Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[x] Plan Split Focus
- [x] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-- [x] With artillery firing positions (x3 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)
- [x] Begin operational planning for Something Big
-- [x] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
- [x] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
- [x] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
-- [x] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
- [x] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
- [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] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
- [x] Search for more regiments to add to the Brigade: you have to catch them all!
-- [x] 142 Locomotive
 
[X] Plan I Hear Drums
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With medium patterns (x12 to go to New Base Completion)
--[X] With heavy patterns (x6 to go to New Base Completion)
PERSONNEL
-[X] Extra work shifts
--[X] More Building: Put everyone to work on getting your bunker upgrades planned. If you don't have some planned, the bunker will get what the troops think it needs.
-[X] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
UPGRADES
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Bug Kirito, the leader of your commandos for rent
-[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
BRIGADE
-[X] Search for more regiments to add to the Brigade: you have to catch them all!
--[X] 142 Locomotive

In roughly reverse order:
We need engineers to hear about the industry plot coupons, and the train guys have done enough work for us that I want them in the brigade. If we can swing that, that is.
Kirito's Relic Vault adventures are really tempting. Moreso because we lost so much damn stuff on that damn beach.
I wanted to grab another officer, but Kirito is a flighty guy and I was scared to wait. >.>
In lieu of a squad leader I'm hoping a Brigade option available without needing to drop something else quite so hard.
Which brings up the main thrust of this plan; Place bunkers faster then they get nibbled at. We've been getting pressed at the front and I'd bet that the local forces are getting geared up to smack us. When that happens I want more bunker layers to hold the line. Our dudes haven't been doing much offensively recently, so this is trying to reduce pain instead of guessing which city the Collies are staging from.
 
I think we both know I meant Crow's Nest, Wightwalk, or Port of Rime :V

Circling back to this, why wouldn't they base out of Foxcatcher? Their lines of communication are safe as houses to the front, and Rime is going to be getting shelled Any Day Now, while Wightwalk and Crow's Nest both lack the Sacred Refinery that makes it so everything you do in that town is money for nothing and checks for free. Crow's and Wight both have player-build factories at best, no rail links, and neither are part of a fortress that's going to make the Maginot go "hmmmmmm maybe I need to hit the gym"
 
right its been long enough, votes caaaaaaaaled.
Scheduled vote count started by 7734 on Sep 7, 2022 at 10:05 PM, finished with 24 posts and 17 votes.

  • [X] Plan Split Focus
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With artillery firing positions (x3 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)
    -[X] Begin operational planning for Something Big
    --[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
    -[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
    --[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
    -[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[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] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
    -[X] Search for more regiments to add to the Brigade: you have to catch them all!
    --[X] 142 Locomotive
    [X] Plan: Upgrading knowledge
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With artillery firing positions (x3 to go to New Base Completion)
    ---[X] With heavy patterns (x6 to go to New Base Completion)
    -[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] Begin operational planning for Something Big
    --[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
    -[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
    --[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
    -[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] 58e Intelligence
    [X] Plan Collect Named Character
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With artillery firing positions (x3 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)
    -[X] Begin operational planning for Something Big
    --[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
    -[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
    --[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
    -[X] Go talk to someone specific/Meet a Specific Regiment
    --[X] Bug Kirito, the leader of your commandos for rent
    -[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] Search for more regiments to add to the Brigade: you have to catch them all!
    --[X] 142 Locomotive
    [X] Plan Nickle and Dime, Rime Edition
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With artillery firing positions (x3 to go to New Base Completion)
    --[X] With Modernist patterns (x4 to go to New Base Completion)
    -[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Begin operational planning for Something Big
    --[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
    -[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
    --[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
    -[X] Go talk to someone specific/Meet a Specific Regiment
    --[X] Bug Kirito, the leader of your commandos for rent
    -[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] Plan I Hear Drums
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With medium patterns (x12 to go to New Base Completion)
    --[X] With heavy patterns (x6 to go to New Base Completion)
    -[X] Extra work shifts
    --[X] More Building: Put everyone to work on getting your bunker upgrades planned. If you don't have some planned, the bunker will get what the troops think it needs.
    -[X] Begin operational planning for Something Big
    --[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
    -[X] Go talk to someone specific/Meet a Specific Regiment
    --[X] Bug Kirito, the leader of your commandos for rent
    -[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Search for more regiments to add to the Brigade: you have to catch them all!
    --[X] 142 Locomotive
7734 threw 1 10-faced dice. Reason: Enemy Action: 4th Fingers Total: 6
6 6
7734 threw 1 10-faced dice. Reason: Enemy Action: Janissaries Total: 6
6 6
7734 threw 1 10-faced dice. Reason: Enemy Action: Dragoons Total: 8
8 8
7734 threw 1 10-faced dice. Reason: Advance to Rime Total: 6
6 6
7734 threw 1 10-faced dice. Reason: Advance to Frostmarch Total: 6
6 6
 
