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File: 22712229_p0.jpg (444 KB, 1500x914)
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You are Noel Tiberius di Hazaran, and you’ve asked one of your own to make a gamble. That’s not something you do often but in this case there’s been a broad consensus that it was necessary – that having been said, you’re still not going to just let the die fall where it’s cast. There are still ways for you to tilt things in Sabrina’s favor even from afar, even if by only a little.

“I’m going to get a little greedy this time,” you confess of your plans to interrupt your enemy’s communications using the transmitting equipment aboard the ship your faction stole from them. “I’m not ready to give up having a warship like this at our disposal.”

[Who is it you plan to get fuel from?] Serana asks curiously. [The only place I can think to look is our enemy.]

She stares back at your grin with dawning comprehension. [What.]

“Of course I know full well that it would take too long to refuel a ship of this size properly,” you explain, “but our enemy has multiple ships of this type. So long as we have one at the end of the day, any of them will suffice.”

“And the others will have more fuel aboard already,” Valentina realizes your thoughts. “Saving us the trouble of having to do it.”

[You plan to strip down the warship we have and use it for bait?] Serana adds. [How do you intend to convince the enemy to come for us?]

“I’m not proud of this strategy,” you admit. “In fact, its use in warfare has been ruled as a crime against the common dignity in several neighboring kingdoms.”

Valentina’s eyes light up.



In a secluded bay, quite close to your enemy’s foothold port, you set up your plan. You and Valentina will be needed here at the ship, while Serana, Lucia, Zara, and Salem secure one of the two other warships of this type – you reason they won’t risk both in a confrontation, and will leave one on the defense here. But when you switch on the transmitter, broadcasting across all channels used by your enemy, you know for a fact that what you’re about to do will serve as the rudest and perhaps most effective bait possible.

“Valentina,” you smile as she positions the pipes and chanter and takes a breath.

“Yes, Lady Noel?”

“You may fire when ready.”

“Aye, ma’am!”

The familiar drone and notes of a well-known marching tune fill the bridge, and at the same time should be blasting out of the receivers of every enemy unit within range.
>3d10, best of four
>>
Rolled 5, 6, 1 = 12 (3d10)

>>5749157
>>
Rolled 2, 4, 4 = 10 (3d10)

>>5749157
>>
Nice
Yuri quest
>>
>>5749232
>Yuri quest
yuri happens here ? care to tell if every thread has sexy bits ?
>>
Rolled 2, 9, 5 = 16 (3d10)

>>5749157
>>
Rolled 6, 3, 3 = 12 (3d10)

>>5749157
>>
>>5749157
There are a few moving parts to this scheme of yours.

The rest of your team aside from yourself and Valentina will be launching a raid on the port where your enemy keeps their warships stationed when they’re not at sea or in port at Lavinia presumably receiving fuel, ammunition, or other supplies. As the pipes are blaring into the transmitter your enemy should be trying to locate the source of the noise.

Eventually Valentina has to take a break, and so she hands you the pipes so that you can pick up where she left off with a tune dear to your father’s clan and bloodline - Sgaith na Madainn, or Shadows of the Sunrise, the lyrics to which describe in poetic detail the dramatic contrast between the bright snowcaps and shadowy valleys that surround the clan seat of Scaithness on a winter morning, when the sun is just beginning to rise.



It takes another hour of borderline-incoherent screaming over the receiver before your enemy can organize a response, sending out warships along the coast to find whoever it is who is transmitting “that noise” and end them.

“Well, they’re on their way,” Valentina muses. “What do you want to do from here?”

>Keep playing until we see the whites of their eyes.
>We’ll hold out for another hour, then withdraw.
>We’ll prepare the ship to sail out of cover, then abandon it.
>Other?
>>
>>5749237
>>5749232
Any yuri that happens here is very platonic.
>>5750636
>>5750636
>>Keep playing until we see the whites of their eyes.
>>
>>5750636
>Keep playing until we see the whites of their eyes.
>>
>>5750636
>Keep playing until we see the whites of their eyes.
>>
>>5750636
>3d10, best of three
>>
Rolled 8, 1, 6 = 15 (3d10)

>>5751553
>>
Rolled 4, 8, 4 = 16 (3d10)

>>5751553
>>
Rolled 1, 6, 1 = 8 (3d10)

>>5751553
>>
>>5751553
“This is our post,” you observe, between breaths. “If we leave it too soon they may suspect a trick and call back to their homeport.”

