the thread will finally stop going "oh we don't have enough room to recruit!" even though you still have plenty of bunking left if people stop thinking that cyclical bunking is bad.
It is, yeah. What's really horrifying is Moors, though, since it's a lot closer to the ragged edge than most of the other main metro areas. Silica is... she's not broken in this. That said, her low point was much earlier, and not having Pina to lean on had some Not Good Effects. There's a lot of people in this game who just really need a dog: Silica is one of them.
Scheduled vote count started by 7734 on Jul 30, 2022 at 5:40 PM, finished with 44 posts and 18 votes.
[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.
[X] Plan Company Consolidation
-[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] 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.
[X] Plan Operation Humdinger
-[X] Commit training!
--[X] Administration Training
-[X] Go and recruit more personnel
--[X] Frontline recruitment
-[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
-[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.
[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.
[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.
Huh. I think the "Secret Long Term Roll" is a countdown. The first time it rolled, it rolled a 97 on a d100. Then before the last update, it rolled a 69 on a d97. Now it rolled a 14 on a d69.
Huh. I think the "Secret Long Term Roll" is a countdown. The first time it rolled, it rolled a 97 on a d100. Then before the last update, it rolled a 69 on a d97. Now it rolled a 14 on a d69.
[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.
There were advantages to having an office. Watching Asuna come sashaying in with the biggest damn smile on her face was one of them. She was cute, you were getting tired of sitting around crunching numbers, and Silica kept trying to skive off the radio duty or start gossiping on a backchannel with one of her friends who was still in Moors. Then you saw why she was smiling.
Holy fuck that was a lot of paperwork. So many binders. A few actual textbooks. Three newspapers. And was that- no. It couldn't be. A map tube.
Slamming it all onto your desk with the sound of doom, Asuna smiled down at you, poison-sweet. "I did it."
"You did it?"
"I finally documented everything."
"Everything?"
"Everything."
You blanched. Asuna's, well; you wouldn't call it OCD, OCD was less terrifying than her organizational drive, was a legendary threat. People had been volunteering to help with the push into Livernus and pulling out of the old Allsight siegeworks just to get away from it. It didn't save them, but it did get them out of the tyrannical captain's way.
Taking the topmost report on the stack, you blinked. This was the summary. Asuna had tracked everything: vehicle numbers, troop movements, food consumption to G-supp consumption… even the rate at which half-clips got rematerialized into full clips.
"I'm going to need more people," Asuna said, smirking at you as you started diving in. "This is a lot of data, and more importantly I need more people to keep it compiled."
"And what are you going to do with this data?" you asked, trying to find the summary again. "Like, I get it, information good, but-"
"I came up with a menu plan that lets me cut a fifth of our garrison supply consumption because I figured out how to do grain substitutions. I also now have the power to tell you exactly how many fuel tankers we need for an operation," Asuka said, smirking. "It's four, and I can tell you within six hours of the op start if we need a fifth."
"So we're bringing six when Hooker finally deigns to kick shit off, since we'll need a lot of spare gas in case anyone else is short."
"True."
Sighing, you started pulling out your rolodex of the regiment. "I'll start putting more people on administration duties. If you see Landry, send her in please?"
"Of course, Melanie."
You flushed a little at that, before picking up another piece of the paperwork. Chuckling, Silica rolled her chair over to you with a smirk. "The boss has got a cru~ush," she singsonged.
"No, I do not," you grumbled. "That would be bad."
"The heart where it goes, Mel-chan!" Silica said with a chirp.
"I'm glad you support my romantic endeavors but she's not into girls. Also, the fuck is a melchan?"
Silica sighed dramatically. "It's a cute nickname! This is why Asuna doesn't like you, you're just too much a delinquent!"
"What."
"You'll never get the girl unless you have a little gap moe!"
"What."
