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  • File : 1271131253.jpg-(42 KB, 506x500, imperialGuard2.jpg)
    42 KB Grunt Quest SomeDude !QyZ.A6TUiE 04/13/10(Tue)00:00 No.9158648  
    Your head throbs agonizingly as you regain consciousness. The bodies of your squadmates are strewn about the interior of the Chimera, which has flipped upside from the force of the IED. Starlight streams through the canopy above and through the one-foot hole the IED made in the Chimera's floor. Perhaps it would have been better if it was a pitch black night out, you realize as you catch sight of what remains of the poor souls that sat above the blast area. Another guardsman, a Private by his shoulder pips, moans in pain as he begins to come to as well.
    >> Anonymous 04/13/10(Tue)00:48 No.9159511
    >>9158648
    LD test to see if the squad is pinned.

    Fail it because there is no commissar

    /thread.
    >> Anonymous 04/13/10(Tue)00:51 No.9159564
    I was going to be a historian before I got conscripted into all of this ; _ ;

    I look around for my weapon
    >> Anonymous 04/13/10(Tue)00:51 No.9159577
    I am now participating in this quest because it is the closest thing to a quality thread there is.

    COMMAND: hold very still for several seconds and see if the groaning solder gets shot by our not-yet-departed attackers.
    >> Anonymous 04/13/10(Tue)00:53 No.9159609
    I attack the darkness!
    >> Anonymous 04/13/10(Tue)00:53 No.9159610
    Quickly try to scramble to the nearest porthole or the blast hole to see if there is an ambush coming.
    >> Anonymous 04/13/10(Tue)00:55 No.9159663
    Well what the fuck man. Let's go.
    >> Anonymous 04/13/10(Tue)01:00 No.9159732
    >>9158648
    >00:00

    >>9159663
    >00:55

    fuck you.
    >> Anonymous 04/13/10(Tue)01:01 No.9159748
    >>9159732
    >>Almost an hour

    It takes that long?
    >> Anonymous 04/13/10(Tue)01:04 No.9159803
    Lets bleed out.
    >> Commissar Wibble 04/13/10(Tue)01:10 No.9159888
    Looking around, I quickly spot my hat and slam it back onto my head, racking the cocking lever in my boltgun and looking around at the few survivors.

    "To the firing points, men! They'll be rushing us now, sure as the Emperor is holy! In His name, you will resist and avenge our comrades. These bastards are heretic scum and deserve only the righteous absolution of your lasgun blasts!"

    I haul the waking private up by his lapels and take a Lasgun from one of the wounded, placing it into his hands. I nod to him encouragingly, place an agumetic hand on his shoulder, and turn to one of the firing points, my boltgun aimed, leading, as always, by example.

    What do I see?
    >> Anonymous 04/13/10(Tue)01:14 No.9159944
    >>9159888
    You gonna take this over?
    I'm game for a guardsman quest if someone tries.
    >> New GM 04/13/10(Tue)01:18 No.9160023
    >>9159888

    As you look outside, you see little but crushed masonry and rubble- the IED was obviously powerful enough to blow a sizeable hole.

    The lack of light obscures details, but you can see figures cautiously approaching your chimera.

    What do you do?
    >> Anonymous 04/13/10(Tue)01:21 No.9160064
    >>9160023
    Get in cover, ask for identity of approaching figures.
    >> New GM 04/13/10(Tue)01:21 No.9160077
    >>9160064

    As in, exit the Chimera?
    >> New-Gothmog? 04/13/10(Tue)01:22 No.9160090
    >>9160023
    Check if they are friendlies, but have some gaurdsmen concealed for the possibility of them trying to finish the job of killing you. Double check the dead are dead, try to find more survivors.
    >> New-Gothmog? 04/13/10(Tue)01:23 No.9160113
    >>9160077
    No, yell across from cover, ask for ID, tell them to throw something you can ID as belonging to friendlies/ask for the challenge codes of the day.
    >> Anonymous 04/13/10(Tue)01:24 No.9160132
    >>9160064
    Get in cover. We shouldn't announce ourselves unless we know they're friendlies.
    >> New GM 04/13/10(Tue)01:26 No.9160158
    >>9160090

    From the lack of light, you cannot tell much. They remain stooped though, and you can see the flash of un-dulled metal as one scurries into cover closer to your APC. Pulling back from the viewslot, you shake some of the guardsmen awake. Two more have survived from the blast- the others are dead and gone.

    >>9160064

    "Imperials or not?!" You yell at them, and are greeted immediately by a fusillade of fire. Crap. Not friendly at all. And now they know you are still alive. Your guardsmen take positions and start firing, shaky and inaccurate.
    >> Anonymous 04/13/10(Tue)01:26 No.9160161
    >>9160023
    Hide myself, either among the dead or within something. Keep my lasgun pointing in their general direction without comprising the hiding spot.
    >> New-Gothmog? 04/13/10(Tue)01:28 No.9160203
    >>9160158
    Any chance of sending some non-shaky gaurds to flank them? If not, check for people flanking us. Comissar yells a speach for moral, but dont shoot anyone, we need them.

    Any chance of a history of what planet/what force we're up against? Just traitor gaurds or something worse?
    >> Anonymous 04/13/10(Tue)01:28 No.9160204
    >>9160158
    Do we have frag grenades? Does anybody have frag grenades?
    Do an old Viet Cong trick of using dead bodies for cover, even better if you use corpses a shields in point black grenade drops.
    >> New GM 04/13/10(Tue)01:32 No.9160289
    >>9160203

    From your addled senses, you can remember that your regiment was sent here to quell a minor uprising of the underhive dwellers. Nothing big, a simple action for a greenhorn regiment. Fucking liars up top, it's turned out to be much worse. Hailing from an agri-world you hadn't seen mutants all that much, but here they've been your main enemy.

    You snap at one of the guardsmen who is actually scoring hits, "Soldier, come here!"

    He approaches you and nods as you order him to sneak out and to flank them. He whispers a prayer to the emperor, and disappears into the night.

    You quickly push up the dead bodies for cover, taking what you can.

    INVENTORY
    1 Flak Vest
    4 Laspacks (60 shot)
    1 Set of Fatigues (bloodied)
    1 Combat Knife
    2 Days worth of rations
    1 lighter
    >> Anonymous 04/13/10(Tue)01:35 No.9160344
    >>9160289
    Any chance of scavenging a helmet from the dead? Try to organise a cross fire, look for a possible new site to take cover, incase run over. If you are overun use lighter to light the (Probably) leaking promethium from the chimera.
    >> Anonymous 04/13/10(Tue)01:40 No.9160404
    >>9160344
    This.
    Also, step up the shooting, buy time for your man to flank.
    >> Ghost !ROf1DooMsA 04/13/10(Tue)01:43 No.9160452
         File1271137387.jpg-(322 KB, 500x834, 1270964330320.jpg)
    322 KB
    hey guys, whats going on in this thread?
    >> Anonymous 04/13/10(Tue)01:43 No.9160453
    Still there new-gm?
    >> New GM 04/13/10(Tue)01:44 No.9160478
    For some reason it wasn't letting me post.. hm.
    >> Anonymous 04/13/10(Tue)01:46 No.9160499
    >>9160478
    Happened to me, too.
    Don't worry about it, we got some time.
    >> Anonymous 04/13/10(Tue)01:46 No.9160500
    >>9160289
    This ought to be like, a hellgun, if four charge packs are only sixty shots.

    We've got several inches of steel between us and them. Mow them down. The traitors.
    >> New GM 04/13/10(Tue)01:47 No.9160520
    >>9160344

    you sit back to gain a better idea of what the HELL is going on. Looking through one of the view-slots behind you you can see more houses- more like shanty towns. Not very defensible, but it's still open to running to.

    Turning back to the battle at hand, you pry a helmet from one of your dead squad mates. Poor bastard.
    >> Anonymous 04/13/10(Tue)01:48 No.9160548
    Do we know what kind of forces are in the area/theater?
    >> New GM 04/13/10(Tue)01:49 No.9160575
    >>9160500

    (I'm currently running a campaign for Inquisitor- Laspacks have 60 shots at best.)

    You move up to the view-slot and flick off the safety to your lasgun- fucking traitors, it's time for a reckoning. You open fire!

    Three shots! First missed completely, second hits and one of the figures falls to the ground, grabbing it's ankle. The third shot punches through a mutant's face, and vaporizes it. Excellent.
    >> Anonymous 04/13/10(Tue)01:50 No.9160587
    >>9160520
    Can we get a checkup on the flanker?

    Also, any possibility of reinforcements? Vox working?

    Whats the enemy doing? Standing and shooting? Hows the combat going?
    >> New GM 04/13/10(Tue)01:51 No.9160605
    >>9160548

    From what you recall, this was supposed to be a simple patrol- scope the place out, and return to base. Your forward base is around three miles away, through the shanty-town as the crow flies.
    >> Anonymous 04/13/10(Tue)01:52 No.9160618
    >>9160575
    Whoa, sixty EACH? That's what it should be. I thought you meant All four = sixty.