“Then I guess we should keep playing,” Valentina shrugs as you return to playing a traditional hymn. “I’ll keep an eye on the horizon for you.”



It isn’t too long before Valentina shouts down from atop the command bridge. “I see smoke out to sea!”

“They’re coming!” you call back up, before returning briefly to a rather vigorous jig. “How many and how big!?”

There’s a pause. “One our size, two smaller!”

Things have begun to fall into place in your head - you’ve been told once or twice during interviews that the large “battle-ships”, like the heavily-armed and armored warship you saw foundered off the north coast one time with enclosed, armored turrets, are typically used for bombarding shore installations or for directly attacking each other in lines. Those warships are most likely few and far between, and probably don’t actually comprise most of the enemy’s blockade around your homeland due to their slow speed.

The type of warship you’ve stolen - and plan to steal again - is apparently referred to as a ‘cruiser’ as a distant, armed and armored descendant of a “steam-cruiser”. They seem to be the best balance of the various types you’ve heard of, possessing moderate armor of about half the thickness of that employed by battleships, a faster cruising speed and longer range, and reasonable armaments. Then there are the escorting ships, three of which you’ve seen, which serve as pickets and scouts. These are apparently referred to as “cutters”, which again is reused from a type of small ship which previously served a similar role under sail power.

… anyway.
>1/2
>>
>>5752529
The main thing to keep in mind is that cruisers like the one you’re standing on aren’t designed to out-fight battleships, they’re designed to withstand fire from other cruisers and smaller ships. Likewise, battleships aren’t designed to search and patrol areas like this so you shouldn’t expect to see one appear. So you should expect the armor of this ship to hold up to at least some enemy fire before you have to disengage.

That’s why you keep playing as the first shots fall around your stolen cruiser, although you do change your tune to a lively march suitable to an infantry charge.

A second round of shots from the escorting cutters finds your cruiser’s hull in two places, explosions rocking the whole ship. The damage looks bad at first glance, but you can tell that it’s superficial. The problem now is that it’s clear the enemy cruiser is hanging back, waiting just out of range to observe if there’s some sort of trick planned. After all, they can probably see that your own cruiser has been disarmed.

>Tell Valentina to set one of the explosive charges you brought along. Placed between the one coal bunker with anything left in it and the aft magazine should make a nice show.
>Continue playing so long as the enemy is doing nothing more than probing attacks like this. The cutters’ guns aren’t a serious threat so long as Valentina takes cover as well.
>This may be a good time to retreat off the side of the ship facing away from your attackers, using the hull and the treeline near the shore to evade the cruiser’s long-range fire.
>Other?
>>
>>5752536
>Tell Valentina to set one of the explosive charges you brought along. Placed between the one coal bunker with anything left in it and the aft magazine should make a nice show.
>>
>>5752536
>>Tell Valentina to set one of the explosive charges you brought along. Placed between the one coal bunker with anything left in it and the aft magazine should make a nice show.
>>
>>5752536
>>Tell Valentina to set one of the explosive charges you brought along. Placed between the one coal bunker with anything left in it and the aft magazine should make a nice show.
>>
>>5752536
>3d10 best of three
>>
Rolled 1, 1, 7 = 9 (3d10)

>>5753502
EXPLOSION!
>>
Rolled 5, 9, 5 = 19 (3d10)

>>5753502
>>
Rolled 5, 6, 3 = 14 (3d10)

>>5753502
>>
>>5753502
You give the order to set an explosive charge, and the moment Valentina returns to the bridge you stop playing and dive with her off the opposite side of the stolen ship. Shells continue to rake the upper structure, and explosions rend great gaps in the un-armored areas of the hull - generally forward of the first gun emplacements, and higher above the water line. And yet the enemy cruiser continues to hold her fire, as if her captain suspects a trap.

After you’ve gotten ashore the enemy is treated to a remarkable display as your stolen cruiser explodes with a massive fireball, the shattered hull slowly settling into the waters of the cove you had her anchored in. After a few moments, the two escorting ships begin to turn their fire onto the shore.

“Did they spot us!?” Valentina shouts over the explosions as shells fall among the trees.

