Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Why are people doing brigade actions if it says 'choose none'?

Wait, nvm, I see it.
 
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. Every thirty days, it would update, and people would be able to track your rough activities and the regiments under you. It was a form of celebrity, almost, if it also wasn't a massive liability.
Oh f... we need an intel officer running security on this yesterday.

[X] Plan Basic Bonewagon Blazing
 
Oh f... we need an intel officer running security on this yesterday.

Really you just need to figure out Brigade Staff. Unfortunately, that's not even theoretically optional until 5.2 or 5.3: Orr needs to put her own house in order vis-a-vis the regiment first. Once again, "do you want to be Colonel Orr or General Orr" is going to be the question of the day here. Take more Brigade options, unlock Brigade options faster. Take less, and it gets backburnered.
 
@kelllogo @buli-buli @Akritedes @Inertial

Unfortunately, the following vote option has been invalidated to the progress of time and I completely forget to take it out of the voting block. Please adjust your plans to match, thank you.

--[] More Logistics: Put everyone to work on hauling more truckloads of stuff from point A to point B. Whoever's manning the bunker base at the border to Weathered Expanse will be very happy to get more gear for the inevitable offensive.
 
With thanks to @kelllogo for laying the ground work. (curses upon mobile editors)

[X] Plan Seaport Denial - New Meta edition
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns (x8 to go to New Base Completion)
-[X] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)
PERSONNEL
-[X] Go and recruit more personnel
--[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[] Extra work shifts
--[] More Logistics: Put everyone to work on hauling more truckloads of stuff from point A to point B. Whoever's manning the bunker base at the border to Weathered Expanse will be very happy to get more gear for the inevitable offensive.

-[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)

UPGRADES
-[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[X] O'Brien V.113 Gravekeeper: An anti-tank armored car, armed with a very heavy spigot mortar that throws a fin-stabilized hollow charge anti-tank round. Supposedly quite good, if less well-legged than a proper gun.
-[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
BRIGADE
-[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
-[X] Begin preparing for a gradual push
--[X] Slowly, the noose tightens on Port of Rime. Get in, and do a little daily walking fire to keep them on their toes.
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
It is done, the beginning anyway. You'll suffer more of my writing, worry not.
That's 2000 words, I apologize

I still remember the beginning of this 'new life'.
The tutorial island, suppressing partisans, getting shot at, it was certainly something, losing at least 50 people in a short amount of time.
Granted, they weren't really dead, but still, that put me away of the front-line for a while.

The first two weeks spent collecting scrap weren't bad per se, the people weren't complete pricks, the work wasn't terrible. The problem was space.
The cities that were available would barely hold 10% of the players currently living in them. You'd either sleep on top of three other people, or have others sleep on top of you. And that's on a good day and place.

Of course, one could always apply for the Logistics Union, join one of the Logi Runners, but that meant sleeping on the truck, and power naps can only carry you so far. Still, the third week was spent carrying supplies, either ammo, materials, or even just people.

I wasn't keen on joining a group just yet, or regiment as they called them, though the naming made no sense, the groups had 150 people tops, a Company at best. Still I managed to get hold of a truck to make runs from time to time, it wasn't much, but it was honest work.

When the message from the Bureau came in, that the last 'Home-front' zone had been captured, morale soared, or at least, as much as possible, some celebrating the end of this death game, others simply glad to be alive, while a few were sceptical(Me included).

Sure, I wasn't happy to be proven right; seeing the map on the truck station near The Filament expand so much, hearing about how close to two hundred people weren't coming back to life, it was a shock to everyone. Some took a full day to get back to the road.

The rest of the time was spent running supply for a QRF force based near Camp Hollow, the 68th​ Uhlans, a mostly female unit, I even managed to get some firing lessons from them. Though I never actually joined their company (most of their members seemed to refuse calling their unit a Regiment due to it's size), you did fight alongside them quite a few times.
Granted it was more them coming in to save me from partisans, but details aren't important.

Then, one day, resting after having delivered supplies to the 68th​, I heard about it, the few guys with them speaking about an offensive plan, excitement in their voices.
The Union was preparing for a push into the Nevish Line, the first step towards liberation, they called for volunteers, Logistics, Infantry, QRF, only those in Regiments would be allowed into the front-line.