Tier 6 Tech Tree
-Weapons
-- No.2 Loughcaster Rifle
-- Ahti Model 2 Pistol
-- A3 Harpa Fragmentation Grenade
-- Mammon 91-b High Explosive Grenade
-- Anti-Tank Sticky Grenade
--Blakerow 871 Carbine
--Sampo Auto-Rifle
--Cometa T2-9
--Green Ash Chemical Weapon Greande
--12.7mm Anti-Infantry Flak Gun
--The Osprey Rifle-Grenade Launcher
--Brasa Shotgun
--Fiddler SMG model 868
--Malone Ratcatcher Mk.1
--White Ash Grenade
--Clancy Cinder M3
--Cutler Foebreaker
--20 Neville Anti-Tank Rifle
-Utility
--Outpost Building
--Machine Gun Pillbox
--Listening Kit
--Bunker Supplies
--Garrison Supplies
--Shirts
--Bandages
--Blood Plasma
--Trauma Kit
--First Aide Kit
--Soldier Supplies ("Shirts")
--Shovel
--Hammer
--Wall
--Gate
--Gas Mask
--Gas Mask Filter
--Concrete Mixer
--Balor 99-c Entrenching Charge
--Sledgehammer

-Construction Materials
--Sandbags
--Barbed Wire
--Concrete Materials
-Uniforms
--Physician's Jacket
--Caovish Parka
--Outrider's Mantle
--Officer's Uniform
--Heavy Ammo Uniform
-Utility Vehicles
--Dunne Transport
--Dunne Fuelrunner 2d
--BMS Packmule Flatbed
--BMS Universal Assembly Vehicle ("CV")
--BMS Class 2 Auto-Crane
--Dunne Loadlugger 3c
--Drummond 100a Light Utility Vehicle
--Dunne Caravanner 2f
--Dunne Responder 3e (Ambulance)
--Drummond Loscann 55c (Amphibious)
--Kivela Power Wheel 80-1
-Artillery
--Light Artillery
---Balfour Wolfhound 40mm Field Gun
---Swallowtail 988/127-2 Field Machine Gun
---Cerami 60mm Mortar
--Heavy Artillery
---Huber Lariat 120mm
-Combat Vehicles
--Tanks
---Devitt Mark III
---King Spire Mk-I Scout Tank
--APCs/Halftracks
---Niska Mk. 1 Gun Motor Carriage
--Technicals
--Armored Cars
---O'Brien V.110 Armored Car
---O'Brien V.101 Freeman Armored Car
---O'Brien V.121 Highlander
---O'Brien V.113 Gravekeeper
-Ships
--BMS Grouper Motorboat
--BMS Ironship
--BMS Aquatipper
--74b-1 Ronan Gunship
--White Whale Landing Ship
-Trains
--BMS Black Bolt Locomotive Engine
--BMS Standard Gauge Boxcar
--BMS Standard Gauge Flatcar


CURRENT RESEARCH ITEMS

Weapons Tree

-Willow's Bane Model 845 Flamethrower
Or
-Clancy-Raca M4
Auto-unlocks
-Malone Mk.2
-Building Materials
--Materials Pallets
--Ammunition Pallets
--Fuel Pallets
--Fluid Pipelines

Vehicles Tree
-Balfour Falconer Field Mortar
Or
-74-c2 Metora Gunship
Auto-unlocks
-Niska Mk.2 Blinder
-Mulloy Landing APC
-Rycker 4/3-F Wasp Nest
 
Last edited:
Hmm, the infantry equipment choice is between flamethrowers and sniper rifles. Bit of a tricky choice depending on how good sniper rifles are here, because while there will inevitably be alternatives to infantry held flamethrowers in the form of vehicle versions, I don't think any such thing exists for the sniper rifles. The reveal for 1.0 featured Assembly Stations that can make individual vehicles regardless of what won on the tech tree, so there's also the question of whether an equivalent exists for infantry equipment.
 
