Pro Patria (Valkyria Chronicles)

We will get no reinforcement, baring a miracle. It's a flat out miracle of dice we didn't lose most of our troops just trying to land.

Also, you know, the imperial navy has a bad reputation for a reason. A coastal fort just means we're going to be under total encirclement from land and sea.



I don't think you get how trench warfare works. The fighting might die down a little, but is generally near constant. In order for your troops to not pass out from exhaustion from literal weeks of fighting and artillery bombardment, you need to replace them semi regularly. In other words, trench warfare requires sizable reserves to make it viable.

The reserve will be positioned right behind the front line. In other words, we'd be smacking right into them.

We're totally undermanned for that kind of fighting, frankly.


Exactly. The same situation the Irish troops were in. They had a miracle happen. However, knowing the dice, I'm sure it won't happen. The least we can do is make them bleed, hard.
 
i feel like i have to ask if there were hidden mallus's to the naval combat, because damn that was a lot of <20 rolls
Nope, all the rolls for every phase are on page 32, post #790. The name of each phase is the same one in the updates. I use the SV dice roller, usually on random non-story posts between updates.

That page is so big now since I did a ton of rolls.
 
Nope, all the rolls for every phase are on page 32, post #790. The name of each phase is the same one in the updates. I use the SV dice roller, usually on random non-story posts between updates.

That page is so big now since I did a ton of rolls.
damn those are the most extreme rolls i've seen in a long time...in fact i think it's the first time i've seen so many low rolls on sv :p
 
I don't think you get how trench warfare works. The fighting might die down a little, but is generally near constant. In order for your troops to not pass out from exhaustion from literal weeks of fighting and artillery bombardment, you need to replace them semi regularly. In other words, trench warfare requires sizable reserves to make it viable.

The reserve will be positioned right behind the front line. In other words, we'd be smacking right into them.

We're totally undermanned for that kind of fighting, frankly.
I don't think you have the right picture of what's going on in the front. If the fighting was actually near constant and the reinforcements were as depicted...we should have run into more troops just incidentally who were on the way to the front and would've quickly been able to reroute. Which we didn't. It seems more probable that it's just a stalemate where no one's really trying that hard because it's known by now that an offensive just because isn't going to accomplish anything.
 
I don't think you have the right picture of what's going on in the front. If the fighting was actually near constant and the reinforcements were as depicted...we should have run into more troops just incidentally who were on the way to the front and would've quickly been able to reroute. Which we didn't. It seems more probable that it's just a stalemate where no one's really trying that hard because it's known by now that an offensive just because isn't going to accomplish anything.

Not really. Also, wishful thinking.

We landed on the coast and marched to the base in about a day-ish. We havent even seen one percent of the country.

Also, there will definitely be more than one supply line. Rail is the fastest and cheapest way to send bulk cargo over land, but there are hard limits of how much can be sent over X amount of time.

There's no reason we'd have seen troops here unless they are shipping them in by boat.
 
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I'm kind of surprised everyone wants to move out so soon.

Our troops are at this point exhausted from 3 straight days of manuever warfare, and aside from the broken militia division we just faced, we know that the corps that's coming to beat us into the dirt won't be here for around 2-3 weeks. Admittedly we don't have much time to lose, but force marching our troops 20km down the coast to the resupply point, immediately after a panicked landing and desperate running battle, seems to be a bad idea. We have a little breathing space and I think we should take it.

Otherwise, we absolutely need to rest once we reach the resupply point before we move onto the port. We won't be able to tie down a Corps if our exhausted troops just surrender from the low morale of being behind the lines without reinforcements, and exhaustion.

I'm also still unsure as to what course of action to take after the resupply point.

I originally supported a Guerilla warfare campaign, but at the same time, yes it's almost impossible without a sympathetic population, but it's really impossible with a division meant for conventional warfare. Our command structure is incapable of functioning with it, and our troops have neither the training, nor the mentality for such a long brutal and drawn out endeavour.

Trying to hit the frontline from the back is IMO, suicide. Looking at the map, it would require sprinting our troops over 100km at bare minimum through hostile territory, probably harried the entire time by irregular forces, all while avoiding being bitch smacked by the corps being sent to hunt us down, and avoiding encirclement by the Federation once we actually reach the front line, at which point we would have to be perfectly coordinated with an attack by the Imperial army units already there to have any chance of breaking the line whatsoever. Even getting that far is unlikely. As we travel further into core Talarisian(?) territory, the Federation will be aware of our position on a near constant basis, and only a fool would fail to deal with a division sized threat that is not only cut off from supplies, but also very clearly running for the front line to attempt a pincer maneuver. It would be like running across a shooting range like a line of ducks, except once we're at the other side, instead of being home free, there's a wall that you need to smash your face into while a much larger group of ducks tries to smash into it from the other side, hoping to break it.