“Or they’re being thorough!” you shout back as a tree explodes into splinters as big around as broom handles. “This is ridiculous!”

“We should find cover!”

“Agreed!” you shout back, looking around for some relatively sheltered spot that could protect you from the biggest problem - clouds of massive, sharp tree fragments. As it happens, these shells must have contact fuses which cause the majority of them to explode as they hit trunks or particularly thick branches.

They’re firing randomly, so you reason that staying still makes you no more likely to get hit by a random shot than if you were moving - but by staying out in the open, you’d be more exposed to all the sharp objects filling the air around near misses, including the clouds of splinters. You manage to drag Valentina in between some boulders, where you take a moment to check each other over with the understanding that it’s entirely possible one or the other of you got hit and wouldn’t even notice.

“You have a little…” Valentina muses, pulling something out of the back of your left shoulder.

“How bad?” you ask.

“Better if you don’t know,” she replies. “Just focus on healing it, okay?”

“They’ve let up,” you recognize, realizing that the explosions have stopped.

>Make a break for it before things get worse.
>Hold tight. They may just be luring you back out into the open.
>Get to high ground. Check to see if they’re trying to land soldiers.
>Other?
>>
>>5754819
>>Make a break for it before things get worse.
>>
>>5754819
>Get to high ground. Check to see if they’re trying to land soldiers.
>>
>>5754819
>>Get to high ground. Check to see if they’re trying to land soldiers.
>>
Rolled 6, 5, 5 = 16 (3d10)

Bossman wants 3d10 bo3
>>
Rolled 9, 7, 1 = 17 (3d10)

>>5755679
>>
Rolled 10, 4, 4 = 18 (3d10)

>>5755679
>>
>>5755679
“Let’s find a spot where we can observe the coast,” you decide. “See if they’re making any attempts to land soldiers.”



You and Valentina find a low hill from which you can look over the tops of the trees below - if only just. That’s where you can see the ships’ boats moving away from the cutters, each carrying a number of soldiers with rifles pointed upwards. You can also see the crews of the two smaller ships moving ammunition out from below decks to where the gun mounts are positioned.

“See that?” you ask Valentina quietly.

She nods. “They plan to open fire again before their soldiers land?”

“That’s what I assume.”

>Withdraw. Your job here is done.
>Get back into cover, wait to ambush the soldiers.
>Sit and wait for the bomb on the cruiser to go off.
>Other?
>>
>>5756273
>Withdraw. Your job here is done.
>>
>>5756273
>>Withdraw. Your job here is done.
>>
>>5756273
>>Withdraw. Your job here is done.
>>
>>5756273
>3d10 best of three
>>
Rolled 3, 6, 7 = 16 (3d10)

>>5757065
>>
Rolled 5, 4, 3 = 12 (3d10)

>>5757065
>>
Rolled 5, 3, 6 = 14 (3d10)

>>5757065
>>
>>5757065
“We’ll withdraw,” you decide. “There’s no reason I can tell that we should…”

Mid-sentence, the cruiser you’ve abandoned explodes from within. Significant portions of her deck and sides are thrown outward, and the superstructure partially collapses into her hull. Thankfully the boats full of soldiers aren’t close enough to be killed, but it also doesn’t slow down their landing.

“We’ll have to hurry,” you decide quickly.

“... right behind you,” Valentina agrees.



You head back to the pre-arranged meeting place - a hilltop to the south where the others are supposed to come if they failed in their attempt to seize another warship. It takes several hours of impatient waiting before the others arrive on foot. Lucia and Zara were both clearly wounded and have since healed themselves, while Serana comes to you directly.

[There were no ships,] she explains. [They all sailed from the harbor.]

“We were attacked on the way out,” Salem adds.

“Sorry we couldn’t succeed,” Zara mutters glumly.

>It’s okay. Our main mission was to help Sabrina and the others, and we succeeded in that.
>We’ll find another way to gain an advantage against those guys. So don’t worry about it.
>You got hurt because my plan was stupid and arrogant. I should be apologizing to you.
>Other?
>>
>>5758159
>You got hurt because my plan was stupid and arrogant. I should be apologizing to you.
>>
>>5758159
>>You got hurt because my plan was stupid and arrogant. I should be apologizing to you.
>>
>>5758159
“You got hurt because of my plan,” you admit sternly. “I have absolute confidence in all of you… but I was arrogant to believe that our enemy would react in exactly the way I anticipated. Because of that, you got hurt chasing an objective that was impossible from the start.”

