Company Anna
-Company HQ (1x truck)
--Company CO
--Driver/Radioman
--Corpsman
--Machine-gunner
--Ammobearer
--Ammobearer
-Armored Car Section (1x 40mm armored car, 2x 7.92mm armored car)
--V.101 Freeman Armored Car
---Company XO (Gunner-Commander)
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
-Infantry Platoon (3x trucks)
--Assault Section
---Senior enlisted-driver
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
--Fires Section A
---Platoon CO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
--Fires Section B
---PlatoonXO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
Company Boris
-Company HQ (1x truck)
--Company CO
--Driver/Radioman
--Corpsman
--Machine-gunner
--Ammobearer
--Ammobearer
-Armored Car Section (1x 40mm armored car, 2x 7.92mm armored car)
--V.101 Freeman Armored Car
---Company XO (Gunner-Commander)
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
-Infantry Platoon (3x trucks)
--Assault Section
---Senior enlisted-driver
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
--Fires Section A
---Platoon CO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
--Fires Section B
---PlatoonXO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
Company Vasily
-Company HQ (1x truck)
--Company CO
--Driver/Radioman
--Corpsman
--Machine-gunner
--Ammobearer
--Ammobearer
-Armored Car Section (1x 40mm armored car, 2x 7.92mm armored car)
--V.101 Freeman Armored Car
---Company XO (Gunner-Commander)
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
-Infantry Platoon (3x trucks)
--Assault Section
---Senior enlisted-driver
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
--Fires Section A
---Platoon CO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
--Fires Section B
---PlatoonXO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
Company Galina
-Company HQ (1x truck)
--Company CO
--Driver/Radioman
--Corpsman
--Machine-gunner
--Ammobearer
--Ammobearer
-Armored Car Section (1x 40mm armored car, 2x 7.92mm armored car)
--V.101 Freeman Armored Car
---Company XO (Gunner-Commander)
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
--V.110 O'Brien Armored Car
---Gunner-Commander
---Driver
-Infantry Platoon (3x trucks)
--Assault Section
---Senior enlisted-driver
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
---Submachine gunner
--Fires Section A
---Platoon CO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
--Fires Section B
---PlatoonXO
---Machine Gunner
---Ammobearer
---Ammobearer
---Grenadier w/ rifle grenades
---Rifleman-driver
Note this is Zairman's target TOE. He's short a lot of the assorted bits and bobs that go into it: he's only got one company's worth of armored cars, and both Company Vasily and Galina are still using his old Motorized Infantry regimental TOE. That said, his mortar team is fairly well drilled at very short range fires, and is starting to get the hang of longer-ranged stuff. They'll be a fearsome unit, once they get the kinks sorted out: and more importantly, they will count as Armored Cavalry. They're not great armored cavalry, but if they get up to list strength they'll grant bonuses as per Armor Support, and consume supplies to match.
If players want to get them up to or over list strength, they'll shift types before the operation and be counted as Dragoons (Grenadiers) and grant bonuses as per the new classification. If not, they will operate as Motor Rifles (Grenadiers). Choose wisely.
Scheduled vote count started by 7734 on Jul 28, 2022 at 1:52 AM, finished with 44 posts and 25 votes.
[X] Plan High King's Regimental Combat Team but with more Asuna-time
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Commit training!
--[X] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[X] Go talk to someone specific
--[X] Sort things out with Asuna.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos
[X] Plan High King's Regimental Combat Team
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Commit training!
--[X] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[X] Find a way to get your guys some quality of life upgrades so things suck less out here.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos
[X] Plan Feed Those Damn Mortars
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Commit training!
--[X] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[X] Extra work shifts
--[X] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
-[X] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
[X] plan: prepping for trench warfare
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Develop a new bunker base in a better location
—[X] Clanshead Tile, near/in the pike. It's going to be ammo storage for a the advance
-[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] Extra work shifts
--[X] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
-[X] Requisition Material
—[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[X] Go talk to someone specific/Meet a Specific Regiment
—[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
[X]Rolling Thunder
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[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] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other nicities.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos
[X] Plan Jolly Cooperation
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Begin developing Concrete (Clanshead Valley)
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
--[X] Whoever the hell Kirito is, with 26e Commandos
[X] Plan Jolly Cooperation
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
--[X] Whoever the hell Kirito is, with 26e Commandos
[X] Plan High King's Regimental Combat Team but with more Asuna-time
-[X] Passing around more languages is never a bad idea: even working out some kind of creole can speed up calls for fire. Accepting some aides and doing temp transfer training can't hurt.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Utility Patterns
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[X] Commit training!