5.4
Some things were routine. The sun rose, people panicked over "only have a thousand g-sups", and Theresa called you at inopportune times. Since you still did line duty as a watch-standing officer, mostly so you could teach whatever new kid you had shanghai'd into officer-hood how to do it, it meant your sleep schedule bounced around like a kid on meth. Sometimes you were on day shift, sometimes evening shift, sometimes night shift, and no matter which shift you were on the phone call would come halfway through you sleeping, passed out in a bunk somewhere.

Today you'd been asleep in the town hall though, so it wasn't too bad. Fumbling your way down the stairs, you glared at the radio, then at the truck driver with the forms. "What?" you snapped, glaring at them as you finished pulling on your overcoat.

"Ma'am General, uh, I just needed to call in-" the driver, some pimple-faced kid said, before Silica interrupted him from her seat at the radio.

"Theresa says its 41205," Silica said, tapping her set. "Orr, Theresa's on the line. New tech just dropped- and oh. That's Takamachi. She wants to know if you want any Balfour Falconers, some sort of- no, Colonel, I'm not putting her on, she's not caffeinated yet- bigass field mortar for demo work. She thinks you'll want some- yes I'm telling her right now- and the other tech options are a flamethrower versus a sniper rifle. No, Colonel, I don't think she needs either, but- yeah miss Takamachi, she's my boss, of course I'm going to- ma'am please-"

"It is…" you muttered, checking the clock on the mantle of the fireplace at the end of the town hall that was puffing away merrily. "...ten thirty five. If you can handle those two yelling at clouds for a half hour you're promoted to lieutenant."

"Deal!"

Stumbling off, you went to get a cup of coffee while trying to figure out what the heck was going on. Unfortunately, nobody had cooked up standing breakfast again, so it was a cold sardines-and-tomato sandwich. Forty-odd minutes later, Silica had managed to beat off your brigade-mates, and you just opened up your Brigade Ledger to upgrade her status from "sergeant" to "lieutenant" without really managing to think about it.

Once that was done, you groaned and tried to think about how you'd formally get Silica trained up, before realizing she'd been with you for months now and stood most of your watches with you anyway. You wouldn't call her fully trained- had to teach her about using the Regimental Books- but other than that, she was about as good as Landry when it came to doing paperwork.

///

As 120mm shells poured into your supply- something from Theresa about making sure you were well-supplied when it was time to pop off the guns- made you feel better, if only slightly, about how the week was turning out. Specifically, the fact you'd had to get everyone out to the fort to man the defenses, because the Colonials were feeling pokey. It wasn't a lot of poke, to be sure, but you were having to bat off more and more frequent raids from the enemy Dragoons, and worse were the Janissaries. They'd teched up rocket launchers at some point, and now it wasn't a night you could get a full sleep before some 0200 rocket attacks slammed into a section of the base. The things didn't outrange you, and to be fair everyone put their back out trying to return fire, but it wasn't working.

The problem was threefold. Fold one, your gunners had issues making hits out at long range. The rocket vehicles doing the work- some technical-ass rail rack in the bed of a standard truck- liked to park out at two hundred, two hundred fifty meters at a minimum, and you thought you'd seen them launching as far as five or six hundred meters. That wasn't a huge target, and it wasn't one that was visible for long. A lot of times, gunners would end up beating bushes that hadn't even had a truck in them to start with. Fold two, they were mostly night attacks: your first warning was the sight of rockets lighting off in the distance. That meant you had about a minute and a half for people to man the guns to counterbattery: not a behavior conductive to accurate shooting. Fold three, and the worst one, was that the goblins liked mixing in incendiary rockets into their volleys, forcing you to have a bucket brigade on standby. Soon enough you had as many water tankers as fuel ones to serve as quick-fill firefighting vehicles, because nobody could man a burning gun or service weapons in an enflamed trench.

