Scheduled vote count started by Zoosmell on Jan 20, 2022 at 8:04 PM, finished with 22 posts and 5 votes.
[X] Plan: Getting Clever About This
-[X] The purpose of the plan is to wage a psychological battle as much as a physical one, given that we're outnumbered to the extent that earning a conventional victory is unlikely to be plausible. Instead, we shall seek the rattle the enemy's confidence to the point they feel the need to fall back and regroup, accomplishing the intended purpose of SHADOWCOM's deployment here.
-[X] The plan is thus to lull the Japanese into a false sense of security, and then shatter it in a dramatic clash before they can get very far into Shangri-la. Practically, this will be accomplished by initially keeping the western assets a secret and waging a defense with just the indigenous Chinese units, perhaps bolstered with what supplies we can give them - it's not out of the question that Allied material aid could have been provided here and is unlikely to raise much suspicion. Then, once the locals have been "routed" and the invaders relax, a counter-attack will be launched upon them with all our available might, with the intention of inflicting enough casualties to rattle the foes' confidence, leading to them falling back to regroup and replan.
--[X] Part I: The initial defense shall be waged in the narrow valley leading to Shangri-la. It's the obvious location to do such a thing and the Japanese will almost certainly be expecting it, which is rather the point - we want to be playing into their expectations of how the Chinese have fought to the greatest extent that won't unduly sabotage our actual martial capability. The defenders will be the martial artists and whatever local volunteers that can be found and armed; they will initially use traps, ambushes, and even the demolition supplies we brought to hinder the Japanese advance as much as possible, but eventually give battle at the mouth of the valley. The result here is something of a foregone conclusion, so instead of fighting to the last man, orders will be to engage long enough to appear authentic before breaking into a disorganizes "rout," with the combination of fierce battle and the urge to chase down the enemy ideally impacting our foes' known issues with discipline in the face of victory.
--[X] Part II: It is at this point we launch the second stage of our plan - the deployment of SHADOWCOM units and Soviet planes to blitz the complacent Japanese mages as hard as possible. The intention here is to strike will all our strength and cause confusion and havoc; ideally speaking, the Chinese units will be able to regroup and assist, but given the difficulty of such a thing, it's likely only the martial artists will be able to contribute. Those too injured or otherwise unable to contribute will be instructed to retreat to the town at the center of Shangri-la. Exact tactical details such as how long to engage or which section to strike will be left to the initiative of local command, as a great deal of flexibility is needed to pull something like this off.
--[X] Part III: Should Part II accomplish the intended objective of forcing the enemy to retreat, fantastic! Pop out the champagne and begin digging in for the inevitable next attack. Should this not be the case and the enemy willing to continue their assault, all remaining active units shall fall back to the town at the center of Shangri-la with the intention of providing the fiercest resistance we can. Exact details will be highly dependent on how the initial battle went and what the Japanese command decides to do, but the overall intention will be to provide a hardpoint they must attack to inflict withering casualties on the enemy in favorable terrain, to the point victory is no longer plausible to them and they must fall back. Ideally it won't come to this, but the Empire of Japan must not be allowed to loot Shangri-la of its ancient treasures, or otherwise accomplish whatever esoteric mission the evil maniacs have in mind. Bitter urban combat is a small price to pay for their defeat in this context.
Over the next few hours, you hash out a plan with your team and the locals - Liu Bei, and the apparent leader of the martial artists team, who is predictably named Guan Yu. He certainly looks the part - if a grizzly bear was Chinese, it'd look like him.
"Guan Yu" and "Cao Cao", the latter in charge of what Shangri-La had in terms of an intelligence agency, did not like the idea you came up with... at first. Cao Cao in particular thought betting on the Japanese coming at you the same old way, the Japanese expecting the local forces to react the same old way, and the Japanese to themselves react to that in the same old way was a lot of "ifs" to bet on, and despite his moniker he wasn't the sort to bet on overly complicated plans that relied on a lot of ifs.
Still, eventually you manage to win him over. The plan itself is fairly simple:
First, booby trap the living hell out of the narrow valley and the rocky area immediately past it that marks the entrance to Shangri-La. The mountains and cliffs surrounding the area are pretty steep, so even the Italian Army would have a slow, difficult time going around the ravine entrance. And if Unit 108 tries, well, you have witches and planes, and Liu Bei says there's a fireworks supply in town - a good bit of magic and you can make some distracting, if weak, rockets. Either way, the valley entrance itself will be booby trapped, mined, and filled with setups for ambushes. You certainly hope they take the entrance, as you want to save the planes for when they have the most effect.
