Pro Patria (Valkyria Chronicles) - Story Only

It is almost sundown but it will not be enough to save Elodie's Wrath. The ship has taken heavy damage and won't survive long against the pounding it is about to take.

The Federation ships pause fighting again and once more offer surrender.

Once more it is denied.
Last Stand
Highest 2d100 = 71, 10
Total = 71
The guns of the battleships speak on both sides as they attempt to destroy each other one more time.

Elodie's Wrath lands a solid hit on the Federal flagship - knocking out a gun - but takes withering fire from the black shells in reply. Creating more breaches in her armour. Despite the low light, federation gun crews are performing well.

A destroyer gets too ambitious and is badly wounded attempting a closer, more concentrated torpedo run. It limps away as it makes repairs. The light cruiser being held in reserve is sent to that flank to provide assistance to the remaining destroyer. It adeptly dodges a rowboat carrying survivors from an imperial vessel and soon makes its way.

The Federation battleships get closer once more, this time to put the Imperial flagship out of commission for good. All their remaining guns open fire in devastating salvoes one after another. Multiple guns are knocked out in exchange for a hull breach on the Federal flagship but it seems Elodie's Wrath is on its last legs. The moderately damaged destroyer is coming in for another run, much closer this time. There are not enough operational guns to stop it this time and the damage to the engines has impaired the imperial capital ship's movement. It seems certain to cause devastating damage. In addition to this, the light cruiser is also coming in to support the destroyer in its attack.

The Novans have offered a spirited fight but this was it. As the main guns prepare to fire once more the Federation commander offers a salute for a battle well fought.

Then the Federation light cruiser that's attempting a flanking attack is hit by a sudden torpedo strike that seemingly came out of nowhere.

For several moments, everyone is confused. Battleships don't normally carry torpedoes, do they? Eyes scan the sea for the launch vector of the torpedoes.

It soon turns out that the torpedoes had come from one of the hulks that were strung across the battlefield. It had in fact come from a civilian ship nearby.

The disabled merchantmen that everyone assumed had been crippled by engine failure had been playing a deception. In a field marked by opponents that far outclassed it, the ship had played dead in the water. As a result, everyone had ignored the cargo ship for more threatening military ships. That is, until it had sucker punched a light cruiser as it passed by.

From behind the bulky ship comes a more sleeker vessel, its silhouette trails behind it in the darkening skies. It is the shape of a destroyer that had been hiding behind the bigger ship until now. It had not ran when its comrades had but stayed behind making repairs. Its absence had not been noted by the distracted Federation lookouts.

Imperial order of battle
1 Battleship
1 Destroyer
1 Armed Merchantmen

Federation order of battle
2 Battleships
1 Light Cruiser
2 Destroyers

It soon becomes apparent that the light cruiser has suffered extreme damage. It starts to heel over from the massive gash on its side and will not survive the night. An order is given to abandon ship and it slowly starts evacuating crew on rowboats.


The imperial destroyer makes a quick path towards its federation counterpart making a torpedo run and unleashes a hail of fire on the ship's rear. The escort quickly suffers heavy damage along its entire length and breaks off. The ship is trailing oil and smoke, in addition to taking on water.

The shocked Federals realise the battle is not quite over and begin fighting anew.

The battleships try to redirect their fire but are distracted by Elodie's Wrath. The imperial flagship's last few guns rake its federation counterpart forcing a disengagement.

The imperial destroyer is not yet done however. It soon proceeds full speed towards the cluster of mammoth battleships.

The armed merchantmen it had been hiding behind pursues a duel with the destroyer wounded by Elodie's Wrath earlier.

The destroyer's target appears to be the mine-damaged Federation battleship. It approaching from the weaker side, giving it an easier ride. That side has fewer operational guns, and the main guns pointed towards Elodie's Wrath.

Both sides seem to watch as the destroyer lines up a perfect angle for its torpedoes. It is not harassed at all by the few remaining Federal escorts who are currently distracted.

