Situation Foxtrot (SAO/Foxhole) [COMPLETE]

Votes called, author taking a brief hiatus to finish his next Lancer publication. Go check it out here

Expect next story post in March!

Scheduled vote count started by 7734 on Jan 9, 2023 at 11:58 PM, finished with 12 posts and 8 votes.

  • [X] Plan I Need Intelligence Data
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With Modernist patterns (x1 to go to New Base Completion)
    -[X] Begin developing Concrete (Motherbase)
    -[X] Assign an Architect and Build Team elsewhere
    --[X] To the 163 Motor Rifle
    -[X] Go and recruit more personnel
    --[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
    -[X] Commit training!
    --[X] 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.
    -[X] Begin operational planning for Something Big
    --[X] Continue writing the Doctrine (Regimental)(3/10 complete)
    -[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 talker, so you don't have to do that crap! (Adds one action to Personnel)
    -[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
    --[X] Tannerbaush Optical Rangefinder: A large, tripod-mounted optical rangefinder with integral compass. Perfect for determining range and bearing from a position.
    -[X] Requisition Material
    --[X] Heavy Artillery: 120mm guns, Wasp's Nests, and other high-logistics artillery.
    -[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] Begin preparing for a gradual push
    --[X] Invest Foxcatcher through Frostmarch: You've got the armor and the guts, and you know this'll draw enough response for you to see what your Powers of Doctrine can do.
    -[X] Search for more regiments to add to the Brigade: you have to catch them all!
    --[X] Intelligence
    [X] Plan Follow Up Part 2
    -[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
    --[X] With medium patterns (x2 to go to New Base Completion)
    --[X] With Modernist patterns (x2 to go to New Base Completion)
    -[X] Assign an Architect and Build Team elsewhere
    --[X] To the 163 Motor Rifle
    -[X] Go and recruit more personnel
    --[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
    -[X] Commit training!
    --[X] 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.
    -[X] Begin operational planning for Something Big
    --[X] Continue writing the Doctrine (Regimental)(3/10 complete)
    -[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 talker, so you don't have to do that crap! (Adds one action to Personnel)
    -[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
    --[X] Tannerbaush Optical Rangefinder: A large, tripod-mounted optical rangefinder with integral compass. Perfect for determining range and bearing from a position.
    -[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] 22e Chemical Warfare
    --[X] 65e Signals
    -[X] Begin preparing for a gradual push
    --[X] Invest Foxcatcher through Frostmarch: You've got the armor and the guts, and you know this'll draw enough response for you to see what your Powers of Doctrine can do.
    -[X] Search for more regiments to add to the Brigade: you have to catch them all!
    --[X] Signals
7734 threw 1 10-faced dice. Reason: Recruitment (Orange) Total: 6
6 6
7734 threw 2 10-faced dice. Reason: Doctrinal Progress Total: 8
1 1 7 7
7734 threw 2 10-faced dice. Reason: Proto Kits Pull Total: 2
1 1 1 1
7734 threw 2 10-faced dice. Reason: Standard Requisitions Total: 11
4 4 7 7
7734 threw 1 10-faced dice. Reason: Diplomacy (22e) Total: 7
7 7
7734 threw 1 10-faced dice. Reason: Diplomacy (65e) Total: 1
1 1
 
6.4
You were still, several weeks later, getting used to your new face. It wasn't bad that you looked older, though- you were hardly the first person to have enough of a firmware or hardware issue that the NervGear on your head rebooted. Being blonde was a bit of an issue, but you solved that through liberally growing your hair out and focusing as hard as you could on ignoring it. Did it make the problem go away? Hell no. But it kept you from having any fits of dysphoria, so you'd take it for what it was worth.

What it was worth, by the way, was focus. Focus on doctrine, and more importantly on doctrinal expectations across the brigade. The Folkvangr were hardly a cohesive whole, but that didn't matter much since each individual regiment understood what their part in brigade maneuvers was. Your purpose, in the brigade, was to provide fire support. After you figured out that and the fire bases, the next step was to colimate these facts into something coherent. That was difficult, you weren't going to lie, but you managed to pull it off- you think.

