Situation Foxtrot (SAO/Foxhole) [COMPLETE]

[X] Plan Tail for Teeth
-[X] Begin developing Concrete (Clanshead)
-[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 3d10+3 Green personnel)
[X] Requisition Material
-[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[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]Partisan

Rationale: conc for standard of living for peeps. Green = more peeps. Logi support good, no more steal, build own. Partisan gib Intel help us steal stuff.
 
dicepost for Open and Transparent rolling, b/c I have to do promotions and dismissals.

note: okay so since dismissals come first and you ran out of greens, your promotions all are now yellow to orange

note two: if you weren't an Orange regiment before this, you sure as hell are now since your remaining members are now 50%+ orange and all your officers are orange or better
7734 threw 1 6-faced dice. Reason: Promotion: Green to Yellow Total: 2
2 2
7734 threw 1 6-faced dice. Reason: Promotion: Yellow to Orange Total: 5
5 5
7734 threw 2 6-faced dice. Reason: Retirement Total: 11
6 6 5 5
 
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. Green = more peeps
Yeah, but green peeps also don't like fighting. Look at the ones lost this round because we had to put them where they could be shot at. Given we have a recruitment number bonus, I'm inclined to try to grab the yellows that don't bail when shot at and then go back to going for max number green recruits when we can't grab extra people we won't need to spend actions on leveling up later.
 
We need at least enough warm bodies to keep our bases manned and back up to cap, and the nice thing about green spam is retirement rolls start from the bottom, so a thick layer of greens is desirable to insulate our yellows and to a degree oranges from bailing as much. Also, we're at 32 guys currently so IMO our first priority needs to be getting over 40 this turn so we can get a new personnel guy the next. We need that extra action, frankly.
 
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My understanding is that forcing Yellows into something an Orange rated situation will still cause said Yellows to make a retirement check just like forcing Greens into a Yellow rated situation makes the Greens make a retirement check though? Not that retirement checks are always bottom up.

Edit : On the other hand, from the GM statement that we have 'ran out of greens', and earlier posts where it was mentioned that Greens do things like cook and do laundry and all those other support tasks that still need to be done, grabbing 3d10 support crew isn't something that's a bad idea, now that I've had a moment to give things a second thought.
 
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How devious of Asuna to give us her cooking as part of a plot to have Orr catch up on sleep.

{Edited to hand Bathroy the bunker she had been working in}

[X] Plan Find Battle-Hardened Logimans
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Morgan's Crossing Bunker Base (Barracks)
---[X] Offer Base to Bathroy if she'll take it.
-[X] Go and recruit more personnel
--[X] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[X] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[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] Water Logistics

I do want to induct more Greens next opportunity, but feel the need for drivers that can deliver under a bit of fire. There's gotta be some people that will trade the stressful tedium of holding a trench line for the stressful tedium of moving a Flatbed.

If we're moving into Weathered Expanse we'll want to be on good terms with the Water Logi folk. The extra muscle water logi brought kept the initial assaults into Morgan's Crossing going. And they might have an idea of where Orr can find decent drivers. I'm avoiding picking up more cannons right now because we both lack the people to supply them and as a transparent plot to get Hooker to hand us a few :V (Also, I want flatbeds.)

I sort of want to hand off a Bunker Base to Lieutenant Bathroy, but the new Bunker Base would be direly short on bunks.
We're low enough on bodies that we can get away with giving Bathroy the base we had been using. And it might make it easier to keep in touch.
 
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I sort of want to hand off a Bunker Base to Lieutenant Bathroy, but the new Bunker Base would be direly short on bunks.

Bathroy is only herself, Coatl, and the 11 bodies that decided "ah ha no fucking thank you YEET" after they got Quality Front Line Experiance. You could absolutely donate her Base 2 (the good one in Morgen's) or the siege lines (the ass one in Morgen's) and loose nothing of value.

Edit : On the other hand, from the GM statement that we have 'ran out of greens', and earlier posts where it was mentioned that Greens do things like cook and do laundry and all those other support tasks that still need to be done, grabbing 3d10 support crew isn't something that's a bad idea, now that I've had a moment to give things a second thought.

