Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Tier 6 Tech Tree
-Weapons
-- No.2 Loughcaster Rifle
-- Ahti Model 2 Pistol
-- A3 Harpa Fragmentation Grenade
-- Mammon 91-b High Explosive Grenade
-- Anti-Tank Sticky Grenade
--Blakerow 871 Carbine
--Sampo Auto-Rifle
--Cometa T2-9
--Green Ash Chemical Weapon Greande
--12.7mm Anti-Infantry Flak Gun
--The Osprey Rifle-Grenade Launcher
--Brasa Shotgun
--Fiddler SMG model 868
--Malone Ratcatcher Mk.1
--White Ash Grenade
--Clancy Cinder M3
--Cutler Foebreaker
--20 Neville Anti-Tank Rifle
-Utility
--Outpost Building
--Machine Gun Pillbox
--Listening Kit
--Bunker Supplies
--Garrison Supplies
--Shirts
--Bandages
--Blood Plasma
--Trauma Kit
--First Aide Kit
--Soldier Supplies ("Shirts")
--Shovel
--Hammer
--Wall
--Gate
--Gas Mask
--Gas Mask Filter
--Concrete Mixer
--Balor 99-c Entrenching Charge
--Sledgehammer

-Construction Materials
--Sandbags
--Barbed Wire
--Concrete Materials
-Uniforms
--Physician's Jacket
--Caovish Parka
--Outrider's Mantle
--Officer's Uniform
--Heavy Ammo Uniform
-Utility Vehicles
--Dunne Transport
--Dunne Fuelrunner 2d
--BMS Packmule Flatbed
--BMS Universal Assembly Vehicle ("CV")
--BMS Class 2 Auto-Crane
--Dunne Loadlugger 3c
--Drummond 100a Light Utility Vehicle
--Dunne Caravanner 2f
--Dunne Responder 3e (Ambulance)
--Drummond Loscann 55c (Amphibious)
--Kivela Power Wheel 80-1
-Artillery
--Light Artillery
---Balfour Wolfhound 40mm Field Gun
---Swallowtail 988/127-2 Field Machine Gun
---Cerami 60mm Mortar
--Heavy Artillery
---Huber Lariat 120mm
-Combat Vehicles
--Tanks
---Devitt Mark III
---King Spire Mk-I Scout Tank
--APCs/Halftracks
---Niska Mk. 1 Gun Motor Carriage
--Technicals
--Armored Cars
---O'Brien V.110 Armored Car
---O'Brien V.101 Freeman Armored Car
---O'Brien V.121 Highlander
---O'Brien V.113 Gravekeeper
-Ships
--BMS Grouper Motorboat
--BMS Ironship
--BMS Aquatipper
--74b-1 Ronan Gunship
--White Whale Landing Ship
-Trains
--BMS Black Bolt Locomotive Engine
--BMS Standard Gauge Boxcar
--BMS Standard Gauge Flatcar


CURRENT RESEARCH ITEMS

Weapons Tree

-Willow's Bane Model 845 Flamethrower
Or
-Clancy-Raca M4
Auto-unlocks
-Malone Mk.2
-Building Materials
--Materials Pallets
--Ammunition Pallets
--Fuel Pallets
--Fluid Pipelines

Vehicles Tree
-Balfour Falconer Field Mortar
Or
-74-c2 Metora Gunship
Auto-unlocks
-Niska Mk.2 Blinder
-Mulloy Landing APC
-Rycker 4/3-F Wasp Nest
 
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Some Vehicle Comparisons: O'Brien Armored Cars, Niska Half-Tracks, Devitt Light Tank, Storm Tank.
So, in the spirit of keeping the thread informed and so I don't have to cram this stuff into narrative updates, we'll be currently covering the combat vehicles of Situation Foxtrot here. Vehicles will be grouped by general chassis category with vehicle weapon stats presented in compressed form as an annendum to the chassis type.

First, the O'Brien Armored Car chassis family, the most common armored vehicle of the Warden Alliance at time of publication. With steep forward armor plating and a well-protected turret, the O'Brien generally gets approximately 100km per tank of gas, maxes out at 100kph on road/50kph off road, and has a six-speed synchronized transmission. In terms of usability, vision for the driver is badly restricted by a poorly-placed vision slit with too tight a field of view, although the seat is adjustable to take a higher position so the driver may operate with their head out of the bow driver's hatch- though this does require the turret be locked to the rear. Gunners, unfortunately, do not get a combat vision hatch: they're stuck using gunsights and a singular spotting periscope. This leads to uncomfortably poor field of view and casualty rates, although the turret is equipped with a proper turret floor and partial basket.

The standard V.110 O'Brien armored car is equipped with a 7.92mm twin-barrel machine gun, which has roughly comparable ranges to a tripod-mounted machine gun: 50m system assist, 150m effective range, 350m ballistic limit. It is an acceptable infantry support vehicle.

The enhanced anti-tank armored car, the V.113 Gravekeeper, is equipped with a singular Bonesaw launcher, with automatic cocking. It ranges out to 36m with system assist, 100m effective range, and 200-250m absolute maximum range. See previous publications for more detail- at time of publication, it is the most advanced and reliable Warden anti-tank vehicle.

The unusual V.112 Highlander carries the same weapon and armor load as the standard V.110 O'Brian, but is instead equipped with all-terrain tracks, suitable for off-road use. It is slowed to aprox. 75kph on road/ 65kph off road, has been reconfigured to tiller steer without neutral steer, and has slightly more forward armor.

The prototype chassis that was adopted late, the V.101 Freeman, is the most radically different. With lighter armor and lower autonomy (85kph/tank) it is not well loved, even if its engine-forward design is a crew-saver in case of AT guns. Weapons-wise, it carries a short-barrel Balfour Beauceron 40mm gun for structural reduction, with a low rate of fire and only 25 carried shells. Ranges are 3m minimum, 35m system assist, 135 effective, 3,875m maximum. It is noted the gun looses accuracy quickly due to poor mounting quality.

The Niska Mk.1 Motor Gun Carriage is a new addition to the Warden arsenal, and so far, a much-loved one by infantry and cavalry regiments alike. Mounting a driver and vehicle commander under armor, the bed of the half-track is occupied by a modular weapons mounting for any standard tripod-mounted weapon with seats for four infantry/assistant gunners in the back under partial armor. What the weapons platform lacks in dismounts, it makes up for in firepower: being able to mount a standard ISG, Foebreaker rocket launcher, or Ratcatcher machine gun is a powerful equalizing factor. In addition, it's been confirmed in the tech tree to have MLRS and AT variant designs available for unlock later, prompting much joy among light cavalry units and infantry who desire organic mobile firepower. At time of publication, most Niska teams don't operate with dismounts, instead serving as a platoon leadership and supporting fires vehicle: however, doctrine may change as additional vehicles or infantry weapons are unlocked. The base Niska makes 80kph on road, 60kph off road, and has standard five-speed transmission and wheel steering. Visibility is passible, armor is not- most armor piercing weapons will cut right through the protection. Autonamy is 100km/tank, although at heavy loads with weapon, supplies, and troops this can drop as low as 85km/tank.