Apparently the 68th​ had entered as the QRF force, and even though they weren't opposed to me joining them, I decided against it. Even the Logistics Units would have been a good choice, but also chosen against (Apparently the 72nd​ and 73rd​.if scuttlebutt could be trusted, not that I know about them, but knowing who will be there is good.)

The decision was made to join the 75th​ Infantry. Granted, I wanted to join an Infantry unit, but joining one on the Eve of an offensive? It wasn't a good idea, especially if you had no idea still how most mechanics of this game worked. Sure, you'd heard about bunker bases and the B-Mats you transported, but how it all worked exactly? No idea. Infantry advances on this game seemed to be pretty different from your previous adventures with ARMA units.

But still, the guys from the 68th​ wanted to join the front-line, and the 62nd​ and 64th​ were set up on the northern side, too far from the 68th​'s base, their choice being between the 68th​, 71st​ and the 75th​, you followed them to their choice, picked simply for being the closest to their unit.

First of all, the lack of air-force, but this was early game, so not even light armour or even mortars were available apparently, put a big wrench to every attacking force, secondly, this was still your first experience with this game, your knowledge of it was primitive at best.

Still, the choice had been made, and the request to join the 75th​ had been accepted. After some pondering, the decision was made to leave my truck with the 68th​, since it was a Union truck left with a Union Unit, there should be no problems about it, they'd take good care of the old Opel.

The 75th​ was about to be my first Company/Regiment, their staging grounds positioned to the South-West of the Ire, at Callum's Cape, we made our way there.

Now let's hope they actually provide training.

To say the 75th​'s designed area was full of activity would not it justice. Throwing a piece of chocolate at an anthill would cause less activity.

Trucks would arrive and leave in less than a minute, disgorging men or materials and leaving to bring more, soldiers ran all round, working the bunker sections, digging defences outside the perimeter, or, in our case, leading the new recruits inside.

The man couldn't be older than 18, but the way he carried himself made it clear this wasn't his first time doing this, and the Sergeant stripes on his arm give anyone some extra command and respect. We were rushed into the complex, the people from the 68th​ and I, given a brand new No. 2 in my case, and assigned to a squad working on the base.

As luck would have it, or not, depending on your point of view, I was volunteered by one of my colleagues for supply runs.

"He always ran some for us back at the 75th​." Said one, "sure we had to save his ass from time to time, but he was always efficient." The Sergeant turned to me.

"That true?" I nod. "Alright then grab your truck and give us a hand here, we need more wheels carrying the B-Mats for the FOBs." He said, moving towards the outside again.

"I left the truck back with the 68th​ though." He didn't look back nor stop.

"Minor setback, just hitch a ride on the next truck out then, come, let's do this quick." He waved his hands to the outside, a quick one-finger salute to my 'friends' and off I went, after the sergeant.

Passing through the base to the truck drop-off point, I was simply proven right as to how often this specific man was working, he barked orders to soldiers slacking off, or apparently taking a brief reprieve considering how much stuff there appeared to need to be done, people would approach him for new orders or to report something, arriving at the drop-off point, he'd update his notebook, verifying supplies and such I imagine. Even the truck drivers and unloaders seemed to have barely stopped.

"How short-staffed are you?"

"The last of our personnel got stuck at either Callum's Keep or The King, we're gathering them in specific points, if you're volunteering to help, ferry the men, not the materials, that should give us a good start. After you're done with that, join the others in moving the supplies, there's still some to be delivered." I nod, at least I'd be useful for something. A driver was quickly flagged down and ordered to ferry me to the 68th​, not happy to be deviating from his original path, though that changed when she learned I was to be another driver.

I'd barely gotten inside the truck before she started driving, and barely 2 seconds after we were moving she spoke. "Now listen up, We're gathering everyone Southwest of the Gunwall, just south of the components zone, go there, grab our people, ferry them back, repeat, got it? Good." Simple enough I think.

"Partisan activity?"

"Barely any, or at least we haven't met any significant ones yet, the QRF is keeping the lines clear for now." And that was that, she didn't seem to enthused on talking, and I wasn't that good at it anyway.

A couple of potholes (Why and who the fuck designed these remains a mystery) and dangerously high speed turns we arrived at the QRF base, chaotic, but nowhere near the 68th​ FOB, patrols were coming and going, crates were being unloaded, but the chaos here was almost organized. I was left outside their perimeter with a shout of good luck and the truck's tires screeching as it raced away.

