Situation Foxtrot (SAO/Foxhole) [COMPLETE]

We did all we could boys, but it wasn't enough this time. It's a sad day when Caovia stands under a Mesean boot.
Oh yeah, definitely was a bloody war but in the end, the numbers just weren't on our side. :( Oh well, we'll get em again next war and besides, we didn't go out with a whimper but with a holler of defiance.
 
With this plan I'm continuing with the preparations done last turn to get the 9th their new home and getting our admin situation finally sorted out. For social actions I want to spend one to find another two infantry regiments to fill out the frontline since we already have the third logistics to supply them with, though if the reserve of orange rated troops are all tapped out already I'd rather avoid drafting any yellow regiments. The other social action I'm spending on talking with the frontline regiments we already have so that we can get to know them better, with the hope that this lets us coordinate better and ultimately maybe turn this into a longer term partnership. If this lets us also train them to a higher skill level, all the better even if it doesn't matter directly for the operation itself.

Point of order, but your frontline is actually full ATM. Remember, you pay logistics tax on QRF units. Likewise, artillery requires twice as many supplies as a standard regiment, so that's gonna get you again. There's your two 'missing' regiments.

Finally I have to say, Sundowners got a hell of a incentive structure for players desensitizing themselves. And damnit Asuna.

What can I say, I write a good villain.

Oh yeah, definitely was a bloody war but in the end, the numbers just weren't on our side. :( Oh well, we'll get em again next war and besides, we didn't go out with a whimper but with a holler of defiance.

Yeah, we tried. One of these days I'm going to keelhaul [CL] for their shitty building practices, those guys couldn't build anything more complicated than a stuffed rabbit from IKEA, much less a good bunker base. I spent so many Mammons cleaning that shit out to build it bake right...
 
[X] Begin the Operation for Allsight

It's not "ready as it will ever be", but waiting is not in our favor. Several of the units we've mustered could be drawn into other operations if we delay. To say nothing of the possibility of losing our fancy equipment if the 15th doesn't put it to use.
 
Looking over my math again, I did in fact completely miscalculate by making a silly mistake. With that in mind, I'm switching from looking for more frontline troops to instead talk to another War Bureau group.

[X] Plan Final Preparations
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Clanshead Base to 9th Sustainment
-[X] Commit training!
--[X] Administration Training: At some point, you're going to figure out the fine art of delegation. Some point.
-[X] Prepare your Operation (Adds +1 Good Planning bonus to the operation per turn taken)
-[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[X] War Bureau
-[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[X] Frontline Combat
--[X] Allsight Operation Regiments
 
[X] Begin the Operation for Allsight
We aren't as prepared as I'd prefer, but we've given the goblins enough time to make plans of their own and frankly if we're straining logi just by existing then the op's only going to be worse the longer we delay.
 
We kinda don't have much of a choice, If Hooker pushes next turn he'll force our hand, if we gotta push, we do it on our own terms.

Quest Master how exactly does losing the Regimental Standard work, it's a Flag people carry in Napoleonic wars or a Roman Eagle-esque thing?

[x] Begin the Operation for Allsight
 
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View: https://www.youtube.com/watch?v=bUo1PgKksgw
 
I'm sorry but have you ever read literally any quest I've written?
Yeah, that's why I posted, this'll just end up with it being taken once or twice or not at all since it means there isn't training for an offensive or recruiting, basebuilding.etc and people won't wait for the narrative lull where it isn't a direct opportunity cost and even then there'll probably be other actions that look better.

If the action isn't there all the time it would probably work better, only being around when Orr thinks she has the time to spend socialising that isn't spent managing the regiment or something.
 
Yeah, that's why I posted, this'll just end up with it being taken once or twice or not at all since it means there isn't training for an offensive or recruiting, basebuilding.etc and people won't wait for the narrative lull where it isn't a direct opportunity cost and even then there'll probably be other actions that look better.

If the action isn't there all the time it would probably work better, only being around when Orr thinks she has the time to spend socialising that isn't spent

I don't want to say "if people don't vote for it they're being stupid", because there are a lot of other things to spend that slot time on, but considering how much information they need it's rather obvious that the material gains may well be overtaken by information gains. While 15 Flying Artillery is a healthy regiment in good order, other units may not be- and knowing the status of the units around you is critical to how your own unit fights. Talking to your infantry for this offensive, for instance, has already revealed the solution to radio issues, unit organization, and unit rotation items: all things that could paralyze the attack and force a vote.

