Colonel Agustus Autumn CKII Quest.

Conflict on the Potomac: Part 2 Deployment
Conflict on the Potomac: Part 2 Deployment

You stare at the holographic projection of hilly terrain along the disgustingly polluted banks of the once proud Potomac River, apparently a number of Pre-War companies had taken to dumping waste and scrap into the historic river and working around punishments through corruption and complaints that 'Environmentalist concerns were "sabotaging" the war effort' and needed to be ignored 'for the sake of America'. The holographic display highlights advantageous positions upon hills of trash and waste and concrete platforms once used for riverside dining for the deployment of your force. You ponder the decision you've made, regardless of the measures you put into place there will likely still be civilian casualties regardless, you are not sure what you will say to the refugees which you have just accepted as your own. How? how will you stand before them after they put their trust in you and the Enclave and tell them I'm sorry, we have failed your families are dead.

LeMay interrupts your moping with his suggested battle plan, Sir the Outcasts have positioned themselves poorly within an easily containable position along the river, likely believing the human shields they have enslaved will protect them. With your permission we could easily force their backs to the river and prevent any escape with the supplies, slaves, and the WMD the enemy has obtained. Sir with the ROE, and priorities you have outlined it will prove difficult to actually inflict lasting damage on the enemy force, so I have outlined victory in this engagement to be based upon forcing the enemy to abandon the WMD and slaves in favor of retreat into the river. At this Roberts chimes in, Sir the best outcome here is that we present ourselves as an unopposable force and get the Outcasts to willingly retreat and abandon their gains here in favor of living another day. Barring that we could simply block the Outcasts in completely and slowly work through their numbers through careful probing attacks though this carries the risk of the Outcasts executing the slaves or it risks the slaves being caught in the crossfire. I'm sorry sir this is the best we could come up with as a plan without unnecessarily endangering the Civies.

[] Plan open box

- Higher chance of enemy retreat with no casualties
- Higher chance of civilians being unharmed
(I do a roll to decide enemy decision making among predetermined options based around the information known to enemy leaders)

[] Plan closed box

-No chance of defeat unless enemy defeats one of four positions
- Higher chance of harmed civilians
(I do a roll to decide enemy decision making among predetermined options based around the information known to enemy leaders)


Assignments


Left trash hill: (Units Here)
Note units here get + 10 to all rolls from height

Concrete platform: (Units here, Max 2, Companys)
Note units here get +20 to all rolls from cover and + 10 from height

Right trash hill: (Units here)
Note units here get + 10 to all rolls from height

Across the river: (Units here)
Note units here get +30 to all rolls against enemy units however suffer a - 20 due to a lack of cover


Unit pool


[1st Air Assault Squadron] UNAVAILABLE DUE TO ROE
Wing-1~ 7/7 VB-02c Gunships,
1 VB-02a Transport
[2nd Air Assault Squadron] UNAVAILABLE DUE TO ROE
Wing-2 ~ 1/3 VB-02c Gunships Skill: Green (+0)
[1st Battalion]
Company A ~ 20/20 PA (X-02) Skill: Green (+0)
Company B ~ 20/20 PA (X-02) Skill: Green (+0)
Company D ~ 26/26 PA (X-02) Skill: Regulars (+10)
Company E ~ 20/20 PA (X-02) Skill: Green (+0)
 
[X] Plan open box

Left trash hill: Company B

Right trash hill: Company E

Concrete platform: Company D, Company A

Logic: Open box because we just want them to drop the WMD, Good troops in the platform because then they get a + 40 and I want to see the outcasts deal with that.
 
Thanks for the update!