Yeah, retirement rolls start at the bottom of the ranks, and plow up unless there's a reason for them not to- ex, a particularly bad thrashing in the field, dismissing a leading officer, incredibly ass living spaces, Umbral Wildwood, mass suicide tactics, et cettera. In this case, you got shellacked because you already released most of your Greens pool.

We need at least enough warm bodies to keep our bases manned and back up to cap, and the nice thing about green spam is retirement rolls start from the bottom, so a thick layer of greens is desirable to insulate our yellows and to a degree oranges from bailing as much. Also, we're at 32 guys currently so IMO our first priority needs to be getting over 40 this turn so we can get a new personnel guy the next. We need that extra action, frankly.

As per the books, you're at 17 dudes, counting Orr and officers.
 
Yeah. Hand off the previous base to Bathroy. We need the logi regiment to be built up and be cohesive. And i want the logi regiment to be welded at the hip to our artillery regiment. Recruit Yellow this turn then green next turn.
 
Well we've done it. Now we need to consolidate our victory. First order of business is to get bodies. We desperately need our backline replaced, logistics and administration good. Second order of business is to get rid of the new siegeworks because we don't have the bodies to maintain it. We can give it to Kazoo since he's wrapping things up in Allsight anyway. Finally we requisition some logistics support because ours just exploded. Last upgrade option I'm not too sure what to use on, but for now I'm putting it on getting some help concreting the bases we're not abandoning in expectation of needing the living room for recruits.

[X] Plan Delegation
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Give siegeworks to Kazoo
-[X] Go and recruit more personnel
--[X] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 3d10+3 Green personnel)
-[X] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other nicities.
--[X] Base Support: More concrete, more faster.
 
At what point will selective pressure kick in and White availability start to go down, as everyone who might go into action has or has gone sedentary?
 
[X] Plan Find Battle-Hardened Logimans

Much as just scrooping up (if you will) a bunch of white/green players appeals to get the numbers up, if getting vibe checked by the Light Brigade is at all representative of our future I really, truly want a regiment that can stand up to more than a gentle love tap.
 
That is not an unfair takeaway, my perspective is that one of the major issues we faced in this operation was a lack of shells, alongside getting hit by a bronze brick. My plan is as it is now to get logi capabilities up asap so we can rebuild stocks as well as supplies of G and B sups. QoL is important. We will have next turn of fame to get combat troop recruitment imo, while very day of logi production is valuable.
 
At what point will selective pressure kick in and White availability start to go down, as everyone who might go into action has or has gone sedentary?

When housing pressures aren't kicking everyone's ass. Realistically, that means capturing Jade Cove, Abandoned Ward, or Drowned Vale is when the supply might start to dip. Key word, might: that'd be almost a year into the operation, and tensions aren't going down any time soon.

if getting vibe checked by the Light Brigade is at all representative of our future I really, truly want a regiment that can stand up to more than a gentle love tap.

Hey, at least it was a Light Brigade (Guards). Imagine what would have happened if you hit a Heavy Brigade!

one of the major issues we faced in this operation was a lack of shells, alongside getting hit by a bronze brick.

The main problem was a bad roll, tbh, and your main way to fight those is to actually build up a permanent brigade-level operational group. For reference, there's only four brigade-level operational groups in Warden territory right now: the War Bureau, the Logistics Union, the Red Band (who are in Stonecradle RN and I need to do their operational rolls) and the Liberation Army (who are in Linn of Mercy RN and I need to do their operational rolls too)

That said, bulking up the 9e Sustainment is never a bad option, and the best way to deal with bronze bricks being thrown at you is to have more balls than them. Spoiler: if you back Zairman's transition to an Armor Regiment, that's a pretty fucking good brick to throw.
 
So pass on the siege works this turn, give our old bunker base to 9e Sustainment next turn, and bulk up our unit enough to unlock another Lt. again.
 
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