You did have to keep the assorted Emplaced Machine Guns and Ratcatchers armed up, too- it wasn't unusual for the damned rocketeers to be backed up by armored car sallys, the rockets slamming into your fortifications long enough to down the players, before smoke blinded gunports and waves of mammons slammed into the breach.

You lost two medium patterns, and half your light patterns to that bullshit! This wasn't even them trying, either- you saw, the few times you looked out over Wrath's Gate with binos, a horde of engineers piecing together some ghetto artillery site. Every so often one of your gun crews would use it as a practice target to teach new gunners how to aim, but it was so far out you couldn't reliably interdict their construction. Soon enough, they had pallets of shit hiding in trenches and revetments, low sandbag walls zig-zagging across the area to protect whatever precious things they couldn't get underground. You'd need large-caliber guns to reliably reach out and touch them for this, unfortunately.

In response, you decided it was time to start venting your ire on Rime. Two gun batteries, Asuna, and your less seasoned troops would be plenty to start the attack, and Kazoo was eager to start pushing into the city proper- he'd been getting rocketed too, although less intensely than your forces. Things started well at least- the narrow terrain meant it was impossible for the guns to get flanked, and Asuna's familiarity with Kazoo's officers made it easy for her to lead the charge up the line.

Unfortunately, the minute things got past the clear fields of fire from the open plains into the remains of the first tier of bunkers around Rime that formed an effective no-man's-land, not even Asuna could figure out a way around this shit. If her guns downed a building, then the rubble would be filled with enemy Marines throwing gas out at her moments later. If her guns didn't down a building, then the infantry couldn't advance to counter the Marines.

It was nasty, snarly, house-to-house and alley-to-alley bayonet and submachine gun fighting, a prolonged meat grinder operation not helped by enemy rocket artillery camped out in Fort Hotel that shelled any attempt to get palletized ammunition out to Asuna. That said- Kazoo's position was tenable, and Asuna could keep her guns and her girls fresh.

That was good. That was very good- because you wanted to move on Frostmarch. Fundamentally, Tepes' band of troops (who had stopped really responding to direct control as material conditions degraded their capabilities) needed to advance so they could control The Stand, which was the majority of the border zone against Viper Pit. The additional roads for supplies, and more importantly the secured flanks against raiding, would allow them to start stockpiling the tools to resume pushing.

To that end, you sent in the very best you could scrape up: Calico with a mortar battery, and one of Zairman's platoons that wanted to test the Devitt and a backing infantry section to guard the repair van. It wasn't a ton of force, but the 64e wasn't reconstituted yet in totality. The results were, well, lackluster. Your mortars did good work, according to reports, but the fact of the matter was a single tank platoon wasn't enough to generate the fires needed to be immune to Colonial bullshit- especially when the fucks still kept rocketing anything that sat still within five hundred meters of their damn launcher battalion.

For all that you couldn't pin down and properly deliver a kicking to the cheating cheater of cheats, you could pin down numbers. By dint of your massive IQ- and getting Klasse to bring you entire pots of coffee- you managed to figure out they only had, at most, two batteries of the launch vehicles, which took about a half-hour to an hour to load between salvoes at their rearmament points in Crow's Nest and Wraith's Gate respectively. Likewise, they preferred to concentrate their launchers, but would and did seem to be willing to split them up if your forces had a good day.

Still, the Devitts worked, and Calico was finally getting into the swing of commanding a mortar battery. It'd take time- and hopefully more guns- to break Frostmarch, though.

Until you did, though, you needed to plan out the operation of your Brigade more- and more importantly, snatch up your train operators in the 142 Locomotive.

///

For once, you actually had a comfortable meeting with another regiment: the head of the 142e, Colonel Scorpion, was perfectly willing to come on down to the Weathering Halls and visit you. Asuna had delegated command of her branch of the offensive forces to one of Kazoo's boys for the day in preparation, and she'd outdone herself making tea and trying to relax as you smoked a cigarette by an open window, thinking unregimented thoughts.

