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    1. LancerDancer 12 yrs ago

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Game Turn: One (Mid Turn Event)
Operation: End Game || Mid-Turn Event


War: Unification War, Late

Location: South-east Yakima County.

Combatants: Yakima Republic vs Badlands Commonwealth

Back Story: The Unification War officially ended two years ago, after Republican forces comprehensively defeated the Badlands Commonwealth at the Battle of New Toppenish. However, whilst the Republic has been licking its wounds and rebuilding its battered military, the Commonwealth has sought to consolidate its surviving territories - all located in the South-east region of Old World Yakima County.

Though militarily defeated, and lacking in both men and material, the Commonwealth's Merchant Parliament is stubbornly refusing to give up the struggle. Four promises of amnesty and peaceful annexation from the YR have been rejected, often with violent outcomes, and with the NCR possibly on the horizon, President Gordon Clearwater has called lights out on any peace agreement. He believes they need to be dealt with now or never, and with all means necessary.

With this in mind, the Republic has mustered four of its standing armies, and dispatched them to the YR/Commonwealth borders to finally end a war was supposed to have ended two years ago.

Starting with the Commonwealth stronghold of Sunnyside, the Republican army will finally begin its push to fully unify all original members of the Yakima Grand Alliance (the Republic's political forerunner) under a single flag.

Operations Map



Missions:

Refer to Operations Map for corresponding mission numbers.

Mission #4

Republican Armies Involved: First Battalion, Rifle Infantry

Mission Objective: We've picked up a column of mixed-strength Commonwealth troops coming your way, and they look set on evicting you from your position around Outlook.

The ruins may be little more than tumbled Old World bricks and mortar, but the President has seen fit to have this rather significant Commonwealth formation obliterated.

Therefore, you are to hold Outlook, and to use the defence effort as an opportunity to deal these stubborn bastards a mighty blow!

Enemy Strength:

The Commonwealth column is a rag-tag group of Sunnyside militia, and Freedom Guard. Our estimates put them at five hundred strong, and they represent a large portion of the Commonwealth's forces in the area.

Their equipment ranges, with the militia relying on the mass-produced varmint rifle, whilst the Freedom Guard have a variety of automatic weaponry. We've also spotted atleast two medium-range mortar teams, but are unaware of their effectiveness.

Last, but not least, is a rather laughable addition to their little assault. We've seen what appears to be a small herd of Brahmin travelling with the column, but upon closer inspection, they're laden with explosives. As funny as that may sound, I wouldn't let them get too close.
AYoungWarthog said
As per the next few days, I will be a tad busy. But a brief synopsis of what my idea for the BoS Chapter was is this:They took in some of the outcasts from the Mojave, a few years ago, but are mostly the original members of a very small chapter in Washington that was sent out by High Elder Jeremy Maxon in 2225 to head to the local area and search for anything of use. They, after the NCR-Brotherhood War, also seemed to take a turn towards the same doctrine as the Capital Chapter, and began providing safety and protection to locals, opened a small clinic, and even began teaching local tribes and villages to read, write, and even the basics of mathematics. They are very small in number, and would technically be considered Outcasts as they are against the Brotherhood's original purpose, but consder themselves a true chapter, nonetheless, and have accepted some of the "mojave outcasts" into their midst because they are Brothers.


Sounds good to me, as GM/supreme being, I accept your entry.

@Katabasis, I'm pondering over yours at the moment. I like everything about it, but I'm concerned the surge of vertibirds might be an object of jealousy, and also brings the Republic too far forwards as far as technology is concerned.

So with this in mind, and because I am ever the solution finder, I would like to propose a compromise. Your background story is credible, and it's given me somewhere to place an Enclave presence, and for that I am thankful. I'll allow you 4 operational Vertibirds, with the rest in your possession, but they are out of working order due to a lack of parts.

I can semi-promise your initial missions being focused around Old World tech retrieval in the west, which will allow you to get them in the air, but I just feel uncomfortable with the idea of the Republic possessing a serious air wing so early in the story. Provided we have an agreement, then I see no problem with some former Enclave joining the Republic. The RP has undergone some changes since you created the sheet, and this is probably why we've run into this minor impasse.

