[X] Base Repair and Fix
-[X] A Dot, A Dash: You picked up a morse code signal before you turned your radio off and a quick check shows it's still going with some dedication and referring to your old manuals you could attempt to decode the message. Success: 60% Cost: 0 Reward: Knowledge
-[X] Reform Lines, Quick March!: You need troops, and you need them badly, you're force is spread thin just manning your defenses as an oddly understrength garrison force. Since you don't have any barracks currently you'll have to train a small group yourself. Success: 100% Cost: 20 RU Reward: 2 Infantry Squad (5 HP/5 MG DMG/40 EVA/1 ARM)
-[X] Get those guns up and running again Private!: An undefended island is usually a captured one, and right now, you have not many guns ready to see off invaders. With some resources, you should be able to bring a battery online and ready for service. +4 Coastal guns (5 HP/ 10 CAN DMG/ 10 EVA) Cost: 100 RU, Can be taken 5 times total
-[X] Setting up the Machine Shop: Use some of your resources to set up a machine shop, they somehow pull resources from the planet and transform them into materials for your WAR machine. Costs: 75 RUs (4 income building slots remaining) Reward: +150 Income
-[X] In Gods, we Trust: Knowing there are gods out there watching us means that perhaps you can win their favor and commune with them in specially constructed places. A shrine to the god that woke you up should do for the moment. Cost: 100 RU Reward: Unlock Piety
-[X] I See You: You knew what Radar was, you'd heard that Clark Field up north had one before she went quiet, but you didn't have one of your own or how to build one. Fortunately, one member of your fleet did have one, and it'd only take a few bits of reverse engineering for the potential to construct one of your own. Of course, wrangling them might be a bit tricky. Success: 55% Cost: 60 RU Reward: Unlock Radar Array Building
-[X] A base without it's head cannot stand: You've been running your operations from a rubble filled building that had a surviving desk, it groaned and creaked when you so much as looked at it and it's high time you put in the effort to design yourself a new headquarters provided your engineers can stop messing around. Success: 70% Cost: 125 RU Reward: Unlocks build Headquarters
[X] Forgo a personal action to have one more of another category.
-Stewardship
--[X] I'll make a Marine out of You: Your initial cadre of infantry imps is sizeable but you'll need more to properly man your defenses and run all your land missions so you've come up with a simple solution, build up some training tents so you'll always have fresh recruits to torment train. Cost: 100 RU Reward: Unlocks Efficient Infantry Training
Reform Lines: 96+13 = 109 (Crit)
Well. You'd done some cleaning up around the island, or yourself, either or at this point, and you'd established control over your fleet. Admittedly it wasn't much, 4 Mackerel-class and a V-5 class Narwhal, but it was something. What you lacked however, were competent ground forces. You had a small construction battalion and your gun crews, and as you brought guns online, they brought crews with them. But you felt that it wouldn't be enough sometimes. You needed grunts to do grunt things. And that meant summoning them yourself. It wasn't all that difficult to do, just do things in the correct order and you'd get some useful squads, maybe 1 or 2. So you gave it a whirl, giving marching orders to an empty patch of sand as slowly, fairies began to take form doing the things ordered. The push ups, the weapon aiming, the jumping jacks, and the final magazine check and reload where applicable, you saw a few Garands in the squads. When you looked back, you had more than a squad or two, you had three full strength ones, making up a full on platoon with accompanying command staff. Each squad had a Squad Leader, a BAR gunner and her ammo bearer, a rifle grenadier, and 4 standard riflemen. The platoon command had the Platoon Lead, a radioman, and attached medical professional. Everyone except the squad and platoon leaders, BAR gunners, and the medic, was equipped with an M1903 Springfield rifle, the commanders getting Garands, the BAR gunners getting a BAR, no duh, and the medic got a M1911. This wasn't a half bad unit of defenders. And they seemed well trained. Perhaps you could use them to assist construction projects when not training or patrolling.
