Waking up, you sat up with a yawn and looked over at Tymur. He'd gotten into bed a few hours after you, and he slept with a small smile as his hands wrapped around yours. It was beautiful.
Still, you couldn't delay. Getting out of bed, you started getting dressed. Underwear, thermal layer, uniform underlayer, your coat. Pulling on your hat, you tucked a layer of hair under it, before turning to the small mirror Tymur kept handy to check his- and now, sometimes, your- appearance.
It wasn't your face that looked back at you.
Falling back and pushing yourself to the wall of the bunker, your sword was in your hand before you knew it. Terror was in your breath, and breathing harshly you stepped back up. What- what had happened to you?
The second look was more elucidating than the first. Your jaw had lengthened, pairing with cheeks that had lost any trace of fat to them, bringing you into more of a fox-face when next to your high cheekbones and proud stare. Your hair was different as well, now- barely an inch long, blonde, and styled to the side in a way you found disconcerting enough that you used a menu to change it. Carefully re-sheathing your sword, you forced a breath down. That- that was your face. A few experimental movements proved it. Why had it changed, though? Everything was static in this world, since the game system did its appearance scan at the beginning of the helmet boot-up…
…the helmet boot-up. That would happen every time you re-initiated the game. Someone had forced a helmet reboot on you. That would be the only way to explain your new face, but the question was how? The only thing that could cause a helmet reboot would be an incredibly bad connection issue forcing the game to re-connect the helmet instance to the game instance, requiring a new full-fresh scan.
A flash of memory came over you, swift as a knife. Falling into bed. The moments of pain. The neurosurgeon. What had Sundowner done to you? Why were you asking the air? You could ask him yourself. You had a way, nonpriority, for messages. You had a sword. You could leave a note, suicide, and just ask the fucker. The blade was half out of the scabbard, getting ready to kiss your throat, when Tymur rolled over.
Dropping the blade back with a thunk, your hands froze. What- what had you been thinking? Shaking your head frantically, you saw Tymur rising up, his bleary eyes looking you over.
"You're up early," your lover muttered, pulling himself out with a smile- until he saw your hair, your face, your everything. "Melanie? Did something happen?"
"There was a network crash on my end," you said, feeling your hair. "So it just updated my appearance."
"Oh. Who'd have done your hair up like that, then?"
"A fucking asshole," you snarled, before shaking your head and just throwing your hat on the bed. Sitting down next to Tymur, you gave him a small kiss, before groaning. "It's gonna take me weeks to get used to this new face."
Smiling, Tymur kissed you back, before starting to rise. "Well, if we're in the same bunker base, I'll certainly help you get acclimated."
"Thanks for the offer, lover-boy," you chuckled, before heading back out.
////
Once that was over with, you had to get back to work. After dispatching your architect over to help Tepes get his house in order- along with a small goon squad, as a just in case- you kept pounding away at your bunker base while you got down to the nitty gritty of designing doctrine.
The first thing you needed to establish, above all else, was how to actually use your artillery. What targets did you address with what guns? How were guns organized, formally? What drills would you do to practice the use of these guns? All sorts of little questions, which quickly spawned more questions, which in turn lead to derails and rabbit holes like you wouldn't believe. Was running carracole tactics standard? Yes. How it was done varied by battery, though, which was a problem when you had two guns from one battery and two guns from another trying to work together!
Once you got done with that, though, it came time to write the book on the 120mm guns- except not, because it was also time to train with that taped-together battery of rocket launchers you'd gone out of your way go get. Work on them was a helter-skelter progress, your battery commanders frantically trying to get used to the incredible range and even more incredible twitchiness of the system. For a self-described bunker-suppressor and grid square removal system, the Wasps Nests were anything but indiscriminate: the point of impact had to be painstakingly chosen in order to get sufficient density of rocket onto the target to get the desired terminal effect. That said? Their terminal effect was akin to the hammer of a particularly drunken and spiteful god. Tier one fortifications evaporated: no questions asked. Tier two, the common salt of the earth, melted. Without dedicated firefighters (from the 211 Engineering, whom were quickly becoming the defacto fire brigade instructors) it lasted about an hour, and even with that only brought you six hours worth of time to panic and attempt to get fallbacks up. The pyroclastic rockets were deadly- unfortunately, just as much to you as the enemy. Handling accidents were common, and more importantly three was a very real point where any counterfire would risk detonating the weapons in the tube.
You were understanding why Kazoo was fond of them, though.
