Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Didn't the Union grab Allsight on their failed advance? Did the Colonials finally recapture it or is it just a detail that wasn't on the map?

Btw the story has been left around here at page 64, it exists at least.
 
Didn't the Union grab Allsight on their failed advance? Did the Colonials finally recapture it or is it just a detail that wasn't on the map?

You mean... Scrying Belt? No. The Union's push into the Nevish Line barely managed to get a hold into Mistle Shrine, and they've been fighting like toddlers to keep a hold of it.
 
Operation Conclusion

1/5 regiments achieve goals. Remaining four regiments disposition as follows: 1 regiment supporting successfully, two regimental collapses, one regimental annihilation.

End Result

There is now a narrow Warden salient into The Nevish Line at Unruly, holding the Relic Base against steady enemy pressure.
To be fair, we were both wrong, I thought of Allsight for some godforsaken reason.
 
ding dong the update comes
Scheduled vote count started by 7734 on Aug 30, 2022 at 12:03 AM, finished with 42 posts and 21 votes.
 
Let's try that again, without the fucked formatting

Adhoc vote count started by Fireiy on Aug 31, 2022 at 12:31 AM, finished with 32 posts and 20 votes.

  • [X] Plan Basic Bonewagon Blazing
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With small patterns (x32 to go to New Base Completion)
    --[X] With medium patterns (x16 to go to New Base Completion)
    -[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[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] Go talk to someone specific/Meet a Specific Regiment
    --[X] Visit Loup Takamachi, your favorite techmaid
    -[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
    [X] Plan Seaport Denial - New Meta edition
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With heavy patterns (x8 to go to New Base Completion)
    -[X] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Go and recruit more personnel
    --[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
    -[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[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] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
    -[X] Begin preparing for a gradual push
    --[X] Slowly, the noose tightens on Port of Rime. Get in, and do a little daily walking fire to keep them on their toes.
    -[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
    [X] Plan: New base, More People & Search and Recovery
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With Modernist patterns (x4 to go to New Base Completion)
    --[X] With artillery firing positions (x3 to go to New Base Completion)
    -[X] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel) x 2
    -[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action) x 2
    -[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
    -[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
    [X] Plan: Making a Foxhole
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With Modernist patterns (x4 to go to New Base Completion)
    --[X] With artillery firing positions (x3 to go to New Base Completion)
    -[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    [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] 58e Intelligence
    -[X] Go talk to someone specific/Meet a Specific Regiment
    —[X] Bug Kirito, the leader of your commandos for rent
    -[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
    [X] Plan Seaport Denial
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With heavy patterns (x8 to go to New Base Completion)
    -[X] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Go and recruit more personnel
    --[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
    -[X] Extra work shifts
    --[X] 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.
    -[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] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
    -[X] Re-blaze your path on the Thunder Run: you've probably got corpses left on the road out to the beach, and might be able to scrape up some dead Marines.
    -[X] Begin preparing for a gradual push
    --[X] Slowly, the noose tightens on Port of Rime. Get in, and do a little daily walking fire to keep them on their toes.
    [x] Plan Wagon Fort
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With small patterns (x32 to go to New Base Completion)
    --[X] With medium patterns (x16 to go to New Base Completion)
    -[X] Go and recruit more personnel
    --[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
    -[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action) -[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] Go talk to someone specific/Meet a Specific Regiment
    --[X] Visit Loup Takamachi, your favorite techmaid
    -[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
7734 threw 4 10-faced dice. Reason: Recruitment (Yellow) Total: 19
2 2 6 6 3 3 8 8
7734 threw 2 10-faced dice. Reason: Proto Kits Pull Total: 4
2 2 2 2
7734 threw 1 10-faced dice. Reason: Thunder Run: Reprise (64e) Total: 6
6 6
7734 threw 1 10-faced dice. Reason: Thunder Run: Reprise (15e) Total: 7
7 7
7734 threw 1 12-faced dice. Reason: Tank Recovery Total: 7
7 7
 
5.2
Assuming control of a new hex was hard. Getting everyone decamped out of the old base and into Weathering Halls was difficult, the lack of ability to build Garrison Houses yet meaning that everyone was getting shoveled into little pods of 1x3 bunkers and Y-patterns that popped up everywhere like weeds. It had been more important, much more important, to get Provisional Garrison up: having the town possess organic defenses was a critical investment in making sure no Colonial raiders could get in and gas the place. You'd had several embarrassing incidents by now of suicidal Jeep teams driving in, salvoing in gas grenades, and leaving as emergency services got in to recover the builders and make sure they weren't coming back with Mammons.