Once you sent the platoon off to duties, idly naming them 1st Platoon, A Company, 1st Battalion, 4th Marine Regiment because that's what their colors were, you turned your attention to your coastal guns. By your count and a map you'd found, there were quite a number of positions out of action, including Army heavy artillery emplacements. Those would be dealt with later, but at the moment you had Grubbs, Cheney, and Crockett up and running, and you had 25 non-Army guns out of the fight. This simply would not do. The resources you had set aside for gun restoration allowed for 5 weapons of any type to be brought up, and with no Army guns, land support was deemed most critical at the moment, along with bringing complete batteries into operation. Therefore, Battery Way would be reactivated, bringing 4 12" mortars online for you as you watched your construction crews get to work. This left 1 gun's worth left, so you put them to work bringing up Battery Hearn as well, giving an extra 12" gun for anti-ship duties as well. You didn't have everything up, but the new emplacements would begin training very soon and you'd be at least a little safer. [Gained +5 Coastal Guns (5 HP/ 10 CAN DMG/ 10 EVA)
Speaking of your defenses, even though you'd trained a full platoon of men at once, you had more important things to do then sit around and raise formations all the time. Best delegate that to your brand new platoon of drill sergeants! You ordered them to begin setting up a basic recruitment system in the tunnel where all your infrastructure was kept for the moment, and this would allow you to begin raising formations more efficiently. Perhaps you could constitute the entire 4th Marine Regiment from which your "construction crew" hailed.
74+12 = 86 (Pass)
While you watched them work, you saw Mania drag over one of her underlings you really would need to figure out which of the quadruplets they were, out of the research tents and come up to you. "My lady, the reverse engineering is completed. We now have the ability to build a basic land radar set. No thanks to this imbecile constantly squirming as she was worked on." [Gained: Radar Array Construction]
86+12 = 98 (Pass)
"Excellent. What of the plans for the new headquarters building outside?" Mania would pause and then stick her head back into the tent, before popping back out with the status. "They are completed, my lady. All we need is to order the construction and it shall be a perfect command post." Perfect. The husk where the desk and radio were weren't the best accommodation, especially since this would double as your own personal living quarters eventually. Perhaps the subs as well. It remains to be seen. Speaking of the radio, best you went and checked up on that.
68+11 = 79 (Pass)
As you approached the radio and flicked it on, a voice came through much louder and clearer than previously had. You had to stop yourself from getting whiplash as your confusion mounted. Last time on this frequency you had morse code so why was it now a voice? A side glance at the radio would show the radio subtly shimmering as if working to translate the morse signal into a voice format how it was doing so was unknown and you weren't willing to tear it apart to find out. A loud squawk forced you to turn down the machine so you could actually listen to what was being said, perhaps it wasn't quite necessary to have had it so loud to begin with.. "..'m stranded on an oi-land about 360 k's south-southwest of Manila Bay, heavily damaged and stranded. Unknown if patrol knows I'm here, requesting rescue, this cargo's critical. Send whoever you can."
…This could be an opportunity for you, you had your currently loyal subs and you could possibly send them to the location the voice mentioned to either scout it out or possibly rescue the unfortunate soul. Even better they could possibly grab resources from the aftermath of a skirmish.
"..'m stranded on an oi-land about 360 k's south-southwest of Manila Bay, heavily damaged and stranded. Unknown if patrol knows I'm here, requesting rescue, this cargo's critical. Send whoever you can."
HOHO, well isn't this interesting? critical cargo, a damaged and stranded escort, near us? Don't mind if we do~
Ahhhh alright, next turn we do a crash ship infrastructure which means getting the PT boat factory up and spooling. Its interesting given that the Philippines are abandoned what the hell someone is around here? This should mean this isn't coming from the US at all but from China, southeast Asia, or Australia given with on the western side of the Philippines. Wonder what that could be then. I'm still leery of making a snatch and grab but this may be time limited.
A good amount of costal guns brought back online and well equipped platoon of fairies. I like the detail and breakdown of how the squad and platoon was equipped and such.
[] Transmit: With your Zenith radio up and running you can transmit yourself to the world, why would you do so? Who knows maybe you felt like being a radio star or something. Success: Variable, Cost: 0
[] Listen In: With your new radio set up you can now silently listen in for anything unusual on the airwaves. Success: Variable, Cost: 0
[] Scout: You may be stuck on your island for now but you can send a handful of your more discrete troops to scout out nearby locations. Success: 50%, Cost: 0 Reward: Variable
[] Under the White Flag: You heard the message clear as day and damn the consequences you could not let this distress call go unanswered, best send your subs minus Mania to rescue the poor soul maybe they'll even reward you. Success: 75% Cost: 0 Reward: Variable (Cannot be taken with Raise the Black Flag Roger!)
