Pro Patria (Valkyria Chronicles)

2.15
[x] Wait

In the end you decide to err on the side of caution and sit tight. No more dust appearing could simply mean they stopped moving for some reason. It would be the height of folly to move forward dispersed now.
But are you giving up the initiative?
After several hours of inaction no surprises emerge from the fields and hedgerows, no overwhelming force. More reports from your reconnaissance parties arrive, forming a more solid overview. It doesn't paint a flattering picture of your carefulness.

No sign of the enemy encountered whatsoever. One thing the scouts found was tracks, a lot of tracks among the fields. Mostly animals like cows along with a few vehicles that soon wheeled back the way they came. It appears that caused a lot of fractured topsoil, generating the cloud of dust you saw before.

You have been hoodwinked!

The audacity, the chutzpah of it! It is like some story out of the Middle period, in fact you can come of with at least couple of historical examples of such misdirection off the top of your head. Ergh, its so annoying falling for a gambit that was old when Valkyrur ruled Europa.

You were a moron to think that the Federation would throw away formations for an untenable silver of strategically worthless land. Or that the Merovians could concentrate that much while their whole country was busy being rolled over.

Thank goodness you only lost a day and a half. Several more could have been wasted before the ruse came to light.

***​

On the bright side, waiting meant that extra supplies and reinforcements caught up to you. These also bring some additional directives from command which anticipate your imminent arrival at Merovian capital. The overall gist of it is that the general is leaving your pace up to your discretion. No great hurry to take the city, but reading between the lines is the implied threat of another brigade arriving first and capturing it before you, seizing the acclaim.

The higher ups have also saddled some extra objectives on you. The first is to capture as many boats as you possibly can. You are not sure why the brass want that. Presumably its to stop the enemy from escaping and refugees from fleeing. The second, which is less urgent, is the capture or death of the wanted terrorist mastermind Terrel Sheren. Last sighted at the capital several weeks ago at a banquet, and a few months prior giving a mocking press conference after a hefty imperial bounty was put on his head for attacks in '34. Seems like some wishy-washy feel good objective added to placate political pressure that arouse from vicious incidents inside the heartland themes. He probably slipped away long ago like his kind is wont to do. Still, you will carry out your duties as a colonel to the best of your abilities. Oh god, what if your mistress got bored of you and got you this posting to get rid you? Ehhh if so then it was a nice trade.
***​

Another silver lining to waiting is the arrival of reinforcements from the rear and more recoveries among the lightly wounded. Modern medicine truly is miraculous, such a fortunate thing to have when compared to past eras. Back into the grinder.
Replenishment
Roll = 52
52 * 0.6 Recovery + 100 Reinforcement (favoured) = 131
4184 + 131 = 4315 effectives
It seems like you pleased someone important above. A whole company of fresh troops has arrived, not just a few squads like you were expecting. General Hall or an underling must be impressed with your progress.
Supply
Roll = 55 + 30 = 85
The logistical situation has improved greatly. There are more shells for your artillery, effectively replacing all your current usage. You are not asking how that came out about. Probably fell off the back of an artillery corp wagon, more like several. There were also more supplies and of better quality as well. These rations are pretty damn good, like their meant for elite troops from the Preubian corelands. The rank and file troops will be eating well for the next several days. Also provided were more medical supplies which are always welcome (temporary recovery modifier 0.6 => 0.7).

Miss Frenzel really came through for you. Perhaps having those extra labourers paid off. Or perhaps there is more to this good fortune... Darcsen are known to be more naturally inclined to theft, the crime statistics prove it. You hope you're not implicated in any serious trouble... Pft this line of thinking is just a paranoid conspiracy theory lacking in logic. Why would Frenzel use darcsens to steal supplies? There are probably shrewd bean-counter/logistics officer tricks that have a similar affect.

Still you should more thought into this. Your countrywoman is obviously showing you favour... No, no no. A junior officer does not show favour to someone more important and you are much higher ranking than her. Wait... you've got it! She is obviously trying to get on your good side so that you will reciprocate in the future. Yes, that makes more sense. With your approval she is more likely to get more favours from you passed in the future like that darcsen conscription one earlier in the campaign. Maybe a few good words here and a citation there leading to an easier promotion. Hmph, but if she thinks you're going to break any laws for her then you have a surprise coming. Still, you aren't saying to no to unequal exchanges. Satisfied with having deciphered this twisty puzzle you get back to reviewing reports.


***​

On a somewhat related note there was an unfortunate arrival that came while your forces were delayed.

A major wearing a crisp uniform enters your tent. He gives you a sharp salute and politely introduces himself as Waymar Kalten from "another corps" of the military. So probably not combat arms. He inquires as to the condition of your brigade, what troubles you are having and what possible solutions there are. Given the way he speaks you are half convinced he is Frenzel's superior in Logistics and that he has come to solve all your supply issues forever like some descending demigod/angel/Valkyrur/heroic saint (political correctness is fun) because he is distantly related to your (former?) mistress. But the real world isn't like that and you want to know what he really wants.

"Thank you for your sympathies but if you could move on to the matter that brought you here..."

Kalten sighs heavily as if bringing this subject up pains him, "you forces have been collecting quite a few undesirables in your wake from the local populace, my corps has been left mostly idle in your operational area".

Any good feeling you might have had vanishes. A darcsen hunter, wonderful. You suppose it was a just matter of time before this happened.

You begin to respond but are cut off as Major Kalten continues in his silky smooth voice.

"Thank you for gathering them all in one place for us. It was very nice of your troops to do our duties for us. We don't get appreciated very often for our role by the regular army", he interrupts himself with a smile, "but now we can take them off your hands and let you focus on more important activities".

"They're impressment is having a serious improvement on our logistics", you grind out just barely keeping your voice civil. This man is quite irritating with the false courtesy. Even if you weren't covering for Frenzel you would be half a mind to stall this arse anyway.

"Surely you're not relying darcsens, foreign ones at that, handling your supplies. How are you not being sabotaged at every turn?" the other man asks a tad incredulous.

You're not certain about that yourself. Though since you haven't heard of any serious incidents you can supply a decent answer. "Apathy really, its not like our positions are too diverging from the federation", bah republican hypocrites.

"How will you be able to tell them apart from their kin on the other side of the border who are also labouring in logistics?"

"Thats not really my problem" you give him a meaningful look, "perhaps you can tell them apart through cultural differences? If they actually possess such social nuance of course."

Kalten sees you're not being moved by his sweet talk or questioning and changes tack. "Its obvious we are at an impasse, so how about a compromise?"

"I'm listening".

"Time is a factor we are willing to briefly overlook. You can find us quite understanding of your... logistical difficulties. How about we wait until the campaign is over and the capital captured. Then, once their usefulness is finished you can hand them over to us".

Its... an elegant solution you suppose, you can't find much wrong about it. You won't really need Frenzel then will you? Unless you wanted to expend effort and cultivate a long term asset.


Its funny, because he hasn't once tried threatening you in this conversation. You really weren't expecting such a reasonable demeanour from one such as him. Maybe that's the point. The implication of misconduct charges is always hanging there. You doubt there are any kind men in his line of work.

How do you respond?

[] "Well it is your area of expertise, take them"

Give in. Making a powerful enemy is not the best of ideas. Besides, its not like you care enough about the issue at hand.

[] "I'm afraid that is not possible"

Deny him. Nope. Politely tell him to sod off like the scum he is, maybe you'll reconsider if they actually fight like real soliders.

[] "Your compromise sounds very reasonable"

Settles the matter once fighting ceases. You get the maximum benefit for the rest of the Merovian campaign and then they are taken out of your hands.

[] "I should consult my subordinates first"

Play for time. Question Frenzel, find out what she is doing with the extra labour, see if she can give them up etc. Then make up your mind (may make you look weak for seeking underlings opinions). [Note: This option pushes the decision to the next update]

[] Write in

***​


A minor issue comes up when you are preparing to leave your defensive position. Quite a few mines were laid in the last few days. You really don't want to lose more time taking them out and potentially lose the chance to get to the capital first.