    Appraise us of our situation. (Squad, immediate options, objective, if we can remember it.)
    Hope one of our squad-mates is named Ramirez.
    >> Anonymous 04/13/10(Tue)01:54 No.9160658
    >>9160605
    How large is opposing force? If too big for us, attempt to withdraw in the area of the base. Have two men scouting ahead for traps/ambushes while retreating. Attatch bayonets incase of an ambush.
    >> New GM 04/13/10(Tue)01:55 No.9160665
    >>9160587

    You look for the guardsman earlier, and can see the faint outline of his dark-gray flak armour as he carefully snipes off mutants. He seems to be doing fine.

    The vox-caster! Crawling over to the machine, you press the SEND tab, "Anybody out there? Hello? Patrol hit by IED, requesting support!" There is a lull over the line, when a crackling response echoes, "Patrol, rerouting Reserve reaction force- hold position until reinforcements arrive."

    At that the line closes, and you sit back. Looking out of the view-slot, it seems that the commissar and the other two guardsmen are doing fine- a few mutants lay dead, and it seems the rest are cautious to poke their heads out of cover. But you can hear in the distance the sounds of... things... running.
    >> Anonymous 04/13/10(Tue)01:56 No.9160687
    >>9160665
    Heavy weapons options? If not, set up cross fire, make sure those mutants are dead down dead
    >> New GM 04/13/10(Tue)01:58 No.9160730
    >>9160618

    You currently consist of four men, three guardsmen and your attached commissar. Your current options are as follows

    RETREAT- Run and take up better positions. Both the opposite of orders, and probably not liked by the commissar.

    HOLD- Fortify your position, and hope to the Emperor they don't have explosives. Reinforcements are on-route as well.


    Objectives were originally to scan the area for signs of enemy resistance, then return to base.
    >> Anonymous 04/13/10(Tue)01:58 No.9160731
    >>9160618
    We aren't special forces, it'd be one of the blokes from Bad Company instead.


    Vox working? If so, get one of the injured on the vox (While we make with the shooting,) to file a status update.

    See if any of the hull guns still work, if so, turn them on the traitors.
    >> Anonymous 04/13/10(Tue)02:00 No.9160761
    Fortify, comissar would kiss us if we retreated without reason.
    >> New GM 04/13/10(Tue)02:01 No.9160778
    >>9160687
    >>9160731

    You look to see if anybody is free to operate the vox- right now, it seems that the other two men are busy firing, the Commissar following them with gusto.

    At the sounds of the running, you remember the multi-laser on top! Climbing up and pulling the corpse of the gunner down, you take the position.

    Crap. You see a horde of mutants too degraded to hold weapons charging at your vehicle. Shit, shit, shit.
    >> Anonymous 04/13/10(Tue)02:01 No.9160782
    >>9160730
    >Scan for enemy resistance
    WE FOUND SOME!
    Would it be possible to repair the Chimera? Is it totally flipped, nothing salvageable, or is it merely disabled?

    Any weapons other than lasguns?
    >> Anonymous 04/13/10(Tue)02:01 No.9160786
    >>9160761
    kill i meant kill lol
    >> New GM 04/13/10(Tue)02:02 No.9160812
    >>9160782
    (you made me laugh, well done)

    From waht you can see, the thing can't move. one of the tracks was blown by the explosion, and you're no techpriest.
    >> Anonymous 04/13/10(Tue)02:03 No.9160813
    >>9160778
    full-auto, bayonets fixed. charge if they get too close
    >> New GM 04/13/10(Tue)02:06 No.9160877
    >>9160813

    You give the order for fixing bayonettes, and you hear a soft moan of terror from one of the guardsmen.

    And then the roar of a boltpistol.

    Son of a fucking BITCH.

    Gritting your teeth, you wheel the multi-laser around and start firing. The mutant's don't even stand a chance.
    >> Anonymous 04/13/10(Tue)02:08 No.9160898
    >>9160877
    Comissar killed a guy? Arrange an accidental death for him later on, when theres no threat of mutants. Try to get someone to vox status of reinforcements.
    >> Anonymous 04/13/10(Tue)02:10 No.9160925
    I'm in the hold the fort bank.
    We got a full flak suit, what about our companions? Las and flak? Commissar with bolt pistol?
    >> Anonymous 04/13/10(Tue)02:10 No.9160932
    >>9160898
    Did he actually shoot the guardsman, or did he snipe some mutant? Investigate further.

    If we've got some wounded, the Chimera ought to have a medical kit, right?
    >> New GM 04/13/10(Tue)02:11 No.9160947
    >>9160898

    Dropping down from the hatch, you grab the vox-caster and press on the SEND button, "Hey, HQ, what's the status on those reinforcements?"

    Another lull, then a crackling response," Two Birds on-route. Hold your position."

    Wow. How original. As your complain (to yourself of course), you can hear the roar of airships moving closer. Valkyries.
    >> New GM 04/13/10(Tue)02:16 No.9160978
    >>9160925

    You can see that the other guardsmen are similar to you in garb, the commissar is wearing a long black trenchcoat over ceremonial ribbing, under which is probably a light flak-vest.

    >>9160932

    You look around for a medikit, but no such luck. Blood is over the walls, and the other guardsman is dead, slumped against the wall, his head gone.
    >> Anonymous 04/13/10(Tue)02:17 No.9161002
    >>9160978
    Dont do shit about dead guy, comissar seems to be touchy about complaints. Return to pintle mount and destroy mutants.
    >> New GM 04/13/10(Tue)02:17 No.9161008
    >>9160947

    Why so cynical?
    >> New GM 04/13/10(Tue)02:19 No.9161044
    >>9161002

    You climb up the hatch again, and start to shoot again. As you fire, the roar gets louder, and then it's deafening- reinforcements have arrived!

    You continue to fire as the first ships touches down, back hatch opening. You can see the remainder of your squad rushing inside, the Commissar waiting by the door, " Come, soldier! Get down from there and get in the transport!"
    >> Anonymous 04/13/10(Tue)02:20 No.9161055
    >>9160947
    Warn them (calmly, and not too loud) to take cover. We don't want to warn the mutants, nor do we want to get our buddies *amiably burned.

    Oh, try for something like "Retreat back to the Chimera! Fall back! Take cover!". Guardsmen will obey, Commissar will turn around to execute you (and not obey you.)

    At the very least they'll get closer, and you can tell them without warning the mutants.
    >> New GM 04/13/10(Tue)02:21 No.9161060
    Shat, I got work tomorrow.

    If anybody else wants to run this, go ahead. Peace out, /tg/.

    Glory to the emperor!
    >> Anonymous 04/13/10(Tue)02:25 No.9161106
    Hey, OP, thanks for starting this!

    >>9161060
    Thanks even more for continuing!
    >> Newest-GM 04/13/10(Tue)02:31 No.9161147
    Gonna take this over if theres still interest
    >> Anonymous 04/13/10(Tue)02:33 No.9161181
    Consider me interested. Still waiting for Steam tech support or a confirmation email from Stardock..
    >> Anonymous 04/13/10(Tue)02:38 No.9161250
    >>9161147
    This, too.
    I'm in for a bit.
    >> Anonymous 04/13/10(Tue)02:42 No.9161319
    >>9161147
    hell yes
    >> Anonymous 04/13/10(Tue)02:46 No.9161362
    >>9161147
    Also interested. Are we keeping track of stats and die-rolling? Or are we going with rule of cool/narrative? What skills do we have? Can we acquire more?
    >> Anonymous 04/13/10(Tue)02:49 No.9161408
    We're a private, right? Any chance of promotions while we get to our new op zone? [We held ground under fire, responded quickly to orders, showed initiative by manning the gun, displayed valiant fervor by being the last man out.]

    Also, make sure to restock ammo and pick up a few 'nades. Does our squad have any special weaponry? Are we even being reinforced, or will we be dispersed among other squads?
    >> Anonymous 04/13/10(Tue)02:52 No.9161447
    >>9161362
    You have Killing Blow, Always Strike First, Breath Weapon (S2), and Magic Resistance (1)
    >> girder 04/13/10(Tue)02:54 No.9161459
    >>9161147
    Still interested.

    Also, this reminds me of Tactics Quest. That unfortunately short-lived campaign was a lot of fun.
    >> Newest-GM 04/13/10(Tue)02:55 No.9161482
    You run to the valkyrie and make it just in time. On the way to the abse your pilot is told to divert to an outpost being attacked by Mutants. It is 5k's away. You have time to kill on the Valkyrie. It has a medipack, small armoury (Some clips, if your lucky some weapons, lotsa laspistols) and seats for resting. Make your choice.
    >> Anonymous 04/13/10(Tue)02:57 No.9161498
    >>9161447
    Could someone please explain what these mean? Never played 40k.

