Pro Patria (Valkyria Chronicles)

3.21
[X] Use the radio

It is time to reach into your sleeve and play an ace.

But first you must sleep.

After spending several hours unconscious while in uniform you sit bleary eyed in front of the radio. It is a bulky thing with antennas sticking out, like some mysterious ancient contraption.

After a while of tinkering the mechanic manages to get a line to Army command.

When you talk to your commanding officer, the tone of his voice is a mixture of surprise and relief. You gloss over the hows and describe the current situation. In a relatively unbiased manner of course.

"That sums up the dispute over the officer in charge. What are your directives sir?"

There is a pause from the other end. As if your superior is thinking of something to say.

"Hmm... That will not do." You let out of breath you didn't realise you were holding. "I don't know this man or his motives, bring him in afterwards and I will settle this matter. The current situation is dire enough."

"Would Colonel Pydan not be a more experience candidate?" You can't help but play devils advocate. Call it an old habit from younger days.

"No, the war is yet young. I very much doubt there is experience relevant for this situation."

It seems your fears were unfounded.

"Very well," you smile to yourself, "how is the current state of affairs?"

Hall's voice turns more grim. "Poor, the current naval situation is precarious. A great battle was fought but neither fleet achieved a decisive victory."

"How so? I heard we sunk more capital ships."

"And took a severe beating in the process. Not only that, in the immediate aftermath more Federation escorts entered the gulf, reinforcing the remaining ships."

That was not good. You did expect more warships to arrive so quickly. At least they weren't capital ships. "I thought we had dealt with the immediate enemy naval presence."

"They set course when news of the engagement spread but were too late to affect the battle. However, their arrival tips the local balance of power back towards to middle."

That meant all the plans were busy being thrown out the window.

"There has already been a few minor skirmishes between a squadron of destroyers but most warships on both sides are keeping to port for now. Despite this, it has been judged too risky to try any more landings."

Well that's that you suppose. The final nail in the coffin of reinforcements coming. Unfortunately, that wasn't the end of the bad news.

"You may have succeeded too well over the last few days Rudolf. I have seen reports that about one Corps worth of troops are being diverted to hunt you down."

The price of success you suppose. That's around what? Thirty? Forty thousand men? You don't precisely remember the various Federation army structures right now.

You have may tipped your hand by winning so decisively. Still, it should take at least 2 to 3 weeks to mobilise a force that size and bring it here. You have some breathing room for now.

"So there is no way to assist us?"

Hall pauses for a moment.

"I have an idea. Though it will be limited help at best. Mostly supplies and equipment. We cannot justify anything more." Better than nothing you suppose.

"Secure the area around this location, at these coordinates. I would advise being present around noon and dusk. Be on the look out for the obvious."

The objective is in a north east heading. It was useful since there a port up the coast in that direction. You were planning on going there anyway. You suddenly realise you may have overlooked something in the conversation. You ask one last thing before leaving.

"What would you suggest us do general?"

"Survive."

***​

You summon Pydan and the other ranking officers. Its a rather simple affair. Hall affirms you as the overall commander, for what its worth.

Pydan accepts with some grace, and doesn't contest the decision. Baumann doesn't seem to give much care to this bout of squabbling. While the commander of the naval infantry... is not an impressive figure. He says nothing but nods along, clearly very nervous. You have doubts about Commandant Clink.


You get a quick understanding of the current state of their forces. It could frankly be better, their formations are pretty worn from the fighting. You've used up some of the morning to settle this dispute, but the down time is being put to good effect by the rank and file. Repairing all sorts of battle damage and resting.

Your own losses were not substantial. Yet.
Casualties
2d100 = 89
4365 – 89 = 4276 effectives
Most were taken by the battalions not under your immediate command due to the heavier fighting.

However, you have more forces present than just your own brigade. You also have command of Baumann's Armoured Brigade and Pydan's Heavy Foot brigade. The Odessa Seaguard are a pure infantry formation, lacking armour and even many heavy weapons.

There's also the fact that on paper their numbers should be well over three thousand, but they are well under that. You get the feeling some officers might have been running a side business.

You're thinking of parceling out those troops to support other brigades.


Current numbers

Your Brigade - 4276

Allied forces

Colonel Bauman's brigade - 2500

Colonel Pydan's brigade - 3200

Odessa Seaguard - 2200

Total - 12000 Approx.

***​

You already have scouting parties ranging out to form a clearer picture. Though you need to use up some time first to gain a better understanding. Its a trade off between time and gaining better information. In that time your force will fix itself up as much as it can.

You could wait until the afternoon to set off or break camp in the following days.

How long should you wait for information, and to rest and repair damage?

[] 12 hours
[] 1 day
[] 2 days

There is also the matter of the many enemy prisoners taken. You could set them in the old Federation base or you could march them back to the beach prison camp. You worry the base may be too close to any front lines but the beach is pretty make shift. Though it is adequate.

What to do with prisoners?
[] Beach
[] Federation base




AN: Sorry about the wait, I got a new full time job. Also I got a bit stuck in the dialogue. In case you haven't heard I also have some good news.

