Pro Patria (Valkyria Chronicles)

[X] Stick to the course

If we scatter, we risk unknown landing sites, unknown defenses, still risk getting swept aside by that small fleet or the bigger one if our fleets lose badly enough. If we stay the course, we risk getting mauled by those same two fleets as well. Also, given the sorry state of Imperial intelligence services, at this point, our chosen landing sites might as well be unknowns.

All in all, I don't see much difference between the choices, beyond one allowing us to get to land a bit faster.

Also, we're not actually safe from the ships if we land. Unloading troop transports takes a while, especially since these have to have supplies for a sustained campaign. If the bigger fleet loses, we're going to get bombarded to dust anyway, so they have to win.
 
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[X] Stick to the course

Believe in RNGJESUS!

 
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[X] Stick to the course

Here's hoping that the Sage Dice pull through for us on this one.
 
3.10
[X] Stick to the course

Its a difficult decision, but theres no point to this mission if you get ruined just before you arrive. In that case you might as well surrender now.

Since praying didn't work out very well you do something else to work out your helplessness.

You contemplate your life choices up to this moment.

You first conclude that you probably should have tormented your half-sister more, regardless of the retaliation from your two step-sisters. Annoying brat, you hear her cheerful laughter in your head at your predicament.

You should have doted on your cat and pet her more often. She was the best.

You should have reconciled more with your father, you were often mad at him.

You shouldn't have grown more distant to your friends in the last year. You hope Maziar and Kell are doing well somewhere.

As the first few long range shells fall in the midst of the transports, you conclude that you've lived a reasonably decent, if short, life.

[85% Journey Completion]

***​

The two fleets prepare for a final showdown at knife fighting range. While the capital ships stick behind the escorts and cruisers toprovide fire they can easily find the enemy, in some cases spotting figures on opposing ships.

Imperial order of battle
1 Battleship
2 Battlecruisers
3 Heavy Cruisers
4 Light Cruisers
6 Destroyers
11 Destroyer escorts
10 Armed Merchantmen

Federation order of battle
3 Battleships
1 Battlecruiser
1 Light Cruiser
10 Destroyers

It turns into an unholy slugfest as a mess of ships lay into each other. The crews on both sides know that this could be the deciding moment of the battle and fight with ferocity.

The smoke is thick and almost blots out the sun. Shells land in the water constantly, creating geysers of water.
Imperial Navy
Roll 1d100 = 3
Luck 1d20 = 11
Admiral Spoor 3d6 = 11
Total = 25
Federation Navy
Roll 1d100 = 17
Luck 1d20 = 10
Admiral Greenhill 5d6 = 18
Modifiers: +5 superior equipment, +5 superior training
Total = 55

In such a target rich environment the Federal capital ships switch to free fire as their remaining destroyers desperately try to cover them.

Their training proves its worth as they extract a heavy toll, the light ships seem to pop one after another as they are struck by capital grade guns. But not everything goes their way.

A light cruiser and the Serenitatis smash a Federal destroyer attempting a torpedo run on the battlecruiser. The smaller imperial cruiser soon suffers a magazine explosion from another destroyers' shellfire. Crippled and disarmed, it participates no more and attempts to either save itself or abandon ship.

Elodie's Wrath finishes off the sole Federation battlecruiser in one devastating salvo before steering in to get in close with the battleship with black shells. Hoping to vanquish it before the two damaged Federation battleships arrive. Those two are currently continuing to fire from medium range as they approach.

The two battleships conduct a close range duel but neither manages to breach the others heavy armour. They continue to circle each other.

After taking repeated hits, the Pride of Nova goes finally succumbs to its many wounds. The great ship keels over on its side and slowly starts to sink.


One of the turrets on the battlecruiser continues firing even as the ship slowly slips underneath the waves forever.

Imperial Losses
1 Battlecruiser
1 Light Cruiser
2 Destroyers
3 Destroyer escorts
2 Armed Merchantmen

Federation Losses
1 Battlecruiser
3 Destroyers

To the surprise of many, the last Novan battlecruiser does not follow to aid the flagship. It does not even fire its main guns.

The battle has raged on for over 11 hours. Thousands of shells have been expended, countless lives and proud ships have been lost. It is now a proposition of who will break first. It is the Imperials.

The ship known as the Serenitatis begins to withdraw from the engagement.