Weapon statistics will not be posted, as the weapons are identical to their standard tripod versions, and as such can be found in previous publications.

The Devitt Mark III is the first proper Warden tank, handily ignoring the King Spire and its mediocre qualities as a field coordination vehicle. Heavily armored compared to previous vehicles to the degree it can potentially ignore 20mm anti-tank fire in the correct conditions, and is immune from non anti-tank infantry small arms. With a crew of three (Driver, Gunner/loader, commander) it is very much aware of its surroundings, and is equipped stock with a three channel four-preset radio for standard communication. With 55kph on road speed and 45kph off road speed, the Devitt is a capably fast armored vehicle, although autonomy at 85 km/tank is a bit lacking compared to some options. The driver is provisioned with a four-speed hi-low crash gearbox, standard driving tillers, and very good forward visibility due to the projected driving position; in addition his mounting hatch is never obstructed. However, flank visibility is poor due to lack of periscopes. The gunner is well-provided with a forward and side scope array, but only has 6x magnification maximum on his boresight for the gun. Situational awareness must be provided by the commander, who also has the unenviable task of refilling the ready rack of 12 shells from the tank's hull stowage of an additional 48 shells when not in combat. While the gunner is also his own loader, the Beauceron in the turret has been much more sturdily mounted, and the turret has been equipped with a casing removal hatch to dispose of empties when not in combat. Should the commander be so inclined, a standard Storm Rifle on a pintle mount is provided for him to spray targets of opportunity, or fire tracers onto a target of interest. While not comfortable by any means, every crewman has enough room to operate their equipment and it's easy enough to store a pair of Fiddler guns in the storage compartment. One constant complaint, however, is the lack of turret floor.

The Relic Storm Tank is an antique piece of equipment, found in Relic Vaults scattered throughout the game, and therefore available to both sides of the conflict. Despite decades of storage, they have some very competitive characteristics versus the Devitt and Kranesca (the Colonial light tank counterpart). With a crew of three (Driver, Gunner/loader, commander), the vehicle is well-provisioned with a maximum storage of 100 40mm shells for its main gun, a prototype Wolfhound cut to L/18 instead of the Wolfhound's L/55 design. On the road, they have 75km of autonomy, with a road speed of 55kph and an overdrive of 75kph with an offroad speed of 45kph/55kph with overdrive. The driver is operating a hi-low six speed crash transmission (three gears low, three gears high) with a pair of antiquated driving tillers. The cockpit of the Relic Storm Tank is known to be cramped, with poor visibility, and a small and offset driver's hatch. The turret is provisioned for three, with a standard left-side gunner, right side loader, and commander behind loader. A ready rack of thirty shells are stored on the walls of the turret basket, and empties are not provisioned with a handling system. Once the ready rack is emptied, the 70 remaining shells must be retrieved from dry storage in a chamber behind the turret. The turret is cramped, with the gunner only afforded an unmagnified periscope and a 3.5x magnification boresight, while the commander is positioned uncomfortably close to the path of travel on the gun and must frequently dodge shell casings if spending time hatch-up. The tank mounts no secondary armament, but possess armor that is heavy enough to deflect most infantry weapons from the bow or stern. The sides of the tank are much less well-protected, however, and standard Sticky Bombs or disposable Ignifists will quickly and easily destroy vital components or kill crew.

Comparing the Storm Tank and Devitt directly, the Storm Tank has better armor fore and aft, higher speeds, an overdrive function, more shell storage, and a dedicated loader. The Devitt by contrast has better side armor, better tracks for all-terrain conditions such as wet ground and mire, better visibility across all action stations, and a better gun (L/40 versus L/18). Most importantly, the Devitt can be mass produced in a Mass Production Factory, allowing them to exist en masse with little regard to formations, versus the Relic Storm Tank that must be found or rebuilt at a Construction Yard, and then refit back to operational status at a Garage.
 
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Player Color Ratings and Respective Responsibilities
Since people keep forgetting this off update 1.2, I'll repost and expand it.

Mechanics of Color Ratings

Color ratings are a tool used in- and out- of universe to classify and identify the morale and risk tolerance of soldiers and units. Color rating is not an indicator of raw skill: any skill-related increases are due to outside factors and increased morale and cohesion allowing for more sophisticated operations under fire. As a diegetic standard, a unit may be composed of up to 50% of a color rating one step lower than listed, provided all officers are of the listed rating or higher: thus, an Orange unit may be composed of up to one-half its number in Yellow units. A unit may not have personnel two color ratings lower: the same Orange unit may not accept Green troops and maintain an Orange rating. A unit with 75% or greater composition of its color designation may have officers of one rank lower than its listed designation; however this is generally a temporary arrangement and should not be pursued long-term.

Color ratings are as follows

White: Complete and total risk aversion. This is a noncombat unit: Sustainment, Research, Intelligence, and Administration are common regiments and billets. White players are comfortable in Warden hexes, towns in non-frontline sectors, and buildings thereof.
Green: Severe risk aversion. This is a noncombat unit that can operate in frontline sectors: Construction, Basic Logistics, Field Production, and other forward operations are common billets. Green players are comfortable in all White areas, and frontline sectors in rear area roles. When sufficiently butressed, they may enter the combat operations zone of a sector.
Yellow: Moderate risk aversion. This is a unit that may engage in combat, but does not expect to engage in sustained combat: Quick Response Forces, Artillery, Advanced Logistics, Field Engineering, and Garrison troops are common Yellow billets. This player is comfortable on the front lines of a combat sector for short periods of time, and will engage in combat.
Orange: Low risk aversion. This is a unit that can and will engage in combat and is rated as a front line unit. Common billets are Infantry, Artillery, Heavy Weapons, Combat Vehicles, and Assault Support. Orange players are comfortable in direct combat zones, and are willing to engage in performing tasks one color rating lower on Forlorn Hopes such as naval invasions and hex crossings.
Red: No risk aversion. This is a unit that is totally comfortable engaging in combat for extended periods of time or for high-intensity operations. Common billets are Stormtroopers, Pirates, Commandos, and Combat Engineers. Red players are comfortable in high risk combat zones, and advances into and behind enemy lines.
Black: This is a player that is comfortable with any task, at any level of risk, in any area. There are no Black rated units, and one Black rated billet: ballistic missile spotting.
 
