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    File: image.png (32 KB, 1504x764)
    32 KB PNG
    Your nation is a wide, vast, and naturally beautiful one. Many are its mountains, valleys, and sprawling plains are from which resources are drawn, and natural recreation provided.

    However, this does not come without the cost of such beauty. Every summer, fires roar across the land, threatening the good people of the rural and urban communities alike that are the backbone of the country.

    You are salt-of-the-earth, wildland firefighting teams. You are called from all over the country to stop the fires, but the roughness of your crews remains a unifying trait.

    You have 5 Points to start and make a unit.

    Rules:
    https://docs.google.com/document/d/e/2PACX-1vR97_iQ_y0-7Y4MhrZlq3RrHJIDyDkQWez5MM_Zhs3vi4ojC_oKImApaiuOrx0a8UmYeg929YtY-ktj/pub

    Sheet Example:

    Unit Name: Kalgore County - Engine Crew 5
    Engineer (2pts)
    Engine - "Deuce" (2pts)
    >Onroad Speed - 15 Hexes (2)
    >Offroad Speed - 15 Hexes (3)
    >Indirect Attack - 1 Slot (1) - Fireline Digging Tools
    >Direct Attack - 2 Hexes (1(+1))
    >Water Capacity - 9 Hexes (3)
    Crew (1pt)
    -Fireline Digging Tools
    -Engine Crew
    >>
    >>6478871
    Just use carbon tetrachloride. It puts out fires like nothing else
    >>
    >>6478871
    Unit Name: Gunkton Valley - Crew 6

    Boo-Boo (Fixed Wing) (3pts)
    Speed: 20/40
    Rate of Turn: 2/4
    Rate of Climb: 2/4
    Loadout
    -Fire Retardant - 2 Hexes
    -Water - 3 Hexes

    Crew (1pt)
    -Brush Burners
    -Trained Mobility

    Carrier (1pt)
    Can only drive Onroad.
    Speed - 20 Hexes
    Capacity - 2 Crews

    This setup is lacking Direct Attack options, but is good for initial damage mitigation.
    >>
    Rolled 2 (1d2)

    >>6478871
    Logistics and Strategy Unit 12
    [Deployed from the central government to help organize the volunteer firefighting force from across the country, the Logistics and Strategy units are tasked with keeping their compatriots well coordinated and well supplied]

    >CREW: Fireline diggers, trained mobility (1)
    >SUPPORT VEHICLES: Carrier (1), Command (3)
    >>
    >>6478871
    Looks really neat, goodluck!
    >>
    File: T0.png (1.2 MB, 2395x2846)
    1.2 MB PNG
    The summer came quietly. The last cold spells of spring are long since past, giving way to an oppressive summer. It's not long before the first call comes in. Fire in the wooded hills of the countryside! You muster, and race to the scene. It is a sprawling, rural area with thick woods. Most have already received alert by telephone, radio, and television, but you still hold the objective to clear each village, and ensure they are clear.

    Burn #1 - Skeleton Crew

    DEPLOYMENT:
    -All Ground units may start on any map edge hex with a road.
    -Aerial units may start within 2 hexes of any road at any height.
    -All roads start at altitude 0.

    OBJECTIVES
    -Prevent the fire from spreading as much as possible.
    -Coordinate evacuations from town hexes.
    (Ground units must pass within 1 hex of a Town hex in order to help coordinate evacuation.)
    (Evacuation is done automatically. )

    Towns Evacuated: 0/14
    >>
    Rolled 1, 1 = 2 (2d2)

    >>6479658
    Boo-Boo Low Speed
    >Start Elevation 2 and drop 1 fire retardant. Continue NE, dropping 3 hexes water and 1 fire retardant. Go Elevation 1, turn North and continue for 3 hexes. Turn NW and descend Elevation 0. Continue for 7 hexes, resupplying water off 2 hexes before ascending Elevation 1. Turn SW, continue 3. Turn South, continue 2.

    "Slowing burn South, sending some boys over to brushclear Northern side."
    >>
    >>6479658
    >>6479711
    >Crew Boards Carrier and moves to Position.
    >>
    >>6478871
    I'm not sure I understand the point buy system just yet so I'm gonna steal your example crew.