Valkyria Chronicles 4 is releasing on March 21, 2018 for all consoles. Here is the reveal video. The trailer starts at around 2:00 and it looks promising.



Its focusing on the Federation this time hurray! Finally taking a look at the massive conflict occurring across the entire continent. I have high hopes for now.
 
A formation roughly a tenth the size of the Federations front line force in this theater? I think someone is panicking on their end. Strategic victory, at least. Now to make a reputation for being a tactical genius and do a running battle for the next couple of months.

[X] 1 day

Where are we breaking camp to go now?
 
More will be revealed in the next update. This is a bit of a transition phase.

A reminder that waiting longer will net better info at the cost of using up time.

Another thing I noticed from the VC4 trailer is the dog. I wonder is its playable in game ha.

Also the Feds actually have fantasy Sherman tanks. That... pretty much spoils some of what I had in mind for future updates. Though its nothing major and somewhat predictable. At least now I won't have use those WW2 Sherman pics I had on hand.

I also liked the hint given of having command of an actual land battleship instead of being the one fighting it. It seems the Empire isn't the only one building super weapons.
 
Wait, were those land battleships? I thought they were actual battleships given how they looked.
Considering the Marmota was basically a land dreadnought (in universe words but they're not wrong), I'm more surprised that someone actually thought making more of these things was worth it.

Another thing I noticed from the VC4 trailer is the dog. I wonder is its playable in game ha.
I doubt, but I would be amusing and possibly awesome if that were the case.

Also the Feds actually have fantasy Sherman tanks. That... pretty much spoils some of what I had in mind for future updates. Though its nothing major and somewhat predictable. At least now I won't have use those WW2 Sherman pics I had on hand.
To be fair their strategy when it came to tanks wasn't about trying to match the raw power and technical advantage of the Imperial tanks, but to use their economic superiority to create a force of middling tanks that just overwhelms the imperials in sheer numbers.

There's a sense of irony somewhere here since their tanks doctrine comes from the same one the soviets used, and yet now that we finally get to see their perspective, they have to deal with winter/an artificial ice age.
 
Considering the Marmota was basically a land dreadnought (in universe words but they're not wrong), I'm more surprised that someone actually thought making more of these things was worth it.
IKR.

The resources lavished on that monstrosity could probably finance a few divisions of ordinary tanks, cept a division probably would be much harder to wreck.

I will admit it is cool though.
 
Quest Lieutenant Colonel Downy, Ready for operations.

First off; This sounds like my kind of quest. Also reminds me of the late Neuroi quest in some ways. Since I'm a bit late, and in a place that I can't do a lot of reading from this computer, I'm going to keep it simple until I can fully read every post.

Question: Looking at our current situation here, and that we seem to behind enemy lines, I say we take a page out of Foxhole's books and go raid some supply caravans using good old Guerrilla tactics. After that, we strike. We have enough time and resources are on route. Not reinforcements, But we can make due.

Considering the Marmota was basically a land dreadnought (in universe words but they're not wrong), I'm more surprised that someone actually thought making more of these things was worth it.​
IKR.

Too be perfectly honest, I personally believe that the Marmota has the same weakness that that Ratte tank has. Vulnerability to Air Strikes (Which is not a problem, yet.) and heavy artillery strikes. You might not kill the tank unless you have the right caliber, but you'll kill the crew with the shock waves.

On the matter of voting...

[X] 1 day

[X] Beach

1 day seems like enough time, and the beach is a foothold that we can use.

Also, Pardon my ignorance here, but the Federation use soviet tactics, right? Do they have some kind of order 227-lite? We'll have to dig in deep for that one.

EDIT: Remembering now, Don't we have that?

Another thing I noticed from the VC4 trailer is the dog. I wonder is its playable in game ha.

It would be VC4's pigeon from Battlefield 1 :p
 
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IKR.

The resources lavished on that monstrosity could probably finance a few divisions of ordinary tanks, cept a division probably would be much harder to wreck.

I will admit it is cool though.

Too be perfectly honest, I personally believe that the Marmota has the same weakness that that Ratte tank has. Vulnerability to Air Strikes (Which is not a problem, yet.) and heavy artillery strikes. You might not kill the tank unless you have the right caliber, but you'll kill the crew with the shock waves.

What you guys aren't taking into account is the fact that it was pretty much tailor made to carry that Valkyria superweapon thing. The friggin massive spire that functions as a fantastical nuclear artillery cannon.

When you take that into account the Marmota is, sizewise, perfectly proportional to carrying and firing it like a cannon. And in a setting without air power or WMDs that makes it perfectly practical and a massive strategic asset. Its only real flaw was BIOS.
 
[X] 12 hours
[X] Beach

There's no need to wait 12 hours, everyone already slept for the night. Keep tempo up, if we're slow at all we're going to get run over by that Corps sized force if it manages to coalesce. We didn't even take that much damage that mandates sitting around.

The Beach is still fine as it's about as rear as we can get and the base is likely to get some attention. No need to have prisoners under foot there.
 
Hmm, about three to one odds, not counting any losses we'll suffer from the remnants still in the region. Honestly, those are beatable odds, but they'd take a lot of luck, speed, decisive action, good planning on our part, bad planning on the enemies part and dozens of other things.