    Also, NewestDM, any chance we could focus on the tactical side of battles? I know it requires a lot of work on your part.
    >> Newest-GM 04/13/10(Tue)02:57 No.9161510
    >>9161408
    The second Valkyrie has some reinforcements, mostly half-asleep gaurds, sarge missing.

    Comissar field promotes you to squad leader.

    You have a flamer in the other valkyrie, and possibly some heavy weapons in the armoury (Again, make your choice as what to do)
    >> Anonymous 04/13/10(Tue)02:57 No.9161511
    grab the medpack and 2 spare clips, wait the ride out chillin'
    >> Newest-GM 04/13/10(Tue)02:58 No.9161528
    >>9161498
    Will try, enjoy 40k battle hehe
    >> Anonymous 04/13/10(Tue)02:59 No.9161539
    >>9161510
    Grab the melta if there is one.
    >> Anonymous 04/13/10(Tue)02:59 No.9161541
    >>9161482
    Let's find out who's fighting with us. Check over squadmates for injuries, have them do the same. Can we take the medkit with us?

    Also look through the armoury and requisition anything that looks useful. Extra ammo always helps, we might as well top up. Ask for info about where we're going - terrain, support, ets.
    >> Anonymous 04/13/10(Tue)03:00 No.9161551
    >>9161510
    Check out what weaponry is available, learn what squad members we have been assigned, patch up any injuries.
    >> Newest-GM 04/13/10(Tue)03:00 No.9161558
    >>9161511
    You grab the medpack, and some extra clips. You spend a few minutes resting. The comissar gets more ammo for his pistol, and your last remaining squadmate grabs more clips.
    >> Anonymous 04/13/10(Tue)03:01 No.9161567
    Hijack the valkyrie
    >> Anonymous 04/13/10(Tue)03:03 No.9161600
    So we're 9 guardsmen + us as brevetted sarge + commissar? Seconding someone trustworthy packing the melta. Should we designate someone as field medic? Ask around for particular skills.

    INVENTORY
    1 Flak Vest
    6 Laspacks (60 shot each - I think) + the one in your lasgun
    1 Set of Fatigues (bloodied)
    1 Combat Knife
    2 Days worth of rations
    1 lighter
    1 Medkit
    >> Newest-GM 04/13/10(Tue)03:04 No.9161608
    >>9161541
    Comissar attempts to get info about terrain.
    Report is as follows
    Agri-World
    Outpost surrounded by burnt fields for increased visibility. Has some exterior defences (one mechanized sentry, 2 heavy bolter mounts, heavy vox equipment)

    Mission details are to hold and defend.
    >>9161551
    The second squad has one flamer, a marksman and 5 regular gaurds

    Your total squad is:
    1 Comissar
    1 Marksman
    1 Flamer
    1 Squad leader (you)
    6 Gaurds
    >> Anonymous 04/13/10(Tue)03:05 No.9161628
    >>9161608
    >>1 commissar
    >> Fighting Chaos

    Oh god we're so fucked.
    >> Newest-GM 04/13/10(Tue)03:06 No.9161633
    >>9161600
    You get on the vox to ask any specialty skills from second team. None have specialty bar the flamer/marksman. You second the medkit to the other gaurd on your valkyrie, designate him as medic. He has no experience as a corpsman.
    >> Anonymous 04/13/10(Tue)03:06 No.9161639
    >>9161567
    Good luck with that, the 9 other dudes might take offense.
    >>9161608
    Make sure we have grenades. Then let's go.
    >> Newest-GM 04/13/10(Tue)03:08 No.9161654
    You land 500 metres from the base, in heavy undergrowth. Due to comissars knowledge you know there are heavy defences at the outpost and a large clearing ahead somewhere. You glimpse hordes of mutants, about half unarmed and half with crude las-carbines (think bolt action las). What do you do?
    >> Anonymous 04/13/10(Tue)03:08 No.9161657
         File1271142521.jpg-(137 KB, 945x669, Imperial_Guard_Tommy_in_Rain_b(...).jpg)
    137 KB
    >>9161633
    >He has no experience as a corpsman.
    Oh, this is going to be good.
    >> Anonymous 04/13/10(Tue)03:11 No.9161692
    >>9161654
    I assume the outpost is overrun with heretics and we are to take it. If so, have the troops fan out and take cover. Send 2 to scout ahead, possibly to lure targets of opportunity while you set up kill zones. Valkyrie's aren't known for stealth, so they know we're around.
    >> girder 04/13/10(Tue)03:12 No.9161703
    >>9161654
    Have the Valkyries perform a strafing run before landing.

    After disembarking, have them circle to provide air support.

    Vox home base to check if more reinforcements are incoming. Meanwhile, take up defensive positions.
    >> Anonymous 04/13/10(Tue)03:14 No.9161726
    >>9161654
    Have our marksmen take a spotter and get a good view of an approach, be prepared to squeeze off some rounds.
    Take flamer dude, medic, commie and proceed to scuttle out of view, flank the base.
    Have the remaining guardsmen sit tight, then create a ruckus from the edge of the undergrowth. Give one of them your lighter with the instructions to set the field alight if needed, pull back to a preset RVD.
    We shall spearhead the assault into the camp ourselves.
    Commend you souls to the Emperor, men, we go to die, and glory everlasting.
    >> Anonymous 04/13/10(Tue)03:15 No.9161732
    >>9161654
    see if you can sneak around into the defenses and help bolster it. Also, see if you can make a distraction away from both you and the base.
    >> Newest-GM 04/13/10(Tue)03:16 No.9161740
    >>9161692
    You fan out and take up defensive positions. The valkyrie's are forced to leave due to fuel problems.

    You send a gaurdsman and the marksman up ahead to scout. They return and tell you about 70 metres ahead the clearing beginds, and that the outpost is overun, but the defense servitors going berserk and killing mutants, providing you with a distraction.
    >>9161703
    Base replies over the vox 'Valkyrie's returning to re-fuel, then you will have two full squads on their way. What heavy weapons do you want?
    >> Anonymous 04/13/10(Tue)03:16 No.9161750
    >>9161608
    Does the heavy vox give any special options other than enhanced coordination? Presumably the defenses are manned and holding for now. Best if we flank the main force - any idea how many there are?
    >>9161692
    No, we're still holding it.

    Let's make good use of that flamer - all that vegetation should burn nicely and cut off avenues of approach.
    >> Newest-GM 04/13/10(Tue)03:19 No.9161778
    >>9161750
    'Heavy vox means a larger range. Rather than 10-15k's its global, you can potentially call in reinforcements from anywhere. It also has scrambling capabilities.

    Outpost seems overun, with only defense servitor left from your marksmans report.
    >> girder 04/13/10(Tue)03:19 No.9161780
    >>9161740
    Heavy bolters and/or autocannons. Mortars if they can spare them. Oh, and more flamers.

    We're dealing with hordes here.
    >> Anonymous 04/13/10(Tue)03:20 No.9161787
    >>9161740
    Plasma cannons and Plasmaguns
    >> Anonymous 04/13/10(Tue)03:21 No.9161808
    >>9161740
    How many are we allowed? Priorities are: Missile Launcher, Heavy Bolter, Missile Launcher, Flamer. How long until they arrive?

    Let's get to the end of the clearing. Have everyone take cover, have people stationed to watch the flanks, get the marksman in a good position. Flamer hidden in front, to then pop up and give them a promethium makeover. You mentioned the two had to come back to report - do we have only one vox?

    Above all lets do it quickly - while the distraction lasts.
    >> Anonymous 04/13/10(Tue)03:22 No.9161827
    rolled 5 = 5

    >>9161778
    Heavy Bolter teams.
    >> Newest-GM 04/13/10(Tue)03:22 No.9161828
    >>9161780
    You reply asking for a heavy bolter team, some portable mortar teams and more flamers. The reply is Çonfirmed, one squad will have heavy bolter team and two flamers, second with one mortar team, no more heavy weapons in armoury avilable, will send a medic instead
    >> Anonymous 04/13/10(Tue)03:23 No.9161833
    >>9161828
    fuck yes another medic
    >> girder 04/13/10(Tue)03:23 No.9161837
    >>9161778
    Okay, how overrun is the base? How many of them are there?

    Have the enemy taken up the defensive positions?

    Did any of them spot us?

    We should probably lay low and wait for reinforcements before trying to take the base.

    On the other hand, If there's not that many of them, we might be able to take them by surprise and gain a foothold in the base long enough for reinforcements to arrive.
    >> Anonymous 04/13/10(Tue)03:25 No.9161849
    Do we have a corporal/second in command? If no, make one, and find his/her name for additional plot armor. Speaking of which, what are we called? We could use some too.