[X] Plan open box
-[X] Left trash hill: Company B
-[X] Right trash hill: Company E
-[X] Concrete platform: Company D, Company A
 
[X] Plan open box
-[X] Left trash hill: Company B
-[X] Right trash hill: Company E
-[X] Concrete platform: Company D, Company A
 
Conflict on the Potomac: Contact
[X] Plan open box
-[X] Left trash hill: Company B
-[X] Right trash hill: Company E
-[X] Concrete platform: Company D, Company A


The Enclave quick response force is dropped off by the Virtibird groups originally assigned to accompany them just behind the mountains of trash and scrap which they intend to use as their positions for the coming engagement. As company D finishes taking up their assigned positions on the still standing concrete platform of a Pre-war riverfront restaurant the Outcast force notices their presence and coalesces into a formation that places them in the center of a ring of slaves. during this time A, B, and E company's take up their respective positions and begin to trade fire with the outcasts though the Enclaves strict ROE in this engagement quickly proves to be a hinderance as Enclave soldiers struggle to get clear lines of fire while maintaining the 'Encirclement'. Eventually the Outcasts manage to get within a close enough distance of Company D's position to get a grenade off though the outcasts paid for this act with four of their own that will be little consolation for the men and women of D company who are now down three of their original number.

Your troops continue to pressure the Outcasts over the course of a day while proving themselves adept at avoiding hitting noncombatants and any of the munitions boxes the Outcasts have been transporting. The outcast leader a Paladin in red and black painted T-45d power armor, seeing his position as untenable orders his force to retreat into the river. The mission objective complete Enclave forces secure the slaves and gather the dead, while the supplies and special asset the Outcasts had seized are loaded on the Enclaves only Virtibird transport and carried back to Adams for processing and dismantlement respectively by teams of specialists. The liberated slaves are attended to by enclave medics and doctors at Adams AFB where they will be inspected for injuries and receive treatment, after which they will be released back to Hostetler farms to reunite with their families.






[1st Battalion] VS [82nd Brotherhood Reclaimers]

[1st Battalion]
Company A ~ 20/20 PA (X-02) Skill: Green (+0)
Company B ~ 20/20 PA (X-02) Skill: Green (+0)
Company D ~ 26/26 PA (X-02) Skill: Regulars (+10)
Company E ~ 20/20 PA (X-02) Skill: Green (+0)
VS
[82nd Brotherhood Reclaimers]
1st Paladins (Reconstituted) 'Civie stompers' ~ 15/20 (T-45c) Skill: Regulars (+10)
1st Meat shields ~ 47/47

Contact

Goals:

Enclave: force a retreat and rescue hostages and supplies

Outcasts: Escape with all we can



Company A
1D100= 82 + 20 (Cover) +10 (High ground) + 33 (Autumn's martial) - 20 (ROE) = 125 Artificial crits
Result - 10 to Outcast Casualty rolls

Company B
1D100= 55 +10 (High ground) + 33 (Autumn's martial) - 20 (ROE) = 78

Company D
1D100= 78 + 20 (Cover) +10 (High ground) + 33 (Autumn's martial) + 10 (Skill) - 20 (ROE) = 131 Artificial crits
Result - 10 to Outcast Casualty rolls

Company E
1D100= 21 + 10 (High ground) + 33 (Autumn's martial) - 20 (ROE) = 44

378
VS = Enclave Victory, Outcasts retreat
100

1st Reconstituted Paladins
1d100= 100 + 20 (Enclave ROE) + 10 (skill) -10 (High ground) - 20 (Backs to the river) = NAT 100
Result: - 20 to Enclave Casualty rolls, + 30 to Outcast casualty rolls


Casualties

Enclave DC: 30

Company A
1D100= 89 + 20 (Cover) + 10 (height) - 20 (ROE) - 20 (Enemy crit) = 79 Result: No Casualties

Company B
1D100= 80 + 10 (height) - 20 (ROE) - 20 (Enemy crit) = 50 Result: No Casualties

Company D
1D100= 28 + 20 (Cover) + 10 (height) - 20 (ROE) - 20 (Enemy crit) = 18 Result: Company D ~ 23/26 PA

Company E
1D100= 94 + 10 (height) - 20 (ROE) - 20 (Enemy crit) = 64 Result: No Casualties



Outcast DC: 78

1st Paladins (Reconstituted)
1D100= 65 + 30(Critical roll) + 20 (Enclave ROE) - 20 (Outnumbered) -10 (High ground) - 20 (Backs to the river) - 20 (Enemy critical rolls) = 55 Result: 1st Paladins (Reconstituted) 'Civie stompers' ~ 11/20

