot of armour that the Colonials will struggle to knock out unless they have a copious amount of gas, mammons, or lucky artillery barrages. So could we not just reserve a few and have them essentially act as a modifier for combat rolls?
Well you could, if you weren't an artillery regiment. You are, however, an artillery regiment, and your hands are full taking care of the guns: there's no bloody room to pack in tanks, much less taking the time to train up tankers to use them competently. If the tanks got handed out to an infantry regiment, they'd get the Grenadiers tag, which is good but hardly foolproof.
Remember: tech is asymmetric, and you don't know for certain what the Colonials unlocked. It could be nothing, or they could have an answer to armor right now. You don't know.
Son of a bitch, I knew we should have stayed as Uhlans then we could have enjoyed the artillery while enjoying the tanks. Hnnnng. Alright fine, no biggie. We can always just hand off most of the tanks to Zairman when we speak with him again and retain a few for another infantry regiment who will come with us for the assault. As for whatever the Colonials are packing, eh. I'm sure we're fine, I doubt they got Venoms, Banes, etc as of right now. At best I think they probably only have Geminis, Ignifists, ISGs, or Icarus'.
Son of a bitch, I knew we should have stayed as Uhlans then we could have enjoyed the artillery while enjoying the tanks. Hnnnng. Alright fine, no biggie. We can always just hand off most of the tanks to Zairman when we speak with him again and retain a few for another infantry regiment who will come with us for the assault. As for whatever the Colonials are packing, eh. I'm sure we're fine, I doubt they got Venoms, Banes, etc as of right now. At best I think they probably only have Geminis, Ignifists, ISGs, or Icarus'.
Listen, quest start vote said "Artillery", so artillery you shall be unless the thread votes to change that. I'm willing to shift the 15e to being any other type of (frontline) regiment, but most regiments just can't use a forty-tank bloc. Hell, Zairman's only going to use like... 12-18 of them this op, and the rest are going to be held in reserve. Just because Caovish armor regiments are monobloc tank formations doesn't mean Warden tank formations are going to be that stupid.
[x] Plan Company Consolidation
- [x] Begin design for a new, planned base.
- [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] Extra work shifts
-- [x] 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.
- [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] QRF
- [x] Go talk to someone specific/Meet a Specific Regiment
-- [x] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
Did some basic theorycrafting on how to set up a Hussars regiment ToE. Since a lot of a unit's skill rating (the bit that's useful during Narrative Turns and background "did the front line move" checks) is tied up in "do they have organization, a doctrine that supports that organization, and the means to sustain the use of their operational doctrine" this means these little ToE posts and theorycrafting are pretty important. More organization is best organization, and the main reason regiment numbers have been continually going up is because a lot of what were independent regiments are getting folded into other regiments as companies: as befitting their low manning numbers.
Escuadrón du Main x3 or x4
- Squadron Headquarters
--Armored Section
---King Spire
----CO (Gunner/Commander)
----Driver
---Tank of the Line
----Commander
----Gunner
----Loader
----Driver
---Tank of the Line
----Commander
----Gunner
----Loader
----Driver
--Support Section
---XO
---Repairman
---Repairman
---Repairman
---Company Signal Chief
---Supply Officer
--Medical Section
---Company Corpsman
---Driver
-Armored Platoon x2
--Tank of the Line
---Commander (LT)
---Gunner
---Loader
---Driver
--Tank of the Line
---Commander
---Gunner
---Loader
---Driver
--Tank of the Line
---Commander
---Gunner
---Loader
---Driver
-Infantry Platoon
--Infantry Platoon
---Assault Section
----Senior enlisted-driver
----Submachine gunner
----Submachine gunner
----Submachine gunner
----Submachine gunner
----Submachine gunner
---Fires Section A
----Platoon CO
----Machine Gunner
----Ammobearer
----Ammobearer
----Grenadier w/ rifle grenades
----Rifleman-driver
---Fires Section B
----PlatoonXO
----Machine Gunner
----Ammobearer
----Ammobearer
----Grenadier w/ rifle grenades
----Rifleman-driver
Regimental Train
-Command Section
--Regimental XO
--Driver/Signalman
-Repair & Refit Section
--Tow Truck y driver
--Tow Truck y driver
--Tow Truck y driver
--Material Truck y Driver
--Material Truck y Driver
--Material Truck y Driver
-Base Operation Section
--Architect
--CV y driver
--Crane y driver
--Crane y driver
--Builder
--Builder
--Builder
--Builder
--Builder
-Fuel Section
--Fuel Driver
--Fuel Driver
--Fuel Driver
--Fuel Driver
-Security
--EMG gunner
--EMG gunner
--EMG gunner
--Loader
--Loader
--Loader
-Sustainment Section
--Flatbed Driver
--Flatbed Driver
--Flatbed Driver
--Security
--Security
--Secutity
Notes
1: Yes, I absolutely believe this fighting force is going to need 160,000 L of diesel on tap at all times. Between tanker loss and 24-32 tanks and up to 24-40 trucks, it costs 7,000 liters of fuel to just get the combat arms and bare minimum of support assets rolling. If I'm going for maximum system independence I should probably tape in another 1,200 liters of fuel with a six-tanker squadron of tanker trucks. As it is, I expect them to blow through about a tanker and a half of fuel per day in standard field condition and three tankers per day in combat.
