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File: Map of Europa.jpg (98 KB, 874x602)
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>Twitter: @EuroWarQM
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest
>Pastebin: http://pastebin.com/40f05rLR

You and the rest of Major Lenier's direct subordinates stand gathered around his table. Before you is a map of the area outlining recent Imperial troop movements, as well as their projected movements based on the information gathered by scouts, who have confirmed that a sizeable force is coming to support the siege of Ghirlandaio. Thanks to your successful missions, the reinforcements shouldn't be able to breach the fortress, but they can still drag things out and keep the Gallian army tied up here, unable to support the troops on the other fronts.

"Fortunately, we have an opportunity to strike at the Imperials," the major says. "Most of their reinforcements are moving at a slow pace to stay with their supply, but according to our scouts, a small detachment is proceeding ahead of the main force. These are mostly scouts and tanks. We believe that several small teams could ambush them en route. However…"

The major points at the Imperial trench lines.

"We have decided to intercept the main force before it gets within range of the citadel so that if something does go wrong, we have more room to fall back. This means that we'll need some troops to stay behind and force the Imperials out of their trenches. Most of the remaining Imperial troops are shocktroopers, fencers and engineers. I'm letting you all decide which assignment you want."

>"My team will ambush some of the Imperial reinforcements."
>"My team will help push the Imperials out of their trenches."
>>
>>37685850
>>"My team will ambush some of the Imperial reinforcements."
>>
>>37685850
>>"My team will ambush some of the Imperial reinforcements."

"I would like to suggest, sir, that several commando teams be infiltrated to ambush the enemy before they fortify in depth."
>>
>>37685850
>"My team will ambush some of the Imperial reinforcements."
>>
>>37685850
>"My team will ambush some of the Imperial reinforcements."
>>
>>37685850
>"My team will ambush some of the Imperial reinforcements."
>>
>>37685850
>"My team will ambush some of the Imperial reinforcements."
>>
File: William Nelson.jpg (71 KB, 600x900)
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>>37685850
"My team will ambush some of the Imperial reinforcements," you say. "Cleaning up scouts and destroying a tank or two should be easy."

"Excellent." The major looks across the room. "Who else?"

Captain DuLac shakes her head.

"We'll take care of the trenches," she says. "I've got too many people for a small ambush like this."

Several other small teams volunteer for the interdiction mission. The major points out the routes you'll be taking - yours is through the mountain - and goes over the terrain. If you do this right, each team will take out a tank or two and a handful of scouts doing their job before retreating immediately. The Gallian Army will need all available forces to deal with the main force, so you're not to take any unnecessary risks.

Afterwards, the major dismisses you and you relate your orders to your team, who are waiting for you in the courtyard.

"We'll be going through the mountains," you say. "Our goal is to ambush a small number of Imperial reinforcements. We're expecting scouts and tanks, so we'll be relying on you, William."

"It'll be my pleasure." William smiles wide and bright.

"Good," you say. "Let's go over your marching orders…"

>You have three Orders to spend on the following:
>Accuracy Boost (1 Order per person, specify who)
>Evasion Boost (1 Order per person, specify who)
>Call Mortar Strike (1 order per strike)
>>
>>37685850
>>"My team will ambush some of the Imperial reinforcements."
>>
>>37686356
>One Mortar Strike
>Accuracy Boost William and us

Don't want to give them a chance to retaliate.
>>
>>37686356
Keep two mortar strikes and accuracy to William.
>>
>>37686356
>>Accuracy Boost (1 Order per person, specify who)
Renard and William
>>Call Mortar Strike (1 order per strike)
Have one strike in reserve in case things get hairy
>>
>>37686356
>>37686356
>2xmortar strikes
>1 accuracy boost on William
>>
>>37686356
2x Mortars and 1x ACC Boost to the Lancer

God only knows how bad Lancer ACC is at low levels.
>>
File: Vanessa1.jpg (6 KB, 300x168)
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>>37686356
"First, we'll borrow two mortar teams," you say. "Aside from that, William, I want you to pick your shots carefully. Don't waste your lances."

"Yes, sir." His smile widens even more. "My pleasure."

"Let's get going then," you say. "We don't have much time and those mountains aren't going to climb themselves."

"We won't have to climb the full mountain though, right?" Nina asks.

"There are trails and hidden passages," Vanessa says. "I know how to get us to the Imperial side quickly. It'll only take a few hours."

You grab a pair of mortar teams on your way out and follow Kreuss to the path and up the mountains. You brought camping supplies just in case, but you won't have time to stop on your way to the interception point. You spot a few other Gallian teams, but your path diverges from there.

"We should reach the area of operation around dusk," Kreuss says. "We'll have to watch out for their night patrols."

