Like most of the administrative fortnights that took up your time, you started this one married to your one true wife: your desk, typewriter rattling away as you processed tables of information and formulaic paperwork. The big one today? Authorizing your build team to go and plunk down another bunker base.
Being terribly honest, you didn't like the plan to invade Marban's Hollow. You were attacking on the ass side of the hex, up and down through mountains, and around a hex border and another wall of mountains that would be trying to save you from indirect fires from the Hornet Line- a trio of snarly, semi-concreted fortresses that would be protecting Maiden's Veil, a town with a seaport and two factories plus a garage and pallet yard as its construction apparatuses. If they came out swinging, it would be a painful lesson for your people to learn.
So, you countered that, by laying out a fallback plan. Fort Heywood wasn't going to win any awards in bunker design; since it only had a few heavy patterns and no modernist principles. What it did have, though, was a player port expansion planned from minute one, a switching yard, and nearly a thousand bunks of bed space, mostly through judicious use of outposts. At full list capacity, it would be expensive as hell to run, but you didn't expect to need to use it at full list capacity for more than two weeks, tops. If everything went well, it wouldn't even last long enough to tech anti-tank garrisons.
Of course, you weren't actually cutting ground on it right now. For starters, you had to get your construction teams used to working under fire. This was a tricky question- how did you scare them enough to make the training effective, but not so much that they stopped working or just died? The solution, when you realized it, made you slap your face for how easy it was. Argo operated a small training course of half-wrecked bunkers in Reaching Trail, one that Zairman used pretty frequently. From there, it was easy to pack the teams up on a 'field trip' there to rebuild some shot-out targets.
Then you told Tymur to run his tanks through it, before the combat engineers ran away.
The leading detachment sergeants were mad as hell for the deception, but since nobody had died for good- a few dog tags being made from cowering in collapsing bunkers didn't count- you were willing to write it off as a training exercise. Nobody actually resigned, so it was fine.
It did slow down bunker design though.
Passive recruitment, meanwhile, picked up ten more troopers: much the way it always did. Your average blueberry didn't like being infantry in a non-name scratch militia infantry regiment- from there, it was just a matter of getting honorably discharged, back to a logi town, and re-enlisting with a better unit. They weren't good fighters, but they were hardened- by random two-gun artillery battery shelling, by night trench raids, by sporadic gas attacks, holding bridges and re-taking trenches. The mindless, low-analysis things that everyone had to do on the front.
Well, they were yours now, and there were enough of them to stand up that mortar battery you'd pulled down to get a rocket battery up and running. That said, with half your batteries being mortar batteries, you were feeling, well…
…okay, listen. A girl is allowed to have preferences, and you liked guns with a little bit of caliber to them. And while the 60mm Cremani was an okay gun, it was only an L/10 piece of arty. What you really wanted were long-barrel 40s or a 68, but those were next tier. Why was everything nice at next tier? That was some bullshit. Either way, though, if you had your way then the infantry regiments would provide their own mortar fires, and you could just put all those guys straight into a rocket battery or a 120mm battery.
Either way, with all these people bumming around, you had to get back to getting systems in place to wrangle all of them, which meant more clerical billets. Unfortunately, though, this ran into a wall: you had three shifts of six clerks, and then what? Most of the time you didn't even need six clerks- you only needed a clerk for the officer's desk, a clerk on the radio, and a desk clerk to handle the chatter between the assorted Bastions. Sure, you could spread out your admin's other three people to having on-call regimental clerical services in Weathering Halls or Port of Rime or something, but you didn't need that- the 9e's clerical staff were more than happy to take your calls.
Slowly, you came to an abrupt realization. If you wanted to create additional bureaucratic efficiency, you'd need to move it to the brigade level. That meant getting out your Brigade Ledger, though.
As you dropped the heavy tome of Brigade Things on your desk, it seemed to rattle the bunker base with its metaphorical weight. Cracking it open definitely had some distinct SFX, though, as you looked through it. Assembly of the brigade, operations of the brigade, use of the brigade colors, regiments of the brigade, honors of the brigade, history of Your Brigade- aha, there it was! Officers of the Brigade and Organic Formations!