The trek through the base was fast, it wasn't that big for starters, and the mostly Japanese mostly female base knew some basic English to give me directions, plus I'd been here a few times already, finding where exactly the truck was was easy, getting it out however, took some talking. Apparently, they were running patrols and escorts at almost every possible second, and another truck may be necessary for them to properly do their job, still, with a few arguments of the 72nd​'s need for the truck, and a promise to bring it back and leave it with them until the operation's end once we didn't need it anymore, I was on the road and on my way to the bus-stop, or truck-stop, considering no buses were available yet.

The travel time between the pick-up and drop-off point wasn't that long, but the amount of manpower and resources was staggering, plus, carrying 5 people every time, even with the other trucks, we took a good 4 hours to grab everything we would need for the moment. That done, the truck was sent back to the QRF, and training officially began.

Now, I say that, but it was mostly shooting practice, small squad tactics, and communications, stuff you'd know if you already had played any Tactical FPS games, though shooting the gun yourself is very different from that, obviously. Still, my basic knowledge gave me the dubious honour of being named corporal, even if the rank didn't amount to much, people would be a tiny bit more inclined to listen to whatever I told them.

I was assigned to who was essentially a Quartermaster, though this was mainly due to my 'worked with logi before' experience, now, I don't actually know his name, but he was the one who got me to drive the truck, and was in charge of checking all the deliveries from the 73rd​ Supply, the ones in charge of supplying our side of the river.

It's been a full day since I arrived here, I've barely slept, it's still 1400, and we are being pressured to work faster, something about being out of schedule the Sergeant says. But that doesn't make sense, the call to arms came about a week or two ago, they should've had everything ready, or at least most of it.

I finished my counting of the supplies and gave to the Sarge, who double then triple checked it, had me do the same, and after checking the results again, cursed, and moved to find the nearest radio, while asking me to check all the deliveries yet again. Problems with manpower we can solve, good training, planning and tactics, but problems with Logistics? Those are not so easily solved, and if that is the case...

We're in some deep shit.

I'll try to have two characters, the one in these stories, which is basically a self-insert (Though not to worry, the dice will decide my fate), and a second one leading the QRF, who will not use first person, so I can have two ways to see this story from.
With that out of the way, let me just say, I spent far too long looking at stuff and thinking, "maybe I should've written less" or "Probably missing some things", and even the good old "This is not good at all but I can't figure out a way to make it better". So this is what you're left with.
Any suggestions or thoughts be free to send me, reviews help me become less shit. As long as the suggestion isn't "Stop writing" of course.
 
I am personally very doubtful of our ability to both go on the thunder run again and start a gradual fire on Rime. It seems to me that the thunder run is going to be something we want all hands on deck for. I also have to object to the immediate building of large patterns, since those are going to take the longest time to get set up. I've only just noticed it hasn't been posted here, but on the discord this is the current map of forts.
As you can see, we are going to be positioned on the south eastern approach to the Weathered Halls, to the east of Shattered Advance and directly on the frontline. If we start the fort with heavy patterns, they are not going to get built, they are going to get immediately raided and destroyed mid construction. Small patterns may be bad, but they are by virtue of being small, fast to build. They will serve the very vital role of being built really quickly up front so that the builders actually have the time to build something larger behind them. In this case, I've been told that W patterns are what we want by people that have more experience in Foxhole than I do, which are medium patterns.

I also have to ask @kelllogo and by virtue of using it as a base @Inertial why the choice to recruit orange rating over yellows? We're somewhat in need of a lot of recruitment right now, both to regain numbers and to work towards gaining enough members to grab more actions.
 
I also have to ask @kelllogo and by virtue of using it as a base @Inertial why the choice to recruit orange rating over yellows? We're somewhat in need of a lot of recruitment right now, both to regain numbers and to work towards gaining enough members to grab more actions.
Lazy manpower acquisition plus it seemed like we had a decent number of Famous turns to use in the future. Thus trying to gobble up lower grade people felt less urgent.

Another factor was how one of our lieutenants was having to find backup artillery crew. If we don't have enough guys to man the 6 or so guns we're currently using that is some annoying trouble. 6 personnel that can man the guns solves a more urgent issue than collecting 26 that will only enter the hex under protest...
 