    Split the squad into two fire-teams that have control over each flank. This'll also help us coordinate if the situation suddenly changes.
    >> Newest-GM 04/13/10(Tue)03:28 No.9161886
    >>9161808
    Ýou send your squad forwards, with a gaurd taking each flank, marksman lagging behind to provide cover. Flamer and comissar are up front by you. You order the attack. Marksman opens up and kills three before you are noticed, you have gained 50 metres and drop into cover behind a ruined tractor, your left flank has a squad of mutants about 15 strong heading towards it and the mutants ahead are panicking, the servitor momentarily forgotten continues to rip and tear.

    Your marksman moves position constantly, avoiding fire.

    YOu hear your vox sqwarking and are told that reinforcements are 5 mins away tops, and that the valkyrie's can provide covering fire upon arrival.

    Your flamer's range is too small to get to the opponents infront.

    What do you do?
    >> Anonymous 04/13/10(Tue)03:29 No.9161901
    >>9161886
    Chuck grenades.
    >> Newest-GM 04/13/10(Tue)03:30 No.9161911
    >>9161837
    The base has about 20 inside, with more just leaving cover to reinforce, you can probably mkae it and attempt to repel invaders.
    >> Newest-GM 04/13/10(Tue)03:33 No.9161949
    >>9161849
    You are seconded by your Comissar at present, but a sargeant is coming with the reinforcements. Seargeant Hastings, well known for his tactical ingenuity, but kept from promotion due to his disrespect of comissars.

    You are an unknown regiment from an Agri-World, with no special skills.
    >> girder 04/13/10(Tue)03:33 No.9161953
    >>9161911
    Okay, we can take 'em if we play it smart.

    Continue the assault. How far away are the mutants on the left flank?

    If they're close, we need to hoof it towards the base so that we can clear it with the flamer and thus gain cover.
    >> girder 04/13/10(Tue)03:35 No.9161968
    >>9161953
    Correction: If they're FAR we move faster towards the base.

    If they're close we need to re-deploy and fight them off first. But that may give the ones in the base time to entrench.
    >> Anonymous 04/13/10(Tue)03:36 No.9161973
    >>9161886
    Prep the flamer for the flanking group. How far away are they? Do they have any ranged weapons? Once they're dealt with, continue forwards until we're at the edge of cover - then stand ground.

    If there is anyone who seems in charge or is particularly hideous, have the marksman drop them.
    >> girder 04/13/10(Tue)03:37 No.9161991
    >>9161973
    Seconding this course of action if they're close.
    >> Anonymous 04/13/10(Tue)03:39 No.9162011
    >>9161968
    The entrenching is only a problem if they're able to use the heavy guns - otherwise we can keep sniping them, and then have the Valks take them out.

    About how intelligent are the mutants - animal instincts, civvies with claws, PDF with assorted equipment?
    >> Newest-GM 04/13/10(Tue)03:39 No.9162014
    >>9161953
    The mutants are about 100 metres, the base infront of you is approximatly 150 metres away.

    You decide to push forwards and hope that the mutants on your left flank aren't faster than you. You throw grenades ahead, destroying 11 mutants, and unfortunatly, the defence servitor. There are 9 left, when your flamer gets in range incinerating 3 instantly and forcing the others into cover. you order fixed bayonets and mop up the rest. You now hold the outpost with mutants coming from your left and a large amount (hundreds) coming from the right. You have a heavy bolter mount in the roof that can cover all areas, and a bolter sandbagged into a hole in the wall to your right. Your marksman is still out in the cover of the grass taking shots at the approaching horde. your reinforcements are requesting landing data for where to disembark. What do you do?
    >> Newest-GM 04/13/10(Tue)03:41 No.9162034
    >>9162011
    About half have reverted to animal intelligence, but half have access to some forms of armor and lower grade weapons.
    >> Anonymous 04/13/10(Tue)03:45 No.9162059
    >>9162014
    pull the marksman back into the outpost if he can reach it before the horde does, have him stay in cover and hope for the best if he cant
    >> girder 04/13/10(Tue)03:45 No.9162061
    >>9162014
    Mount the bolters and assume defensive positions! have the roof top bolter and two guardsemen take out the ones on the left. Have the rest concentrate fire on the right.

    Have the marksman stay low and avoid detection, firing only if they won't notice his fire.

    Meanwhile, order the Valkyries to strafe the right horde and then drop the reinforcements on the roof (we need maximum sight on those heavy weapons).
    >> girder 04/13/10(Tue)03:46 No.9162073
    >>9162059
    Marksman pulls back if he can do so safely.
    >> Anonymous 04/13/10(Tue)03:48 No.9162096
    How are the fortifications holding? If we're in a building with crumbling/sandbagged walls, get the flamer to the most vulnerable point, have him shoot with a pistol until mutants are in range. If we have 'nades left, leave a few with the chaps on the roof for the added range. Make sure bayonets are affixed. If anyone gets tagged, have their mate pull them back for the medic to take care of.
    >> Anonymous 04/13/10(Tue)03:49 No.9162102
    >>9162014
    Be a real man, order bayonets and lead the charge into the fray!
    >> Newest-GM 04/13/10(Tue)03:51 No.9162121
    >>9162059
    The marksman cannot be seen by enemies and is somewhat safe in the long grass. He decides that he can't leave cover without being shot
    .>>9162061 You put a gaurdsman on each bolter and prepare to sell your lives dearly when the Valkyries arrive, strafing the large horde and dropping both squads ontop of the building, obstructing view of the roof mounted bolter! The heavy botler team and mortar set up and prepare to fight, Ser. Hastings jumps down inside the building and heads towards you 'where do you want the rest of my boys? I got 19 normal gaurd and a medic.'He also points out that there are some farm machienry outside the building that can provide cover.

    What do you do?
    >> Newest-GM 04/13/10(Tue)03:53 No.9162135
    >>9162096
    You now have 3 flamers, one by the sandbagged heavy bolter indoors and two on the roof.

    You order the medic to float between the roof and indoors according to casualties.
    >> Anonymous 04/13/10(Tue)03:55 No.9162151
    >>9162121
    Have medics stay in the back and watch our back and sides in case they try to surround us. Designate spotters for the mortar teams, that will stay with them on the roof. Plug up any holes in our defenses. If there is little danger, send a few guardsmen to use the machinery as cover, if they have the time then to move it back so it doesn't block your lines of sight. I assume the marksman has a personal vox - have him help the artillery with spotting.

    Prepare the flamers for ambush. Also ask the good sergeant for his own opinion and ideas.
    >> Newest-GM 04/13/10(Tue)03:58 No.9162176
    >>9162151
    Ser.Hastings recommends having one of his boys do spotting, as he lost his real eyes and got some augmetics. He recommends sending 10 guys out side behind whatever cover they can get, and to leave a few of the 9 others on the roof, with 2 flamers downstairs, but he thinks they need a few as readgaurd.

    The group of 20 mutants is still approaching from behind you.
    >> girder 04/13/10(Tue)03:59 No.9162186
    >>9162121
    How far out is the farm equipment? How good cover do they provide?

    Have the the mortars and one of the roof bolters set up to provide fire on the right horde.The other rood bolter opens fire on the ones attacking from the left.

    Tell the rest of the guardsmen to redeploy down on the lower ramparts, seven more deployed to the left the rest to the right.

    Waiting for assessment on that cover before we commit to sending troops over.
    >> girder 04/13/10(Tue)04:00 No.9162198
    >>9162151
    Seconding this, in addition to the target priorities I already posted.
    >> girder 04/13/10(Tue)04:02 No.9162221
    >>9162176
    >The group of 20 mutants is still approaching from behind you.

    Wait, are those the guys from the left, or what?

    Either way, have a detachment with all the flamers ready to take them out once they close in.
    >> Anonymous 04/13/10(Tue)04:02 No.9162223
    Concentrate mortar fire on the closest mutie group. I'm assuming the machinery is mainly towards the larger group of mutants - follow the advice of the sergeant and keep a few guardsmen with a flamer at the back. Have the sergeant take command of the front of the building since he has more experience - we'll take the back.

    If there are no more suggestions we might skip to the fight.
    >> girder 04/13/10(Tue)04:03 No.9162229
    >>9162221
    A couple of regular troopers (5) with the flamer troopers by the way.
    >> Newest-GM 04/13/10(Tue)04:06 No.9162265
    >>9162186
    The machinery is about 10-20 metres from the wall, ranging in size from overturned steel barrells to trucks.

    You deploy seven gaurds to fight the threat to the left, and the mounted roof bolter swings around to help. The other bolter team ahs set up their bolter and are preparing to open up on the approaching mutants.

    The mortar and spotter are set up and opening up.