[] Take time to remove the mines

You are a responsible soldier. Also, taking them out may take longer but you could use them later. Though the idea of being on the defensive where they would most useful is very unlikely.

[] Leave them behind

They can be collected by rear echelon troops later or by the locals themselves. Its not like the country has no shortage of bloody mines or expertise.

***​

There is now nothing standing between the Merovian capital and you. Early loyalist insurgent reports suggest confusion reigns and the defence is disorganised. That many of their remaining regular troops are being loaded onto transports. Though this information can be unreliable.

[] Attack the city on your own

+ immediate assault, + no chain of command issues, + maximum glory, + less time for enemy response, - alone, - may be spread thin, - major resistance could derail affairs

[] Wait for Aklin Azgle's brigade to arrive (wait 2-6 days)

+ more troops - two officers of same rank, - unknown quantity, - gives enemy time, - half the glory

[] Wait for both Azgle and Hader Baumann's brigades to arrive (wait 5-12 days)

+ maximum number of troops - three officers of same rank, - tensions with Colonel Baumann, - much reduced glory, - gives enemy much more time,



OOC: Finally back. University is over for the year. Unpaid 9 month internship is over. Regular updates will now commence.

Did you know that Valkryria Chronicles is getting a new game? Its taking place in an alternate universe. Hope its good. Also, VC1 gets remastered at the same time.

As requested, the map for the next update is done. It took a few days to make. The next update is short and will follow in a day or two.

Also, cookies to whoever correctly guesses who the two side characters mentioned in this update are based off.
 
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2.16
Map of the operational area.



Important note: Your forces can go through any of the colours above, barring water (blue). Don't feel you have to go through the grey main roads around them.

Points 1-3 are the bases where you deploy your troops from. Just like in the games except on a larger scale.

Green is wooded terrain and would impede vehicles. There is also a park at the centre of the city.

Grey represents the major thoroughfares, the main arterial roads through the city. They are the easiest terrain for your forces to move through. Beware, any enemy present will be aware of this. Your forces are likely to encounter roadblocks and other such obstacles of resistance that may slow them down.

Yellow represents residential housing. It is moderately harder to move through than grey areas.

Orange represents industrial areas such as factories. It is much harder to move through than grey areas but still achievable if needed.

Brown represents the docklands. There will probably be many ships here.

Red represents the major governmental buildings. Important capture points likely to be defended.

Warships: There are several federation warships waiting in the bay. The largest is a light cruiser with the rest being lighter ships. They are likely there to escort the multitude of civilian ships being filled with straggling troops and panicking refugees out of the country. They may or may not take pot shots at your forces close to the shore. However they lack the sheer power and range in shore bombardment of a true capital ship that would stop you cold.

Order of battle:

Light Infantry Heavy Infantry Armour

33rd Chasseur battalion
17th Jaeger battalion

11th Grenadier Battalion
21th Fusilier Battalion
82nd Line battalion
7th Cuirassier Battalion
Go to the front page for more information on battalions.

Supporting battalions: none

Total number of troops: 4315
Total number of supporting troops: 0

Points of interest:

1. Northwest base (NW)
2. Western base (W)
3. Southwestern base (SW)

4. Shore Battery: A fort built to defend from naval attack. Situated on an elevated prominence aka hill. Likely has outdated heavy artillery guns that could still be used if captured quickly enough. Would also be a nice spot for your own artillery.
5. Darcsen Slums: Situated in the south of the city close to the main docks. Loyalist reports describe the place and the area around it as being written off by any remaining regular troops and the slew of militias you will be facing. Such an area lacking in defences or even weapons could provide an easy path into the heart of the city.

Plan of Action

Here is an example plan.

NW base: 33rd, 7th + brigade artillery
W base: 11th, 17th
SW base: 82nd, 21st

[Insert the above image with arrows of where you want the various battalions to go]

Strategy: Any extra notes and orders i.e:
- NW forces take the shore battery together. 33rd and half the 7th battalions splits off afterwards and captures northern docklands while artillery sets up on the hill of the fort.
- W forces etc.
 
2.17
In order to be more consultative you have your majors propose plans for seizing the capital and critique them.

[] Plan Vorbeck


1. 11th, 33rd, + arty
2. 24th, 7th
3. 17th, 82nd

Vorbeck: My unit, the artillery and the 33rd light infantry will split up and methodically advance through the north bank, searching for hidden enemies. We will then meet up and take the coastal fort, afterwards moving onto the northern port facilities.

Raeder: Too much meandering in the north. We are not going to be ambushed by tribal bugaboos. That fort must be taken quickly.

Nivelle: Caution couldn't hurt up there. Time is not critical, we have our own artillery on hand.

Raeder: Time is always too important to waste.

*They both have a point*

Vorbeck: From the western staging point, Mueller and the 24th heavy foot will steadily advance through the northern half of the city. Moving between the main roads and suburbs to keep the enemy off balance.

Surena: I don't think that would work. It would only give the federation better ground to defend in the narrow streets in-between houses.

*Why wouldn't it work? Thats not a good enough explanation*

Raeder: You have no experience in urban fighting do you Miss Vorbeck?

Vorbeck: Neither does anyone here apart from Major Nivelle.

Nivelle: Not in this large a scale and I was only enlisted back then. The plan looks sound to me.

Raeder: Hmph, its unwise and moving along the river road predictable.

Vorbeck: Moving on, the southwest forces will consist of Major Nivelle's light foot and the 82nd Line who will move in from the south. Once they enter the city they will split up, the Luneburgers will move to take the Port Office while Raeder's soldiers move through the slums and take the southern end of the port.

Nivelle: Using the undefended nature of that area throughly, I like it.

Raeder: Ugh, awful idea. Trying to move men through there will be a pain considering the state of housing and controlling them will be harder, but I suppose it is a good enough plan from a guardian.

*Huh?*

Giruad: Really now, maybe you just want so-

Raeder: Shut up.

*Well, at least this plan has both of them on opposite sides of the city.*

[] Plan Surena


1. 17th + arty
2. 24th, 11th, 7th
3. 33rd, 82nd

Surena: My plan has only one battalion up north with the guns, Nivelle's unit.

Nivelle: But is that enough to protect the artillery and could be take the fort with light infantry?

Surena: You answered your own question Maurice, if you run into trouble you can use the artillery early.

*Who is she to question someone almost twice her age? And that would take time to achieve as well*

Nivelle: But my first concern still stands. We would be alone and unsupported.

Raeder: What else could be up there old man?

Vorbeck: Bugaboos maybe.

Raeder: No really, there's nothing there that going to come down on you. Unless you consider Baumann's brigade an enemy. The whole position is clearly untenable for the enemy. I agree with this part of Major Surena's plan.

Surena: Thank you Aloysius, for the city proper my plan is to advance through the main roads in force like on the map. It would cover the most ground and minimise disruption for the residents.

*Seriously?*

Raeder: The rest of your plan is terrible. We would have to go through every road block they put up, not to mention possibly being ambushed from the sides. This concern for ordinary masses has no place in war.

*Wait a minute, behind the veneer of concern her battalion would be the one securing the major administration buildings around the central park. She wants the glory*

Surena: What... but advancing on several different axes would split their attention and forces! Causing maximum confusion among the locals. And concern for the commoners does matter, the city needs to be run afterwards. I would rather we handed it back to the ducal government-in-exile intact.

*Can't control herself from outbursts, obviously reflects poorly on the quality of her ideas*

Raeder: You never know what could be lurking to strike us from the alleyways.

GIraud: What exactly is lurking? I'll tell you, its a bunch of barely trained militias, whatever poor trooper who couldn't escape and fanatics. All armed with outdated weapons and obsolete equipment.