Once the IJA gets through that, they'll be met by the bulk of Shangri-La's native defenders, consisting of martial artists, a handful of real monks from the real (if small) monastery, and a handful of people old and fit enough to use rifles but for one reason or another not already recruited by Chiang's army or one of the other warlords. They will put up as gallant a fight as the IJA will expect of them, perhaps even more, before "breaking" for the second defensive line. Where you, all of Charlie Company, and all the planes will come down on them from the sides, guns and wands blazing. If you're lucky, you'll have at least most of the rockets left over, and you can throw them in the mix. They probably won't do all that much, but they do look colorful - and mages oh-so-love their colors.
Once they're broken and scattered, hopefully they'll retreat back down the ravine. Either way, there should be enough time after that to put down some proper defensive works - there's certainly enough trees and rock - and get some proper weaponry shipped in.
Two rolls and a vote, you're voting for what sort of weapons you hope/expect to find and rolling for how successful you are at finding/foraging for it. Maximum of four types of weapons/devices.
In order from highest to lowest roll requirements:
Military Rockets
Cannons
Modern MGs Modern Grenades
Modern SMGs Early MGs
Modern Rifles
Early SMGs
Pistols
Shotguns/Single-Shot Rifles
Grenadoes
Black Powder Rifles
Firecrackers
Muskets/Black Powder Shotguns
Black Powder Pistols
Swords
Knives
Polearms Farming "Weapons"
Quarterstaffs/Clubs
Over the next few hours, you hash out a plan with your team and the locals - Liu Bei, and the apparent leader of the martial artists team, who is predictably named Guan Yu.
[X] Plan: Not Too Modern
-[X] Shotguns/Single-Shot Rifles
-[X] Early SMGs
-[X] Early MGs
-[X] Grenadoes
The idea is that with us facing a "modern" opponent, and they're all mages, so in order for our plan to work, we need to craft weapons that will actually work against them, so anything below grenadoes is less than desirable. At the same time, we don't want to craft too modern equipment, both because the chances of getting them is low and also to not tip the IJA to our plan. If the Shang-ri La people, this isolated community, suddenly wield lot of modern weapons is going to amke them more cautious and think of outside help.
Mostly, anyway. You might only find one or two really old machine guns and a handful of first-gen SMGs, but you'll find plenty of shotguns and single-shot rifles.
Mostly, anyway. You might only find one or two really old machine guns and a handful of first-gen SMGs, but you'll find plenty of shotguns and single-shot rifles.
Grenadoes are pretty much those black bombs you see in cartoons but smaller - you'll find enough gunpowder, spare pottery, and rope to make plenty of those.
Planning finishes quickly, so now comes the gathering of supplies.
Foraging by any other name, Abigail called it, but you were quick to point out that the Allies did not forage, you gathered supplies. Very different. Foraging was almost like looting, gathering supplies was entirely done with the consent of the local populace. You actually do pretty well, all things considered - you get a handful of early, early submachine guns - the early Thompsons, plus a handful of MG18s and clones of MG18s. You get a lot more shotguns, and single-shot rifles - Trapdoor Springfields, Martini-Henris, and even a couple Marlins of all things; for shotguns you mostly get Winchesters and Remingtons, though Cao Cao produces a brand-new Ithaca 37.
Explosives is another issue. It's too much to hope for enough firecrackers to produce a stock of them, but there's at least enough that the planes can drop them from the air. Indra pulls you aside and teaches you how to make simple frag grenades out of pots and gunpowder. You quickly have some of the people otherwise unoccupied with setting up booby traps or defenses build a whole bunch of these "grenadoes" for you all to use. They won't exactly be as standardized as current frag grenades, but they'll do the job, and you can make a lot of them.
The last things you find you almost miss. It isn't much, but whatever happens, you have got the Maxim Gun, and the IJA have not.
No plan survives first contact with the enemy - gimme some rolls!
Explosives is another issue. It's too much to hope for enough firecrackers to produce a stock of them, but there's at least enough that the planes can drop them from the air.