    Your marksman is running out of ammo. He has two options, to stay put and useless, or to head to the outpost and attempt to avoid fire (Will involve rolls if you do so)
    >> Newest-GM 04/13/10(Tue)04:08 No.9162279
    >>9162229
    You have one flamer up by the hole in the wall ready to repel if it comes to it. The other two flamers rush to fight the threat from the left (the one behind, sorry for the confusion)
    >> Anonymous 04/13/10(Tue)04:11 No.9162316
    >>9162265
    How far is the marksman from the farm equipment?
    >> Anonymous 04/13/10(Tue)04:11 No.9162318
    >>9162265
    Unless the risk is really tiny, have him stay put or take the long way around. We shouldn't risk one of the few good shots we have. If he needs something to do other than giving sit-reps, have him take some obvious shots to make the mutants think they're flanked - once they're in range of the building, of course.
    >> girder 04/13/10(Tue)04:12 No.9162332
    >>9162265
    Have the marksman stay put. Don't want to risk it.

    Instead, focus taking out as many of the left horde as he can in coordination with out fire.

    Check the guardsmen on the right flank, make sure they've got they're firing drills right.

    Put hte sargent in charge of the front, get the commissar move on the the squad at the back, assist in the ambush. Once they're dealt with, have most of the troopers move back to the front, keep three guys (including the flamer) watching the back in case anything else pops up.
    >> Newest-GM 04/13/10(Tue)04:14 No.9162351
    >>9162316
    About 200 metres, but there is scattered cover every 50 metres (If you take the chance he will have to take a few rolls)
    >>9162318
    He's really low on ammo, as in 3 shots left, they know he's out in the grass somewhere, possibility of mutants coming round to take him out if he stays, possibility of him dieing in a run to outpost.
    >> girder 04/13/10(Tue)04:15 No.9162376
    >>9162351
    Crap. Have the men provide covering fire.

    Have him run as fast as he can towards us, moving from cover to cover.

    What dice do we need to roll?
    >> Anonymous 04/13/10(Tue)04:17 No.9162384
    >>9162351
    diceroll time
    >> Newest-GM 04/13/10(Tue)04:18 No.9162392
    >>9162332
    You decide to keep the marksman where he is, he takes his last three shots at the oncoming 20 at your left. He drops two, then he ups and moves flace, combat knife in hand to find a hiding place until new orders are recieved.

    The 18 mutants on your left are within firing range of your lasguns, the comissar is rushing to your left, do you pop up and pick them off on their run? Or wait till flamer is in range and spray with flamer/full auto las?
    >> girder 04/13/10(Tue)04:20 No.9162406
    >>9162392
    Oh, wait, nevermind.

    Wait until they're in range of the flamers, then open up with all we've got. Once they're dealt with, reinforce the right.
    >> girder 04/13/10(Tue)04:22 No.9162424
    rolled 1 = 1

    testing
    >> Anonymous 04/13/10(Tue)04:22 No.9162431
    >>9162392
    Take shots once they're within range, when they rush into me-lee have the flamers attack in combination with full auto las.

    Also, have the marksman look for an opening when he can come back. If they are looking for him he won't stand a chance.
    Will we get to do multiple rolls? Not e.g. you rolled too low, he dies, rather that we must make a quick plan to get him out.
    >> girder 04/13/10(Tue)04:23 No.9162432
    >>9162424
    Man, I'm glad that was a test.
    >> girder 04/13/10(Tue)04:24 No.9162445
    >>9162431
    Seconding this. We need him back in safety.

    Maybe he can come in on the left flank once its clear.
    >> Anonymous 04/13/10(Tue)04:24 No.9162449
    >>9162406
    Is there any benefit to letting them come within ~20 metres? They know we're there, even if they take cover we can pick them off.
    >> Newest-GM 04/13/10(Tue)04:25 No.9162454
    >>9162431
    Planning on having 2 rolls, if you fail either he gets to roll for armour save, somewhat like actual 40k.
    >> Newest-GM 04/13/10(Tue)04:25 No.9162460
    >>9162449
    They dont know you have men and a flamer at the back, theres element of surprise and plus, they'll be closer and thus easier to hit.
    >> Newest-GM 04/13/10(Tue)04:26 No.9162470
    >>9162431
    If you can think of a way to get him out without running through an area where he can be spotted and shot at (And he will be shot at, he's dropped heapsa mutants)
    >> Newest-GM 04/13/10(Tue)04:27 No.9162477
    >>9162470
    didn't finish my sentence xD
    If you can get him out without being shot at then tehres no rolls.
    >> Anonymous 04/13/10(Tue)04:28 No.9162487
    >>9158648

    Your double use of 'IED' makes for crude reading. I thank the Emperor that you chose a career that did not involve creative writing.

    Also I think the phrase is 'upside down'
    >> girder 04/13/10(Tue)04:29 No.9162494
    >>9162477
    Would clearing the entire left flank of mutants and then concentrating heavy bolter, mortar and las-fire on the right horde (and thus gaining their full attention) count as making sure he doesn't get shot at?
    >> Newest-GM 04/13/10(Tue)04:30 No.9162502
    >>9162494
    Yes, think of it as covering fire, I will allow it. But firt I need a decision on if your going to pop out of cover now or wait for them to be closer
    >> Anonymous 04/13/10(Tue)04:30 No.9162504
    >>9162470
    If he's within 100m he can crawl until he's halfway - he should be wearing camo, and they'll have us to worry about.

    Seconding decision to wait with lasguns until they have to rush us, then countering with the flamers.
    >> girder 04/13/10(Tue)04:32 No.9162515
    >>9162502
    Like I said earlier, we wait unt they're within range of the flamers.
    >> Newest-GM 04/13/10(Tue)04:35 No.9162541
    You order your left flank men to wait until the flamer can hit them. As soon as they get within ~20 metres your men pop up and open fire, your flamer opening up and sweeping the mutants. They stop in fright and start fleeing, your men cut them down with no casualties. Your mens morale goes up after this crushing victory.

    You order the flamer and two men to gaurd the rear, and the rest of them men and the comissar to move up the front.
    >> Anonymous 04/13/10(Tue)04:37 No.9162562
    >>9162541
    >> no casualties
    >> Imperial Guardsmen
    wut.

    Also, everyone does realize this can only end in "and then all your iggies die for purging chaos taint."
    >> Newest-GM 04/13/10(Tue)04:38 No.9162578
    >>9162562
    (Would rather save the men for the meatgrinder that is gonna happen on the right flank)
    >> Anonymous 04/13/10(Tue)04:39 No.9162584
    How many are left in the main attack? Hopefully the mortar has thinned them out. I take it we have 2 heavy bolter emplacements and 2 hand-held bolters facing towards them? They'll get slaughtered.

    Keep a few men to watch out on our other sides, and to give covering fire to the marksman if he needs it.

    We've had a very smooth run so far - expect something nasty to happen soon. Make sure the men are spread out in case of grenades, and they have a clear firing arc. Can we get the Valks to do a couple more strafing runs?
    >> girder 04/13/10(Tue)04:39 No.9162585
    >>9162541
    wonderful.

    >>9162562
    Oh ye of little faith.

    Besides, we'll cross the bridge when we get to it.
    >> Newest-GM 04/13/10(Tue)04:42 No.9162611
    >>9162584
    Started out with close to 500, theres about 300 left. and they're about 200 metres out.

    Your marksman can get to the base and get a laspack in time to help repel.

    Valkyries are en-routeback to get more reinforcements. No heavy weapons left though.
    >> Anonymous 04/13/10(Tue)04:44 No.9162620
    Quick, how much time do we have left? What can we do to stack the odds for us? Any chance we can get the servitor running, or at least use it as cover? What about fuel in the farming equipment - can we set a few to be shot at an appropriate time, or cover the area where the muties will be to funnel them where we need?

    Also use that vox system to inform command of how awesome we were so far and what a pity it would be to lose such skilled soldiers.
    >> girder 04/13/10(Tue)04:44 No.9162622
    >>9162578
    Speaking of which...

    Have all the bolters and the mortar open up on them.

    Head back to the right flank and lend your fire as well. Ensure firing drills are maintained to make maximum use of firepower.

    Order the marksman to make his way through the right flank while we're providing covering fire. The guardsmen at the back covering his advance.
    >> girder 04/13/10(Tue)04:46 No.9162641
    >>9162611
    Tell them to bring as many as they can. Have them ready to engage in close combat as soon as they drop.

    Also, once again, have the Valkyries strafe the right horde before dropping the troops on the left flank, since that's cleared.

    Everyone else, continue firing.
    >> Newest-GM 04/13/10(Tue)04:49 No.9162659
    >>9162620
    You use your coms to yell at Ser. Hastings to try and set up some explosions for the incoming horde, he replies that he will try, but theres not much time, and they won't have many grenades left.

    (You have about 2 minutes till impact basically)

    You get on the vox and yell at command for more reinforcements, and give a status report. They reply that they're sending two leman russ's over but they're stretched thin, it seems this isn't the only mutant attack.

    A quick assesment of the servitor shows that its in pieces from the grenades, and you dont know a thing about that kind of tech.