…In the standard operation of a brigade, it should be assumed to have some number of officers dedicated to the brigade, such as an organic purser, commissar, intelligence desk, and executive officer. Each of these persons may then possess their own staffs, for general use. Additional brigade-level officers may be added in above and beyond these positions, however, it is strongly suggested that the office of the executive officer is filled and staff for such is handled thusly. It is advised that the executive officer has previously been the colonel of their own regiment, and may under duress continue operating said regiment, as they do not receive the same limitation of powers that a brigade commander does in that situation…
Ah. You needed a brigade-level XO. You also, if you were reading this annoyingly archaic language correctly, would actually receive a significant power-up when you finally dropped the title 'Colonel of the 15e Flying Artillery' which kind of rubbed you wrong. The game wanted you to abandon your baby? Ew! They'd need to make a hell of an argument for you to go through with that.
Slamming the book closed, you put it back with some finality. That could be worried about later.
Until later happened, though: doctrine. Or, more accurately, absence of doctrine. Complaints about guns and caliber thereof aside, you honestly needed to decide: what did you want your regiment to do, really, when it came to artillery-work? When it came to sieges and long range fires, you had the 120s and Wasp's Nests, but both of those systems were painfully unwieldy and required a lot of computational help to get the best results out of their systems. For battles and field work, though, you had the 40s and mortars- but the 40s were bad at breaking concrete and the mortars were worse. If you wanted to prioritize mobility, then cutting the 120s was an obvious choice, but their utility couldn't be easily replicated. If you wanted to prioritize striking power, then you could dump the mortars, but then half your artillery firepower would dry up.
Until then, though, you had a very broad array of capabilities you could work on expanding, or by trimming excess capabilities to create a more focused fighting force. Expanding into the new self-propelled mortars that had finally hit the main tech tree, for example, or actually calling up a Production regiment that was fucking around with modifying vehicles and all that jazz. There were options, lots of them. It just took time to figure them all out, and then a little elbow grease to make it work together.
Over the next few days, you began Operational Planning. Mostly, this involved long, drawn-out discussions with your senior officers and brigade-mates.
"I don't know why you needed to drag me out here," Theresa muttered, blowing on her coffee as she looked at you. "This plan is actually pretty sound as far as I can tell."
"Theresa," you replied, tapping the map on your War Room table in what would eventually be your Intel Center as soon as you finished tech'ing it "my plan is 'push across the border with armor and infantry assets, get to the crossroads, set up a firebase, and shell Sanctum into rubble' with zero consideration of any other of my force elements."
"Like I said, a good plan," she joked. "Listen. This is gonna go down just like it did in Weathering Halls. You're gonna get into an alley fight. You're going to win the alley fight. Once you're out of the alley fight, Zairman is going to get on top of his tank, yelling 'drive me closer I want to hit them with my sword' and then slaughter everything."
"That was an alleyway a kilometer and change across," you mention. "This one gets as tight as six hundred meters. We can't flank shit here, and that's how the last one got won."
"Yes, and now you have indirect fire artillery to pre-emptively blanket the joint with," Theresa countered. "Listen. Rockets aren't cheap, but they are low demand right now. People didn't expect the Wasp's Nest to be as much of a bitch to use as it is, so there's a lot of pallets of rocket ammo sitting in public waiting to be claimed. Put in an order for some more heavy weapons, I'll whip up the launchers, and we'll be kicking in doors from here to the Hornet Line."
"Got it," you grumbled. "Any thoughts on the port we're gonna build?"
"Yeah. Be ambitious. There aren't many water logi units, so the ones you work with are going to be big and have a ton of Ironships. Most run two-man crews, too, so they make a lot of trips. Expect it to be running 24/7. Also, have room for separate ammo pallet deliveries from crated supplies: rockets come in on their own pallets, and you'll want a way to bounce those separately to your rocketeer staging area."
"Got it."
It was the next day you were talking to Asuna, that an important point came up, though.
"I've got recon from the Commandos," she said, tapping her fingers together lightly, "and currently we're not facing concrete. However, they've reported something you'll be interested in."
"Oh?"
"Maiden's Veil is hosting the Oleander Light Guard, and the Nomarch's Own."
Which meant you were facing Overwatch/Kingmaker. Fuck! "Good to know, Asuna," you grumbled, digging around in your desk for some booze. You were off shift in- call it a half-hour? Yeah, you could take a quick nip. "Anything else of interest?"