2: "But Tab, why do the armor companies have attached infantry?" Because armor is piss poor at holding ground. Aside from vehicle casualties, the number of trips back to HQ to resupply shells, 7,92mm, and repair means that I'm assuming that line companies are constantly down a tank. The ability, therefore, to plonk down a maximum trash star fort and hold on to it means that the armor regiment can conduct bounding advances from infantry point to infantry point and also has a safe-ish place to put the company repair team.
3: "But Tab, why is this regiment equiped with direct fire and indirect fire artillery and not awarded the Grenadiers tag?" Because you really, really, really need the direct fire battery for base defense in situations when you can't get your hands on EAT guns. More importantly, you've got a highly mobile next-to-the-frontline headquarters section that's going to be pushing almost as hard as the actual armor. This means you need a self defense section against enemy armor. Two guns won't be beating the band, but they will be more than enough to ensure security while the base gets roughly entrenched.
4: "Gee Timmy, you get two cranes!" Damn skippy they get two cranes, I expect this joint to go through two short containers of B-mats, ammo, and miscellaneous supplies every 24h. Armor and artillery regiments are going to bleed gold or blood, and I, the writer, am American: I choose gold. Whatever they're not using can get passed over to infantry regiments working with them, and frankly speaking the combat resolution system in Situation Foxtrot is designed explicitly around building your combat arms brigade around specialist capabilities like armor or artillery and then fluffing the rest up with leg infantry. That means cavalry and artillery regiments need to be ready to pick up some field engineering slack from the infantry units who don't know better.
It's not a linear relationship. More administration gets you more potential NCOs. More NCOs means you can have more skills simultaneously. More skills mean you can have a more diverse regiment, which in turn lets you do things more skillfully. Right now you've got Direct Fire Artillery, Indirect Fire Artillery, Administration & Communication, and Basic Soldier Skills taught, plus combat competence in building and vehicle use.
Fundamentally, the skill rating of [your regiment] doesn't actually matter, because most of the things that would be decided by me rolling a Regiment Skill Check are things that I just put to a vote. The only time I actually roll the 15e Flying Artillery skill checks is when Orr is dead, and you didn't make the last one in Allsight b/c you were a Yellow regiment. Automatic +2 on a d6 roll-under check is not a nice check to make, and when Zairman made his checks (dude rolled three nat1 in a row: "Analyze situation", "Response Speed", and "Coordination" being the topics of the checks) that's what let him get on top of things neatly enough to wrap it off as tightly as he did.
2: Eh, depends. Honestly you're more than a little undermanned right now, but frankly the only way you'll stop being eternally undermanned is to build up enough fame to get autorecruiting going or to dump actions on it. Hopefully after this op when you get an Actually Good Base, the thread will finally stop going "oh we don't have enough room to recruit!" even though you still have plenty of bunking left if people stop thinking that cyclical bunking is bad.
"Asuna was behind her in that picture, and I've never seen such a proud mother's smile. Is that what we want to risk teaching them? Nothing but death?"
Putting your head in your hands, you sighed. "Right, well, let me see if I have any other choices- oh wait. I don't."
"You can't keep her on administration duties or something-"
"That's what she was doing with me before it all went to shit!" you snapped. "I'm trying my best here, Landry, but this is a volunteer regiment. Anyone's free to sign up, anyone's free to leave. There's probably some ethical argument about consent to the unknown, but I'm not a philosopher. I'm an artillerist and an officer who's about to be hip deep in mud, blood, and snow again. If Silica wants to stay in, she stays in. If Asuna wants to teach everyone the fine art of bayonet fighting, well guess what: they need to learn eventually."