Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Okay so like… we recruit more yellows? Maybe try to bump up some greenies a color rating or do more training?

This op is gonna be an absolute meat grinder after this build up.
 
Okay so like… we recruit more yellows? Maybe try to bump up some greenies a color rating or do more training?

This op is gonna be an absolute meat grinder after this build up.
More yellows sounds good, it would let us man more guns, and with 60 people split over 150 bunks so we have a lot of space to expand in our current base already.

I think the question is whether we want to throw those yellows on the front to try to get some more oranges, just train them if we think any of the options will help, do another round of op planning, or just double down and recruit yellows twice.
 
More yellows sounds good, it would let us man more guns, and with 60 people split over 150 bunks so we have a lot of space to expand in our current base already.

I think the question is whether we want to throw those yellows on the front to try to get some more oranges, just train them if we think any of the options will help, do another round of op planning, or just double down and recruit yellows twice.
Given how much I'm betting this applies, we will almost certainly wish we had all the op planning.
 
Well... since administration training wasn't maxed out even with Asuna doing all of the documentation last turn, I kind of want to go do that. And looking at how light rail changes logistics calculations, we do actually have a single spare logistics cap to spare so looking at talking to the chemical warfare regiment to get a detachment is a possibility. Which... looking at the sheer amount of concrete we need to crack may be very useful indeed. Other than that I want to talk to more tech maids and try to take some manner of control over the tech tree because we've already been screwed out of smoke grenades before and the bonecar/Gravekeeper is very much something we want to have. Its a choice between a very good anti-tank armored car vs a mediocre scout tank, but you bet people are going to be dumping tmats into having the first proper tank available even if much better ones are coming right up next.
 
4.7
[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

There were days you really, really wanted to strangle some people. Such as the War Bureau delivery drivers who'd showed up at your base at 4am with the guns you were supposed to get for the assault.

"We got a load of Wolfhounds for the Colonel," one of the drivers was bellowing, "and if our trucks freeze we ain't doing shit until the snowstorms blow over!"

You were going to go to bed, damn it. Weather conditions were approximately Snowmageddon, again, and God willing they'd stay that way so you could curl up in your bunk around a hot water bottle and pretend it was a person so you could actually catch more than four hours of consecutive sleep again. Grabbing a cup of coffee and your cover, you went outside the bunker core, glaring at the deliveryman.

"Get that shit inside, you damn fools!" you snapped. "If your trucks freeze up in front of my bunker base, I'm using my guns to open the path up, and shipping your dumb asses back to Hooker in a fucking envelope!"

"You the Colonel?" the driver asked, his accent now more clearly the sort of Bostonian snarl

"I am the fucking General, now haul ass!"

"Jaysus, damn broads-" the driver said, before your hand fell down to your sword. "-right christ we're going in!"

As the delivery trucks pulled into the lot, you went back inside, glare still welded onto your face. "Alright, I need some volunteers to help unpack some stuff."

A mass of groans echoed out.

"Let me add that we just got more supposed guns in," you added.

That got people moving. As people climbed out the back of the bunker base to go fire up the cranes, you just drank your now-chill cup of smoking coffee as the drivers trundled in. Soon enough, the lots were dismounted, and the drivers tried to leave- until your hand hit your sword again.

On unpack, you figured out why they were eager to leave. Sure enough, two of the three packages had their promised Balfour Wolfhounds in them. However, one of them was a package of the silly little tracked trucks: Loadluggers? Something like that you couldn't be arsed to remember.

"The fuck is this?" you snapped, gesturing at the trucks.

"They're support vehicles," the driver said, starting to look a little hot under the collar. "We were supposed to bring them as a bonus-"

With a system-assisted twist, you rolled your sword over in its frog so it went from the resting, guard-up position, to a lower position where you could actually draw it. "So the rest of my guns, then?"

"You're not going to start anything," the driver said, snorting. "Nobody starts things with the Logistics Union-"

Your sword, when you drew it, did not make a 'shink', 'hiss', or any other such distinguishing noise. "You clearly don't understand who you're dealing with," you said idly, the polished steel sitting calm in your hands. At this near-silent signal, the rest of the people around you suddenly drew, the clacking of a dozen pistols coming into battery putting a sound punctuation to the affair. "Now, where are the rest of my guns?"

