Slow But Fine (A Historia Quest)

Military-Industrial Concerns (Starting Army Generation)
Going through your morning routine after checking for any obvious gaps in your memory was like relaxing a muscle you had been using for too long. The stretches and katas memorized over years of practice also lent themselves well to a meditative position, which was nice. A way of preparing for the day ahead and looking back on what you had lost, perhaps.

As a son of Humanity you had not had much in the way of experience to prepare you for this impulsive decision. Decades of working with computers and mechanical principles for amateur projects did not come with an appreciation for what risks to take or the fortitude gained by having well and truly failed before. Nor had you survived by making use of crude force like so many of those under your protection had been forced to to make it to this pocket of stability in the face of animals or... Worse.

Taking but a mere second to lament the lack of a real sword to have practiced with you don the provided uniform that you found in the room's closet: an eggshell white dress uniform with command grade rank tabs. The only command grade uniform to have been issued so far and thus, rather attention grabbing for soldiers and civilians alike. You would like to say that the stares and whispers when you began the walk to the industrial "sector" were in part due to some aspect of your personality, a stony face or such, but that would be something of a stretch. It might have partially been the honor guard of two artificial soldiers, but you did see a handful of carbine armed guards that had not come from your uploaded data standing about at more sensitive locations.


The central complex of the Gehenna Nature Preserve was built in an arc around the base of an artificial mountain, containing medical facilities, a sizable server farm, a great deal of housing, and a fabrication bay to support all of the visitors it should have had in all their activities. It also had a fusion generator and capacitor stack due to the distance from the Central Arcology and it's dimensional tap, allowing the Preserve to function through short term service interruptions. The fabricators, some of the garages, the generator, and the capacitor were safely out of sight of guests in the basement of the main building and so that was where the military side of things had begun to take shape: among the unused space and vital assets of the service tunnels.

Your arrival was greeted by the synchronized salute of the squad of artificial soldiers stationed at the elevator. Word then seemed to spread, even as you passed clusters of armed individuals wearing your uniform and stacks of rifles, carbines, and ammunition. A double handful of technicians were of the more cheeky sort and had adopted a number of foreign uniforms, proclaiming their allegiance to others of the Great Powers, but you could let it slide. So long as the job they did was sufficient for your purposes, what the civilians did was not your concern. Rather, it was the concern of your Head of Engineering, a woman who wore her age rather than maintain the appearance standard before the Collapse. After the introductions, Jurandi sat you down in her office and began bringing you up to the present with regards to what had been accomplished on the home front during your convalescence.

"The only reason I'm in charge down here is because I know how to handle people." She shakes her head. "Of course, that's all that was needed..."

Seizing the moment of her reminiscence you lean forward. "That is fine. It is the role of a leader to lead, not to work on the lines and in the fields. You must merely look to what you have accomplished."

Jurandi laughs slightly, before her tablet chimes and she absently begins reviewing whatever information or request it received. "I suppose you don't want to hear my life story just yet." A few taps and a slide on her screen and she sets the piece of technology aside once more in order to refocus on you. "Our first project was to establish a group for the protection and guidance of the outlying camps and settlements, both for the obvious reasons and to at least try and let our 'regular' forces look outward to recover technology and energy. As of now I believe you would recognize it as a division?"

"So many?" You marvel slightly. If artificial soldiers could be produced so cheaply-

"Ah." Jurandi interrupts your thoughts with a slight grimace. "The Home Guard was, is, a volunteer organization. We only had to produce weapons and uniforms for them, letting us stretch the budget."

"I see." Well, that was unfortunate. Any civilian troops would be unreliable at best, even on the defensive. At least physical fitness would not be any more of a problem than with the artificial soldiers. "What do I have available then?"

"Well, while you were integrating the engram we were monitoring you rather closely, so what we have should align reasonably close to what you want." She pushes a few pieces of paper (it's not actually paper but rather some polymer thing serving the same purpose) out of a stack and towards you for your perusal.

"And what's my budget going to look like going forward?" You ask as you accept the status report.

"Roughly? Ten percent of our generation capacity." She hedges, causing you to look up sharply. "We are already sharply rationing what our people can call on and with the climactic shifts we've already seen the farms, even the dirt ones, need to be covered in case of sudden arctic conditions. I simply can't call on anything more and we've already drained the storage in order to make what you do have."

You grumble but accept that for what it was: something outside of your control. You would either need to acquire external sources of power or become more visibly important to the running of the Preserve before you could do more.