1st Meat shields
1D100= 67 + 35 (Enclave ROE) - 20 (Backs to the river) = 82 Result: No Casualties


Gains


personnel

-40 Refugees (will be added to Hostetler farms population in 2 turns)

material
-1 WMD of unknown model or yield
--2000 plasma ammunition
--8000 Laser ammunition
---6000 metal
----4000 basic components
-----421 Advanced components
------4 suits of T-45c (light damage)

Losses:
- 3 PA infantry (X-02)



AN: sorry for the weirdness in the battle systems just trying new things to see what works the best feel free to tell me what you feel!
 
That's pretty much how we wanted the fight to go. Got the bomb, got supplies and didn't kill the civilians. Our guys are surprisingly good give how none of the meat shields died.

Anyways for the WMD I'm down for using it on the super mutants or keeping it around. However giving the institute/railroad have sent synths up to DC before I'd rather waste the WMD on a less valuable target then have it blow up in our face.
 
That went allot better than I feared!
Now to hunt the rest of them down and finish them.

As for those 3 casualties, are they confirmed KIA or are they just wounded?
 
Turn 6
Turn 6

At Adams three airtight sealed metal coffins are lowered into the holes dug int a dirt area sectioned off from the rest of the air base by a malformed and partially melted chain-link fence a harrowingly small congregation of remaining close friends and family mostly form other units gather along with a few curious but respectfully distanced Wastelanders observing the ceremonies. In the Crawler you and your advisors have gathered to decide on the next course of action.

Well, LeMay begins, we have achieved our objectives with minimal losses and have forced the brotherhood force to retreat. We can now either deal with some of the problems that have sprung up around the region while we were dealing with the brotherhood, or we can stamp out the outcasts at rivet city. Though I would note that whatever we chose to devote our forces to, the other problems we fail to address will fester and grow. Right now, our main enemy the Outcasts have entrenched themselves within 'Rivet City' and appear to be constructing... something as they have cut a large chunk out of the partially beached carrier's flight deck and have hollowed out portions of the hull with means currently unknown to us. Our second enemy is the recently formed super mutant tribe 'Hagak's Meat catchers' which have taken up residence in vault 101 and enslaved the vault dwellers therein. After those two groups there is still the matter of Edens rogue robotic forces and that damned radio network of his poisoning the minds of the people.

Roberts steps in after the mention of 'zombie Eden's' propaganda broadcasts, Sir it would be easy to track the source of the broadcasts however my department is bogged down by a multitude of tasks, all of which require 'all hands-on deck' to properly complete. The tasks my department is currently juggling whether to deepen our HUMINT or pursue our investigation into figures of prominence in the wastes such as the 'Lone Wanderer' and the Brotherhood and Outcast aligned radio host 'Three Dog'. We also have the option to prepare a scouting expedition beyond DC and the surrounding region we have entrenched ourselves in though that has far less benefit to us currently than any of the previous options There is also the previously proposed option to develop our own radio station to counter enemy propaganda and give the Enclave a voice in DC once more. We could also try to get a look at whatever the Outcasts are building though that may be difficult as the Outcasts have stepped up their security recently, palisades and power armored sentries abound.

Picking up after Roberts, Dume starts by reporting the progress of Engineering's assignments. Well Colonel my boys and girls have just about finished our salvaging operation in the district around the Jefferson memorial, we've also finished gathering up laborers from the refugees at Hostetler farms so we now have enough hands to take on two projects at once, those being the Construction of additional residences for the refugees at Hostetler Farms, Devoting some time to increasing water production at 'Purity' by building new Tesla Generators, or we could get started on that ballistics manufacturing plant that I suggested a while back wouldn't be anything significant we could put it a little ways from Megaton to keep it close to an Enclave presence and since no one is living in Megaton we could tear that place down and clear a whole area far enough from some of the culturally important sites and close enough to Purity that should we chose to expand the site in the future any pollutants that could seep into the soil would be consumed by the system and any harm they have done would be erased by the continuous effects of the system, we could also get started on building some improvements to Hostetler farms like some schools or clinics and even start on the road construction project suggested not long ago, In any case the door is open to a vast number of projects.