The imperial escort unleashes its torpedoes and the wounded battleship moves as fast as its cumbersome form allows it. It is not enough. Three torpedoes strike its damaged side and cause disastrous damage. Many of its emergency repairs unravel and the capital ship slowly begins to sink, listing heavily.

Realising the tables have suddenly turned, the Federation flagship prepares its last stand. It hopes to take its counterpart down with it before it dies. However, a communication passes between the Federation leviathans. One currently dying, and another severely damaged.

After several long moments the flagship begins to withdraw. It is followed by a lone damaged destroyer that had been losing its confrontation with a civilian ship. The destroyer uses its speed to get away from the armed, but slower merchantmen. It consoles itself by thinking that it had been ordered to cover the flagship's withdrawal.

To cover the retreat of the federal ships, the remaining federal battleship launches a suicide run at Elodie's Wrath. The rapidly expiring ship moves slowly but is still a threat. Given that both battleships have few guns operational the fate of the duel is ultimately determined by the destroyer. It launches another accurate torpedo spread that finishes off the Federation battleship. The explosions from the torpedoes cause it to list heavily and the once mighty ship begins sinking rear first.


By then the two remaining Federation ships are off in the distance. The flagship is trailed by the destroyer. Pursuit is considered by the imperials but rejected in favour of picking up survivors from both sides.

Federation losses
1 Battleship
1 Light Cruiser
1 Destroyer

In the aftermath of the unexpected victory, Elodie's Wrath slowly makes its way back to the Novan home port of Scapa Flow. The flagship is flanked by its two brave escorts. It had suffered heavy damage but survived the battle against all the odds. Behind it, the gulf is covered in the wrecks of many ships.

***​

The troop transport is almost empty as you make your way out onto shore. A hasty camp has been set up on the beach, it will be temporary given the sea battle probably went poorly. The fires in the darkness of the night make it clearly visible, something that will have to be changed.

You have a decent sized forced available right now. They consist of Giraud's last company - the man himself being sent to the ridges - and Mueller's armoured company, which will be fully unloaded sometime in the night. Mueller himself is on another transport with the rest of his battalion, you hope they survived.

From the left you hear that the hillocks have been secured. Pickets range out across the entire length. They have made contact with some of Surena's troops, who sends her thanks. The main force will come tomorrow sometime before noon and join you.

On the front, the forces sent there have build up a solid defensive position on the ridges. Your forward observers on the ridge line report campfires on the horizon. Enough to be a sizeable group. It is likely they will be attacked on the next day.

You wonder how to employ the reserve you have built up. You could beef up the front, or you could send them to the right and attempt a flanking manoeuvre come tomorrow. However this will put you out of contact with them. It might be safer to hold them in reserve, that way you can respond to any developments. But Surena will come in the morning anyway so it might be a waste.

Also, you need to get that radio working. Though you fear the news will be grim.

How will you use the tank company and the last elements of Giraud's battalion tomorrow?

[] Hold them in reserve until they are needed
[] Send them to the right to attempt a flanking manoeuvre
[] Send them to the ridges to bulk up the force already there
[] Split them up
- [] Write-in
 
Dear Mrs Lindt

Find enclosed the report requested. Interest in naval affairs is always welcome from non-military personnel. It is hoped that the outcome of this battle will increase the profile of the navy. More appreciation from the public can only lead to increased future support.

***​

Author: Bureau of Naval Affairs, Casualty Office
Source: Scarpa Flow Dockmaster

A summary of the damage and losses taken by the 2nd Fleet from the recent engagement in the Ligurian Gulf:

1 Battleship: Crippled

1 Battlecruiser: Sunk
1 Battlecruiser: Moderate damage

2 Heavy Cruisers: Sunk
1 Heavy Cruiser: Crippled
1 Heavy Cruiser: Severe damage
2 Heavy Cruisers: Moderate damage

2 Light Cruisers: Sunk
2 Light Cruisers: Crippled
1 Light Cruisers: Severe damage
2 Light Cruisers: Moderate damage

4 Destroyers: Sunk
1 Destroyer: Crippled
7 Destroyers: Severe damage
1 Destroyer: Moderate damage

7 Destroyer Escorts: Sunk
2 Destroyer Escorts: Crippled
3 Destroyer Escorts: Severe damage
7 Destroyer Escorts: Moderate damage


Estimated naval strength after 3 weeks*
1 Battlecruiser
2 Heavy Cruisers
3 Light Cruisers
4 Destroyers
9 Destroyer Escorts
*Best case scenario, unlikely to be met. Not any concern since no naval battles are probable after the crushing victory.


