Pro Patria (Valkyria Chronicles)

[X] Combined Arms

Worst case scenario, i think, is that it takes long enough for them to counter attack before we break through, which offers its own oppertunities if we're prepared for it..
 
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[X] Combined Arms

I was going to go with the foot rush but this is basically how I was imagining that to go down so I'll use the nifty combined arms write in.
 
I'm glad people saw through Rudolf's blindspots and noticed what was deliberately not mentioned in the update. Congratulations, thats quite a bit of self-recrimination avoided.
Can you describe our artillery ? Specifically, how fast it can move and how much shots per minute it can make?
You mostly have towed artillery guns that moves at the pace of wagon or slow truck and take a little time to set up. They are capable of indirect fire. Rate of fire is 7-10 shells a minute.

Think something like this:
You also have some rocket artillery, though ammunition is very limited. Enough left for one massive barrage, two middling barrages and three light ones.

And I suppose the Tank Destroyers can be used as impromptu self-propelled guns if you're in a pinch. Though they really aren't optimised for indirect fire.
Emdeman threw 2 100-faced dice. Reason: Casualties Total: 106
80 80 26 26
Emdeman threw 1 100-faced dice. Reason: Artillery Effectiveness Total: 2
2 2
Emdeman threw 3 100-faced dice. Reason: Reinforcement Total: 72
6 6 40 40 26 26
 
I wouldn't imagine tank destroyers carrying much, if any, HE, making indirect fire with them pretty much a joke, even if the gun is capable of sufficient elevation (which is unlikely).
 
That really depends on the type of tank destroyer. American TDs with the 3-inch gun had some HE for contingencies but, of course, were allocated priority on HVAP ammunition. German tank destroyers were usually just converted obsolete tanks with a 75mm gun of the same HE performance as the standard tank gun; and the whole concept for them began as an "assault gun" as a cheap means to provide direct artillery support to the infantry without tying up tanks. And the Soviets used big artillery pieces for their tank destroyers, in the 100mm or 122mm or even 152mm range, with direct-fire HE shells to knock out German tanks (and kill bunkers, which was equally important) through spalling damage because they lacked a lot of industrial prerequisites for high velocity guns.
 
2.13
Its been a while.

[x] Combined Arms

Sounds of thunder echo as shells rain down on the enemy positions. The ground is peppered with four inch shells leaving it pockmarked. There is no reply as your guns outrange their direct fire ones. You had completely overlooked the presence of the artillery in the initial planning session. A fault on your part yes but in the defence of you and your immediate subordinates, imperial officers on this level don't usually deal with batteries of artillery. You are not at all irritated the oversight was pointed out by an adjutant who appeared even younger than you.

As you view the effect of your heavy ordinance with field binoculars you feel a measure of satisfaction witnessing Merovian soldiers ducking for cover or abandoning ruined equipment. They didn't expect that did they? Probably expected to have the advantage for some time, confident in the knowledge that the big guns would be a while coming… if they were dealing with any old colonel.

Meanwhile your infantry advance under the cover of the artillery. You had to cease the bombardment for some time in order to avoid friendly fire. You don't have expertise to launch creeping barrages like you've heard some artillery personnel can manage. Oh well at least you managed to pry the pieces from the artillery corps maw.

Sustained gunfire is heard as your troops identify and penetrate weak points in the Federation line. Affairs are proceeding well as the remaining AT guns are suppressed and then cleared. You prepare to give the order for the armour to advance.
Artillery Effectiveness
Roll = 2
Then an unexpected hitch occurs as ammunition explodes en mass in the midst of your troops. It seems the unpleasant surprise was left on a timed charges not wired detonation which limits losses. What doesn't is the coordinated counterattack that follows on your disorientated troops. It seems the enemy wasn't too fazed by your bombardment. Sharp firefights ensue but the enemy don't have the numbers to capitalise on the opportunity. They never did. The Federation forces break off before the first of your tanks arrive.