======


Military forces will be a vital part of your efforts to build a viable nation in these trying times, what with the struggle to acquire existing energy sources, technology, and fabrication capacity in order to get more of all of the above.

In terms of gameplay, the current basic unit is the company. Bought in companies with a number of slots for support platoons (two) plus a Specialization (rather than adding anything these affect how things function, such as swapping riflemen in each squad to using SMGs for urban combat or clearing fortifications).

For this first army construction you have eighteen (18) Energy to spend. Your regular income will be two (2) Energy per turn until further energy resources are acquired. Securing better manufacturing facilities will provide discounts to certain unit types in exchange for some logistical wrangling/vulnerability.




Line Infantry Company (2 Energy): The common soldier, needed for holding territory and supporting every other kind of unit. Consists of three Rifle platoons, one command squad, and a platoon of rear echelon troops for the necessary logistical duties incurred by having a hundred men in the field.
-Motorization (1 Energy): Adds a heavy duty truck for each platoon for increased mobility out of combat.
-Mechanization (3 Energy): Adds an armored halftrack to each squad, providing both mobility and firepower support with machineguns.

Cavalry Company (2 Energy): Soldiers provided with some kind of mount, be it mechanical or animal. In your case you use vat-grown horses. Such mounts allow for easy travel over rough terrain without using precious energy resources, but do sharply limit the amount of heavy weapons the unit can carry.
-Mechanization (1 Energy): Trading in biological mounts for mechanical mounts comes with certain benefits. Not having to manage fatigue, damage is simpler to deal with, and increased weight capacity to name a few. It also comes with a few trade offs, such as a much more dramatic reliance on supply lines.


Light Tank Company (4 Energy): Small armored vehicles configured for speed and operational range, bringing light machineguns and field guns to combat. Useful against infantry, but vulnerable to any kind of anti-armor capability. Consists of four platoons of three vehicles, with a small number of trucks carrying supplies.
  • Medium Leader (1 Energy): Add a medium command walker and an advanced officer-type vatform to direct the unit, providing a heavier unit to direct the rest and provide more firepower.

Medium Tank Company (6 Energy): Armored vehicles balancing firepower and mobility with heavier guns and plating than their light cousins. This comes at the cost of mobility due to their larger size and weight.
  • Heavy leader (2 Energy): Add a heavy command walker and an advanced officer-type vatform to direct the unit and provide much heavier firepower as an armored unit.

Heavy Tank Company (8 Energy): Armored vehicles emphasizing the ability to take and give damage. Often considered dedicated breakthrough units, with low combat endurance due to large shells and fuel-guzzling engines to fulfill their main role. But in that role there are few better.


Light Walker Company (5 Energy): Like their more primitive kin, Light Walkers are adapted for speed and for outmatching infantry. Due to their motive system they are much better suited to rough terrain and can make maneuvers that tracks simply can not, making them more survivable in combat, though they only carry machineguns. Consists of four platoons of three vehicles.

Medium Walker Company (7 Energy): Larger walkers carrying respectable armor plating and field guns. Consists of four platoons of three walkers. A useful linebreaker unit combining a balance of speed, firepower, and survivability under fire that enables units to resist damages that break others.

Heavy Walker Company (9 Energy): Heavy Walkers differ somewhat from their tracked relatives in that they are built to take punishment and move fast rather than slug it out with the best the enemy has to offer, typically utilizing quad or hexapodal movement for their larger chassis in order to squeeze through lesser protected portions of the enemy line to turn their flank.


Scout Aircraft Squadron (1 Energy): Lightweight scout biplanes built for reconnaissance and surveying of territory, built out of treated wood and canvas in a very cost efficient manner. For self defense they are reliant on the spotter and whatever they bring up with them.

Light Fighter Wing (Interbellum) (4 Energy): A fighter wing of aircraft built for engaging other aircraft or harassing enemy ground troops with light bombs and machine gun fire. Three squadrons of twelve fighters, plus associated ground support teams.

Light Bomber Wing (Interbellum) (4 Energy): A wing of three squadrons of twelve light bombers, capable of payload drops of bombs and other ordinance onto battlespaces. While their accuracy is limited by their technology, the ability to provide fire support without bringing vulnerable artillery pieces to the battlefield can be invaluable in the right circumstances.