Estimated naval strength after 6 months*
1 Battleship
2 Battlecruisers
5 Heavy Cruisers
6 Light Cruisers
15 Destroyers
12 Destroyer Escorts
*Included new production, excluding any shakedown problems. A far more likely time scale for any future engagement.


***​

Despite these heavy losses, the 2nd Fleet sunk multiple times over its size in enemies. Only sixteen vessels lost for over 40+ Federal vessels sunk, not counting the lopsided tonnage losses. Putting paid to the vaunted reputation of Combined Fleet. It is certain that with extra resources this feat could be replicated in the future.

Sincerely,
Bureau of Naval Affairs, Nova Office



Dear Madam Lindt

This is an unusual request from you. Nevertheless, given past assistance I see no harm in sharing this information. Pass my regards onto your son.

***​

Information origin: local IIS elements
Evaluation provided by DMI analysts.

The Federation navy has suffered heavy losses and will not be battle ready in the following while. However, this will be a short state of affairs as heavy fleet elements are already on rout to reinforce Greenhill's decimated force. Shown below is a list of confirmed losses, corroborated with accounts from local dockworkers, teamsters, bereaved and other undisclosed sources.

Losses
3 Battleships
1 Battlecruiser
3 Heavy Cruisers
5 Light Cruisers
11 Destroyers
6 Destroyer Escorts

Ships observed in a state of notable damage:

2 Battleships
8 Destroyers
2 Destroyer Escorts

This is the estimated fleet size as of date Alpha. Bear in mind this is a pessimistic approximation including heavily damaged ships.

Current approximate fleet numbers (counting damaged vessels):

2 Battleships
1 Light Cruiser
15 Destroyers
11 Destroyer Escorts


This summary of the local naval forces include the fresh squadron of escorts that arrived the day after the battle. It is estimated that additional capital ships will arrive within two to three weeks, with lighter ships arriving periodically. Though it is doubtful they will be needed as the stranded portions of General Hall's army are unexpected to last that long as an organised force. Nevertheless, it should be viewed as a strategic success that such heavy assets are being diverted from more important fronts. The blow to the Federation Navy's reputation and prestige cannot be underestimated. Still, expect General Chainy's army to be pressured by shore bombardment soon after the new battleships arrive.

***​

I am trusting this information is kept discreet as usual of course. Despite the mixed outcome, that front is progressing fairly well as far as I can tell.

May you have a good day.

Regards,
Director Jimena
 
[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)
 
[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
 
[X] South East: Launch a surprise attack straight towards the Federation base. Cut them off from supplies.

The orders are given.

It is a risk. A gamble you don't think you have ever taken before. A throw of the dice that could end this battle phase quickly or end in disaster. But you have few good options left.

Leaving half a company behind at the cantonment to direct Raeder's battalion, you take all your forces and drive southeast.

There is some surprise at first though Giraud soon jumps on board with the plan. Surena offers no opinion.

Through the afternoon your forces trek through the grasslands.

There is little here in this area, just farmhouses and one isolated village.

You avoid Nilden, your scouts inform you it is a sleepy little town of no consequence. It appears virtually undefended and will be little threat to your back.

The village falls without a fight. It has nothing of value. Apart from taking some food from terrified farmfolk nothing notable occurs. After making sure they have no radios or motor vehicles you leave.

You thought of stopping there to spend the night, but decide against it. Electing to push forward for as long as possible.

You fear getting lost in the darkness. There is no way of identifying landmarks. A few hours after nightfall you let the troops halt and get some rest. It is barely an encampment. You don't sleep.

