Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
Unfortunately, time is very much not on our side. Sorry, Zairman, but you're gonna have to do another full send here, I think.

He's got the materiel for it, but another full send is gonna burn him badly. There's even odds he can't reform Company Vasily for this operation: as it is, he's going full send without reconstituting Company Anna.

And if the armor runs out of fuel due to tankettes in the rear preventing, or even just harassing, resupply we are going to lose a lot of OUR people.

At full war load, the tanks could make the trip no sweat. As it is, the 64e knows this is a risk: this is why they have organic fuel tankage. They know what fuel dependencies mean to their chances of getting out if shit happens.

If the Navy even speaks to the War Bureau anytime in the next year I'll be surprised ngl
Dam, We could have used them for supply when we got the port of rime

Not all water units are Navy. A lot of Water Logi actively just doesn't deal with them, especially the BR boat guys. They know better.

And looking at the map, those pink lines of advance can just swing a little further east to prevent ammunition from reaching the flying column.

Pink, under Tepes, is pretty much at the end of their rope. They're out of gas, shirts, and busses to try and push further; and their big weapon in the Cuirassers got shattered by the Colonial metal. He can probably- probably!- hold his line. As it is, the only reason they bagged Shattered Advance was because I ruled you'd been bombarding it, passively degrading the mess there. Otherwise, he'd shot his load: there you go.

The more lives we save, the more likely the Navy doesn't blacklist the entire War Bureau. Hopefully we pull this off, because if we do we'll be elected Warden President at this rate.

Technically speaking, you only have one peer: Gen. Cauthon, who comes up next chapter. He's gonna be !!FUN!! in a completely different way than Hooker is.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.

Either options is a complete and utter clusterfuck, the Rime Route means easier pull backs, but also high risk to local grunts just waffling us.

Thunder run could wind up with our push becoming a glorious but futile last offense to save a couple platoons of men way over their head, some of the others tags if we can manage to keep it, but we can also get caught out by several of the forts leading edges on the far sides nearer the mountain and chew our ass up with QRF units boxing us in, but this is a do, die or die scenario I can guess from how shit Hooker's scenario went out into far left field.
 
The Breech or a Thunder run...

The First: Whether we manage to rescue the stranded marines or not, we can still attempt to secure the port, a place for lots of supplies to get to Melanie.

The Second: High risk of cut supplies and getting surrounded, for the high chance to rescue a lot of marines. Guys with valuable experience with this sort of thing, seeing as a lot of them were actual marines and navy guys in real life.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
[X] Into the Breech: You're taking Port of Rime. Today. Bulldoze a concrete plug through a kilometer-wide pass, and burn Rime to the fucking ground so you can open a relief corridor to the stranded Marines. You're going to pay for this in blood and treasure, but it's "safe": provided you finish the job in time, you have a secure line of retreat. The question is, can you do it fast enough?
 
[X] Into the Breech: You're taking Port of Rime. Today. Bulldoze a concrete plug through a kilometer-wide pass, and burn Rime to the fucking ground so you can open a relief corridor to the stranded Marines. You're going to pay for this in blood and treasure, but it's "safe": provided you finish the job in time, you have a secure line of retreat. The question is, can you do it fast enough?
 
This is Not Good

[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.

The Port can wait another day, save those marines!
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
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The more I think about it, the worse this is. I still think thunder run is the correct response, limiting objectives and all, but hell, this is going to be pain.
 
Names not important for now but I put forward the Motion to name us the Fólkvargr Storm Brigade, considering how we operate, but Assault Brigade isn't as cool as the Storm Brigade

Both choices are not good, but I guess it's better to make a push south than to get stuck Urban Fighting at Rime.
Godspeed

[x] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
You're missing the opening bracket for your vote here, meaning the vote tally software won't count your vote.
 
[X] Into the Breech: You're taking Port of Rime. Today. Bulldoze a concrete plug through a kilometer-wide pass, and burn Rime to the fucking ground so you can open a relief corridor to the stranded Marines. You're going to pay for this in blood and treasure, but it's "safe": provided you finish the job in time, you have a secure line of retreat. The question is, can you do it fast enough?
 
[X] Into the Breech: You're taking Port of Rime. Today. Bulldoze a concrete plug through a kilometer-wide pass, and burn Rime to the fucking ground so you can open a relief corridor to the stranded Marines. You're going to pay for this in blood and treasure, but it's "safe": provided you finish the job in time, you have a secure line of retreat. The question is, can you do it fast enough?

Counterattack out of Foxcatcher is likely to hit soon. I don't think we can risk having our lines strung out from Shattered Advance to the coast when it does.

We grind through Rime, and Zairman's crew will be fresh to play heavy QRF when the counter comes in.

Then we just have to hold until we can get the second logi line going to feed all our guns & tanks.

7 days for new rails, and maybe our artillery can break the battle barge mess offshore.
 
My reasoning for thunder run is I don't think we can take Rime fast enough, and nonpermadethed players are a lot more valuable than water logi, which as a side benefit of Rime should not really be entering it I think. It does kind of come down to the safe for us versus more chance saving everyone, doesn't it?
 
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Water logi is a bonus for later.

I'm not confident that we can get back to our lines before Foxcatcher's counterattack hits us.
 
[X] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.
 
I'm not confident that we can get back to our lines before Foxcatcher's counterattack hits us.
Thing is, I'm not confident we break through Rime before the Beachhead gets clapped. Even if we push through, it's Urban combat, with, if we're very unlucky or the enemy is a bit smarter, Colonial Naval Support shelling us. While we try to cross the town and dismantle defence lines for the Marine retreat.
 
[x] The Thunder Run: On desperate ground, fight. You don't need to take ground for this plan to work, you just need to open a thin line to get people out with. With your armor assets, crack Fort Juliet and any other Wightwalk defenses, then swing north and de-entangle the Naval Landing and get them packaged up to evacuate. It'll be risky, but you know it'll save the most Marines if you can pull back out.

I'm very not confident in the Navy's ability to provide security for water logi at all. Or even prevent the Colonials from resupplying Rime by water.
 
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