Tier 7 Tech Tree
-Weapons
-- No.2 Loughcaster Rifle
-- Ahti Model 2 Pistol
-- A3 Harpa Fragmentation Grenade
-- Mammon 91-b High Explosive Grenade
-- Anti-Tank Sticky Grenade
--Blakerow 871 Carbine
--Sampo Auto-Rifle
--Cometa T2-9
--Green Ash Chemical Weapon Greande
--12.7mm Anti-Infantry Flak Gun
--The Osprey Rifle-Grenade Launcher
--Brasa Shotgun
--Fiddler SMG model 868
--Malone Ratcatcher Mk.1
--White Ash Grenade
--Clancy Cinder M3
--Cutler Foebreaker
--20 Neville Anti-Tank Rifle
--Willow's Bane Model 845 Flamethrower
--Malone Mk.2
-Utility
--Outpost Building
--Machine Gun Pillbox
--Listening Kit
--Bunker Supplies
--Garrison Supplies
--Shirts
--Bandages
--Blood Plasma
--Trauma Kit
--First Aide Kit
--Soldier Supplies ("Shirts")
--Shovel
--Hammer
--Wall
--Gate
--Gas Mask
--Gas Mask Filter
--Concrete Mixer
--Balor 99-c Entrenching Charge
--Sledgehammer
-Construction Materials
--Sandbags
--Barbed Wire
--Concrete Materials
-Building Materials
--Materials Pallets
--Ammunition Pallets
--Fuel Pallets
--Fluid Pipelines
-Uniforms
--Physician's Jacket
--Caovish Parka
--Outrider's Mantle
--Officer's Uniform
--Heavy Ammo Uniform
-Utility Vehicles
--Dunne Transport
--Dunne Fuelrunner 2d
--BMS Packmule Flatbed
--BMS Universal Assembly Vehicle ("CV")
--BMS Class 2 Auto-Crane
--Dunne Loadlugger 3c
--Drummond 100a Light Utility Vehicle
--Dunne Caravanner 2f
--Dunne Responder 3e (Ambulance)
--Drummond Loscann 55c (Amphibious)
--Kivela Power Wheel 80-1
-Artillery
--Light Artillery
---Balfour Wolfhound 40mm Field Gun
---Swallowtail 988/127-2 Field Machine Gun
---Cerami 60mm Mortar
---Balfour Falconer Field Mortar
----Rycker 4/3-F Wasp Nest
--Heavy Artillery
---Huber Lariat 120mm
-Combat Vehicles
--Tanks
---Devitt Mark III
---King Spire Mk-I Scout Tank
--APCs/Halftracks
---Niska Mk. 1 Gun Motor Carriage
---Niska Mk.2 Blinder
---Mulloy Landing APC
--Technicals
--Armored Cars
---O'Brien V.110 Armored Car
---O'Brien V.101 Freeman Armored Car
---O'Brien V.121 Highlander
---O'Brien V.113 Gravekeeper
-Ships
--BMS Grouper Motorboat
--BMS Ironship
--BMS Aquatipper
--74b-1 Ronan Gunship
--White Whale Landing Ship
-Trains
--BMS Black Bolt Locomotive Engine
--BMS Standard Gauge Boxcar
--BMS Standard Gauge Flatcar

CURRENT RESEARCH ITEMS

Weapons Tree

--Bonesaw AT/RPG
Or
--Tannerbaush Optical Rangefinder

Auto-unlocks
--Gunner's Breastplate
--Padded Boiler Suit
--Longbow Flare Projector

Vehicles Tree

--Devitt-Caine Mk.IV MMR
Or
--Niska Mk. V Command Vehicle

Auto-unlocks
--Devitt Mk. III Ironhide
--Gallagher Mk.II Highwayman
 
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Artillery Comparison (as of 6.1)
This post is (for the most part) going to serve as a master post on the state of artillery, Colonial and Warden, and will contain the bulk of the indirect fire weapons. Direct fire guns- 40mm, 68mm, 75mm, and 92.5mm- will not be included.

For discussion and comparison, the following weapons are presented.
No. 2 Loughcaster: 40m System Assist, 100m effective range, 150m ballistic limit
Balfour Wolfhound: 35m System Assist, 175m effective range, 4,500m theoretical maximum.

Smallest among the list is the Cremari Mortar, a 60mm man-portable mortar. Used by both sides in the war, it offers one of the most frustratingly complex modes of operation, with projectile landing being based both on tube angle and a simple vent-cover mechanism to control muzzle velocity. This makes determining the firing procedure for it incredibly painful, as unlocking the velocity control system automatically locks out System Assist. Combined with the absolutely primitive built-in angle detection system, operating in manual is a pain to end all pains. However, it is also the weapon with the most variety in shell type. All tests to date have been done with the High Explosive shell, but Shrapnel and Flare shells have different characteristics. Operating normally, at minimum power and 25% muzzle velocity, under System Assist completely, the range is from 25m to 80m. However, System Assist is the mortar operating at 25% maximum muzzle velocity. At 50% muzzle velocity, the gun's minimum range extends to 50m, and the maximum range extends to a whopping 270m. However, the dispersion also increases, from 8m from aim point at maximum to 14m of aim point at maximum. At 75% muzzle velocity, the gun's minimum range extends to 80m- the maximum range under system assist!- and the maximum range becomes 350m. However, this comes once again at the cost of shell dispersion issue: shells now scatter up to 24m from their aim point. For a mortar bomb with a 5m effective radius generally fired at a target that is 9m by 9m, that is a problem. Maximum muzzle velocity can allow the Cremari to reach out to 675m, with a 160m minimum range, and a dispersion of 32m from aim point. No devised test data has been published by 58e Intelligence on other shell types yet, although it is confirmed that Shrapnel bombs tend to have slightly wider dispersion, and Flare bombs have a set 6-second timer before parachute deployment that limits maximum range no matter muzzle velocity setting.

Doctrinally, the Cremari is deployed in batteries usually involving a multiple of two tubes: four- and eight- tube batteries being most common, although a motion to standardize on six-tube batteries exists in the Folkvangr Brigade. Deployment to an unprotected position usually takes 2-5m, and depending on battery composition the battery will expend all on-call ammunition in approximately 20m. A protected position takes 3m per two guns to generate, leading to an average set-up time of 7-30m (due to the need to dig more connecting entrenchments and truck revetments, time increases are nonlinear), but said protected position can allow for ammunition stockpiling and be further developed into an aide station, supply point, or network into a bunker system.