Surena: Please stop sniping you two, if you haven't noticed I want you both to work together from the southwestern base. I trust there won't be any incidents between you two.

Giraud: Thanks for the vote of confidence Ali.

Raeder: Fine.

[] Plan Raeder


1. 33rd + arty
2. 24th, 11th, 7th
3. 17th, 82nd

Raeder: My plan is simple, we launch a massed assault through the centre of the city. The forces from the western base will move faster than the southwestern ones. This will leave an opening to south for the enemy to flee. Offer a man an avenue of retreat and he will take it instead of fighting to the death. This will soften resistance for rest of the city. The 17th light foot will then break off a couple of companies and block of southern route, effectively creating an encirclement. This would cause a quick surrender once mass the rest of brigade. Meanwhile, Major Giraud will seize the shore fort for the artillery instead of Major Nivelle.

Surena: This plan would disrupt the civilians too much. We are effectively bulldozing our way through.

Vorbeck: It also ignores the northern portion of the city and civil buildings.

Raeder: Those forces would be trapped. The value of the buildings are effectively meaningless, being used by cowering bureaucrats. We can take them later. Most of our forces would be close to each other so they could be supported in one runs into trouble.

Giraud: But that concentration would leave large areas of the city alone to its own devices. Not a good idea.

*They are clearly both biased but who do you believe more?*

Surena: Lars why haven't you spoken up yet?

Mueller: I'm not really a planning person. I will go along with whatever the plan is.

Nivelle: I would have preferred waiting instead of attacking.

Raeder: Then we would have lost the initiative, this plan is the most superior one.

Giruad: I would disagree.

Surena: As would I.

Vorbeck: I am not too keen on this plan either.

Nivelle: There is an attractiveness to simplicity.


[] Write-in

Make your own plan or put in additions to the ones above.

OOC: You need to keep it mind who is saying what and why they would say it. Make up your own mind.
 
2.18
The die is cast. Orders are given and the brigade approaches the Merovian capital alone. Most of the city lies on the south bank though there is a coastal fort and some industrial complexes in the north shore. It is to capture these points that Raeder's contingent breaks off from the main body along with your artillery at a ford upstream. You will keep in contact with him through semaphore and if need be mirrors.

Progress is uneventful as you see the outskirts. The battalions split off to surround the city as best they can. Maybe having another brigade to assist would have made it easier but the opportunity is right there. Besides, having two or more officers of the same rank around is rarely uncomplicated.

It takes some time to encircle the capital. Once that happens you order a short wait to give Raeder's Anhalters time to secure the north bank. Soldiers rest, helms on the ground and weapons unattended. Some even decide to play an impromptu game of seleball. So carefree, the rank and file...

Raeder moves swiftly, reporting no resistance. The 82nd Line is within sight of the fort when complications crop up.

The advance was too fast. Your subordinate forgot about the artillery trailing behind him, assuming the area safe and neglecting to place a large escort. Only a couple of squads at most. This turns out to be a poor decision. In his defence, with only one battalion available perhaps there wasn't enough manpower available. While the artillery was being transported it was attacked by small group of men who were hidden in the neighbouring woods. Very well hidden in fact, so much so they weren't noticed by Raeder's scouts. They were probably aiming to hit some messengers or a supply convoy but lucked out in the end.
Artillery Ambush
Roll = 13 Critical Failure
The attack surprised the crews who weren't prepared for an attack. Before the gunmen were dispatched over a score of crewmen got hit, some guns damaged and shells wrecked. Thankfully the carnage was somewhat limited due to the tiny number of suicidal attackers but how could a small plucky band of partisans cause that much damage? They're numbers couldn't have broken double digits for crying out loud. Well at least they're dead now.

Through it all as you hear more developments Vorbeck is looking very smug right now behind her professional appearance. Yup definitely smiling slightly more than usual, well at least its not directed at you.

(-5 penalty to all artillery rolls for the rest of the battle)

Despite the setback Raeder found a way to salvage the situation. As you were watching over the central force push forward the sound of shells echo through the air. With his timeline ruined by having to pause and head back, your major decides to set up the artillery directly on the opposing bank before moving on the shore battery. This allows your main armoured force to push along the northern road.
Artillery Bombardment
Roll = 95 - 5 = 90 Critical success
The extra tanks probably weren't even needed. The guns have a devastating effect, with no way to respond the will of the resistance is effectively broken. Mueller's troops make great gains supported by Giraud.

In the central sector you see Vorbeck's grenadiers make a steady advance. Capturing the two main boulevards into the city after moderate fighting. This took some effort as they were blocked by quite a bit of debris. When your vehicles tried to clear a path enemy anti-armour personnel tried to destroy them. They mostly missed since the irregulars didn't have much experience firing a lance. Nevertheless this required infantry support to clear them out. Another company of Giraud's troops helped out Vorbeck with this.

In the south the situation appears to go well at first. After waiting some time for the central push to focus the attention of the defenders, Nivelle and Surena's troops advance through the edges of the city. They are met with virtually no resistance apart from a handful of snipers. Two of Nivelle's companies push forward to secure the main southern intersection while the rest assist Surena move through the slums. There are some incidents with the people living there but Surena suppresses it before it becomes widespread and bogged down the advance. You're not sure if some of your other commanders would have shown such... delicacy towards the inhabitants. Probably would have squandered more time. You are left internally debating if she is being softhearted or harshly assertive. Nevertheless everything was progressing nicely.

And then it all goes wrong.

As you are walking over some rubble your ears are struck with very different sounds than those of your own now familiar guns. Sharper, finer and the rumbles of explosions come from the south instead of north of you.

It seems the federation navy decided to make its move.

Through this bad news Raeder reports that his forward elements are busy securing the fort. Most of the heavy shore guns were captured intact before they could be spiked. Really the enemy put up much less fight than you expected for such a strategic position. Once they saw how fast your forces were moving they probably decided to flee to the docks as quickly as possible for the next ship instead of completing their task or putting up a hard fight.

Something doesn't feel right about this. Deciding to see for yourself you scale a nearby large building. Once at the top and looking through your field binocs at the distant bay reveals a dismal sight. Many ships crowding the sea, most of them civilian and filled with former inhabitants of this city. The flashes of light single out the warships from the rest as they fire on your southern force. Most of the plumes of smoke come the slums. Are they trying to start a fire?

On impulse you decide to study the ships. Many other colonels would have left it at that. After establishing the hostility of the ships they would have ordered return fire from artillery or in most cases immediate retreat since brigades in your army don't have organic artillery. But you are more fortunate than most colonels, you also took the unit in federation naval classifications while in the academy. Most people you knew mocked you for that decision at the time. Why would an army officer need in depth knowledge of ships? Well now its paying off. Know your enemy and all that, also you had a lot of spare time on your hands to take electives.

Hmm... one Kynda class light cruiser and two Acasta class destroyers from the Talarists, three Assassin class corvettes from the local Merovians, one Udaloy class frigate from distant Temasek, two Type 51 frigates from Marblein, one Mahan class destroyer and three Cassin class frigates from... wait those are Zenobian ships.

What are they doing here?

Did some new political developments occur while you were out in the field? Weren't they still neutral?

You examine the wayward ships who-should-not-be-there further. They are not firing, in fact their weapons appear stowed away. There are too many figures moving on the deck for the ships to be in battle-stations. The other ships are behind them but the Zenobian ones are closer to you. Pretty odd since the former are firing on you. Its like they're trying to shield them.

Ugh, this isn't going to end well.

Fresh reports from Surena in the south inform you that the bombardment is hindering your forces in the slums greatly. The high explosive shells are causing a lot of property damage but don't seem to be too accurate due to lack of spotters. Nevertheless the advance has stalled and they are starting to take serious casualties. Figures she would bungle this somehow.

Current front lines:


Votes

Northern sector
How to deal with the warships?