///
With frontline recruitment pulling in a large batch of detached infantry that had decided to retire the Western fronts with their high-tempo operations to come visit you, work progressed on training up officers and assaulting points of import. Crow's Nest was a major one: after an initial total failure to capture the area with artillery, you got Tymur to shake a battalion loose to thunder run the town down. Fortunately, the rocket artillery managed to not accidentally hit the armored units, even if their fumbling did cause a lot of zones to be far more active than initially planned.
Still, once Crow's Nest was dead, you came to a sudden and abrupt realization: you were now in position to begin the Siege of Foxcatcher. While it was still nominally possible for them to get naval reinforcement and resupply, dispatches from the Navy had made it clear that the enemy litoral force had pulled out in good order and had departed to reinforce other zones, or just stand down for rearm and refit. Most of the enemy troops were also leaving: the Dragoons had vacated the area, and enemy rocket attacks had finally ceased.
It actually smoothed things out enough for you to go back to working on doctrine. Now you got a chance to work on designing firebases: a very important thing for both you, and for your brigade since you'd need them by the trainload as you besieged Foxcatcher.
Right now, your plans for firebases were simple, three-stage affairs. The first stage was a two by three block: about as creative as plain spaghetti, but quick and easy to build. Inside, you'd lain out a simple battle preparedness center: a single radio desk, two locker sets to allow people to access the base inventory quickly, a wash station for hygiene and water requirements, and a pantry module for food and for G-sup conservation.
Stage two were the gun pits, located directly opposite the bunker core. Drivers would drive to the bunker core, nose in, drop off their requisitionary forms, and then drive out. Meantime, shell runners could pull from the base inventory, dash them across the road, and into shell ready racks in the fire control house. Said fire control house would have another radio bench, a map wall, and a ready room that would hold shells- or in the case of counterbattery fire, gunners being treated for shrapnel or other issues.
Stage three was a line of (hopefully) ever-expanding miniature bunkers of three to five pieces to get used as ablative defenses if the enemy actually tried to stave in the bunker base. It wasn't likely, but there was a nonzero chance the bases would need to tank an infantry or armor assault to the face- and you didn't want to risk loosing guns to it. More importantly, a reinforced trench line would also give you a place to hide your 40mm batteries for building reduction, or enough room to put together tank revetments or a field hospital or something.
With all this done, you had enough time to call up 14e Medical and get to brass tacks.
///
14e Medical was not a normal formation. Since it was composed of about a hundred assorted medical students and interested parties, they had the least military organization of anyone and routinely were about as formal as a fart in a whorehouse. While you weren't great shakes for formality yourself, there was a certain amount of deference you'd like to be paid in your own bunker base. Stealing a coffee, a sandwich, and making a pass at Klasse and two of the drivers did not count.
After a forty-minute conversation about fair trades, supply organization, the realities of wounded, and a fair few bits of political capitol traded, you got yourself access to a Medical Company.
While the game allowed you to build "field hospitals" that served as shirt recycling plants, the 14e didn't think that was adequate- so they designed their own bunker bases integrated with the shirt factories. They could bring a wounded trooper in on their last drop of blood, and get him back out the door with no questions asked in thirty minutes or feed them into a shirt factory and respawned in two. More importantly, they also ran medical transport and evac, not just ambulance runs (since ambulances could only hold Critically Wounded personnel, alias someone in the bottom quarter of their health track).
What you'd screwed the 14e out of was a full brigade field hospital, plus four medical teams and a transporter team. That meant you could get the armor and infantry units a dedicated medical team, plus have enough left over so that you could supply a frontline firebase to rotate through your other people. If you had your druthers, that captain would stay gone too- he'd been far too likely to leer at the soldiers in your base, since a good three in four were still female and still young enough you didn't want anyone you disapproved of hanging around too long.
Then it was time to meet the 11e.
////
Col. Vicquarme looked little like his videogame namesake. With spriggy brown hair, he walked in proud and straight-backed with a uniform almost as decorated as yours. Settling in with him, you looked across your desk, considering how to break open the topic at hand.
"So, you're looking for infantry," he finally said, saluting you gently with a tin mug of fortified tea you'd poured for the both of you.
"Not anymore," you said calmly, shrugging. "Right now, this is just a check-in with another person who bought into what Hooker was selling."
"What Hooker was selling is known in most civilized countries as "a crock of shit" and the words get stiffer from there," Vicquarme growled. "It poisoned my regiment."
"I'd figure MacLaine was enough poison."