Orders to pursue are half-written when you see a huge amount of dust kicked up on the horizon. It looks like the entire Merovian army is approaching. That many vehicles would mean you would be heavily outnumbered. But where did they get so many troops? They had to be scattered somewhat to slow down the other brigades. Perhaps other Federation forces had landed at the Merovian capital? You are fairly close to the city but not within sight. Though why abandon any fixed defences around the capital? Maybe they have information that you do not possess.
Casualties
2d100 Roll = 106
4290 - 106 = 4184 effectives
Your forces are not arrayed in the best possible defensive positions, dispersed as they are to fight the now fleeing enemy detachment.

[] Pursue the retreating Federation force anyway
[] Reposition on better ground to meet the advance
[] Stay where you are but concentrate the battalions
[] Never mind that, retreat immediately at all speed

OOC: Can't believe I procrastinated this long. Granted work and study were time consuming. I actually had an update mostly written but it got lost when my browser crashed and SV didn't save the draft. That destroyed my motivation to continue for a while. Lets just say this update is quite different from the original, shorter, no dialogue, some additions etc. Though I still have the general outline for the quest in mind. Don't want to waste so many notes by abandoning it. Apologies for trying to remember events from a few months back, I'll try not to make the wait that long in the future.
 
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Well this is a pleasant suprise.

I was never a fan of pursuing a fleeting enemy when my army was not good organized.

[X] Reposition on better ground to meet the advance
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved

Pursuit with the army in a state of disorganization, in the face of an approaching force, invites disaster. Headlong retreat in a state of disorganization likewise invites disaster. The correct decision is to reorganize, consolidate on defensive ground, and figure out what we're dealing with. We can then either call for support, make a defensive stand, or retreat in good order as the situation demands.
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved

Yay wb Enderman.
 
It might also be useful to see if any of the enemy AT guns can be salvaged and turned on the approaching force. Finding gunners might require peeling them away from our artillery battery, though we could probably accept a certain degree of lesser efficiency by using HQ personnel to provide the raw labor involved in operating them. We wouldn't be operating them as well as they could, but an AT battery at say 60% efficiency is still a better deal than no AT battery.
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
 
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved
-[X] Especially to verify if that is enemy armor or simply a ruse given that we didn't believe that had such numbers available.
 
2.14
[X] Reposition on better ground to meet the advance
-[X] Push out scouts to get a better idea of the enemy forces involved

In the face of the incoming onslaught you judge it prudent to fall back to more favourable terrain, issuing orders immediately. Units dispersed and strung out by fighting reorganise and withdraw to more defensible ground. Though given the numbers involved it takes some time.

Once the brigade is sufficiently concentrated, soldiers are put to work on erecting barriers and earthworks. Artillery and mortars placed are behind ridge lines and pre-sighted on kill zones created by hastily dug mines. The armour is concentrated at the rear for rapid response or protected by ditches in the earthworks, creating strongpoints. After several hours it transforms into an acceptable defensive position. While all this activity occurs, the plume of dust paints an ominous background.

After expending all this effort you are thankful to have had sufficient time to prepare a welcome for the Federation. Eventually night falls, though wary of nocturnal attack you keep up a wide screen of pickets.

The next day you are confronted with something weird.

The dust is gone.

What is going on? Did the Merovians halt their advance? Perhaps they abandoned their vehicles? Is it a trap? Maybe another brigade swooped in and stole your glory!

Messages from the scouting parties sent forward yesterday report no sign of the enemy. But that doesn't really mean much since its only from the closest patrols. No feds in your general vicinity. It will take some time for the most forward scouts to report back. A part of you didn't want to send them at all, they'll be alone and unsupported.

Though... if something has happened there may be a chance to strike. You are of two minds, one cautions against leaving the prepared position, thinking it'll only be a few days for the rest of the scouts to report back. The other desires action not waiting, there could be a window of opportunity slipping away.

[] Wait
[] Advance
 
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