Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Some Vehicle Comparisons: O'Brien Armored Cars, Niska Half-Tracks, Devitt Light Tank, Storm Tank.
So, in the spirit of keeping the thread informed and so I don't have to cram this stuff into narrative updates, we'll be currently covering the combat vehicles of Situation Foxtrot here. Vehicles will be grouped by general chassis category with vehicle weapon stats presented in compressed form as an annendum to the chassis type.

First, the O'Brien Armored Car chassis family, the most common armored vehicle of the Warden Alliance at time of publication. With steep forward armor plating and a well-protected turret, the O'Brien generally gets approximately 100km per tank of gas, maxes out at 100kph on road/50kph off road, and has a six-speed synchronized transmission. In terms of usability, vision for the driver is badly restricted by a poorly-placed vision slit with too tight a field of view, although the seat is adjustable to take a higher position so the driver may operate with their head out of the bow driver's hatch- though this does require the turret be locked to the rear. Gunners, unfortunately, do not get a combat vision hatch: they're stuck using gunsights and a singular spotting periscope. This leads to uncomfortably poor field of view and casualty rates, although the turret is equipped with a proper turret floor and partial basket.

The standard V.110 O'Brien armored car is equipped with a 7.92mm twin-barrel machine gun, which has roughly comparable ranges to a tripod-mounted machine gun: 50m system assist, 150m effective range, 350m ballistic limit. It is an acceptable infantry support vehicle.

The enhanced anti-tank armored car, the V.113 Gravekeeper, is equipped with a singular Bonesaw launcher, with automatic cocking. It ranges out to 36m with system assist, 100m effective range, and 200-250m absolute maximum range. See previous publications for more detail- at time of publication, it is the most advanced and reliable Warden anti-tank vehicle.

The unusual V.112 Highlander carries the same weapon and armor load as the standard V.110 O'Brian, but is instead equipped with all-terrain tracks, suitable for off-road use. It is slowed to aprox. 75kph on road/ 65kph off road, has been reconfigured to tiller steer without neutral steer, and has slightly more forward armor.

The prototype chassis that was adopted late, the V.101 Freeman, is the most radically different. With lighter armor and lower autonomy (85kph/tank) it is not well loved, even if its engine-forward design is a crew-saver in case of AT guns. Weapons-wise, it carries a short-barrel Balfour Beauceron 40mm gun for structural reduction, with a low rate of fire and only 25 carried shells. Ranges are 3m minimum, 35m system assist, 135 effective, 3,875m maximum. It is noted the gun looses accuracy quickly due to poor mounting quality.

The Niska Mk.1 Motor Gun Carriage is a new addition to the Warden arsenal, and so far, a much-loved one by infantry and cavalry regiments alike. Mounting a driver and vehicle commander under armor, the bed of the half-track is occupied by a modular weapons mounting for any standard tripod-mounted weapon with seats for four infantry/assistant gunners in the back under partial armor. What the weapons platform lacks in dismounts, it makes up for in firepower: being able to mount a standard ISG, Foebreaker rocket launcher, or Ratcatcher machine gun is a powerful equalizing factor. In addition, it's been confirmed in the tech tree to have MLRS and AT variant designs available for unlock later, prompting much joy among light cavalry units and infantry who desire organic mobile firepower. At time of publication, most Niska teams don't operate with dismounts, instead serving as a platoon leadership and supporting fires vehicle: however, doctrine may change as additional vehicles or infantry weapons are unlocked. The base Niska makes 80kph on road, 60kph off road, and has standard five-speed transmission and wheel steering. Visibility is passible, armor is not- most armor piercing weapons will cut right through the protection. Autonamy is 100km/tank, although at heavy loads with weapon, supplies, and troops this can drop as low as 85km/tank.

Weapon statistics will not be posted, as the weapons are identical to their standard tripod versions, and as such can be found in previous publications.

The Devitt Mark III is the first proper Warden tank, handily ignoring the King Spire and its mediocre qualities as a field coordination vehicle. Heavily armored compared to previous vehicles to the degree it can potentially ignore 20mm anti-tank fire in the correct conditions, and is immune from non anti-tank infantry small arms. With a crew of three (Driver, Gunner/loader, commander) it is very much aware of its surroundings, and is equipped stock with a three channel four-preset radio for standard communication. With 55kph on road speed and 45kph off road speed, the Devitt is a capably fast armored vehicle, although autonomy at 85 km/tank is a bit lacking compared to some options. The driver is provisioned with a four-speed hi-low crash gearbox, standard driving tillers, and very good forward visibility due to the projected driving position; in addition his mounting hatch is never obstructed. However, flank visibility is poor due to lack of periscopes. The gunner is well-provided with a forward and side scope array, but only has 6x magnification maximum on his boresight for the gun. Situational awareness must be provided by the commander, who also has the unenviable task of refilling the ready rack of 12 shells from the tank's hull stowage of an additional 48 shells when not in combat. While the gunner is also his own loader, the Beauceron in the turret has been much more sturdily mounted, and the turret has been equipped with a casing removal hatch to dispose of empties when not in combat. Should the commander be so inclined, a standard Storm Rifle on a pintle mount is provided for him to spray targets of opportunity, or fire tracers onto a target of interest. While not comfortable by any means, every crewman has enough room to operate their equipment and it's easy enough to store a pair of Fiddler guns in the storage compartment. One constant complaint, however, is the lack of turret floor.