[] Raise the Black Flag Roger!: The message was clear somewhere near you was a survivor of an ambush of a convoy of some sort, it might not be the most honorable thing but based on the distress call the survivor wouldn't be too long for this world so why not send the subs to gather up the wreckage for yourself? Success: 55% Cost:0 Reward: Variable (Cannot be taken with Under the White Flag)
Martial (Choose 2 Actions):
[] Laying the Foundation: Well, your imps got you a start on the digging, but let's see if you can whip them into some better shape. You should probably spend some resources for actual drills, picks, and infrastructure if you're gonna make another attempt, along with perhaps some ground scanners for finding the old tunnels, because you could have sworn there were some around. It'll take a long while, but it should get done with your enforcement of "labor standards". Success: 70%Cost: 200 RU and 50 RU upkeep for the following 2 turns for excavation work Reward: +10 Income building slots
[] Survey your island: Send troops out to locate points of interest or places to set up defenses around your island. Success: 90% Cost: 0 RU (Can be taken 4 more times)
[] Reform Lines, Quick March!: You need troops, and you need them badly, your force is spread thin just manning your defenses as an oddly understrength garrison force. Since you have a barracks now it's a bit of a waste to do it this way but sometimes you want a personal touch. Success: 100% Cost: 20 RU Reward: 2 Infantry Squad (5 HP/5 MG DMG/40 EVA/1 ARM)
[] Get those guns up and running again Private!: An undefended island is usually a captured one, and right now, you have not many guns ready to see off invaders. With some resources, you should be able to bring a battery online and ready for service. +5 Coastal guns (5 HP/ 10 CAN DMG/ 10 EVA) Cost: 100 RU, Can be taken 4 more times
[] If it flies it Dies!: Your 1 AA position was long gone by this point, and it was well out of the effective range of anything useful, so a new method was needed. A pair of 1.1" quad guns should do the trick at every main gun position. Current positions open for accepting anti-air: Ramsey and Morrison. +4 AA Groups (7HP/ 12 MG DMG/ 10 EVA) Cost: 40 RU, can be taken 2 times
Production:
Infantry 3 of 30 slots used
Tier 1 Infantry Platoon / 15 HP/15 MG DMG/40 EVA/ 1 ARM 50 RU
Tier 1 Sniper Platoon/ 10 HP/10 CAN DMG/50 EVA/1 ARM 75 RU
Stewardship (Choose 2 Actions):
[] Clean up your island: While not ruins, your base has been neglected over the years of your sleep. Send some forces out to clean it up and hopefully find something useful. Success: 65% Cost: 0 Reward: Variable
[] Setting up the Machine Shop: Use some of your resources to set up a machine shop, they somehow pull resources from the planet and transform them into materials for your WAR machine. Costs: 75 RU (3 income building slots remaining) Reward: +150 Income
[] Establishing Battlefield Control: It's high time you move out of your makeshift hovel and lead your endeavors from a proper Headquarters not only will it provide you and your subordinates a better place to rest, but due to being able to use your old accommodations as a secondary storage yard should help get your income raised. Cost: 250 RU (1 command building slot remaining) Reward: Headquarters, New Home, +500 Income
Piety (Choose 1 Action):
[] Let's have a little chat: It's high time you spent a little time trying to get ahold of the goddess that awakened you, see if she has any advice for you. Success: 80% Cost: 0 Reward: Clarity
Research (Choose 2 Actions):
[] Ocean-front Property: Historically, the North Dock was home for Elco's and other PT boats, but it was quite bare nowadays. Though perhaps it could have a new use. Your Imps are helpful at machining despite how they act, maybe they can make a facsimile of a PT boat for quick fleet expansion, although building the requisite construction slips would take time. Success: 70% Cost: 75 RU Reward: Unlock PT Boat Factory
[] Piano Tuning: Your "new" 1.1" AA guns are to be completely honest utter trash. Right now they're barely maintained, and at least one has worse feeding issues than usual, but maybe you could find a quick fix to at least make the magazines feed with regularity, even if the fire rate is still bad. Success: 70% Cost: 50 RU Reward: AA Groups +3 MG DMG
[] Standardization of Shells: Right now all your coastal guns are split between various sizes and calibers and while this is fine you feel that you could make this more efficient by choosing a singular size for logistical reasons while keeping your firepower the same. Success: 65% Cost: 75 RU Reward: Coastal Guns +5 CAN DMG
[] We Found Some New Tools: Your imps have been complaining that all their tools are rusty pieces of junk making your machine shops produce less than they should, maybe you should research how to make new ones so they'll quit complaining and for more income. Success: 80% Cost: 75 RU Reward: +50 RU output to income buildings
Personal (Choose 1 options)
[] Train: You're newly awakened and your skills aren't what they could be, so its time to get down and dirty to get up to snuff.