    Suddenly, over the vox you hear shots and cursing. One of the men on the roof spots the marksman running with three mutants with close combat weapons chasing him. He has a combat knife, a lasgun with no ammo and general fatigues with camo paint applied.

    What do you do? The attack on your base will happen in the next 10 minutes IRL from this post, so post quick.
    >> girder 04/13/10(Tue)04:50 No.9162667
    Gotta go for a bit, my battey's running low, need to replace it.

    Carry on without me, but keep that horde suppressed.
    >> Newest-GM 04/13/10(Tue)04:51 No.9162689
    >>9162641
    The fire drills are being kept up, your comissar is proving to be competent.

    The valkyries are returning with one squad of gaurd, you inform them to set bayonets and change as soon as they land.

    The mutants are within las-carbine range, and some begin opening up on your men, a few go down and the medic and corpsman rush up to try to save some.
    >> girder 04/13/10(Tue)04:52 No.9162693
    >>9162659
    Have the men on the roof cover the marksman.

    Guys at the back too. Get all the flamers on the right flank and ready to open up as soon as they're within range.

    Got to go now, hoping we make it through this.
    >> Newest-GM 04/13/10(Tue)04:56 No.9162737
    >>9162693
    You move your two flamer further up the front of your right flank. Your reargaurd open up on the mutants chasing your marksman and the gaurd on the roof help. YOur heavy bolters on the roof are busy with the horde in front, and your mortars out of ammo, the two gaurds operating it are now using their lasguns. Your corpsman is proving to be hopeless at saving lives, and is simply tasked with dragging the bodies back for the medic. You currently have 4 dead and 3 being patched up. You have a total of 17 gaurds left (Including your heavy weapons and your marksman)
    >> Anonymous 04/13/10(Tue)04:56 No.9162739
    >>9162693
    Agreed. Then have them shift fire to the front. Have the new squad take cover unless the muties are right in front of us. If they have heavy weapons set them up at appropriate spots. Have the Valks keep strafing but not so much that they expose themselves to return fire.

    How are the fuel bombs going?
    >> Anonymous 04/13/10(Tue)04:59 No.9162773
    Have the commissar give rousing cries and prepare to lead a counter-charge with affixed bayonets. Hopefully his hat will draw fire.
    >> Newest-GM 04/13/10(Tue)05:01 No.9162796
    >>9162739
    Fuel bombs are ready, but less than half of your men have grenades left due to aquisition.

    The new squad set down next to the outpost and immediatly lost 2 men. They're currently hunkered down behind the farm equipment taking potshots whenever the opportunity arrived. The valkyrie strafes the opponents and is continueing to do so. The force is down to about 200. You now have 27.

    The pursuers chasing your marksmen are dead, and he's arrived at the base and been resupplied. He's on the roof sniping the biggest and ugliest.
    >> Anonymous 04/13/10(Tue)05:01 No.9162797
    Can the wounded still shoot? If so, set them on the roof propped against a wall, every little bit helps.
    >> Newest-GM 04/13/10(Tue)05:02 No.9162817
    >>9162797
    You set the wounded up top and they start shooting. Your corpsman brings in 2 more wounded, apparently 1 more man is down. You now have 26 men
    >> Anonymous 04/13/10(Tue)05:07 No.9162871
    Think we've done all we can to prepare. Will we have quick-time events during combat?

    Btw, did the new squad have 12 members? Otherwise we have two impostors among us.
    >> Newest-GM 04/13/10(Tue)05:08 No.9162883
    The horde are about to enter melee range, your men stand up and fire on full auto, bayonets at the read and charge in, yourself and the comissar at the head of your attack.

    Suddenly a leman russ breaks from the tall grass and makes a beeline for the middle of the horde, pintle mount firing as fast as it can.

    Almost half your men in melee are either dead or dieing, your flamers have taken a heavy toll on the enemy so far. Your heavy bolters on the roof are beginning to overheat from continued fire. What do you do?
    >> Newest-GM 04/13/10(Tue)05:09 No.9162893
    >>9162871
    It had 12, but down to 10 as two of them died
    >> Anonymous 04/13/10(Tue)05:13 No.9162932
    >>9162883
    Retreat, with flamers as cover. Let the Russ handle the mob, pick off anything that gets too close or seems like it can threaten it - e.g. AT weapons.

    Keep the heavy bolters firing while it's safe, then have those arming them use their lasguns.

    Now might be a good time for those fuel bombs and grenades. How many mutants are left?
    >> Anonymous 04/13/10(Tue)05:16 No.9162955
    Anyone important die yet (e.g. special weapons, sarge, commissar)? Do the mutants field anything worthy of our attention? Do they even have a leader, or do they blindly rush everything?
    >> Newest-GM 04/13/10(Tue)05:18 No.9162974
    >>9162932
    140 left.

    You begin to pull back letting the flamers cover your retreat. When you are far enough back you yell for the flamers to run back as fast as they can. They flee with the mutants hot on their heels. One is overun and hacked to bits, the other makes it back just before you detonate the fuel bombs, taking out heaps of mutants.

    YOu vox the leman russ and tell it to continue its attack on the mutants. The reply you get is 'Negative, we're being overun, we got some on the bloody hull, I need to pull back and get these bastards off me'

    You pull the flamer from the rear to the front.

    Your only chokepoint if the sandbagged heavy bolter in the hole in the wall. What do you do?
    >> Anonymous 04/13/10(Tue)05:19 No.9162983
    rolled 75 = 75

    >>9162883
    can the outpost be barricaded after squad falls back? horde should be funneled a bit by opening in wall slowing them down.
    >> Anonymous 04/13/10(Tue)05:19 No.9162988
    >>9162983
    forgot to take off roll, but it was a good one. does that help =D
    >> Newest-GM 04/13/10(Tue)05:21 No.9163002
    >>9162955
    One flamer down, mortars out of ammo, both wall heavy bolters are overheating quite fast.

    Leader unknown for horde, can't see the end of the horde. Comissar's lost his chainsword in combat. Sar.Hastings lost half his leg, he's being attended by the medic ATM
    >> Newest-GM 04/13/10(Tue)05:22 No.9163019
    >>9162983
    If theres a break in the attack you can use the debris from the hole in the wall to erect cover.

    Mutant count is at 80. You have 15 men left, Ser.Hastings is wounded and out of action ATM.
    >> Anonymous 04/13/10(Tue)05:23 No.9163023
    >>9162974
    See if the marksman can shoot the fallen flamer in the tank - heretics should be all over it by now. Then see if he can help out the tank, we definitely need it now.

    Hold the breach, have the rooftop soldiers drop a frag if things get dicey. have a few guardsmen arrange whatever's around into a barricade for a fallback position, make the chokepoint a kill zone.
    >> Anonymous 04/13/10(Tue)05:25 No.9163050
    >>9163023
    seconded
    >> Anonymous 04/13/10(Tue)05:26 No.9163061
    Vox command, briefly tell them the situation. Any chance a Valkyrie could make a flyby? Perhaps it could drop a fuel tank as a last resort.
    >> Newest-GM 04/13/10(Tue)05:27 No.9163070
    >>9163023
    (Flood detections screwing me around)
    You get the wounded to erect baricades using rubble. You order the marksmen to hit the fallen flamers tanks. He hits them and they explode violently, killing at least 10 mutants. You then order him to help out the leman russ. Your mortars spotter sees some sort of tank in the distance closing in, unknown what type.
    >> Newest-GM 04/13/10(Tue)05:29 No.9163088
    >>9163061
    You vox the base but are told quit bluntly that they have more urgent matters on their hands, the mutants are making a global push, suggesting a higher intelligence controlling them. Apparently your not the only group in trouble.
    >> Anonymous 04/13/10(Tue)05:32 No.9163128
    >>9163070
    Uh oh. Vox tank for ID, then vox the Leman Russ. If it refuses to respond assume it is an enemy. Perhaps we could use the mega-vox to scramble local communications so the new tank can't co-ordinate with the muties. Every 5 mins or so we could unscramble to get a status report from everyone and give new orders.

    If the tank happens to fire at the building, how far will the shot penetrate (roughly)? Can we use the stairs to the roof for a final stand? We've already killed over 600 enemies of the imperium, we need some famous last words.
    >> Anonymous 04/13/10(Tue)05:33 No.9163131
    >>9163088
    how many men, rounds, supplies, etc are left currently. how large is horde
    >> girder 04/13/10(Tue)05:35 No.9163146
    >>9163070
    Stand guard at the choke point.

    Contnue firing, with the heavy weapons kept at short, controlled bursts to stave off over heating.

    Otherwise, do this: >>9163128
    >> Newest-GM 04/13/10(Tue)05:37 No.9163164
    >>9163128
    You quickly assess the interior of the base as a source of last refuge and find that if it comes to it, the roof can be taken as a last stand.