"We can worry about that later," Leifstel says. "It's not like the mortar strikes are going to be quiet and the main Imperial force is bound to stumble upon their dead reinforcements."

"Even so," Garcia says, "it would be wise to avoid an ambush."

"It would be embarrassing to get counter-ambushed," Schreiner says. "We wouldn't want to first lieutenant to get shot again."

>"Getting shot again would be bad."
>"I'll be fine. I still have my lucky charm."
>"Whatever it takes to get the job done."
>>
>>37687013
>"I'll be fine. I still have my lucky charm."
>>
>>37687013
>>"Getting shot again would be bad. But I'll be fine. I still have my lucky charm."
>>
>>37687013
>>"I'll be fine. I still have my lucky charm."
>>
>>37687013
>>37687110
+1
>>
>>37687013
>>37687110
Yeah, this is a good combo.
>>
File: Renard1.jpg (28 KB, 225x350)
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>>37687013
"Getting shot again would be bad," you say. "That's why I carry the good luck charm."

You pat the Darcsen doll in your breast pocket.

Kreuss leads you through the trails and the caves tunnels that lead to the other side. They're a potential security, but they're hidden very well and they're so narrow that it'd be impossible to move large numbers of troops through them.

You emerge on the other side of the mountains a little before nightfall and take a break to eat and rest before the upcoming battle.

"We're in enemy territory, so we need to be careful," you say. "According to our reconnaissance teams, the Imperials have scouts traveling with them, so we must assume they'll have lookouts at the very least. If we're unlucky, they'll have soldiers scouting the area specifically to prevent an attack like this. The good news is that we're not alone. Once the fighting starts, it's unlikely the Imperials will be able to converge on our position."

"How do you want to get this started?" Leifstel asks.

"We're going to scout for the scouts," you say.

>Look for the scouts yourself.
>Send Kreuss to look for the scouts.
>Both of you will scout the area.
>>
>>37687656
>Both of you will scout the area.
Commence virtuous mission!
>>
>>37687656
>>Both of you will scout the area.
But let Kreuss take point, she's the specialist on this field.
>>
>>37687656
>Both of you will scout the area.
>>
>>37687656
>Both of you will scout the area.
>>
>>37687656
>>37687761
This.
>>
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>>37687656
"Kreuss, you and I are going to scout the area," you say. "If we encounter any enemies, follow my lead."

"Yes, sir!"

"The rest of you will follow us at a distance," you say. "I don't want to risk giving away our position, but I don't want to be left without backup either. Let's get moving."

Kreuss takes point with her greater mobility, while you stay behind her and rely more on eyesight. Your night vision is fairly good and your sniper rifle's scope makes things a lot easier.

>(roll 3d100)
>>
Rolled 8, 81, 40 = 129 (3d100)

>>37688280
>>
Rolled 76, 17, 21 = 114 (3d100)

>>37688280
>>
Rolled 8, 93, 2 = 103 (3d100)

>>37688280
>>
Rolled 9, 60, 50 = 119 (3d100)

>>37688280
woo!
>>
>>37688280
You slip down the mountain, running from cover to cover, always alert for enemy presence. Fortunately, you don't encounter any problems. The trail down is easy to find and you have more than enough cover to hide behind.

As you arrive at the base of the mountain, you spot some movement and stop. You peek from behind a rock and see two Imperial scouts walking around, looking back and forth for enemies. You could easily kill them now. It would alert the Imperials to your presence, but if you wait to regroup with your own troops, the scouts might find reinforcements of their own and you might lose the advantage of numbers.

>Kill the scouts now.
>Regroup with your team first.
>>
>>37688559
>Kill the scouts now.
>>
>>37688559
>>Regroup with your team first.
Better that they don't know we're here. That way we still have the advantage against the tanks.
>>
>>37688559
>>Kill the scouts now.
>>
>>37688559
>>Regroup with your team first.
>>
>>37688559
>>Regroup with your team first.
>>
>>37688559
>Regroup with your team first.
>>
File: Karl.jpg (55 KB, 547x640)
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>>37688559
You decide to pull back and regroup with your team. On your way back, you motion for Kreuss to follow you. The rest of your team is slowly climbing down the mountain, a fair distance behind you.

"We found some scouts, but I don't want to attack them until we're ready," you say. "I only saw two of them, but I'm expecting more."

"I wasn't able to find any," Kreuss says.

"What's the plan for now?" Stroheim asks.

"We could go for a direct assault," Schreiner says. "If we're all going to attack together, I don't think we can sneak up on them."

"That would be extremely dangerous if their tanks are near here," Garcia says. "It would be wiser to draw the scouts away from the tanks and deal with them first."

The tanks probably need some sort of daily maintenance, so Garcia's plan might work. It might also give the tank crews time to get ready for you. Then again, you can use the attack on the scouts to try and ambush the tanks. Nelson's not exactly subtle, but he might be able to pull it off, and either you or Kreuss should be able to get close enough to call in a mortar strike. That would all depend on how successful you are in dealing with the scouts though.