The Relic Storm Tank is an antique piece of equipment, found in Relic Vaults scattered throughout the game, and therefore available to both sides of the conflict. Despite decades of storage, they have some very competitive characteristics versus the Devitt and Kranesca (the Colonial light tank counterpart). With a crew of three (Driver, Gunner/loader, commander), the vehicle is well-provisioned with a maximum storage of 100 40mm shells for its main gun, a prototype Wolfhound cut to L/18 instead of the Wolfhound's L/55 design. On the road, they have 75km of autonomy, with a road speed of 55kph and an overdrive of 75kph with an offroad speed of 45kph/55kph with overdrive. The driver is operating a hi-low six speed crash transmission (three gears low, three gears high) with a pair of antiquated driving tillers. The cockpit of the Relic Storm Tank is known to be cramped, with poor visibility, and a small and offset driver's hatch. The turret is provisioned for three, with a standard left-side gunner, right side loader, and commander behind loader. A ready rack of thirty shells are stored on the walls of the turret basket, and empties are not provisioned with a handling system. Once the ready rack is emptied, the 70 remaining shells must be retrieved from dry storage in a chamber behind the turret. The turret is cramped, with the gunner only afforded an unmagnified periscope and a 3.5x magnification boresight, while the commander is positioned uncomfortably close to the path of travel on the gun and must frequently dodge shell casings if spending time hatch-up. The tank mounts no secondary armament, but possess armor that is heavy enough to deflect most infantry weapons from the bow or stern. The sides of the tank are much less well-protected, however, and standard Sticky Bombs or disposable Ignifists will quickly and easily destroy vital components or kill crew.

Comparing the Storm Tank and Devitt directly, the Storm Tank has better armor fore and aft, higher speeds, an overdrive function, more shell storage, and a dedicated loader. The Devitt by contrast has better side armor, better tracks for all-terrain conditions such as wet ground and mire, better visibility across all action stations, and a better gun (L/40 versus L/18). Most importantly, the Devitt can be mass produced in a Mass Production Factory, allowing them to exist en masse with little regard to formations, versus the Relic Storm Tank that must be found or rebuilt at a Construction Yard, and then refit back to operational status at a Garage.
 
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reminder y'all can vote after I post informational stuff here.
Scheduled vote count started by 7734 on Sep 12, 2022 at 4:44 AM, finished with 16 posts and 11 votes.

  • [X] Plan Kings
    -[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
    -[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.
    -[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.
    -[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 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.
7734 threw 4 10-faced dice. Reason: Recruitment (Yellow) Total: 22
8 8 4 4 3 3 7 7
7734 threw 2 10-faced dice. Reason: Guns Requisition Total: 7
5 5 2 2
7734 threw 1 10-faced dice. Reason: Pushing Rime Total: 1
1 1
7734 threw 2 10-faced dice. Reason: Dragoons & Janissaries Total: 6
2 2 4 4
 
So uh, that pushing Rime roll... Anyone wanna talk about that? Who angered the RNGesus?
At least the colonial attacks seemed to be not very effective as well.
 
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5.5
After your previous failures in working down Rime, you were far less tolerant of fuckups. As such, you ordered an operational pause so you could recruit more cannon cockers, and get all your systems online.

God, you said that with a straight face. Your status as a flag officer was terminal.

What these two weeks boiled down to, though, was mostly sending out the builders to keep slapping together a shitload of the little light patterns to serve as picket watchposts, and hoping that little shit-tobbagan rocket battery parked outside your base didn't actually finish whatever project they were on about. The sporadic rocket fire was getting really damn annoying, with incoming pattering itself all across your frontline. Worse, it kept you from getting anything done at night- the enemy katushyas would roll in, dump a salvo close enough to break some patterns, and roll out. It was driving your builders and gunners nuts, since neither the mortar batteries nor the Wolfhound gunners had a reliable response to them.