Dume stops and looks over a stack of Enclave synth-paper he brought with him and states that that is all he has to report. After which you dismiss your advisors and begin to review the information provided. For a moment you simply stop and stare blankly at your surroundings reflecting on your choices and actions, in particular how you proceeded at Tenpenny tower. You aren't sure why you reacted so strongly in favor of protecting the ghouls, you had never hated them per say... well that is to say you never hated the sane ones once you figured out that they weren't literal braindead man-eating zombies like Richardson's propagandists portrayed them as. your attitude towards them was mostly indifference with a focus on avoiding them when you could, not out of any real hate mind you just didn't care to constantly speak to someone with random chunks of their epidermal layer missing and exposed musculature. You imagine it would be quite unpleasant for anyone not accustomed to the sight of ghouls like the people of the Enclave. Perhaps that is what you should do then even if you dread having to talk face to face with one. Regardless of these musings you have work to do.



Current unit pool:

[1st Air Assault Squadron]
Wing-1~ 7/7 VB-02c Gunships,
1 VB-02a Transport

2nd Air Assault Squadron
Wing-2 ~ 1/3 VB-02c Gunships Skill: Green (+0)

[1st Battalion]
Company A ~ 20/20 PA (X-02) Skill: Green (+0)
Company B ~ 20/20 PA (X-02) Skill: Green (+0)
Company C ~ 18/20 PA (X-02) Skill: Green (+0)
Company F ~ 17/20 PA (X-02) Skill: Regulars (+10)
Company D ~ 23/26 PA (X-02) Skill: Regulars (+10)
Company E ~ 20/20 PA (X-02) Skill: Green (+0)

[1st BioForm Support Group]
"Princess" Squad ~ 6/6 Deathclaws Skill: Green (+0)


[] Finish the Hellfire armor.
- 1 Turn
- 1d100
- reward:
[1st Special Operations Unit]
"Sigma" ~ 10/10 PA (HF-01) Skill: Elite (+20)
(Trust me I know its cringe)

- Cost: 1000 AC


[] Ever heard of desegregation?
- 1 Turn
- Intimidate the residents of Tenpenny tower into ceasing their attempts at enticing others into exterminating the group of ghouls apparently taking refuge in the D.C. Metro ruins
- Assign units here: ()

Requires: minimum
- 1 Company of PA Infantry

The People of tenpenny tower seem to hold themselves above their fellow Americans struggling out in the wastes especially those suffering from ghoulification and advanced radiation sickness. This distain has evolved into a deep hatred of ghouls and 'Lesser' people to the point where they have begun to encourage outsiders to murder a group of ghouls which had previously asked to be allowed to take up residence within their settlement. This cannot be allowed to continue, perhaps a not-so-subtle display of who holds the power here will dissuade the leadership of this stuck-up settlement from their vile efforts.



[] Finish the fight.
- 1 Turn
- Combat stage
- Assign units here: ()


Requires: minimum
- 4 Companies of PA Infantry




The Brotherhood Outcasts have been sent back to their carrier empty handed and the slaves have been liberated, now it's time to finish them if these technophilic bastards decide to embody the definition of insanity by holding themselves up in another "Impenetrable Fortress" they are more than welcome to box themselves in no atter where they hide the Enclave will drag them out and kill them.


[] Mutant clean up.
- 1 Turn
- Combat stage
- Assign units here: ()


Requires: minimum
- 2 Companies of PA Infantry


While less of an immediate concern than the Outcasts the recently coalesced Super Mutant tribe is in an area of interest to the Enclave.


[] Establish contact with Locals.
- 1 turn
- 1d100
- Choose one location (Lincoln Memorial, Metro Ghouls, Paradise Falls, and Big Town)

With the last few failures LeMay and Dume have made some suggestions to pivot to, courting less powerful groups instead of established and relatively wealthy groups which by their nature are averse to change. It's now believed by your advisors that the initial approach was flawed and that the Enclave and its message and goals will have far more 'traction' with the downtrodden or those who are not favored by the current regional powers that be. To this end they have identified some mediocre settlements and areas observed by virtibirds on patrol to have significant activity however other than that there is little information on these groups so it will be a bit of a shot in the dark.