>"We'll try a direct assault."
>"We'll try to draw the scouts away from their main camp."
>"It'll be tricky, but we'll try to surround and ambush them."
>>
>>37689319
>"We'll try to draw the scouts away from their main camp."
>>
>>37689319
>>"We'll try to draw the scouts away from their main camp."
>>
>>37689319
>>"It'll be tricky, but we'll try to surround and ambush them."

Balls to the walls, ladies!
>>
Rolled 11, 100, 91 = 202 (3d100)

>>37689319
>>"We'll try to draw the scouts away from their main camp."
>>
>>37689319
>"It'll be tricky, but we'll try to surround and ambush them."
>>
>>37689319
>>"We'll try to draw the scouts away from their main camp."
>>
>>37689319
>"We'll try to draw the scouts away from their main camp."
>>
File: Imperial Scouts.jpg (26 KB, 480x270)
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>>37689319
"We'll try to draw the scouts away from the main camp," you say. "I'll decide how to proceed from there. If we're lucky, we might be able to hit the tanks before they're operational. If not…" You shrug. "We'll deal with it."

You lead the team back down to the area where you first spotted the scouts. You look for the Imperials while your team finds cover. The mortar teams stay behind, waiting on your order.

This time, you find the Imperials' camp. You're too far away to see any details, but there's definitely a campfire there. It's time to kick the hornet's nest.

You fire a shot into the camp. Kreuss, Stroheim, and Garcia follow your lead and fire blind barrages in the general vicinity of the Imperials as well. None of you hit anything, but that's not the point. You just want to draw the scouts' attention.

You see a commotion in the Imperial camp and a half-dozen indistinct figures run towards you. You can't see them very well between the rocks and the trees, but you catch a few glimpses. You don't see anything the size of a tank moving forward.

>Continue firing.
>Send the fencers ahead to meet the scouts.
>Have Stroheim grenade the scouts.
>Call a mortar strike on one of the scouts.
>>
>>37689944
>>Send the fencers ahead to meet the scouts.
>>
>>37689944
>>Send the fencers ahead to meet the scouts.
Cleave and smite!
>>
>>37689944
>Continue firing.
>>
Rolled 82, 98, 67 = 247 (3d100)

>>37689944
>>Continue firing.
>>
Rolled 2 (1d2)

>>37689944
Time for a tiebreaker roll.
1- Fencers.
2- Shooting.
>>
>>37689944
"Line up your shots carefully!" You yell to your time. "If we're in range, so our they!"

With the scouts moving forward, you'll finally get a clear shot. You get on the ground to aim. Garcia slows down her fire to pick her shots more carefully. Even Kreuss and Stroheim are slowing down their volleys to make their bullets count. Meanwhile, Nelson and the fencers stay at the back to make sure nothing reaches the mortar teams.

You peer through your scope. It's difficult to spot a precise target in the night, but you can still make out the general silhouettes of the Imperial scouts and from there, it's not possible to aim. You don't need a instant kill, just an imminent kill.

>(roll 2d100)
>>
Rolled 11, 46 = 57 (2d100)

>>37690564
>>
>>37690564
>>
Rolled 77, 9 = 86 (2d100)

>>37690564
>>
Rolled 66, 35 = 101 (2d100)

>>37690564
>>
Rolled 45, 59 = 104 (2d100)

>>37690564
>>
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>>37690564
Your shot hits, piercing a scout in the chest. You don't know if he's dead, but he drops out of sight. He shouldn't last much longer. The combined fire of Garcia, Stroheim and Kreuss takes out three more. There are only two scouts left.

It turns out that's more than enough.

You hear a hail of gunfire coming from the Imperials, followed by a pained scream. You turn to see Stroheim writhing on the ground, pressing on her wound.

"Shit," you mumble to yourself.

The good news is that Stroheim has the medical equipment and she should be able to handle a wound like this. The bad news is that you're down one gun with two Imperials remaining in the immediate area and an unknown number back at their camp, including two tanks. If this mission goes sideways, you're not sure you'll be able to pull Stroheim out.

You could finish off the two remaining scouts and check up on Stroheim, but that might give the other Imperials an opening. You could also just charge the camp and leave Stroheim behind, or you could try to sneak around them with Nelson to deal with the tanks. You also have the option of calling a mortar strike on the camp. Without precise coordinates, you won't be able to guarantee a clean it, but if you use both your mortars, you should be able to take out at least one tank.