--[X] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[X] Go talk to someone specific
--[X] Sort things out with Asuna.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Whoever the hell Kirito is, with 26e Commandos
Sitting down in your command bunker, you sighed happily at the sight of your shiny new planning area. There was a radio desk beeping and booping away, plenty of desks, and a chalkboard and mapboard up against the walls. Even better, it had Asuna teaching a batch of greenies about how to calculate shell expenditure and shirt use and what percentage of barracks supplies versus garrison supplies you went through on a daily basis. Hell, even the sun was shining through the ventilation slits, and you could hear the sounds of someone having a snowball fight outside.
In short, it was the perfect time to tilt your kepi forwards and do a little hole inspection on your headgear: also known as a nap.
You woke up when dinner came in with Landry getting ready for her shift, who just set the big bowl of soup down on your desk next to a cold mug of tea. Smiling, the girl went over to the radio, sitting down at the empty chair backwards so she could face you.
"So what's up?" you asked, picking up the crock of borscht.
"Nothing much. The attachés from your boyfriend's regiment came in while you were out, and they're making themselves at home in one of the line bunkers."
"Ah, good," you muttered. "I should go meet them, schedule those lessons."
"Asuna already penciled you in for it on top of the training time," Landry said, mildly smug. "She wanted you 'out of the way' so you didn't infect the troops with more of your omnipresent French bullshit. My words, not hers."
"Well, best of luck to her then. If she wants to run infantry training, she can run infantry training: not like we need it very much."
Landry looked at you with mild concern. "Are you sure that's a good idea?"
"I trust her," you said simply, taking a swig of cold tea. "And being realistic, we do need to learn how to, well, fight. In Morgen's Crossing, we were getting beat up every time something slipped past our infantry screens. I recognize we might not be able to stand in the trenches, but I don't want us to loose guns to gas or something and then find them pointing at us. That nearly happened, if the reports I've got are correct."
"Still, you trust Asuna for that?" Landry asked, checking the door. "She is, well, kind of a hardass- and not the good kind."
"What, you're afraid of what she's going to teach?"
"Listen, there were a few war reporters for the Cuttail Herald in the lines when you took Allsight," Landry said, quietly. "I'll try and find the papers, but there were pictures. You might have been, uh, disposed for a lot of it, but there was a picture. This girl, rail-thin in her uniform, with a rifle as tall as her and a wicked nail of a bayonet on it- not a Buckhorn. She was coated in blood, too- you could tell. It's, uh, hard to get something else splattered like that- and in her fist were dozens of dog tags. The worst part was she was smiling."
"So Asuna went and did a little trench raiding-" you started.
"No, there wasn't enough hair. I think it was Silica."
"Bullshit, I had her in the bunker with me at all times."
"She's twelve, of course her reports are threadbare," you snapped. "Either spit it out, or I'm going to have to hand you more work."
"Asuna was behind her in that picture, and I've never seen such a proud mother's smile. Is that what we want to risk teaching them? Nothing but death?"
Putting your head in your hands, you sighed. "Right, well, let me see if I have any other choices- oh wait. I don't."
"You can't keep her on administration duties or something-"
"That's what she was doing with me before it all went to shit!" you snapped. "I'm trying my best here, Landry, but this is a volunteer regiment. Anyone's free to sign up, anyone's free to leave. There's probably some ethical argument about consent to the unknown, but I'm not a philosopher. I'm an artillerist and an officer who's about to be hip deep in mud, blood, and snow again. If Silica wants to stay in, she stays in. If Asuna wants to teach everyone the fine art of bayonet fighting, well guess what: they need to learn eventually."
Landry just pinched her face. "Fine."
"Listen, it sucks, but that's just going to be the face of this whole damn thing for a while," you admitted. "After this next campaign, if you're still uncomfortable with everything, I'll talk to the Balfour girls and see if I can get you transferred over."
"Ah yes, because I'll appreciate getting put with your backline pasties."
"Best I can do," you groused. "It's the best I can do."
"Fine."
As Landry left, you grumbled darkly, before reaching into your desk for a bottle of vodka, throwing some into your teacup. The finest export of Calahan's Passage, everyone. Vodka.
"Well I'm glad you don't hate me," a voice said from the roof, causing you to blink up at the narrow ladder to the bunker roof. It was Asuna, dressed in the too-typical pants and A-shirt that showed off just enough of her curves for you to want to look and wasn't tight enough to let you know everything.
"I never hated you?" you said, blinking. "Where'd you get that?"
"When I stopped sleeping with you."
You shook your head lightly. "That's your decision to make. It's not fun, but I'm not going to freeze to death."
"Really?"
"Yes, really," you grumbled, taking a sip of the vodka-tea. "Just because I hate sleeping alone doesn't mean I'm going to drag someone else in as a bed-warmer."