Attempting to occupy a port and either sell our lives dearly or hope that our favorite admiral can come and save our ass a second time. Forcing a fight in a city grants us an interesting set of possibilities. For one, the only possible retreat becomes the sea, and manuever warfare becomes impossible, our only method of having even the most slim chance of victory against a full corps, effectively guaranteeing eventual defeat. However, it also will typically have enough food that we will be able to hold in siege for several weeks, if not a few months. Subtracting 30-40k troops from the frontline or reserves for such an extended period is a significant strategic victory, as already mentioned. Any assault into the city is going to be brutal and grueling. It is not outside the realm of possibility that they will refuse the use of artillery at all to prevent the destruction of the city in the fighting. I don't really like this option either, because it guarantees eventual loss, or at best panicked evacuation along with another potentially devastating naval battle.

Best case scenario is that we see something like in the first VK game, where regular army units are supremely overconfident, believing themselves to be far above the militia that we just annhilated(which to be fair, they are), which would give us a chance to capitalize on their overconfidence.

I think we should try to set a trap around the port, Reconnoitering the area around the city for somewhere where we can hide the majority of our troops, and fool them into thinking that the city is open, or lightly defended, so they would enter the city, where we then attempt to surround the city. This relies on them being overconfident, and not knowing our position due to bad recon, since we have broken immediate contact by destroying the milita, perhaps releasing some POWs with this false information.

Depending on the competency of their overall commander, I hope that they would enter the city with the majority, or all of their forces to show the inhabitants of their "liberation from the dastardly Imperial raiders" but a more competent commander may not bother at all, or send only a token force, but I'd rather take the 1/100 shot of victory than a slow drawn out defeat.

We will not be able to win a war of manuever a second time due to the incredible numerical disparity we find ourselves in. We cannot afford to bleed troops jockeying for a superior position against a force that has so many troops in reserve with which to counter such maneuvers. We have to trick them into a position where we will not need to do so, and do our best from that point onward.
 
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@Sturmi

We have two or three weeks until the core is mobilized.

If we're going to get anything done, it has to be before then.

It's one of the reason I kind of want to rush and get as much done as we can this week, then spend next week fortifying.

Our only real hope is that the front collapses. We simply cannot win a direct confrontation, the best we can hope for is to tie them down.
 
I don't really see anything else to do before the corps gets here. There are no strategic targets except for the port within reasonable striking distance, and otherwise, all we can really do is gather supplies, position ourselves, fortify, and rest. None of those require exhausting our troops in the process.
 
I don't really see anything else to do before the corps gets here. There are no strategic targets except for the port within reasonable striking distance, and otherwise, all we can really do is gather supplies, position ourselves, fortify, and rest. None of those require exhausting our troops in the process.

We haven't gotten the expanded map yet, so it's a bit early to say there is nothing to do.

Of course, ideally the supplies we gather will be captured from the enemy, but we should probably aim for convoys or trains. Fortified bases will cost to much time and resources.
 
I'm kind of surprised everyone wants to move out so soon.

Our troops are at this point exhausted from 3 straight days of manuever warfare, and aside from the broken militia division we just faced, we know that the corps that's coming to beat us into the dirt won't be here for around 2-3 weeks. Admittedly we don't have much time to lose, but force marching our troops 20km down the coast to the resupply point, immediately after a panicked landing and desperate running battle, seems to be a bad idea. We have a little breathing space and I think we should take it.

Otherwise, we absolutely need to rest once we reach the resupply point before we move onto the port. We won't be able to tie down a Corps if our exhausted troops just surrender from the low morale of being behind the lines without reinforcements, and exhaustion.

I'm also still unsure as to what course of action to take after the resupply point.

I originally supported a Guerilla warfare campaign, but at the same time, yes it's almost impossible without a sympathetic population, but it's really impossible with a division meant for conventional warfare. Our command structure is incapable of functioning with it, and our troops have neither the training, nor the mentality for such a long brutal and drawn out endeavour.