Scorpion himself turned out to be a gentle older fellow, quite at odds with his name. Slightly round, with a barrel chest and long white beard, he screamed 'engineer' in the tone of voice that spoke of setting jacks and laying tracks, or paying a nickel for every inch the spike went in. Dark and dusty, he took the time to wipe the coal-?- dust off his boots and dropped his gloves by the door.

"So, you lovely ladies wanted to talk to an old steam-driver like me?" he asked, grinning. "Why, I do believe I'm even being wined and dined!"

"Not quite, Colonel Scorpion," you said with a smirk, putting out your light to walk offer your hand. He shook it gently, the game not bothering to simulate the layer of coal on your hands- but it definitely ticked your Filth meter up a few kicks. "We do have dinner, though, since it's getting late."

"Ah hell, don't call me colonel now, I ain't frying you a chicken," Scorpion said, chuckling. "Call me Scipio."

"Then I'd be Melanie."

"Charmed, Madame General."

That earned a snort, and things settled down to dinner shortly after. Somehow, you actually had a nice wine to go with the salmon steaks Asuna had prepped, and once dinner was done you could safely get out the Brigade Ledger and thunk it oppen.

"So," you said, looking at the page. "Let's talk brass tacks. I need an Engineering regiment for my Brigade, but you're a Locomotive regiment in high demand. What do you want out of this business arrangement?"

"A fellow can't ask for unlimited R-mats and no oversight?"

"Sadly, no."

Scipio looked over Asuna and you, before nodding. "Alright. What I've got is R-mats, sledgies, and kids who want to get out of the scroop fields. I do mean kids, by the way- just because they're not young enough to go into the radio regiment, doesn't mean they don't need people taking care of 'em. I need basing, though: the new industrial stuff they're planning in Basin Sionnach and Cuttail is eating up land, and its pushing people out. I need new basing."

"I've got room that'll be cleared out soon," you mentioned, thinking back to your Clanshead base. "It's not good, but there's some concrete."

"It'll work. Where do you want rails, and how much metal on them?" Scipio asked. "I've got my first three Black Bolts ready to roll."

"We need to get as much rail as far south as possible. The plan," you said, stressing the word 'plan' carefully "is to get a rail link to Foxcatcher. To do this, though, we need artillery, which means shells."

"I can do that," Scipio said, signing his name in the book. "When do you want me to interconnect to the Reaching Trail line?"

"Don't rush it, but we'll need it before we can realistically push past Foxcatcher."

"Got it. You'll be waiting on the fancy new Building Materials that'll come in next tier, but we'll get it done. Building a rail bridge is gonna be messy."

"I don't care about messy," you said, grinning. "I just need to get my troops enough beans and bombs to break this hex wide open."

"Oh, trust me. Once we get this trunk line widened up right, you'll get your bombs in spades."

///

It was the next day you finally broke down and decided to get to work on the question of Brigade Officers. To do it, you had to first get an officer of a distinguishment, and then transfer them over to your Brigade Staff. Once they were on the Brigade Staff and co-signed the transfer, they'd be released from their original regiment, and then would become staff to you.

The problem was 'distinguishment', since you weren't sure what would distinguish an officer. Was there some metric, tracking the 'honor' and acts you'd done? What did your file say, if you looked into it?

General Orr Melanie, CO: 15e High King's Own Flying Artillery. Brigit's Medal with Gold Wings, White Angel with Oak Leaves x3, Order of Light, Morgen's Crossing Campaign Badge with Honors, Weathered Expanse Campaign Badge, Northern Cross 3rc, White Lotus

Thank you computer, but what did that mean?

  • Brigit's Medal: Captured a Victory Point as a Regimental Officer
    • Gold Wings: Dead at time of Victory Point capture
  • White Angel: Captured a city
    • Oak Leaves: One awarded per city
  • Order of Light: Complete 4/4 conditionals to receive Brigade Command
  • Morgen's Crossing Campaign Badge: Fight in Morgen's Crossing
    • With Honors: Be involved in the capture of the Victory Point
  • Weathered Expanse Campaign Badge: Fight in Weathered Expanse
  • Northern Cross: Visit all Warden-held hexes.
    • 3rc: Third Class, visited VPs only.
  • White Lotus: Command a King's Own Regiment

You blinked in horror at the depths of the system assist, as you blindly looked down on the pages of the book your hands had taken you to without thinking. Oh. Distinguished would probably be… uh… anyone really. Asuna had been with you for most of that. Hell, Silica had been with you for most of that! Actually, could you-? There was a Signals Officer position.