[] Establish contact with minor settlements
- 3 Turns
- Establish contact with all minor towns previously ignored.

So far, our focus has been on reaching out to specific and renowned settlements and groups in accordance with our reclamation doctrine to try and build up pillars of support and develop regions around "organically" created trade arteries. however, with how this has resulted in several major settlements openly opposing us the Enclave now must conduct "Damage Control" before these larger and wealthier settlements manage to sway the locals against us.


[] The D.C. airlift
- 1 Turn
- 1d100
- Reward: Legitimacy and ???

After the Second World War America relieved blockaded West Berlin through the use of tremendous amounts of aid transported to the city by air. It is within the Enclaves ability to deliver care packages with clean food and water to the People of D.C. and beyond.


- Cost: 300 W, 200 F


[] Construct a 'Town Hall.'
- 3 Turns
- 1d100
- reward: bonus to all stewardship actions within Hostetler Farms, bonus amount dependent on roll.

- Cost: 3500 BC, 20 AC, 300 M



[] Home Improvement with Col. Autumn
- 1 turn
- 1d100
- reward: Construct new housing to hold all the refugees

cost: 100 BC, 1000 M,

Our people in the settlement Hostetler farms have recently suffered the results of the Outcasts actions in Megaton as a large number of refugees have flooded the town. the towns people have welcomed the refugees into their homes, but this is an untenable situation bound to cause strife and conflict, best the Enclave steps in.


[] construct Tesla power plant 1/8
- 2 Turns
- Requires: 300 Advanced Materials, 200 Basic Materials, and 100 Metal


Our best bet now would be to wait to start the purification process until we could construct an industrial fusion reactor. Having something of that magnitude would meet our needs for power with plenty to spare, however the cost of constructing a reactor is beyond us so Dume suggests that we construct some of those Vault Tec tesla generators for now and hold off on operations with project Purity until we are able to operate in the green.

Allows operation of the Jefferson purification system

+ 250 water unit production at the memorial

Irradiated lands and rivers in Maryland and Virgina will begin to become livable.


[] Build ballistic munitions plant.
- 2 turns
- 1d100
- costs: 100 AC, 100 Metal, and 240 BC,

You have a serious problem; your forces are using more munitions in small skirmishes than your production can keep up with. Thankfully Dume has approached you with a partial solution in that while more advanced munitions like plasma cartridges, and energy cells are currently beyond your Enclaves reach ballistics are not in fact as it stands you could have an actual industrial plant dedicated to munitions given some time.


[] All roads lead to where?
- 3 turns
- 1d100
- cost: 1000 BC
- From: ()
- To: ()

Current controlled areas:

Adams AFB

Hostetler Farms

The Pentagon



It's time to actually begin building some infrastructure for public use building new roads will greatly increase our reputation and influence in the region. This will also have a profound effect on trade in the region as naturally people will want to see who could complete or even start such a project in this day and age.


[] Class is in session.
- 2 Turns
- 1d100
- Reward: + 10 Legitimacy, Increase in immigration to Hostetler Farms, and ???

- Cost: 400 BC, 50 AC

The children of DC have gone without an education for over 200 years, this is unacceptable America once held the distinction of the most well-educated populous mankind had ever achieved! time to begin to take that title back.


[] Adams AFB TLC surface
- 3 Turns
- 1d100
- Choose one improvement: (Barracks, Admin building,)
(Barracks grants +32 pop space, and Admin gives 1 Free AP)

- Cost (Admin: 3000 BC, 2000 AC, 400 M, Barracks: 1000 BC, 200 M,)


[] Jefferson Memorial Cleanup
- 2 Turns
- 1d100
- Reward: + 13 Legitimacy, + 10% Happiness for Adams AFB and Crawler, and the monument looks less shitty