Trying to hit the frontline from the back is IMO, suicide. Looking at the map, it would require sprinting our troops over 100km at bare minimum through hostile territory, probably harried the entire time by irregular forces, all while avoiding being bitch smacked by the corps being sent to hunt us down, and avoiding encirclement by the Federation once we actually reach the front line, at which point we would have to be perfectly coordinated with an attack by the Imperial army units already there to have any chance of breaking the line whatsoever. Even getting that far is unlikely. As we travel further into core Talarisian(?) territory, the Federation will be aware of our position on a near constant basis, and only a fool would fail to deal with a division sized threat that is not only cut off from supplies, but also very clearly running for the front line to attempt a pincer maneuver. It would be like running across a shooting range like a line of ducks, except once we're at the other side, instead of being home free, there's a wall that you need to smash your face into while a much larger group of ducks tries to smash into it from the other side, hoping to break it.

Attempting to occupy a port and either sell our lives dearly or hope that our favorite admiral can come and save our ass a second time. Forcing a fight in a city grants us an interesting set of possibilities. For one, the only possible retreat becomes the sea, and manuever warfare becomes impossible, our only method of having even the most slim chance of victory against a full corps, effectively guaranteeing eventual defeat. However, it also will typically have enough food that we will be able to hold in siege for several weeks, if not a few months. Subtracting 30-40k troops from the frontline or reserves for such an extended period is a significant strategic victory, as already mentioned. Any assault into the city is going to be brutal and grueling. It is not outside the realm of possibility that they will refuse the use of artillery at all to prevent the destruction of the city in the fighting. I don't really like this option either, because it guarantees eventual loss, or at best panicked evacuation along with another potentially devastating naval battle.

Best case scenario is that we see something like in the first VK game, where regular army units are supremely overconfident, believing themselves to be far above the militia that we just annhilated(which to be fair, they are), which would give us a chance to capitalize on their overconfidence.

I think we should try to set a trap around the port, Reconnoitering the area around the city for somewhere where we can hide the majority of our troops, and fool them into thinking that the city is open, or lightly defended, so they would enter the city, where we then attempt to surround the city. This relies on them being overconfident, and not knowing our position due to bad recon, since we have broken immediate contact by destroying the milita, perhaps releasing some POWs with this false information.

Depending on the competency of their overall commander, I hope that they would enter the city with the majority, or all of their forces to show the inhabitants of their "liberation from the dastardly Imperial raiders" but a more competent commander may not bother at all, or send only a token force, but I'd rather take the 1/100 shot of victory than a slow drawn out defeat.

We will not be able to win a war of manuever a second time due to the incredible numerical disparity we find ourselves in. We cannot afford to bleed troops jockeying for a superior position against a force that has so many troops in reserve with which to counter such maneuvers. We have to trick them into a position where we will not need to do so, and do our best from that point onward.

That is why I vote to wait one day. If we don't rest for time, our soldier's morale would not only lower, but their fatuige will rise as a result as well. Waiting for 12 hours is too little and waiting for 2 days is too much. Therefore, I still hold my vote for a day's worth of rest.
 
Or, keeping the troops busy means they aren't thinking about the implications of the present strategic picture. And any resupply from home will improve their morale so we don't want to miss that chance.
 
but force marching our troops 20km down the coast to the resupply point, immediately

Do you mean to say that moving 12 hours earlier somehow necessitates that Rudolf will force his command to move continuously for 24 hours a day, only broken up by short intermittent rests for about a week (aka forced march)? I might just be confusing the statement, so I would like some clarification on this point. I'm also interested in how you know that we will be marching 20 kilometers. I couldn't find any information about the distance to the supply point.

That said, I am largely in agreement with the rest of your post aside from the exhaustion issue. Adding the 'several hours' Rudolf used to sleep before using the radio to the 12 hour rest time would mean that the ad-hoc division has not moved for the better part of a day to rest and re-organise itself and so I think that it should be enough to alleviate most exhaustion issues.
 
The 20km statement was pulled out of my butt, based on intuition. As for exhaustion, there is a certain point of exhaustion at which a unit will require disproportionate amounts of time to recover compared to before that point. I'm not certain, but I think R&R need becomes exponentially greater as time in combat increases, instead of linearly, and I have no idea where this point is for our troops, and considering the stress of an effectively failed landing and being pushed to the limit in three days of battle with little rest, and possibly low morale, I don't want to push our troops when I don't think we have to. Admittedly this is based of my assumption that the relationship is indeed exponential which I am not 100% certain it is, so there's that.
 
@Emdeman

An inquiry: Why is there a story only thread on this? I mean, It's fine and all, but some just go with reader mode, or is there some other reason I don't know about?
 
