Pro Patria (Valkyria Chronicles)

I'd suggest waiting until we get a bigger picture to panic. All four remaining Federation battleships are in some state of serious damage and it would take some time for another fleet of battleships to arrive. That said the Empire was still outnumbered on this front even after adding in Hall's army. A breakthrough is unlikely, though depending on exactly how many Imperial forces were sent in the first wave we may have Baumann's brigade and the naval infantry around. It may be the best option is to seize a port and try for evacuation; I rather doubt the capacity for prolonged irregular warfare or its value, given that the Federation can easily afford to dispatch a much larger force in response without critically weakening the static front in Caucasia.

But again, we'll need to see what the situation is like and what the Imperial headquarters wants to do in response to this clusterfuck.

[X] Send a light tank to deal with the milita, and send the remainder of your forces to the ridge line.
 
We could maybe break through the line somewhere, as we wouldn't be trying to hold ground and could concentrate our forces into a small space, while the Federation is probably a lot more spread out. Problem is, we have a long distance to cover to the line itself, with no resupply and hostile locals.

By the time we'd get there, the enemy will most likely be fairly accurately appraised of our numbers and supply situation as we can't afford to hold any of the land we leave behind our advance. They'll be ready for us. Of course, that doesn't mean they'd be able to hold or encircle our forces, just that it'd be very likely.


If we try to seize a port, maybe we can get lucky and find one with coastal batteries that can't turn to face inland. If we could get something like that intact along with the port and supplies, maybe we could be withdrawn or reinforced. The inevitable problem is going to be protecting our transports either way.
 
[X] Send a light tank to deal with the milita, and send the remainder of your forces to the ridge line.
 
There's also the chance that nearly all of their troops are at the front, so we'd have a while before they reroute troops to deal with us.

The problem is that we're out numbered to the point that sending double our number to deal with us probably won't really harm the front
 
While behind the enemy lines there are more options than just attempting a breakout. Even without enough troops to hold a full front:
Firstly we should consider taking the contries government in a blitzkrieg style push (don't worry about getting flanked or getting resuply routes, just push forward fast enough that your enemies can't co-ordinate enough to stop you.) and forcing them to surrender at gunpoint. The capital of Telaris is pretty close to FortTell's route, and if we can convince them to surrender there will be a serious mess in the telaris army's orders, maybe even a france-esque surrender of land and complete movement of the front. Even if it's not a complete win, the chaos caused should be enough for the rest of the empire troops to take advantage of to break us out.
-There are some obvious issues with this idea, mainly that actually gettling at the government before they are reinfoced too much isn't going to be easy, and that we don't know what proportion of the troops fighting on this front are Telarian (Telaric? Telarish? whatever)

Similarly we could use our troops as a raiding force and disperse them to burn fuel/ragnite/ammo/food dumps, smash resuply routes, intercept orders and generally cause a mess.
-The obvious issues with this plan being co-ordinating the troops, and ensuring that we aren't pinned down by whatever troops are sent this way, getting the intlligence we'd need to find to dumps and routes.

But no matter what option we take, we seriously need to avoid getting pinned down. Ontop of that, since the battle at sea was lost amd our position is now known, replenishment of food, fuel and ammunition of all kinds is going to be nearly impossible. This means we're going to want do get started on doing things as soon as possible and reserving our tanks for important things.

[X] Send a light tank to deal with the milita, and send the remainder of your forces to the ridge line.
 
I've noticed a lot of planning for the future going on. This is great, but a bit premature. The following mini-arc will be meeting up with the rest of your forces. The main arc after that involves what to do now the plan's been shredded. I have two maps in the works that will provide more detail on the overall situation.
Guerilla warfare when the local populace isn't with you is on the very edge of impossible, and this is very much irregular war, behind the lines and cut off with maybe 3000 troops assuming a majority of our soldiers landed.
A breakthrough is unlikely, though depending on exactly how many Imperial forces were sent in the first wave we may have Baumann's brigade and the naval infantry around. It may be the best option is to seize a port and try for evacuation; I rather doubt the capacity for prolonged irregular warfare or its value, given that the Federation can easily afford to dispatch a much larger force in response without critically weakening the static front in Caucasia.
You're already doing well in this scenario so far. You were originally supposed to lose around 20-50% of your available forces depending on how badly the navy rolled. That didn't happen so you'll have a somewhat larger force. Almost the full size of the initial planned landing force. This success will have other consequences.

Next update will be sometime in the next twelve hours or so.
 
3.15
The Federation battleships decide enough is enough and approach once more. They know that once nightfall comes, Elodie's Wrath has a decent chance of getting away in the darkness. Which might be why it refused to capitulate. They intend to scupper that idea.

Last Stand
Highest 2d100 = 6, 16
Total = 16

The battleships once more come in guns blazing, the splashes of missed shells encircle the imperial battleship. One finds its mark and the armour takes a heavy blow that stretches it to breaking point.