It didn't take long before you snapped, called Theresa, and put in an express order for the new Huber Lariat 120mm guns. It took a few days, but they were shipped down fairly posthaste, and you managed to get them installed where they could fire into the rapid decay zone for practice fairly easily. From there, you had to assemble a battery crew, and get ready to drill the stuffing out of them.

The first, and most important, thing you learned about your new guns was they had a minimum range of 100m. That didn't sound like a lot, but you had to consider visual sighting distances. At a hundred meters, without field glasses, you could make out what uniform someone was wearing, the general color of their skin, and not much else. At two hundred meters, you'd start having trouble with uniforms, with Warden horizon blue and Colonial green blending together with the sky or the land, with details of the individual impossible to see. At three hundred meters, you'd get movement first, before being able to pick out any identifying remarks- and past three hundred meters, you'd need field glasses. Even with the binos, though, you'd be looking to barely get spots past 600m.

By the way- your new guns? Yeah, standard maximum tested range of 2,400 meters, and make that 2,760 if you were firing with the wind.

Fact of the matter was, that was a bit out of shouting distance, and was well into the point of pushing radio distances. You'd need to organize radio communication for the batteries, which meant developing radio communication protocols, which meant-

-fuck. The language barriers.

Your regiment, the 15e Flying Artillery, spoke English as its command language. At home and on some of the work crews, French and Japanese were bandied about, but it was secondary to the fact all your officers and NCOs were fluent in English first and foremost. However, the 62e and 64e were both Ukranian all the way, even if their officers spoke reasonably good English. That meant that if they wanted artillery fire support, it would need to either go through a fairly high up individual, or be a pre-scheduled fire.

Needless to say, you wired both Kazoo and Zairman about that. Zairman's telegram back was simple and short- all his officers had been getting English pounded into them as part of their officer training, and he expected scheduled fire patterns to be enough. If you were really worried, he insisted, then you could attach a Fire Control section to each of his companies, and then they'd handle the fire direction for the big guns.

Kazoo was much less phlegmatic about it when he dropped by your bunker core the next day.

"Melanie?" he asked, testing out your first name with some trepidation.

"Yes, Kazoo?" you asked, looking up from where you were signing off on staff rotations and leave requests. You'd known him long enough you could afford some informality.

"I'm going to need to get some help with fire direction," he admitted. "We just got the books in from Intelligence, and I'm the main person in my regiment who speaks English."

"Yeah, that's a problem," you muttered. "I'm still figuring out how to actually do the fire direction on the guns, being honest."

"One girl with a Drummond, one girl with a pair of field glasses, call in corrections to fire as you need. Maybe make them use a King Spire, if you want them to stay safe," Kazoo said, shrugging. "That's all I've got for practical advice."

"It's more than I was starting with," you shrugged. "It won't help the translation issue for instantaneous fires, though."

"I honestly don't think that'll be too big a deal?" Kazoo opined. "I mean, Melanie, you've still got mortars and the forties. If you ever have a problem we need to solve immediately, our people know enough to get a gun pointed where it needs to be."

You let off a soft chuckle. "First you tell me the sky is falling, then you tell me I've got the pillars to hold it up?"

"That's what we're here for, yeah," Kazoo said with a slight grin. "It'd be better if we had more help, though."

"Ah?" you asked. "What kind?"

"More infantry. My boys are good, but we're not exactly the most metal-heavy regiment out there."

"I'll put that in the notes," you said lightly. "Would having more tools help?"

"Honestly? Not really. The other three Ukrainian regiments are mostly folding towards Tymur and I, and we're both seen as outgrowths of you- for understandable reasons," Kazoo said, tapping the rainbow-and-wheat on his right shoulder. "It's better than the hamburger-fest that is the Band of the Red Hand, though, or the rumors I'm hearing of Les Coqs."

You snorted a little at the name. "Let me guess, that's where the incompetent French go?"

"Yeah, and they're slamming their way through the Nevish Line competently. They're about as vulgar as their name suggests, too."

"Wonderful," you said, shrugging. "Not my side of the map, not my problem."

"Good attitude, that," Kazoo said with a smirk. "That being said, the ball is coming up. Had any thoughts on who to go with?"

"Uh-"

"Oh come now, I'm sure you've got someone to go with!" Kazoo said, grinning. "If you don't know who to ask, though, invite Zairman. He's practically beside himself with the thought of having to attend."

"They didn't mention him by name, like they did to me," you grumbled.

"He's one of six armored- proper armored, with tanks and everything- regimental commanders in the game, and four of them have already RSVP'd. If Zairman isn't there, he'll be the laughingstock of the tankers, and people will try and poach his good tank crews."