@Emdeman

An inquiry: Why is there a story only thread on this? I mean, It's fine and all, but some just go with reader mode, or is there some other reason I don't know about?
This quest is pretty old, back then there was no reader mode. I just update the Story Only thread mainly out of habit, and partly to let people know its active again.

Edit: Will try to get an update out in the next 12 hours.
 
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3.22
[X] 12 hours
[X] Beach

Your forces break camp later in the day after a short interval. The march east is fairly uneventful apart from a couple of minor skirmishes with local village militia.

It is quickly resolved overwhelming force. You're not sure why the Federation commander thought leaving a class of academy graduates behind to stiffen some barely armed local yokels was a good idea. To each their own you guess, some people must have been on someone's shit list.

The remainders of the tiny force melt away, probably to conduct irregular warfare in the future.

That might have eventually turned into a problem. If you had actual supply lines.

Good to see both sides can pointlessly waste manpower in far-fetched flights of fancy.

Soon you get reports that the distinctive eight pointed wheel of the Federation has been sighted in the distance.


A sizeable Federation force is preparing a set of defensive lines around the town of Herea, intending on blocking the main road to the small port city of Sinope. Or more accurately, they are attempting to construct a defensive line on the main road. Construction has only started a short time ago and many portions are incomplete. Its probably more a series of roadblocks and ditches.

The scouts have also spotted a ring of emplacements and other impromptu positions further in the distance. These ranged from sandbag barriers to earthworks but further information could not be obtained given the short amount of time provided.

You are not sure why the enemy force thinks it can resist against such odds. They are heavily outnumbered and probably in poor shape. Surely they should have waited for more reinforcements before making a stand. Maybe your quick advance caught them off-guard? That might be wishful thinking, with the real reason being something else. Its a shame you can read their minds. Even worse, they appear to have split their force. With some troops having recently started building another thinner line at the beach.


***​



Estimated enemy numbers:
The force at the defence lines around Herea
1500 approx. (reliable)

The force at the Federation base to the east
1000-3000

The force in Sinope city
2000-4000

***​

You call an impromptu planning season to pool ideas. You also invite your direct subordinates in addition to your former peers. You are not sure what effect this has. Though hopefully it isn't a negative one.

Colonel Pydan: What exactly are they thinking deploying like that?

Major Surena: Maybe its a trap?

Major Vorbeck: They are too spread out to support each other.

Major Nivelle: Perhaps they are operating off incomplete information?

Pydan: So are we.

Colonel Baumann: Those plains to the east should be good tank country. I say we mass all of our armour and flank the whole position. We get another chance to destroy this force.

Pydan: Such a manoeuvre would use much fuel and isolate our best forces. Leaving the front relatively unsupported.

Commandant Clink: That sounds very dangerous.

Baumann: They've taken a defensive posture. They don't think they can win otherwise. Now is the time to take risks.

Major Raeder: We could instead mass all our armour and storm those enemy positions before they are more complete. We should be able to find enough weak points to shatter it.

Clink: Thats risky as well.

Major Giraud: Or we could avoid the port entirely and drive east. We don't need to take it, simply isolate it.

Raeder: Don't dismiss our options so quickly. If we get a chance to safely evacuate by sea we must take it.

Giraud: Unlikely. This way we have a shot at the main enemy base and pick up whatever supplies our general left us with. Probably embalming fluid and small coins.

Raeder: And leave an enemy force behind us.

Surena: Back to the main point, we could break through their light beach defences and encircle them that way.

Pydan: Chancy, we would be blocked on one side by the sea. The beach could cause problems for our machines.

Vorbeck: We might be able to threaten the enemy position by infiltrating infantry through the woods.

Baumann: Possible, but it would take more time. Something our commander here doesn't want to waste.

Major Mueller: Your plan would take just as much time.

Vorbeck: There is a chance enemy reinforcements could arrive from the two eastern outbound roads.

Giraud: Then we take that chance, its not like we have better options.

Pydan: True, I'd prefer a combination of these plans but fate has a way to ruining the best schemes.


What moves do you make?

[] Massed assault on the centre through the enemy lines
[] Flanking manoeuvre: through the central plains with armour
[] Flanking manoeuvre: through the lighter beach defences
[] Flanking manoeuvre: infiltrate through the woods
[] Ignore the Federation defence line and strike east towards the main base and Hall's side objective
[] Split forces and do more than one (Write-in)
[] Do something else (Write-in)
 
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How are our tanks hindered by the beach terrain:
Do they have thin tracks, limiting their speed/maneuver/passability?
Or it is more like internal damage to subsystems from the sand?
 
