Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Some Weapons Range Comparisons (Gunboats, Captured Equipment circa ch5, Relic Equipment, Tripod Equipment)
This post will contain a very mixed suite of weapons; as a result, it may be best to cross-reference it with other posts carefully. In addition, this post is sorted by weapon munition, not by weapon range (as most other posts had greater commonality of munitions and weapon class.)

For discussion and comparison, a No2 Loughcaster has a 40m system assist, 100m effective range, and 150m ballistic limit.

Sorting by munition, the first item on this list is the Foebreaker Mounted RPG Launcher. A double-barrel, tripod-mount RPG system is an unusual piece of equipment, but a potent one. The standard Foxtrot RPG shell is not a dedicated anti-armor weapon (a task left to the AT-RPG shell or the ARC/AT-RPG shell, with their own independent launchers), but rather a general-purpose explosive shell with a light fragmentation jacket. While servicable in the anti-armor roll, the Foebreaker is better used in building destruction as it offers the infantry an organic weapon with the reach to engage active AI bunkers, defended trench-lines, and across destroyed bridge spans with ease. In terms of range, the weapon system has excellent overall characteristics: a 5m minimum range (a trait shared across all RPG weapons), 40m system assist range, and 160m range to have fall of shot land within standard acceptable dispersion of 5m from point of aim. Maximum range is 1,000m, after which a safety fuse detonates the round.

Following this is the Colonial UV-26 "Icarus", which appears to be a factory modification of a UV-05a "Argonaut" retrofitted to mount ballistic armor over the cabin and a single-shot Colonial RPG tube over the fighting compartment, operated by a gunner-loader. Firing over a 30 degree forward angle, the launcher is a single shot RPG tube: nothing complicated or fancy. The weapon is relatively respectable in terms of damage and accuracy, with testing revealing a standard 5m minimum range for fuzing and a 40m assist range. However, due to mount instability, standard effective range is reduced to 120m, although this does not affect the 1,000m safety fuze. Otherwise, this is a very close copy of the Argonaut, and should be handled similarly: with massed 12.7mm fire or such anti-tank weapons are locally available. Low magazine size keeps it from being overly-dangerous, but it is still a danger if properly supported for its ability to easily damage fieldworks.

Continuing in the Colonial preference of using RPGs as vehicle primary weapons to up-gun their arsenal, the T-8 "Gemini" is a modification of the standard T3 "Xiphos" armored car. Equipped with a fully rotating turret that's had its 7.92mm light machine guns removed, it instead swaps them for a pair of RPG launch tubes. While limited in train of elevation and grievously harmed in terms of accuracy of fire due to narrow vision slits, the Gemini is at least reasonably capable of self-defense against infantry by means of the gunner using the loading hatch to spray fire from a Pitch Gun or throw fragmentation grenades as a 'backscratch' maneuver. For the main weapon, however, the dual RPG tubes have a distinctly problematic aiming pattern. With standard minimum range, system assist range, and maximum range (5m/40m/1,000m), the issues in correct elevation and the easy-to-damage linkages mean that the effective range varies wildly. Horizontal dispersion meets Warden standard (5m off aim point) out to 160m, and when in virginal condition the vertical dispersion meets Warden standard out to 140m. However, after any degree of rough handling or notable damage, horizontal dispersion is increased radically so as to make the effective range only 100m in the vertical. Re-zeroing the sight (a simple five-minute operation) will bring this back to 120m of accuracy, but without knowing this operation a crew will have to restore the vehicle to full HP in order to re-zero the sights.

