Pro Patria (Valkyria Chronicles)

TBH, I'm disinclined to keep prisoners.

They'll slow us down and there is always a risk of escape. Our survival is likely dependent on staying on the move.

On the flipside, if we release them they will report our location to their superiors, who will then re-arm them and then we will be fighting them again.

I don't like the idea of executing them, because in the event we are captured it would go badly for us.


I suppose we could hold on to them until we're ready to leave this area, then turn them loose?.
 
Problem is that they can very easily be pressed into service again after they are released. On one hand the false information could help confuse the already shocked Federation command in the region enough that we can swiftly take their command post, and any troops we do release will be wary to face us again. On the other hand, it will be yet more troops to deal with.
 
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[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
Problem is that they can very easily be pressed into service again after they are released. On one hand the false information could help confuse the already shocked Federation command in the region enormous that we can swiftly take their command post, and any troops we do release will be wary to face us again. On the other hand, it will be yet more troops to deal with.

I get what your saying. But feeding and tending prisoners, prisoner transport, and prisoner containment while on the move will be a nightmare.

And we're only going to get more as we fight.
 
They need to be detained for the time being, in any case. Given that they are local militia stiffened with a few convalescent conscripts, I'm not too concerned with their being added back to Federation fighting power later. But there might be some convention or precedent allowing their release on parole with a pledge not to be used against the Empire again.
 
We have 2 long term objectives, trying to escape from enemy territory and doing as much damage to them from behind as possible. How best to accomplish these things will depend on getting more information about the larger situation. However to even get to that point we need to survive right now. In order for that to happen we need to ensure several things: We need to collect our other soldiers and reestablish our chain or command, we need to gather sufficient supplies to not run out of fuel or ammunition and we need to eliminate the major federation base in the area. Once that is done we can take the time to get some more intelligence and then try to stay as mobile as possible in order to chaos the maximum chaos in the federation rear and to prevent them from concentrating sufficient forces on us. I suggest therefore that we imprison our prisoners on the beach for now and once we leave the area release them.
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment

Let's destroy the Paramilitary units with armored BLITZ formations!

*ahem*

I just want to roll the mover with a tank to be honest.
 
[X] Release them after taking all equipment and weapons
[X] Attack south and seize the paramilitary cantonment
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize theparamilitary cantonment
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment

Speed is our ally here. Time our enemy.

Stay on the move, don't get held up taking territory, its all about smash and grab and running off to the next target to smash.

Look into ways to make our forces fully mechanized. Sure it eats into fuel, but that's several dozen/hundred fewer miles our troops have to march on their feet.

Edit:

Longer term consideration: Find any prison camps and release the prisoners to supplement our forces/cause chaos in the Federation rear.
 
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[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
Invisible text that I don't recall anybody pointing out
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.
It is plausible Surena is scared, and nervous from the whole surrounded by half a million Federation soldiers. Alternatively Surena is nervous from how Rudolf is acting, and he is projecting his fear onto the subordinate he dislikes due to character flaws.
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
I was wondering when this would show up as an option given Rudolf's reaction to accidentally killing Republican POWS.
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment
 
Invisible text that I don't recall anybody pointing out
It is plausible Surena is scared, and nervous from the whole surrounded by half a million Federation soldiers. Alternatively Surena is nervous from how Rudolf is acting, and he is projecting his fear onto the subordinate he dislikes due to character flaws.
I was wondering when this would show up as an option given Rudolf's reaction to accidentally killing Republican POWS.

Indeed, we the players are never quite sure how Rudolf comes across in his interactions with others.

We have only his perspective to work with and we have ample evidence that it is a biased and flawed one.
 
Preliminary vote tally.

Update today maybe.

TBH I was expecting people to split the force. That was why I gave the list of subunits.

Edit: Vote still open for now.
Adhoc vote count started by Emdeman on Nov 4, 2017 at 8:15 AM, finished with 29 posts and 16 votes.

Adhoc vote count started by Emdeman on Nov 4, 2017 at 8:16 AM, finished with 28 posts and 15 votes.

Adhoc vote count started by Emdeman on Nov 4, 2017 at 8:16 AM, finished with 28 posts and 15 votes.
 
[X] Leave some troops behind in an makeshift PoW camp on the shore
- [x] Beach
[X] Split your force and do both (write-in)
- [x] Rudolf leads Surena's battalion and Mueller's armoured company to attack south and seize the paramilitary cantonment.
- [X] Giraud's battalion move along the coast and gather up other imperial units
 
3.18
[X] Leave some troops behind in an makeshift PoW camp on the shore
-[X] Beach
[X] Attack south and seize the paramilitary cantonment

Your scratch force rolls south at a swift pace. The flatlands open up in front of you in all directions. You encounter virtually no resistance at all. There was one instance of a group of local policemen taking potshots at a column but they were quickly dealt with and shown the error of their ways. The lack of opposition was probably due to the low population of the region. Or maybe other factors could be the cause as it later becomes apparent to you.