"That's very stupid."

"That's MMOs for you."

Rolling your eyes, you sighed. "I am very bad at this whole social business. The Folkvangr will not be holding any such celebratory balls unless someone puts a gun to my head."

"Duly noted, General."

"Thanks, Kazoo."

///

Gun training continued, rather painfully, as you learned the whys and wherefores of the artillery pieces. Calculating the dispersion tables was a bitch, what with the winter winds twisting and turning, but you finally figured it out. At 100m, minimum distance, it had about 5m of dispersion, and an 80% rate of normalization. This continued pretty linearly, to 300m where it had about 18m of dispersion, with 50% normalization to land within 9m of aim point.

Then shit got scary. For every 100m past 300m, the math (and the mathematician you were talking to was not confident in their numbers without an Intel Center's computers to double-check) you gained roughly 1m of dispersion and 1% less normalization. Therefore, at 1,000m which was going to be a Doctrinally Important Number, you had 26m of dispersion and 43% normalization towards 13m of dispersion. At 2,000m which was another doctrinally important number, you had 36m of dispersion, plus a mere 33% normalization of shells to 18m of dispersion. At maximum, bleeding edge of the range, your shells would fly 2,760m, before hitting 43m dispersion and having 26% normalization to fall within a 21.5m circle.

It was better than mortars, but you still had no real ability to calculate where in the high holy fuck a shell would land. Working off 1,000m as your assumed "opening arguments" of fire ranges, that meant you couldn't reliably hit anything smaller than a large pattern: they wouldn't be able to get shells to hit the dispersion of much else. If you had to open the fight at longer ranges, even monstrously huge modernist bunkers would be nigh-impossible to hit. These guns were postal code pasters at the longest extents of their range, and you didn't like to think about that. Accuracy was lethality, which was why your 40mm gunners practiced their precision when they could, and everyone had talked these up as the next best base killer than sliced bread.

Still, you wanted to put faith in these guns, so to Rime they went.

///

You learned more about your Huber Lariats in setting them up to bombard Rime than you did in testing. Digging them in around an old Y-pattern and a series of hastily-converted trench dugouts, your crane operator had a devil of a time getting everything properly set and prepared. You had placed Klasse in charge of the guns for this operation- and quietly promoted her to Lieutenant- and from your position in Kazoo's bunker could hear her swearing. Sporadic salvos of rocket fire were, needless to say, rather detrimental to the art of getting guns operationally emplaced. Still, your work crews were energetic, and soon enough the guns were in position and repaired, with a few of the cannier builders setting up a small gravel Facility Pad to serve as a place for truckers to dump shells and to uncrate containerized shell loads.

Once ammo stockpiles were built up a tad, and the rockets died down, Klasse started her first pre-planned fire mission. It was supposed to clean out a row of particularly stubborn G-houses. Instead, it ended up dropping shells right onto friendly lines- a sudden headwind, combined with poor normalization, forcing the first three volleys into Kazoo's boys.

Needless to say, you had a lot of phone-wrangling to handle with that one as Silica frantically told Klasse to stop shooting for the love of fuck. Once the wind direction issue was sorted out- and you got a gun spotting team up in with Kazoo's front line- it was back to firing.

And firing.

And more firing.

Christ on a bike you were shooting a lot.

It took the better part of an hour for your people to figure out, through a messy chain of orders and some bad discipline salvo-firing, that the wind had shifted to the northeast, meaning you were now landing shots long towards the town hall. Wrangling that battery correction in took a good half hour, and then it was back to the monotonous thunder of the guns.

In the end it took the better part of six hours of firing to get that damn line of G-houses down, but it did in fact bring the houses down- and more importantly, let you take the leash off Asuna as she decided to take the 40mm battery south and interdict those approaches. She didn't catch much, but every little bit counted as you moved targets over. The important thing was it helped support the south flank companies, who were getting stuck in on the regular in the penny-packet squad fights that denied them their machine guns and instead brought every alleyway into a viscous battle of lobbed grenade and submachine gun squirt.

After the G-houses were done, you started work on reducing the Town Hall- only to find out those rocket batteries had been reinforced at some point by the Colonials' own 120mm guns! You didn't know where the bastards were shooting from, but spurts of counterbattery fire were quite frustrating, as the odd miss or three played havoc with your trucks and shell supplies. A lot of Theresa's drivers were not willing to make the last leg when there was a risk of death, so you needed to commandeer members of 3 Battery to make up the shortfall. Everyone got to learn every position on the guns, as shell fragments killed trooper after trooper who had to plant their feet on the gun training and loading platforms. At times, you tried to counterbattery fire them, but counterbattery fire was hard when your enemy had mobile guns they were more than willing to move every time they saw your shell-splashes approach. Between the inexperience of the spotters and the gunners, first salvo hits were impossible on the bastards, so you couldn't stop them: just scare them off.