The Warden answer to armored fighting vehicles of all stripes, meanwhile, rests with the O'Brien V.113 Gravekeeper, alias the Bonewagon. A standard O'Brien 110 chassis with a different emplaced weapon, the Bonewagon is a tool for removing armor, and removing armor exclusively. The single Mandible Bonesaw in the turret, equipped with a primitive stereoscopic binocular rangefinder sight and electric autococker, is a potent anti-armor weapon. However, the Bonewagon possess no secondary weapons, nor any provisions for such: as a result the platform is vulnerable to infantry. More importantly, the Bonesaw fires the ARC/RPG (also known as the ARC/AT-RPG in older documentation) which is only effective against armor: the hollow charge has negligible fragmentation, and lacks the anti-structure power of other rounds. Against armor, however, the 5kg explosive weight of the charge and high likely angle of approach mean that this can penetrate all but the heaviest of armor plates. Accuracy-wise, the Mandible Bonesaw is a complex weapon. Firing from a measured rest, the system has no minimum range, 36m of system assist, and then may fire out to 200-250m max range- local elevation depending. Being armed with a spigot mortar, however, presents some issues: for starters, the Bonewagon only has an effective range of 100m versus the horror of a moving target at 5kph, due to the long travel time of the shot. Against stationary targets (in this case, a standard Dunne with a cardboard sheet reading "SCARY TANK" inscribed in the outline of tank) it is regarded as good out to 180m, but only if the gunner understands the finnicky stereoscopic binocular system- a large part of why its fire-and-manuvere range is so low. More importantly, the electric autococker, while faster than a manual winch, is by no means a speedy system: it takes on average 10-15s to bring the weapon back into battery. Any moving engagement, therefore, will be defined by whomever shoots first and hits.

Finally, with complete abandon to everything before, the 74b-1 Ronan Gunship: a complex, massive beast of a ship and one of the most powerful and fragile Warden weapons to date.

First, and primary, of the two weapons systems on the Ronan is the Huber Harpoon 120/20mm cannon. Firing standardized fixed 120mm shells from a horizontal sliding breech with a powered rammer assist and a fully mechanized turret system, the only thing the gunner has to do is manually dial in elevation and azimuth, before depressing the firing studs. The turret's internal ready rack for the semi-autoloader system only holds six shells, but in return will automatically reload from magazine when placed at the 000 or 180 degree positions. With a magazine of 30 shells, the gun does not have amazing endurance: a common complaint from crew is the need to conduct underway replenishment operations from shell handling barges, passing rounds through to the rearming port on the vessel's small superstructure. Range and dispersion wise, the Huber Harpoon has a hard minimum range of 50m due to mounting geometry to facilitate higher-angle fires, and a system assist range of 100m. At 100m, dispersion is approximately a 13m circle from aim point: a very accurate piece. However, out past System Assist range, things become more dicey. At the maximum 800m range, dispersion is a 36m circle from aim point, with a very weak 15% normalization towards aim point versus the 50% rate of normalization to within 1/2 of maximum dispersion enjoyed at System Assist range. Fundamentally the Harpoon is a respectable gun, but the short carriage of shells cripples its effectiveness, as well as the immense difficulty in spotting for fire at more than 500m due to optical issues- much less the considerations of sea state on accuracy.

Secondarily to the main gun is the ship's self-defense dual 12.7mm gun turret. Using the same high-velocity 12.7mm Suiza Machine Gun as the Emplaced Machine Gun, they share a broadly similar statline: no minimum range, 50m system assist range, point fires to 200m, area fires at 350-400m, and most importantly an improved 600m ballistic limit. Unlike the parent gun mount, however, the Ronan's self-defense turret has much better than average optics: an unmagnified main gunsight, and an improved 8x/12x focus site along with a standard 3x/6x boresight. The turret is electronically actuated in elevation and traverese, and the gunner is co-located with his guns for ease of operation. The only active complaint of most gunners is the fact they're stationed right over the helm: a frequent seamanship issue is the helm 'hijacking' their higher-mounted scopes for direction in higher sea states that put the helm's low-mounted viewing port underwater.
 
[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!
 
Will probably call votes tommorow. I forgot big infoposts tend to kill participation; but this is basically the infopost that explains why the decision made in Marine Recovery/Icarus Wept was so bad. There was a lot of things that went into the defeat there, but the biggest was "you can't reach out to fight them", and this shows why.
 
Vote called lets see what happens
Scheduled vote count started by 7734 on Sep 1, 2022 at 9:57 PM, finished with 25 posts and 14 votes.