"Yeah. Kirito found another damn relic bunker."
Gin went up your nose as you started coughing. God, that burned! "Excuse me?!"
"Yep. Relic bunker. Just south of Checkpoint Bua. It's hidden fairly well, halfway up a cliff, but it exists."
"So we can't get at it."
"And neither can they," Asuna explained carefully. "It's terrible slopes- makes the Warden Resevoir cache look absolutely accessible. You can't get a truck through to it, you'd need to do it on foot. They can't have anything big in there."
"But we're going to need to worry about it eventually," you groaned. "Great. Fucking great. How did Kirito even get south of Checkpoint Bua in the first place?"
"His report states, quote, 'the costal gun at The Curse didn't seem to be active, and the Checkpoint Bua keep was under-manned.' end quote. So presumably he used a boat."
"Dumbass."
"Yep."
It was after that whole thing was wrapped up that you got in touch with Kazoo, with the 62e. He just spent the entire meeting looking over your documentation, before sighing.
"Get more infantry."
You blinked. "Excuse me?"
"More infantry, Orr. Look at this," he said, tapping the field north of Sanctum. "Perfect place to slip an infantry infiltration line through. If they've got trucks down there in a small garage, then they could run around our backlines and try to skirt the border to cut our last leg of truck logi. Someone's got to screen that, and it shouldn't be people with heavy weapons."
"So something like Jaegers, then," you muttered.
"Jaegers, extra QRF cavalry units, some random militia- doesn't really matter," he said, tapping the breaks in the cliff face. "Something that can get on the radio so Zairman can fix it. That's all you need."
"Right. Anything else?"
"Yeah, I finally upgraded to a Grenadiers regiment," Kazoo said, smirking. "I dare those idiots to try and use armor to get us to back up now."
"Good to hear."
Finally, it was Zairman at the end of the week that met with you, and all he did was shrug at your plans and yawn. Finally, he just apologized. "Sorry, Melanie," he said, trying to smile. "It's been a long week. We've been working doubles to get Gallaghers and proto Chieftains online, and oh boy."
"That's okay, Tymur," you said, smiling. "I'll make sure you've got plenty of warning before we kick things off."
"Good. We won't be getting anything near a bang for our bucks on the Gallaghers here, but the Chieftains will let me bulldoze anything they put in front of us," he explained. "The double 12.7 and the 250 are tailor made for removing bunkers in alleyways, and that's exactly what we're looking at here."
You just smiled at him, before he yawned again. Rolling your eyes, you just helped him up, before steering him to your rooms. "C'mon, Tymur. You need to go to sleep before it kills you."
"I have0-" he tried to protest through a yawn "-a perfectly good driver."
"And he can take a nap here too. I don't mind."
///
In between planning and consulting with your brigade, you got cracking on the usual busywork that took up your days. In this case, it was officer promotions, prototype pulls, and diplomacy. Christ. Being a general was more of a diplomacy game than a wargame.
No wonder Eisenhower eventually said 'fuck it' and ran for President, if this was what he was used to dealing with. Such as, for example, the GWRR representative you were on the phone with right now.
"Yes, I know we haven't captured Foxcatcher yet," you said, rubbing your forehead carefully. "We're working on it."
"Listen, General, I ain't saying we can't do a rail spur off Callahan's Passage for this operation," the GWRR rep said, trying to placate you. "I'm saying, we've got our refinery queues full as full gets here. We need additional resources to be able to continue to expand operations, and as it is we've already been giving your rail teams an expedited schedule here."
"It's an expedited schedule to take three days to move forty long containers of supplies when I'm the one providing the engines?" you snapped.
"Reaching Trail only has a single track, so yeah that's pretty expedited!" the idiot replied. "We're working on it toute-suite, but there's only so many R-mats to go around and we need to bulk up our switching yards too!"
"So lay some light rail down then?" you asked. "I don't need a heavy rail spur here, I need a snap connection."
"No can do, our light rail teams are in Linn of Mercy right now and still linking up the rest of Stonecradle."
"So what, I need to provide the teams, and you bring a survey crew?"
"We can't have a holdup on the line, so no."
"So what if I truck my shit in then?"