[] Order the artillery to open fire on the federation warships
- [] Use the Forts siege guns (extra roll added on top, -10 unfamiliarity malus)

[] Attempt to fire on the federation warships without hitting the Zenobian ones.
- [] Use your own artillery (roll 1d100 - 5)
- [] Use the Forts siege guns (roll 1d100 - 10)

[] Do not open fire on the warships. Accept the losses from the imprecise fire.


River Road
Movements have created a vulnerable bulge. Mueller thinks moving south and hitting the locals from both sides with Vorbeck would be a good idea. But this would delay the main strategy of pushing forward as quickly as possible.

[] Pincer movement.
[] Stick to the plan, focus on pushing forward along the northern River Road.


Central factories
Vorbeck thinks that the industrial sector in the city centre can be bypassed. This would create one big pocket instead of several small ones. Saving time and avoiding some hard fighting.

[] Bypass
[] Attack


Darcsen Slums
Surena wants to pull out of the area completely. Swing around the city behind Vorbeck. Nivelle notes they are still a long way from being combat ineffective and thinks the original plan can be pulled off, if with more losses from the sporadic naval shelling.

[] Abandon that part of the plan. Order a withdrawal.
[] Continue under bombardment.


OOC: sorry for the delay, too much time glued to Current Affairs and NSFD on SB.
 
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2.19
The fighting rages on throughout the city. Resistance is somewhat stiff as your forces push through the urban areas but not as heavy as you earlier feared. Initial reports are promising as significant gains are made against a seemingly confused, disorganised enemy.

Many of the main roads and boulevards are cleared of opposition. Unfortunately you do not have the manpower available to comb all the alleys and tenements. Or eliminate every avenue of approach. There are considerable pockets of adversaries left behind in the wake of the advance, mostly just militia with no heavy equipment. They'll probably disperse once the hopelessness of their situation becomes clear. Its one thing to expect defeat, its another to experience it.

Your armoured contingent smashes through every obstacle in its way. Mueller's advance up the river is easily to fastest of all your battalions in the city. Tanks equipped with dozer blades clear away obstructing debris, comfortably soaking up the sporadic lance hits. Some greater foresight by a determined enemy could have bogged your forces down and prevented some of the gains. In the enemy's place you would have mined that approach greatly to encourage cautiousness. You suppose that only demonstrates the breakdown in command.

The nearby units take advantage of the disarray caused by the breakthrough and advance several blocks. Unfortunately its here that some issues become apparent. In the haste to forge ahead your forces simply lacked the time and more crucially manpower to clear out the enemy presence in every back-alley. As a result several pockets of federation forces and militia of varying sizes have formed behind the current frontline. Usually in very densely built-up areas away from the main roads. A particularly large one forms in the industrial park Major Vorbeck suggested could be bypassed earlier.

While this happens the federation warships out at sea continue firing on your forces trying to capture the docks from the south. The thunder of naval artillery reverberates throughout the whole city. There is no reply from your own artillery since you wish to avoid strategic mishaps. Large plumes of smoke can be seen on the horizon when you turn your head south. There's not much of value there. In any case you specifically ordered your subordinates to keep pushing forward anyway, disregarding the bombardment.

In spite of your early success your forces encounter tougher resistance when getting close to the heart of the city. There appears to be a series of defenses around the inner ring. It seems the enemy commander is focusing on defending the inner city with better quality troops. Or maybe your advance was so swift you caught some Merovian regulars while embarking. While that would be great because you prevented an enemy force from escaping its bad because now you have to fight that enemy force. It would be simpler if they just surrendered.
Your heart misses a beat as you hear the deep echoes of the fort's heavy artillery firing into the sea. It appears Major Raeder finished taking the shore battery. Frantic efforts are made to communicate a visual cease fire order. Luckily you manage to stop the guns from firing more than a few shots. Unfortunately while most of them miss a stray shot strikes a civilian ship and inflicts moderate damage. Either killing a score of soldiers or random refugees, you can't tell. While regretful its not the political disaster you were fearing, none of the Zenobian warships were even scratched. The behavior of other Federation ships is also affected, fire temporarily slackening while they re-position.

Eventually more of the story emerges, while capturing the fort Raeder's forces uncovered a few nasty surprises. The most prominent being a timer for most of the ammunition to blow. Fortunately garrison were probably untrained militia idiots as they screwed it up and set the timer to hours not minutes. This view is further strengthened as they didn't bother spiking the shore guns. In all likelihood banking on the explosion to cover up their inexperience and give them more time to escape to the northern docks. So having captured to shore guns intact Raeder sent part of his battalion forward to capture those docks. Raeder claims that he did not receive your order in time before he decided to respond to the Federation naval artillery. You will probably have to decide if you want to look into this more later or not. In any case your own organic artillery has moved into position onto that hill, increasing the firepower at Raeder's disposal.

Of course all of this would never be happening if your own navy was worth a damn. To busy hiding in port and whining for more money to build heavy capital ships. "We need more funds to build the next generation of newer, bigger dreadnoughts" and "The federation still outnumbers us in battleship hulls by 3 to 1". Idiots. All that moaning achieved to scare the federation into taking steps to increase that disparity ratio even further today... actually that waste might have been the whole point of the endeavour. They should still be disbanded and the money put into the army. Though knowing how generals think the savings might be put into more superweapons.

Meanwhile Major Surena's battalion has advanced the slowest out of all your formations. This is disappointing but not entirely unexpected.

On a another tangent there's been an update on that terrorist you were supposed to look out for. Despite moving quickly you missed Mr Sheren by a week. He escaped like his ilk is wont to do but not before inspiring his lackeys and local populace to take up arms and volunteer as cannon fodder. Which might be why there's so much irregular resistance. When a patrol found the malcontent's residence they found it deserted and in a mess. However there were some interesting documents discovered that implicate a large number of local people as part of a broad network of spies and insurgents. Nevertheless this bounty seems a bit too convenient for you. Incriminating that many local notables and community figures could be detrimental to future management. Though that isn't really your concern. It could be a deception that would unfurl when you passed it on, seeding doubts and destroying potential opportunities. Or you could simply misplace the papers into a burning barrel. He certainly seems dangerous and competent enough to pull this off. Bah you can't get heads or tails around intelligence matters, too many I's and eyes running around.

[] Destroy the documents
[] Pass it on higher up
[] Write-in

Current overall situation:

Quick Reference: 7th - Mueller, 33rd - Giraud, 11th - Vorbeck, 82nd - Raeder, 24th - Surena

General orders
[] So close... all units press the attack.
[] Divert some personnel to clear out the pockets.
-[] Pocket 1
-[] Pocket 2
-[] Pocket 3
-[] All pockets
[] Throw in the towel and cease the assault. Fall back and consolidate. Wait for reinforcements.
[] Write-in

Artillery actions (2 dice*)
[] Support Mueller's 7th Armour to exploit their breakthrough in the north
[] Shell the central plaza lines to assist the bulk of your brigade breakthrough
[] Aid Surena in the south and hope she can take some of the docks.

*You can devote 2 dice to 1 action or 1 die to 2 actions.
 
2.20
News from the north bank of the river is predictably good as Raeder's battalion takes the remaining port facilities with little fighting. Whatever Federation forces there melting away or withdrawing via sea. His part in the battle is essentially over.

All that's left from that area is the incoming artillery strikes to assist Mueller in northern part of the city, which you expect to start any moment now.
Artillery bombardment
2d100 = 26 + 12 = 38 Failure

Unfortunately you are disappointed in that regard.

There is no reverberating rumbles characteristic of artillery in the air.

It later turned out that there was some of technical problems regarding positioning your battery and assembling it. This delayed firing for a little while.

Meanwhile the fort's heavy guns were involved in another situation. The hastily formed crews were unused to dealing with such artillery pieces. It also did not help that they were undermanned due to being spread apart and earlier casualties. The acting gun chief decided to tune the range of the big guns by slowly firing them, the shots would go short into the river or farther out to sea. The desultory initial salvo sent a false signal to Mueller.