Chances are good we'll lose, unless we get some force modifiers.
 
There are a few ways to win against 3-1 odds. The first is to have guns when the other side doesn't. Since that's unfortunately not the case the other options all rely on some sort of combination of surprise, rapid maneuver, misdirection, terrain advantages, and qualitative superiority to some degree. Generally you want to defeat the enemy in detail by concentrating a local superiority of troops against isolated individual pockets of a collectively superior enemy; either because enemy command problems leave gaps in the line to exploit, or the terrain doesn't allow them to concentrate, or they are strung out on march and cut into pieces by multiple attacks from unexpected angles. Enveloping a larger force concentrated into a frontage too small to bring their numbers to bear is another, even riskier option.

The battles around Suomussalmi and the Raate road during the Winter War are the ur-example of how to cut a numerically superior enemy into pieces and destroy them individually. The Battle of Cannae with its double-envelopment and near total annihilation of a Roman army meanwhile is literally every strategist's dream achievement, but needless to say you need a Hannibal to pull that off.
 
3-1 is tough, you'd be hard pressed to win even a defensive battle with those odds given peer forces. Without the sort of advantages Cavalier describes, you'd really be looking to try and see only 2-1 odds, which are at least manageable with some sort of acumen. Even Austerlitz and Jena/Auerstedt were 2-1 at the absolute most if we're looking at crushing victories while being outnumbered between roughly peer forces.
 
There are a few more problems to this beyond winning a battle against what's set against us.

For one, any victory will cost us a lot of ammunition, vehicles, weapons, troops and general war supplies. While we could loot the enemy supplies, it's the loss of soldiers that'll doom us. Even if the enemy loses, they can regroup since we wont have enough soldiers to contain such a force if they break and will be able to keep hitting us. We'll be ground to dust, even if it will take longer.

Then there's the issue of prisoners. In modern warfare, to beat such an army, they'll have to surrender in droves, because a fight to the death will lead to there being little left of our own forces. We wont be able to keep so many prisoners. The manpower demanded by such a thing would be brutal and the prisoners themselves a constant threat to our unstable position.
 
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Our only chance is to push the blitzkrieg further to buy us more land to boobytrap and set up defences for, and then we can slowly give up land and pull back or hold as long as possible before falling back.

Also we cant afford prisoners, we need to either let them go, execute them, or work them to death or something.
 
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I don't think we're in much of a position to do good raiding the interior. Advancing north at all haste to seize a port or resupply position is the best option at the moment. If there was a good defensive position or a major urban area attached to said port then one option might be to fortify down and force the enemy to devote that corps simply to keeping our unit under siege, which would effectively fulfill the objectives of the operation for as long as we can continue fighting. I'd suggest though holding some kind of Council of War after we get to the resupply point in any case to figure out what our exact options actually are.

[X] 12 hours
[X] Beach
 
I don't think we're in much of a position to do good raiding the interior. Advancing north at all haste to seize a port or resupply position is the best option at the moment. If there was a good defensive position or a major urban area attached to said port then one option might be to fortify down and force the enemy to devote that corps simply to keeping our unit under siege, which would effectively fulfill the objectives of the operation for as long as we can continue fighting. I'd suggest though holding some kind of Council of War after we get to the resupply point in any case to figure out what our exact options actually are.

I agree if we expel the civilian population immediately we should also have a decent stockpile of necessities. Also I think we should consider cutting our captives loose.

[X] 12 hours
[X] Beach
 
I don't think we're in much of a position to do good raiding the interior. Advancing north at all haste to seize a port or resupply position is the best option at the moment. If there was a good defensive position or a major urban area attached to said port then one option might be to fortify down and force the enemy to devote that corps simply to keeping our unit under siege, which would effectively fulfill the objectives of the operation for as long as we can continue fighting. I'd suggest though holding some kind of Council of War after we get to the resupply point in any case to figure out what our exact options actually are.

[X] 12 hours
[X] Beach


True True, But as you say, we can expect heavy enemy counter attack. With our force, you can be sure that they would take notice of it. Even then, they could be able to surround our position. We don't have the numbers to do so at the moment. In my honest opinion, staying low for a turn and two and conducting Guerrilla ops seems like a safe bet at the moment. The enemy won't expect such a large force in their lines, so they would most likely thing that it's a special ops company, or smaller, not an entire Brigade. We can easy take a port or a resupply point, but defending it would be a lot harder.

However, If we take a port, maybe then we could expect reinforcements, but then, quite obviously, the rest of the enemy force would be alerted.

@Bones

What you guys aren't taking into account is the fact that it was pretty much tailor made to carry that Valkyria superweapon thing. The friggin massive spire that functions as a fantastical nuclear artillery cannon.

When you take that into account the Marmota is, sizewise, perfectly proportional to carrying and firing it like a cannon. And in a setting without air power or WMDs that makes it perfectly practical and a massive strategic asset. Its only real flaw was BIOS.

While that maybe true, the now hinted canon reproductions may not be for superweapon, But acting as a Mobile Fortress, or a line breaker.
 
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