The secret, as you discussed talking it over with Lt. Fuzzbut, was ranges. Ranges, ranges, ranges. Your 120mm guns had a maximum range of 2,400 meters. Your trench networks extended 1,000m out from a tier 2 bunker core. Therefore, you had- at minimum- nearly half the range of a 120mm gun in trenchline you could use. In that range? Enough fire corrections would be coming in it would be impossible to miss. However, you had to keep going. There was still more to do. Procuring a pair of the Tannenbush rangefinders got you massive angular definition, and more importantly another kilometer of rangefinding.

From that, you could then all feed these range measurements through trench field telephone to a radio desk, at which point you'd use simple slide rules and other paper calculators to figure out fire directions for the firebase battery. However, it took roughly two hours to dig in a battery. That didn't mean the fire base was useless, though: it could radio in more information rearward, and its signals would be important to propagate commands to field elements, and importantly it could be a respawn hub. Most critically, each base could feed their information to a mission plotting center- the intelligence center you were building- and from there you'd actually have a central fire mission office that you could use to coordinate deep fires and armor operations outside the standard targeting capabilities of each base. Being able to coordinate extant rocket and 120mm fires was strong enough- imagine if you could tie in 150mm fires or Storm Cannon fires!

Either way, your regimental doctrine was pretty well set up at this point for 40 and 120 fires, and the 60mm and 250mm gun fires off of mortars weren't long-legged enough to need outside-of-company coordination. Rocket artillery was still in development, but that was mostly because rocket artillery was still in its infancy: even Kazoo, the most ardent supporter of the type, didn't have a coherent regimental system set up for it yet.

With that done and the theory cooking in your officer and NCO corps, you went to work recruiting and promoting. More orange-rates were always a good thing to have, and they could help fill out the spotting teams to free up lower rated troops for canon-cooking and other safer jobs. From there, you were also pushing out your fire direction teams to every unit in the brigade.

Once the fire direction teams were in place, you got to work on the hard part: training your rocket battery. The four rocket launchers you'd worked to get made very certain that you would have sufficient shock fires, and thanks to their massive range it was actually fairly safe to have them responding to sufficiently safe calls for fire. Heck, most of the time they had to drive off-road to clear their minimum ranges- not to get in under their maximums! Still, it was a lot of work around the regiment to get the rocket battery integrated with things: the main issue being not that they were primarily built around sally tactics, but rather the fact they needed every hand to come out and help load the Wasp's Nests up. Each sally took roughly half a pallet of rockets, which all had to be loaded into the Wasp's Nests one tube at a time before the launcher was safed and taken back to the front.

Among the many other things you were doing, the new doctrine was getting applied to the Motherbase itself with alacrity. Now that you actually had Bastion Dunwall mostly fully built around a massive Halberd pattern bunker, you could effectively practice the battery coordination system- which, to be honest, took some work.

The main issue was simple: the sergeants on the front line weren't actually used to having the 120mm guns anywhere near 'on call' for the troops. Previously, your guns were either performing pre-scheduled fires, or fires called in completely outside the infantry chain of command. Now that a sergeant could request fires? It was a bit chaotic for the first week, until everyone finally got their heads out of their backs and drilled the voice commands. This testing was performed and confirmed in effectiveness by your work to start investing Frostmarch.

Frostmarch, by itself, shouldn't have been a bad fight. However, Colonial artillery was using their leg-mobile nature to their fullest, mostly by making Crow's Nest a valid firing position. As such, you had to second a lot more guns to counterbattery fire than you'd like: the entirety of your 120mm gun battery had to get moved up for the operation into a temporary firebase, and engineering units from the 62e were very slow in extending the trench telephone network to allow for you to conduct trench expansions to get people forward from respawn under protection and to keep fire direction teams safe. Fortunately, 1 and 2 battery did well enough in removing field fortifications, and 7 battery proved reasonably competent in keeping bunker bases from regenerating. Unfortunately, however, the plague of enemy Typhons kept your armor regiment from doing much- most of the members from the 64e there were fighting as dismounts in among the 62e.

Eventually, though, the enemy high command decided Frostmarch wasn't worth fighting over- after about a solid four days of artillery duels, they just pulled out. Unfortunately, when they did so, the area was still heavily trapped: anti-vehicle mines, barbed wire, tank traps, and fougasses meant that it was a much more involved process to claim the Relic Base than normal, and enemy spotters and artillery had the area very well dialed-in. You spent nine Construction Vehicles to rebuild the relic, and your Construction Billets flatly refused to operate in that area: sporadic shelling and unexploded booby-traps meant that the area was over their collective risk level, thank you very much.