You're also missing the Headquarters part of your entry.
Pepperm1nts said
Assuming we're all accepted, we have former NCR (my group), former Enclave, and former Brotherhood of Steel under the same roof. This is going to get real awkward.


This is kind of why the Yakima Republic appeals to people, it allows anyone in, and most are generally invested in its struggle to survive. It may also be torn apart by said investments.

Pepperm1nts said
By the way, having just noticed the name for the 8th Underground and Recon Division and the West Valley Division, I'd like to point out that a Division is a military unit numbering in the tens of thousands. We are only allowed two Companies as of now, which means the biggest type of unit should be a Battalion.


The Yakima Republic's military is far from standardised, and unit sizes will vary widely between the various cultures forming it. More over, I don't think there's any set rule book that announces a global term for a division-strength unit, and it varies widely across nations. Therefore, people may call their armies what they wish.

If I introduced a rigid military formation structure, then things would be different, but for now, I'm happy with people calling their 400 troops an Army Group, if it's what they're lusting after.

I'll get to accepting the new entries soon, but first I must eat something. Stay tuned.


New map, included the Shahdom and Manas.

Anyone else who's active and I've missed? Just yell if so.

EDIT: Spelt the Shahdom's name wrong. Excuse me whilst I face palm my way into the next dimension.

EDIT #2: Shhahahahadom's name is now correct.
Missions issued to Special Operations Command.
Game Turn: One
Operation: Wasteland


Conflict: Unification War, Late

Location: North-east Yakima County.

Combatants: Yakima Republic vs Feral Ghouls and Raiders

Back Story: With the last weeks of the Unification War playing out in the south-east, the Yakima Republic has already started its search for resources. Currently, the Republic is crippled by a lack of proper medicine and pre-war materials. If it hopes to turn aside any potential NCR annexation attempt, it'll need plenty of both.

With this in mind, Special Operations Command has dispatched its two standing formations to the north-eastern corner of Old World Yakima County to scour the barren deserts for anything of value. The land there is harsh, hilly and blanketed with radiation death-spots, and for this reason the President has decided against deploying regular units for the scavenging operation.

Packs of Feral Ghouls rule the night, and disjointed raider bands rule the day. Whilst it is hoped that eventually, the area will be brought into the Republic, the President would rather not waste lives on a few grains of sand and some inbred locals for the time being.

It takes a special kind of person to wade through sandy hills, blasted by the unseasonably hot sun of winter, to dig a few relics out of the ground.

Operations Map



Missions:

Refer to Operations Map for corresponding mission numbers.

Mission # 1

Republican Armies Involved: 1st Republic Infiltrators(The Black Widows)

Mission Objective: There have been reports for some weeks that a mysterious wreckage has been spotted not far from the Republic's borders. Our science community believe, from the descriptions given, that it is that of a Vertibird. For this reason, the Republic will not delay in reaching and securing the crash site, so that the craft's remains can be pillaged.

Your orders are to march across the wasteland, to secure the crash site, and to transport anything of value back to the Republic's borders.

Enemy Strength:

The north-east area of Old World Yakima County is infested with Feral Ghouls, and gun shots will quickly bring a horde down on your head. Kill what you must, and hold the crash site for as long as is needed for you to extract anything salvageable, but do not turn the desert wastes into a shooting gallery. The last thing the Republic needs is an unplanned Feral Ghoul invasion of its scarcely held borders.

Mission # 2

Republican Armies Involved: 8th Underground and Recon Division

Mission Objective:

The Republic has known for some time of the location of Vault 59, but has so far decided to avoid making contact, until now.

Information from captured locals is sketchy, but all conclude that the Vault has been abandoned for some time, though we've always presumed it occupied. It is said that Feral Ghouls use it as a form of hideout, often disappearing into it when the winter rains pound the sand dunes.

If this is true, then it is unlikely the Vault's interior has been pillaged by others, which would provide us an excellent opportunity to gain some much needed pre-war equipment.