Adapted from the Cremari Mortar is the next item on the list, the Caine Gun-Mortar. Firing the same 60mm mortar bombs as the Cremari, the Caine offers very few concrete improvements. The primary changes are due to its adoption on the Devitt-Caine chassis: access to a fixed elevation screw, gun level, and being properly contained in a reciprocating recoil control rig mean the gun will hold a given point of aim through a course of fire: a feature that current testing says reduces dispersion from the Cremari by approximately 10%. The other major advantage is that the gun may, in desperation, be fired as a direct-fire piece at up to 50% power (the recoil system potenially blowing out at higher power of shot at this angle of fire). When fired as a gun, only High Explosive ammunition may be used, and dispersion is notably worse than standard: testing is ongoing to determine by how much. As an advantage to being mounted in a tank chassis, there is no real setup time needed for a Devitt-Caine battery: they may simply stop trucks, and conduct a fire mission. Endurance is short, at only 12m of expected fire time, but field resupply is quick and easy.

The larger calibers of gun, however, are more dangerous beasts.

The standard Warden long gun, the Huber Lariat 120mm, is a large, intensive piece of work. Operated by two crew on the gun plus up to four support crew (gunner, loader/traverser, shell handlers) and any number of logistics personnel for the battery, they offer an incredible advantage to any commander who can operate them as regimental or brigade level fire assets- if they can pay the price to use them. With a hard minimum range of 100m, these guns must by necessity be kept far back from an active front. However, their maximum range dictates that front without movement: fires out to 2,400m under ideal circumstances, with wind causing a 15% variance at maximum range and 5% variance at Systems Assist range. Systems Assist range on the Huber Lariat is 300m, however if a gun crew is firing at targets that close it is under un-ideal circumstances. Each shell has an explosive damage radius of 4m, and a shrapnel radius of 8-12m. The dispersion formula- according to current math- is twofold. At base, the guns had a 50% normalization chance to land within a 9m dispersion circle, and 18m of total dispersion at maximum of systems assist. The first factor was reduction of normalization: -1% normalization chance per 100m past 300m. Second, at the same interval, maximum dispersion radius would increase by 1m. Therefore, at 1,000m, there was a 26m circle of maximum dispersion and a 13m circle of normalized dispersion with a 43% of a shell landing inside the normalized dispersion area versus the randomized dispersion area. At maximum range with wind, shells would have a 43m maximum dispersion circle and a 26% chance of lanidng in a 21.5m circle. Guns can, at maximum fire rate, deliver 4 rounds per minute- however, maximum sustained fire rate is generally 3 rounds per 2 minutes. Organizationally, guns are kept in 4-gun batteries, although some groups operate 3-gun or 1-gun batteries: generally for counterbattery fires only.

The primary problem with utilizing the Huber-Lariat is the intense costs involved. Deploying a standard organization battery ex nihlo into unprepared positions takes roughly 45m; mostly due to traffic concerns and the slow speed of cranes. Asides from being incredibly vulnerable to counterbattery fire- which a battery commander must expect- an unprepared position will also be unable to maintain fires. A standard truck of 15 shells will be expanded in 10m, and unless regimental or brigade trucks are allocated to the battery shell shortages will produce an unsatisfactory bombardment. A rudimentary entrenchment adds a half hour, bringing net time until battery operations to 1hr15m. However, entrenchment does not solve the key issue of shells: it only prevents the counterbattery fire from scything through gunners like wheat. To solve that, a bunker base or outpost must be established, both of which mean a Construction Vehicle needs to be dedicated to the battery. This can raise the time to set the battery to as much as 2hr30, although 1hr45-2hr is more common. However, this raises the effectiveness of the battery's domestic logistics exponentially: each truck carrying 15 crates of 5 shells (75 total) instead of merely 15 shells. More importantly, a bunker base can naturally serve as a respawn point, fighting position, and save area to emplace other logistics facilities such as a local supply dump or other tools. As a rule of thumb, a Huber-Lariat gun battery may fire so long as they have spotting teams, clear communications, supply, and a supply of personnel who are trained and in good condition.

The standard Colonial long gun, the 120-68 Koronides Field Gun, is a study in contrasts over the Huber Lariat. The Koronides is a field gun in configuration, allowing it to be towed by any standard truck. It has a maximum traverse of 10 degrees off centerline, a 100m minimum range, and a 250m Systems Assist Range. Maximum range is 2,000m, with a 10% variance for wind and a 5% at Systems Assist range. Each shell mirrors the Huber-Lariat: 4m explosive radius, 8-12m shrapnel radius. The dispersion formula, however, is the far more frightening part of the Koronides: instead of variable normalization, it is instead fixed at 40% normalization to an area that is 50% the maximum dispersion radius. In long range fire missions, this accuracy increase is expected to be telling, especially in counterbattery roles. However, according to testing, dispersion seems to be less regular: at base systems assist range, shells are expected to land in a 16.5m circle, with a 40% chance to land in an 8.25m circle. As dispersion increases 1m per 80m past Systems Assist range, dispersion at maximum range is 38.375m with a 40% chance of landing in a 19.2m circle.

The primary doctrinal issues around the Koronides are based on its lack of durability and short range. While it has relatively high accuracy, its shorter range than a Huber Lariat forces it to be either deployed very conservatively, bouncing between pre-built firing positions; or incredibly aggressively as a flying gun to execute fire missions on one truck-load of ammunition. Fortunately, being a field gun makes it very easy to utilize in smaller, sub-battery commands: it isn't unusual for them to be deployed in pairs under a senior NCO as local counterbattery guns. Doctrinally, they are deployed in two-gun pairs by the main Warden users, and in five-gun battery groups attached to the infantry regiment or as part of three-gun fire groups attached to armor and rocket artillery battalions.

Thus, we move on to Rocket Artillery. Due to ammunition scarcities, testing has not been sufficiently thorough at time of writing: as more data emerges, some information will change.