At the discretion of Calico, 2 Battery took to the field, embedding themselves tightly in with Kazoo's boys to provide point fires. Rather embarrassingly, it was quite effective, each gunner cutting swaths out of makeshift defenses that the Colonials were trying to fight to the death over.

Late in the evening, about 18 hours into the fight, news came in: the Town Hall was downed. Fires shifted to the Safe House, and you retired for the night. When you woke with a groan, you got the news in: the Safe House had fallen, and the Colonials were conducting an organized retreat to the docks, leaving behind most of their heavy equipment. It was with a heavy hand you had to clamp down on the urge to pursue: the troops were tired, the gun crews were exhausted from nearly 24 hours of continuous bombardment, and most- or least- importantly, when the CV team finally worked its way west into Rime, you got another few medals.

  • Brigit's Medal
    • Silver Wings: Live at time of Victory Point capture
  • Titania's Medal: Capture a Victory Point as a Brigade Officer
    • Cinnabar Cross: Serve as the Brigadier General of the capturing Brigade
    • Silver Hawthorn: Live at time of Victory Point Capture
  • Weathered Expanse Campaign Badge
    • With Honors: Be involved in the capture of the Victory Point
  • White Angel with Oak Leaves x4

Oh, but for these bits of virtual tin and ribbon to make up for the one thousand, one hundred, and fifty two cases of shells that had been expended- not counting the 40mm ammo, of course, or the countless shirts, several vehicles, and precious time of your people.

Oh well- it'd look good at the ball.

Fuck. There was that ball.

///

After frantically throwing your old base at 142 Locomotive as a "thank you for joining the regiment" move you should have done a lot earlier, you got to work planning for the ball. Oh god, the fucking ball. You needed a plus-one, too, which was going to be annoying; you needed a 'mess dress', whatever that was, and you needed to get all the way over to Stonecradle on the other end of the damn map. The last one was easiest to fix: booking transit on the Warden Bus System wasn't hard, and Kazoo agreed to keep a handle on things for the ball and the day of transit time it would take both ways.

The mess dress, though, involved going up into the Great Warden Dam- and requisitioning one through the Town Hall of all things! When you got it though, it was a hell of a garment.

Starting from the skin, it was a set of actually quite comfortable underwear, with a light corset that wasn't nearly so restricting as the word 'corset' would make most people think. Below that were straight 120-denier stockings, leading down to a pair of smart monk-strap shoes in black, with silver buckles.

A layer up was a simple navy blue dress skirt that was so dark as to be practically black, to be paired with a white satin shirt with a prominent high and ruffled collar. Your lack of decolletage would be unnoticable next to the throat's ruffle, although there was a slight v-neck and stealth button to hold the affair closed. On top of this went a cumberbund, and over it all a large, velvet and royal blue coat. The shoulders were high-built, with gold braid instead of epaulets, and your brigade's insignia was worked into a rainbow aiguillette on your right side- a rainbow cord, with the circle of wheat at the terminal button. On the left of the single-breasted coat, your awards sat in a nice cluster of four rows. God forbid anyone get handsy with you, though, since the Brigit's and Titania's medals looked pointy even in miniature, and there was enough awards to cover most of your left breast.

Finally, terminating things off, were a white-and-blue half-cape for your right shoulder with the Warden Angel on it and your Regimental Blazon, for commanding the High King's Own artillery, and a massive dark-blue coat cut suspiciously similarly to the infantry coat as a weather guard.

The best part? You didn't even have to wear a hat with this.

Once you got your hair properly settled into two braids, thank you automatic clothing interaction interface, you blinked. [A Caovish Reminder] had transformed on you once again, this time turning into a stylish cane with a silver head and ebony wood that struck the ground with a clang. It was strangely heavy, and as you fiddled around with it, you heard a 'click', before the head separated.

No way.

You had a cane-sword now.

It was official- you may, at some point, might actually need to hold a ball just to style on someone with this. Plus, if you looked this good in the mess dress- and you looked fucking amazing- then imagine how other people would look in it. Like, say, Loup. Or Asuna. Or Zairman.