  • [X] Plan Realpolitik
    -[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] 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.
    -[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!
    [X] Plan: Foxhole x2
7734 threw 4 10-faced dice. Reason: Recruitment (Yellow) Total: 27
4 4 7 7 8 8 8 8
 
5.3
Normally, your fortnight-long work rotations started on a review and reordering of the building system, then you moved into troop handling, before finally getting all that finished up and blitzing what the local social scene in order to sniff out new advantages.

This time, though, it was Asuna waking you up at 1500 because for some reason, Takamachi had rolled up all the way to Weathering Halls. Getting dressed in an officer uniform, you stumbled your way downstairs to say hello- before getting a massive shock of surprise. Loup was there all right: dressed up in a spiff officer's uniform with black lace around the cuffs and collar, a long skirt in black, and an abbreviated uniform coat with the classic double-breast design and without the thrice-damned beaver pelt Sam Browne belt.

"Loup?" you asked, coming up to gently take her by the elbows. "What's all this?"

"That'd be Colonel Loup, now," she said with a smile, pulling you into a tight hug. "Say hello to the head of the new two-fortyfirst Research regiment."

"Hello, Colonel des deux cent quarante et unième," you said with a smirk, before giving her a kiss on the cheek. Watching her flush in front of the rest of the town hall lit you up like a christmas tree, you laughed. "So, Colonel Takamachi, I suppose you're here to join up with the best and the brightest?"

Rolling her eyes, Loup broke free of the hug. "Well I don't know General Melanie, it seems a little dark in here for me to do that."

You got a belly laugh out of that one, before going over to the big book on the desk for the brigade and breaking it out. "Just sign on the line, and we'll get you right on in."

As Loup signed, you saw the emblem on her uniform change ever-so-slightly, a circle of wheat enshrouding a rainbow on a pin into the epaulet. A casual check over your own right shoulder revealed the same on your non-beaver epaulet, and you blinked. That was the brigade roundel, apparently. Well, it was pretty enough. With that done, you blinked lightly. That brigade book looked bigger now? Probably worth taking some time to read it, to be honest.

"So now that you're here, got any news?" you asked, inviting your Very Good Friend to settle down on one of the new couches that had come into the town hall now that you'd finished the first Industry upgrade.

"I've got you next tier's tech tree, and you're going to like it," Loup said, leaning up into you suggestively. "You've probably already got Heavy Ammo Uniforms planned up and the Huber Lariats are gonna come pouring in, but the protos next tier are gonna be lit."

"What are we looking at?"

"Vehicles is a layup: Balfour Falconer versus the Meteora gunboat for protos, and auto-unlock of the Blinder and Mulloy. We're still deciphering the rest, but bets are on the Devitt Ironhide as an auto-unlock."

"Did I hear Devitts?" Zairman asked as he walked in, dropping his hat off on a coathook. "Ah- Melanie, who's this?"

Oh dear. This was a Complication. Gently rolling Loup off to her own side, you stood up to introduce the pair. "Colonel Tymur Zairman, please meet Colonel Loup Takamachi. Loup, this is the madlad who managed to capture us this wonderful little town with some tanks and a little indomitable human spirit. Tymur, this is our brigade techmaid, a good friend of mine, and our premiere supplier of prototype Bonesaws."

"Good to meet you, Colonel Takamachi," Tymur said, eyes simmering under a blank face. "We've been making excellent use of your new armored vehicles- thank you for the work."

"And I'm glad to be working with a frontline group that knows what they're doing. Having to read the reports coming out of Callum's Cape is just depressing: those chucklefucks couldn't figure out how to tie their own shoes," Loup griped good-naturedly.

"Anything else, Takamachi?" you asked, scratching your head.

"Yeah, we're about three weeks away from Tier Six. While I'm assuming you've got your guns booked, I do want to warn you that the Colonials will have their own 120s at that point- and they're going to have some scary shoot-and-scoot."

"They've got towed 120s, right?"

"Yeah- and the Beta Test capped out before they got introduced. We're gonna be flying blind here," Loup warned. "Be careful, Melanie."

"I will, don't worry."