“I’m sorry,” you conclude, inclining your head in a deep display of remorse.

Zara immediately becomes flustered seeing this. “Th-th-that’s not…”

Serana quickly interjects. [Apology accepted.]

“Thank you,” you reply. “Now… what to do next…”

“Serana!?” Zara asks in surprise, not about to just move on.

“It may seem like Lady Noel’s blaming herself,” Valentina muses, “but that’s not quite the case.”

“Then why?” Lucia asks.

“It’s because of Miss Noel’s policies,” Salem, who returned completely unscathed, clarifies. “One, she never orders anyone to take a risk she’s not prepared to herself, and two, she doesn’t make impossible demands. In this case, she unknowingly did the latter when it wasn’t necessary to begin with.”

“Is that about right?”

After a moment, you nod once. “I’ll avoid making any similar mistakes from now on.”

>3d10, best of three
>>
Rolled 1, 4, 7 = 12 (3d10)

>>5759067
>>
Rolled 5, 6, 8 = 19 (3d10)

>>5759067
>>
Rolled 10, 10, 7 = 27 (3d10)

>>5759067
>>
>>5759082
Nice.
>>
>>5759067
You make it all the way home without any unfortunate events or interruptions - which is a welcome change of pace. At a small inn just across the right side of the border, within Hazari territory, you find yourself with your head down on a wooden table while your companions finish their meal.

A tap on the table draws your attention to Serana, who makes a few signals. [You should eat.]

“The black pudding is particularly good,” Valentina adds.

They know that black pudding and potato scones occupy a place near and dear to your heart, and so that’s a notable component at the table.

“... thanks,” you grumble, propping yourself up just enough to eat.

“It’s fine to sulk every now and then if things don’t go so well,” Salem observes calmly.

“It’s understandable, really!” Zara chimes in. “I mean usually they’re pretty predictable, right?”

“It does seem that our plans tend to succeed wildly against them,” Valentina admits with a frown, before taking a nibble at her potato scone. “Especially lately.”

“Yeah, what gives?” Lucia grumbles. “It feels a little like coming home and finding someone else living there.”

There’s a long pause as something registers in your brain, and you suddenly sit up straight.

“They replaced their commanding officer,” you realize aloud, drawing several interested looks. “Wouldn’t you in their place?”

[I would have done so months ago,] Serana agrees.

“Let’s assume for a minute that’s the case,” Salem muses. “What does that even mean for us?”

>It means we need to figure out the replacement’s character.
>It means they must be getting desperate, and we should continue pushing.
>Other?
>>
>>5760082
>>It means we need to figure out the replacement’s character.
>>
>>5760082
>>It means we need to figure out the replacement’s character.
>>
>>5760082
“It means that in order to fight against this newcomer as effectively,” you declare, “we will need to determine their character, their strategic mentality, their assets and their limitations.”

“I don’t think the latter’s really changed,” Valentina observes.

[So how do we go about assessing the former two?] Serana wonders.

“We already have one example to draw inferences from,” you point out. “The incident just now.”

“So we need more information along those lines?” Salem guesses.

You nod.

>I think we can probably trigger a couple of incidents and judge based on the responses.
>Observations from people north of the border should be able to offer some new insights.
>We should draw up plans based on estimates of how long it will take to see results from Sabrina’s mission.
>Other?
>>
>>5760945
>>I think we can probably trigger a couple of incidents and judge based on the responses.
>>
>>5760945
>>I think we can probably trigger a couple of incidents and judge based on the responses.
>>
>>5760945
>3d10 best of three
>>
Rolled 10, 6, 6 = 22 (3d10)

>>5761649
>>
Rolled 5, 2, 4 = 11 (3d10)

>>5761649
>>
Rolled 2, 7, 9 = 18 (3d10)

>>5761649
>>
>>5761649
“I think all we need is two more points of comparison,” you decide. “But we need to choose those carefully.”

“So they’ll prompt useful reactions?” Salem muses.

You nod once. “Exactly.”

“So where do we start?”

“I have a few thoughts,” you continue.