The situation of Mueller's 7th Neumark battalion had been reasonably good. They had swiftly advanced close to the heart of the capital, brushing aside all resistance. Instead of crumbling the enemy decided to come down from another angle.

Namely by dropping a building.

Demolition charges rang out and the smoke rose high for all to see. A multi-storey had been brought down right at the major intersection of the capitol's main plaza. Right in front of Mueller's force, blocking the easiest route into the square with rubble.

Undeterred Mueller ordered the 7th battalion to go around, through the residential districts on the seaside. This was when he got your order to wait for artillery support.

After some impatient waiting Mueller heard the test salvo and assumed it had begun, ordering the Neumarkers to attack. He had no way of communicating complex messages to the artillery on the north bank. This lack of coordination between Mueller's tanks and Raeder's artillery proved to be a serious mishap. While both sets of artillery soon begin opening up, the armour advances too quickly for the guns to have much affect.

Nonetheless Mueller should have had enough momentum to break through without the assistance of the artillery anyway-
Progress on the Northern front
1d100 = 4 Critical Failure

Unfortunately this move was anticipated by the enemy commander after downing the building. They had placed a considerable number of infantry supported by anti-tank units in the alleys and blocks of densely packed houses. The pause in fighting caused by waiting for the artillery had only given them extra time to prepare barricades and the low effectiveness of the barrage had done little to dig the Merovians out. This proved to be a costly surprise for Mueller's Neumarkers. Fighting amidst the tightly packed buildings was nightmarish. There seemed to be a Lancer around every second alleyway or a sniper behind every fifth window. However like their namesake the Cuirassiers were made of stern stuff and accepted the challenge. Fierce fighting raged for the better part of an hour, the balance hanging on a knives edge.

Nevertheless this caused Mueller's advance to be bogged down and torturously slow.

You were honestly shocked by how well the Federation forces had held up. You had expected a quick collapse in command after the higher-ups had ran away like cowards with most of the best troops. Especially after how quickly the outer city had fallen. Luckily there would be better news on other fronts.
Clearing Pocket 3
1d100 = 75 Clear Success
The operation to clear out this pocket went well. You were uneasy with diverting forces this close to the front line of the main enemy force. But since the pocket was close to it it would be a major risk leaving it alone. Vorbeck carries out the task admirably with Giraud's 33rd Chasseur's covering her. As the resistance in the pocket soon evaporates, though the main enemy force in the plaza attempts to take advantage of your distraction. Fortunately outside their fixed defenses and out in the open, the Merovian's lacked the equipment or skill to match your forces. Giraud punishes their offensive and counterattacks supported by mortars and light armour.
Progress in the Central front
1d100 = 76 – 10 Preoccupied = 66 Success
Despite the renewed push Giraud only manages to make marginal gains before slowing down. With a big chunk of Vorbeck's Grenadiers tied up in the pocket it prevents your forces from taking full advantage of the situation. Still the front lines edge ever closer towards the Ducal Palace and other important structures. You're squeezing them, they have to be spreading themselves thin between here and Mueller in the north. You're not sure why they tried an ill-fated attack, perhaps they miscalculated and diverted too many resources to the north. Trying to do too many things with too little.
Progress in the Southern front
1d100 = 65 Success
News from the south is even better as significant gains are made. A pincer movement involving Nivelle's 17th captures the Port Authority despite an attempted defense, obviously a testament of his experience. Confusion reigns among the defenders who are clearly not of the same calibre as faced elsewhere. Many of them flee, some creating a pocket in the industrial sector adjacent to the PA.

The 24th Fusiliers help Nivelle and manage to take some of wharves competently enough. Though with the time given they should have taken more given the quality of resistance. You hope they didn't forget themselves and act inappropriately. No they're too skilled for that, maybe it was an issue with leadership. You swear if you find out that they were busy putting out fires on Darcsen hovels while there were docks and ships to be captured you are going shoot that woman, connections be damned. Or at least censure her. Perhaps you would not be in a charitable mood given the last piece of news.
Trouble from remaining pockets
1d100 = 3 Critical Failure
You are stunned to hear of serious trouble in the rear areas. In fact you quite literally hear the gunshots nearby. Your rear echelon is being attacked by many small groups of soldiers and militia, disrupting supply convoys and communications. Frequent skirmishes erupt far behind the front lines.

You underestimated the size and potency of the other pockets. This goes beyond being a nuisance as they're bold enough to try and cut off the main roads. The pockets have grown larger and some have merged with the fighters going back into the fight. Where once they had been broken and running for safety the Merovians somehow reformed and are now causing disorder and confusion.

With the relative absence of your main formations there's just not enough bodies to properly police the rear areas. All you have available there are second line troops. They should be able to handle it for a little while but if you misjudge it could be an embarrassingly close fight against such a badly armed enemy.

Maybe if you had waited for the other brigades there would have been more bodies on hand to deal with this. Suffice to say you are not pleased with Vorbeck at the moment for her suggestion of ignoring the problem.

Current overall situation:


North Capitol
What do you order Mueller's beleaguered 7th battalion?

[] Retreat – fight his way back out
[] Hold position – hold what you have
[] Attack – go on the offensive

Their position is not the best. They are the most isolated of your battalions. The unit has been mauled, likely with the largest amount of casualties. Though you don't have specific numbers yet. If you tell him to retreat he would have to fight his way back. It should be doable, he has tanks and his opponents wouldn't have the means to counter. If you order him to stay or attack the artillery will soon begin to take a toll on the defenders. Perhaps he could act as an anvil to Vorbeck and Giraud's hammer? If he is aggressive and attacks it could accelerate the process and become a pincer movement. Despite the vicious fighting he has a decent shot of prevailing thanks to the artillery. Holding and attacking are both risky to different degrees.

Central Capitol
What do you order Vorbeck and Giraud's forces?

[] Divert forces to relieve Mueller
–[] Breakthough the enemy lines (Hammer and Anvil)
–[] Go around and clear a path
[] Leave Mueller alone and focus on taking out the main enemy force and important buildings.
[] Do both. Finish it

Mueller can handle himself for a short time. You could also attempt to relieve him, either breaking through the enemy lines or have Vorbeck's 33rd clear a path past the pocket. Alternatively you could attempt both breaking through and capturing the buildings, very doable alone or eve more if you divert troops from the south.

South Capitol
[] Have Nivelle swing back and help the Central force
[] Have both Nivelle and Surena focus on capturing the docks.

Do you want to support the central forces with more troops or achieve one of your main objectives faster? Also you don't know if Surena can handle it.

Rear Areas
[] Redirect some frontline troops to guard duty (-5 debuff to all future battalion rolls except Mueller)
[] Leave it alone for now, the actual guards can handle it (small chance of significant damage)

OOC: Just reiterating what the objectives are.

Primary Objectives:
Take all the important buildings (red spots)
Take all the docks

Secondary Objectives:
Clear out all resistance in the city
 
2.21
Its time to save Mueller and his armour from their precarious position. All that can be heard or seen from that direction is sporadic fighting and smoke, hopefully they haven't been burned out. From the opposite bank Raeder reports the 7th battalion is still fighting. Under these circumstances you order significant elements of the 33rd north to support their retreat.
Mueller's Retreat
Roll = 83 Clear Success
Nevertheless despite the seemingly nerve-wracking situation Mueller manages to successfully extricate his forces through a clever use of smoke shells and damaged, empty tanks acting as decoys. It was fortunate you had sufficient quantity such ammunition lying around before the battle, another thing to thank Frenzel for. Its also speaks for how ragged the federation soldiers are that they fell for such a ruse.