Make your way into the wastes, avoid contact with any hostiles until you reach the vault... at which point, you have the green light to enter the facility with any means necessary. In the event that you are met with stiff resistance, then you are to retreat from the area ONLY if you are confident any perusers can either be lost or destroyed. If you are unable to disengage, you are to hold your position until reinforcements are available.

On the chance that you gain entry to the vault, you are to search it for anything and everything deemed useful to the Republic's survival, from defunct robotics, motors, tools and weapons to medicine, artificial plant nutrients and water purifying equipment.

Enemy Strength:

The north-east area of Old World Yakima County is infested with Feral Ghouls, and gun shots will quickly bring a horde down on your head, this much is known.

However, the Feral Ghouls in the area seem presently occupied with a raider camp, located further to the south-east, and so you can expect to be met with less resistance than usual.

The vault itself holds an unknown number of hostiles, and so caution is urged when it comes to entering the facility.
Darcs said
Horses exist in the Fallout Universe, but they're EXTREMELY rare in the west-- the north may be a different case, but in Fallout 1/2 I recall ONE horse-- and it may have been a donkey, and obviously none in 3/NV. As far as vehicles, you got it that tanks and vertibirds are only for the very privileged, but if someone REALLY wanted a vehilce based team, why not use cars?Nothing stops a Highwayman™, once you get a few of those up and running, in the Fallout world at least, they'll last you for life, and they run on energy weapon ammo.


We are of the same mind, apart from the horses bit, I literally had no idea. I am above googling "Horses in fallout!?".

Perhaps allowing for technical-grade vehicles, that is to say, Highwayman type cars with machineguns super glued to them, and the backs cut away.

Okay, I'll allow it.

For reference, Mechanised Company strength:

Assault Company = 4 technical-grade vehicles (weapon-mounted, bullet resistant cars) + 30 infantry.

Logistics Company = 4 dedicated troop transports (trucks, minimal armament and vulnerable) + 100 infantry

I think that'll do nicely, for now.

Proper vehicles will be apart of this, but I just didn't want them so early on. That's all.
DAWNSTAR and Darcs are accepted, and now comprise the Republic's Special Operations Command, or SOC.
Pepperm1nts said
I was thinking of going with an Intelligence group, but it looks like someone beat me to it. Before I make another sheet: Are we allowed to make a General in charge of a mechanized group? It's about the only thing that hasn't been done. The NCR has a mechanized group, so vehicles ARE a thing in the Fallout world. I would absolutely understand if I had to keep the numbers relatively low, though. If I am allowed to do that, then I'm officially calling dibs and will probably write something up soon.


The NCR may a mechanised group, but the Yakima Republic is years behind them as far as technological development is concerned. That's why we're relying on a motley crew of mismatching former organisations to propel its war machine. And I'm not even sure what kind of vehicles the NCR will be fronting, as I imagine main battle tanks are a farcry from even their situation, and all I can find references to are salvaged U.S army trucks.

My concern about vehicles, is that the Great War was caused by the depletion of resources... resources which were used to power these kinds of things, I would have thought. So now we're two hundred years into a broken future, with drained resources, trying to rebuild with whatever we can find. I'm not dead set against the idea, but I would like some plausible justification for an armoured personnel carrier rofling around the countryside.

But LancerDancer will have fallen very low to assume he/she/it knows best. Does anyone have any input they want to add to the vehicle question?

If you want to be that kind of thing, and get away with it, why not opt for good old fashioned horses? I'm not talking about charging into battle atop a horse, but rather, using them to manoeuvre quickly around the battlefield. A rapid response unit, in a way. I think that's how the British Dragoons operated, unless Empire Total War lied to me, the slut that it was.

@ AYoungWarthog

I was going to stop you where you were, as I'm unfavourable to the idea of a fully functional vanilla BOS organisation operating under the YR. However, I'll see what your army's origins has to say for itself, before I go stomping my big feet all over the show.
We've got enough here for an Operational Theatre. You've all been accepted, and your orders have been issued in the IC.

Any questions, please ask. For those of you who were with me for Rome, you'll notice the format has changed from kindly worded letters to nitty gritty detail.

Also, please note, I'm changing the game turn time from one in-game month, to one in-game week, given the reduced scale of operations.
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