Within a couple of hours the paramilitary cantonment is sighted. It is not a very impressive sight, some buildings serving as barracks and a few ammunition dumps. Soon it will be clear what kind of reception you get, whether there's any fight left in them.

Fight or Flight?
1d100 = 48

Apparently not, any paramilitary units that might have been present had hastily fled. It appears they melted away, if the uniforms and weapons littering the ground are any indication. They even left all their equipment and supplies intact. What a poor showing.

You detach a couple of companies to capture the military depot nearby. You should really help yourself to this bounty. You may very well need it later.

The supplies such as food and medicine were welcome. The latter more so, given they were top quality supplies meant for the front. The former less so, as Federal field rations were probably as bad as Imperial ones. You may eventually have issues soldiers stealing from people's larders. In any case, at least you probably won't have troops shaking civilians down for their boots.

The fuel situation was a bit complicated. The Federation used a different grade of fuel compared to the Empire. The standard grade of Ragnoline used by most of their vehicles was of inferior quality, barely more than civilian grade. It was sufficient to run the mediocre piles of screws and bolts they liked to call tanks. No doubt it was some beancounter compromise or some clever ploy to deny use. If it was the latter then it was a poor ruse. Imperial tanks could run fine on their fuel, were in fact adapted to actually. Though there would be problems with long term performance and maintenance. Nothing that would really be a concern for you given the current dire situation. You might get some mechanics mad at you though half of them were probably impressed darcsens so it didn't really matter even then. You'll start using the stolen fuel if- when you run out of your own.

***​

You receive a welcome surprise while taking stock of the supply situation. Major Raeder has encountered your rearmost forces. His battalion ran into your paltry force stationed at the beached transport.

He has his whole formation with him intact. They landed unopposed on a beach a few miles to the west of your landing zone. Their transport had strayed beyond the planned landing sites and set down at the first sight of land.

Once their ship had been offloaded, Raeder decided to head in a general easterly heading hoping to find more forces. Luckily he ran into your PoW camp. His forward company had almost opened fire at the sight of the Federation flag, but cooler heads prevailed. The captain on the ground quickly realised what the huddled figures on the sand meant. The notable profiles of the guards' signature imperial helms also helped. One minor mixup averted in a week of disaster.

Raeder himself was not negligent either, sending patrol parties all around him. He reports that no significant Federation force is to the west of your location for at least twenty miles. That's one more concern off your very heavy back. No chance of being hit in the rear any time soon.

***​

It is early afternoon when near developments occur. You hear them to be precise. It takes a bit of time to realise what it is. The bangs of artillery can be heard off in the distance, far to the east. You guess whatever Federation forces present in the theatre is currently busy repelling another imperial force. You have no further actionable information though.

Claims from sullen travellers vary wildly and are dubious. There has been a small uneven stream of refugees heading west. Some say there has been fierce clashes north of Escoral. Others say the main Federation base in the region has already fallen in a lightning armoured assault. Yet more say that furious fighting has occurring on the ridges, barely off the beaches.

You are not sure how to act. The artillery probably means some fighting is happening. The guns are probably being used to support infantry in the field. The main Federal force is probably somewhere in the middle on the plains. Or maybe it could be paramilitaries? No, they wouldn't have artillery support.

Then a crazy idea occurs to you. If most of the Federation force is busy fighting other Imperial forces out in the field... then there would be very little left at their base. Cutting off their main source of supply would be a crippling blow.

It really is crazy. You would be practically unsupported by any other imperial forces. Even Raeder's battalion would be left behind in the initial stages as you'd have to move now. Though it is said that desperate times do call for desperate measures. You are unsure if this is desperation or stupidity. Giraud is on board with this plan, though Surena is hemming and hawing, still completely undecided on any course of action.

In a less risky move you could advance straight East instead. Threaten the flank of any Talarist force and pressure them. Take or invest Nilden and knock over any small forces in your way. It still carries some risk as you'd be attacking a force of unknown size, albeit currently distracted.

But you really think you should link up with the other imperial forces. Concentrate force and proceed from there. Though it may be too conservative a move, when the situation calls for anything but that. And you can't assume the other imperial commanders would obey your commands, especially the ones not originally from Hall's army. You may need to do something notable first to gain respect. Would acting in this manner cause more casualties if you got stuck in a battle of attrition?

Raeder's battalion is at your very rear and will need time to catch up. You currently have Giraud and Surena's battalions available, as well as Mueller's company.

Which way to you advance?
[] North East: You really need to link up with other Imperial forces and assert authority
[] Direct East: Take or surround Nilden, threaten the Federation flank with ruin
[] South East: Launch a surprise attack straight towards the Federation base. Cut them off from supplies. Very risky Mister Rudolf
[] Write-in
 
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