Some time before dawn, your force prepares to move out again.

***
Soon after first light you see the Federation base in the distance. The tops of buildings peek out on the skyline.

You order Giraud to take his unit on the vanguard, holding Surena's in reserve. Time to see what the Federation response will be.

Allied Interference
Roll = 57

The first firefight begins when several squads of riflemen positioned on a bluff open fire on your forward elements. Soldiers crouch low and take cover behind armour. More shots ring out as the rest of the battalion manoeuvres around. Attempts are made to suppress the higher position with small arms and tank shells.

From the front a couple of damaged enemy tanks roll out. Supported by scores of heavy infantry they attack around the ridge. There is little cover out on the plains and troops on both sides crouch down on a knee or lie flat on the ground. As they are locked in battle you decide you have seen enough and commit Surena's veteran battalion. You haven't noticed it before but now that you are alone in their midst you see they act a cut above the green troops you originally started out with. They haven't improved like your other formations.

Under a hail of tank fire the federation defence collapses. The armour stood no chance outnumbered and the troops little more. No defensive positions had been made and their anti-armour weapons were barely effective due to the terrain and range. By noon the defenders were done.

You consider demanding surrender but elect to storm the base instead. Giving as little time to react as possible, a medium tank crashes through the gate and the decent sized base falls quickly. Soon after, the riflemen on the ridge capitulate. You see many empty barracks and quietly thank the almighty for the good fortune so far.


***​

The supplies and equipment you gain from this gamble make it worth it. Denying it to enemy will only magnify the effect. From the captured personnel and documents comes a treasure trove of information on the current situation.

The Federation force in this region is locked in a battle with an Imperial fighting force numbering somewhere between six to nine thousand strong. That is good, as it means most of the landing force survived.

Furthermore, after heavy fighting the Federals have lost control of the town of Escoral and are regrouping on the outskirts. Reports indicate they have taken some losses.

This is not surprising as you now have hard figures that locally the Feds only number around three and a half thousand - before the recent losses. You assume they are trying to pin the landing force for as long as possible before reinforcements arrive. Effectively a large holding action to buy time. A shame that they were too distracted to notice your force.

You are in a conundrum right now. There is a much larger enemy force in front of you. Your instincts tell you to defend, but behind that is a much larger imperial force likely putting on pressure. The Feds might be demoralised from the loss, but they might not. The report is half a day old after all. You could get support from the other imperials but they might have tired themselves out from the earlier engagement. Your troops are not fresh themselves.

In any case you'll wait for Raeder to arrive before acting. Give the troops a well earned rest. But when he does come...

[] Wait here, set up defensive positions
[] Assault north, catch Feds in a pincer
 
[X] Assault north, catch Feds in a pincer

You feel tired but there is still work to be done today.

Orders are given for a temporary rest. The lower ranks can relax until the reinforcements arrive. They can't get as worn out as you.

Raeder's battalion arrives a couple of hours past noon. Greetings are said, you haven't seen each other since departing Merovia.

After a short pause the whole force prepares to move out. Hundreds of troops bustle waking comrades and getting ready for the combat ahead. You leave a small garrison behind at the base as a trip wire.

Word must have spread about their precarious situation, as you find recently empty rear encampments and artillery parks.

Soon your forward elements spot movement ahead. The situation evolves into a running battle as the enemy tries to harass your advance without getting into a solid fight.

Given the general direction of the battle you have a good idea whats happening.

The Federation commander realises their position is untenable and is trying to withdraw. Extricate their force from the region and save what they can. It will be a harried retreat as they try to escape east.

You drive forward with renewed vigour, determined to punish them for their caginess. Your pace comes as a surprise as several squads get cut off. A short fight ends as the full force of Raeder and Surena's units compel them to capitulate.

A short time later Giraud's scouts spot a logistics convoy made up of mostly non-combat personnel. Another quick engagement captures a dozen vehicles and prisoners.

Afterwards, the Federation force continually bleeds small numbers of troops as they try to cover their retreat. Occasionally they leave a damaged tank behind to try and unsuccessfully slow you down. You have a good feeling about this, the prospective northern force must be pressuring them greatly.