"I just drive the packages!" the man said, panicking. "They told me nine guns, and then gave me the paperwork-"

It was easy, to bring your sword up. Too easy. From there, into a beautiful step forward, the Reminder slipping forward, tracing the line between life and death between the ribs of the fellow. His eyes bugged, and a sputtering gasp came out. "Why-?"

"When I said I was going to send you back in an envelope, did you think I was joking?" you asked idly, "No. I wasn't. Someone, bring me a suitable envelope."

"You can't do this!" one of the other drovers shouted. "This is a death game, and we'll die!"

"Surprisingly enough, we don't die when we're killed," you remarked lightly. "This idiot can spend some time cooling his heels in the Waiting Room of the Damned, and see if any of my friends are in there. Or at this rate, his."

Taking a proffered envelope as the now-corpse fell to the ground, you fished the dogtags up with your swordpoint, before dropping them in. "We'll keep the trucks and guns of course," you said, tossing the envelope to the so-far silent member of the trio. "Get moving."

"You're not making any friends, doing this," he warned.

"You know, people tell me that," you said, slashing through a snowbank to clean your blade, before rolling it back into a show-rest. "They forget I remember who is already my friend, and who already left me abandoned on a road in Calahan's Passage to die. I drove with the Logistics Union for a short while. Heard some beta testers say it was run by good people. Looks like they were wrong about that too."

"Jerry, we got to go before the bitch stabs us too," one of the survivors hissed. "Or else-"

"Klase, give the fellow a warning shot," you dictated. The snap! of a pistol shot echoed through the night, an eight millimeter hole next to the teamster's boot being an excellent motivator to get him moving. The teamsters got the idea, and soon enough two flatbeds left the base. "Let's get this over with, people! I need those guns parked up rightly, and someone gas those track-trucks up enough to put them by the Comps crates!"

"So how are we telling Hooker about this?" Mihay asked you as the pair of you moved back into the bunker base.

"If we don't get the next three guns in twenty-four hours, I'm sending him a very nice telegram with the message 'I want the rest of my guns' and we're gonna let him clean up the shitstorm that follows," you said, throwing your tin mug into the sink to rattle until it dematerialized. "If he wants to outsource to shitty contractors, he can fish his honor out of the outhouse."

"Probably trying to hoard R-mats for his gunboat fleet," Mihay opined as you went back towards your quarters. "Production boats aren't as fragile as Protos: the latter have less armor, but more health."

"I, frankly, do not care. If he wants to benchsit, he can benchsit," you said, walking into the thin concrete shelter. Pulling out your dressing screen, you started to get changed, before a thin shiver came over your hand. "Actually- Mihay? A favor?"

"Yes, General?"

"Stick around for a little bit, or post a door guard for an hour or so. They can use my desk, I don't mind."

A snort came from the wiry man, as he settled down in your desk chair as you kept changing. "Worried about ninjas?" he joked.

"No," your mouth said, while a hand that struggled to de-loop the button on your double-breasted coat. Growling, you just de-equiped it and the rest of your Officer's Uniform, before tossing it into your locker and getting out your pajamas. As the silence stretched on, you put away the screen. "Not going to say anything?"

"Didn't think you'd gotten combat shock yet," Mihay admitted from where he sat on your chair, a Brasa leaned up on the desk. A few of the waxed paper shells were on the desk, the desk light illuminating their brass cases. "Guess I thought wrong."

"You can call Silica or someone to stay, it doesn't have to be you," you protested, before yawning.

"I'll put in a call in a bit for one of the girls I trust, don't worry. I need to sleep too, you know."

"There's two beds, I won't begrudge you the other one-"

Mihay held up a hand, and chuckled. "I'm twice your age, Orr. Besides, the guys get worried if I'm not there."

"Alright," you said, before crawling into bed. Once you were there, it was easy to fall asleep into a fitful slumber, one where dreams of rust and rot haunted the corners of your mind, and blood pooled out of shrapnel-wounds.

////

The rest of your guns came with a contrite driver from 46e Sustainment, who'd been the ones to farm the order out to a "trusted unit" in the Logistics Union, who'd then gotten chiseled from. You didn't care, though, sleep evading you for the rest of the week while you bounced between Landry's desk and Asuna's office, running the planning down. Finally, after ten thousand years, you had a concrete- hah- group decided on for the operation.

