Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
[x] Plan Gas Brakes
- [x] Begin design for a new, planned base. x2
- [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] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
-- [x] Techmaids
- [x] Go talk to someone specific/Meet a Specific Regiment
-- [x] 22e Chemical Warfare
 
Yo, if we want to just send it, we might want to reach out to the west flank, so they know to go when we go rather than continue to wait for Hooker's fuck-fuck circus to give them the go-ahead.
 
Yo, if we want to just send it, we might want to reach out to the west flank, so they know to go when we go rather than continue to wait for Hooker's fuck-fuck circus to give them the go-ahead.
That does sound like a very good idea, but unfortunately that's not part of the vote! It's launch now or plan vote! Though it would be a decent plan to reach out to more War Bureau regiments.
 
That does sound like a very good idea, but unfortunately that's not part of the vote! It's launch now or plan vote! Though it would be a decent plan to reach out to more War Bureau regiments.

TBH next time you decide to cry havoc and let slip the hounds of war, that wouldn't be a bad plan. Issue is, I take cues from the thread, and the thread did not lean towards "fucken send it YEET", so it didn't come up. That said, starting an Operation is always exclusive with a Turn Vote. Each turn is two weeks, and Op Start takes three to nine days: moving shit to jump-off points, prepping supplies, arranging train schedules, final planning, putting out bulletins in town halls, blocking off operational radio frequencies, et cettera ad nauseum. The more Planning Bonus you have, the less time this takes: it's already been done, but you can't try and plan too much shit out before. Generally you stop getting operational speed bonuses at +2 or +3 Planning.
 
vote counter don't do the dumb
Scheduled vote count started by 7734 on Aug 7, 2022 at 8:27 PM, finished with 31 posts and 21 votes.

  • [X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
    [X] Plan Gas Brakes
    -[x] Begin design for a new, planned base. x2
    -[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] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
    --[x] Techmaids
    -[X] Go talk to someone specific/Meet a Specific Regiment
    --[X] 22e Chemical Warfare
    [X] Plan Delayed Operation
    -[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
    -[X] Begin design for a new, planned base.
    -[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] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that.
    -[X] Go talk to someone specific/Meet a Specific Regiment
    --[X] 22e Chemical Warfare
    --[X] 65e Signals
7734 threw 1 10-faced dice. Reason: Weather Total: 4
4 4
 
[X] Plan Gas Brakes

I think jumping the gun won't just affect relations with Hooker. It will also have the rest of the War Bureau wonder about whether or not we'll will go off and do our own thing if they try to coordinate with us.
 
[X] Plan Gas Brakes

I think jumping the gun won't just affect relations with Hooker. It will also have the rest of the War Bureau wonder about whether or not we'll will go off and do our own thing if they try to coordinate with us.

my good brother, sister, or fellow in Christ, the vote has been called and the dice are tabulating as we speak

edit: mother of god those rolls
 
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For those not on discord, Orr decided to call "Send it." and the brigade responded with a heartily enthusiastic "On the way!".

Be scared. The French infantry are smiling.
 
White Horse Brigade: "Raid" on Weathered Expanse
holy fuck the rolls on this one.



Operation Buffs/Nerfs
+2 Good Planning
+1 Intelligence (Intel Center)
+1 Intelligence (Commandos)
-1 Assaulting Concrete
-1 Signals Jamming

QRF
29 Uhlans: 7, +2 planning, +2 intelligence, -1 concrete, -1 jamming. Sum 9, passes.

Supply
9 Sustainment: 5, +2 planning, +2 intelligence, -1 concrete, -1 jamming. Sum 7, passes, supplies Artillery.
42 Sustainment: 7, +2 planning, +2 intelligence, -1 concrete, -1 jamming. Sum 9, passes.
142 Rail: 6, +2 planning, +2 intelligence, -1 concrete, -1 jamming. Sum 8, passes, supplies Armor.

Combat Arms
15 Flying Artillery: 8 +2 planning, +2 intelligence, +1 Grenadiers, +1 Light Artillery, -1 concrete, -1 jamming, -1 entrenching. Sum 11, passes, destroys Trenches.
64 Chasseures a Char: 8 +2 planning, +2 intelligence, +1 Armor, +1 Light Artillery, +1 Grenadiers, +1 Vehicle Superiority, +1 Overflow, -1 concrete, -1 jamming. Sum 15, passes.
62 Infantry: 3 +2 planning, +2 intelligence, +1 Light Artillery, +1 Armor Support, +5 Overflow, -1 concrete, -1 jamming. Sum 12, passes.
1/11 Infantry: 3 +2 planning, +2 intelligence, +1 Armor Support, +2 Overflow, -1 concrete, -1 jamming. Sum 8, passes.

Conclusions

15 Flying Artillery: Flawless demonstration of cavalry artillery: units fire quickly, rotating back to the supply dump to exchange for loaded weapons systems to continue persecuting fixed defenses. Non-concrete fieldworks broken, concrete fieldworks damaged and becoming cut off.
64 Chasseures a Char: With supporting structures on the flanks broken, the 64e does not "go nuts" so much as wrap up large amounts of the fortification, taking advantage of fragile pattern construction and a lack of internal redabouts and blind spots. Armor runs rampant, while attached infantry secure lines of retreat to allow refuel, resupply, and most importantly, re-entry. This allows the 64e to completely leapfrog the advance past the Border Decay Zone.
62 Infantry: Moving through the rubble of the initial defensive lines, the 62 Infantry are less responsable for conducting assault actions as they are for catching and defending against the multitude of Colonial counter-advances. With their advanced positions, the artillery and headquarters units can start clearing Rapid Decay, and begin bombarding The Weathering Halls directly.
1/11 Infantry: With the majority of the fortifications handled, it falls to the 11e to directly assault into the defenses at Weathering Halls. This goes fairly well for an urban assault, and doctrinally-provided for busses and regular decay allows them to cleanly operate despite massive casualties as expected from an urban engagement. Supporting artillery fires and armored efforts to prohibit resupply and to destroy mortar houses and garrison houses ensure the assault goes well, with both Safe House and Town Hall being cracked fairly easily.

Summary

Forts Albert, Emile, Izod, destroyed in total. Weathering Halls captured. Forts Oscar and Ulysses under fire. Shattered Advance under fire. Fort Yves under fire. Defensive line drawn and begining to be be fortified at Weathering Halls Tile Border. Transportation is normal, and semi-permanent bunker bases are going down. 42e Sustainment requests more busses and a hospital section to reduce traffic to and from the border base, which will expire soon.

Map of Current Situation

 
Is the fluff for this going to be the Colonials being positioned to crush the long waiting naval landing before turning back to deal with any land attack, leaving the land border to just their fixed positions? Allowing for mobile units to be turned back piecemeal by our own attack forces.

As someone who hasn't played Foxtrot, how important/useful is us having captured the Weathering Halls point of interest?
 
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