>We should start with a series of fast raids against their forwardmost units along our border. Judge the strength and speed of their reaction to suggest their intentions.
>A deep strike against their logistics would be useful. You can tell a lot about an army’s organization and leadership by how well they handle their vital logistics.
>Simply redeploying units across our side of the front and watching their counter-deployments will let us gauge their responsiveness and intelligence-gathering abilities.
>Other?
>>
>>5762740
>We should start with a series of fast raids against their forwardmost units along our border. Judge the strength and speed of their reaction to suggest their intentions.
>>
>>5762740
>>We should start with a series of fast raids against their forwardmost units along our border. Judge the strength and speed of their reaction to suggest their intentions.
>>
>>5762740
>>We should start with a series of fast raids against their forwardmost units along our border. Judge the strength and speed of their reaction to suggest their intentions.
>>
>>5762740
>>We should start with a series of fast raids against their forwardmost units along our border. Judge the strength and speed of their reaction to suggest their intentions.
>>
>>5762740
>3d10 best of three
>>
Rolled 7, 7, 10 = 24 (3d10)

>>5763464
>>
Rolled 10, 5, 5 = 20 (3d10)

>>5763464
>>
Rolled 4, 6, 3 = 13 (3d10)

>>5763464
>>
>>5763464
You settle on a plan that involves making two lightning-raids against your enemy’s forewardmost units - not to achieve any real objective, but to observe how your opponent responds. These will have to meet two necessary requirements, which are that they must be aimed at a target that has an actual strategic value to your enemy and that they must be conducted in a manner that convinces the enemy that they are genuine. If those two requirements aren’t met then it becomes likely that your enemy will understand their true purpose and spoil your efforts.

“What targets are you considering?” your mother asks curiously across the table. “I’d assume you want to limit yourself to two?”

“In order to reduce our exposure,” you confirm, “yes. I do have a few ideas to run past you.”

[Go ahead,] Serana answers, before making the appropriate wordless gesture.

“There are a few different types of target,” you explain your reasoning. “Encampments where frontline units dig in temporarily, including whatever heavy guns they have. Then there are more permanent fortifications, like trenches or defensive walls. Last, there are logistical units.”

“The latter would be deeper into Sakian territory,” Sabela muses thoughtfully. “So, are there any thoughts on what the best targets would be?”

[I favor striking logistics,] Serana decides.

“For what reason?” Helen asks. “Not that I disagree, mind you.”

[Important to the front line,] Serana observes. [Less able to defend themselves. It feels like the sort of target Lady Noel would concentrate on.]

That lines up with your thoughts on the matter, but you also want to consider the other possibilities. “In terms of the fortifications, it could be quite easy to strike at artillery positions.”

“Which is what they use to control areas,” Helen nods once. “Removing those weapons from the battlefield would be a sensible move from our position, and our enemies would know that.”

“That’s just what makes a feint like that so inherently believable,” Salem adds.

“The easiest target would be the infantry,” you conclude. “Maybe the least significant targets, but also the least well-protected. So they’re vulnerable to a hit-and-run tactic.”
>1/2
>>
>>5766182
The next step is to examine the most recent map of observed enemy deployments - not particularly recent mind you, as some of this information is more than a week old, but it gives your side enough to begin considering your attacks.

>Strike two fortifications. This will make it seem like probing attacks before a major offensive.
>Strike two infantry formations, try to pass it off as an attempt at harassing those forward units.
>Attack your enemy’s logistics, make it seem like a continuation of your typical strategies.
>Other?
>>
>>5766219
>>Strike two fortifications. This will make it seem like probing attacks before a major offensive.
>>
>>5766219
>>Attack your enemy’s logistics, make it seem like a continuation of your typical strategies.

Stick to the status quo and see how the new leader's strategies differ from the last guy.
>>
>>5766182
>>Attack your enemy’s logistics, make it seem like a continuation of your typical strategies.
>>
>>5766264
>3d10 best two of four
>>
Rolled 5, 4, 8 = 17 (3d10)

>>5767051
>>
Rolled 1, 10, 7 = 18 (3d10)

>>5767051
>>
Rolled 4, 2, 3 = 9 (3d10)

>>5767051
>>
Rolled 6, 2, 9 = 17 (3d10)

>>5767051
>>
>>5767051
You decide that the best course would be to attack at the enemy’s logistics. It would be the most believable thing to do because the caravan trains running behind the front are the vital bloodlines of any fighting force – which is precisely why you’ve struck there so many times in the past, making this strategy somewhat predictable. In other words, by selecting such a predictable target you hope to further isolate the key variable of how your enemy responds.