Support: Various kinds of supporting troops that can be attached to a field formation. Max two per Company.
-Heavy Weapon Platoon (1 Energy): A general support formation with a few mortars, anti-tank rocket teams, and machineguns. Provides additional heavy weapons and indirect fire support. (Infantry)
-Antitank Platoon (1 Energy): A mix of low to moderate caliber antitank guns for infantry use.
-Super Heavy Machine Gun Platoon (1 Energy): Adds a number of crew served small autocannon to the unit for the range and stopping power in excess of typical HMGs.
-Field Hospital (1 Energy): A doctor and team of medical staff, utilizing basic tools and medicine to treat field wounds rather than merely stabilize the patient or slow their death until they can be moved to the rear. Primitive medicine, but capable of operating in the present unpowered environment.
-Logistics (2 Energy): Additional trucks and labor troops to strengthen the logistical support train of the unit.
-Exoskeleton Infantry (2 Energy): The power of a small vehicle in the hands of a single soldier, the ideal for many a nation and military. Absolutely devastating against enemy infantry, even in most cases when they are equipped with personal AT, and their enhanced close combat potential allows for an answer to vat-grown monsters other factions may use without being reliant on a limited number of vehicles. Can also serve as tank riders for armored units.
-Reinforced (1 Energy): Two additional platoons of infantry are attached to the formation as basic riflemen. Can serve as tank riders in armored companies.




Specialization
  • CQB: A greater emphasis on close quarters combat and capability. Replacing some rifles with submachineguns, substituting some shells with canister shot, adding some melee combat training, changing a number of cannon to flamethrowers, etc.
  • Long Range: Adding long guns and improved propellants, sniper rifles and scopes, giving the unit indirect fire capability. This comes at expense to close-action capability due to diversion of troops and functionality.
  • Sapper: Additional engineering kit and explosive experts are added at the squad level, with vehicles given engineering and mine equipment replacing some secondary weapons. Useful for creating and bringing down obstacles.
  • Trench Warfare: Additional sandbags, trenching shovels and skillpatches are given to each soldier to engage in static warfare, while vehicles are built to siege warfare specs. Sacrificing mobility to improve survivability given enough prep time to fortify and dig in.
  • Assault: Lighter equipment and emphasis on shock tactics to achieve rapid aggressive attacks rushing at the enemy. The unit becomes offensive-oriented with fewer options defensively.
  • Communications: Additional comms gear and specialists are added to the unit, improving coordination between components and with other units.
  • Conscripts: Deliberately using low-grade vatforms and equipment quality to field more troops. Doubles unit size at a cost to quality.
  • Elites: Cutting unit size to allow for more growth and development time for the vatform troops. Improved neural implants, skill downloads, and equipment gives a sizable bonus to quality at the cost of decreasing the unit size by a third and increasing dependence on the supply line.




Player Prompt: Officers in the Ranks

The bulk of your force will be made of vat-grown cloned troops, led by similarly cloned officers. These officers benefit from additional engrams above their rank and file grunts, providing both improved skills and a limited personality based on the simulations the engrams are based off of. Platoons are led by lieutenants, companies by captains. Who are the possible personalities in the ranks of this new military?
(As a reminder, this is Dieselpunk and Alternate History, as well as a bit of a rush job. It is possible to have officers who have fought in locales other than Earth and against strange foes in their memories.)
 
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Hmm.

Here's my initial thoughts for peer review.

[ ] Plan Essential Forces
-[ ] Line Infantry Company (2 Energy)
--[ ] Specialization : Conscripts
-[ ] Line Infantry Company (2 Energy)
-[ ] Line Infantry Company (2 Energy)
--[ ] Mechanization (3 Energy)
-[ ] Cavalry Company (2 Energy)
--[ ] Specialization : Communications
-[ ] Medium Tank Company (6 Energy)
-[ ] Scout Aircraft Squadron (1 Energy)

I'm starting with three units of line infantry because those are our bread and butter for occupation work and basically most other things we want to do, and even if we end up being able to tap into them I don't really trust the civilian militia so I want to be well supported with basic infantry. One unit of them becomes Conscripts for double size, which we can use as the primary space filler/general occupation of an area unit. Someone has to play defense after all. Then another line unit that can back the conscripts up if needed or play support for our offensive forces if we need more people for that. And speaking of offensive forces, we have another line unit, only motorized, to give us mobile infantry coverage teamed up with the lighter and logistically cheaper cavalry unit all providing support for an armored fist of a medium tank company. Last is an air scout squadron, because air scouting is transformative and vastly superior to ground scouting and it's cheap enough. I considered giving the second line infantry unit a heavy weapon platoon instead, but I think it'd probably be better to start with better recon and upgrade when we can upgrade, given that a HWP only costs one energy so we should be able to do that the first upgrade cycle along with either another Support attachment or saving the leftover energy to buy something that costs three energy in the second production cycle.