///

With the question of tech settled, things got back into a more normal, calm affair. Building went apace, with the bones of the fort taking shape, and with piles of new recruits getting poured into the building as more and more patterns were thunked down. You weren't up to the point where you personally could move in, but Landry and a mass of her minions were full-timing it out of the facility, hammers pounding away and shovels digging out numerous fighting positions to give the harrassing enemy raids hell. More than a few Cutlers became long-term entrenched anti-armored car weapons, and you were constantly amused at the requests for "more B-mats, shirts, 7.62, 12.7, and RPG shells."

As resources poured in there, meanwhile, you continued operational planning apace. In lieu of big, dramatic assaults, your new plan called for small, penny-packet line advances backed up by fortifications your enemies didn't really have weapons to destroy. To get this rolling, though, you needed a large, unified supply system. A brigade-wide supply network, that everyone could contribute to, and withdraw from, while informing people that the status of affairs had changed.

Needless to say: everyone hated it. Calico talked your ear off for an entire two hours about how this would interrupt her very delicate operations back in Clanshead, something about transshipment rates and organizations and constant password stockpiles. Takamachi was pissed on general principle- once techmats went into the techmaid stockpile, nobody else got to see or touch according to her. Even Zairman was unhappy: he was incredibly protective of his small supply of R-mats, and his 40mm supply was too short to share.

Theresa, however, did not care, and jumped on the new supply system with both feet. It took about a week- long enough for stockpiles to expire, basically- and for everyone to check their new, personally generated, stockpiles. Their very full personally generated stockpiles, filled with bait items to get people onboard with using them. Techmats for Takamachi, R-mats for Zairman, 40 and 120 shells for you, grenades and tripods and RPGs for Kazoo, and the promise that these stocks would keep getting refueled. It wasn't a lot of resources in each one, to note- but it was the pain in the ass ones.

The only weird thing was every stockpile had a full hundred (the stockpile limit) crates of 120mm.

When you asked Theresa over coffee, her feline smirk was obvious.

"Orr, how much one-twenty do you think you'll need to go through?"

"Several metric fucktons, why?"

"Do you want to guess how much I've got stockpiled?"

"Something to the tune of about a week's worth of expenditure," you guessed. "Two weeks if you love me."

"How does eleven thousand, two hundred crates sound?"

11,200 crates, 5 shells per crate…

…56,000 shells. Presume one shell every minute for sustained bombardment per gun, presume four guns per battery, presume no logistics delays… 14,000 minutes of fire for four guns. 3,500 minutes of fire for four batteries. 58hr20m for four batteries. 2d10hr20m of continuous fire for four batteries. Assume you were continuously firing for exactly one-half the time guns were on station… 4d20hr40m. Assume you couldn't continuously operate four batteries of guns, go down to two batteries: 9d17hr20m of endurance.

"Orr?"

"Doing math," you said absentmindedly. "That's somewhere between two and nine days worth of fire mission."

"Fuck me," Theresa grumbled. "Well. Looks like I need to talk to the other regiments again, and start farming out 120mm storage. We're at our storage cap."

"Never thought I'd be worrying about this," you muttered, earning a laugh out of Theresa.

"Welcome to my daily life. Also, you probably want to pick up an Engineering regiment or one of the train teams: there's been a lot of talk lately about some of the minor towns in Reaching Trail with Industry having some weird background stuff going on that wasn't in the Beta Test, but was in Old Foxhole."

"I'll get on that," you said, nodding. "You need to get home soon?"

Theresa grinned, rubbing the back of her head. "Yeah, I got a boyfriend I said I'd try and meet in King."

You laughed, before realizing that Zairman was coming in again to crash by the radio. Sighing, you just waved off Theresa, who took off with a sloppy salute, before you got an arm slung under your armor commander. Bringing him up the (now much less steep) stairs, it wasn't hard to sling him into bed.

The 64e, for all their damages, were currently serving as your fast response force. Tepes had abandoned any pretensions to being a general officer in the disasters after his operation, and as much as he tried to prod the far end of the line into advancing, his regimental positions were mostly static. Keeping the enemy off your delicate forts- and to an extent his- was Zairman's job, and it was tricky enough that you let him keep basing out of Weathering Halls. Odds were, you'd have to base at least some of his hardware out of your new base.