The extra backup in the end proved redundant but was nice to have. It would've provided more security had Mueller encountered trouble from the Merovians.
Central Front
Roll = 3 Critical Failure
However this would have unexpected consequences for the centre. The order to move north to help Mueller leaves a large gap where those forces previously were. Noticing the abrupt lack of pressure the enemy launches a clumsy, disorganised attack. The results are almost disastrous. There were simply not enough soldiers to cover that amount of space even before many of them went north to clear a path. Especially not now when some more of their number had been sent back to the rear areas by your orders to help contain pockets with the impromptu ersatz battalion. The initial enemy attack routs your forward positions and for several long minutes you stare calamity in the face.

A few remaining units from Giraud's 33rd and a badly under-strength 11th battalion under Vorbeck are all that was left to hold the line. Major Vorbeck does a fine job under the dire circumstances rallying the troops and organising defences. The disorderly nature of the enemy attack allows the better leadership of the imperial defenders to show through. The enemy are tied up and delayed by a series of holding actions and flanking manoeuvers for some time. However this does cause significant damage to buildings in the local area.

Nevertheless the disparity in numbers means that your forces are pushed back and the fighting soon reaches Vorbeck's command post. Close to a breakthrough the Merovians seem energised by the prospect of short term victory. You are about to order the ersatz battalion to arm whatever support personnel can be found and prepare to hold on near your position however fate has other ideas. Namely Vorbeck decides personally goes to the front, opting to go down with the ship instead of taking the wiser option of retreat.

At first you were pretty flabbergasted at this decision. What did she think she was, some ancient valkyria? Messages may have been thrown onto to the ground stepped on, repeatedly. Your realistic concern is misplaced however when she turns out to be quite proficient in handling small arms. Almost unnaturally so, deadly accurate rifle fire rakes vanguard of the federation attack. It soon becomes apparent you have one of the top percentile of shooters on the continent in your brigade, absolutely an ace. You have got to get the story behind that sometime. Hell that would explain that time back at the fort...

This display of martial prowess inspires the lagging morale of her formation. At one point troops were literally counting out loud the continuous string of headshots the Major was getting. Granted the most of the enemy didn't even have helmets. Still even the snipers were starting to get jealous of that ridiculous accuracy making them look foolish for using scopes. There was a betting pool between fighting to see if the next shot would be another headshot. The streak ends after the fourteenth shot hits a running, helmeted Merovian at the base of the neck.

This unexpected onslaught surprises the enemy and causes a significant portion of the attack to simply halt in their tracks behind cover. Still, despite the temporary setback desperate measures were being made to roll over 11th's final line of defense. Such as mobile cover like moving vehicles and burning tires to impede accuracy.
Second Phase
Roll = 87 Clear Success
However Mueller has managed to extract so successfully that he can quickly combine with Giraud's forces. Together they rapidly swing down from the north like a raging inferno and counterattack the enemy flank. The enemy has to almost no answer to the heavy armour spearheading the assault. The day is saved and the centre holds.
Significant gains are made as the Merovian forces retreat in disarray back towards their original lines.
Ersatz battalion serves its purpose and prevents the pockets from expanding. Fortunately they were not needed to reinforce Vorbeck. That would have been grim as they would have faced a two front battle, it would have been a disaster if the attackers linked up with the large pocket.

The solid core of Giraud and Vorbecks troops steadied the support personnel and provides better weapons and leadership to the loyalists. It's an innovative idea but you don't know about arming non-combatants. You don't like the idea of weapons being in close proximity to darcsens. They could possibly steal some or be shot by disgruntled support personnel or workers.
Southern Front
Roll = 2d100 = 108 Success
Down in the south Nivelle and Surena make good progress. After facing some stiff resistance they breakthrough at the docks.
Nivelle's foresight and experience probably played a big part in securing the docks. It appeared the enemy had committed their reserves to attacking Vorbeck's troops in the central front.

You don't have a great deal of information from that front as it was furthest away from where you were based so details are sparse. Messengers had to take the long way around to safe routes. All you see are the telltale signal flares rising above the black clouds of detonated naval shells informing you of the capture of the port.
Luck
Roll = 65 Success
With the improvised offensive blunted, most of their forces attacking in the wrong direction and the path of retreat cut off the Merovian position looks hopeless. Some commanders would have fought on, used the friendly urban terrain to inflict more losses. Maybe they didn't have the organised command or cohesion to do that.

Shortly after the fall of the docks the majority of the remaining federation forces at the city plaza ask for surrender.

Seeing the battle is winding down and no more refugee ships leaving the Federation ships withdraw satisfied with inflicting losses on your brigade instead of causing a useful diplomatic incident.

The battle for the capital is finally over.

There are a few days before additional forces arrive. They would have doubled your manpower and been invaluable but at the price of time. The speed with at which you captured the city will no doubt earn you approval anyway.

During that time the clean up falls to you. How much priority should be given to the following items? Make an ordered list e.g. 1,2,3 etc - will determine how many resources and troops are allocated to each. Ignore any options you do not want.

[] Process the surrendered prisoners more efficiently - gather equipment, arms and identities etc.
[] Mop up any isolated groups still fighting, can be ignored but creates small no go zones - adds an extra casualty dice if selected.
[] Search government buildings looking for any important documents - chance of discoveries
[] Try to prevent looting and general lawlessness in the city from locals and your troops - orders to prevent mass robbery, revenge killings etc. Chance of adding an extra casualty dice.
[] Confiscate medical supplies from hospitals and clinics for prompt treatment your wounded - reduces casualty dice from final tally.
[] Assign more troops to guard the docks and captured ships.
 
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3.1
Hiatus Over.

[5] Process the surrendered prisoners more efficiently - gather equipment, arms and identities etc.
[3] Mop up any isolated groups still fighting, can be ignored but creates small no go zones - adds an extra casualty dice if selected.
[1] Try to prevent looting and general lawlessness in the city from locals and your troops - orders to prevent mass robbery, revenge killings etc. Chance of adding an extra casualty dice.
[2] Confiscate medical supplies from hospitals and clinics for prompt treatment your wounded - reduces casualty dice from final tally.
[4] Assign more troops to guard the docks and captured ships.



A good portion of the city lies in ruins after the fighting ends. However now is not to time to rest. Much still needs to be done. Over the following day, you set about restoring order. You set up a temporary headquarters in one of the government buildings. With a declaration of martial law and broad sweeps you do your best to restore order to the city, flushing out any remaining resistance and stopping any banditry. For the most part you succeed despite a severe shortage of manpower. A remarkable feat considering the fierce fighting that had occurred. Everything did not perfectly well however.

There were three separate instances where you had to directly intervene to prevent your nominal local allies to causing problems (not counting those you did not oversee). Including one rather ugly incident involving prisoners. That was fortunately prevented, what was not prevented was incidents involving your own soldiers. It wasn't even deliberate! It wasn't your fault a couple dozen men suffocated and or were crushed when their whole unit were locked up inside a warehouse. You don't even know why they were in that habitation in the first place. They were republicans anyway so not a big loss. Stuff ups aside, your men manage to prevent an incident where some local dockhands tried to scuttle some of the seized ships.

The final butchers bill is high, from the some of your units were hit particularly hard especially Mueller's men. This was partially offset by the surplus of supplies you had on hand but it was still rough. The highest you had taken in the whole campaign.
Casualties
12d100 = 616
616 – 271 = 345
4184 – 345 = 3849 effectives

While you were administering the city, another notable incident occurred. A Gallian businessman approached a little nervously and asked for protection for his goods. Citing that fact that his country is currently neutral he would like to avoid any unpleasantness that might occur under a regime in Merovia. Of course, he understands these things come at a cost and is willing to offer some… incentive. These range from a variety of personal goods such as his wireless, a highly ornamented sidearm, an armoured car or plain old cash. He even offers you his darcsen secretary/maid with a shifty look. What a silly idea. As if you would sully yourself so.

You are not technically at war with Gallia yet. Despite that fact that your reasonably sure the higher ups are planning something to bring that recalcitrant duchy back into the fold. You're reasonably sure there's not much he can do to stop you if you decide to requisition things. Besides, might as well get paid for something you're already doing.