"Kyah, this is hopeless," Silica muttered, going back to her radio. "Yeah, sorry about that- wait. He took his suitcase? Marge, honey, I don't think he's coming back-"
Getting your focus back as Silica drifted off into Japanese, you moaned lightly. It was almost time to get started going over to the attaches from the 64e so that you could start the next round of Ukrainian lessons. Today, that meant learning the Cyrillic alphabet in case you had to go over a written report, or more importantly wanted to borrow a logbook to cross-reference something. Still, it was enough to give you a headache. Not, however, that this wasn't going to do the exact same damn thing. You loved your job, really.
Not.
///
It took some calling around, but you finally got a chance to get in touch with an Uhlans regiment: the 29e. A small shop of about fifty people, they lived out in a decrepit bunker base near Fort Esterwild. The place was a bit of a dump, really, even more scattershot than yours. Still, their leader, Col. Marik, was mostly competent-seeming. The only bad thing about the trip was the weather: brutish, nasty, and liable to freeze you to the bone. Still, they'd make adequate QRF for the very, very short amount of ground they'd need to cover.
That, and your sword getting snarled up in the car again. You knew you had to wear the Officer's Regalia for being formal and shit, but [A Caovish Reminder] was honestly so much less of a pain in the ass in dirk form than sword form it seriously made you reconsider it. In daily wear at home in your parka you almost never noticed it, but the full sabre got in the way too damn much. That said, it did make a very useful way to send a message- especially if someone got mouthy. You hadn't had to draw it on a friendly yet, but it kept arguments in The King to a minimum. Amazing, how literally everyone carrying a gun didn't actually do much to fix things. Sword good, you guess.
Back home, though, there was something a little more pressing to deal with. Specifically, a staff car in front of your base with a roundel on it. You didn't use roundels- but, as you got closer, the 64e did.
Getting out of your car and making your way inside, you tried not to visibly shiver as you saw Zairman talking to the fellows he left. Stomping the snow and slush off of your boots, you approached without announcing yourself. Truthfully, as the three muttered in Ukrainian, you were nervous. The whole 'public face' thing was kind of stressful, and you'd been very frustrated by dealing with the 29e.
"Ah, colonel!" one of the attaches said, pointing to you as you slipped in towards the lockers to put some stuff away. "There you are!"
Well shit. There went stealth. "Ah! I didn't see you there!" you said, smiling. "You didn't radio you were coming, Zairman!"
Zairman's face went through a mess of emotions, before settling on 'politic neutral'. "My radio operators were off doing vehicle training, I'm afraid, and I didn't want to wait for a telegram."
"That's fine, that's fine," you said, looking over to the current cook on duty. "Well, come on then! Get some food on: bread, salt, soup, you know the drill!"
"Ah, I'm sorry, colonel, but the plan-"
"We have guests, screw the plan!" you snapped.
That warmed up things considerably. Soon enough, you were sitting around a table, with Calico next to you for reinforcements to help balance out Zairman and his driver. Now the real question, matters of address. You could call him Tymur, but this was in public and you really didn't want to cause more rumors of your relationship or relationships. You could call him Colonel Zairman, but that was cold.
"Orr?" the man in question asked, which settled things nicely. "Did you have a plan for those tanks you found?"
"Once I figured out how they work and what they need, I was going to give them to you," you said, tapping your fingers on the table. "You'll need your people to take them back, but I can get them all fueled up to start at least."
"That'll make things easier, at least," Zairman muttered. "And it does explain the telegram you sent me."
You had sent no such thing. "Excuse me?"
"You sent a telegram," he said, pulling the message out. "Please send someone to assess the state of some vehicles for delivery, request not urgent. 15e Flying Artillery."
"That wasn't me, that was the comms desk," you said lightly, deciding that it was time for Silica to engage in some Fun and Engaging Secretarial Work with you to make up for this one. That girl ran your radio room like a head croupier, and nothing got out on the airwaves without her knowing. "If I send you something, I'll sign my name on it."