The answer to overly-mobile Colonial artillery, the Rycker 4/3-F Wasp Nest is a horrifying creation made explicitly for providing blanket fire support to an area by dint of throwing twelve 4C Fire Rockets at it. While the incendiary payload might be more likely to cause infernos than some are comfortable with, the Wasp Nest is the only field carriage artillery the Wardens have, making it precious by default. With a minimum range of 200m, the system demands a sophisticated fire direction center- especially with Systems Assist range at 225m. Maximum range is 1,575m, although dispersion at that point makes it unlikely to hit more than a postal code. Dispersion is a sticky subject with the Wasp Nest: it is suspected that fire rate may impact it beyond the 20% point of aim drift from wind. Currently, tests reveal that all 12x rockets will land in a 24m circle of dispersion at Systems Assist range, increasing by 2m per 100m of additional range. There is no normalization on rockets, or other accuracy increasing effects: where they land, they land. Each rocket launched deals three potential kinds of damage: kinetic (the rocket impact) is garunteed, but has no splash radius. Incendiary damage is at a 40% chance to occur, creating a 3m circle of napalm that lasts for 30m, and deals Incendiary structures and may cause fires. Unfortunately, testing on the Fire Damage system is still ongoing. Shrapnel damage is at a 65% chance to occur, with the rocket landing and the bursting charge detonating to create a 5m shrapnel area, dealing heavy anti-infantry damage. It is entirely possible and likely some rockets will land doing all three types of damage. However, the Wasp Nest is otherwise a painful weapon to use: each rocket tube must be charged individually, and rockets must be transported via an Ammunition Pallet. While a towing truck might be trusted to hold one round of reloads, the five second per person per tube reload time means that field loading is unadvised. Groups with the Wasp Nest are adivised to ride out, fire, and RTB to rearm. Therefore, doctrine around them as is presently being developed suggests a six-launcher battery, operating out of a secured area. Currently the only group to make doctrinal use of them is the 62e Infantry, but this is expected to change soon as more units become used to the strengths and weaknesses of each weapons system.

While Colonial artillery is not blessed with a low-tier weapons system with great range, it is blessed with high maneuverability. The R-17 Retiarius Skirmisher rocket truck is an example of excellence in engineering, enough to make Wardens quite envious. Firing 3C High Explosive rockets, it excels at hammering positions and leaving quickly without asking questions or receiving answers. With a 200m minimum range, 275m Systems Assist Range, and 1,925m maximum range, what the Retiarius looses in range it makes up in density of fire. Much like the Wasp Nest, there's a 20% total point of aim drift from wind, and fire rate may relate to dispersion. Unlike the Wasp Nest, however, dispersion is not so cruel: System Assist range retains the 24m circle of dispersion despite being 50m further out, and dispersion increases by 1m per 125m past System Assist range. Type 3C rockets do different damage, however: aside from Kinetic from the impact, there's a 70% chance of dealing High Explosive (read: anti-structure) damage that can tear through bunkers, as well as 15% chance of incidiary effects on the impact point at 50% chance to generate a 5.5m shrapnel area. Many other problems, however, are shared: long load times per rocket (3.5s/rail here), no ammunition storage capability, and in exchange for being self-propelled, the cost comes in a lengthy 10s time period needed to drop spades for firing. There is no doctrine surrounding these vehicles known to the Wardens as of yet: only a bare handful of examples have been captured to date.

Largest in scale on this list is the honorable Balfour Falconer 250mm field mortar. A two-man field gun with all that entails, it is a simple breath of fresh air compared to rocket artillery. With a minimum range of 6m, a Systems Assist range of 25m, and a maximum range of 200m, this is not a safe weapon to use. Dispersion is 6m laterally at maximum range and 4m vertically at maximum range, and dispersion at closer targets is frankly irrelevant as this is strictly a bunker-breaker that must, by necessity, get into range of the bunker it is attacking to make the assault. In all other respects, it behaves much like a Balfour Wolfhound, and crews have no difficulty cross-training between the two. The weapon is popular in infantry regiments as a way to blow through stubborn defensive lines- as long as friendly machine guns and other artillery can suppress a bunker's defenses.
 
64e Cuirassiers Regiment (Ideal)
Since it might be a good refresher course, I'm going to lay out a few Tables of Equipment and Organization. This one is the 'dream' ToE for the 64th Armored

64e Cuirassiers Table of Organization and Equipment, ideal. Total manning: 250 persons.
  • Headquarters Company, 46 persons
    • Headquarters Platoon, 34 persons
      • Regimental Commander & Staff- 2x King Spire, 4x Headquarters Trucks. 12x People.
      • Regimental Construction Team- 3x CVs, 8x Engineers.
      • Regimental Oiler Team- 6x Fuel Trucks, 6x drivers.
      • Regimental Repair Team- 4x supply trucks, 8x repairmen
    • Organic Artillery Battery, 12 persons
      • 2x Huber Lariat 120mm guns, 2x flatbeds, 1x crane, 1x CV. 12x artillerymen
    • Mobile Artillery Battery (Detached from 15e)
      • 4x SPG, any type; or 4x Wasp Nests
  • First Battalion, Heavy Assault
    • Battalion Headquarters, 6 persons
      • 1x King Spire, 3x Persons
      • 1x repair truck, 1 person
      • 1x Fuel Truck, 1 person
    • Assault Platoon, 18 persons
      • 1x Cullen Predator Mk.III, 6 persons.
      • 2x Noble Widow Mk.XIV, 3 persons
      • 1x Gallagher Thornfall Mk.II, 3 persons
      • 1x Truck, HQ, 3 persons.
    • Breakthrough Platoon, 20 persons
      • 2x Silverhand Chieftian Mk.VI, crew 4
      • 2x Silverhand Mk.IV, crew 4
      • 1x Truck, HQ, 2 persons.
    • Mechanized Infantry Company
      • APC Platoon x2, 32 persons
        • 4x Mulloy APC, crew 2
        • Assault Squad x4 (Machine Gunner, Rocketeer, Medic, 3x SMG or Storm Rifle.)
      • IFV Platoon x2
        • 4x Niska Mk. 1 Motor Gun Carriage, 2 crew
        • 4x Fires Squad (Machine Gunner, Rocketeer, 2x Grenadiers)
  • Second Battalion, Maneuver Element
    • Battalion Headquarters, 6 persons.
      • 1x King Spire, 3x Persons
      • 1x repair truck, 1 person
      • 1x Fuel Truck, 1 person
    • Breakthrough Platoon, 20 persons
      • 2x Silverhand Chieftian Mk.VI, crew 4
      • 2x Silverhand Mk.IV, crew 4
      • 1x Truck, HQ, 2 persons.
    • Maneuver Platoon, 20 persons.
      • 4x Gallagher Outlaw Mk.2, crew 4
      • 1x Truck, HQ, 2 persons.
    • Attached infantry company from 62e or Light Cavalry regiment.
  • Third Battalion, Maneuver Element
    • Battalion Headquarters, 6 persons.
      • 1x King Spire, 3x Persons
      • 1x repair truck, 1 person
      • 1x Fuel Truck, 1 person
    • Breakthrough Platoon, 20 persons
      • 2x Silverhand Chieftian Mk.VI, crew 4
      • 2x Silverhand Mk.IV, crew 4
      • 1x Truck, HQ, 2 persons.
    • Maneuver Platoon, 20 persons.
      • 4x Gallagher Outlaw Mk.2, crew 4
      • 1x Truck, HQ, 2 persons.
    • Attached infantry company from 62e or Light Cavalry regiment.