While that was going on, you had recruiting to do. Nineteen new Yellow troops had signed on after their experiences with the Navy's maleficence, helping round out your roster from the numerous retirements and Missing in Actions you'd had over the course of the invasion. In one fell swoop, the losses of the previous action had been handled.

Of course, what couldn't be swept under the rug was the number of Missing in Action and the piles of lost equipment you had to get back from the Thunder Run. With the weather clearing up, you had to do something about that. To that end, you talked- or rather, browbeat- Zairman into working with Asuna to take a repeat action across the wild white yonder to recover bodies and equipment.

It had taken a lot of work to get Asuna moving back towards a field command: it had nearly taken physical prying to get her to move, and her palpable salt at having to go outside was coming off thick enough for you to brine cucumbers in. Either way, you did manage to get her packed off with two batteries of guns, more ammo than she could shake a stick at, and orders to back Zairman to the hilt. It wasn't going to be a massive, regimental action: just Anna and Boris company, One and Two batteries, and a ton of "recovery trucks", which were just standard flatbeds with a modification package on the back to allow them to pick up Tank Husks.

Tank Husks were, fundamentally, a unique object. Only dropped by Relic Tanks, they were a monstrously heavy piece of shit that could get carted back to a Garage in order to be rebuilt into a functional tank at the cost of, reputedly, mountains of R-mats. Regular tanks still left behind a tank's corpse, but instead of becoming a recoverable object, they instead took the cake as a giant world object you could break down into Wreckage and reprocess at a Refinery. It was only something like a calculated 50% of spent R-mats in return, but that was well worth it to anyone who had to do serious mine overwatch for R-mats.

It took the better part of two days for Asuna to blast open a hole in Juliette big enough to get transporters and tanks through, but Zairman managed to get seven of his tanks and thirty-odd people out of the gap. Most of them were Marines, but a couple of them were his tankers too. Death before Dismount was his doctrine, and the Silent Breakers had gone and done just that, by the numbers.

That said, it still wasn't a lot of tanks recovered. Seventeen tanks was, in your- and his- opinion, exactly enough metal to get into trouble with. Each company needed fourteen tanks, so that game him three extra tanks to send back to Reaching Trail as training units for his own new recruits. Collapsing Company Galina temporarily would let him bulk out the other three companies though with auxiliary Gravekeeper detachments- and the little tank-hunters were growing on you.

By dint of authority, your messy command of Ukrainian, and Tymur being willing to fool around with you- not like that though!- you got to tour one of the Gravekeeper prototypes, learning about their nickname and odd traits. The "Bonewagon" as it was called was not at all anything what you'd imagine a good tank destroyer would be like- and yet, everyone with time in the previous game swore by them.

The Bonewagon's primary weapon, and from where its nickname derived, was a Mandible Bonesaw, a heavy-duty electrically-cocked spigot mortar. By striking the base of the mortar bomb with a massive spring-driven rod, the impact of the rod would both discharge the load of propellant powder at the base of the round, and counteract the recoil force of the propellant with the force of the initial slam forward into the round. It was elegant, except for the painfully slow resultant muzzle velocity, but the system was easy to use and offered a ten kilogram hollow charge bomb that was interchangable with the infantry (Humerous) and tripod-mounted (Femur) Bonesaws.

Or, that's how it would work in reality, if this wasn't a giant simulation.

Either way, it was a pleasant little vehicle. The Mandible Bonesaw was light and easy to use once you got used to the binocular sighting arrangement, and the electric auto-cocker was slow and reliable- as well as doubling as a turret drive motor to bring the turret on target. However, the vehicle was cursed with two major deficiencies.