I suggest we mostly ignore the city, and strike east to the Federation base and hopefully see what goodies Hall has left for us. We need to keep the Federation force as blind as possible as to what we're doing in the area. The easiest way to do that is by taking out the top of the command structure in the area. It's located in good tank country as well, and we still have enough operational tanks and fuel to shatter anything short of a dedicated anti tank gun company.

We cannot afford the drawn out fighting that comes with attacking a city, even if we outnumber them 2 to 1, and we can neither afford to lose time on it either.

If we leave forces in the city when the corps comes, they will have much greater incentive to try to enter the city and relieve them, opening them up to having part of their forces cut off in the city by us, where they are relatively nonthreatening.

I'm hoping that Baumann's armored brigade will be enough to crush any resistance in the way, as it is unlikely that a B or C grade division has many lances or anti tank guns, and we can't simply leave a defensive strongpoint unmolested, especially while it's still vulnerable.

We stand a much better chance against the corps if we leave them with no local authority to cooperate with and give them information. When that comes, I think that the double ridge to the west of Herea would make a great place to position artillery, and the defensive works at Herea a good place to try to pin as much of the force as possible, while leaving Baumann's armored division, and our as well as Pydan's armored companies to the ridge to the west of the old Federation base.

I'm uncomfortable with our general lack of Intel, especially as regards to the forces actually available to the Federation base, and a tree line like that just smells of trouble to me.

Also I don't trust the Odessa Seaguard for shit, but it's harder to fuck up the defense than the offence, so they'll be making sure some surprise Federation motorized brigade doesn't just come charging up our ass.

[x] Plan: Double Pincer
-[x] Baumann and Pydan will (as indicated on the map) move west (?) against the Federation Base.
--[x] They have operational freedom, but Pydan is to secure and hold the hills to the east (?) of Nicopol
-[x] Our Brigade is to advance down the central plain
--[x] Vorbeck (commanding Giraud and Müller) is to lead a flanking attack on Herea.
---[x] She is to take the town and hold the road to Sinope.
----[x] At her digression she can use Giraud's light infantry to flank the forces on the beaches.
-[x] The Seaguard is to slowly advance on the defensive positions infront of Herea and on the beaches.

EDIT: Changed vote to the most double of pincers.
 
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I think that the double ridge to the west of Herea would make a great place to position artillery,
It could be, but for now it is too close, almost right at the enemy line. Ignoring the city is a solid idea, the base probably has most of the military supply, especially if they are still forming units there.

I'm for:
[X] Attack the base
-[X] Leave a token force (part of Odessa Seaguard) at the road to Herea protecting our back.
-[X] The HQ positions at the hill, protected by the rest of the Seaguard.
-[X] Detach a light inf batallion for ambushing from the side or tying down reinforcements that can come from Nicopol.


Edit: half of Seaguard to protect HQ
 
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@Sturmi what do you want with Herea? Its as far as i can tell utterly irrelevant. Nor do we need Sinope.

We are behind enemy lines without any tangible form of a supply line. That means actively trying to destroy local forces is not good since we cannot replace forces. What we have however is two advantages: speed and misinformation.

The enemy doesnt know us and he doesn't know our current positions exactly nor our plans.

What we can do effectively is be a major pain in the ass by being on the move, harrassing the enemy and being gone before he can muster effective defenses. In this case leave him to fortify his lines, good for us thats 1.500 men we don't need to care about. Instead lets go for the supply drop, take the base to cause further chaos for the enemy and those two military depots next to our objectives.

That cripples the enemy supplies and may force further troops to detach from the frontline to hunt us.

[X] Ignore the Federation defence line and strike west towards the main base and Hall's side objective make sure to capture the two military depots and to take out the military cantonment on the way.

Alternatively if we feel especially gutsy i'd say we also send some infantry to infiltrate the woods to the west of Herea then attack the depot and destroy it, before making a run for it throught he various wood lands until they link up with the armored brigade near Nicopol thus further destroying enemy supply lines.
 
It could be, but for now it is too close, almost right at the enemy line. Ignoring the city is a solid idea, the base probably has most of the military supply, especially if they are still forming units there.

