Situation Foxtrot (SAO/Foxhole) [COMPLETE]

People, planning, and checking in on things. Sounds good

[X] Plan Mortar Mayhem

Also, hurrah for documentation! (I presume actually reading it is Admin training.)
 
We do need some greens and whites as scroopers and admin right?
Not quite, as we can of course use personnel of a higher rating for less intense jobs too. Also judging from the white ratings we've seen so far, they're mostly kids.

Our current operation is looking at having the following: 3 logistics regiments of which two can be on rail, 1 QRF, 1 artillery, 1 armor, 2 infantry and 1 commando. Two of the logi regiments will be doing nothing but supplying our armor and artillery, the last logi regiment can support the remaining three regiments due to rail bonuses. The commandos don't require any logi because they're operating behind enemy lines. Any additional logi regiments would run into having to get supplied by other logi and the front we're attacking on is so narrow more troops probably would be actively detrimental anyway.
 
Tier 5 Tech Tree
New unlocks are italicized.

-Weapons
-- No.2 Loughcaster Rifle
-- Ahti Model 2 Pistol
-- A3 Harpa Fragmentation Grenade
-- Mammon 91-b High Explosive Grenade
-- Anti-Tank Sticky Grenade
--Blakerow 871 Carbine
--Sampo Auto-Rifle
--Cometa T2-9
--Green Ash Chemical Weapon Greande
--12.7mm Anti-Infantry Flak Gun
--The Osprey Rifle-Grenade Launcher
--Brasa Shotgun
--Fiddler SMG model 868
--Malone Ratcatcher Mk.1
--White Ash Grenade
--Clancy Cinder M3
--Cutler Foebreaker

-Utility
--Outpost Building
--Machine Gun Pillbox
--Listening Kit
--Bunker Supplies
--Garrison Supplies
--Shirts
--Bandages
--Blood Plasma
--Trauma Kit
--First Aide Kit
--Soldier Supplies ("Shirts")
--Shovel
--Hammer
--Wall
--Gate
--Gas Mask
--Gas Mask Filter
--Concrete Mixer
-Construction Materials
--Sandbags
--Barbed Wire
--Concrete Materials
-Uniforms
--Physician's Jacket
--Caovish Parka
--Outrider's Mantle
--Officer's Uniform
-Utility Vehicles
--Dunne Transport
--Dunne Fuelrunner 2d
--BMS Packmule Flatbed
--BMS Universal Assembly Vehicle ("CV")
--BMS Class 2 Auto-Crane
--Dunne Loadlugger 3c
--Drummond 100a Light Utility Vehicle
--Dunne Caravanner 2f
--Dunne Responder 3e (Ambulance)
--Drummond Loscann 55c (Amphibious)
--Kivela Power Wheel 80-1

-Artillery
--Light Artillery
---Balfour Wolfhound 40mm Field Gun
---Swallowtail 988/127-2 Field Machine Gun
---Cerami 60mm Mortar
--Heavy Artillery
-Combat Vehicles
--Tanks
---King Spire Mk-I Scout Tank
--APCs/Halftracks
--Technicals
--Armored Cars
---O'Brien V.110 Armored Car
---O'Brien V.101 Freeman Armored Car
---O'Brien V.121 Highlander
-Ships
--BMS Grouper Motorboat
--BMS Ironship
--BMS Aquatipper
--74b-1 Ronan Gunship

CURRENT REASERCH ITEMS

Weapons Tree

-Balor 99-c (Quest Original Item)
Or
-Abisme AT-99
Auto Unlocks
-Sledgehammers
-20 Neville Anti-Tank Rifle
-Huber Lariat 120mm
-Heavy Ammo Uniform

Vehicles Tree
-O'Brien V.113 Gravekeeper
Or
-King Gallant Scout Tank
Auto-Unlocks
-Niska Mk.1 Gun Motor Carriage
-Devitt Mark III
-BMS White Whale Landing Ship
-BMS Black Bolt Locomotive Engine
-BMS Standard Gauge Boxcar
-BMS Standard Gauge Flatcar
 
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What's the Balor 99-c? If it's quest-original I can't wiki it, after all.

The Balor 99-c is a linear entrenching charge. Think of it as Baby's First Satchel. In entrenching mode, you pull out a building string like you do to mark out trenches, set the charge in the middle of the area to excavate, and set the fuze so you can get out of the boom radius. In destruction mode, you have a standard fusing system similar to an Alligator, with a 30s fuze and a 2m high explosive blast radius. It'll dig out a T1 trench in entrenching mode, and one Balor will break a T1 trench in one shot. That said, they're not AP-tagged, so Concrete is pretty damn proof against them.
 