Considering he'd probably be there to direct it, though? Perfectly acceptable.

///

It was late in the week when you finally got off your ass and decided it was past time to start working on the seeds of overthrowing Hooker. The man was a menace. The first step, therefore, was to start cutting him off from his side-bitches. Right now, that was the Navy, and discussing things with them. A few telegrams, and you had a date to call on them.

It took the better part of a day to get to the 122nd Navy headquarters out in Morgen's, and at that point you stayed over in Quietus to avoid having to deal with their facilities. Stories from Asuna's stint with them still echoed in your brain, and you were in no mind to put up with that shit.

When you arrived the next morning, though, you were mildly surprised. The base was clean, well-designed, and most importantly you were stopped at a well-defended checkpoint some forty meters away from a wall of tier two patterns that were obviously an ablative line. Once they identified you- and tried to hide a chuckle at the ring-on-rainbow flag that was your personal pennant hanging from the antena of your Drummond- you were allowed in.

The bunker core was in good condition, and you were taken to an Intelligence Center that still had the concrete curing on it, where the colonel of the 122 Naval Regiment sat.

Von Klaes was, on the ballance, an almost gangrenous looking fellow, with a patchy goatee you felt could be crammed under a gas mask without interrupting the seals, and piercing brown eyes the exact color of malnourished shit. His kepi was limpid, but despite the stained nature of his uniform shirt the tie was crisp, and the under-belt showed a well-worn sheathe for a naval dirk. The scent of oil followed the man around in a cloud, mixed with cheap cigarette smoke, the scent of marajuanna, and the tang of copper.

Settling in at the meeting table, you set your briefcase down, before shaking Von Klaes' hand. "General Orr. I'm glad we could have this meeting- care for a smoke?"

"I have my own, but thank you," you mentioned, pulling out a pack of Reaching Trail smokes. The red circle on the front of the pack with a black ring was a familiar sight, but you blinked as Von Klaes got out a light white package with a large green stamp out.

"We took them as spoils of war after the operation here," he explained. "Colonial branded."

"Very nice," you complimented, before lighting up. "I was interested in seeing what the Operation in Weathered Expanse went from your perspective. Do you have any thoughts?"

"Yeah- you needed to call us." Von Klaes said, chewing on the end of his smoke. "Going early, fine. Hooker's half-assing cost us the ability to hit defenses we could actually break. Doing something to drag us in, fine. Shit happens, we need to move schedules all the time. Giving us no warning and making us shift schedules right into the teeth of an enemy navy that was going to take us out in job lots? Not fucking fine, woman."

"Alright, mea culpa," you said, getitng your notepad out. "Either way, other big things?"

"That's the biggest. You might be a bit big for your britches yet, but you've got a decent head on your shoulders. Don't fuck it up."

"Hah," you muttered dryly. As if he had room to talk. Still, the man wasn't an idiot, and didn't insult you- even if he wasn't happy with your part in this last operation.

As the conversation grew, you continued filling out notes. Despite his unpleasant demeanor, Von Klaes was a font of information without limits of depth. He had thoughts on Colonial building styles, the issues with the naval fire support portion of the operation, and most importantly the battle barge improvements.

In sum: the naval operation suffered from being too large. Gunboats could not execute cross-hex operations, naval invasions could operate in penny-packet operations but had very low critical mass before they'd critically spiral, and most importantly the battlefield needed to be prepared in advance. Armor operations, artillery bombardments, and other operations needed to be done in advance of major infantry operations in order to allow troops to make the sorts of key gains that were what the war hinged on.

After the discussion, though, you broke for dinner, and found the most horrifying mess hall you'd ever seen. Giant cauldrons with simmering piles of beans and meat stewed, rice pots the size of your head steamed and burbled, and most importantly flatbread was scraped off the walls of the firepits with long pokers. Char and simmering oil floated and flowed, and for a short moment you hoped that this game didn't simulate salmonella.