“Serena, the map please.”



There are really only two options that suit your purposes – two major roads which you can attack in quick succession using two teams acting in tandem, the coordination making it difficult for your enemy to manage a competent enough response to surround either team. But the second part of the equation is that there are Hazari soldiers who can see both target areas with telescopes from a small mountain-pass position overlooking the high plains of Sakia.

The two teams will be led by yourself together with Nessa, Aurora, Reika, and Renate. Helen’s team consists of Justina, Jenna, Solaris, and Hanna. With the Hazari team you will send Alexa, Marie, your mother, and Serana.

Your own target is a small caravan of horse-drawn carts covered in canvas tarpaulins, flanked by soldiers on foot. Thanks to your familiarity with the terrain and your skill at moving unnoticed through it, you manage to get shockingly close to the enemy without them seeing you.

>Silently coordinate an all-angles ambush, overwhelm and panic the defenders.
>Strike from behind, taking out as many carts as possible before withdrawing.
>Launch a hit and run to draw off some defenders, then attack the undefended carts.
>Other?
>>
>>5768088
>>Strike from behind, taking out as many carts as possible before withdrawing.
>>
>>5768088
>>Strike from behind, taking out as many carts as possible before withdrawing.
>>
>>5768088
>>Strike from behind, taking out as many carts as possible before withdrawing.
>>
>>5768088
>3d10 best of three
>>
Rolled 6, 5, 10 = 21 (3d10)

>>5768770
>>
Rolled 1, 3, 7 = 11 (3d10)

>>5768770
>>
Rolled 2, 4, 6 = 12 (3d10)

>>5768770
>>
>>5768088
[From behind,] you declare silently, with fleeting gestures.

Normally the plan here would involve attacking the first cart in the caravan, which would make it more difficult for the carts behind it to escape. At least, that’s the conventional wisdom. But in this case, the most important thing is to spread word of the attack so you can observe the reaction, not to completely wipe out the caravan’s precious cargo.

That’s why, when you lie in ambush just off the roadside, you end up waiting for the caravan and its guards to pass you by. Then, as the guards’ columns begin to thin and the last cart passes, you make your move.

The first strikes are at the wheels of the last cart, as well as the harnesses for the horses. Then you move on to the second cart from the back, moving swiftly on foot. And here’s the first key detail that works in your team’s advantage - the carts can neither turn around as you target them, nor can they speed up until the cart in the front does so.

The second advantage is that after taking your enemy completely by surprise by striking unexpectedly from behind, you find yourself surrounded. But that’s not strictly speaking a disadvantage here. In this case your enemies can’t fire on you easily because no matter where you are within their column their allies are on the far side of you. And since you and your cohort are fast enough to basically dodge bullets, the fact that your enemies fire on you in a panic just means they end up firing on one another.

That sort of chaotic response is how you manage to disable or destroy half the column before they can break away from you, smashing and spreading the supplies inside and setting fire to the contents - which turn out to be food, blankets and uniforms, and coal.
>1/2
>>
>>5770682
After breaking away, you begin to consider your initial assessment while munching on some stolen rations.

“So, what do you think?”

Renate stares at her own rations in distaste. “No good.”

“It’s comparable to common marching rations around here,” you muse. “Less well-rounded than Hazari fare, which has more dried fruits and pickled vegetables.”

“But passable,” Nessa observes.

You nod in agreement. “It will keep an army marching.”

“So what now?” Aurora asks you.

>Let’s fall straight back to the observation point and meet with our comrades in the other team.
>Let’s wait until nightfall and strike the same convoy a second time. See how they react.
>We’ll stop in a nearby village and speak with some of the locals about the situation in Sakia.
>Other?
>>
>>5770686
>Let’s fall straight back to the observation point and meet with our comrades in the other team.
>>
>>5770686
>>We’ll stop in a nearby village and speak with some of the locals about the situation in Sakia.
>>
>>5770686
>>Let’s fall straight back to the observation point and meet with our comrades in the other team.
>>
>>5770686
>Let’s wait until nightfall and strike the same convoy a second time. See how they react.
>>
>>5770686
>3d10 best of three
>>
Rolled 7, 7, 5 = 19 (3d10)

>>5771753
>>
Rolled 6, 3, 3 = 12 (3d10)

>>5771753
>>
Rolled 1, 1, 4 = 6 (3d10)

>>5771753
>>
>>5771753
“We’ll withdraw for now,” you decide. “Regroup at the overlook and assess the results.”