The GWRR man sighed. "Missy, no means no. We can't do it. Please stop asking."
Did- did that dumb motherfucker just call you missy? "Alright, so I'm going to spell this out very clearly, you paper-pushing piece of putrid pestilence," you explained carefully. "One: you don't use R-mats to build heavy rail pylons, you use C-mats, made from comps. You don't need a refinery, you just want one. Two: you don't actually have that much traffic on the Reaching Trail line, I should know because I have a base that helps cover the Reaching Trail line. Damn thing is empty twelve hours of the day, and that's not a turnaround time issue. Three: Your switching yards are fine, my supply regiments that are GWRR certified and hauling my freight have told me they're already set up to handle double rail at every planned entry/exit point. Four: if you call me 'Missy' again, I will drive a god-damned Wasp's Nest on a trailer up to your base and burn it to the fucking ground, do you understand me? I am General Orr Melanie, and you will use a bare minimum of respect, do you understand?"
The line started giving off a dead tone, as you finished shouting. "Motherfucker."
Silica just stuck her head in the door. "Bad time?"
"Just got off the phone with GWRR," you said, sighing. "So what's the news off your end?"
"Well, I couldn't find a free medical regiment without going to- urg- Moors," Silica said, with dramatic shudder. "But I did get you a regiment of comms people!"
"Oh thank christ, something went right," you muttered. "What am I looking at?"
"Well, I had to go bum around Speaking Woods for a bit, and the Orphanage network isn't exactly happy with me, but I got you twelve comms teams and duct-taped them into a regiment! I even found some old regimental colors, so they have a reputable number instead of the real big ones," Silica said, overjoyed. "Say hello to the Colonel of the 72nd Signals Regiment!"
The boy she dragged in after her could not have been more than thirteen. "Hello, ma'am," he said, standing stiffly at attention in his officer's uniform.
"Hello, Colonel," you said, giving him a brisk nod and pointing to your chairs in case he wanted to sit. He did not. "I take it Major Silica's been a bit, ah, less than gentle in your recruitment?"
"Yes, ma'am," he said, trying to smile and failing miserably.
"I'll talk to her about that later," you said, getting the Brigade Ledger out and moving to the membership page. "Sign here, and use your regimental stamp next to it."
The boy signed- Col. Ennie Cullock- and stamped it with a crossed lightning bolts in a hexagon seal. You countersigned and stamped it with your own sigil, and put it away as his uniform subtly changed, adding the Folkvangr patch. Holding out your hand, you smiled. "Welcome to the brigade."
"It's good to be here!" he squeaked.
"Silica, get one of the sergeants so they can show young Cullock here the officer's quarters and mess. Then stay here."
"Yes'm," she said, dejected. Once that was done and Cullock was off to lunch and a nap, you stared at her.
"So what, exactly, went down?" you asked. "The boy's scared stiff."
"Okay, so, the orphanage system is overloaded," Silica explained. "Badly. Something like fifteen percent of all players are under sixteen, and that's the common cutoff for frontline regiments."
"And any regiment in a hex that borders an enemy hex calls itself 'frontline' for some reason," you said, tapping your fingers.
"Exactly. So the orphanage system only really works in Basin Sionnach, Reaching Trail, Speaking Woods, and Howl County. Callum's Cape and Clanshead are notionally safe enough now, but the spots the orphanages would work in are claimed up."
"And the 'safe' regions are already chock-full of people."
"Yep. So they focus on the younger kids, and the older ones like me get moved to Moors and Viper Pit, which are 'safe' areas that aren't their precious backline hexes where they can run 'branch offices' that, well, don't do much."
You could see the writing on the wall. "So you did a little aggressive recruitment."
"Just a bit. If they could type over twenty words a minute on the morse key, I grabbed 'em. Found the colors in an abandoned bunker base, spent ten minutes as Colonel Silica, and then fobbed it off on the only one to take any sort of charge."
Your head fell into your hands. "You're riding herd on them, I hope you know."
"I know," Silica said, shrugging. "I couldn't just sit there and do nothing, though."
"I wouldn't ask you to."
"Thanks," she said, smiling a little. "Just give them a spot in a bunker base that won't get shelled, and give them a duty roster. They don't have their own officers. They might not ever get their own officers."