If players want to keep being Colonel Orr, it would definetly be a second string vote option. If players want to be General Orr, though, or Marshall Orr, then they need to understand that the numbers and letters do not adequately convey the realities of a unit or the situation of a front. Knowing a base is well supplied is different from knowing the only thing keeping the soldiers from leaving Umbral Lagwood is the cocaine and rum rations; or that a storm front coming through is a Cat4 hurricane and Saltingrad is now Venice 2.0 and people are mooring motorboats to the statue of Calahan.
 
If the action isn't there all the time it would probably work better, only being around when Orr thinks she has the time to spend socialising that isn't spent managing the regiment or something.
I mean, if we teach people the beautiful art of Delegation, we could have Asuna or someone else take care of the base building/training/production part while we go out on more Dont-be-horny adventures with other regiments.
Or at least I hope so
 
votes called
Scheduled vote count started by 7734 on Jun 22, 2022 at 4:07 PM, finished with 52 posts and 19 votes.

  • [X] Begin the Operation for Allsight
    [X] Plan Final Preparations
    -[X] Gift, Assign, or Abandon a bunker base.
    --[X] Clanshead Base to 9th Sustainment
    -[X] Commit training!
    --[X] Administration Training: At some point, you're going to figure out the fine art of delegation. Some point.
    -[X] Prepare your Operation (Adds +1 Good Planning bonus to the operation per turn taken)
    -[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
    --[X] Frontline Combat
    --[X] Allsight Operation Regiments
    [X] Plan Final Preparations
    -[X] Gift, Assign, or Abandon a bunker base.
    --[X] Clanshead Base to 9th Sustainment
    -[X] Commit training!
    --[X] Administration Training: At some point, you're going to figure out the fine art of delegation. Some point.
    -[X] Prepare your Operation (Adds +1 Good Planning bonus to the operation per turn taken)
    -[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
    --[X] War Bureau
    --[X] Frontline Combat
    --[X] Allsight Operation Regiments
 
Operation: Orr's Assault on Allsight
ORR'S ASSAULT ON ALLSIGHT



Buffs/Nerfs
+2 Good Planning
+1 Light Artillery for 64 & 62 Infantry
+1 Prototype Supplies for 163 Uhlans
-1 Poor Officers

QRF
163 Uhlans: 4, +2 for planning, +1 for protos, -1 for officers. Passes.

Supply
9 Sustainment: 4, +2 from planning, -1 from officers. Sum 5, fails. -1 Out Of Supply, -2 to supported regiment.
87 Teamsters: 6, +2 from planning, -1 from officers. Sum 7, passes.
13 Sustainment: 8, +2 from planning, -1 from officers. Sum 9, passes.

One stack of Out of Supply generated. One stack of Ammo Shortage generated.

Combat Arms
15 Flying Artillery: 7, +2 from planning, +1 from Light Artillery, -1 from officers, -2 from Ammo Shortage. Sum 6, passes. Grants Light Artillery to the next two regiments.
64 Infantry: 9, +2 planning, +1 light arty, -1 officers, -1 OoS. Sum 10, passes, +1 critical rollover
62 Infantry: 3, +2 planning, +1 light arty, +1 rollover, -1 officers, -1 OoS. Sum 5, failure.
99 Jaegers: 4, +2 planning, -1 officers, -1 OoS. Sum 4, failure

Conclusions

15 Flying Artillery: Provides continual fire support as shells are avaliable, but ammunition shortages prevent continual fires past high value targets. Infantry is forced into engaging garrison houses w/ saps and parallels.
64 Infantry: Neutralizes Fort Zulu under heavy artillery fire, before engaging in engineering duties.
62 Infantry: Pushes up, but cannot engage in saps of sufficient density to enter city in meaningful numbers. Unit spreads out to prevent infiltration and to secure enemy combat lines.
99 Jaegers: Pushes up, but cannot enter Allsight in sufficient density. Unit is paralyzed outside of town.

Summary

Fort Zulu nullified, Colonial lines broken. Infantry units are advancing piecemeal into Allsight, but cannot yet bring sufficient firepower to neutralize Garrison Houses. Progress is slow, resistance is fierce.

(QM note: It's not victory, it's not defeat. Actions taken in tactical turns will determine success or failure)
 
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