Or you could just take any of them to the ball as your plus-one. Oh yeah. Now that's an idea…

///

Votes

THE BALL
(Choose One)

[] Zairman, your right hand and thundering fist, is a good choice. It'll signal brigade unity, and more importantly it reduces the number of wild cards you've got floating around this event. Plus he'll look great on your arm.
[] Takamachi, as your quasi-girlfriend, is not a bad option. Bringing her will also get her to talk tech with a lot of the other people that she'd normally never meet, so that tech could get explained.
[] Asuna might not look it, but there's a political animal hiding deep under the ambitious junior officer there. She smells like money, and that means she knows how to wheel and deal so your work comes together with everyone here.
[] Silica might be the least romantic option to take to this event, but the petite brigade officer has one big advantage: she knows everyone. Yes: everyone. That's a lot of gossip, and the radio stations have loose lips, so put two and two together to steal a march on the rest of the crowd.


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 (x24 to go to New Base Completion)
-[] With medium patterns (x17 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 Three!)

[] 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
-[] 22e 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.
 
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Rime is dead, rejoice! Ball is coming up, panic! Of the choices for the ball Kazoo does make good points for why we should take Zairman, even as tempting as the others are.

Onto the plan, which I warn is being made while I'm mildly sleep deprived. Looking at the bunker numbers, we lost 4 of the 8 small patterns we built. Painful, but that is what they exist for. The barrage of rockets continuing even after we got 120s for counter battery fire doesn't fill me with confidence here and we seem very, very light on the bunker screens. I have no doubt in my mind that trying to build heavy patterns is just going to end up with them getting flattened with the state the screens are currently in, so more smalls and mediums it is.

With personnel I have been informed on the discord that we are now at what Orr considers the minimum number of batteries needed. This means we can now actually recruit greens without risking them getting pulled into combat and therefore not eating our promotion rolls. Provided we stay above minimal manning for four batteries at least. For this turn I'm recruiting one round of greens along with the yellows because we do actually need a backline of scroopers. I hope to never need to get any more greens ever again and just recruit yellows twice every turn until we hit the regiment cap.

Upgrades. More personnel actions please. As much as I'd like to get more builder actions, that doesn't really help if we don't have the people to actually do the building. Other than that, something I had already been planning to do but lines up very nicely with the ball. We talk to Zairman and actually give him the Bonewagon protos because apparently those aren't handed over automatically and we really have no use for them ourselves.

With the brigade I'd like to go over and shore up Tepes flank by kicking over Frostmarch. Ideally I'd also like to talk to Tepes, but Zairman has priority. Another option could be to go take on round two at Wightwalk, but personally I'm more concerned with relieving pressure off the west flank than with getting a bit of naval resupply. It could help with dealing with those rocket trucks coming out of Wraith's Gate though. Something to think on.

As always, thoughts, feedback and recommendations are welcome.

[] Plan Z
-[] Zairman, your right hand and thundering fist, is a good choice. It'll signal brigade unity, and more importantly it reduces the number of wild cards you've got floating around this event. Plus he'll look great on your arm.
BUNKER
-[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[] With small patterns (x24 to go to New Base Completion)
--[] With medium patterns (x17 to go to New Base Completion)
PERSONNEL
-[] Go and recruit more 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)
UPGRADES
-[] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
-[] Go talk to someone specific/Meet a Specific Regiment
--[] Go talk to Zairman before you end up with his regiment living out of your base,
-[] Hand over the Bonewagon protos we got to Zairman, he can use them far better than we can
BRIGADE
-[] Begin preparing for a gradual push
--[] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
 
I hope to never need to get any more greens ever again and just recruit yellows twice every turn until we hit the regiment cap.
Not quite sure when, but I would like to start recruiting oranges soon. At least enough to keep at least 10-20% of personnel as Orange. I'd like to avoid getting downgraded. Otherwise, I'm fine with your plan. Its solid, even if I'd like to figure out a way to get a second brigade officer. Oh well. Other priorities come first.
 
As always, thoughts, feedback and recommendations are welcome.
Personally, bear minimum amount guns is not something that I'm particularly keen on planning around in combat given that we're dealing with counter battery fire from the 120s and katushyas attriting our gunners. And we saw from this update that Greens won't do logi when under counter battery fire, and pretty much everything else they do could be done by our existing logic regiments in our brigade, leaving us with a bunch of shirts that do nothing except pad the personnel list.

I'm personally thinking of putting together a plan when I have the time that is either yellow/yellow or yellow/orange, to get more guns and logic, or get a few more guns and people speaking English who are comfortable on the frontlines serving as embedded spotters for easier communication back to the guns.

Of course then there's also the fact that we've got all our training actions unlocked again, combined with all the new people we've got trickling in every update and new guns that are going to be somewhat difficult to get a hang of going by the minimum ranges and wide dispersion.
 