"Ah, I see. Still, I'm glad I came out. How on earth did you find this many tanks?"
"Relic vault up in Howl County," you admitted quietly. "I have the 26e Commandos on staff now. It's a beta tester, a small cover squad, and some greens and whites as a support team. That said, the guy mentioned something- mobs from SAO in the relic vault."
"That's… concerning…" Zairman said, voice low. "I played it for a while. A lot of the mobs had special damage resistances, or elemental types. If we have to fight them with guns, it'd be hard."
"Whatever it was, it died when I stabbed it."
"A good sign. Either way, the tanks. I, ah, can't take all of them right now."
That earned a shrug. "That's fine, I'm not using them. I'll hold on to them until you find another unit that you can trust with them, or until you need them."
"I don't think I'll need them;" Zairman replied. "Hell, Melanie, for the twenty tanks I think I can use I'm stuck hauling forty trucks of shit. I don't have people to use more, unless I do something dumb like run just tanks."
"I don't know what that'd do, honestly," you admitted. "I just keep the artillery pouring down, which is good since we're definitely going to be breaking concrete."
"You think this is going to be a slog?" he asked.
"Tymur, my going battle plan is going to be every gun I have firing, your tanks screening my guns a company at a time, and then the infantry sitting in trenches until we blow down another layer. It'll be like assaulting into Przemysl or Verdun: trade shirts for land."
"You really think it'll be that bad-"
"Five layers of concrete patterns."
"Oh."
"I'll bring the tanks up to the jumping-off point on our side of the border," you explained simply. "We'll have a lot to do once we break out past the gate."
"It'll just be a hell of a gate."
"Agreed," you said. "I'd offer to let you stay the night and return the favor, since it is getting late, but we're a little tight on bunking. About the only place you'd be able to share is my quarters, sadly."
"Hey, Colonel," a girl yelled from the door to the bunker base. "The blizzard's picked up, and we've lost visibility past five meters."
"Excuse me, Tymur," you said lightly, before going over to the door. The wind was howling like a demon, and the drop in temperature as you entered into the core itself was notable. "What's the status, then?"
"Whiteout. If we loose a truck in this, we're not getting them back."
"Right, standard casualty prevention then," you muttered, giving the lass a look-over before you pulled a notebook out. "Head over to the radio room, and give this to the operators. I'm canceling all outdoor work orders until this blows past, effective posthaste."
Tearing out the page with the written and signed order on it, you went back to the meeting area, grimacing. "We're looking at a whiteout there: full blowout."
"I had a feeling," Zairman said, offering a pained smile. "Simeon, what's your quarters like?"
"No, you can stay with me," you said, cutting him off. "We concreted up a one-by-three by accident after we lost a builder, and it's mine now."
"Melanie- are you sure?"
You smiled a faint little grin. "Normally I share with the female officers, but I know they're not all moved in yet. It won't kill me to share a room with a guy."
"But, boss-" Calico said, trying to figure out how, exactly, to phrase this. "-we've… we can make room for him in the barracks-"
"I'd agree with you if it wasn't the women's barracks," you replied, "since literally all the guys are in the pullout of the siegeworks."
"You still haven't dismantled that shit?" Zairman asked, looking at you like you were nuts.
"Listen I don't have that many people and I was busy!"
"How are you too busy to get your guns back?"
At this point, everyone started vacating, and you just groaned, grabbed a mug of coffee, and shook your head towards your office. Zairman got the hint and grabbed his own mug, as you two shot comments back and forth as you retreated to your office. The problem was, well, autopilot was a bit of a bitch and aimed you at your private office: the one attached to your bedroom.
When Tymur noted, he nearly choked. "Melanie! I didn't- you-"
"Oh, shut up," you groaned. "I'm not going to- not like that- argh!" Taking your sword, gun, and hat off to throw on the table, you just sat down at the end of the bunker to look at Tymur with a level stare. "We can be reasonable people about this, or we can not. I like you, alright, but I'm not trying to fuck you right now. Just, calm down. Please."
