Pro Patria (Valkyria Chronicles)

Nope, but the remnants of the Imperial fleet can contest what the Federation can send in before those two to three weeks are up. And you do need capital ships to contest a fortified port.
If the Imperials are sending badly mauled heavies in to protect them, there's no reason the Federation can't do the same. No need to hit a port, they can just interdict and force another fight that at this point we can't win.
 
The alternative is that POW arc.

"What happend out there Rudolph?"

"Nam happened."

"What's Nam?"

"Not what. Who..she was..Nam...I can't talk about it!"

"COLONEL!"

*Loud screaming noises followed by screams of redemption!*

"Get security dammit!"

============

I say we stay put. I'm all for light scouting to know what's coming. Maybe even put down some I.E.D's on the roads/routes for tanks or infantry but that's it. We need to stick together and re-enforce each other where possible. Only in unity can we survive this bloody landing.
 
I was thinking of locking the vote and writing another update today but its nearly neck and neck.

Edit: I'll wait a bit more and see if theres a clearer margin.
Adhoc vote count started by Emdeman on Nov 2, 2017 at 1:26 PM, finished with 51 posts and 19 votes.
 
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gamble on flailing about without supplies in a hostile country.

There will be supplies. The front is locked in a WW1-style positional battle, which requires massive amounts of supply because the armies do not spend time maneuvering but mostly just drown each other in shells and bullets. I found an article on WW1 logistics (Link), quoting:
By 1918 each Division of about 12,000 men needed about 1,000 tons of supplies every day - equivalent to two supply trains each of 50 wagons.
As
More than half a million angry federation soldiers will be between you and friendly lines.
we should not worry about not running into a random supply train and starving. Maybe we will have to use Fed equipment later on, yet we are not marching into a desert.
 
I really think that we should gamble with the flanking maneuver. That is the move that gives us the best chance to score a low casualty victory, even if there is a higher chance of failure. If we simply bulk up the ridge line defenses, then the opponent will be able to retreat into their own territory with absolute impunity, as we are in no position to pursue them deeper into Federation territory. If we flank them, there is the potential to surround them and force a surrender, allowing us to take their equipment(although we will also have to deal with POWs) and ensure that future attacks on us will have much more limited intel on our composition and movement. Defending the ridge line just feels like losing more slowly to me, as beating back an attack will still allow them to remain in relatively close proximity and shadow us.
 
[X] Send them to the right to attempt a flanking manoeuvre.

Eh, well, on consideration I'll switch. We can only hope the Feds don't have serious forces to contest, and if they don't then the flanking maneuver may cut a battle with militia short. And it sounds like we can count on Surenna to send forces to serve as a reserve to reinforce the ridgeline if need be.
 
Vote locked.

Expect update in a few hours.
Adhoc vote count started by Emdeman on Nov 3, 2017 at 9:12 AM, finished with 63 posts and 25 votes.
Emdeman threw 1 100-faced dice. Reason: Flanking Total: 69
69 69
 
3.17
[X] Send them to the right to attempt a flanking manoeuvre.

The rays of the mid-morning sun herald a new day of a very uncertain future. You have had a sleepless night organising various things and flare ups. Some of your forces still remain on the beach, something that will soon change.

It is tense while you wait for news from the front. The dawn light is ringed with soft fog that makes the air feel wet. It was annoying that the frontlines were right on high vantage point.

It appears you had surprise on your side. The Federation force walked straight into your forward positions virtually unaware. No scouts deployed forward, general state of unawareness resulting in not noticing your own recon teams. They pretty much ambushed themselves to be honest.

The first shot fired in anger was a sniper firing into a group of approaching men, hitting an officer.

Shouts of surprise echo as the more gunfire erupts. The deeper reports of tanks and mortars soon begin as battle is joined. The reassuring sound of persistent gunfire becomes a common feature of the background.

The battle lasts for the better part of two hours as the battalion strength Federation force launches an impromptu assault on the position they expected to be unoccupied. To their clear surprise they find the positions on the ridges already somewhat fortified. Several infantry assaults with small arms and lances are easily brushed aside by your onsite forces. Tank ditches cover the exposed armour and entrenched infantry repel the first attack. The ones that follow try to flank those positions or try to find vulnerabilities. These are also unsuccessful as the mortars on the high ground of the ridge hit with reliable accuracy forcing retreat.

You get a little concerned by this point despite the easy nature of the battle so far. Mueller's men should have struck their flank by now. Perhaps they got lost? This was a strange location with unfamiliar terrain. You really don't want to waste precious fuel on a manoeuvre that is increasingly turning out to be not needed.

Flanking move
Roll = 69 Success

The next Federation attack breaks. Exposed and being on open ground has resulted in them taking significant casualties. Their force pulls back to regroup and presumably retreat. Giraud gives the command for the armour to move out of the defences and pursue, confident there is no ruse.

It is then that the rumble of more armour is heard. Through the field and hedges come Mueller's company, hitting the Federation flank with a fast paced assault. The exhausted Federals clearly have little fight left as many flee. With all your forces and armour pursuing, most of the enemy force is captured.

In the end, you did use up some of your valuable fuel. Though at least the outcome was the destruction of most of the enemy force instead of a rout.

It later turned out that the force that attacked you was a paramilitary formation. The local Federation state - Talaris - maintained a reserve paramilitary army, elements of which encountered you just now. Questioning the Talarists revealed they were ordered to secure the ridges from potential 'disorganised and leaderless imperial dregs'. That was almost insulting really. Still, they were worse as even with a few platoons of recuperating regulars to stiffen them up they barely offered a fight.