And we saw from this update that Greens won't do logi when under counter battery fire, and pretty much everything else they do could be done by our existing logic regiments in our brigade, leaving us with a bunch of shirts that do nothing except pad the personnel list.
While it's true that greens don't do last leg logistics, I have to ask how you came to that conclusion from this update? We literally have no greens right now. (EDIT: Tired brain has caught up. It was Theresa's green drivers.) As for logistics, Theresa does not supply the basics. Every regiment needs to do their own scrooping and basic logistics of shirts and g-sups at the bare minimum. What we get from the logistics brigades are the complicated things like 40mm and 120mm shells etc. We already got a warning last update about being under a thousand g-sups and the only reason I delayed recruiting greens then was so we actually did training on the new 120s.
Not quite sure when, but I would like to start recruiting oranges soon. At least enough to keep at least 10-20% of personnel as Orange. I'd like to avoid getting downgraded. Otherwise, I'm fine with your plan. Its solid, even if I'd like to figure out a way to get a second brigade officer. Oh well. Other priorities come first.
Good point on avoiding downgrading. Not an immediate concern because we have 23 oranges (+1 Asuna Red) for the total of 123 in the regiment for an around 20% ratio, but obviously that quickly changes with this turns recruiting. Could look at recruiting more oranges in place of yellows now or later. As for brigade officers I'm honestly wanting to wait and see how the ball goes first, see who we meet that might want to join.
 
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Personally am just getting a tad bit worried about our administrative capability with the increase of personnel in the regiment, we need more people promoted and put into places where they can get the experience needed to take over for their superiors who will most likely be promoted into the brigade staff. We're still missing an XO, supply officer, intel officer, and a commissar for the brigade which is four officers to be promoted. So the faster we get promote people in the chain of command, the smoother the transition will be I feel. Another thing I'm worried about also is the QoL standards for our troops since it's been a bit since we've touched upon it and I think we can spend a bit of time now when there's a bit of a lull in the action to push morale up instead of playing catch up. As for the ball, unity is nice and all but just loosing Asuna others would be entertaining and very good for our relations with others. For the supply issues that are beginning to crop up, yeah probably best to have some backline scroopers to handle it instead of pulling our frontliners so some green troops wouldn't be so bad.

[X] Plan Quality of Life Upgrades
-[X] Asuna might not look it, but there's a political animal hiding deep under the ambitious junior officer there. She smells like money, and that means she knows how to wheel and deal so your work comes together with everyone here.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With medium patterns (x17 to go to New Base Completion)
--[X] With artillery firing positions
-[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] 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] 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] Find a way to get your guys some quality of life upgrades so things suck less out here.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Go talk to Zairman before you end up with his regiment living out of your base,
-[X] Begin preparing for a gradual push
--[X] Avenge the Navy, and put the boots to Wightwalk so you can have a hole of naval resupply.
 
After thinking about it some more, I've decided to swap handing over a mere four Bonewagons to Zairman to instead give the enemy equipment we captured over to Argo. Her intel regiment has been doing all of the testing of equipment and making the brochures that constitute our informational posts, getting these rockets and colonial 120s over to her should provide some very useful information. We probably can't use the rockets ourselves much either, I doubt we can manufacture their ammo ourselves so whatever we captured is all we have.

[X] Plan Z
-[X] Zairman, your right hand and thundering fist, is a good choice. It'll signal brigade unity, and more importantly it reduces the number of wild cards you've got floating around this event. Plus he'll look great on your arm.
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With small patterns (x24 to go to New Base Completion)
--[X] With medium patterns (x17 to go to New Base Completion)
PERSONNEL
-[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] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
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 talker, so you don't have to do that crap! (Adds one action to Personnel)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Go talk to Zairman before you end up with his regiment living out of your base,
-[X] Give Argo the enemy equipment we captured, we could do with knowing more about their capabilities
BRIGADE
-[X] Begin preparing for a gradual push
--[X] Avenge the Navy, and put the boots to Wightwalk so you can have a hole of naval resupply.
 
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So, I bring story, concerning the old Nevish Line push, because why not.

"Colonel Ichijo!"

She looks up from the map on the table to address the caller, Captain Verena, is standing at attention in front of her door. After a nod, she eases and further enters the room, stopping at the other side of the table. "Colonel Jorgen has called for a meeting at the 71st​ base."

Likely to brief everyone one last time, She thinks, before the Captain continues, "The car is prepared, shall we?" With a gesture to the door, she nods, and they both head outside. The 68th​, was disciplined, something she was proud about, even if not numerous nor a front-line unit as of yet. Their members preparing themselves for combat, refuelling the trucks and checking ammunition. Being a QRF force, she decided that would do the part, by being ready to plug any holes or reinforce collapsing lines.