"Right, sorry," Tymur said, after backing up a step. Finally, he followed suit, with his own dirk, pistol, and cover sitting together in a neat pile on your desk. "I was worried about the rumors."
"The rumors," you said, droll. "And what were they of?"
"That either you managed to fuck the notorious hardass captian of the Research Bureau into giving you the single largest release of protos yet, or you blackmailed her into it," Tymur said, with a half-wry smile. "Frankly, I'm not sure which one is more frightening."
"I'd like to think I'm good in bed, but I hardly doubt that was all of it," you said. "And I wouldn't threaten a friend."
"Good, because you have me over a barrel."
"What do you mean?"
"Think about it for a minute, Melanie," Tymur said, sitting down at your desk chair to pull off his boots. "You grab my regiment, Kazoo's regiment, and some other dumbfucks, and kick over a Victory Point. That's why they're backing off from Morgen's Crossing: they lost the hex. We took everything important there. Now my regiment is famous. They know what you did. I've got people who don't speak Ukrainian learning it, just because they want a slice of the pie."
You nodded along, pulling your own boots off.
"Then there's the tanks. You just magicked up out of a hole in the ground forty fucking tanks. That's, presume they're worth a Devit each. That's five and a half thousand plus R-mats you have here! And you're giving them to me! If you knew how to, you could ask my captains to serve me up on a silver platter and they'd do it!"
"I just went over how I wasn't going to fuck you," you groaned.
"Yeah, and other people don't see it that way."
Your face hit your hand. "People are stupid. I'll loan you a driver, drive a tank back, and start taking the damn things with you."
"Fine, but I'm…" Tymur said, before putting his head in his hands. "I hate this sort of neo-feudal dynastic bullshit."
"So do I, if it makes you feel better," you said, shrugging as you went over to take your coat off and hang it up in the lockers Tymur had pushed his chair in front of. "Love is love, sex is sex, and power is power. Follow one for the other two, and you'll get burned. Just let it happen naturally."
At this Tymur stood up, and wrapped his arms around you in the gentlest hug. "And if it comes naturally to you?"
You smiled a little bit, before the implications hit you. Fuck. Fuck fuck fuck fuck fuck FUCK! If Tymur was falling for you, oh, oh you were not handling this right now! Single target heterosexuality or not, you were not going to deal with a love confession on the eave of an operation that would probably end with you pulling Hooker's iron out of the fire.
"If it comes naturally to me, I haven't seen it yet," you admitted softly, before wrapping your hands around his to pry them open and turn around in his arms. Silencing him with a small peck on the cheek, you grinned a little. "Listen. If it did, it did. Either way, I'm too keyed up to tell."
"After we get this adventure over with, then?" Tymur asked.
"Sure," you said, laughing. "I'll have to make sure to introduce you to Loup first, though: if I really can fuck her into giving out more protos, then we should probably keep that going!"
"Please, I'm clueless enough with one girl, let alone two! Especially when I'm afraid the Valkyrie will carry me away!"
You snorted, before getting out your pajamas, and then a spare pair to toss to Tymur. Yours would fit him Well Enough. "Hah hah. That's probably the least funny of all my nicknames."
"Oh?"
"I don't choose the slain," you said, pulling out a little privacy screen to get changed behind. "I choose who slays."
///
NOTE: new tech
///
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.
-[] Balor 99-c: An "entrenching charge" used to build or destroy earthworks, and otherwise handle quick and cheap fortifications. Mildly expensive, but instant cover is a hell of a tool.
-[] Abisme AT-99: A one-and-done plonk-and-run can of forbidden tuna/anti-tank mine. Practically invisible if you're not looking for it or are in a vehicle, but doesn't trigger on infantry.
-[] O'Brien V.113 Gravekeeper: An anti-tank armored car, armed with a very heavy spigot mortar that throws a fin-stabilized hollow charge anti-tank round. Supposedly quite good, if less well-legged than a proper gun.