It is completely out of ammunition.

As it does, it calls for a general retreat for the entire fleet. Seeing the situation as beyond recovery.

This is soon contradicted by a counter-order from the flagship. The imperial ships are confused by this, but many, close to being out of ammunition themselves from the long battle as well as being bone tired, follow the first order.

Most of the Novan fleet breaks off from the exhausted Federal warships and trails the Serenitatis as the battlecruiser withdraws from the battlefield and towards the safety of Nova. Nearly all the armed civilian ships retreat, followed by most of the lightly armoured destroyer escorts who stand little chance against the battleships.

Only a small flotilla is left to defend the Novan flagship. The battleship continues the engagement, too close and too slow to retreat.

Imperial Losses
1 Battlecruiser
2 Heavy Cruisers
2 Light Cruisers
1 Destroyer
5 Destroyer escorts
7 Armed Merchantmen

***
The wounded Heavy Cruiser approaches, along with its two escorts. The two lighter ships make fast speed, while the cruiser trails behind them.

Minor Engagement

Imperial order of battle
1 Destroyer
3 Destroyer escorts

Federation order of battle
1 Heavy Cruiser
2 Destroyers

The Heavy Cruiser begins firing with its eight inch guns from a range of eighteen thousand yards, bracketing the closest transport. The misses create panic on board but otherwise cause no damage. The convoy continues to flee.

In response, the imperial destroyer begins laying down a protective smokescreen to cover the transports and starts zigzagging.


Imperial Navy
Roll 1d100 = 15
Federation Navy
Roll 1d100 = 48
Modifiers = -10 Severe damage -5 Understrength Crew
Total = 33
The Federal destroyers are not fooled however, as they anticipate the waiting ambush of the destroyer escorts. The undamaged Federation destroyer approaches ahead of its wounded counterpart and rattles a destroyer escort with quick gunfire. The imperial ships flee back into the smokescreen, attempting to buy more time.
 
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Time to get ready to surrender?

With the main Imperial fleet pulling back, even if we make it to shore, the landing is going to be under heavy naval bombardment. We're going to lose a lot of men, equipment and probably all the transports.

If there isn't some hidden trick up somebodies sleeve on the Imperial side, our troops are going to get mauled, which is also going to slow down the landing process. Chances are good that the ships have alerted Federation ground forces on our exact landing location as well.
 
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Yeah. This is really bad. And with our ships literally out of ammo we can't expect reinforcements neither.
 
Federation ships will probably be out of main gun ammunition and will have taken significant battle damage by the time things are done. They'll be forced to withdraw as well, most likely. And it seems to be bad luck the battleship squadron was here rather than Federation intelligence setting a trap, so it's not too likely they have substantial reserves nearby.

This is still an awful mess, though, but if we get ashore we probably won't be shelled to death for at least a while.
 
Federation ships will probably be out of main gun ammunition and will have taken significant battle damage by the time things are done. They'll be forced to withdraw as well, most likely. And it seems to be bad luck the battleship squadron was here rather than Federation intelligence setting a trap, so it's not too likely they have substantial reserves nearby.

This is still an awful mess, though, but if we get ashore we probably won't be shelled to death for at least a while.
Seems likely they'd be low on ammo, but not out. I don't know what their ammunition division and stock is, but they probably used AP in the fight. They're likely to still have explosive shells for shore bombardment or things like transports that have no real armor.

Besides, we have pretty much nothing that can drive away their fleet, so they could just park near the shore and harass us with secondaries if they like. It's not like we'd have coastal batteries, air support, artillery or even naval support any more to drive them away.

If they have any ammunition and fuel left to maintain shore bombardment for any duration, they probably are going to use it.
 
Pretty much what Cavalier said, the Navy bought you enough time to land. It remains to be seen if you can get everything off the boats in time. The Fed battleships (the only ones capable of shore bombardment) will be out of commission for a fair while even if they win. As the next update will show in about 30 or so minutes.
 
Pretty much what Cavalier said, the Navy bought you enough time to land. It remains to be seen if you can get everything off the boats in time. The Fed battleships (the only ones capable of shore bombardment) will be out of commission for a fair while even if they win. As the next update will show in about 30 or so minutes.
If we have nothing to contest their ships, literally any vessel with a gun is capable of shore bombardment. Generally capital ships were used because they had the armor and range to assault a coast with hardened positions.