Three members took the truck to the meeting place, herself, Captain Verena as her second-in-command, and a sergeant to serve as their translator. The vast majority of the 68th​ was composed of Japanese speakers, but the number of fluent english speakers was low, and those that could translate adequately were even fewer. Still, Sergeant Katy was the one chosen and willing to go.

On the base itself, they were quickly ushered into the command post, attracting stares from the soldiers around, some looking more interested than they should, her hand moved to her sword, as her adjutants hovered theirs over their pistols, and the others backed off. This, reports showed, was somewhat the norm around this side of the front, even though it should not be.

In the command room, they met the other leaders for this area of attack, Colonel Salles, of the 75º​ Infantry, Colonel Panzer of the 63rd ​Infantry, Colonel Dupont of the 73e Supply, who were responsible for the southern front of the attack, and the one in charge, Colonel Varland, of the 71st​ Infantry. While the north had been left to the 64th​ and 62nd I​nfantry regiments, and the 72nd​ Supply, under Colonel Vollrat.

Dupont began the meeting by assuring all present that all the requested supplies had been delivered, with confirmation by Ichijo that their escorts and anti-partisan activities were successful, but Dupont stated that some problems happened in the previous hex that would delay any further deliveries of supply. Problematic.

Varland's response was to simply acknowledge the fact and proceed to go over the plan one last time. The 75º​ would advance to the north of Mistle Shrine, and hold there for any pushes from the Scrying Belt, the 63rd​ would advance through Daihibi Point, in stonecradle, and hit Mistle from the south, while his own 71st​ would advance from the centre, meanwhile, Unruly and the northern front were handed to the 64th​ and 62nd​. The 68th​ was thanked for its escorts and asked to continue its partisan patrols.

Raising her point that her unit would have one truck on each front ready to reinforce any of them, while still being able to patrol the roads, earned her disapproval from Varland, who stated that such a thing would not be necessary, if all followed the plan as it was. This unnerved her, the apparent blatant disregard for that, but he assured them that there were plans ready, should such things happen. Too confident.

Before the meeting could be adjourned however, a message was received, first from the 75º, that their received supply amount was about 2/3 of the recommended minimum for an assault, it was followed by further messages from the 63rd​ and 73e, all presenting the same problem. A call was made to the Northern front, who confirmed that their supplies were adequate, if not strictly at the minimum. The problem became quickly apparent.

Simple enough, one more regiment than the supplies we asked for. The supplies he asked for. The suggestion to put one of them as reserve was shot down, as was the one to postpone this attack until further supplies could be brought in, with the statement that they "have to make a move before the War Bureau completes their operation."

Apparently, the Union were bleeding people daily, most of those running off to join the Bureau. It was apparently a big enough problem for the Union that they were willing to rush this attack, if they could show the people they had a good chance at freeing them from this hellhole, people would flock back. That was the idea anyway. Showing them we don't know how to handle logistics won't endear us to them.

The attack would go off at midnight, 8 hours from now, no matter what. The main reason being so their units could use the darkness to advance as close to enemy lines as possible, to gain as much time as possible. At least they're only crazy, not stupid.

With that, they were all dismissed. The officers only left after a few useless minutes of trying to argue with Varland, all of them unsure of how much more they could argue. Dupont promised to try to hasten supply delivery, and with that they left to take care of their own fronts. Salles left with the phrase "Mais teimoso que uma mula." Dupont's request for a translation went unanswered.

Captain Verena was assigned to the Unruly Sector, a 6 soldier team and their truck assigned to support, while the Mistle front would be handled by the Colonel herself and her sister, two six soldier trucks under Captain Ichijo were prepared. The patrol teams would be a bit overworked, but the Mistle front was the one in higher danger due to the supply issue. All that we can do is wait. The attack begins in 7 Hours, we need to be prepared.
 
Could you change your vote to only having the name and not all the subvotes? I'm thinking of possibly changing my plan and someone else having the whole thing posted might mess up the tally.

Now speaking of possibly changing it, I'm reconsidering what objective to have the brigade go for right now. As concerned as I am for the western flank, we do also have problems of our own here coming out of Wraith's Gate and the recently evacuated Wightwalk sits right next to it. While I'm unsure who's currently in charge of holding Rime, I am hopeful that the Navy might be willing to consider taking up residence in Wightwalk should we knock it down. That should make Rime a lot more secure for rebuilding it and getting more people to move into the hex too.

But, given my less than stellar history on military tactics so far I want to ask people what target they think we should go for? Frostmarch to shore up the western flank, relieving Tepes and getting another avenue of land supply? Or Wightwalk, putting Rime behind the very frontlines and possibly threatening Wraith's Gate?
 
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