Naturally, the food was disgusting, but you swallowed it down anyway, fishing out and throwing away the cigarette butts that seemed to top most of the soup bowls. For all their purported excellence in battle, the Navy was a hot mess at home- and it put a stain on Von Klaes' words.

Also: the game did simulate food poisoning, and it was terrible.

///
Note: One Turn to Next Tech
///

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 (x6 to go to New Base Completion)
-[] With artillery firing positions (x3 to go to New Base Completion)
-[] With infantry fighting positions
-[] 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.
-[] Combat Vehicle Training: Your people know how to drive trucks and push guns, but the sort of work and operations needed to utilize an armored car or tank is completely outside your wheelhouse. Get some domestic tankers ready- you'll need them if you ever use armored contingents or self-propelled guns.
[] 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!)
[] 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.
 
[X] Plan: Upgrading knowledge
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With artillery firing positions (x3 to go to New Base Completion)
---[X] With heavy patterns (x6 to go to New Base Completion)
-[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] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to 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] 58e Intelligence

The base is mostly safe so let's add the artillery positions. Next up we can always use better trained people so let's get them set up. No Brigade actions in this plan although figuring out Brigade Staff will hopefully make up for it. For the lieutenant I'd like to be able to talk to more people per turn because that's been more worthwhile then training our guys. Finally, I really want that intel bonus
 
[X] Plan: Upgrading knowledge
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With artillery firing positions (x3 to go to New Base Completion)
---[X] With heavy patterns (x6 to go to New Base Completion)
-[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] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to 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] 58e Intelligence
 
[X] Plan Nickle and Dime, Rime Edition
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With artillery firing positions (x3 to go to New Base Completion)
--[X] With Modernist patterns (x4 to go to New Base Completion)
-[X] You have enough spare brain cells in this department: put some time and manpower into the Brigade functions! (Grants one Brigade action)
-[X] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[X] Go out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
-[X] Go talk to someone specific/Meet a Specific Regiment
--[X] Bug Kirito, the leader of your commandos for rent
-[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.

Overall, this is aiming to, effectively, fortify our front and begin to build up a brigade staff for the future, combined with hopefully getting some commandos (in-house recce, among other things, is good). If possible, it'd be nice to start chipping noteworthy holes in Rime and, ideally, baiting a goblin counter-attack into our (decently-fortified) front, where we can reduce their forces some at as minimal a risk as we can realistically expect.

Not sold on going for the upgrade point with the lieutenant, but there's lots of stuff to be done in that category so it's not like it's a bad choice.
 
Well then. Strong hint to get a engineering or train regiment in, we hit exactly the 100 people count and we got next tier (sledges!) dropping in one turn. Also a hint to go talk to Zairman. And somehow I only noticed this turn that there's a new option to start planning brigade staff, with no-one else pointing it out either.

I am making the choice to go ahead and go all-in on brigade actions this turn, one from each category. In building, we get artillery positions made since it's literally about to unlock next turn. Unfortunately means no progress is made on getting other structures down, but at least the builders and a garrison can bunk out of it already. In personnel, actually going to figure out brigade staff since I noticed it this time. Hopefully this will synergize with the three brigade actions I'm taking. For upgrades we get another organizer because we are in desperate need for more upgrade actions to do more of that whole talking to people thing.

Lastly, brigade actions. We've been told to grab a engineering or train regiment by Theresa, the only engineers we know of are the 99th with the War Bureau and we do know some very nice railway guys that we helped build a railway to us. An invite to the 142 Locomotive, who were the ones that came to us with the offer it is. The other two go towards first some walking fire on Rime to put pressure on them and second to hitting Frostmarch on the opposite side of the hex so that we can start harassing Foxcatcher where the refinery is, the proper prize as far as logistics is concerned. This will also hopefully get the bonewagons into some action and so into the news so more people tech towards them.

[X] Plan Split Focus
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With artillery firing positions (x3 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)
PERSONNEL
-[X] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[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 out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
-[X] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
BRIGADE
-[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] Begin piling on to Frostmarch, so you can let Zairman raid the backline and begin isolating Fortress Foxcatcher.
-[X] Search for more regiments to add to the Brigade: you have to catch them all!
--[X] 142 Locomotive
 
Unified supply system good. Also high holy hell grande battery is expensive.