First and foremost, the Bonewagon did not have a lick of anti-infantry firepower. There wasn't even a commander's hatch to pop your head out of and let loose a spray of fire with a roof-kept Fiddler. Secondly, the design was an armored car- that meant four wheels that all hated being on the snow, and weak armor. Concentrated 12,7mm fire (in tests from the 58 Intelligence) could reliably destroy them, and standard anti-tank sticky bombs would likewise end their lives easily. Dedicated anti-armor weapons would tear them to bits- any fight between them and a Gemini RPG car or 30mm armed tankette would be a game of rocket tag to see who could land the first decisive hit: and the slow rate of fire on the Bonewagon meant missing was fatal.

Fundamentally, it was the essence of Warden vehicle design: it did one job amazingly well, one job adequately, and couldn't do something reasonably expected of it for shit. It killed tanks, it went fast, and infantry were someone else's problem.

You liked it a lot, to be honest- and more importantly, your Wolfhounds had better things to do than play slap-and-tickle with every fucker in a tank that rolled out of a green bunker base. To that end, you wanted some. Plus, the fact that going up to the engineering center meant you'd get to see Takamachi was a massive bonus.

///

To your great surprise, the GWRR had discovered that they could put busses on the railroad tracks. Therefore, instead of the classic three-and-change hour drive, you spent twenty minutes on a bus, then transferred over to another bus that spent forty minutes going at sanic speed down the rails to the King, before you got onto the bus at King and got taken to Great Warden Dam without any fanfare.

It shaved an entire hour off the trip, and when you got to the garrison house that was Loup's home, one of the techmaids with pink hair and a cigarette waved you in without any questions. Soon enough, it was you, Loup, and a kitchen table- along with a great big heaping slice of tension pie to go with the habitual coffee.

"So, uh… bonewagons," you said, trying to figure out where this claustrophobic air came from. "Do you have any?"

"Yeah, those? Sure I've got those. You can have, uh, we have six in the back I think."

Looking over to the cabinet where protos were kept, you could clearly see four ticks on the Bonewagon tab. "Loup, is everything okay?"

Looking over at you, she gulped. "No."

"Do you want to talk about it upstairs?"

A worried look, before Loup nodded. "Yes."

Getting her upstairs took a bit of work, but once Loup was up in her narrow garret room, you took the time to take your shoes off and pull off your pistol belt. With the large beaver-fur shoulder strap out of the way, you were about as informal as you would get before your friend turned on the heater- a sign she wasn't willing to do, because she hadn't moved from her bed.

That was not a good sign. "Loup?"

"Colonel Mystery died last week. In real life, I mean," Loup said, gulping. "Now the regiment is up in the air."

"So? Just break off and start your own."

Loup blinked at you, staring. "But-"

Shaking your head, you sat down next to her and gave her a hug. "Loup, hon, it's a regiment. It's not your lifeline."

"It kinda is."

"Then come with me- I can spin you off a section for tech, and having a group here in the King would be useful."

Loup just shook her head. "No."

"Then, just, something, Loup, please," you said softly, trying to get her to look you in the eye. "Don't get caught flat-footed. Please."

"I'll try," she said, gulping. "Can you stay with me for a while?"

"I'll stay as long as you need me to," you promised, kissing her cheek. "And if you decide you want to try and keep everything you have here together, I'm not General Orr for nothing. The Folkvangr Brigade are going to keep you safe."

"Thank you, Melanie."

"I wouldn't do anything you asked for," you said lightly, reaching up around the back of Loup's dress to start teasing at the ties there. The techmaid uniform might be a bit fetish bait-y, but, well… you still liked it. The black and white with barely a strip of horizon blue was enough of a difference to light up your eyes and interest. "I can't do everything, after all. But for some things?"

"For some things?" Loup asked, turning towards you with a small smile.

"For some things, the levers to move the world are a lot closer for me than for you."

Loup chuckled at that. "Five in ten cheesy line, no bonus kits for it."

"Got you laughing, though," you shot back.