-[] King Gallant Scout Tank: A light, light tank, equipped with a properly designed 30mm gun for the purpose of infantry support and anti-vehicle duty in a pinch. Notably tough for its weight class.
[] 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
-[] 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)
[] Extra work shifts
-[] 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
-[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
I am once again asking for more logistics. Please recall this is what we've been told about our new 60mm mortars:
A few conclusions came up fast, starting with 'holy shit, mortars chew through ammo'. A standard six-man team, rolling four mortars, could chew through a truck of ammo in about a minute to a minute and a half. A two-man one-gun team could stretch a truck to about five minutes, if you were lucky, but the fact of the matter was shells were going to get spent like water in a mortar unit.
Four mortars go through an entire truck of ammo in less than two minutes. We have forty. And that's just the mortars, we also need to feed our 40mm guns too.
I believe the Ulhans regiment she met with is filling the QRF role, it would fit. They only got talked about for one paragraph, so I can see how you missed it.
Anyway, It's been brought up a few times that we're short on people, so perhaps we should go on a recruiting drive?
I believe the Ulhans regiment she met with is filling the QRF role, it would fit. They only got talked about for one paragraph, so I can see how you missed it.
Anyway, It's been brought up a few times that we're short on people, so perhaps we should go on a recruiting drive?
Was that them talking about how his tanks would screen the guns?
We're also apparently short on infrastructure for more soldiers too.
But yeah more logistics. And I wouldn't mind some more guys who can do frontline combat.
Also more defenses on the bunker. I'm nervous the Collies will attack.
The new prototypes look good. All of them seem pretty useful.
If vehicle training buffs our logistics, I think we could do a round of recruiting and that. While building up a supply dump near the front would be nice, with 5 layers of concrete I am fairly certain that we are going to blow through that anyway, and I will take better sustained logistics over a stockpile to start with if we only have time to choose one before Hooker kicks it off.
We've already done one round of Op planning last turn, and we've been told that actual training gives better results than the Op planning action sink before. So if we really want actual combat improvements we should be looking at mobile warfare training to make the most out of our Flying Artillery Status.
We need to recruit more people. We should do at least one round of Green recruitment to fill in our back line numbers so that it'll free up our Yellow members from Scrooping duty so they can man the mortars and artillery.
We need to recruit more people. We should do at least one round of Green recruitment to fill in our back line numbers so that it'll free up our Yellow members from Scrooping duty so they can man the mortars and artillery.
We don't need to free up yellows, we just straight up need more yellows. It would take 144 Yellow ratings just to crew all the guns we have currently, but yellows are also the people who run last leg logistics to actually feed out guns too. If we're doing a operation, generally we aren't going to be heavily scrooping or much of the other low risk non-combat jobs that greens are good for so they are likely going to be just hanging back trying not to die. I think that we should recruit some yellows instead.
I haven't been keeping track of the exact number of regiments we have here so far, but assuming that we have enough logistics regiments and we aren't going to be running into Out-of-Supply maluses, here's two plans. If someone does the numbers and we do need more Logi regiments then that's probably going to take priority over these.
[] Plan Yellow Troops and Training
-[] 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 infantry fighting positions.
-[] Go and recruit more personnel
--[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[] Commit training!
--[] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that.
-[] Requisition Material
--[] Logistics Support: Flatbeds, Fuel, and other nicities.
-[] Go talk to someone specific/Meet a Specific Regiment
--[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
[] Plan Yellow Troops and Supply Dump
-[] 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 infantry fighting positions.
-[] Go and recruit more personnel
--[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[] Extra work shifts
--[] 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
--[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
And this is why we should have gotten another personnel officer for that sweet sweet AP in that category. But nah, we gotta upgrade the base, sure it's important and stuff but manpower and training is a constant hunger.