Finally, you came to call on Argo's door. You came with a recruitment pitch in hand. It was a good one, too.

"Argo!" you said, smiling, as she greeted you in her cafeteria.

"Orr! You little shit!" she replied, smiling wide. "When did you plan on telling us you were going to build your own Intelligence Center?"

"Ah-"

"Don't bother trying to answer that," Argo said, smiling. "Come with me to my office."

Once you were in said office, you sat down as Argo offered you a coffee. "So I take it you're not happy about the Intel Center I'm planning on building," you said, sipping the drink. Warm, black, and strong- just as you liked it.

"Oh no, I'm quite happy about that," Argo said, grinning. "What I want is to get inside it."

"Oh my," you said, holding your hand up to your mouth in the classic oujo-sama pose. "How lewd."

"Ah shut your trap," Argo groaned. "Listen. These places have two main purposes, alright? The first, and most important one, is to serve as a data calculation building. I have computers here, ones you can use to do complex math and design slide rules for field use in. I have printers and spreadsheets."

"In other words, if you had parts, you'd be great at logistics," you finished.

"Damn straight I would be!" Argo said, slapping her desk. "But that's for later! No, what's important is the second functionality- the Scan mode."

"Scan mode."

"Yes. Follow me."

It took very little time to get to the Intelligence Center. A cavernous bunker, you could feel the electricity humming in the air as you moved over to the central plotting table. "In this game," Argo explained, "Every system emits an electronic radio noise that can be tracked. A lot of skills and mapping programs are actually diegetic- and can be tracked. Juniper! Fire up the scan mode!"

"Aye, ma'am!" a lieutenant yelled, looking out over the walls of the bunker lined with radio consoles and computation units. "Firing scan!"

"Firing scan, aye!" another person yelled, as the calls started going up and down the chains of desks.

Soon, the large green table in the middle of the room started glowing and sparking, as data started getting displayed. The stock map symbols for bunkers, trucks, and even a few heads of infantry were displayed, all around a rocky cliff you'd never seen before.

"We're conducting this scan on a chunk of Marban's Hollow that's barely in range," Argo explained. "69th Motor Rifles wanted it to see if they might want to conduct a probing attack past the initial bunker line- survey says, if I'm reading those patterns right, that they do not want to attack."

"Yeah, those are some competently arrayed W-pattern forts," you muttered. "Gonna need artillery to crack those."

"Artillery the Motor Rifles doesn't have," Argo muttered. "Juniper, call the 69th and tell them no-go on the attack! Hawkmoth, get the 231st called up, Marbans is currently a no-go zone!"

With a massive 'clunk' the electric feeling in the air faded, and you could hear the generators in the distance kicking up into high gear. Sighing, Argo leaned on the table. "Intel scans. Love them or hate them, they dictate a massive part of how some of us play the game. Which is a problem."

"We only have one," you muttered. "Yours, here."

"Which is out of range on nearly everything," Argo commented. "So I need one further forward, which you're building."

"You know, you can join my brigade," you joked.

"Forget about it. My neutrality is too important, and you have a well-deserved reputation for saying 'damn the children, affix bayonets!' so I have to pass."

You shrugged. "Whelp, I tried."

"Slow your roll," Argo replied. "I have a solution. I can second commands out- Captain Blackhand would be willing to move to a forward position, and she's got a decent operation team for the Intelligence Center ready to go. I'll man your Intelligence Center, and you'll do me a small favor."

"What kind of small favor?" You asked.

"Juniper! Map 27-Echo!"


"Map 27-Echo, Aye!"

On the display table, a picture of the Deadlands hex came up, with marks for fortified areas clearly on it.

"Here's the deal," Argo said, dead serious. "Everyone's been looking for ways to cheat the system- and one of my rats found one. In the Sunhaven Cathedral, there's an Administer Control Console. This has been confirmed by a deep recon team that snuck past Fort Duncan. We've gotten a small group of would-been GMs together and other staff members that should be able to access it. The issue is taking it."

"Fortunately for us? The enemy hasn't exactly been working hard to keep it."

"Well no shit," you muttered, pacing. "They're barely defended. If we could come in from the south, it'd be a steamroller all the way through if they couldn't hold us at the bridges."