Take one:
[] Take the money
[] Take the wireless
[] Take the armoured car
[] Take the darcsen
[] Take the filigree revolver

Take more than one:
[] Pick.

Screw that, what can he do? Confiscate everything:
[] Take it all.

***
Within the week, the rest of the army arrive. You get stunned looks from many of the aides serving General Hall. Many had simply expected you to besiege the city or wait for reinforcements. Instead you had captured a great deal of sensitive data and equipment in a daring move that secured the city. Hall almost looks like he's about the reprimand you for taking such a risky move but he stays quiet because it worked. Even that critic Baumann is silent. You get honours normally reserved for a victorious general, pride of place at every meeting, the best accommodation, the best food.
You try not to think about the bodies that bought you this.
***​
For this great victory, you are going to granted a Hero of the Empire, Third class. It comes with a shiny platinum medal, silvery as a Valkyria's hair. Apart from personal accolades your division received nine citations for valour. Three posthumous.

***​
The following few weeks is full of tedium as various preparations are made. The ships you captured were refurbished and new ones obtained from the imperial port of Odessa. You also attended a pretty boring flag raising event where the rightful rulers were reinstalled. Bloody prig didn't even show up, sent his aunt instead to act as a regent. She smiled at you at least.

You get a few letters as well; one from your step-sister which you throw in the back without reading. Your half-sister is nothing if not persistent. You hope your step-sister enjoyed the Novan scented candles you got her. You hope she wasn't too scared by the spider that must have crawled into the package and died, seriously the Post these days has totally gone to the dogs. Dumb plum rock.

You get a more pleasant from your benefactor congratulating you for your achievements. You can smell the lavender perfume on the flimsy page and are lost in pleasurable thoughts.
You wonder how many of these types of letters she sends out.
***
Another piece of good news is that more men have recovered from their injuries. You have also received some platoons to reinforce your depleted numbers.
Current numbers:
1d3 + 200 = 116 + 400 = 516
3849 + 516 = 4365 effectives

***
Eventually the dullness ends as you are summoned for another meeting that is deadly serious. You find out the purpose for capturing those ships. It is both good and bad.

"Operation Culverin is an ambitious plan to break the stalemate at Baku," Hall drones. How so? Baku was quite a way north east. The lines were static last you heard with over a million men combined fighting on both sides.

"High Command has decided in its wisdom to land this army far behind enemy lines to divert enemy forces," He can't mean…

"An advance guard will meet up with a contingent of naval infantry from Odessa en route to establish a beachhead for the rest of the army. Make no mistake, this will be a very risky endeavour."

The plan:

You're not sure whether to be happy or appalled. On one hand a high stakes gambit, on the other hand, relying on the navy to come through. Which was never a good idea. The Ametrine incident was one of the reasons the war began. You are still unsure if the official reason of sabotage was true or if it was just plain incompetence at play.

"What about the Federation Navy sir?" Colonel Azgle asks.

"Our intelligence has told us that only light elements remain in the Gulf. It will be no match for the Novan fleet and will be cleared out in short order," Hall answered after a pause.

"Why would they move out their battleships?" You ask a little confused.

"Our analysts expect they want to reinforce the Western Front which is currently under considerable pressure," answered Hall.

"Never mind why, they left themselves open so it's time to make them pay," Baumann says harshly.

"Field Marshal Keitel will assist however he can," Mainly with costly frontal assaults to distract the feds you're guessing. "But cannot risk too much given that he is outnumbered by over one hundred thousand."

"The closest forces to the landing site will be those of General Erasmus Chainy", you see Hall grimace. "But he will be over 300 miles away and have dense fortifications in his way. Expect little in support until the main army arrives by sea.

"The main elements of the Federation military in this theatre have arrayed themselves around the strategic Talarist city of Baku. Their objective is transparent; to defend the strategic ragnite fields there at all cost. We plan to bypass them and their fortifications and create maximum disruption." More than half a million angry federation soldiers will be between you and friendly lines. "We must break this statement and secure victory", the good general still looks a little unsure of himself as he finishes speaking. Well, you're the hero of the hour, what will you do?

[] Volunteer to be on the first wave.
[] Stay silent.

AN: There was supposed to be a short non-combat mini-arc here. But for the sake of keeping things interesting I moved it on.
 
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3.2
Baumann unsurprisingly volunteers, though you're not sure how useful his understrength brigade would be. Aklin Azgle gets volunteered, after none of the other Light Foot commanders offer their services. You say nothing and do not step forward, something of a surprise to those present. Eventually you say that your command needs some extra time to recover. Which makes Baumann grit his teeth for some silly reason. There was some discussion about the usefulness of your artillery detachment, but that gets glossed over. Apparently the artillery section was still sore about that.

The prisoners you recently took become a topic of conversation. When processing the prisoners, you find that more than a few were Merovian regulars. Apparently caught off guard by the speed of your advance, they were left behind to fight you off. This meant that you faced even tougher resistance than you otherwise would have, had you waited. This only made your initial gamble of attacking alone even more risky than it should have appeared. It is a testament to your brigade at how well they acquitted themselves.

It was irritating watching some officers, including other colonels, criticise you for moving too quickly. These would be the same rear echelon officers who would criticise you for waiting in the face of an easy battle. You're not bloody omniscient. Of course, this was only a view held by a minority. Baumann had rolled his eyes when he heard these allegations and uncharacteristically came to your defence. Pointing out the benefits, such as the many ships you captured and the evacuation being cut short. Azgle was ordinarily taciturn and silent. During this, no mention is made any accidents or such that may have occurred. The meeting ends soon after.

***​

You're riding your way through the city in your new automobile which is a comfy ride. The old owner having no need for it anymore after relocating elsewhere with all his assets. Also, that wireless might come in handy someday should you need it or acquire more.

Mr Klusener wasn't that displeased either, should you ever encounter him again. Darn Gallian had a tiny measure of influence as he pointed out some imperial war bonds he owned. You strongly suspected he also owned some federation war bonds as well but didn't push the issue.

Bloody Gallians thinking to play both sides when one faction is ideologically opposed to their form of government. The Gallians will join, it is in their self-interest. Or they will be compelled to join one way or another. Besides, it is only a matter of time before the Federation invades them, to placate the more hardline republican deputies in the Assembly if nothing else. Those ragnite deposits are quite the enticement to the Feds as well. It would be better if they gave up the pretence of independence voluntarily.

You're not use how useful they'd be though. Their army had all the expensive flashy toys, buying the best equipment from both polities due to their ragnite wealth. But that wouldn't be a concern since all the training and equipment in the world won't be able to overcome their execrable leadership. That's what happens when leadership and aristocracy is based on how pure their Valkyrian heritage is. Which is most certainly a sham or fabrication since reliable records going back that far are rare. You wonder what it would be like living in that silly almost theocracy of a realm.

***​

You've got some time to yourself so you decide to settle something that has made you curious. Giraud has taken Mueller out drinking. Surena has her men building playsets for little children or something silly along those lines. You decide to visit your mysterious major who is something of a personal beast with a rifle. You… didn't really believe it at first but the evidence is there.It's quite silly that you get command over so many people with such experience, isn't it?
As you enter the encampment you see a kitten stalking a bird from underneath one of the tanks. It has white fur, like your own cat. You hope Dutchess is doing well in her new home. It was your last gift to her.

Vorbeck is sitting behind a desk when you meet her. She seems to know what you want when she sees you.

"So, you'd like to know some things about me?"

"Yes", you give your best disarming smile, "this is the part where you tell me that you're the result of some failed secret program to create weapon savants or maybe some kind of living artificial Valkyria I guess."

She laughs, "it's nothing that outlandish Colonel." Though you wouldn't be surprised if it was, the world was like that.

"Well I'd still like to know, I believe you may have saved my skin once or twice back there."