"Let's see if you've still got everything else ready to go, then," Loup grinned. "Orr, are you just puffing hot air for proto kits like some of the people in here?"

"That's a low blow," you muttered, trying not to groan at the name pun. "I'll make you howl for that soon enough."

"Huh?"

"You know, wolf, howl at moon, all that?" you said, blinking and trying to get back on track. "I know I brighten up your night as it is."

"No, Melanie, I'm seriously lost."

"Loup is 'wolf' in French. I thought it was intentional."

Laughing, your best friend gave you a kiss. "No, 'Loop' was taken, and I went 'well gee, they ought to be pretty close together?' and then I was right and here you are with a dog joke."

"And here I thought I was being clever," you mused. "Loup is wolf in French."

"Huh," Loup muttered. "Well as long as you don't make a leash joke."

"Only if you ask for one."

"And if I do?"

Fuck fuck fuck fuck long term relationship flag spotted abort abort abort. "I hate to be a downer, but we'll worry about that when we're free."

That earned you an eye roll. "Fine, be that way."

"I'm sorry, Loup," you muttered. "I'm just- worried. Very worried."

"I thought this was about you helping me?" she asked with a raised eyebrow. "Now its the other way around?"

"I solve physical problems. Emotional stuff, not so much."

"Well then," Loup said with a grin, turning to face you. "I have a physical problem, and it's called this uniform."

"That sounds like you want to stop being a techmaid, then-" you said, before Loup pressed a finger to your lips.

"-and the problem is called 'getting out of it', so I'm going to need some help, miss physical problem solver."

As the light filled your eyes, you grinned, before letting your hands do the talking. Everyone knew enough by now to not expect you back until tomorrow- which meant you could take your time about it. That was good. You enjoyed being able to take your time about things. Especially girls that deserved it.

////

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 (x24 to go to New Base Completion)
-[] With medium patterns (x12 to go to New Base Completion)
-[] With heavy patterns (x8 to go to New Base Completion)
-[] With artillery firing positions (x3 to go to New Base Completion)
-[] With infantry fighting positions (x4 to go to New Base Completion)
-[] With Modernist patterns (x4 to go to New Base Completion)
[] 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.(Architect is busy!)
[] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)


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.
-[] 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
-[] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[] Write-in Something Big.
[] Begin Operation Planning (+1 to all rolls when the next operation starts)
[] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)


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 (GWRR)
-[] 58e Intelligence
-[] 26e Commando
-[] 14e Medical
-[] 22 Chemical Warfare
[] 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
-[] Bug Kirito, the leader of your commandos for rent
-[] Go talk to Zairman before you end up with his regiment living out of your base,
-[] Write in named character or regiment number (this includes in-regiment characters)
[] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)


BRIGADE
(Choose none: you don't have Brigade Actions by default yet!)
[] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
[] Begin preparing for a gradual push
-[] Slowly, the noose tightens on Port of Rime. Get in, and do a little daily walking fire to keep them on their toes.
-[] Huntsfort taunts you, and you can get some scab garrison troops to hold things down while you reach out and take a nibble
-[] Invest and secure Crow's Nest: You want to eat it.
-[] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
-[] Avenge the Navy, and put the boots to Wightwalk so you can have a hole of naval resupply.
-[] Time to go for the big one: Invest Foxcatcher, and begin the siege on a refinery town. (Locked, must take 2/4 approaches to the area first)
[] Search for more regiments to add to the Brigade: you have to catch them all!
-[] Write-in Regiment Number, CO, or name.
 
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Ok, that gravekeeper can kill any vehicle we have encountered, and likely most of what we WILL encountered. A 10 kilo shaped charge is insane, a bit over half the charge of the 29mm spigot mortar on the Churchill AVRE.
 
Thunder Run results: adequate. 30-odd bodies might be the best we can hope for, I suppose...

Man, death games are fucking depressing.

I wanna loop Kirito into the Brigade.
 