"We're not going to try that," Argo snapped. "Here's the deal, Brigadier General Orr. I'm pulling in every favor I have, and several I haven't. We're taking a shot at getting to that dev console. Your mission is going to be simple: I need someone to take Sanctum and Spitrocks. That's it. Once you take them, we can discuss further operational planning- as it stands, I've got reserve regiments ready to plug the hole if you decide to pull out from there."

"Let's say I don't pull the Folkvangr out," you say, tapping the map. "If I do that, then we'll be jumping the border into Salt March, and attacking Fort Juliet there. Take the Relic, hold the Brine Glen bridge, and then push through the Border Concourse up into Callahan's Boot. Then through the Blade to cut off the Belt and Border Thicket, and we bludgeon our way through the Pommel Annex."

"About correct. The Steppes, Callahan's Boot, and the entire western approach isn't very well fortified. Of course, the issue is a bit more pressing, in that the terrain is aggressively shit so everything they do have is concrete."

"Then why am I not at the tip of the main thrust south?" you asked.

"I have other artillery regiments for that. 24th Siege Artillery and 71st Tactical Artillery, to name names. Your armor integration is going to be very important- because I don't think the Red Hand's infiltration section can take the Mandible Crossroads. Brigadier Cauthon seems to think so, but I'll take it with a grain of salt."

You grinned. "What's the timetable?"

"Ten weeks until we attack Deadlands. I'm going to recommend you're in position within the next six weeks. Here's your map on Marban's Hollow.


"The only reason I'm asking you to do this is because the terrain is tight as hell, shitbricked for vehicles, and you only need to drop four forts- Able, Baker, Charlie, and Don. Easy is optional, and I don't expect you to go for it- Fox, and the rest of the Hornet Line isn't going to be targeted at all, ideally."

"So what happens when they sealift an armor regiment into Marban's Hollow?" you ask, raising an eyebrow.

"They get bogged down in the shitty roads and whatever landmines you put there, then you handle it."

"Got it."

"Think of it this way, Orr," Argo tells you with a cheshire smile. "A lot of people are about to earn their names here, and I know two other fresh armor regiments about to hit the ground running. Plenty of glory and failure to go around."

"Let's worry about glory after we know there won't be corpses to go with it."

"Quite. Also, oh, by the way."

"Yes?"

"New tech unlocks- now," she said, as the announcement went out. "Have fun!"

////

VOTES

BUNKER
(Choose One Two Three)
[] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
[] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
[] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
-[] With small patterns (x0 to go to New Base Completion)
-[] With medium patterns (x0 to go to New Base Completion)
-[] With heavy patterns (x0 to go to New Base Completion)
-[] With artillery firing positions (x0 to go to New Base Completion)
-[] With infantry fighting positions (x0 to go to New Base Completion)
-[] With Modernist patterns (x0 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.
[] You don't need to build right now: put that time and manpower into the Brigade functions! (Grants one Brigade action)
[] Begin building temporary siegeworks to interdict a position or route.
[] Assign an Architect and Build Team elsewhere
-[] To the 163 Motor Rifle
[] Begin training Construction Teams to work under fire as Combat Engineers.

PERSONNEL
(Choose One Two Three Four!)
[] 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. (Cannot take with empty Admin Billets.
-[] 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.
-[] Rocket Artillery Training: This is going to be an entirely different kettle of fish from the guns, and you need to respect that or it'll never pay off.
-[] 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. This also now covers scrooping R-mats.
-[] 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
-[] Continue writing the Doctrine (Regimental)(3/10 complete)
-[] Start planning an Operation
--[] As per the Argo Plan of Battle: Marbans, then following through to Deadlands.
--[] On Marban Hollow (Seaport/Water Logi hex)
--[] On Deadlands (MPF hex)
-[] 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 Three Four!)
[] 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.
-[] Booker Storm Rifle: A drum-fed, burst-fire Storm Rifle feeding 7.92mm ammunition. Good in a storm, can mount a bayonet.
-[] Byker Pitt Mattock: A shovel-and-pick combo, this allows for faster entrenchment of Tier 1 structures, but only one can be used per construction.
-[] Chieftan Mk. VI Assault Tank: The mightiest of Warden fortification-breakers, armed with a 250mm mortar, twin 12.7mm machine guns, and
-[] King Jester Light Rocket Tank: Designed as an armored SPG-alike to counter enemy rocket trucks, the King chassis has had the turret removed for six rocket launcher slots and a standard pintle gun mount.
[] Requisition Material
-[] Logistics Support: Flatbeds, Fuel, and other niceties.
-[] Light Artillery: 40mm, Mortars, and other truck-pulled guns.
-[] Heavy Artillery: 120mm guns, Wasp's Nests, and other high-logistics artillery.
-[] 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
-[] 22e 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
-[] 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 One Two!)
[] Begin an active siege of Fortress Foxcatcher. You have them surrounded, now bring up the guns and start wearing them down.
[] Search for more regiments to add to the Brigade: you have to catch them all!
-[] Write-in Regiment Number, CO, or name.
-[] Write-in Regiment Skillset: ex; Transhipment, Rail, Medical, Infantry, Armor, Artillery, Et Cettera.
[] Promote an officer to Brigade Staff
-[] Scout from another Regiment in the Brigade
-[] Write-in Officer Name.