“Understood,” Aurora agrees immediately. “Alright, let’s get outta here.”



“So what have you seen so far?” you ask after returning to where Serana, Sabela, Alexa, and Marie have been waiting for you. “And I see Helen’s team isn’t back yet?”

“The other team has chosen to lay low for a little longer than yours did,” your mother informs you. “They should be here shortly.”

“As for the results of your maneuvers,” Alexa adds, “in one aspect things are not surprising - those who escaped the ambush moved quickly to complete their journey.”

“Has there been any movement since then?”

Alexa shakes her head. “Not so far.”

[They’re likely taking stock of what they lost,] Serana observes.

You nod in agreement. “That would be sensible.”

>We will wait here for Helen’s team, then withdraw.
>Their next move after taking stock is what we need to see.
>I’m already considering ‘prompting’ them a second time.
>Other?
>>
>>5774003
>Their next move after taking stock is what we need to see.
>>
>>5774003
>>I’m already considering ‘prompting’ them a second time.
>>
>>5774003
>>Their next move after taking stock is what we need to see.

Keep the experimental data pure. We have to see how they react to one stimulus, not muddle the waters by adding more.
>>
>>5774255
>>5774003
This
>>
>>5774003
“We’ll wait for now,” you decide, “and observe - particularly because we’re waiting for Helen’s team.”

Sabela nods thoughtfully. “You have a plan and you’re sticking to it?”

“It’s a good plan,” you shrug.



Helen’s team returns not too long after, as you monitor both of your targets to assess their response.

>3d10, best of three
>>
Rolled 5, 9, 1 = 15 (3d10)

>>5775002
>>
Rolled 9, 9, 7 = 25 (3d10)

>>5775002
>>
Rolled 8, 10, 8 = 26 (3d10)

>>5775002
>>
>>5775002
“So that’s how they’re going to do it,” Helen mutters at what you’re all seeing.

The two units you’ve targeted both withdraw at the same time, each with armed reinforcements, heading back down two separate roads. “Where do those roads meet?”

“A town in the valleys region called Lang…” Aurora begins, before frowning at her map. “Langran… Yangarang… or something?”

It’s spelled Llangrannog when rendered into Hazari, but you have to confess a complete ignorance as to how it’s pronounced in any language. That having been said, it’s interesting that both of these units, assaulted separately and simultaneously far enough from each other as to be invisible, withdrew almost simultaneously with similarly increased security.

That implies some heightened degree of communication and coordination, and the wheels in your mind are already spinning.

>There’s a likelihood that there is some technology at work here. Find it and break it.
>Then it seems like a visit to Llangrannog is in order. See what you find there.
>You have to wonder, can you get the enemy to repeat that level of coordination?
>Other?
>>
>>5778256
>>Then it seems like a visit to Llangrannog is in order. See what you find there.
>>
>>5778256
>>You have to wonder, can you get the enemy to repeat that level of coordination?

SCIENCE
>>
>>5778436
>>5778256
>>
>>5778256
>There’s a likelihood that there is some technology at work here. Find it and break it.
>>
>>5778256
Good science is repeatable!
>3d10 best of three
>>
Rolled 8, 9, 1 = 18 (3d10)

>>5779513
Fuck yeah here we go. Their technological advantage is merely an easy convenience to be turned into a trap.
>>
Rolled 2, 10, 2 = 14 (3d10)

>>5779513
>>
Rolled 10, 1, 5 = 16 (3d10)

>>5779513
>>
>>5779513
“We should be able to repeat those results,” you suggest, “to be more certain about how they’re organizing like this.”



To that end, you and your company decide after some brief debate that Sabela’s suggestion of simply repeating your attack a second time actually makes the most sense. Once again, two convoys carrying the same kind of food and supplies you attacked the first time wander into your trap, and much like the first time you manage to destroy much of the critical supplies in one fell swoop. The guard is more extensive than before, however there’s very little they can do when it’s so easy for you to attack, withdraw, then attack again under cover of darkness.