    Idea is to come in from the top-right road and offload crew to start digging a fireline, from the road junction and then moving south (to protect those communities)

    Does the crew have to stay with the engine? For example can they be digging a fire line "south" while the truck moves to handle the flames moving "north" as an example? I'm thinking of having the engine do water on the north-east of the fire hex, while the fireline protects the east

    Unit Name: Clay County - Engine Crew 5
    Engineer (2pts)
    Engine - "Maverick" (2pts)
    >Onroad Speed - 15 Hexes (2)
    >Offroad Speed - 15 Hexes (3)
    >Indirect Attack - 1 Slot (1) - Fireline Digging Tools
    >Direct Attack - 2 Hexes (1(+1))
    >Water Capacity - 9 Hexes (3)
    Crew (1pt)
    -Fireline Digging Tools
    -Engine Crew
    >>
    >>6479658
    "Uh, I think we're down a few units. I'll, um, have make a formal reprimand. Wait, oops, is this on?! Shi- aherm. This is Captain Vera Pravyk, Logistics and Strategy. We don't have much to work with here, some kinda Central management SNAFU I'm sure, so focus on damage control until we get all nearby settlements safe and far, far away. That's an order."

    A voice crackles over the intercom, first meek and unsure, then shifting into the model of professionalism and the unshakeable confidence of battlefield command. The transformation is so stark that, for a moment, it almost seems like two separate people were fighting over the microphone.
    >>
    File: IMG_2965.jpg (326 KB, 1191x820)
    326 KB JPG
    >>6479864
    Vehicles deploy at the dots and move to their current positions. The red star is Command, the blue car is the Carrier, and the golden face is the Unit. Unit creates a vertical (North to south) fire trench before stepping back (gaining the ability to both move and act from the Command unit nearby).
    >>
    >>6479865
    Corrected to follow deployment rules. Still should allow the fine folks at clay county to get an extra action or mov out of their crew >>6479855
    >>
    File: IMG_2965.png (3.01 MB, 1290x1469)
    3.01 MB PNG
    >>6479867
    Fuark forgot image
    >>
    >>6479864
    We're just the rapid response team from Clay County. There is more equipment but it'll take a while for that to make it over here, but for a small fire like this it probably won't be necessary.

    >>6479867
    Appreciate the assistance, but I think we'll divert and approach from the south-east road so we can reach that south-east community earlier. Since your crews will arrive closer to the fire and make an initial fireline closer to what I imagines, and the >>6479711 Gunkton Valley plane is going to release water over the southern line of the fire, it looks like that community to the immediate east of the fire isn't in much immediate danger. Can evacuate that next turn
    >>
    >>6479855
    crews do not have to stay with their engine, remember you also have an engineer unit to use if you'd like to cut more roads

    I'm making a note since they haven't been used yet that they can also clear brush/forest

    also clarified that foot units can walk up/down elevation without penalty, and that air vehicles can move and act on the same turn
    >>
    >>6479935
    understood

    I'm going to replace >>6479855 with >>6479876 and keep the crew and the engineer in the truck for the first turn (and just evacuate the community they pass through)
    >>
    >>6480218
    The engineer is a separate vehicle, like a bulldozer or something
    >>
    File: T2.png (1.24 MB, 2395x2846)
    1.24 MB PNG
    The response force kicks into action, ripping across the area and preparing their defense.

    The wind kicks up, and the fire spreads...

    Burn #1 - Turn 2

    Wind Forecast: Northwest
    Towns Evacuated: 9/14
    Fire: Uncontained
    >>
    Questions Time

    1. Can the Wind Bonus Carry fire over a burnt out section?

    2. Can Aerial Units use previous Round's movement for Turn/Climb rate?
    >>
    >>6480640
    >Crew Dismount Carrier and Move 2 South, Remove Brush
    >Carrier Move North along Road, Evacuating both Towns (18 Tiles Moved)

    "Almost Every Town is Evacuated. Going to put out the southern part before circling back to the NorthWest."
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