Some in-character notes for this, because it's a hefty bill of materials. First things first- Zairman doesn't expect to actually get all this shit. The maneuver element battalions by themselves are pretty hefty units that'll be clashing with their organic supplies badly- nine tanks is well past the point you want two tankers and logi trucks backing them up. The Heavy Assault Battalion, meanwhile, is probably the single most devistating formation in game if it ever gets assembled- a Predator Mk.III's combination of 94.5mm Starbreaker AT gun and dual quad-barrel grenade launchers means this thing is lobbing enough infantry suppression out the sides to turn any incoming tank-breakers into a pile of giblets very quickly. This, combined with a backup band of Noble Widows, means that enemy armor can't really do jack didly shit about this group- you need artillery to break that formation, full stop. The organic infantry element there is mostly to make sure there's a well-armored unit of infantry there to dig their feet in and hold every inch the armor buys: because when the Predator pulls back, there's zero doubt that they're going to be counter-pushed.

In all reality, Zairman would try to assemble three of the Maneuver Elements first, then the Mechanized Infantry Company, then headquarters elements, before finally putting the Assault Battalion together, one piece at a time.
 
Current State of Supply/Operations Map


So since it's pertinent for voting- and why I say your logistics situation is fraught with peril- this is your current logistics map. While there's notionally enough logistics power rolling around to push you through (I initially messed up calculations for your in-brigade Rail Logistics regiment) there's the issue that all your stockpiles are still tied to the western half of the map and waterways therin. Fortunately, actually starting Operational Planning unlocks the Brigade Actions to fix that.

KEY
- Black circle: Supply Node
- Black line: Strategic Supply Line
-- w/ red hash: Rail line
-- w/o red hash: Sea line
- Green: Front line
-- Green Pentagon: Major Colonial Base
- Blue Pentagon: Major Warden Base
- Black Triangle: Major Player Facility
- Gold Diamond: Folkvangr Brigade supply dump
- Gold Hexagon/Lines: Planned Folkvangr jump-off point and lines of advance.
 
Tier 8 Tech Tree
-Weapons
-- No.2 Loughcaster Rifle
-- Ahti Model 2 Pistol
-- A3 Harpa Fragmentation Grenade
-- Mammon 91-b High Explosive Grenade
-- Anti-Tank Sticky Grenade
--Blakerow 871 Carbine
--Sampo Auto-Rifle
--Cometa T2-9
--Green Ash Chemical Weapon Greande
--12.7mm Anti-Infantry Flak Gun
--The Osprey Rifle-Grenade Launcher
--Brasa Shotgun
--Fiddler SMG model 868
--Malone Ratcatcher Mk.1
--White Ash Grenade
--Clancy Cinder M3
--Cutler Foebreaker
--20 Neville Anti-Tank Rifle
--Willow's Bane Model 845 Flamethrower
--Malone Mk.2
--Bonesaw AT/RPG
-Utility
--Outpost Building
--Machine Gun Pillbox
--Listening Kit
--Bunker Supplies
--Garrison Supplies
--Shirts
--Bandages
--Blood Plasma
--Trauma Kit
--First Aide Kit
--Soldier Supplies ("Shirts")
--Shovel
--Hammer
--Wall
--Gate
--Gas Mask
--Gas Mask Filter
--Concrete Mixer
--Balor 99-c Entrenching Charge
--Sledgehammer
--Longbow Flare Projector
-Construction Materials
--Sandbags
--Barbed Wire
--Concrete Materials
-Building Materials
--Materials Pallets
--Ammunition Pallets
--Fuel Pallets
--Fluid Pipelines
-Uniforms
--Physician's Jacket
--Caovish Parka
--Outrider's Mantle
--Officer's Uniform
--Heavy Ammo Uniform
--Gunner's Breastplate
--Padded Boiler Suit

-Utility Vehicles
--Dunne Transport
--Dunne Fuelrunner 2d
--BMS Packmule Flatbed
--BMS Universal Assembly Vehicle ("CV")
--BMS Class 2 Auto-Crane
--Dunne Loadlugger 3c
--Drummond 100a Light Utility Vehicle
--Dunne Caravanner 2f
--Dunne Responder 3e (Ambulance)
--Drummond Loscann 55c (Amphibious)
--Kivela Power Wheel 80-1
-Artillery
--Light Artillery
---Balfour Wolfhound 40mm Field Gun
---Swallowtail 988/127-2 Field Machine Gun
---Cerami 60mm Mortar
---Balfour Falconer Field Mortar
----Rycker 4/3-F Wasp Nest
--Heavy Artillery
---Huber Lariat 120mm
-Combat Vehicles
--Tanks
---Devitt Mark III
---King Spire Mk-I Scout Tank
---Devitt-Caine Mk.IV MMR
---Devitt Mk. III Ironhide
---Gallagher Mk.II Highwayman

--APCs/Halftracks
---Niska Mk. 1 Gun Motor Carriage
---Niska Mk.2 Blinder
---Mulloy Landing APC
--Technicals
--Armored Cars
---O'Brien V.110 Armored Car
---O'Brien V.101 Freeman Armored Car
---O'Brien V.121 Highlander
---O'Brien V.113 Gravekeeper
-Ships
--BMS Grouper Motorboat
--BMS Ironship
--BMS Aquatipper
--74b-1 Ronan Gunship
--White Whale Landing Ship
-Trains
--BMS Black Bolt Locomotive Engine
--BMS Standard Gauge Boxcar
--BMS Standard Gauge Flatcar

CURRENT RESEARCH ITEMS

Weapons Tree

-Booker Storm Rifle
OR
-Byker Pitt Mattock

Auto-unlocks

-Emplaced Anti-Tank Gun
-Liar SMG

Vehicles Tree

-Chieftan Mk. VI Assault Tank
OR
-King Jester Light Rocket Tank

Auto-unlocks
-Balfour Stockade 75mm
-Collins Cannon 68mm
-Huber Exalt 150mm
-Noble Firebrand Mk.XVII
-Flood Mk.I
 
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Operational Mechanics v.3
Operational Mechanics Rules version 3

Changelog:
- Added new Bonuses/Maluses
- Added brigade rules
- Added new rules for active defenses
- Changed rail operations
- Changed Detachment Rules for clarification.


Bonuses and Maluses

Bonuses and Maluses come in two flavors: operation-wide, and stack. Operation wide maluses affect every unit in the operation, while stack maluses or bonuses only affect units up-stack of them. Below are listed the various bonuses and maluses.