- Cost: 3000 BC, 2350 AC,

Due to the Memorials positioning and its housing of project purity we have had to sully the monument of the Founding Father who penned the Declaration of Independance. Despite this sacrilege it's for the good of the people and the dream of a rebuilt United States that we press on however it would perhaps ease some of the more perturbed minds within the Enclave should we do some work to restore the Monument and minimize the presence of Purity's equipment. This could also help our image as the legitimate government among the people of D.C. monuments are built to inspire after all


[] Megaton Clean up
- 5 Turns
- 2d100s
- Reward: metal, and components

Now that the Outcasts have completely depopulated this settlement and we have relocated its people and tentatively accepted them as our own said people have expressed their desire not to live in a literal garbage city anymore, so we are all clear to begin demolitions time to clear this giant hunk of scrap and God knows what else.


[] Dog meet muzzle
- 2 Turns
- 1d100

This 'Three Dog' "anarchist" has been using his radio station to cultivate negative sentiment towards the Enclave and our goals. Its time to figure out where he is and what to do with him.

[] Rumor spreading.
- 1 turn
- 1d 100

Through spreading word of the Outcasts atrocities, we can reduce the support they receive from the populous and perhaps if we are successful enough incite the populous to resist and obstruct the Outcasts in their objectives.


[] Begin investigating local vaults.
- 1 Turn
- 1d3
- 1d100

It's time to check in on the experiments, so far results have been mixed but best to be thorough and get through them all.


[] Now who the hell is the 'Lone Wanderer' Pt.1
- 2 Turns
- 1d100

This individual whoever they are, keeps popping up all over the wastes and appears to be poisoning the good people of DC and beyond's ear against you and the Enclave. recently this has begun to be an actual problem that must be addressed. So, let's see what has really been going on.


[] Establish a Radio station.
- 1 Turn
- 1d100

Roberts has suggested your resources be directed towards the establishment of a new radio station to better influence the population of the region because of your previously seen lack of any voice to combat the accusations levied against the Enclave and your objectives in the region.


[] Stare into the abyss
- 3 Turns
- 1d100

perhaps we could put resources into looking beyond DC for a look at the rest of the East coast... or into the Midwest. Though be careful not to be seen lest you wake sleeping giants....


[] Eden o' Eden where art thou
- 2 Turns
- 1d100

It's time to put an end to this nonsense lets dig the bastard's ghost out of whatever hole it's found and be rid of it once and for all.


[] Interact with someone
- 1 turn
- 1d 100
- Roberts, Sara, Dume, LeMay, or random civilian/Soilder

Sometimes it's good for a leader to get to know his people personally and understand their outlooks on life and ideas on the current situation.


[] Learn about the Equipment
Choose one
(APA, Project purity)


[] Learn about the world
Choose one
(The retreat, The in-between, The reconvergence, The incursion, The fracturing, The long march, The false savior)


AN: Jesus Christ that took way longer than I wanted, a combination of IRL BS and a (Temporary) Dip in enthusiasm for this quest really fucked me up regardless, better late than never I guess.
 
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So, a few thoughts:
Martial: can we afford to spend a turn building up? That Hellfire unit is juicy, but getting it means not doing anything else.

Diplomacy:
Getting all minor settlements for 1 AP seems like a steal. Unless I am missing something that is.

Stewardship:
So many options so few AP. Housing is quick and seems time sensitive, so 1 AP should go there. The second... Could we afford that admin building at Addams? It's a free AP, but it is expensive.

Intrigue:
Imo we should just be done with Eden. But really all options make sense.
 
[X] Plan: Save Vault 101
-[X] Mutant clean up.
--[X] Companies A,B,D,"Princess" Squad, Wing-1~ 7/7 VB-02c Gunships, 1 VB-02a Transport
-[X] Establish contact with Locals.
--[X] Lincoln Memorial
-[X] Home Improvement with Col. Autumn
-[X] Build ballistic munitions plant.
-[X] Establish a Radio station.
-[X] Interact with someone
--[X] Random

Free the Vault, having Vault 101 as our ally will give us allot of benefits.
Lincoln Memorial is where the ex-slaves are hanging out, we should talk to them and learn about the slaver situation imo.
Build homes for all the refugees asap and build the ammo plant.
Radio station has been on the list from the start.
Random event!
 
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