Writing her name down, you blinked. The book accepted it- and then, moments later, a ghostly signature in English and katakana appeared next to it. Huh. You didn't think this game had an auto-sign function. Going downstairs, you blinked as you noticed Silica in an officer uniform, checking out her epaulets. Like you, she now had the right-side rainbow-and-wheat, and if you focused faintly you could see the row of medals that should be there, but weren't.

"Hey, Orr!" she said, grinning as she came up to give you a hug. "Thanks for the promotion!"

"You earned it-" you said, before reading the tabs on her collar, and the fact they now said major, in the bright language of hawthorn leaves under the eight-pointed star that signaled her new rank. "-major?"

As you felt Asuna's targeting laser gaze try to find you, you prayed for an interruption.

[SYSTEM NOTICE: BUCKLER SOUND CAPTURED BY WARDENS: BAND OF THE RED HAND]

thank you for that god

As everyone started breaking out the party poppers, you breathed a sigh of relief as your regimental XO stopped looking like she wanted to string you up by the toenails. "Alright, everyone, let's get down to business," you said, reigning it in. "I have no idea who those guys are, and let's get that fixed-"

"-incoming message," Silica and the comms clerk said, the telegraph starting to bang away. Ceeding way to the girl on the key, Silica let her keep talking. "It's from… General Mat Cauthon. He's putting out an invitation for a celebration ball in a few weeks. Anyone involved in frontline fighting is invited- and he mentioned you by name, General."

"Well shit, now I gotta go," you muttered. "When is it?"

"Three weeks out, in Stonecradle. It specifies 'full mess dress', whatever that is, and if you don't have one you can pick it up at the town hall of the Reaching Trail or Basin Sionnach VPs. You're allowed to bring a plus one, by the way."

"Thank you. Please wire back my heartfelt acceptance," you said, "and Silica, new job as my Brigade Comms Officer time."

"Yes?"

"Dig up literally everything you can about this Mat Cauthon fellow, and get it to my desk. I'll need something to read while I go get the dry cleaning, apparently."

"On it!"

///

Brigade Officer Mechanics: You may acquire Brigade Officers by recruiting an officer from a component regiment to the Brigade Staff, whom must have 3+X decorations, with X being the number of presently serving brigade officers. This officer is then attached to the Brigade, under the authority of the Brigadier General. On dismissal, they return to their component regiment, with no loss of time in grade or other demerit.

///

Votes

BUNKER
(Choose One Two)

[] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-[] With small patterns (x28 to go to New Base Completion)
-[] With medium patterns (x16 to go to New Base Completion)
-[] With heavy patterns (x4 to go to New Base Completion)
-[] With artillery firing positions
-[] With infantry fighting positions
-[] With Modernist patterns (x4 to go to New Base Completion)
[] Begin developing Concrete (Write-in base to begin concrete development on)
[] Develop a new bunker base in a better location
-[] Write in hex and town/Relic, as well as distance to front line or intended purpose.
[] Get your builders to stop expanding the base for now.
[] Gift, Assign, or Abandon a bunker base.
-[] Write-in base by location.
[] Begin design for a new, planned base.(Architect is busy!)
[] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)


PERSONNEL
(Choose One Two)

[] Go and recruit more personnel
-[] Mass recruitment: whatever you can get, get more of it! (Recruits 4d10+4 White personnel)
-[] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 3d10+3 Green personnel)
-[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[] Elite recruitment: Go find a group of lunatics, and shanghai them. (Recruits 1d10 Red personnel)
(You cannot recruit units of higher rating than yourself.)
[] Commit training!
-[] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[] Rifle training: Everyone will spend time practicing the fine art of "bullet go plink"
-[] 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.
-[] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that.
-[] Artillery Training: It is time to actually learn what the limitations of these guns are. It'll be expensive, but you need to know to keep mistakes from happening.
-[] Combat Vehicle Training: Your people know how to drive trucks and push guns, but the sort of work and operations needed to utilize an armored car or tank is completely outside your wheelhouse. Get some domestic tankers ready- you'll need them if you ever use armored contingents or self-propelled guns.
[] Extra work shifts
-[] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[] More Mines: Get everyone to do more rounds on the component mines and oil wells. Components mean R-mats, R-mats mean flatbeds, and more importantly: trains
-[] More Building: Put everyone to work on getting your bunker upgrades planned. If you don't have some planned, the bunker will get what the troops think it needs.
-[] 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.
[] Begin operational planning for Something Big
-[] Write-in Something Big.
[] Begin Operation Planning (+1 to all rolls when the next operation starts)
[] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)