I still want Kirito. Commandos Recon roll to get intel is a bit hit and miss mechanically but would still be reaaaaaal nice to have.
 
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[X] Plan Collect Named Character
BUNKER
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With artillery firing positions (x3 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)
PERSONNEL
-[X] Begin operational planning for Something Big
--[X] Start planning to figure out how your Brigade Staff works. You know the theory, but work on the practice now.
-[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 out and get yourself a lieutenant! (You may have one per twenty Regiment members, minimum one)
--[X] Teach them the way of the organizer, so you have more time to put out more fires (Adds one action to Upgrades)
-[x] Go talk to someone specific/Meet a Specific Regiment
--[x] Bug Kirito, the leader of your commandos for rent
BRIGADE
-[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] Search for more regiments to add to the Brigade: you have to catch them all!
--[X] 142 Locomotive
 
Unified supply system good. Also high holy hell grande battery is expensive.

I still want Kirito. Commandos Recon roll to get intel is a bit hit and miss mechanically but would still be reaaaaaal nice to have.
Same, I would really like to have both of them but the intel seems like it would also get intelligence on friendly units which is nice
 
So someone put together a pretty good summary of today's Foxhole 1.0: Inferno stream. Go give it a read.

The base is mostly safe so let's add the artillery positions. Next up we can always use better trained people so let's get them set up. No Brigade actions in this plan although figuring out Brigade Staff will hopefully make up for it. For the lieutenant I'd like to be able to talk to more people per turn because that's been more worthwhile then training our guys. Finally, I really want that intel bonus

The base is mostly safe until it isn't, yeah. Don't worry about it- unless the Colonials pull out an anti-structure weapon from out their ass.

Not sold on going for the upgrade point with the lieutenant, but there's lots of stuff to be done in that category so it's not like it's a bad choice.

There's a lot of stuff to be done in every category. That's why pushing for more troops in the regiment to get more officers is so important, and why people should use Fame to get boosts when they can. Remember: between the town and the big home BB, you've got space to put people.

Well then. Strong hint to get a engineering or train regiment in, we hit exactly the 100 people count and we got next tier (sledges!) dropping in one turn. Also a hint to go talk to Zairman. And somehow I only noticed this turn that there's a new option to start planning brigade staff, with no-one else pointing it out either.

Yeah I don't know how y'all missed that last time, that ain't on me. Brigade officers are important!

Unified supply system good. Also high holy hell grande battery is expensive.

I still want Kirito. Commandos Recon roll to get intel is a bit hit and miss mechanically but would still be reaaaaaal nice to have.

There's a reason your guns still come with Ultima Ratio Regum: it is that damn expensive to keep the things fed. That's an artillery battalion (IRL) types of supply, even if I did nerf the fire rate into the floor for purposes of keeping the math easy. That said, Commandos are never a bad investment, and they're the first chance for you to get to set a Brigade Doctrine- Kirito can either spend time on any of the three activities:

1- Relic/Cache Hunting. I roll 1d10 with any relevant modifiers, and he brings something home. Roll low, and you get some junk clogging up the HQ armory. Roll high, and he might figure something out like getting into the second stage of the Howl County cache or finding an entirely new Relic Vault.
2- Partisan Activities. I roll 1d10 with any modifiers, and Kirito and his backup band go hunt down logi truckers to beat them up and steal their lunch money. Roll high, and he brings home stray tanks, crates of war materiel, and loose guns. Roll low, and he gets intel or stuck in for a period of time, requiring you to send Zairman on a dog retrieval mission.
3- Deep Recon Mission. Kirito goes dark and deep, attempting to collect as much data as possible for a specific area. Gives massive bonuses to intel, but I roll hidden dice to see what he comes back with- or if he comes back. May take multiple turns.

All it costs is a brigade action to change his priorities around-- and a Deep Recon mission can be stupidly useful, since it unlocks Maps of Fortifications early.
 
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