Quick Response Force
29e Uhlans

Supply
9e Sustainment
42e Sustainment
142 Sustainment

Combat Arms
15e Flying Artillery
64e Chaussures a Char
62e Infantry
11e Infantry, 1 Battalion


You were a little nervous about only bringing one battalion of the 11e with you on this adventure, but when you'd called up Colonel Vicquermare, the head of the 11e, he was actually surprisingly enthusiastic about the topic. A lot of smaller regiments, hoping to take a taste of the glory, were coming out of Basin Sionnach, Speaking Woods, Reaching Trail, and Howl County these days- and they were forming up out of totally green people who wanted to fight, but didn't know how. In only taking half his regiment- to be lead in the field by Major MacLaine- you were freeing Vicquermare up to do a lot of work in pumping out new, expanded infantry regiments.

The rest, though, was going to be rock-solid. The 62e was barracked in The King for now, and the 11e was pre-split and 1/Bat was already barracked up next to the 62e. The armor of 64e was already in a parking lot by your base, with a small detachment of drivers and gunners there to practice operations, as well as a lot of vehicles they could pre-load to keep around. Lots of trucks of shells and B-mats behind the fences and locked gates, lots of paranoia by the logistics corps. Reasonable stuff.

Then there was your time out-of-hex. Your visit to the Intelligence Offices of the 58e Intelligence was interesting: aside from learning what 'soft benefits' an Intelligence Center granted a base and regiment (Glory of all glories, a printer system!) you also got a massive case of rudimentary analog computers, or 'whiz wheels' for your fire direction on the mortars. It was a spinning piece of paper on another piece of paper, but if you knew how to read it- well. The young Colonel of the 58e was very proud of them, and sending a pair of attaches to make sure to teach your people on how exactly to use them.

More importantly, you got Col. Argo to actually fire off an Intelligence Scan on the throat you'd be attacking. Those five lines of defenses had grown thick and happy, and most importantly had wrapped very well around the edge of the rock you'd initially hoped to slide in through the side of. It was a fruitful meeting, and you promised to keep in touch- apparently, the Intelligence Center made sure the 58e had a telegraph connection, so you could just bounce signals to the local radio-telegraph station in The Pike and they'd go straight in to Col. Argo for things.

Over the rest of the week, you kept up a semi-regular correspondence with Col. Argo, mostly talking about equipment and intelligence operations. It was nice, having other leadership figures your own age to chatter to, and more importantly the woman was a living encyclopedia of the game elements of this death game. That was rather important to you, since you'd basically never interacted with most of them.

You were never letting Asuna find out about this.

///

Considering Asuna's expectations for your brigade needing something to the order of a crate of 40mm per minute for the duration of the operation, you decided it would behoove you to visit Col. Theresa and the Balfour Bitches. Having friends with your ammunition supplier was never a bad idea.

When you reached their bunker base in Sickleshire, it was a happy little base with flatbeds purring in and out with people jumping into cranes and hauling short containers out of a parked freighter with cheery yells. Then they saw you, and it was like the building had been kicked with an American boot. People were screaming, the gates were closed and barred, and a lot of people were pointing guns out at your little Drummond.

"I come in peace?" you said hesitantly.

"Sorry about that," Theresa said over the radio. "Some of the girls are worried you're here to, ah, plunder our base. Among other things. Stupid rumors from Great Warden Dam."

"What, someone saying I run a den of debauchery?" you joked. A long minute of silence passed. Then another.

"Maybe."

In your car, you facepalmed. "Damnit Loup," you said, before picking the radio up again. "I was hoping to talk about the operation and your supply pipeline. Nothing lewd."

"Alright…" Theresa said quietly. "Just, uh, don't mind the bayonets."

"So noted."

Driving in and getting parked, you blinked. Every boy, girl, and young woman- and there were no men here, the oldest guy you saw was twelve-ish- was carrying a baynoetted Loughcaster. They might not have been pointed at you, but it was a very hostile reaction either way. Moving down to the office area where you could see Theresa waiting, you watched your back carefully.

It may have been a mistake to come here alone.

Inside the office bunker and at Theresa's desk, you leaned back in a proffered chair, thinking about where to begin. "So," you asked delicately. "How's the supply line look?"