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30 bodies out of iirc, 102. Not an insignificant amount, retrieving about 30% of what would otherwise be permadead bodies. Looks like we got 8x smalls and 4x mediums built, so I guess now we move onto large patterns for the living room and some infantry fighting positions so we got trenches and spots for the Wolfhounds. Again, suggestions welcome for building.

We're back up to 70ish people, meaning we need about 10 more for another officer. More yellows, because we got a solid core of 24 oranges already and I want to pump these numbers up so we can get more and more officers for more and more actions. Second personnel action goes towards fixing our brigade wide logi, as much as I would like to do more admin training.

Finally, the painful question of what to do in upgrades. Many, many things I would like to get done here, but first things first I want to find and talk whoever was supposed to be Loup's boss now. This also hopefully works towards the goal of hopefully organizing some measure of control over the tech tree. Next I want to do the dreaded thing: politicking. Since we just grabbed some of their marines, I'm choosing to go and talk with the 122e Navy. We have a failed naval invasion that was planned by Hooker to discuss. And to maybe avoid them forever blacklisting the War Bureau. One of the gradual push options is to grab Wightwalk so that we have some naval supply, getting them onboard with it would be wise.

[X] Plan Realpolitik
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns (x8 to go to New Base Completion)
--[X] With infantry fighting positions (x4 to go to New Base Completion)
PERSONNEL
-[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
UPGRADES
-[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] 122e Navy, we got Hooker's botched naval invasion to discuss.
BRIGADE
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
[X] Plan Realpolitik

Don't feel much like braining right now, and this plan has the better bunker designs getting cooked up.
 
Again, suggestions welcome for building.
I can't say I have much experience building bases in the game itself, but the first thing that comes to mind from the options here is that if we are building from the bunker core out (which seems more likely than building from the outside back in), it might be a good idea to throw down our second line buildings like the artillery emplacements before front line ones like the IFPs. That way they're more protected in the back and can shoot over the front, rather than sitting exposed on the outside.
 
I can't say I have much experience building bases in the game itself, but the first thing that comes to mind from the options here is that if we are building from the bunker core out (which seems more likely than building from the outside back in), it might be a good idea to throw down our second line buildings like the artillery emplacements before front line ones like the IFPs. That way they're more protected in the back and can shoot over the front, rather than sitting exposed on the outside.
Actually in this case we are building from outside back in, because of how we're directly on the frontlines. The larger core buildings take more time to build during which they are incredibly vulnerable to raiding, which is why quick to build outer defenses are made first in order to act as an outer tripwire defense for the builders. Without them we'd face the same problem Weathering Halls had of a fast jeep team riding in, killing the builders and riding out before QRF makes it there.
 
Actually in this case we are building from outside back in, because of how we're directly on the frontlines. The larger core buildings take more time to build during which they are incredibly vulnerable to raiding, which is why quick to build outer defenses are made first in order to act as an outer tripwire defense for the builders. Without them we'd face the same problem Weathering Halls had of a fast jeep team riding in, killing the builders and riding out before QRF makes it there.
Good to know, that changes the bunker plan a bit. Now that we have some small and medium patterns would heavy Patterns and medium Patterns be a good idea?
 
Good to know, that changes the bunker plan a bit. Now that we have some small and medium patterns would heavy Patterns and medium Patterns be a good idea?
Actually to clarify even more, the lights and mediums are built outside in as an ablative layer for our builders, while heavy and modernist patterns are built snug up against the bunker core. My current idea is to alternate turns between building additional lights + mediums and other stuff, in this case heavies for the infrastructure and infantry fighting positions so its not literally just 1x3 and Y pattern bunkers as our sole defenses but with some trenches too.
 
Many, many things I would like to get done here, but first things first I want to find and talk whoever was supposed to be Loup's boss now.

See the sheet: while it'll properly get revealed later, Loup is, as they say, her own master now.

Ok, that gravekeeper can kill any vehicle we have encountered, and likely most of what we WILL encountered. A 10 kilo shaped charge is insane, a bit over half the charge of the 29mm spigot mortar on the Churchill AVRE.