    You quickly send out a vox symbol to all chanells asking for an ID from the approaching tank. The reply you get is in a foul language that makes your ears bleed. You quickly scramble the radio chanel its using.

    Your marksmen reports that the leman russ is now clear of enemies and is heading towards the outpost. Your flamers have scared the mutants out of rushing, and they are now scuttling around outside.

    (Realistically, anything the tank uses bar a heavy bolter could get through the walls, imagine a stone wall about 1.5 feet thick)
    >> Anonymous 04/13/10(Tue)05:39 No.9163173
    >>9163128
    How strong is the scrambler? We don't want to cripple IG efforts in the entire region, mutants don't need much co-ordination anyway.
    Don't forget that command mentioned sending two Leman Russes over - though the second may have switched sides enroute.
    Is there a snowball's chance someone brought a meltabomb?
    >> Newest-GM 04/13/10(Tue)05:40 No.9163189
    >>9163131
    70 mutants left, morale practically broken

    You have 1-2 clips (60 shots each) per person, 15 people left. 2 flamers, 1 medic, 1 corpsman, 4 people on bolters (2 as loaders) Yourself, Comissar, 5 gaurdsmen and 3 wounded who cant fight, Ser.Hastings may be able to fight again, but he cant walk, lost his leg from the knee down.
    >> girder 04/13/10(Tue)05:41 No.9163198
    >>9163164
    Vox the Russ, tell them there's an enemy tank on the way and that they should get ready. Hand the vox caster over the guy who was spotting for the mortar and have him relay coordinates.

    Otherwise, continue to lay down fire. Alternate fire from the roof top bolters: one fires while the other cools down.
    >> Newest-GM 04/13/10(Tue)05:43 No.9163206
    >>9163173
    No meltabombs, scramble can scramble global, but its only scrambling the chanel the tanks broadcasting on.

    You vox the leman russ about the second russ that was sent. He responds telling you they were attacked en-route and he fled. THe leman russ could still be coming or could be dead (roll out of 100 to find out, 1-49=alive 50-100=dead)
    >> girder 04/13/10(Tue)05:43 No.9163212
    >>9163198
    Oh, and warn our Russ against tuning in to the the frequency from whence we got that response.
    >> Anonymous 04/13/10(Tue)05:44 No.9163220
    >>916318
    give men a rest, dont charge after the mutants. are there any other breachs in the wall? try to cool bolter barrels with water from food rations. has commissar recovered another melee weapon?
    >> girder 04/13/10(Tue)05:44 No.9163222
    rolled 94 = 94

    >>9163206
    Rolling for reinforcements.
    >> Newest-GM 04/13/10(Tue)05:44 No.9163226
    >>9163198
    Not many targets present, most hunkered down in cover. You order the heavy bolters to take turns at peppering anything exposed so that they can cool down.

    You contact the leman russ and order it to open fire on the approaching tank. You get the spotter to relay coordinates.
    >> Anonymous 04/13/10(Tue)05:44 No.9163227
    >>9163222
    im so glad you are back girder =D
    >> girder 04/13/10(Tue)05:45 No.9163232
    >>9163222
    Well that's too bad, but we still need to deal with the threats we have now.

    Like I said, have the spotter coordinate with the Russ in order to take out that enemy tank.
    >> Anonymous 04/13/10(Tue)05:45 No.9163233
    >>9163189
    excellent. As long as there's only the one choke point they can't enter from another side - keep the pressure on them while conserving ammo.

    Our main concern now is that our tank beats theirs. Have someone keep watch on what the other vehicle does and help in any way possible; we can't take it out ourselves. Tanks generally have restricted vision, especially with the gory paintjob of chaos. If anyone tries to take a look, have the marksman drop them.
    >> Anonymous 04/13/10(Tue)05:46 No.9163236
    >>9163227
    oh sad, high roll is bad. still glad your back tho
    >> girder 04/13/10(Tue)05:46 No.9163237
    >>9163227
    Uh, thanks. I didn't know I was THAT missed.
    >> Newest-GM 04/13/10(Tue)05:47 No.9163244
    >>9163222
    A report comes through that a destroyed leman russ has been found and is relayed to you, as its markings identify it as being one sent as reinforcements.

    As soon as your comissar hears this he announces the leman russ driver is to be executed for cowardice. He is heading towards the leman russ. What do you do?
    >> girder 04/13/10(Tue)05:47 No.9163245
    >>9163233
    Seconded on having the marksman take out anyone on the cupola.
    >> Comissar Wibble 04/13/10(Tue)05:48 No.9163257
    You kids STILL at this? Crikey, I'm surprised. Okay, ENTER THE COMMISSAR.

    Groaning, my eyes slowly slide open as I look around me. I decide not to get to my feet just yet, and other than letting my eyes slide back and fourth, I don't move at all. I can feel pain all over, but I don't think anything is too seriously damaged.

    What can I see and what can I hear?
    >> girder 04/13/10(Tue)05:49 No.9163267
    >>9163244
    Wait, the one we have NOW?

    Catch up to the commissar, tell him that we ought to wait until AFTER we've taken out the enemy tank. Give them the benefit of redeeming themselves in the eyes of the Emperor.

    Prudence is a virtue, after all. And it wouldn't be pudent to execute the driver of the tank until after the battle.
    >> Newest-GM 04/13/10(Tue)05:49 No.9163270
    >>9163245
    You order your marksman to keep watch on the tank and pick off anyone moving on it. Also, you request that he ID's what type of tank it is. He reports it looks like a Rhino APC of some sort, and that it has dozer blades on the front.
    >> girder 04/13/10(Tue)05:50 No.9163274
    >>9163257
    Man, you are currently WAY behind.
    >> Anonymous 04/13/10(Tue)05:51 No.9163280
    >>9163244
    Hang on - he's blaming the one who stayed and fought? Or even if our tank is the one that fled, now is definitely not the time. Inform the tank driver of what's up, and that we're on their side. Make the case to the commissar that the driver can still serve the Emperor, and that he can either die nobly in battle or be punished later. If the commissar ignores us, double-tap them without a second thought.

    Or let them walk out to the 50 mutants outside, walk to the tank and get the driver to open up IN THE MIDDLE OF A WARZONE.
    >> Newest-GM 04/13/10(Tue)05:51 No.9163287
    >>9163267
    You manage to convince the comissar that now is not the best time, and he agrees, but says he will be watching the tank driver closely, along with you for defending a coward.
    >> girder 04/13/10(Tue)05:51 No.9163289
    >>9163270
    Is there a turret on it?

    Because if it doesn't then we lucked out.

    On the other hand, a Rhino likely contains Chaos Space Marines.
    >> Comissar Wibble 04/13/10(Tue)05:51 No.9163290
    >>9163274
    Tell me bout it. Got kicked off the net when all this just started.
    >> Newest-GM 04/13/10(Tue)05:53 No.9163299
    >>9163280
    (One tank the one that got destroyed, stayed to fight, this one was ordered to but pissbolted in true IG fashion)
    >> Anonymous 04/13/10(Tue)05:54 No.9163308
    >>9163270
    Make sure everyone has a quick way of getting out if the APC gets through. Could the heavy bolters take out the treads? Do we have the equipment to make a hasty molotov (might have to requisition all available alcohol - thank god for that lighter)? Is the building large enough that a tank-sized hole won't collapse it?
    >> Newest-GM 04/13/10(Tue)05:54 No.9163317
    >>9163289
    No turret spotted, smoke launchers though. Its closing in, your leman russ has opened fire on it. The Rhino launches its smoke and speeds on. Its getting quite close, at 200 metres.
    >> girder 04/13/10(Tue)05:55 No.9163320
    >>9163290
    Connection problems?

    >>9163287
    Like I said before, the situtation dictates that we continue taking out the mutants, as well as deal with the enemy tank.

    Have the Russ load AT off the spot and have the spotter direct their turret in the general direction of the Rhino.

    I want that thing taken out as soon as it gets within range.
    >> Newest-GM 04/13/10(Tue)05:55 No.9163326
    >>9163308
    Won't collapse it, but will probably kill heaps of people, and the guys on the roof may fall off and get rushed by mutants.
    >> Anonymous 04/13/10(Tue)05:56 No.9163331
    >>9163317
    That's it, everyone OUT! Get us to some outer cover, make sure we're organized enough that the mutants can't rush us.
    >> Comissar Wibble 04/13/10(Tue)05:56 No.9163333
    More like internet.

    So, newest GM. Want me to take over the current Commissar?
    >> Comissar Wibble 04/13/10(Tue)06:05 No.9163353
    >>9163333
    By Internet, I meant Parents. Excuse my fail.
    >> girder 04/13/10(Tue)06:06 No.9163369
    Charge out and reposition NOW.

    Have the Russ cover us and sow discord among the mutants as we get to new cover.

    As soon as that Rhino's stuck in the building have the Russ fire AT at it to destroy it.