***​

Surena arrives with the bulk of her forces about an hour past noon. Too late to play any role in the fight. She is apologetic for this but you also pick up that she is nervous at the precarious situation.
Coward?
You are not of course, since its your responsibility to lead in this mess. You need to make the best of the situation. Anyway, you are all expendable in the grand scheme of things. Not dying is preferable of course. Nothing else really notable occurs.

***​

The information obtained from prisoners filled in some of the blanks on the map. You know where the planned landing sites are, though now you also know the location of several auxiliary beaches where other imperial forces could have come ashore. The location of a few more villages and military supply depots is also uncovered.



Right now you have over a thousand combat capable troops. Decisions must be made on what to do next with the new information.

You could send a force to advance along the coast and pick up all the disparate imperial forces that landed. You could join up with the rest of your brigade and allied formations. Approaching from the flank and sweeping aside any resistance they might encounter on the ridges. Though it would leave you open to potential shore bombardment. Alternatively, you could strike south and take that presumably diminished paramilitary cantonment and surrounding supply depot for good measure. Another option is to split your forces and do both. That is what you would normally do, but you fear having not enough troops with which to do it.

There is also a rather notable Federation base over thirty miles southeast. Intel reports and questioning reveal a brigade sized force stationed there. An easy proposition for Hall's full army, a somewhat harder one for you. Though you have shredded some of their auxiliaries. They must have been caught off guard by the limited success of the landing and are probably still deploying. How fast is anyones guess. A point to be aware of in any case.

You also have a few hundred captives from the recent engagement that is turning out to be quite a dilemma. You don't want to resort to unsavoury methods at the first sign of adversity. Though you don't really know what to do with them. You should probably confine them in some manner, perhaps on the beach. Or you could lock them all up in the empty hold of the beached transport and have a temporary prisoner of war camp there. There's plenty of room and less chance of break outs. Both options would discourage shore bombardment a little, you plan on flying the Federation flag there just in case. Surena advocated just releasing them after taking everything relevant... which is classic Surena. Though its not an especially terrible idea like usual. You could hold them for now and release them after you leave the area.


What to do with the prisoners?
[] Leave some troops behind in an makeshift PoW camp on the shore
- [] Beach
- [] Transport
[] Release them after taking all equipment and weapons
[] Write-in
[] Kill them
Only republican scum after all

What is your next move?
[] Move along the coast and gather up other imperial units
[] Attack south and seize the paramilitary cantonment
[] Split your force and do both (write-in)
- [] Specify which force Rudolf leads

Available forces:
Giraud's battalion (four companies)
Surena's battalion (five companies)
Mueller's armoured company (one)
 
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What about that village near us? It may be a source of transport to requisition (horses + carts?), for added mobility to our forces.
And do we know anything about the road layout in the area?
 
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A risky plan might be to use the prisoners to convey false intelligence to the Federation. Have them overhear troop numbers to make our forces either seem much larger or much smaller, depending on the need, or perhaps overhear discussions about a plan of attack.

The gains may vary, but it might give us the edge we need to press forward with greater success.

We also don't actually want to treat prisoners badly, given our own precarious situation. If we do end up surrendering to the Federation, we don't want to be known for cruelty against prisoners of war.
 
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@Emdeman Can we get a refresher on standard Imperial doctrine and training regarding how leaders are supposed to act/what independent units will do? Do they tend to take their own initiative or are far more traditionally bound to receiving orders first?

Trying to get a better read on how useful the other forces will be if we don't get to them immediately.

Normally I'm inclined to just blitz the cantonment but if they're not smart or capable enough to realize the general theater objectives and make their own moves, that's a problem.
 
What about that village near us? It may be a source of transport to requisition (horses + carts?), for added mobility to our forces.

And do we know anything about the road layout in the area?
You could do that, take anything mobile for your own use. Though it strikes me as a little too much micromanagement.

There are a bunch of minor dirt roads, nothing really major until you get closer to the towns.
@Emdeman Can we get a refresher on standard Imperial doctrine and training regarding how leaders are supposed to act/what independent units will do? Do they tend to take their own initiative or are far more traditionally bound to receiving orders first?

Trying to get a better read on how useful the other forces will be if we don't get to them immediately.

Normally I'm inclined to just blitz the cantonment but if they're not smart or capable enough to realize the general theater objectives and make their own moves, that's a problem.
They will exercise independent judgement and initiative. They won't be just waiting on the beaches doing nothing.

Expect the furthest landing zones from you to move south and try to take objectives. That is unless they encounter stiff resistance.
Emdeman threw 1 100-faced dice. Reason: Fight or Flight? Total: 48
48 48
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment

The problem with the transport is that it's confined and cramped, which actually favors prisoners over guards if anything goes wrong. Since we only want to leave a skeleton crew, the beach would provide much better sight lines.

Blitz south for the cantonment to take advantage of it and seize the supply. We'll cut east hard afterwards and either link up with the other forces or relieve them from behind. Going up the beach is pointless, if they -are- having problems we need to outflank the ridges or whatever else is holding them up. If they're not, it's just a waste of time.
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Transport
[X] Attack south and seize the paramilitary cantonment

I agree with taking the cantonment then the supply depot after, but I disagree about the transport. Spetrum's fears only have merit if our guards are among the prisoners.
 
I am leaning towards attacking the Cantonment. Our armor gives us a real edge right now and even if other fronts are having a rough time us taking out a strong point should draw attention.

[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
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