Flushing, Asuna went to the map board, studying it with her back to you. "It was one thing when it was just girls staying warm together. I hope you understand?"
"Contrary to some assholes' belief, just because I'm mildly gay doesn't mean I think every hot chick is gay and in the closet about it."
"Gay? Isn't that guys only, or..?"
Right, Asuna, English second language. "Gay, lesbian, whatever you want to call it. I prefer girls," you said simply.
"Ah, I understand. That wasn't something my school liked to talk about."
"Was it an all girls' school?"
"Yeah."
Pulling a conspicuous sip on your tea, you grinned. "That'd be why. All girls' schools are a notorious breeding ground for lesbians."
"I must not have gotten the packet, then," Asuna muttered.
"Eh, don't worry about it. As nice as it would be to spend some time with you that way, it's obviously not happening and I know where to go if I do need to blow off some steam."
"Yes, and running away to the Great Warden Dam is such a good plan whenever you need to get laid. At least it's not Zairman. God, the scandals are already bad enough," Asuna said without a hint of irony. "Can you try and fly under the radar for a month? Please?"
"Asuna, my staff car literally flies a special pennant when I'm in it. Where I go, the radar follows."
"Fine, fine," the officer said, rolling her eyes. "But I want a promotion if I have to keep dealing with other regiments! Did you know the 11th is basically two regiments and fights like it now? Demi-regiments, they said! None of that back when I was with them, though!"
Grabbing your Regimental Leger, you started tabbing through it, until you got to the officer's page. With a little scribbling of your pen, you corrected it to read Captain Asuna du Eidelo- you really needed to figure out how some players ended up with those weird map-names- and in real time you could feel Asuna's rank fall onto her. "Check your coat, Asuna," you said, before smirking.
As Asuna checked, she blanched. On the collars were the usual lieutenant's eight-pointed stars, but now with a sword underneath them. So that's what a Captain's insignia looked like! "Uh, thank you?"
"You're welcome," you replied, putting the book back and doing some paper-shuffling. "Now, I do have a question for you."
"Yes?"
"I keep hearing about someone named "Kirito" and I'm getting curious about the Commandos," you said idly, listening to Asuna's breathing cease. "Do you know anything about it?"
"Yes."
"Do you know anything about it you'd be willing to share?"
"Maybe."
Now you rolled your eyes, turning to Asuna. "Do I need to pull the answers out of you with pliers or something? It's just another unit, Asuna, I'm not asking if I can steal your teddy bear or anything."
"How did you know about-" Asuna said, before covering her mouth with her hand.
You had no fucking idea that Asuna had a teddy bear, but there was an image to maintain here. "I know about everything in my bunker base, Asuna."
"Okay, fine, fine. The 26th be in Great Warden Dam later this week," Asuna sighed. "I'll take you with me if you promise not to get up to anything."
"I promise I'll let you go home first, before I go see Takamachi," you decided.
"Works."
/////
Apparently, when Asuna wanted to go up to Great Warden Dam, she got up at four in the morning. Therefore, she got you up at four in the morning. Asuna was no longer your favorite officer, and that position was now moved to Silica, who never woke you up and also was exactly the correct size to snuggle up around like a very large teddy bear.
When you finally got to Great Warden Dam, the scroopers were getting out and farting around, and you were almost in a decent temper from the power of coffee in a canteen. Darting around through back alleys and nearly running several terrified children over, Asuna finally pulled you up to a nondescript garrison house, where she got out before you groggily followed suit.
Walking in the front door, you yawned again, before a chipper girl with dark black hair welcomed you happily. In Japanese. As her and Asuna said things you didn't understand at all, it was really easy for you to plop down in a chair in the 'living area', and start nipping at the coffee canteen. As the two of them talked, you stared out the window, noting a well-cared for Sampo next to the window firing slit.
As Asuna sat down next to you with three cups of coffee, you took one and started nursing it with a mild face, before remembering to take your cover off. People liked to salute the hat, so by not wearing the hat you'd take out the awkward salutes. Right? Right. Either way, it worked, as a very cute little girl with black hair and the most adorable eyes trundled down the stairs.
"And there's Kirito now," Asuna added in English for your benefit, before saying some things in Japanese. Startled, the girl snapped to the shittiest Attention you'd ever seen, forcing you to stand up and return the salute she gave you before sitting back down to nurse the new and fresh coffee.
"You didn't mention she was cute," you objected quietly. Asuna started, looking at you like you were punch-drunk or loosing blood.
"Melanie, I hate to break it to you, but Kirito's a guy."
"No way in hell," you shot back, waving a hand excitedly. "Look at those coifed and crispy locks, no way that's a guy- or I'm not gay!"