I'll be borrowing Bonewagon and turning it into a "Setting up for future operations" plan
AKA switched the Reblaze for The Universal Supply System, and the Yellow Recruitment for the Orange, on account of having enough people for now, in my not very good opinion.

[x] Plan Wagon Fort
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With small patterns (x32 to go to New Base Completion)
--[X] With medium patterns (x16 to go to New Base Completion)
-[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action) -[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[X] O'Brien V.113 Gravekeeper: An anti-tank armored car, armed with a very heavy spigot mortar that throws a fin-stabilized hollow charge anti-tank round. Supposedly quite good, if less well-legged than a proper gun.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Visit Loup Takamachi, your favorite techmaid
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
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Because I feel people have forgotten, here are the descriptions of yellow and orange ratings.
Yellow: Medium acceptable risk. This player is comfortable in partially-controlled Warden hexes. Can perform last leg logistics into combat zones, QRF, light combat duties, artillery duties, basic and advanced construction under fire, heavy weapons operation, and solo operations in Warden hexes.
Orange: High acceptable risk. This player is comfortable in frontline combat roles. Can perform direct combat, field entrenchment, scroop under fire, demolitions, siege operations, and staff Pirate Bases and other risky deployments.
Artillery duties is explicitly something yellow rated are capable of doing and very definitely a large portion of what our artillery crew were. We were given the option of having to scrounge from the greens because we had been operating at an extremely high operational tempo and everyone else qualified was already exhausted. We were definitely not operating what we were with only 8 orange rated members. It's greens you're thinking of that would only enter the hex under protest @kelllogo.

Also we very much need more hands @PaulBr, we've dropped below the 60 men threshold for the benefits of having three officers and I still want even more officers so we have more actions.
 
Because I feel people have forgotten, here are the descriptions of yellow and orange ratings.

Artillery duties is explicitly something yellow rated are capable of doing and very definitely a large portion of what our artillery crew were. We were given the option of having to scrounge from the greens because we had been operating at an extremely high operational tempo and everyone else qualified was already exhausted. We were definitely not operating what we were with only 8 orange rated members. It's greens you're thinking of that would only enter the hex under protest @kelllogo.

Also we very much need more hands @PaulBr, we've dropped below the 60 men threshold for the benefits of having three officers and I still want even more officers so we have more actions.
Thank you for bringing that up. I had somehow thought that running 40mm direct fire was treated as frontline combat for grading purposes.

Changing plans partway through a vote is a huge headache though. So I am loath to hit any edit buttons.
 
Because I feel people have forgotten, here are the descriptions of yellow and orange ratings.

Artillery duties is explicitly something yellow rated are capable of doing and very definitely a large portion of what our artillery crew were. We were given the option of having to scrounge from the greens because we had been operating at an extremely high operational tempo and everyone else qualified was already exhausted. We were definitely not operating what we were with only 8 orange rated members. It's greens you're thinking of that would only enter the hex under protest @kelllogo.

Also we very much need more hands @PaulBr, we've dropped below the 60 men threshold for the benefits of having three officers and I still want even more officers so we have more actions.
Forgot that 60 people buff.
I'll switch the Orange back to yellow, though I will keep the Supply thing, and try the Thunder powerwalk next turn, after our positions are more solidified.
 
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Maps, Part 2
Maps? Maps.




MPFs contained in (N to S): Basin Sionnach, Howl County, Linn of Mercy, Godscrofts, Deadlands, Fisherman's Row, Drowned Vale, Terminus, Red River, Kalokai


Refineries hexes, N to S: Basin Sionnach, Howl County, Nevish Line, Callahan's Passage, Weathered Expanse, Westgate, Umbral Wildwood, The Fingers, Red River, Kalokai



Green areas are rather obviously the 'active' frontline zones. Note that the 'claimed' status of any body of water is suspect: raiders frequently infiltrate Stonecradle, Callum's Keep, and Clanshead Valley with battle-barges to conduct raids on water logistics. While the "Red" (western) sea is nominally patrolled by Naval Infantry, "Lake NAFO" (Eastern) sea is open territory due to the confluence of hex boarders in it making patrols near-impossible.
 
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