Edit : Randy giving the cavalry unit a communications specialty was a really good idea so i copied it.
 
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[] Plan Support and versatility
-[ ] Line Infantry Company (2 Energy)
--[ ] Specialization : Conscripts
--[ ] Support : Field Hospital (1 Energy)
-[ ] Line Infantry Company (2 Energy)
--[ ] Mechanization (3 Energy)
--[ ] Antitank Platoon (1 Energy)
-[ ] Cavalry Company (2 Energy)
--[ ] Specialization : Communications
-[ ] Medium Tank Company (6 Energy)
-[ ] Scout Aircraft Squadron (1 Energy)

I think this will do to start. Some anti-tank on a mechanized infantry to give it the weght to engage anything other than airforces with a reasonable degree of effectiveness.

A feild hospital to limit battlefield deaths and company attrition.

Cavalry with communications for better coordination between our recon and our fighters.
 
Although Happerry makes a point with the infantry being our bread and butter, I find myself quite liking the good spread of RandyTrevelyan's plan, especially with the field hospital. I'll take my time deciding.
 
I should probaly expand upon my longterm plan. If my plan gets voted in I'd grab another infantry unit with the trench warfare specialization for fortifying any area's we have seized and upgrade them with a heavy weapons platoon the following turn.

The second point turn 3 would be decided based on voter input between a Reserves support to give us tank riders, or improving one of our infantry with a super heavy machine gun or anti-tank platoon.

This is varriable to change based on the resources we acquire between now and then.
 
I have a few questions:
1.since we are in a diesel punk setting does this mean we are unable to acess space and remain at the 20th century technology?
2.since we picked dieselpunk does that mean all other human worlds have the same tech(if not we are screwed if any of them find us and are hostile)?
 
I have a few questions:
1.since we are in a diesel punk setting does this mean we are unable to acess space and remain at the 20th century technology?
2.since we picked dieselpunk does that mean all other human worlds have the same tech(if not we are screwed if any of them find us and are hostile)?
Your ability to build stuff is limited by the technology you have. As well interstellar travel is outside of the scope of this quest. The way it worked here was reliant on the unlimited energy provided by the zero point taps and given no one has stepped in to restore order...

However, your technology is limited only by the technology you have (plus the expense of making it but, eh, kind of a given). So you can actually have a group of Shermans armed with plasma cannons fighting a kaiju.
 
It's been a day, so I am going to vote now.

[X] Plan Essential Forces
-[X] Line Infantry Company (2 Energy)
--[X] Specialization : Conscripts
-[X] Line Infantry Company (2 Energy)
--[X] Specialization : Sappers
-[X] Line Infantry Company (2 Energy)
--[X] Mechanization (3 Energy)
-[X] Cavalry Company (2 Energy)
--[X] Specialization : Communications
-[X] Medium Tank Company (6 Energy)
-[X] Scout Aircraft Squadron (1 Energy)

I still prefer my plan over RandyTrevelyan's plan because the main difference is that RandyTrevelyan's has more support attachments in their plan, and support attachments are cheap and therefor simple to add later, so I prefer to start with more boots on the ground to better explore and hold sites of interest to better be able to afford adding that kind of upgrade in. I did steal RandyTrevelyan's idea of making the cavalry company a communication specialist company, because that really should make them better scouts and that's what we want of them though.

But if RandyTrevelyan's plan wins I won't be sad because it's also a good plan. I just think mine is better. :wink:
 
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So, not to complain too much, but I do need a few more votes before I can get on with the first actual turn.

If anyone has any questions about the units and their roles, feel free to ask.
 