"This is not exactly the time or place…"

"I don't think you're the type of woman who likes being wined and dined in a private setting." She's middle aged and unmarried after all.

She has a smile at that remark but it soon vanishes. She goes back to her usual serious expression.

"I got this way with practise. It was a natural skill that, when I was young… got me into the Imperial Life Guards."

Your eyes widen. The Life Guards, the all-women outfit that acted as bodyguards for female and underage members of the imperial family. The contrasting opposite of the black armoured Gardes du Corp which served a similar function for adult male members. They were not often seen outside the Capitol. Famous for being legendary shots with rifle and pistol. Or most other small arms for that matter. It fits. Though you wondered why she left. Her service record indicates a long stint in the east afterwards, it also had no mention of this.

"You don't have to do that", she says somewhat uncomfortable.

You realise that you have been saluting her unconsciously for several moments. Like a subordinate to a superior. You stop.

"Well I didn't expect that when I came here. It seems your more qualified than I am," you say self-deprecatingly.

"My distant past is not very relevant for our current situation. Your leadership has been… satisfactory so far."

"If it reassures you, I don't feel any resentment or jealousy of you because of your prestigious history. In fact, I feel honoured to have you under my command." She notices your sincerity and relaxes.

You and Vorbeck talk about minor matters for the rest of the meeting. It was good to know this information.

She should probably get rewarded, after this you (pick any):
[] Offered Vorbeck a citation for valour, make her prowess official and more public.
[] Asked her to mediate any issues among the other majors, effectively making her your 2IC
[] Did nothing. Keeping your working relationship the same.
[] Write-in

***
You look up in surprise from the paperwork at your desk as the aide announces the arrival of the general. This was most unexpected and you rush to be more presentable.

"I have some unfortunate news", General Hall says as he enters your quarters, looking rather stern.

You greet him as you usually do, after the crisp salute you offer him a chair. "What is the matter General?" You cut to the chase since it must be important. You usually visit him after all.

The older Angle man grimaces before speaking, "A good portion of the Azgle brigade has been… incapacitated by a severe outbreak of food poisoning."

What. "I'm sorry, could you repeat that again?" you say in pure disbelief.

He grits his teeth "There's been an outbreak of food poisoning after some ethnic food was served. Native to the Avar homeland. Something about out of season seafood."

"And it will severely hamper the performance of her brigade?" You ask to confirm.

"Indeed. We're not sure if its enemy sabotage or… incompetence in food preparation", he sighs while lost in thought.

This seems rather ludicrous and contrived but you suppose real life doesn't need to hold to the plausibility of fiction.

You realise what he wants, "And I suppose you want my brigade to replace hers?"

"It would be good. We don't want to delay the operation. I apologise for the short notice but you were the first that came to mind."

That was good to know. "I sense something more here?" you probe.

"You aren't the only one. I want to give you a choice in this. If you feel that your brigade is unready for this then I'll send another one."

"I see, thank you for this sir. To be frank I have some doubts that our counterparts in the Navy will be up to the task." The conversation pauses as similar thoughts run through both your minds.

The Imperial Navy… was less a unified organisation under a rigid structure than a mishmash of state navies just a degree away from acting on their own. Command was decentralised as few states had a coast. Competence was suspect. Some measure of control was compelled by awarding grants for expensive assets like capital ships. The Federation had a crushing superiority in capital ships. They always did, that's what happens when you control most of Europa's coastline.

That dominance in battleships got worse when the Federation got spooked a decade back when the Emperor announced plans for over two score of the behemoths to be built over next twenty years with the latest technology. Alarmed at their rival achieving something resembling naval parity, and perhaps even local superiority they declared a new building program for twice the number.

In the end only half the proposed imperial superheavy ships got completed, and many of them were under armoured battlecruisers. The same could be said for your foes who had sunk an enormous amount of resources into the endeavour.

"In my old homeland, the moniker for my name used to denote illegitimacy back in the Middle Period. That changed after my ancestor won battle after battle, and did whatever task was asked of him. No matter how unreasonable. If he had not taken all those opportunities he would not have risen. I hope to live in his hall again one day."

"I see."

You don't expect the Empire will be bringing the Restoration to Angleterre anytime soon. What with being on the other side of the continent.

For some reason, you feel a sense of foreboding. But duty is duty and its what's expected of you. But you still have your misgivings about the coming operation. Could you really fulfil this duty to the best of your ability if you had serious doubts?

Hall interrupts your hesitation, "If you take this role, I'll give you full command of all the landing forces for the duration until I have arrived. With a provisional rank one rank higher than your current one," He offers resolutely.

It is tempting, having Baumann under your command. He'd follow your orders too as he's that type of person. All those extra men and resources to command...

Do you change your mind and accept Hall's offer?

[] Yes

If the general is requesting it then who are you to refuse? Maybe you could stop that idiot Baumann from doing something stupid. This could lead to something greater for you.

[] No

Your brigade needs more time to recover. Besides you and your brigade are not perfectly suited for this. Yes, perfect is the enemy of the good but you can't do this with a good conscious.

AN: Rudolf's cat. That image has been sitting in a file for a long time.
 
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3.3
Hasty preparations are made as the brigade gets abruptly ordered to embark soon. Its quite a mess and a boat load of work to sort out as equipment and materiel is slowly loaded onto the ships. There were some issues but Vorbeck handled them before you had to.

You gain a provisional promotion to brigadier general. You are told about the forces you will command. Which consists of Baumann at the moment. The man looks sour faced at first about your advancement but follows your orders for the preparations. The other forces you will command will be the Odessa Seaguard, a formation of naval infantry and Colonel Pyden's brigade. However they are not actually in Merovia. The Seaguard will launch from the aforementioned Odessa, however a cautious note is added about them for potential ghost soldiers. Meanwhile, Pyden will launch from General Chainy's army in Caucasia. There is some uncertainty if the confirmation of your command over them will reach them in time. You are beginning to think you might have been shortchanged regarding this promotion.

The planning and groundwork is soon set for the amphibious landing. X day rapidly approaches.

The preparations for launching the ships begin in the early hours of the morning. You are nervous as you await the outcome of the naval engagement.

***​

The naval battle begins shortly before dawn.

A squadron of escort ships leaves the Novan anchorage of Scarpa Flow under the cover of darkness. As first light approaches the group of destroyers soon encounter local Federation forces, get into a skirmish. Some of the Federal ships fighting were in fact present during the fall of the Merovian capital. While they may have fought with vigour, many of these ships came from an assortment of Federation states and were 2nd line ships that had little joint training together. Nonetheless, they fought with enthusiasm.

Imperial order of battle
4 Destroyers

Federation order of battle
3 Destroyers
2 Destroyer Escorts

The skirmishes, which were a semi-regular occurrence had lulled some of the opposing commanders into a false sense of security. But that meant little as the calls of sentries and radiomen alerted the crews of ships. Both sides fire at each other in earnest from range.
Imperial Navy
Roll 1d100 = 31
Luck 1d20 = 14
Total = 45
Federation Navy
Roll 1d100 = 14
Luck 1d20 = 1
Total = 25
The unexpected aggressiveness of the attack catches the Feds off-guard as they were expecting a cautious exchange from range. Instead the Novan ships soon race forward into the fray. The sounds of naval gunfire ring out, an unarmoured destroyer escort takes a catastrophic hit. Another federation destroyer takes severe damage, it tries to limp away. They give a decent account for themselves but nothing critical.

Imperial losses
None

Federation losses
1 Destroyer Escort

***​

As the battle drew on, the expected imperial withdrawal did not appear. It soon became apparent that they wanted to force a federal withdrawal. That simply would not do. The minor battle draws the attention of other federation warships out at sea and battle is soon joined as more warships soon arrive to drive the imperials off.

Federation reinforcements
1 Light Cruiser
2 Destroyers
2 Destroyer Escorts
 
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