"That is a guy, Melanie," Asuna groaned. "I promise. Trust me."
"Bullshit."
"You're right, you are in fact full of shit."
"I'd tell you to prove that he's a guy, because if not I'm going to hit on her," you warned her. "She's hot."
"That is the Twenty-Sixth Commandos regimental leader, damnit! At least respect that!"
"I do respect that, that's why I'm telling you first in case you have dibs!"
"I'm straight, I've told you that, and Kirito's a guy!"
The guy, girl, whatever, was sitting across from you two, looking nervously between your very shiny kepi on the table versus Asuna's animated discussion with you. Asuna, seeing that, said a few words in Japanese, before turning back to you with a degree of finality.
"Kirito is a guy, and I do have dibs," she said with great firmness and vitality. "And we're the only two people here who speak English, so this won't leave the house, and you're never, ever going to tell him this! I'm going to do it my way!"
"Then prove it," you teased, mouth curving up into a cheshire smile. "Just a little kiss, Asuna. I'll even show you how if you're not sure on the finer points-"
Stepping up, Asuna threw her head back proudly, and walked over to Kirito, before draping herself over his lap as the poor boy started babbling, before she shut him up with a few short lines. "Is this enough?"
"Well, it's not what I expected, but I'll accept it~" you lilted lightly, before tipping forward to Assume the Gendo Pose. "So now that you're in position, it's time to talk business."
"I'll warn you now, I can't translate quickly," Asuna said, "and I'm not going to be super literal. I'm not as good in English as you think I am: I need a dictionary for a lot of my reports."
"That's fine."
Asuna started translating, making a couple of hand signs to help you distinguish what she was saying, versus what she was translating.
"So, why did you come here with Asuna?" Kirito asked, the translation clunky but effective.
"I heard a lot about the Commandos, and was wondering about your services," you said, slowly and clearly. Asuna waited patiently for you to finish your thought before translating, so you kept going. "I was curious about what it would take to bring your services in as reconnaissance for an operation we'll be doing soon."
"I'm very glad that The Valkyrie has taken an interest in my regiment," Asuna said, her voice careful as she echoed Kirito's words. "And we would be happy to work with you. What are your needs?"
"We're preparing a forward assault on Weathered Expanse from the north face of the hex. Any information you have would be welcome, and I'd be willing to give you forward basing for any active reconnaissance you'd like to do."
Again, Asuna and Kirito traded words. This time, though, it was for longer than the last, and you could swear you heard little drips of it through the language barrier. Finally, Kirito and Asuna answered.
"We'd be happy to relocate over. Our regiment is currently 20 people, and most of them are noncombat support staff," Kirito explained. "People like Sachi, who want to contribute to the war effort, without being at risk of getting shot. Can they stay at your base full-time, until the end of our working together?"
"That's perfectly acceptable if they're willing to take part in the multitude of jobs that need to happen in a bunker base. It's a lot of work to keep everything up to snuff, and I do insist everyone kick in with the upkeep."
"Nobody would mind that, and it would be good to keep some of our members busy. However, before we go, there's one small piece of work to finish," Kirito said, wiggling in his seat to get a clear view around Asuna. "Because we found a Relic Vault."
"A Relic Vault," you said, looking to Asuna. "Do you mean a Reliquary?"
"I don't know that word, and I'm being kind of literal here," Asuna warned. "He literally said 'vault of relics' and uh…"
"Yeah, I getcha," you said, waving a hand idly. "Translation be like that."
"Thanks."
"Anyway, formal voice," you muttered, getting back on track. "I'll have to see the Relic Vault with my own two eyes to determine how to help."
"That would be easy to arrange, we can make the trip in about two hours on foot."
"Then can we do it today?"
"Certainly: we were going to do an inventory anyway."
////
As the bracingly frigid air down by the Great Warden Reservoir blew up the mountains, you reconsidered the pros and cons of getting an Outrider's Mantle or a Caovish Parka for the trip. It was cold as balls out here, and more importantly the path was wide enough for two people to stand abreast, or one car if you were very, very careful. Still, for Kirito- now dressed as an Outrider- and Asuna, it seemed to be a walk in the park. The rest of the train, though, a half-dozen sleepy looking porters muttering in Japanese, just followed behind with Loughcasters and zero experience. It was disgusting, almost, how careless they looked.
Still, the view was beautiful, and as you walked along the mountainside path you noticed the amount of artistic care there was. If your eyes weren't wrong, they could trace boreholes in the rock, as well as the fission points where it was sheared loose by whatever ancient Warden engineers whom separated the granite cliff face loose to blaze this trail.
