Bonus: St George Incident 2- Red Planning (Patreon)
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A quick round up of my thoughts for Red here... which also include a bit of analysis for Blue because it's no good making a plan without taking the enemy into account.
The result is some exploration of options for our Red Task Force, but I think the scenario itself is probably a bit too outlandish. The reality- as many of you immediately pointed out- is that Blue actually trying to take the island back with boots on the ground is pretty low down on the menu and probably the worst possible option for them.
The real issue is that events in this context are pretty much entirely dependent on greater level effects and the more I try and reduce things to the tactical CM level, the more outlandish it kinda feels.
So... I think the St George Incident has somewhat hit a dead end. That's not a problem, that's why this is bonus content: sometimes we're going to fail our way forward. The big stumbling block for me is the setting... that's pretty straightforward to solve so we might veer off towards WW2. We'll see.