AN: Kept you waiting, huh?
 
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Man, I still have no idea how to play this game! Will there be a separate New Tech post, or is it included here?

Re: the plan, I think we should finish work on our doctrine. Otherwise, Argo mentioned wanting us partially for our Armor, so we should remember that. Maybe train Rocket Arty if we have a lot of that? Investing in the new tech seems wise. Should we train sappers/saboteurs to better mine our positions, since that seems to be the response to a Sea Attack? No clue which of these are viable, but they're my ideas.

EDIT: Upon rereading, it looks like we don't have a ton of Rockets yet, and if I'm reading right Orr wants more Orange-rated troops. Let's give plan-writing a try. Fully no idea what to do as a Brigade Action(s), so any suggestions welcome. I will probably update the plan as more intelligent players point out the mistakes.

[x] Plan: Fuck it, we ball
V1.1
BUNKER
-[x] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[x] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
--[x] Continue Building Intel Center
-[x] Begin training Construction Teams to work under fire as Combat Engineers.
PERSONNEL
-[x] Go and recruit more personnel
--[x] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[x] Commit training!
--[X] Rocket Artillery Training: This is going to be an entirely different kettle of fish from the guns, and you need to respect that or it'll never pay off.
-[x] Begin operational planning for Something Big
--[x] Continue writing the Doctrine (Regimental)(3/10 complete)
-[x] Begin Operation Planning (+1 to all rolls when the next operation starts)
UPGRADES
-[x] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[x] Byker Pitt Mattock: A shovel-and-pick combo, this allows for faster entrenchment of Tier 1 structures, but only one can be used per construction.
-[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] 22e Chemical Warfare
-[x] Find a way to get your guys some quality of life upgrades so things suck less out here.
--[x] You have enough spare equipment and kit: put some time and manpower into the Brigade functions! (Grants one Brigade action)
BRIGADE
-[x] Begin an active siege of Fortress Foxcatcher. You have them surrounded, now bring up the guns and start wearing them down.
-[x] Search for more regiments to add to the Brigade: you have to catch them all!
--[x] Signals
--[x] Logistics
 
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Glad to see this story is still being updated. This fic actually inspired me to join my first war as a warden until I realised that the colonials are the objectively better choice.
 
It's back! And just in time too with the naval update on the game as well. Also.
Glad to see this story is still being updated. This fic actually inspired me to join my first war as a warden until I realised that the colonials are the objectively better choice.
TREASONOUS WORDS, CALLAHAN BEATS ALL.
In all seriousness, everyone is gonna need a refresh to get back up to speed but still excited.
 
[X] Plan: We're so back.
-[X] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[X] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
--[X] Continue Building Intel Center?
-[X] Begin training Construction Teams to work under fire as Combat Engineers.
-[X] Go and recruit more personnel
--[X] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[X] Commit training!
--[X] 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.
-[X] Begin operational planning for Something Big
--[X] Continue writing the Doctrine (Regimental)(3/10 complete)
-[X] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[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] 65e Signals
--[X] 22e Chemical Warfare
-[X] Find a way to get your guys some quality of life upgrades so things suck less out here.
-[X] Search for more regiments to add to the Brigade: you have to catch them all!
--[X] Signals
--[X] Chemical Warfare