"It's a bit awkward," Theresa admitted. "We've been mostly working out of production at Great Warden Dam, and then boating it down to the King's seaport so it'll be easy to get on the train."

"Good," you said, smiling. "Can we maintain throughput?"

"With your train, I think I can keep it to two shifts and stay at the train pull rate. We've got some… four hundred? Five hundred? crates of 40mm at King, though, and if we go below a hundred crates I can kick it up to three shifts here with no problems."

"I'm glad," you admitted. "Mortar bombs?"

That, that earned a wince. "Go gentle on them please? They're a lot more E-mat expensive than the 40s, and that means we're catching up on lead time. If you wanted 68mm for anything, we'd be screwed."

"Good to know," you said, scratching your chin. "You've got another week until the soonest Hooker can call the ball, but-"

"You're serious?" Theresa snapped. "That putzing cunt! He comes in here asking for two thousand crates of 7.92 and storms off in a huff when we tell him to stick it up his ass, and then he delays again?"

"Did you give it to him?" you asked mildly.

"Oh, hell no. He's never given us the time of day before, so we'll return the favor."

"Good," you muttered. "His plan is suicidal."

"Well, it's not like you don't have an answer to that," Theresa said, shooting you an evil grin. "You're one of his 'generals' aren't you?"

"Yes."

"Then just get to work early! If the Colonials have a brain in their head, they've got a battle barge or two watching the port, and are using that as their signal. If you light it off early, though, then you'll be able to hit their defenses while they're not ready for it. Won't help the concrete, but it will mean they'll be poorly positioned for everything else- and hey," Theresa said, smirking. "If it doesn't work, do it again with Hooker's distraction carnifex down south, and laugh."

"It's an amusing thought," you said, grinning. "I don't know if I'll do it, though,"

"Keep in touch, and think about it," Theresa said with a smile. "Because if you do, we only need two day's warning."

"Got it."

It was the next day when you brought the topic up with your officers. Asuna and Landry, surprisingly, were in total agreement that it was a good idea. To the former, a quick raiding action would be an excellent way to get some blood on the new recruits and let them stiffen up the experienced girls on the guns. To the latter, anything that cleared people out of the base would be good, and even if it only shed the first layer of concrete, that was still a layer of fortification they couldn't rebuild quickly.

Against was Calico, who was concerned that the regiment didn't have the training to maintain a good formation and that the brigade would start cracking up due to the limited throughput of the border base and pressure of enemy artillery fire.

Ultimately, it would be tricky, but you thought you could do it. The question was, would you? It risked a rift with Hooker, but at this point he was trying to poach from your people. Plus, he'd basically left you alone to do the bulk of the work here: you knew his naval invasion wasn't going to carry the day if anything went wrong. This was an industrial war, after all, and he didn't seem to get that: the scale, and the cost, and how this game allowed you to avoid paying the worst of it. Sure, you could measure the price of a mile in corpses, but you could also get the people from those corpses back. That made it even out in the end.

You hoped that was true, at least. If it wasn't, well, you'd have that reckoning with God after you were free of all this.

/////
Votes
////

[] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

OR

Plan vote as per normal.


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 niceties.
-[] 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)
-[] 58e Intelligence
[] 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
-[] Write in named character or regiment number (this includes in-regiment characters)
 
If we launch first we risk antagonizing Hooker for the rest of the Quest. I'd prefer to just wait and allow his plan to fail on the merits, rather than because we got antsy.
 
Taking a proffered envelope as the now-corpse fell to the ground, you fished the dogtags up with your swordpoint, before dropping them in. "We'll keep the trucks and guns of course," you said, tossing the envelope to the so-far silent
[Team kill recorded! Further team kills will result in a ban.]

The tracked trucks are Landrunners, btw. They are slower and slightly pricier, but have better off road handling.

My feeling is that this op will go better if the concrete fortresses are being reduced before Hooker's merry band of pirates makes a landing. Still not looking forward to throwing RMat items at concrete.

[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

Waiting has caused the lines of defense to balloon. And Orr's end of things has less permanent death risk then a botched navel invasion.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

Honestly I am somewhat in favor of starting the operation now. Hooker's been playing far too many fuck fuck games with people and the combination of screwing up our deliveries + trying to poach our logi is the straw that breaks the camels back for me. We've more or less got everything sorted that we need and the points made by Theresa, Asuna and Landry are good ones. We possibly catch them off guard, serve as a distraction for Hooker instead of the other way around and we get some frontline experience at concrete busting. And most importantly, we seize the initiative right now before the Colonials pull something of their own off.