Anyways, we need people desperately but we need people willing to actually go to the front. As of right now, we only have 49 people in the regiment who are willing to venture into partially controlled Warden hexes so I'd suggest going for two actions on Yellow-rated recruitment. We'd just have to risk us not being thrown into combat after this recruitment phase, it's either well-trained but limited personnel or trained but more bodies on the front.
[] Plan Manpower+
-[] 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 Modernist patterns
-[] Go and recruit more personnel
--[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel) x 2
-[] 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
--[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
I have to strongly disagree with any plan that builds anything on our dysfunctional wreck of a base right now. We're planning on making a bigger, better base from the ground up on the conclusion of the op, one that will hopefully not become a complete mess. We'll be fine for now with some light hot bunking. I'm more interesting in making sure the new base gets made nice and quickly as soon as the op is done, with investment into it now paying off later.
Now, while skill is of course very important in the long run, the operation is literally about to kick off. We've done training in most areas and our regiment even skilled up from it! Now the goal should be to build up numbers and keep them. Recruiting greens and throwing them in unprepared accomplished neither of that, so yellows it is.
Finally on logistics, I suspect the biggest hurdle we're going to run into internally will be a simple lack of drivers, not trucks. We already requisitioned a bunch of logistics support right after the last operation ended while we were famous, we'll be fine on that front I expect. Basic trucks are just bmats anyway, they're dime a dozen. EDIT: Fuel trucks are bmats too.
For the operation, we've got the three logi regiments we need. So I want to finally actually talk to the girls that've been supplying us. Other than that, I want to go talk to the people that actually did the testing behind the data we got on mortar range + dispersion. I've been told on the discord by the QM that this would be the 58e Intelligence, so might as well go and visit what seems to be the only dedicated Intel regi we know of in the books.
[X] Plan Mortar Mayhem
-[X] Begin design for a new, planned base. 2 Dice
-[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] 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] Go talk to 58e Intelligence, they wrote the handbooks on mortars, see if they got any more useful data
46, you're counting a couple dead guys, of the 46 we can only use 38-40 of them once officers are accounted for and we're keeping the 12 year old in the BB with us.
What does this plan do;
6-33 yellow+ personnel. We have 11 non-yellow+, on average rolls this will get us 13 yellows and 6.5 oranges, helps more than frontline stiffening.
Gets Flatbeds and those 6 fuel tankers Asuna wanted.
Checks in with the Balfour regi.
[X] Plan Billets, Bullets, Beans & Bastards
-[X] Begin design for a new, planned base. 2 Dice
-[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] Requisition Material
--[X] Logistics Support: Flatbeds, Fuel, and other niceties.
-[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
There are no giant crystals in hidden caverns under Sunhaven and even if there were you could not eat them to become an avatar of destruction to save your people.
I'm fine with skipping actions on our old base for prep on a new one, but I really think we need to hammer that logistics button. Previously we've been working with just the 40mm guns and the logistics to match that, a single truck of ammo every 15 minutes per gun. Our mortars will need 10x that per battery, which means we need a whole lot more trucks on the line to get one there every minute to minute thirty. Which means we're going to need enough fuel to keep those trucks running constantly up and back from the railroad.
Setting up a close ammo storage should help to alleviate any hiccups or delays in the supply line, and about the only thing that's can sway me from requisitioning the trucks+fuel we need is if Zairman's transformation to an Armor Regiment and subsequent need of a dedicated Logi Regiment himself means we are going to need more Logi Regiments in general.
[] Plan Yellow Troops and Supply Dump v2
-[] Begin design for a new, planned base (x2)
-[] Go and recruit more personnel
--[] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
-[] Extra work shifts
--[] 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
--[] Check in with the Balfour Girls- you're not calling them the Bitches, even if it does alliterate
[X] Plan Mortar Mayhem
-[X] Begin design for a new, planned base. 2 Dice
-[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] 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] Go talk to 58e Intelligence, they wrote the handbooks on mortars, see if they got any more useful data