When you finally got to the Reliquary, you had to marvel at the scale of the door inset into the side of the mountain. If all nine of your party stood, shoulder to shoulder, then they wouldn't even begin to stretch across one of the doors. Ducking into something that looked like a checkpoint, Kirito drew a long Bowie knife and his pistol with a glare. You followed suit as he dove in, but Asuna held an arm out.
"He's finding the door generator," she explained. "There's sometimes mobs in there."
"Colonials?"
"He didn't say."
Just then, a handful of gunshots echoed out, and you moved past Asuna, whipping out a torch in your off-hand. Shining it in, you saw Kirito, grappling with what looked almost like a ghost. Running it through with your sword, it hissed and screamed, fading away as you got up with the electric torch low and your sword in a high ready.
"The fuck was that?" you hissed. Kirito shook his head to clear a strand of cobweb off, before answering.
"It called jiangshi, in SAO, old mob. I not expect it," he said, accent heavy and sentences half-formed. "Tanks."
"You're welcome," you said automatically.
"No. Tanks," he said, shaking his head to the left. Panning your flashlight over it, you blinked as it hit metal- old, paint-scoured, shitty rusted metal.
"Generator first," you insisted.
Thankfully, it didn't take much work to find the small generator that powered the doors. Even more thankfully, you had zero problems kickstarting it off Kirito's hundred-fucking-liter-somehow jerry can. With that done, the control panel was easy enough to manipulate to get the doors open, and then light started hitting the facility.
You might complain about the finish on them, but by God, there were tanks. Four columns wide and ten rows deep, they might have looked like shit stuck to tractors, but that didn't stop them from having turrets and guns and the rest. Even more important was the room behind them, still sealed, still with its doors locked shut.
"How the fuck are we getting these out of here," you wondered, moving up to one to give it a small pat. Your hand came away covered in rust dust and grime, before wiping it off on your carbine's stock. "Asuna, you think we're in radio range of the town hall?"
"Probably, yeah!"
"Great, I'm calling them and getting a telegraph sent to the base. We're gonna need some busses, some fuel tankers, and I'm going to need to get Zairman on the horn. He wants to be a cavalry unit, then he can get his tanks himself."
"I'd hold off on that," Asuna warned. "We need to make sure we're not handing him a stable of death traps."
"Okay, fine, I'll call the base."
///
It took four fucking days of nail-biting work to get all the tanks out of the storage facility and into the Great Warden Dam. At some point, Asuna had convinced you to actually ride in one of the Storm Tanks, so naturally there was a picture in the Cuttail Herald with you, in a tank, right under the headline THIEF OF CAOVIA AND GOLDEN GENERAL FINDS BURIED HORDE, RIGHTFUL OWNER PLEASE CALL IN ON 056 450 KHZ BAND RADIO. Once you'd retrieved [A Caovish Reminder] from where you'd thrown it into the side of the bunker, you had to remind yourself that blowing their print shop to hell and back with artillery would set a very bad precedent.
Still tempting, though.
It wasn't hard to cram the 26e Commandos into your bunker base, though, the majority of them being assorted Japanese high schoolers and middle schoolers of some stripe meant that the defecto points of interaction were either Asuna or Silica. They preferred working through Asuna, you preferred them working through Silica. It was comical, in a dark manner, how they all tried to avoid the cheerful girl.
It was much less comical when you watched Asuna's infantry training and you watched her, Blakerow in hand, slalom through a maze of training trenches and bayonet four people who were in her way. You were starting to see Landry's point, now, but you had greater concerns. Most of the Commandos- save a small team of seven and Kirito- declined to participate in the training, but that was okay. The ones that did proved themselves to be very, very good- and more importantly, most of them could get along well enough in English.
The tanks, though, the damn tanks. They were nifty little things, but each one was a massive investment in resources, since they were stored half-built! You needed to pour in hundreds of b-mats to get them up into fighting shape, manually repaint them, and then re-sight the guns and re-align the turret mechanisms.
Now all you had to do was to call Zairman so he could bring his people in to take possession. You weren't running delivery on this, mostly because you couldn't flatbed-ship the tanks and you didn't have enough people who were trained for it. They were tanks and controlled like tanks: with a skid-steer double tiller arrangement, and clutch/throttle on the floor. When you took one out for a spin it was nowhere near 'fun' to drive, but according to the logbooks their armor thickness was nearly quadruple that of the standard armored cars. Their guns, however, were the most asinine things you'd ever seen.