UPGRADES
(Choose One Two!)

[] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
-[] Teach them the way of the builder, as much as you know how that works. (Adds one action to Bunker)
-[] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
-[] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
[] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
-[] Willow's Bane Model 845 Flamethrower: A backpack mounted engineering and pyrotechnical weapon. It brings fire and death, and more importantly prevents building repair.
-[] Clancy-Raca M4: A sniper rifle with a potent optic and no theoretical maximum range. Takes 7.62mm rounds.
-[] Balfour Falconer Field Mortar: A very heavy demoltion charge deploying 250mm mortar, and the gun most responsable for letting infantry tear up concrete.
-[] 74-c2 Metora Gunship: It's like a Ronan except its got 2x 120mm instead of 1x. That's about it.
[] Requisition Material
-[] Logistics Support: Flatbeds, Fuel, and other niceties.
-[] Artillery Systems: 40mm guns, 120mm guns, mortars, and 'soft' upgrades.
-[] Base Support: More concrete, more faster.
[] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
-[] Logistics
-[] Production
-[] Frontline Combat
-[] QRF
-[] Water Logistics
-[] Techmaids
-[] Partisans
-[] War Bureau
-[] Great Warden Railroad (GWRR)
-[] 58e Intelligence
-[] 26e Commando
-[] 14e Medical
-[] 22 Chemical Warfare
[] Find a way to get your guys some quality of life upgrades so things suck less out here.
[] Go talk to someone specific/Meet a Specific Regiment
-[] Bug Kirito, the leader of your commandos for rent
-[] Go talk to Zairman before you end up with his regiment living out of your base,
-[] Write in named character or regiment number (this includes in-regiment characters)
[] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)


BRIGADE
(Choose One!)
[] Begin preparing for a gradual push
-[] Slowly, the noose tightens on Port of Rime. Get in, and do a little daily walking fire to keep them on their toes.
-[] Huntsfort taunts you, and you can get some scab garrison troops to hold things down while you reach out and take a nibble
-[] Invest and secure Crow's Nest: You want to eat it.
-[] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
-[] Avenge the Navy, and put the boots to Wightwalk so you can have a hole of naval resupply.
-[] Time to go for the big one: Invest Foxcatcher, and begin the siege on a refinery town. (Locked, must take 2/4 approaches to the area first)
[] Search for more regiments to add to the Brigade: you have to catch them all!
-[] Write-in Regiment Number, CO, or name.
[] Promote an officer to Brigade Staff
-[] Scout from another Regiment in the Brigade
-[] Write-in Officer Name.

////

GM Note: Yes, I did in fact just shuffle that new officer you literally just made into the Brigade. That's how it works when I'm sleepy and need to finish update or the night demons won't let me sleep. Keep making more officers, they're important, and also you're nearly out of warm bodies because mmmm 24x bodies to man a 40mm battery. Have fun.
 
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Oh lovely, 1.0 tech is out. For the Colonials. So there goes a good chunk of our ablative patterns to rockets, fun. We are also critically undermanned because apparently we have decided that because we could man more guns we will, even if this hollows out our backline. Congratulations for the incredibly rapid succession of promotions though Silica! Unfortunate but good to know that brigade staff get transferred over from the regiments officers permanently (until dismissed at least).

For things from the discord, I have learnt that proto kits we request will need a write-in action if we want to give them to someone else in the brigade (and in general), which means we have four bonewagons just sitting around doing nothing... We'll have to either train how to use them on top of getting the manpower, or use an upgrade action to hand them over to Zairman. Joy.