The destroyers decide to launch their run, now that their prey is distracted. A very wide spread of torpedoes proceeds towards the imperial battleship, making it harder to escape. Already a large ungainly target, the Novan capital ship still tries to manoeuvre out of the way. She is hit by three torpedoes. One turns out to be a dud, while two are not and proceed to cause heavy damage.

The battleship is in dire straits, taking on water from multiple hull breaches. It is in this situation that the Federation capital ships come in for the kill. Main gun shells bracket Elodie's Wrath. Another shell strikes the battleship far forward on her port side, sending shock waves throughout the ship. Smoke billows out from the numerous hits she has taken.

The end seems near for the Imperial flagship, it still continues to fight.

***​

In the end you decide to send something to reinforce the right side of your landing zone. A tank and a handful of supporting infantry.

By the time the light tank arrives, the local imperial forces have already triumphed, driving the gunmen away. They decide to use their fresh reinforcements to pursue. Pushing half a mile forward they encounter another group of armed enemies which they quickly overwhelm. After the enemy's surrender it turns out they were just some of group of local Home Guard from a nearby hamlet. The militia, if it can be called that, was very ineffectual and not much of a threat. This is good news to hear.

Back at the landing site, you finally receive word that the important ridge-lines have been secured by the troops send there. They met no resistance and are presently digging in. They have sent more scouts forward into the plains but they don't see any Federation forces present. This is more welcome news.

The transport you are on is nearly empty. The last company of Giraud's battalion is unloading now. You decide to move onto the beach soon personally.

There is a semi-sizeable group of troops built up on the beach, nearly a hundred strong. This is not counting the non-combat personal buzzing around moving equipment and supplies of course.

[20 minutes until sunset]

What do you do with your available forces?

[] Send even more reinforcements to the ridges
[] Send them left to secure a route to Surena's landing site
[] Hold them in reserve
[] Split them
- [] Write-in

AN: Turns out I was very pessimistic and the update came out much sooner than I thought it would. It helped that the update was shorter than expected.
 
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[X] Send them left to secure a route to Surena's landing site

We need to start linking up the beacheads, such as they are, so we can establish a coherent front and reliable communications.
 
@Emdeman Do we have any insight at all as to how things are going over with her?

And the current available group of troops is just that-infantry. All on foot, no trucks available?
No, you have no idea whats going on over there. Since there have been no sounds of fighting you can assume there hasn't been heavy fighting. You can guess that her battalion has just started landing since they arrived later than you.

The current available group is infantry and some light tanks. No trucks or anything.
 
[X] Split them
-[X] Send the tanks and half of the infantry up to the ridgeline, and the remainder to the left to secure a route to Surena's landing site.

If we truly have caught the Federation off guard with only Militia being available, we should not send too many forces to secure a beachhead connection, if we barely expect any resistance. The remainder needs to be used to brace against an inevitable counterattack by available units in the area at the ridgeline. We should also begin considering salvage of as much equipment from the area as possible, such as whatever minor stockpile provided the Militia their weapons. We can not afford to waste any resources.

Also. DICE PLEASE.
 
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Righto, that makes thing straightforward.

[X] Split them - Send the infantry to the left to secure a route to Surena's landing site and send the tanks as reinforcements to the ridges

Push push push. Get the tanks up further to act as hardpoints while the infantry goes and scouts. If there is actually anything there, we can send the last units off the transports to break open a link, else hold them in reserve.
 
[X] Split them - Send the infantry to the left to secure a route to Surena's landing site and send the tanks as reinforcements to the ridges

I'll switch to this for the moment. Might flip flop again later.
 
[X] Split them - Send the infantry to the left to secure a route to Surena's landing site and send the tanks as reinforcements to the ridges

More medals!
 
[X] Split them
-[X] Send the tanks and half of the infantry up to the ridgeline, and the remainder to the left to secure a route to Surena's landing site.
Adhoc vote count started by FortTell on Oct 29, 2017 at 5:05 AM, finished with 18 posts and 14 votes.

  • [X] Send them left to secure a route to Surena's landing site
    [X] Split them
    [X] Split them - Send the infantry to the left to secure a route to Surena's landing site and send the tanks as reinforcements to the ridges
    -[X] Send the tanks and half of the infantry up to the ridgeline, and the remainder to the left to secure a route to Surena's landing site.
    -[X] Send the tanks and half of the infantry up to the ridgeline, and the remainder to the left to secure a route to Surena's landing site.
 
[X] Split them
-[X] Send the tanks and half of the infantry up to the ridgeline, and the remainder to the left to secure a route to Surena's landing site.

Seems sound.
 
[X] Split them - Send the infantry to the left to secure a route to Surena's landing site and send the tanks as reinforcements to the ridges
 
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