It can't kill everything in one hit, and it can't kill buildings for shit, but yes: the Warden Standard ARC/AT-RPG round the various flavors of Bonesaw fire are nothing to sneeze at. Note though its ten kilos per round, not ten kilos of boom goop: very important difference. Femurs and Humorous Bonesaws both serve as an excellent way to kill anything smaller than a tank, and make any tank in the game short of a HIC, HAT, MBT, or Named Reliquary Vehicle fall right the fuck back and run for its life.

Everything so above mentioned that won't run for its life, by-the-by, will probably plow through whatever you try and stop it with that's not backed up by 150s, armor, and EAT fieldworks.

I wanna loop Kirito into the Brigade.

you can't throw the king's shilling in his mug unless you go to the bar with him, so vote to talk to him.

I can't say I have much experience building bases in the game itself, but the first thing that comes to mind from the options here is that if we are building from the bunker core out (which seems more likely than building from the outside back in), it might be a good idea to throw down our second line buildings like the artillery emplacements before front line ones like the IFPs. That way they're more protected in the back and can shoot over the front, rather than sitting exposed on the outside.
Actually in this case we are building from outside back in, because of how we're directly on the frontlines. The larger core buildings take more time to build during which they are incredibly vulnerable to raiding, which is why quick to build outer defenses are made first in order to act as an outer tripwire defense for the builders. Without them we'd face the same problem Weathering Halls had of a fast jeep team riding in, killing the builders and riding out before QRF makes it there.
Good to know, that changes the bunker plan a bit. Now that we have some small and medium patterns would heavy Patterns and medium Patterns be a good idea?

One really important thing to note here is that bunker size has stayed the same- 4m by 4m- while map size has gone massively up. Likewise, ranges have gone up, which among other things means rifle garrisons now have a pretty substantial edge over things like rifle pillboxes. The solution, therefore, is to slap down little patterns on the edge of AI range, and use them to build a tripwire so the builders can get to work on the guts of the platform. It's not much to fight out of, but it'll keep your perimeter secure for the night watches.

Fortunately, most of these patterns are scheduled to be ablative- once they're into 'visibly damaged' they just get abandoned, and then the next Gemini that comes along kills it for you, or you mammon it out yourself later.
 
[X] Plan Realpolitik with Warden Characteristics
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns (x8 to go to New Base Completion)
--[X] With infantry fighting positions (x4 to go to New Base Completion)
PERSONNEL
-[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
UPGRADES
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Bug Kirito, the leader of your commandos for rent
--[X] 122e Navy, we got Hooker's botched naval invasion to discuss.
BRIGADE
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!


Slight tweak to the above plan; meeting Kirito rather than talking to tekmaids again, because getting a free-ish Commando company"regiment" onboard would be nice
 
My gut says that getting Kirito on board happens late into Asuna's questline.

On the other hand, he does like to trip over loot caches. And we could sure use a lootbox right now. I very much expect the Collies have cleaned up Port of Rime Seaport by now, so that potential lootbox is full of dust and three moths.
 
[X] Plan Realpolitik
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns (x8 to go to New Base Completion)
--[X] With infantry fighting positions (x4 to go to New Base Completion)
PERSONNEL
-[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
UPGRADES
-[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] 122e Navy, we got Hooker's botched naval invasion to discuss.
BRIGADE
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
[X] Plan Realpolitik
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns (x8 to go to New Base Completion)
--[X] With infantry fighting positions (x4 to go to New Base Completion)
PERSONNEL
-[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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
UPGRADES
-[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] 122e Navy, we got Hooker's botched naval invasion to discuss.
BRIGADE
-[X] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
[x] Plan Realpolitik with Warden Characteristics
- [x] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-- [x] With heavy patterns (x8 to go to New Base Completion)
-- [x] With infantry fighting positions (x4 to go to New Base Completion)
- [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] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
- [x] Go talk to someone specific/Meet a Specific Regiment
-- [x] Bug Kirito, the leader of your commandos for rent
-- [x] 122e Navy, we got Hooker's botched naval invasion to discuss.
- [x] Start inventorying your war material and build up a Universal Supply System so Theresa isn't so damn overworked all the time!
 
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