Then your advance abruptly grinds to a halt.
Retreat disruption - South
Roll = 12
Some quick thinking junior officer comes up with the idea of laying mines behind them. Hiding in the village paths the locals call roads they catch your vanguard force unprepared. After an irreplaceable light tank gets mission killed, the engineers get bought forward to sweep the area.

Fortunately there was no enemy force present to exploit your moment of weakness. But your advance slows to a crawl for a crucial forty-five minutes.

That stunt probably saved their artillery and a few hundred soldiers. You encounter few organised groups of Federation personnel after that apart from stragglers.

Eventually it starts getting fairly dark and you decide to cut north to meet up with allied forces. No point risking friendly fire after nightfall.

You fire a flare into the twilight sky to give some warning and receive an answering friendly flare.

Soon you sight some very welcome troops in the distance. It appears they are even from your brigade. Soldiers on both sides give their greetings as they recognise each other. Once you get within speaking distance you realise this is Vorbeck's battalion.

Retreat disruption - North
Roll = 68
In addition to that there are a lot of prisoners, many hundreds, maybe even a thousand. The other force must have had more success against the Feds, clearly savaging them.

After hailing Vorbeck she directs you to the Field HQ. Soon the troops become unfamiliar, being of other brigades. Some even wearing strange uniforms of naval infantry. There are a lot of forces present, which was a relief given the worst case scenarios in your head.

Colonel Pydan is a man twice your age, he looks at you with casual warmth as you approach.

"Ah Colonel Hapsburg, I assume you're the reason why the opposing force abandoned the field. You did good work today," he smiles but makes no motion to get up from his chair.

"I did what was expected of me, nothing more," you feel exhausted.

"I assume the main base has fallen then?"

"It has, pretty much intact," irritation is rising up now, overcoming the tiredness.

"Thats splendid then-"

You decide to stop playing along now and cut to the point. "There is the matter overall command, we share the same rank. To offset this I was given a provisional promotion."

Pydan's genial mood vanishes, "you weren't directing the troops on the beaches. You did not lead them, I did."

You have gotten maybe four hours of sleep in the last three days. You don't want to deal with this bullshit right now.

"I appreciate that, but I was indisposed at the time given my transport landed at the far edge of the landing zone. Nevertheless I was given command by General Hall."

"A temporary rank meant to last until the other waves landed," he counters dismissively. "I received no such order given I was in a separate chain of command".

"You were detached to be a part of General Hall's army. Of which I given command of the vanguard" You point out.

"Your actions speak louder, you were rash, haring off and abandoning the rest of the force." He does not want to budge.

"I saw an opportunity and took it! We shortened the length of the defence by several days at least." You are beginning to think starting this was unwise, you are too tired to think properly. But you don't want him setting the pace now.

Command issues are the last thing this small force needs. You have enough threats present from the Federation to add internal difficulties. It seems to be an opinion you both share.

Pydan finally speaks, "Its clear we are at an impasse. Why don't you take a rest and we'll meet again tomorrow morning."

"Very well Colonel," you stalk out with as much grace as you can dredge up. You're not sure how to resolve this.

You are bone-weary now and simply want to drop. For a moment you think of the comfortable seats on the car, now back in Merovia. Then your thoughts turn to something more relevant. The radio. You could use that to settle this matter and confirm your position. Getting Hall directly on line would resolve things quickly.

You pause in your line of thought. You can't be sure that Hall will support you though. It's now somewhat clear that he offered command as an incentive to join the first wave. Now the situation is severely derailed you don't know how he'll act. He could tell you to obey the older officer.

Perhaps you could approach Baumann. You did get him out of a pinch. He owes you, despite being unpleasant. If you can get him on side then you could strong arm Pydan.

There are others of course that may be better avenues to approach. They might have more information.

[] Use the radio
[] Approach Baumann
[] Approach your subordinates
[] Approach the naval infantry commander
[] Write-in
 
[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
 
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