Marked up as Balfour Draconettes, they were the most annoying little shits you'd ever had the displeasure to see. With an auto-open rotating breech (and no auto-close, a real disappointment) and a right-hand standard feed assist, they should have been a piece of cake for your gunners to use. The issue was, though, their short barrels and janky turret mountings- plus a complete lack of muzzle brakes- meant their gunners were chronically blind. Worse, the spent shell casings would rattle around the turret after getting ejected, the perfect trip hazard. Speaking of turret? No turret baskets! Or turret motors, either: the entire rig was hand-cranked by the loader with the mass driving gear, and then fine-corrected by the gunner. Trying to adjust elevation while looking through the periscope was nearly impossible: the handle would beat on anyone's chin, especially for those brave enough to try and wear a helmet inside the tank.
At least you weren't a tank commander, though. Their cupola hatch was directly over the breech of the gun, while their 'internal' chair with periscopes was behind the gunner. This meant pushing open the hatch- the nine millimeter thick face-hardened steel hatch- meant risking falling into the gun's recoil path, and the actual sitting-in-position to look out out said hatch was at a right angle to the facing of the gun, on a narrow sling right over the gun's path of travel. With the aforementioned lack of brass bag, if you told someone to shoot, expect hot brass trying to go up the ass. Most critical, though, was the fact all the periscopes were mono-directional: the only person who could actually see behind the tank was the commander sticking their head out the hatch.
Yeah, took some real fucking rocket science to make a tank this bad. But it was a tank when you didn't have tanks.
You still weren't volunteering to drive 'em over to Reaching Trail though.
////
QM note: I'm removing "Utility Patterns" since it'll now fall under "expand infrastructure". In its place is "Plan New Base" which allows you to develop a template base you can thunk down later and autobuild to free up Bunker actions and allow you to use some of the later things that are going to be tied to them later.
///
VOTES
BUNKER
(Choose One Two)
[] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-[] With small patterns
-[] With medium patterns
-[] With heavy patterns
-[] With artillery firing positions
-[] With infantry fighting positions.
-[] With Modernist patterns
[] Begin developing Concrete (Write-in base to begin concrete development on)
[] Develop a new bunker base in a better location
-[] Write in hex and town/Relic, as well as distance to front line or intended purpose. [] Get your builders to stop expanding the base for now.
[] Gift, Assign, or Abandon a bunker base.
-[] Write-in base by location.
[] Begin design for a new, planned base.
PERSONNEL
(Choose One Two)
[] Go and recruit more personnel
-[] Mass recruitment: whatever you can get, get more of it! (Recruits 4d10+4 White personnel)
-[] Selective recruitment: Look for people who aren't clueless. The Logistics Union has a lot of folks. (Recruits 3d10+3 Green personnel)
-[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel) -[] Elite recruitment: Go find a group of lunatics, and shanghai them. (Recruits 1d10 Red personnel) (You cannot recruit units of higher rating than yourself.)
[] Commit training!
-[] Vehicle training: Teach everyone drive good. Car goes on right hand side of road, revolutionary concept. Might as well also learn to drive a flatbed, or your Drummond if you're feeling nice.
-[] Rifle training: Everyone will spend time practicing the fine art of "bullet go plink"
-[] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important. -[] Infantry Training: You've spent some time on the front, it sucks. Get better so it sucks less.
-[] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that. -[] Artillery Training: It is time to actually learn what the limitations of these guns are. It'll be expensive, but you need to know to keep mistakes from happening.
[] Extra work shifts
-[] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[] More Mines: Get everyone to do more rounds on the component mines and oil wells. Components mean R-mats, R-mats mean flatbeds, and more importantly: trains
-[] More Building: Put everyone to work on getting your bunker upgrades planned. If you don't have some planned, the bunker will get what the troops think it needs.
-[] More Logistics: Put everyone to work on hauling more truckloads of stuff from point A to point B. Whoever's manning the bunker base at the border to Weathered Expanse will be very happy to get more gear for the inevitable offensive.
-[] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
[] Begin operational planning for Something Big
-[] Write-in Something Big. May generate Billets.
[] Begin Operation Planning (+1 to all rolls when the next operation starts)
UPGRADES
(Choose One Two!) [] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
-[] Teach them the way of the builder, as much as you know how that works. (Adds one action to Bunker)
-[] Teach them the way of the talker, so you don't have to do that crap! (Adds one action to Personnel)
-[] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
[] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
-[] Cremani Mortar: a 60mm field mortar, man portable and heavy enough to throw out your back with. Theoretically there's a uniform to make this less ass...
-[] Aalto Storm Rifle: a 7.92mm semiautomatic and fully automatic assault rifle persecuer. It's accurate, shoots easily, but has the mild devil of a time to keep it ballanced.
-[] O'Brien V.112 Highlander: A tracked variant of armored cars, with the same double-7.92mm light machine guns. Slightly more armor, actual off-road mobility, but definitely not a tank.