I'm for:
[X] Attack the base
-[X] Leave a token force (part of Odessa Seaguard?) at the road to Herea protecting our back.
-[X] The artillery/HQ (do we even have it?) positions at the hill.
-[X] Detach a light inf batallion for ambushing from the side or tying down reinforcements that can come from Nicopol.
For the artillery, I'm talking about after we clear out Herea, and are bracing for the Federation corps coming about later. With your strategy, I'm concerned about leaving all of the Seaguard defending the road to Herea, while our HQ/artillery is basically open to a thrust from SInope that an opportunistic CO could take advantage of to devastating effect. I'm also concerned about leaving Herea open any longer than we have to due to the nature of having a fortified opponent at your backside.

@Sturmi what do you want with Herea? Its as far as i can tell utterly irrelevant. Nor do we need Sinope.

We are behind enemy lines without any tangible form of a supply line. That means actively trying to destroy local forces is not good since we cannot replace forces. What we have however is two advantages: speed and misinformation.

The enemy doesnt know us and he doesn't know our current positions exactly nor our plans.

What we can do effectively is be a major pain in the ass by being on the move, harrassing the enemy and being gone before he can muster effective defenses. In this case leave him to fortify his lines, good for us thats 1.500 men we don't need to care about. Instead lets go for the supply drop, take the base to cause further chaos for the enemy and those two military depots next to our objectives.

That cripples the enemy supplies and may force further troops to detach from the frontline to hunt us.

[X] Ignore the Federation defence line and strike west towards the main base and Hall's side objective make sure to capture the two military depots and to take out the military cantonment on the way.

Alternatively if we feel especially gutsy i'd say we also send some infantry to infiltrate the woods to the west of Herea then attack the depot and destroy it, before making a run for it throught he various wood lands until they link up with the armored brigade near Nicopol thus further destroying enemy supply lines.

I get what you're trying to say, but your strategy only delays inevitable defeat. I'm trying to set us up for a holy shit Austerlitz level out of my ass victory.

For one, Herea will only become more and more difficult to take the longer it is left, and I intend to make our stand here. Having a well fortified area from which we can be constantly harassed once the corps arrives is not something we can afford to deal with. The city is a different matter, because they're trapped there in a way that being in Herea isn't.

I also think that you're overestimating the value of these supply depots. These aren't anything the size of what you'd be using to supply a section of front. Rather these seem to be more along the lines of mini arsenals to be used to swiftly equip militia or reserve divisions.

I disagree with the statement that we have an advantage of speed. We are most certainly not a motorized force, and we are limited to the speed of our slowest units, infantry, and therefore marching speed. Not only that, but being behind the lines means we lack familiarity with the terrain as well as our opponent always having at least a general idea of where we are simply from news that comes down the grapevine of the civilian population, so they can outmaneuver us with relative ease.

Nor do we have the capacity for significant information warfare. Simply put, effective misinformation requires at least few dozen people well trained in espionage and the like. We have none. Any information we accidentally let slip to the civilian populace is never going to be sufficiently well coordinated to work as effective misinformation.

We cannot run because we are behind enemy lines and slowed by unmotorized infantry, and the sea is contested.

We cannot hide because we are too large, and a force unsuited for Guerilla war.

We must therefore fight as well as we can.
 
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@Sturmi so you want us to hunker down somewhere and hold the line? For how long? When is help going to come? Is help going to come?

What i took out from the turn updates so far was that we are on our own behind enemy lines. What we can do is keep on moving and leave chaos and destruction behind.

Holding a position here has several problems: we have no stockpiles whatsoever so we can't hold long. We won't get regular supply drops in such amounts to make it viable either. We can't get to close to the sea (aka occupying and fortifying Sinope) because enemy has sea superiority. And as far as i have seen there is no other really viable spot to set up a good defensive position.

However the enemy is not really sure about our numbers nor about our exact intent (thats why they detached a corps). What we can pretty securely assume is that they have not detached armored units in any large quantities since the front is at a standstill and detaching armored troops would be too much of a weakening.

And we can use that. The current area just has nothing of interest in my eyes so my idea in general was to raid as many arsenals as possible , take what supplies we can get and just continue fighting our way towards the frontline and maybe somehow suddenly appear in their back forcing them to detach even more forces to come towards us or alternatively simply find some other juicy target. If that single corps cant catch us they need to detach another one. However if we hunker down we give up all initiative, which is basically one of the few thing we do have.

The enemy is off balance if we allow him to regain balance we are getting screwed unless miracles happen. However if we push and push and push we keep him unbalanced maybe long enough for some miracle to happen.

tl;dr keep mobile, keep pushing, attack only weak spots, avoid getting bogged down, try and link up with the frontline or make a right proper mess of things.
 
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