Operation-wide

Bonuses
-Good Planning (+1) (Stacks per turn taken doing planning)
-Talented Officers (+1) (Stacks per Red or greater regiment in the operation)
-Prototype Supplies (+1) (Only applies to Armor, Artillery, or Mechanized regiments)
-Revanchism (+1) (Only applies when retaking territory that has been held for 10 consecutive turns)
-Strategic Artillery Support (+4) (Does not stack, an operation is supported by Storm Cannon fires)
-Wet Concrete Denial (+1) (An operation is attacking wet concrete)
-Command Staff (+1) (Does not stack, given to formally organized brigades)
-Communications Center (+1) (Does not stack, given to units with specialized coms)
-Codified Doctrines (+2) (Brigade has completed Doctrinal Research)
-Multi-Point Assault (+2) (Border Crossing operations use multiple sides to a hex)


Maluses
-Under-Organized (-1) (Caused by not having enough Logistics Regiments from plan outset)
-Poor Officers (-1) (Stacks per Yellow regiment in a frontline role)
-Incompetent Officers (-2) (Stacks per Green regiment in a frontline role)
-Conscripts (-3) (Stacks per White regiment in the operation)
-Blockaded (-2) (Caused by not having a supply line to a depot area on grand supply network)
-Forlorn Hope (-1) (Unit cannot stage out of bunker or relic base)
-Concrete Breaking (-1) (Unit is attacking a fully operational concreted base)
-Airwave Jamming (-1) (Unit is attacking an area with signals warfare capabilities)
-Overtaxed Staff (-1) (Unit has more than 2 units that require dedicated logistics regiments)
-Compressed Front Line (-1) (Border Crossing occurs on one hex face only)
-Active Garrisons (-1) (Enemy fortifications are manned by a Named Unit)
-Border Crossing Limitations (-1) (More than two units are in need of truck logistics over a border crossing)



Stack Effects

Bonuses
-Critical Rollover (+1) (A unit down-stack rolled a 10 or higher, applies to any phase of stack)
-Armor Support (+1) (Stacks, a unit is supported by an armored formation that passed their roll)
-Artillery Support (+1) (Stacks, a unit is supported by direct-fire artillery)
-Heavy Artillery Support (+2) (Stacks, a unit is supported by indirect-fire artillery)
-Player Port (+1) (A water logistics unit has built an operation to allow freighter use) (Logistics Stack Only)
-Vehicle Superiority (+1) (A mechanized infantry unit has more or better vehicles. Does not stack with Prototype Supplies)
-Grenadiers (+1) (A unit has an explicitly large supply of anti-bunker munitions)
-Advanced Mechanization (+1) (An infantry or cavalry unit does not use trucks in final advance-to-contact combat)
-Integrated Fires (+1) (An infantry or cavalry unit has an attached armor or artillery section)


Maluses
-Out of Supply (-1) (Stacks with every Logi regiment that failed their supply roll)
-Munitions Shortage (-2) (Does not stack, only affects unit with dedicated logistics that fails)
-Tank Shock (-1) (Unit is combatting enemy armor without dedicated weapons to counter)
-Encircled (-2) (Unit is engaged on multiple fronts)
-Trench-breaking (-1) (Unit is engaged in pushing through prepared enemy positions.)
-Landing Operation (-1) (Unit is establishing a beachhead and is not in position to get local resupply)
-Concrete Patterns (-2) (Unit is attacking a base or fortification that has been completely made of concrete fortifications)
-Mountain Assault (-1) (Unit is assaulting in, through, or around a mountain that has been integrated into defensive networks)
-Tank Traps (-1) (Unit is attacking an area filled with anti-armor obstacles. Cavalry regiments only.)
-Infantry Traps (-1) (Unit is attacking an area filled with anti-infantry obstacles. Infantry regiments only.)
-No Man's Land (-3) (Unit is attacking an area that is impassible to vehicles, hazardous to travel on foot, and cannot be built on.)


Order of Operations

In this system, the target number is 6. Rolls under 6 are failures, and above are successes. The severity of failure or scale of success is determined by the delta from 6:

To determine stack bonuses and maluses, several things must happen. First, QRF must roll in order to protect the supply corps. There can be any number of potential QRF units, but only one unit needs to pass its roll in order to count the supplies as protected. If QRF fails, then all Logistics units take a -1 penalty. Logistics must then make its rolls. Each failed Logistics roll generates one instance of Out of Supply malus to combat arms. In addition, if a unit that requires a dedicated Logistics Regiment has said Logistics Regiment fail, they incur an additional -2 to their rolls from Munitions Shortage. Units with dedicated regiments to support will have that regiment listed with them in the rolling log.

Once any instances of Out of Supply and Munitions Shortage are calculated, the combat rolls then progress. Rolls will be done as standard clean, without modifiers tied to the roll. This is to prevent typographic errors. Note that rolls will generally be done in reverse stack order: combat arms, then supply, then QRF.

Once rolls are completed and the math is done, results will be posted.

Combat Arms Special Rules

Combat Arms units are the only units that can have roll-over successes, and cannot suffer cascading failures. In addition, several Combat Arms units have inbuilt bonuses, listed below.

Armor: Gives Armor Support to itself and two other regiments, requires a dedicated Logistics Regiment
Light/Direct Fire Artillery: Gives Artillery Support to itself and two other regiments, requires a dedicated Logistics Regiment
Heavy/Indirect Fire Artillery: Gives Heavy Artillery Support to itself and two other regiments, requires a dedicated Logistics Regiment
Mechanized Infantry: Gives itself and two other Regiments access to local anti-tank weapons, preventing Tank Shock, and a role to see if it has Vehicle Superiority.
Pioneers: Gives itself local anti-tank weapons, or the Grenadiers tag otherwise.
Motorized: Can serve as either a Logistics Regiment, or as a Combat Arms Regiment.
Mechanized: Equipped with a large number of APCs and IFVs. Gains organic +1 to all rolls.

Logistics Special Rules

Logistics regiments can each supply two regiments that do not need a dedicated Logi Regiment. In operations with three or less Logistics Regiments, each Logistics Regiment can maintain organic supply for its own vehicles and manpower. However, in operations with more than three Logistics Regiments, an additional Logistics Regiment must be added per two Logistics Regiment (as if Logistics were Combat Arms units) in order to provide supplies to them and additional basing. In addition, at three or less Logistics Regiments, the Out of Supply debuff does not apply to Logistics Regiments.

Logistics regiments cannot have roll-over successes, and can suffer cascading failures. In addition, there is a small number of inbuilt bonuses, as listed below.