Right, I really liked the one @Spector29 proposed however the upgrades were the only thing that stuck out to me since I want more action points and to gather more regiments so I made this one instead. As I stated for the last turn, signals are vital in operations in countering enemy jamming, we're gonna need them if we're to have the greatest chance of success in combat (NOTE: WE'RE TRYING TO GET SIGNALS IN THE BRIGADE AS A NON-COMBAT UNIT, THEY ARE NOT EXPECTED TO GO OVER THE TOP WITH BAYONETS SINCE THEY'RE ALSO A WHITE RATED REGIMENT). Enticing the chemical guys is a plus too as I believe they add a +1 in operations and are a frontline unit but I'm willing to swap them out for someone else such as engineering or naval (Listed below is what composes our brigade). If anyone else has any issues with the plan, I'm amiable to having it changed if I agree with it.

Currently our brigade composes of 3 batteries of flying artillery (Our regiment), 4 companies of regular infantry (62e), 4 armor companies (64e), 2 motorized infantry companies (163e), and 1 commando unit (26e AKA Kirito) for combat capabilities. This is augmented with most of these units being accompanied by medical teams from the 14e Medical if I read correctly in one of the last threadmarks but I'm not sure about that one. What I am sure is we have a dedicated land logistics team in the form of 9e and 142e Locomotives so we don't have to worry that much about land transport as long as we can protect those routes, to top that all off, we got the 241e Research regiment so we got a dedicated science team. For more detailed accounts, I still have the link for the doc for this quest: Situation Foxtrot The Books

EDIT: CHANGED BRIGADE ACTION TO ATTEMPT TO RECRUIT CHEMICALS REGIMENT TO SIEGE NEXT TURN.
 
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Still pondering my own plan, but just going to interject: not sure combat vehicles should be a priority. We pull a hellacious amount of supply as is, and we have an (in-house!) treadhead regiment to go do tonk things if we want that. I can see an argument for the Chieftains, yes, 250s and all that, but it seems... redundant and overextension both, honestly.
 
Still pondering my own plan, but just going to interject: not sure combat vehicles should be a priority. We pull a hellacious amount of supply as is, and we have an (in-house!) treadhead regiment to go do tonk things if we want that. I can see an argument for the Chieftains, yes, 250s and all that, but it seems... redundant and overextension both, honestly.

That's a funny way to say "you eat the entire daily E-mat production of your entire faction if you run the guns for 24hr" yes.
 
So if we choose to participate in this upcoming operation, how many turns would it be until it kicks off? Additionally, would we be abandoning our attempts to secure Foxcatcher if we did so?
 
So if we choose to participate in this upcoming operation, how many turns would it be until it kicks off? Additionally, would we be abandoning our attempts to secure Foxcatcher if we did so?

Five turns, inside which you would have to capture your ingress vector with a separate operation (planning bonus as per Argo's mission will count for adulting Marban). Securing Foxcatcher would be a good move to take in the lead up, but isn't necessary- unless the enemy decides to launch a full court press to relieve it, publicly sourced infantry regiments can likely hold the line until you're finished in Marban and Deadlands.

The real problem is you're going to want to move fast on getting through Marban if you want to hold it long enough to get a rail line through. If you don't have a good ground logi link through there, you won't be able to bring your armor and artillery to bear without going over supply limits. As has been demonstrated multiple times: going over your supply is death.

I can see an argument for the Chieftains, yes, 250s and all that, but it seems... redundant and overextension both, honestly.

It should be very telling that Zairman only plans to run eight of the things. Chieftains aren't tanks or SPGs; they're assault guns, heavy on the assault. Suppress anything they see with the 12.7mm, dash in to 140-200m to fire the mortar, get out. Specific, niche job they do.
 
Alright. Edited my plan after a good night's sleep and some feedback. Swapped the vehicle upgrade for looking for a Chemical Warfare unit, but I'm pretty confident on picking up the entrenchment tool. Still unclear on if we have to keep building the Intel Center. Swapped Combat Vehicle training for Rocket Arty training, because even though we don't have very many we want to not waste material on missed shots, as well as prepare for the future where we do have many Rockets. Logistic Support Requisition is the answer to "going over supply means death".

Added Brigade Actions, one to pick up Signals and another to start working on Foxcatcher in preparation for Argo's operation.