-[] 74b-1 Ronan Gunship: A naval fire support platform, with a short-barrel 120mm howitzer and a pair of twin heavy machine guns in a turret.
[] Requisition Material
-[] Logistics Support: Flatbeds, Fuel, and other nicities.
-[] Artillery Systems: 40mm guns, and 'soft' upgrades.
-[] Base Support: More concrete, more faster.
[] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
-[] Logistics
-[] Production
-[] Frontline Combat
-[] QRF
-[] Water Logistics
-[] Techmaids
-[] Partisans
-[] War Bureau
-[] Great Warden Railroad (GWR)
[] Find a way to get your guys some quality of life upgrades so things suck less out here.
[] Go talk to someone specific/Meet a Specific Regiment
-[] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
-[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
-[] Write in named character or regiment number (this includes in-regiment characters)
[] Plan Combined Arms Arrangements
-[] Gift, Assign, or Abandon a bunker base.
--[] Stormworks
-[] Begin design for a new, planned base
--[] The Weathering Halls, after the Op is over
-[] Go and recruit more personnel
--[] Frontline recruitment
-[] Commit training!
--[] Administration Training
-[] Get in touch with another regiment that does something you need
--[] QRF
-[] Go talk to someone specific/Meet a Specific Regiment
--[] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
Damnit Asuna, you can't seem to stop freaking out our officers. At this point we'll have to promote you into your own regiment just so you'll stop doing that lol. Anyhow, here's the plan: Give Zairman (best-man) the tanks for obvious reasons, get in contact with someone that can do QRF and at that point Im fairly certain we got all the regiments we need lined up, freeing us to check out what's going on with the new quest hook next turn. For the bunker building it's just more infrastructure and planning for the new base, although if there
s more that needs to be done for the new base planning action do tell me. And then for the Personnel actions I went with Admin training to provide more NCOs and Frontline recruitment to provide actually decently solid bodies to fill the new NCO shoes, we have just 8 orange soldiers in our regiment, including us, and despite what some may think we all know just how close we got to the action last time. Going for the extra officer will likely not pan out before Hooker launches his Operation anyways, so I felt like that could wait until after the Operation and after we hopefully gain some fame, allowing us to balloon the regiment up to a proper size.
They may have the shittiest design possible, but they're still tanks. Wow. Luck that good makes me worried, because of how absurd it is to get tanks at this point.
[X] Plan Operation Humdinger
Personnel
-[X] Commit training!
--[X] Administration Training
-[X] Go and recruit more personnel
--[X] Frontline recruitment
Bunker
-[X] Begin design for a new, planned base. (Weathered/Shattered Crossroads Main Supply Route)
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
Upgrades
-[X] Find a way to get your guys some quality of life upgrades so things suck less out here.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
This plans probably a derp and a half, but we need some more vote blocks lol
You know, I'm reflecting on the beginning of the quest, and something that sticks out to me so our former CO, Kostechi. He went out for Milk to The King and never came back. Is he dead? That seems to be the implication; if he ran into the night he probably would've telegram'd us when we made General.
[ ] Plan Experience and Ammo
-[] Expand your bunker base with additional infrastructure to sustain larger troop numbers
-[] Begin design for a new, planned base
--[] The Weathering Halls, after the Op is over
-[] Extra work shifts
--[] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
--[] More Logistics: Put everyone to work on hauling more truckloads of stuff from point A to point B. Whoever's manning the bunker base at the border to Weathered Expanse will be very happy to get more gear for the inevitable offensive.
-[] Requisition Material
--[] Logistics Support: Flatbeds, Fuel, and other nicities.
-[] Go talk to someone specific/Meet a Specific Regiment
--[] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
Still not quite sure whether I want to prep for a Weathering Halls base, or try to set up the forward ammo dump idea that was floated last turn, but I know that we've been told that our new mortars go through ammo like almost nothing else, not to mention that we have to feed both them and our guns now. And we ended up losing Greens last op because we didn't have enough logistics people and had to put them on it even without our new mortars, so we need more logistics capability if we're going to be assaulting multiple lines of concrete.
Following that getting some experience close to the front so we don't hemmorage as many people, and getting Zairman armor for the concrete assault is probably a good idea, even if the tanks are mostly shit.
I want to finally abandon the siegeworks and get the rest of the useful supplies out of it. At this point it's nothing but a drain on our manpower and supplies to keep maintained. In personnel, I would rather have our delegation and command structure improved than anything else as well as doing some planning of course. Finally in upgrades, we most definitely want to give Zairman the tanks for obvious reasons. I also want to talk to our logistics regiment, things don't sound all that good over there honestly.
Also in case anyone missed it, this is what the QM said about administration training.