"MacLaine was part of a team that wanted to win the war at all speed at any cost. His plan was to use levee en masse to develop enough fighters to make serious gains, and then hammer the enemy until they broke. I kept him in check for the most part, but the fact of the matter is, well-"
"-It's a lot harder to charge the guns when you learn what it feels like to get shot."
Vicquarme snorted. "Exactly."
"If you need help, my door is open," you said lightly. "I've been considering starting an operational plan for moving into a new hex after I siege down Foxcatcher, and I'll likely need to bring up garrison troops during that."
"We currently have two infantry formations in the pipe," Vicquarme said lightly, stroking his beard. "You've got space here, would you be adverse to me putting some in to gain seasoning?"
"Only if the 11e is going to move up and cover them," you said, tapping a hand on the table. "I trust your trainees, but they'd still be trainees. This is the only bunker base I've got, so I'm rather fond of it you understand."
"Oh, certainly. Still, I'll pencil that in as an option if we start to have expansionary issues again. Please, give us a call when it's time to revisit the subject."
"I'd be glad to."
And with that, you had completed the meat of your discussions with the 11e- and as you escorted them out, Silica was talking with one of their noncoms. If nothing else you'd have a backline when you went out adventuring now. Speaking of that, you better get to work planning that. You knew, without a shadow of a doubt, that if it was well-guarded: but either you took it, or Overwatch-Kingmaker was bound to eventually go on the offensive.
Frankly speaking? You really, really did not want that- because there wasn't a strong brigade to hold shut Viper's Pit. Without one, you had to assume the side with a brigade would beat the side without- and if it came to fighting Overwatch-Kingmaker in a field battle in Viper Pit? You didn't know who'd win, but every noncombatant in the hex would loose.
///
BUNKER
(Choose One Two Three)
[] 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 (x0 to go to New Base Completion)
-[] With medium patterns (x0 to go to New Base Completion)
-[] With heavy patterns (x0 to go to New Base Completion)
-[] With artillery firing positions (x0 to go to New Base Completion)
-[] With infantry fighting positions (x0 to go to New Base Completion)
-[] With Modernist patterns (x1 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.
[] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)
[] Begin building temporary siegeworks to interdict a position or route.
[] Assign an Architect and Build Team elsewhere
-[] To the 163 Motor Rifle
PERSONNEL
(Choose One Two Three)
[] 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. (Cannot take with empty Admin Billets.
-[] 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.
-[] Rocket Artillery Training: This is going to be an entirely different kettle of fish from the guns, and you need to respect that or it'll never pay off.
-[] 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
-[] Continue writing the Doctrine (Regimental)(3/10 complete)
-[] Start planning an Operation
--[] On Marban Hollow (Seaport/Water Logi hex)
--[] On Deadlands (MPF hex)
-[] 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 Four!)
[] 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.
-[] Bonesaw Humerus: A shoulder-fired ARC/AT-RPG weapon with a monsterously heavy hollow charge: perfect for destroying tanks and not much else.
-[] Tannerbaush Optical Rangefinder: A large, tripod-mounted optical rangefinder with integral compass. Perfect for determining range and bearing from a position.
-[] Niska Mk. V Command Vehicle: A Niska Halftrack with the weapons mount and troop compartment removed, in exchange for a four-seat mobile command center with theatre radio, map board, and cable jacks for field telephones or to link into a Bunker Base switchboard.
-[] Devitt-Caine Mk. IV MMR: A Devitt light tank retrofit with an open turret to mount a Caine 60mm mortar. Superficially similar to an infantry mortar, the mechanized chassis provides many hidden advantages.
[] Requisition Material
-[] Logistics Support: Flatbeds, Fuel, and other niceties.
-[] Light Artillery: 40mm, Mortars, and other truck-pulled guns.
-[] Heavy Artillery: 120mm guns, Wasp's Nests, and other high-logistics artillery.
-[] 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
-[] 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
-[] 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 Two!)
[] 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.
-[] Invest Foxcatcher through Frostmarch: You've got the armor and the guts, and you know this'll draw enough response for you to see what your Powers of Doctrine can do.
-[] 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.
--[] Write In Leading Unit for the turn
[] Search for more regiments to add to the Brigade: you have to catch them all!
-[] Write-in Regiment Number, CO, or name.
-[] Write-in Regiment Skillset: ex; Transhipment, Rail, Medical, Infantry, Armor, Artillery, Et Cettera.
[] Promote an officer to Brigade Staff
-[] Scout from another Regiment in the Brigade
-[] Write-in Officer Name.