[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
 
Is this even a contest? :V
What sort of lunatic would pick an iron tier vehicle over the mighty Bonewagon?
(Respawn mechanics might actually make the King Gallant a more prudent choice)

The auto-unlocks are pretty good too. Sledges, 120mm arty, and Niska (mobile tripods that play nicely with infantry) are all nice to have.
 
Counterpart, the best dedicated anti-tank vehicle in the game.
I'm at a loss how the 30mm King Gallant is a better anti-tank vehicle than the Gravekeeper. 30mm isn't even a dedicated anti-tank weapon.
Bonesaws are crazy good at defeating armor. Aiming for the thin top armor gives incredible penetration chances and the arc of fire can let you lob the projectile over walls and cover. When mounted on a Gravekeeper chassis it moves at almost double the speed of a King Gallant on road, while being a much greater threat, all while being half the cost!

Gallant techers should hold their breath for a bit and wait for the Devitt light tank. Missing out on the Gravekeeper isn't worth getting a tank that overlaps with the Light Tank in role. The King Gallant version doesn't even have the command radio functions of the King Spire!
 
[X] Plan Flail in a Panic over Tech Choices
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns
-[X] Begin design for a new, planned base.
-[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] Extra work shifts
-[X] 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.
-[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[X] 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.
-[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] Production
---[X] Beg any and all scroopers to get Iron techmats turned into Gravekeeper prototype kits.

While a King Gallant Scout Tank is a fine tank, it's location in the tech tree makes it less useful. Picking it over the Gravekeeper is objectively the wrong choice once the tier finishes. It doesn't fill the role of command tank, since we've already got the King Spire and its radio unlocked. It makes logistics a bigger headache by not being able to use the 40mm shells that field guns and the Devitt Light Tank use. The Gallant isn't even needed for quick fire support since the Niska will be unlocked and provide a mobile RPG option!

Passing up the Gravekeeper means passing up a QRF unit's best option for knocking out stray tanks. It leaves a hole in our equipment options that doesn't have to be there. All for a temporary access to a tank prototype that will be obsolete the second the auto-unlocks are available.

This is an annoying strategic choice that I'm not sure how to approach, but Orr driving about with a General's staff car and trying to get the scroop groups on board feels like a decent start.

And the armored car forces could always use some more anti-tankette options as they guard our flank. I'm actually still a bit nervous about that...
 
I'd like to also point out that the 58e Intelligence are the only intel regiment we know of, they might just have some ability to influence tech as well... especially considering how the informational posts we get IC as handouts made by them. Just a thought.

Also The Books now have a count on how many bunks we have! We have 64. For 60 people. We don't even need to do any hotbunking right now, living space is very much not a issue currently.
 
For anyone who's doing "we need more room for people" stuff right now, just so you know, you can store 150~ people in your base right now. Now that you have Outposts, a vote for utility patterns is 10/15/20 people over the following number of turns. It's expensive, but it's workable to cram people in.

Bonesaws are crazy good at defeating armor. Aiming for the thin top armor gives incredible penetration chances and the arc of fire can let you lob the projectile over walls and cover. When mounted on a Gravekeeper chassis it moves at almost double the speed of a King Gallant on road, while being a much greater threat, all while being half the cost!

The problem is, people don't see it that way. Anyone who builds a Bonewagon is going to get behind the controls of the highly unintuitive main gun, see that they need to do rangefinding and range-matching, and run screaming. Then they're going to look at the fact it's got zero, say again zero anti-infantry or anti-fortification capability, and they're going to jump on the King Gallant because it's deadass idiotproof with mediocre everything from the 30mm gun. It's sort of the same reason the Colonials zipped past their ATR armored car last tier: A specialist weapon you can't use isn't going to be useful.

Gallant techers should hold their breath for a bit and wait for the Devitt light tank. Missing out on the Gravekeeper isn't worth getting a tank that overlaps with the Light Tank in role. The King Gallant version doesn't even have the command radio functions of the King Spire!

To be fair, most of the Beta testers are waiting. That's only like 5% of the game's total pop, though, and they're not nearly as predominate in regimental leadership as most people would like. 32 Research is very, very good at getting techmats, but they only pull in 30-45% of all the T-mats in the game. If you had a way to give them a boost, they'd definitely appreciate it. That would involve working with a Thinky Person though. Orr is not a Thinky Person, she just shoots things.
 
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