[] Forgo a personal action to have one more of another category.
-Category
[X] Greedy Pirate's Life
-[X] Raise the Black Flag Roger!: The message was clear somewhere near you was a survivor of an ambush of a convoy of some sort, it might not be the most honorable thing but based on the distress call the survivor wouldn't be too long for this world so why not send the subs to gather up the wreckage for yourself? Success: 55% Cost:0 Reward: Variable (Cannot be taken with Under the White Flag)
-[X] Survey your island: Send troops out to locate points of interest or places to set up defenses around your island. Success: 90% Cost: 0 RU (Can be taken 4 more times)
-[X] If it flies it Dies!: Your 1 AA position was long gone by this point, and it was well out of the effective range of anything useful, so a new method was needed. A pair of 1.1" quad guns should do the trick at every main gun position. Current positions open for accepting anti-air: Ramsey and Morrison. +4 AA Groups (7HP/ 12 MG DMG/ 10 EVA) Cost: 40 RU, can be taken 2 times
-[X] Setting up the Machine Shop: Use some of your resources to set up a machine shop, they somehow pull resources from the planet and transform them into materials for your WAR machine. Costs: 75 RU (3 income building slots remaining) Reward: +150 Income
-[X] Establishing Battlefield Control: It's high time you move out of your makeshift hovel and lead your endeavors from a proper Headquarters not only will it provide you and your subordinates a better place to rest, but due to being able to use your old accommodations as a secondary storage yard should help get your income raised. Cost: 250 RU (1 command building slot remaining) Reward: Headquarters, New Home, +500 Income
-[X] Let's have a little chat: It's high time you spent a little time trying to get ahold of the goddess that awakened you, see if she has any advice for you. Success: 80% Cost: 0 Reward: Clarity
-[X] Ocean-front Property: Historically, the North Dock was home for Elco's and other PT boats, but it was quite bare nowadays. Though perhaps it could have a new use. Your Imps are helpful at machining despite how they act, maybe they can make a facsimile of a PT boat for quick fleet expansion, although building the requisite construction slips would take time.Success: 70% Cost: 75 RU Reward: Unlock PT Boat Factory
-[X] We Found Some New Tools: Your imps have been complaining that all their tools are rusty pieces of junk making your machine shops produce less than they should, maybe you should research how to make new ones so they'll quit complaining and for more income.Success: 80% Cost: 75 RU Reward: +50 RU output to income buildings
-[X] Train: You're newly awakened and your skills aren't what they could be, so its time to get down and dirty to get up to snuff.
basically after double checking everything and seeing how the our bank is we can't do Laying the Foundation at the same time with Establishing Battlefield Control and so I went with the latter one this turn. I want to focus on our economy and getting more RU out of what we have so we don't have to budget too much. Along with boosting the income with the New Tools, we will need to get started down the shipbuilding path so we have to get PT boats out of the way.
I'm more worried and have hatred of Sky Cancer that is Abyssal Aircraft. I don't know what's the better in stats of AA vs Fighters and the like but I will stand by this and maybe do more costal Guns next turn. Doing suvery as it costs us nothing and will maybe discover something worth a damn. We already did Reform the Lines and Costal Guns last turn and I think we're good on them. If we need more Infantry we can do that next turn.
Took the Training action since we want to be able to fight if needed and we are a Hero Unit essentially, it is tempting to forgo it to get another research action in but I feel this is best to train and level up now then forgetting about it and never choosing it because we thought we would never have to fight ourself.
Finally as for why I choose the Black Flag option out of all of them? I want something different. We may be able to get whoever is the survivor of the transport or they may be recalled back to their base, all depends on the dice roll. I want to strike it out and look out for ourselves and be selfish. Remake our Fortress, taking what we want. If there are enough people who don't want that I'll change it or make a another plan with that in it.
Hey y'all! Sorry for the late vote close, but since we've only got one vote so far, we're gonna keep this open until 1900 CST on Monday!
Adhoc vote count started by SeismicGuide on Nov 12, 2022 at 4:45 PM, finished with 1 posts and 1 votes.