[x] Plan: Fuck it, we ball
V0.8
BUNKER
-[x] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[x] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
--[x] Continue Building Intel Center?
-[x] Begin training Construction Teams to work under fire as Combat Engineers.
PERSONNEL
-[x] Go and recruit more personnel
--[x] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[x] Commit training!
--[X] Rocket Artillery Training: This is going to be an entirely different kettle of fish from the guns, and you need to respect that or it'll never pay off.
-[x] Begin operational planning for Something Big
--[x] Continue writing the Doctrine (Regimental)(3/10 complete)
-[x] Begin Operation Planning (+1 to all rolls when the next operation starts)
UPGRADES
-[x] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[x] Byker Pitt Mattock: A shovel-and-pick combo, this allows for faster entrenchment of Tier 1 structures, but only one can be used per construction.
-[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] 22e Chemical Warfare
-[x] Requisition Material
--[x] Logistics Support: Flatbeds, Fuel, and other niceties.
-[x] Find a way to get your guys some quality of life upgrades so things suck less out here.
BRIGADE
-[x] Begin preparing for a gradual push
--[x] Invest Foxcatcher through Frostmarch: You've got the armor and the guts, and you know this'll draw enough response for you to see what your Powers of Doctrine can do.
-[x] Search for more regiments to add to the Brigade: you have to catch them all!
--[x] Signals
 
[] Plan Let The Brigade Do Brigade Things
-[] Expand your bunker base with additional infrastructure to sustain larger troop numbers.
-[] Expand a bunker base with Advanced Systems (Intel Center, Storm Cannon, Factories, et. cettera)
--[] Continue Building Intel Center?
-[] Begin training Construction Teams to work under fire as Combat Engineers.
-[] Go and recruit more personnel
--[] Frontline recruitment: Go to the front and snag some blueberries! (Recruits 1d10+1 Orange personnel)
-[] Commit training!
--[] Rocket Artillery Training: This is going to be an entirely different kettle of fish from the guns, and you need to respect that or it'll never pay off.
-[] Begin operational planning for Something Big
--[] Continue writing the Doctrine (Regimental)(3/10 complete)
-[] Begin Operation Planning (+1 to all rolls when the next operation starts)
-[] 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)
-[] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[] Byker Pitt Mattock: A shovel-and-pick combo, this allows for faster entrenchment of Tier 1 structures, but only one can be used per construction.
-[] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[] Frontline Combat
-[] Find a way to get your guys some quality of life upgrades so things suck less out here.
-[] Begin preparing for a gradual push
--[] Avenge the Navy, and put the boots to Wightwalk so you can have a hole of naval resupply.
-[] Promote an officer to Brigade Staff
--[] Scout from another Regiment in the Brigade

Alright, rationale time.

Bunker expansion because even if we lift ship sooner and not later, we'll still be here a while and it's going to be the jump-off point to take Foxcatcher, which will be... An Experience. Intel Center, because Intel Center. Combat Engineers probably going to become highly relevant (again, Fortress Foxcatcher, and also the push towards Deadlands and Sunhaven later).

Personnel: more personnel to fill out the roster (given our status as perpetually just a bit undermanned - when we're not a lot undermanned, anyhow), plus training on the rocket arty - we have it now, best git gud at it. Regimental Doctrine because artillery really, truly cannot just get by on a wing and a prayer, and then op planning because I suspect we will really need it to take the rest of the hex.

Upgrades honestly has the most flex; we're passably (if not amazingly) set up equipment-wise, so filling out Bunker a bit, and improving our build capability with mattocks, to prep for whenever we move (either within Weathered or elsewhere). I'm adding a frontline combat regiment here because, frankly, while our current brigade is by no means bad, we're going to become increasingly stretched to cover Weathered and I'd prefer to get ahead of that sooner, not later. Topping off upgrades with QoL - it'll make life easier while we're still here, and potentially serve as an enticement to whomstsoever takes over after we pull up stakes for The Big One.

EDIT: copy-pasta ate brigade actions somehow, amazing, re-added
EDIT2: Rime already got got, not sure why it was still in the options, corrected

EDIT3: Revising vote.
 
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NOTICE: VOTING OPTIONS CHANGED
NOTICE; VOTING OPTIONS IN [BRIGADE] HAVE CHANGED

Yeah, forgot to remove some depreciated options. That's been fixed- you can now directly begin softening up Foxcatcher, if you want to spend the time/shells/shirts to do so. Fair warning; it's going to be a tough nut to crack.
 
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