What NCOs do, mechanically, is prevent skill degradation and allow you to exert more... I'm going to say "command pressure" in battle. Another rank in Admin would finally get you 2nco/officer, which would put you at 4 officers and 8 nco, allowing you to operate 9 batteries during the operation. That's a lot of fires, and more importantly means that's a lot of skills and techniques you don't need to worry about loosing if your manpower nosedives again.
As an aside since it was also mentioned on that post, what are the requirements to build an Intelligence Center anyway @7734? I'm wondering if it'd be a good idea or a complete disaster to build one on our current base at a later date, considering how bad it is defensively.
[] Plan Company Consolidation
-[] Begin design for a new, planned base.
-[] Gift, Assign, or Abandon a bunker base.
--[] Abandon Siegeworks
-[] Commit training!
--[] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[] Go talk to someone specific/Meet a Specific Regiment
--[] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
--[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
You know, I'm reflecting on the beginning of the quest, and something that sticks out to me so our former CO, Kostechi. He went out for Milk to The King and never came back. Is he dead? That seems to be the implication; if he ran into the night he probably would've telegram'd us when we made General.
Kostechi is probably still feeling the shame and guilt of leaving without a word. News of Orr's successes surely doesn't help in that, hindering any thoughts or attempts at reconnecting. And Mel ain't happy being left like that.
Objectives - Get QRF, Give Zairman the tanks, get anywhere from 6-33 soldiers building the infrastructure to man and protect our guns and making our base slightly less shit.
[X] Plan Billets, Bunkers, Bodies and Bullets
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With Modernist patterns
-[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] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[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] QRF
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
Edit: Having just asked Tabac on discord. There is a distinct difference in QRF failing to do it's job on an op and not having QRF at all. A difference that probably includes an uncontrolled breach in the lines.
Good point on the administration action @Fireiy, especially since we've got all the new mortar batteries to run now as well. But I feel like we'd be better off spending our actions on either improved logistics or getting our people more comfortable when close to the front rather more operation planning at this point, since all the plans in the world won't help us if we can't get our guns fed, and we were already having trouble with that in the Allsight campaign before we had to feed our 40 new mortars too.
[X] Plan NCOs and Work Experience
-[X] Begin design for a new, planned base.
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Extra work shifts
--[X] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.
--[X] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate.
I want to finally abandon the siegeworks and get the rest of the useful supplies out of it. At this point it's nothing but a drain on our manpower and supplies to keep maintained. In personnel, I would rather have our delegation and command structure improved than anything else as well as doing some planning of course.
We need manpower for actions, we can't abandon the Seigeworks if we want to recruit without doing absolutely terrible things to our bunking situation and we need recruits to man the guns for the operation.
Let alone the fact that we need QRF, the Logi Union had QRF for their op and we don't have it yet.
Err, why would abandoning the siegeworks lower our manpower? It's actively taking up our manpower from us having to maintain them, they were built purely as an ad-hoc measure during the assault on Allsight. Or are you telling me our barracks were built there for some reason so we'd lose the bunks?
I'm pretty sure we have some bunking there and the plan I'm supporting is trying to recruit a bunch of yellows and oranges so we can use our guns. Or just, y'know, not force greens into combat positions.
In most contexts, I'd be complaining about the difference between "horde" and "hoard," but I'm pretty sure a horde is exactly what General Orr here stole.
It might not be that many tanks, but they're tanks.
Fair enough I suppose. Personally I don't think there's a snowballs chance in hell we're getting all the guns manned, but we don't need them all to be used. Especially with mortars being more logistics heavy than manpower heavy. With our artillery and Zairmans armor, I think we'll be able to bulldoze through the enemy lines fairly easily. We've not seen anything that the Colonials have that'd be effective against even shitty tanks, other than gas grenades and ISGs. All that being said, I have been swayed into changing my plan towards stiffening up our existing troops and finding a QRF regiment. For some reason I thought we already had one available, my bad. This very unfortunately means not talking to 9e if we want an armored regiment... the mentions we've heard about them do not inspire me with confidence on their situation.
[X] Plan Company Consolidation
-[X] Begin design for a new, planned base.
--[X] Begin planning for a Intelligence Center
-[X] Gift, Assign, or Abandon a bunker base.
--[X] Abandon Siegeworks
-[X] Commit training!
--[X] Administration Training: Basic delegation has been mastered, but the more officers you have the more the parts move. Therefore, figuring out how to grease the gears is important.
-[X] Extra work shifts
--[X] Frontline Support: Put your people in the trenches on secondary duties: terminal logistics, machine guns, fortification, and other 'mostly safe' jobs to stiffen them up.
-[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] QRF
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Call Zairman, you've got tanks and he's got an armor regiment he wants to become.