On the other hand, Calico does have valid concerns as well. While we're now orange rated, that's basically entirely due to the officer corps and not from the rating of the troops themselves. Starting now by ourselves also does mean we draw all of the attention to us, without the supporting push from the west side of the hex and of course Hooker's naval adventure to distract them.

With that in mind, I've made this plan as an alternative option to starting the operation now. More administration training gets done to shore up the chain of command more, as well as continued planning to try and avoid said chain of command getting into a situation where it breaks down. In talking to other people side, we get into contact with more techmaids to try and start getting a handle on the tech tree and we try to get a meeting with the chemical warfare specialists to get a detachment from them. With one of the 11th's battalions staying behind to train rookies instead of joining us on the operation, we have one logistics cap free. If we're busting through five or more solid layers of concrete I'd like to keep them gassed out while we shell them at least.

[] Plan Gas Brakes
-[] Begin design for a new, planned base. x2
-[] 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)
-[] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[] Techmaids
-[] Go talk to someone specific/Meet a Specific Regiment
--[] 22e Chemical Warfare
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

We don't strictly need more prep time - we could do things with it, certainly, but we have all the necessities in place already. Waiting longer runs the risk of the enemy making greater gains in defensive ability then we do in offensive. Also Hooker's plan is stupid.
 
So some corrupt teamsters tried to steal three of our guns. Looks like some logistics groups are getting a bit too comfortable.
Also really shows the importance of having a good relationship with our logistics units. So no equipment ever goes 'missing'.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
Let's see what the pros are for attacking on our own initiative: Hitting the colonial defences before more sprout up, getting even more glory if it goes right, and the element of surprise??? Cons: Gives the colonials a place to concentrate reinforcements to, probably no reinforcements for us if war bureau caught off-guard, makes relations with Hooker go a tad bit sour alongside with who knows how many other leaders, less training and supplies. Honestly if he's giving us more time, I want to take this time to stiffen our troops even further while getting in touch with more regiments.

[X] Plan Delayed Operation
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Begin design for a new, planned base.
-[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] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] 22e Chemical Warfare
--[X] 65e Signals
 
[x] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.
 
[X] Plan Delayed Operation
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Begin design for a new, planned base.
-[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] Mobile Warfare Training: You know how to fight out of a truck bed. Now it's time to get good at that.
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] 22e Chemical Warfare
--[X] 65e Signals
 
Op Planning is a great way to use our extra turns as a shore-up against general fuckery.

[X] Plan Gas Brakes
-[x] Begin design for a new, planned base. x2
-[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] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[x] Techmaids
-[x] Go talk to someone specific/Meet a Specific Regiment
--[x] 22e Chemical Warfare
 
[X] Plan Gas Brakes

We don't need a bigger bunker, we already have too much space for too few people.

We have, I believe, 71 people living in a base fit for 150, and it's completely indefensible. I fully expect we'll be moving after the operation. Gotta build something better.
 
Last edited:
Op Planning is a great way to use our extra turns as a shore-up against general fuckery.
Sure but as our lovely QM stated, training is also very useful and sometimes even more better than operations planning. That +1 can be handled by the signals regiment if we get them onboard and doesn't count towards logistics cap if I'm reading the mechanics right. Honestly I just don't want to split the votes for the not attacking option right now.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

Hooker needs to learn that there are people who can and will call him on his bullshit.
 
Sure but as our lovely QM stated, training is also very useful and sometimes even more better than operations planning. That +1 can be handled by the signals regiment if we get them onboard and doesn't count towards logistics cap if I'm reading the mechanics right. Honestly I just don't want to split the votes for the not attacking option right now.
I don't think splitting the votes is a good idea either, but +1 is a flat +10% chance of success for all rolls organization wide, so I'll take the sure thing.
 
[X] To hell with Hooker: Launch your brigade separate of his damned invasion, and either raid or complete objectives. He's had his chance to lead: time to take control and put him in his place.

I wans't sure if the bad realationship with hooker was worth it, but on second consideration Hooker is alienating everyone else and not just us. Honestly I feel we will make more friends by taking a shot now than waiting for hooker.
 
Back
Top