Motorized: When serving as a Logistics Regiment, can only supply one Combat Arms regiment, but does not suffer penalties from QRF failure.
Engineering: Provides bonus Bunker Bases, and organically possesses CVs and Cranes for Player Ports and Water Logistics
Water Logistics: Can, if a Port Facility is available, support up to five Logistics Regiments for Large Operations. Player Ports count for this.
Landing Rated Logistics: Can supply one Regiment through a Blockaded area without receiving penalty.
Integrated Supply Chain: Can cue production to supply outside of stockpiled equipment in case of Technology Unlocks
Researchers: Can resupply Prototype Vehicles.
Light Rail: Can supply an additional regiment over standard.
Heavy Rail: Can supply additional regiments over standard as per Rail Spot Value


QRF Special Rules

QRF- Quick Response Forces- have one singular, solitary job: to protect logistics. Each and every QRF unit is immune to Out of Supply debuffs, and is not effected by items later in the stack. However, QRF units cannot donate buffs to the rest of the force, and are otherwise isolated from the rest of the engagement. Otherwise, QRF units count as standard Combat Arms units for purposes of supply, and have no special rules.

Battalion Rules

In some instances, a unit is large enough that it dwarfs other regiments. To represent this, it fights by battalion, instead of by regiment. To model this, regiments that fight by Battalion will be demarcated as Regimental Number/Battalion Number. If a regiment is fighting by battalion, each battalion will consume supplies at standard regimental levels to demarcate their relative fighting power, and each battalion will have a separate roll in the Combat Arms rolls as if it were an independent regiment. Note that a singular regiment large enough to fight by battalion may or may not choose to fight as such, and change their regimental tags to suit. For example, a unit comprised of mixed armored cars, a small artillery battery, and mounted infantry might choose to fight as a single regiment of motor rifles, or multiple battalions of motor rifles with one having the Grenadiers tag, or as a battalion of Dragoons and another battalion of Motorized Infantry. All of these combinations are valid, and each battalion will roll in Combat Arms as per its individual tags and apply stack effects as per its individual tags.

Specialist Detachment Rules

There are a number of regimental types that are not dedicated to combat or logistics in a strict sense. To model the participation of these units in combat actions, they will give assorted Stack-wide buffs and debuffs. As a general rule, a Specialist Detachment buff is in proportion to its cost, even if that cost is not based in mission time.

Note this is an incomplete list: not all specialists detachments are unlocked or formed at present moment.

Commandos: Counts as +1 Planning Bonus (Recon), does not cost Logistics Cap. Cannot build Bunker Bases, and must roll Recon before battle with no modifiers to apply regiment-specific stack bonus.
Medical: Grants +2 to lowest Combat Arms roll, costs 1 Logistics Cap. Does not roll to provide bonus.
Rail: Builds railroads, granting Light Rail and Heavy Rail tags to connecting region. Cost is measured in narrative time.
Chemical Warfare: Grants +1 Planning Bonus (Specialist Weapons). Costs 1 Logistics Cap.
Intelligence: Grants +1 Planning Bonus (Recon), does not cost Logistics Cap. Cost measured in narrative time, must roll Recon before battle with no modifiers to apply regiment-specific stack bonus.
Naval: Grants Naval tag to artillery unit, allows artillery unit to operate from water. No further costs.
Signals Warfare: Grants +1 Planning Bonus (Signals), nullifies enemy signal warfare attempts, counts as Command Staff for brigade-level officership.
Commissariat: Raises the Color Rating of one unit by one rate removing related penalties, does not cost Logistics Cap, requires a formal Brigade and other narrative costs.
Combat Engineering: +1 Combat Arms bonus if the enemy has Entrenchment conditions.
Strategic Fires Elements: Supplies Strategic Fires bonus.


Railroads and Logistics Interactions

Railroads, once constructed, are measured in Spot Factor. Spot Factor is a measure of carrying capacity not related to the count of rails they have, but rather how much logistics can be mounted on them. Each regiment that uses railroads has a Spot Value, which is how much space they take up on a railroad. Standard logistics regiments, when automatically using railroads to get a logistics boost, gain the ability to carry an additional Combat Arms regiment: therefore, they may support three Infantry regiments, or an Infantry and Armored or Artillery regiment. When a standard logistics regiment uses a railroad, they become Light Rail, and therefore consume a Spot Value of 1. When a dedicated Rail Logistics regiment with the Heavy Rail tag is present, they consume a Spot Value of 2, and may provide support to four Infantry regiments, two Artillery or Armor regiments, or any combination therof. Note that a Heavy Rail regiment has dedicated engines, flatcars, and other rail specific infrastructure: if there is not a railway with a spot value of 1 or better connecting them from their main railroad to another railroad, they cannot participate in further operations as they cannot transit to the region.

Rail artillery regiments, should one be formed at a later date, consume supplies as per a standard artillery regiment, provide supporting fires as per a standard artillery regiment, and consumes Spot Value as per the following: Direct Fire Artillery- 2; Indirect Fire Artillery- 3; Strategic Artillery- 4. Narratively, a Rail Artillery Regiment or Battalion is under the same restrictions as a Heavy Rail Regiment. Note that Rail Artillery regiments are to be considered logistics-neutral due to their ability to re-arm in rear bases outside the frontline supply chain: ergo, they do not cost supply in the operational use.

Brigade Operations

In instances where over 50% of the regiments involved in an operation are part of a formal brigade, an additional set of modifiers will effect the operation. These modifiers are designed to represent the enhanced cohesion that a properly designed and operated Brigade is able to perform, as well as the strengths and weaknesses of those formations. As these are directly pertaining to the Combat Stack and the Combat Stack only, units assigned to QRF duties do not count for determining Brigade Effects. The main types of brigade and related modifiers will be listed below.

Types of Brigades and Effects

Infantry Brigade (At least 4 Infantry Regiments): Men Of The Fields (+1 per Infantry Regiment per excess Supply delivered)
Cavalry Brigade (At least 2 Cavalry Regiments and 0 Artillery Regiments): Plowshares into Swords (Reroll worst Regimental Result)
Artillery Brigade (At least 2 Artillery Regiments and 0 Cavalry Regiments): Ex Regio Ultimum (Nullify any Stack Effects based on terrain or enemy fortification)
Mechanized Brigade (At least 2 Motorized Infantry regiments, 1 Armor regiment, and any other regiment): Tracks to Progress (Negate any Munitions Shortage penalties for one category of unit)
Mixed Model Brigade (1 Armor regiment, 1 Infantry regiment, 1 Artillery regiment, and any other regiment): War of Progress (Change threshold for Critical Rollover bonus from 10 to 9)
 
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