Shrugging, you gave her half a smile. "And when we're hip-deep in enemy hex? What then?"
"We have an operations manual, we stick to the operations manual and the telegraph system, and most importantly we ask for volunteers. They don't need to grab a bayonet and go over the top, they just need to ride out a bombardment at worst- and we can make a bunker that'll do that."
"That we can," you admitted. "Still."
"Yeah. Still. War is hell."
You shook your head. "Nah. War is war, and hell is hell. Ain't no innocents down there."
"Then, Orr?"
"Yes?"
"Save me a spot when you go."
With that, Silica walked out. You just grabbed your flask again, before a pneumatic 'thunk' echoed behind you. Some damnfool builder had snuck a pneumatic message delivery in when they had concreted your office, and now you got paper copies of telegrams from the radiotelegraphy office by thunk-mail instead of by runner. Opening it up, you blinked.
TO: GEN. ORR
FROM: COL. THERESA
WATER LOGISTICS REGIMENT (13 TRANSSHIPMENT) ACQUIRED.
Well. That was certainly good news to drink to, and to help smother the bleak discussion earlier. Tipping your flask of gin into a tin mug in case Asuna the Fun Police came around, you sighed and leaned back in your chair before propping your boots up on the edge of your desk. All you really needed was a drink, a nap, and for this operation to go off without a hitch.
No biggy.
////
VOTES
[] Your operation is ready to go: Start Combat Turns.
OR
BUNKER
(Choose One Two Three)
[] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-[] With small patterns (x12 to go to New Base Completion)
-[] With medium patterns (x24 to go to New Base Completion)
-[] With heavy patterns (x12 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 bunking and support infrastructure (x24 to go to New Base Completion)
-[] With Modernist patterns (x0 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
-[] Write-in
[] Begin training Construction Teams to work under fire as Combat Engineers.
PERSONNEL
(Choose One Two Three Four Five!)
[] 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"
-[] 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. (Completed for Current Arsenal)
-[] 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.(Completed for Current Arsenal)
-[] 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. This also now covers scrooping R-mats.
-[] 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)(9/10 complete)
-[] Start planning an Operation
--[] As per the Argo Plan of Battle: Marbans, then following through to Deadlands.
--[] On Marban Hollow (Seaport/Water Logi hex)
--[] On Deadlands (MPF hex)
-[] Write-in Something Big.
[] 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.
-[] Booker Storm Rifle: A drum-fed, burst-fire Storm Rifle feeding 7.92mm ammunition. Good in a storm, can mount a bayonet.
-[] Byker Pitt Mattock: A shovel-and-pick combo, this allows for faster entrenchment of Tier 1 structures, but only one can be used per construction.
-[] Chieftan Mk. VI Assault Tank: The mightiest of Warden fortification-breakers, armed with a 250mm mortar, twin 12.7mm machine guns, and
-[] King Jester Light Rocket Tank: Designed as an armored SPG-alike to counter enemy rocket trucks, the King chassis has had the turret removed for six rocket launcher slots and a standard pintle gun mount.
[] Requisition Material
-[] Logistics Support: Flatbeds, Fuel, and other niceties.
-[] Artillery Systems
--[] Huber Lariat 120mm Howitzer
--[] Wasp's Nest Rocket Launcher
--[] Balfour Wolfhound 40mm Gun
--[] Balfour Falconer 250mm Mortar
-[] Infantry Systems: Rifles, mortars, machine guns, flare projectors, gas weapons
-[] Base Support: More concrete, more faster.
-[] Armor: Acquire tanks, self-propelled guns, and other vehicle weapons.
--[] Devit-Caine Mk.IV MMR self-propelled mortar
[] 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
--[] Infantry
--[] Cavalry
--[] Artillery
--[] Special Operations
-[] 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 an active siege of Fortress Foxcatcher. You have them surrounded, now bring up the guns and start wearing them down.
[] 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.
[] Perform a Brigade Operations Analysis: Figure out not just how you do things, but why you do things, and think about how you can improve doing the things you do well and how to not do things you do poorly.
[] Perform a Regimental Operations Analysis: Figure out what a specific regiment in your brigade does well, and think about how to make them do good thing better and bad things not at all.
-[] Write-in Brigade
[] Begin developing Brigade Doctrine (0/10)