Moving along swiftly, here's my plan for this turn. We build more smalls and mediums to go ahead and replace what just got blown up and more importantly, keeping those rockets from hitting the core. We recruit sigh greens so we actually have a functional backline because we still need to do our own scrooping for g-sups. We do artillery training because we're also requisitioning some 120s, better learn how to use them! Lastly we recruit another organizer for the ever increasing number of upgrade actions we need and the brigade continues the push on Frostmarch, this time in force without any distractions. My bad for thinking we could do a split push last turn. As always, feedback and suggestions are welcome.

EDIT: After some feedback from the discord, switching recruitment to yellows to man the guns and the target to Rime for ease of operations and target practice. Also gifting the Clanshead base we offered to 142 Locomotive, it seems we got more than enough bunks when you combine what we have available in the town and our new base.

[X] Plan Kings
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With small patterns (x28 to go to New Base Completion)
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Gift the Clanshead base to the 142 Locomotive
PERSONNEL
-[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] Commit training!
--[X] Artillery Training: It is time to actually learn what the limitations of these guns are. It'll be expensive, but you need to know to keep mistakes from happening.
UPGRADES
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
-[X] Requisition Material
--[X] Artillery Systems: 40mm guns, 120mm guns, mortars, and 'soft' upgrades.
BRIGADE
-[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.
 
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I like the plan but the only thing I dislike about it is the desire for another upgrade officer right now when we need manpower, supplies, and more training of those new troops to keep them up to spec. If changed to a personnel officer then I'd be down for it no doubt and as for the brigade action, meh they all seem reasonable offensive actions so no strong opinion from me there.
 
I like the plan but the only thing I dislike about it is the desire for another upgrade officer right now when we need manpower, supplies, and more training of those new troops to keep them up to spec. If changed to a personnel officer then I'd be down for it no doubt and as for the brigade action, meh they all seem reasonable offensive actions so no strong opinion from me there.
While I don't disagree that we need more personnel officers, I'm going for an upgrade officer first because in my view the need for more actions there is far more acute. We still need to talk to Kirito and Zairman that we've been putting off and we've got a laundry list of other regiments outside of the brigade that we want to talk to. With a dedicated brigade action existing, we don't have to pull one from another category anymore and can pull it from the new upgrade action if needed instead of from personnel, indirectly freeing that up. I was hoping on moving on to getting a personnel officer this turn, but it turns out brigade staff directly take away from our regimental officers.
 
While I don't disagree that we need more personnel officers, I'm going for an upgrade officer first because in my view the need for more actions there is far more acute. We still need to talk to Kirito and Zairman that we've been putting off and we've got a laundry list of other regiments outside of the brigade that we want to talk to. With a dedicated brigade action existing, we don't have to pull one from another category anymore and can pull it from the new upgrade action if needed instead of from personnel, indirectly freeing that up. I was hoping on moving on to getting a personnel officer this turn, but it turns out brigade staff directly take away from our regimental officers.

You can also ask other people to kick officers in, to be fair. The brigade officer pool is not, and should not, be a 1:1 reflection with 15e Flying Artillery officer pool.
 
[X] Plan Kings

Not entirely sold on the building side, but otherwise, this looks good.

You can also ask other people to kick officers in, to be fair. The brigade officer pool is not, and should not, be a 1:1 reflection with 15e Flying Artillery officer pool.
That an action, or can we just make a note here to harangue Zairman and Kazoo about throwing an officer towards the staff?
 
Just an alternative to Fireiy's plan that takes some characteristics of the original plan and implements some of my personal preferences on what needs should be met instead.

[X] Plan Personnel
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With medium patterns (x16 to go to New Base Completion) x 2
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 3d10+3 Green personnel)
-[X] Commit training!
--[X] Artillery Training: It is time to actually learn what the limitations of these guns are. It'll be expensive, but you need to know to keep mistakes from happening.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
-[X] Requisition Material
--[X] Artillery Systems: 40mm guns, 120mm guns, mortars, and 'soft' upgrades.
-[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] Plan Kings

I'm not really a fan of giving up our backup base while our main one is under fire but being able to talk to more people is probably worthwhile and I don't think adding another plan to the quest would do anything
 
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