Since we have nothing that can return fire and our troops wont be entrenched, we're going to be a really soft target. Their destroyers could waltz right in and destroy our transports during unloading, since they'd also carry things like spare ammuntion and fuel. If valkyria chronicles ships had any AA guns, even those would be effective in this situation.

It really depends on how much the Federation admiral is willing to commit to our harrasment and how afraid they'd be of another trick being sprung on their fleet.
 
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So I think we should probably get the transport captains to agree to have their crew carry shit off the boat and flee inwards with us, prepping them beforehand for it. Grab as much as we can and speed off, overrun any opposition through sheer speed hopefully.

Take what we can and flee inland from the bombardment of the shore.
 
If we have nothing to contest their ships, literally any vessel with a gun is capable of shore bombardment. Generally capital ships were used because they had the armor and range to assault a coast with hardened positions.

We have nothing that can return fire and our troops wont be entrenched. Their destroyers could waltz right in and destroy our transports during unloading, since they'd also carry things like spare ammuntion and fuel. If valkyria chronicles ships had any AA guns, even those would be effective in this situation.

It really depends on how much the Federation admiral is willing to commit to our harrasment and how afraid they'd be of another trick being sprung on their fleet.
I'm hoping that if we our escorts can drive off the heavy cruiser and destroyers, the Federation Admiral will just call it a day. Maybe, he'll want all his ships to escort the injured capitals home, I don't care why I just hope it happens.
 
So I think we should probably get the transport captains to agree to have their crew carry shit off the boat and flee inwards with us, prepping them beforehand for it. Grab as much as we can and speed off, overrun any opposition through sheer speed hopefully.

Take what we can and flee inland from the bombardment of the shore.

I agree!
 
If we have nothing to contest their ships, literally any vessel with a gun is capable of shore bombardment. Generally capital ships were used because they had the armor and range to assault a coast with hardened positions.

We have nothing that can return fire and our troops wont be entrenched. Their destroyers could waltz right in and destroy our transports during unloading, since they'd also carry things like spare ammuntion and fuel. If valkyria chronicles ships had any AA guns, even those would be effective in this situation.

It really depends on how much the Federation admiral is willing to commit to our harrasment and how afraid they'd be of another trick being sprung on their fleet.
While true, the Federation fleet got put through a meatgrinder. It ain't going to be capable of shore bombardment for the rest of the day since they need time to pick up survivors and repair damage. If you look at the mentions of the sun, you'll notice its late afternoon. You'll have the whole night to unload. It not much but you won't be slaughtered on the beaches.

Maybe more, of course if Spoor pulls off a bunch of crits again.

There won't be much inclination to harass you. Since you'd be a small stranded force stuck in enemy territory with half million men in your way to friendly lines.

That is again of course, if a certain someone manages to pull victory from the jaws of defeat.
 
I don't remember if Valkyria Chronicles has submarines, but maybe if one is in the area, it might be enough to scare the rest of the fleet off. All we need is Spoor magic.
 
While true, the Federation fleet got put through a meatgrinder. It ain't going to be capable of shore bombardment for the rest of the day since they need time to pick up survivors and repair damage. If you look at the mentions of the sun, you'll notice its late afternoon. You'll have the whole night to unload. It not much but you won't be slaughtered on the beaches.

Maybe more, of course if Spoor pulls off a bunch of crits again.

There won't be much inclination to harass you. Since you'd be a small stranded force stuck in enemy territory with half million men in your way to friendly lines.

That is again of course, if a certain someone manages to pull victory from the jaws of defeat.
Well, a night time bombardment should be possible with incendiary/star shells to light up the coast, especially as the transports would be stationary targets. And the admiral can always decide to detach lighter ships to harass us anyway, while the rest pick up survivors (and prisoners if they're inclined to).

But, if it's pretty much certain that the Federation fleet is going to withdraw for the night, I guess that's that. Good for us, great even. Being bombarded while landing behind enemy lines with limited men, resources and no supply line would have been the final nail in the coffin.

Our transports are a lost cause though. They're unlikely to survive a trip back to a friendly port with the Imperial fleet in shambles and no organized escort. So, like was suggested by Asmodemus, we should probably strip them of men and any materials we can make practical use of.
 
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