    This is it boys!

    >>9163331


    This too.
    >> Comissar Wibble 04/13/10(Tue)06:06 No.9163373
    I think tg is broke.
    >> Comissar Wibble 04/13/10(Tue)06:18 No.9163381
    I think /tg/ broke for a bit.
    >> Newest-GM 04/13/10(Tue)06:18 No.9163385
    You check the amount of mutants left, theres less than 40. YOu order your men to reposition out of the building. You order the leman russ to continue firing at the tank, and its pintle mounted bolter to open fire on the remaining mutants.

    >>9163373
    I think TG is broken also, and take over the comissar if you want, he's a bit of a moody bastard.
    >> Anonymous 04/13/10(Tue)06:20 No.9163396
    >>9163333
    If you manage to co-ordinate it with NewestGM quickly then kudos to you, otherwise it might be better to wait until the fight's over and the blamming begins.
    >>9163359
    As DM said, if it's one wall it should be fine. If it makes a new exit, on the other hand...

    How much time 'til impact? Might be a good idea to rush out, then rush back in when it crashes through and shoot through any openings. Maybe chuck a few grenades in. Any chance of getting that Molotov?

    Might have to rush those muties after all.
    >> Anonymous 04/13/10(Tue)06:21 No.9163407
    Any chance of carrying out that special vox equipment? Could be worth a lot, shame to let it get run over.
    >> girder 04/13/10(Tue)06:21 No.9163410
    >>9163359
    >>9163369
    As you can see, I'm split with indecision.

    On one hand moving to the roof could send us hurtling down as soon as the Rhino hits. And puts us in a bad place once the Russ fires at it (might explode).

    On the other hand, getting out might be considered cowardly by the commissar, even though it puts us in significnat dangers from the mutants outside (maybe we can call it a counter-charge?).
    >> Newest-GM 04/13/10(Tue)06:22 No.9163413
    >>9163396
    All fuel used up in first set of bombs. You ask around for alcohol. All the men shuffle around and nervously glance at the comissar. You remind them that they need to survive before any charges will be laid. They hand out all the alcoholt hey have. You start making molotovs, using strips of cloth from dead people as fuses. You now have 8 molotovs.
    >> girder 04/13/10(Tue)06:23 No.9163418
    >>9163410
    >>9163385
    Oh wait. Nevermind.

    Continue with the current course of action. Make sure that we pull back orderly while covering one another.
    >> Newest-GM 04/13/10(Tue)06:24 No.9163427
    >>9163385
    Your already outside. Comissar didn't object. What do you do? You have 8 molotovs now, remember.
    >> Anonymous 04/13/10(Tue)06:24 No.9163430
    >>9163410
    It's tactical repositioning to carry out the Emperor's will better. If he wants he can stay inside when it hits.

    Besides, we've brought these men through hell. Everyone will say a stray bullet caught him, unanimously.
    >> girder 04/13/10(Tue)06:28 No.9163453
    >>9163427
    How many mutants left?

    I say toss a couple at the largest groups.

    Reserve three to toss into the building after the Rhino hits.Might disorient them at least.

    Meanwhile, keep firing on the mutants. If we finish them off outside we just need to deal with the Rhino (ans possibly whatever's inside of it).
    >> Comissar Wibble 04/13/10(Tue)06:29 No.9163461
    "Feth your heresy! Feth your lack of fashion sense! And most of all, FETH YOUR GODS! In the name of Tarra and the Emperor, I'm going to kill every single one of you ugly shits! You hear me? EVERY LAST ONE!"

    The shouted cry comes from outside, punctuated by the throaty roar of a boltgun as Commissar Wibble finally comes to and finds himself surrounded by the enemy. The kick of the weapon feels good against his augmetic shoulder, and the feeling of pride as the enemy is cut down feels even better.

    He could be the only survivor out there, but he doesn't care. He is Commissar Wibble, and if he's going down, he's going down in style. His peaked cap is torn and covered in blood, but it's still proudly worn on his head.
    >> Newest-GM 04/13/10(Tue)06:31 No.9163468
    >>9163453
    As you flee the building you toss 5 molotovs at various bits of cover being used by mutants. You kill 20 mutants, there are 20 mutants left. The leman russ's main battle gun scores a hit on the rhino, and it careers wildly, flipping over and coming to a rest on its side. Its smoke launchers fire at the ground. You can hear the rear door opening. What do you do?
    >> Anonymous 04/13/10(Tue)06:31 No.9163472
    >>9163453
    I'd say reserve 5 for the rhino and what comes out. 3 molotovs will be enough to cut off direct approaches to us, and we still have the Russ's pintle bolter as support.

    Just a quick re-cap - we have 1 flamer and 2 hand-held bolters. Did we carry out the heavy bolters from the emplacements? If not, we can cook off their extra ammo if we're really screwed.
    >> Newest-GM 04/13/10(Tue)06:32 No.9163476
    >>9163461
    (last I knew he was with the main group, maybe its better I control him, I doubt we could hivemind my devious schemes very well.)
    >> Newest-GM 04/13/10(Tue)06:33 No.9163485
    >>9163472
    Mounted bolters where screwed into the ground, you can't take them with you.
    >> Comissar Wibble 04/13/10(Tue)06:33 No.9163492
    >>9163476
    This is my guy - different to your commissar. I'm assuming mine got knocked out in the fighting, and woke up angry.
    >> Anonymous 04/13/10(Tue)06:34 No.9163493
    >>9163468
    Two molotovs inside, reserve last one for our avatar. Have half the guardsmen keep firing at the muties, the rest take up positions aiming towards the Rhino. Get the flamer close enough to engage.
    >> girder 04/13/10(Tue)06:37 No.9163510
    >>9163468
    >>9163472
    It stopped short of the building? Wonderful.

    Where is the Rhino in relations to us and the remaining mutants. I want to know if it would be safe to have a group toss molotovs and fire flamers into the entrance, or at least in front of the entrance so as to keep them pinned.

    Have the Russ fire on the derelict Rhino again. If it can into the hatch with HE.

    Also, considering possibly heading back to the building if it turns out we've got Chaos Space Marines.
    >> Newest-GM 04/13/10(Tue)06:38 No.9163512
    >>9163493
    You quickly wipe out the remaining mutants as they flee from their cover, some of them still alight. You set up positions ready to open up on whatever comes out of the Rhino when suddenly your squad begind to bleed from their noses and ears. You notice three chaos space marines with large vox casters on their back approaching from the rhino... oh shit

    What do you do?
    >> girder 04/13/10(Tue)06:46 No.9163525
    >>9163512
    Have the Russ open fire, NOW!

    Toss remaining molotovs at them. Everyone, concentrate fire, shut them up!
    >> Comissar Wibble 04/13/10(Tue)06:46 No.9163527
    -Knowing my boltgun is the most effective weapon against these bastards, I switch my fire without pause, taking aim at the closest one's face and giving him a face-full of .75 cal rounds. The Boltgun has a kick, but thankfully my augmetic arm can take the most of it.

    Seeing the troops rush out of the building, I point with my free hand at the Chaos Marines. Having taken out one years before, I give the Guardsmen what advice I can.
    "CONCENTRATE FIRE ON THEIR EYE LENSES! DON'T LET THEM GET CLOSE WITH THOSE NOISE WEAPONS. IF YOU HAVE EAR-PLUGS, NOW IS THE TIME TO SLAM 'EM IN!"

    Sadly, I don't have any ear-plugs, so I decide to concentrate on attack instead of defence. I know it can't be long before my Boltgun runs dry, and I've only got three other clips left - not good. Better finish this quickly, because if I have to stop to reload I'm already dead.-
    >> Newest-GM 04/13/10(Tue)06:46 No.9163528
    Should I start a new thread?
    >> Comissar Wibble 04/13/10(Tue)06:47 No.9163532
    >>9163528
    Recommended, for some reason this one isn't exactly at maximum efficiency.
    >> Newest-GM 04/13/10(Tue)06:49 No.9163542
    >>9163525
    You scream into the vox for the russ to open fire. It scores a direct hit on a marine, blowing its legs off and one of its arms. You can hear it laugh as it lies in the dirt. YOu throw your remaining three molotovs at the marine, but don't manage to do anything. They advance, the exterior of their armor on fire. They open fire on your men, dropping the faithful spotter and a gaurd. You hunker behind cover waiting for their salvo to end
    >> Newest-GM 04/13/10(Tue)06:50 No.9163550
    >>9163548

    New thread.
    >> girder 04/13/10(Tue)06:51 No.9163553
    >>9163542
    Have the Russ take down the other two. Dow the rest of the men have grenades left? If so, now is the time to use them. A couple of kraks would be preferable.
    >> Newest-GM 04/13/10(Tue)06:52 No.9163563
    >>9163553
    Used all the grenades to make explosive machinery earlier.



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