[X] Greedy Pirate's Life
-[X] Raise the Black Flag Roger!: The message was clear somewhere near you was a survivor of an ambush of a convoy of some sort, it might not be the most honorable thing but based on the distress call the survivor wouldn't be too long for this world so why not send the subs to gather up the wreckage for yourself? Success: 55% Cost:0 Reward: Variable (Cannot be taken with Under the White Flag)
-[X] Survey your island: Send troops out to locate points of interest or places to set up defenses around your island. Success: 90% Cost: 0 RU (Can be taken 4 more times)
-[X] If it flies it Dies!: Your 1 AA position was long gone by this point, and it was well out of the effective range of anything useful, so a new method was needed. A pair of 1.1" quad guns should do the trick at every main gun position. Current positions open for accepting anti-air: Ramsey and Morrison. +4 AA Groups (7HP/ 12 MG DMG/ 10 EVA) Cost: 40 RU, can be taken 2 times
-[X] Setting up the Machine Shop: Use some of your resources to set up a machine shop, they somehow pull resources from the planet and transform them into materials for your WAR machine. Costs: 75 RU (3 income building slots remaining) Reward: +150 Income
-[X] Establishing Battlefield Control: It's high time you move out of your makeshift hovel and lead your endeavors from a proper Headquarters not only will it provide you and your subordinates a better place to rest, but due to being able to use your old accommodations as a secondary storage yard should help get your income raised. Cost: 250 RU (1 command building slot remaining) Reward: Headquarters, New Home, +500 Income
-[X] Let's have a little chat: It's high time you spent a little time trying to get ahold of the goddess that awakened you, see if she has any advice for you. Success: 80% Cost: 0 Reward: Clarity
-[X] Ocean-front Property: Historically, the North Dock was home for Elco's and other PT boats, but it was quite bare nowadays. Though perhaps it could have a new use. Your Imps are helpful at machining despite how they act, maybe they can make a facsimile of a PT boat for quick fleet expansion, although building the requisite construction slips would take time.Success: 70% Cost: 75 RU Reward: Unlock PT Boat Factory
-[X] We Found Some New Tools: Your imps have been complaining that all their tools are rusty pieces of junk making your machine shops produce less than they should, maybe you should research how to make new ones so they'll quit complaining and for more income.Success: 80% Cost: 75 RU Reward: +50 RU output to income buildings
-[X] Train: You're newly awakened and your skills aren't what they could be, so its time to get down and dirty to get up to snuff.
[X] Greedy Pirate's Life
-[X] Raise the Black Flag Roger!: The message was clear somewhere near you was a survivor of an ambush of a convoy of some sort, it might not be the most honorable thing but based on the distress call the survivor wouldn't be too long for this world so why not send the subs to gather up the wreckage for yourself? Success: 55% Cost:0 Reward: Variable (Cannot be taken with Under the White Flag)
-[X] Survey your island: Send troops out to locate points of interest or places to set up defenses around your island. Success: 90% Cost: 0 RU (Can be taken 4 more times)
-[X] If it flies it Dies!: Your 1 AA position was long gone by this point, and it was well out of the effective range of anything useful, so a new method was needed. A pair of 1.1" quad guns should do the trick at every main gun position. Current positions open for accepting anti-air: Ramsey and Morrison. +4 AA Groups (7HP/ 12 MG DMG/ 10 EVA) Cost: 40 RU, can be taken 2 times
-[X] Setting up the Machine Shop: Use some of your resources to set up a machine shop, they somehow pull resources from the planet and transform them into materials for your WAR machine. Costs: 75 RU (3 income building slots remaining) Reward: +150 Income
-[X] Establishing Battlefield Control: It's high time you move out of your makeshift hovel and lead your endeavors from a proper Headquarters not only will it provide you and your subordinates a better place to rest, but due to being able to use your old accommodations as a secondary storage yard should help get your income raised. Cost: 250 RU (1 command building slot remaining) Reward: Headquarters, New Home, +500 Income
-[X] Let's have a little chat: It's high time you spent a little time trying to get ahold of the goddess that awakened you, see if she has any advice for you. Success: 80% Cost: 0 Reward: Clarity
-[X] Ocean-front Property: Historically, the North Dock was home for Elco's and other PT boats, but it was quite bare nowadays. Though perhaps it could have a new use. Your Imps are helpful at machining despite how they act, maybe they can make a facsimile of a PT boat for quick fleet expansion, although building the requisite construction slips would take time.Success: 70% Cost: 75 RU Reward: Unlock PT Boat Factory
-[X] We Found Some New Tools: Your imps have been complaining that all their tools are rusty pieces of junk making your machine shops produce less than they should, maybe you should research how to make new ones so they'll quit complaining and for more income.Success: 80% Cost: 75 RU Reward: +50 RU output to income buildings
-[X] Train: You're newly awakened and your skills aren't what they could be, so its time to get down and dirty to get up to snuff.