[X] Plan Support and versatility
-[X] Line Infantry Company (2 Energy)
--[X] Specialization : Conscripts
--[X] Support : Field Hospital (1 Energy)
-[X] Line Infantry Company (2 Energy)
--[X] Mechanization (3 Energy)
--[X] Support : Antitank Platoon (1 Energy)
-[X] Cavalry Company (2 Energy)
--[X] Specialization : Communications
-[X] Medium Tank Company (6 Energy)
-[X] Scout Aircraft Squadron (1 Energy)
 
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[X] Plan Essential Forces
-[X] Line Infantry Company (2 Energy)
--[X] Specialization : Conscripts
-[X] Line Infantry Company (2 Energy)
-[X] Line Infantry Company (2 Energy)
--[X] Mechanization (3 Energy)
-[X] Cavalry Company (2 Energy)
--[X] Specialization : Communications
-[X] Medium Tank Company (6 Energy)
-[X] Scout Aircraft Squadron (1 Energy)
Any chance you would be willing to specialize the other none mechanized line infantry company as a Trench Warfare?
--[ ] Specialization : Trench Warfare
 
Any chance you would be willing to specialize the other none mechanized line infantry company as a Trench Warfare?
Would anyone else prefer me to do this? I'm somewhat hesitant because as is the second company was meant as a backup for both offensive and defensive operations, depending on the need, but I can see the argument for making them a more solid defensive core to be backed up by the conscripts for numbers.

Alternatively, I could give them the Sapper specialization, which would still provide bonus capacity for defense and offensive even if it would make them less versatile overall.
 
Would anyone else prefer me to do this? I'm somewhat hesitant because as is the second company was meant as a backup for both offensive and defensive operations, depending on the need, but I can see the argument for making them a more solid defensive core to be backed up by the conscripts for numbers.

Alternatively, I could give them the Sapper specialization, which would still provide bonus capacity for defense and offensive even if it would make them less versatile overall.
You have a point about sapper. It could prove particularly useful if we discover any sealed facilities and need to make our own entrance to utilize them.
 
The bulk of your force will be made of vat-grown cloned troops, led by similarly cloned officers. These officers benefit from additional engrams above their rank and file grunts, providing both improved skills and a limited personality based on the simulations the engrams are based off of. Platoons are led by lieutenants, companies by captains. Who are the possible personalities in the ranks of this new military?
(As a reminder, this is Dieselpunk and Alternate History, as well as a bit of a rush job. It is possible to have officers who have fought in locales other than Earth and against strange foes in their memories.)
Wait wait wait, I think I accidentally brushed over this in my first time reading. Are you basically asking us to make up personalities or characters for military officers if we want? If you are, then boy am I down for dat.
 
Cavalry Captain Catherine Quinzel is a beautiful woman of mixed eurasian descent. Admired for both her natural grace and regal aura of command, she in no way shrinks from the grit and blood of war, or anything else for that matter. A woman of few words, a childhood spent roaming much of europe and western asia on horseback with her eccentric parent have given her a familiarity with environments of all types. Taking mainly after Netherlandian mother, her blond hair and pale skin are offset by her japanese fathers dark eyes and short stature. Upon returning to her homeland of Japan she enlisted in a japanese cavalry devision.

Cavalry Lieutenant Konotoru Seigi is a Japanese officer as blood thirsty as he is jovial. Tho his morbid sense of humor and lack of respect for decorum of all spectrums has a tendency to offend he remains a loyal and competent officer. This is especially true in regards to Captain Quinzel, who's original death he gave his original life to avenge by leading his platoon in a suicide charge on the enemy position, an action which allowed the rest of his company to successfully pull back and flank the enemy force.
 
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That is indeed what I am asking for. Involve the players, less work for me, etc.
First of all, thank you for giving us this chance. It'll be fun to come up with characters, and yeah, it really does make me feel integrated into the story already. Second, can you tell us more about the state of affairs concerning geography, nad maybe any important historical events? We wouldn't want characters that don't make sense.
 
First of all, thank you for giving us this chance. It'll be fun to come up with characters, and yeah, it really does make me feel integrated into the story already. Second, can you tell us more about the state of affairs concerning geography, nad maybe any important historical events? We wouldn't want characters that don't make sense.
Your current troops, outside of a handful of drills and exercises, were invented essentially from whole cloth out of a distorted view of the genre.

Though a handful of B1s with DCs did try to extort your fusion plant, but that was before you had troops. Maybe they might have come back to trade more insults?
 
Second, can you tell us more about the state of affairs concerning geography, nad maybe any important historical events? We wouldn't want characters that don't make sense.
Like DaLintyGuy said, our officers don't need even mutually coherent histories, because they're all clones being uploaded with knowledge from our genre implant. It's perfectly possible to have veterans of the great saucer war and the invasion of mars rubbing elbows with survivors of the Weird War 2's desperate antarctic combat as they share experiences with steampunk cyborg underground combat experts from the Murlock wars of hollow earth.
 
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