As before you managed to inflict serious destruction, and as before the two units quickly regroup.



“The timing was even more drastically different,” Sabela observes.

Helen is quick to agree and offer her assessment. “It seems that they can’t actually communicate directly.”

“Which means they’re taking orders from somewhere near the front,” Aurora concludes. “That town they’ve fallen back to twice now, probably.”

>Then let’s go drop in on them and continue the harassment.
>We’ll drive them out and cut this section of the front off from resupply.
>Decapitate the snake – locate the officers and capture them.
>Other?
>>
>>5780668
>Decapitate the snake – locate the officers and capture them.
>>
>>5780668
>Decapitate the snake – locate the officers and capture them.
>>
>>5780668
>>Decapitate the snake – locate the officers and capture them.
>>
>>5780668
>>Decapitate the snake – locate the officers and capture them.
>>
>>5780668
>3d10 best of three
>>
Rolled 10, 9, 4 = 23 (3d10)

>>5781406
And here we go.
>>
Rolled 6, 6, 7 = 19 (3d10)

>>5781406
>>
Rolled 10, 8, 10 = 28 (3d10)

>>5781406
>>
>>5781784
holy shit I think these are the best rolls I've seen in this quest
>>
>>5781406
“There will be officers there,” you declare. “It would be a great opportunity to decapitate the enemy’s forces by capturing their leadership.”



You once more split your comrades into the same three groups – this time, Serana’s group will be working as a rearguard, while your group and Helen’s will split up and search different parts of the town. Your team will raid what appears to have been a pair of adjacent private homes that are now being used as officers’ barracks, while Helen’s team will raid what you’ve identified to be a command headquarters in the town hall.

After briefly observing the two buildings, you split your own group further into two. Reika and Nessa will enter the front and back doors of one of the two homes, while Aurora and Renate will do the same for the other home. Having identified that Reika and Nessa’s home, the larger of the two, has a bathroom with a large enough window to serve as an entry point, you will be joining their assault through that route.

You find the window ajar, to invite the cool night breeze into this part of the house. Inside an officer, currently in a white undershirt, woolen field pants, and his socks, stands in front of a pedestal basin full of slightly-steaming water, a white towel sitting about his shoulders. Above the basin is a mirror on a swivel, which seems to be drooping a bit. When the officer withdraws the straight razor from his face for a moment to adjust the mirror he pauses, suddenly spotting you in the reflection over his shoulder after you slipped in silently.

Neither of you move at first, though after a second or two the officer calmly finishes shaving and reaches into the basin to splash hot water on his face before drying himself with the towel.

“I don’t suppose I could trouble you to simply leave,” he muses aloud.

You shake your head, careful to keep your focus intently on the man’s back. “Not likely, no.”

“As a Major, it would be inappropriate to let myself be captured without putting up some sort of resistance,” he continues, turning to face you with the razor still in-hand. “So please don’t take this too personally. I’m sure you’re quite a lovely person with her own reasons.”
>1/2
>>
>>5784428
You offer a slight nod of acknowledgment. “Likewise, but I really do need you to come with me. So please don’t think too ill of me for this.”

“I won’t,” he assures you, before throwing his towel at your face – an ‘object thrust’ you realize, meant to obscure your vision for just an instant and possibly even get you to raise your arm to block it. You don’t give him the satisfaction. Instead you take one shuffling step back and to the right, coming off-line and using the increased distance to give yourself a split-second longer to get out of the way. Instead of hitting you in the face the towel flies past your left shoulder, while the Major is already coming at you low, his razor ready to slash whatever target you might present him.

>Your leg has greater reach. Kick him for his trouble.
>Let him slash you, and use that moment to restrain him.
>Break his razor off at the pivot, right at the handle-base.
>Other?
>>
>>5784430
>>Let him slash you, and use that moment to restrain him.
>>
>>5784430
>Break his razor off at the pivot, right at the handle-base.
>>
>>5784430
>Break his razor off at the pivot, right at the handle-base.
>>
>>5784430
>>Let him slash you, and use that moment to restrain him.
This won't win, but I'm content to let him get a hit in so that he can't say he didn't put up at least a token resistance. We drastically overpower him, after all.



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