>Kill the remaining scouts and check on Stroheim.
>Kill the remaining scouts and charge the camp.
>Sneak around the scouts to deal with the tanks.
>Bomb the camp with your mortars.
>>
>>37690950
>>Bomb the camp with your mortars.
>>
>>37690950
>Bomb the camp with your mortars.
>>
>>37690950
>Kill the remaining scouts and check on Stroheim.
We have plenty of fencers to deal with anyone that gets close while we're chexking on Stroheim.
>>
Rolled 30, 20 = 50 (2d100)

>>37690950
>>Kill the remaining scouts and check on Stroheim.
>>
>>37690950
Mortars out
>>
>>37690950
>>Kill the remaining scouts and check on Stroheim.
>>
>>37690950
>Kill the remaining scouts and check on Stroheim.
>>
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>>37690950
You decide to look after Stroheim first.

You wait for Imperial scouts to pause to reload and dash across the battlefield towards Stroheim. You land hard on your stomach and almost slide the last few inches there.

"Stroheim, are you all right?" You ask.

"No, I'm obviously not fucking all right." Her face is pale and clammy and it looks like it's all she can do to keep pressure on her wound. "Get my kit, will you?"

You take out her medical kit and apply the ragnaid treatment on the wound. Stroheim takes a deep breath and relaxes.

"Are you going to be all right with the bullet in there?" You ask

"Not a problem." Stroheim pulls her uniform up and rolls over a bit. You see a small scar from the exit wound on her back. "I'll just need some time to rest."

"All right, just let me deal with these two scouts."

You brace your rifle against a rock and prepare to fire just as Kreuss and Garcia are done reloading.

>(roll 2d100)
>>
Rolled 15, 52 = 67 (2d100)

>>37691517
>>
Rolled 38, 18 = 56 (2d100)

>>37691517
>>
Rolled 34, 89 = 123 (2d100)

>>37691517
high rolls!!
>>
Rolled 22, 24 = 46 (2d100)

>>37691517
>>
>>37691517
Wait where they hit her? In the gut (I hope not)?
>>
File: Renard.jpg (58 KB, 1024x576)
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>>37691517
Your shot hits, but both Kreuss and Garcia miss, leaving one scout alive. Then you hear two much louder shots. Tank shells land in the battlefield and explode, spreading shrapnel everywhere.

You duck back behind the rock and look around. Your whole team is safe, but you don't know how much longer that's going to last against the tanks.

Your situation hasn't improved much. You still need to get through that scout if you want to charge the camp. At least now your engineer isn't bleeding to death.

>Kill the scout and charge the camp.
>Order a mortar strike on the camp.
>Try to sneak around the camp to deal with the tanks.
>>
>>37691691
MORTAR STRIKE!
>>
>>37691633
Just above the hip. It's a good thing ragnaid is magic.
>>
>>37691691
>>Order a mortar strike on the camp.
>>
>>37691691
>Order a mortar strike on the camp.
Let's hope for some crits.
>>
>>37691691
>>Order a mortar strike on the camp.

Any chance that we could call in a smoke shell instead of an artillery shell? Additional cover and breaking Line of Sight would be great.
>>
>>37691691
>>Order a mortar strike on the camp.
Maybe it'll distract them for a bit, makes them think we have a clear shot so they have to move.
>>
>>37691691
>Order a mortar strike on the camp.
>>
>>37691691
>>Order a mortar strike on the camp.
When in doubt, call in an excess of artillery on a target.
>>
File: Imperial Tanks.jpg (234 KB, 750x538)
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>>37691691
"Mortars!" You yell at the top of your lungs. "I don't care if you don't have precise coordinates, blow the hell out of that camp!"

The mortars whistle high above your head and arc towards the enemy camp. There's an explosion, followed by an even bigger explosion. Sadly, there's no third explosion to indicate the destruction of the second tank. Still this is better than nothing.

As an added bonus, the mortar strike seems to have spooked the Imperials. Two more scouts emerge from their camp and the remaining tank wheels into view, aiming its barrel towards your team. Now that the Imperials know you brought mortars, they must want to ensure that their own artillery will strike true.

>Take out the scouts first.
>Hurl a grenade at the tank to slow it down.
>Have Nelson attack the tank head-on.
>>
>>37692132
>>Have Nelson attack the tank head-on.

"NELSON! PUT A LANCE DOWN THAT TANK'S BARREL!"
>>
Rolled 71, 77 = 148 (2d100)

>>37692132
>>Have Nelson attack the tank head-on.
>>
>>37692132
>Have Nelson attack the tank head-on.
>>
>>37692214
Of course all my good roles are saved for when I forget to turn dice off.
>>
>>37692132
>>Other
Get Garcia to put down suppressing fire on the two scouts and then while they're pinned, have Kreuss lob a grenade on them while we have Nelson hustle through the undergrowth for a flank shot on the tank's sides.
>>
>>37692132
>>37692291
Sounds good to me.
>>
>>37692132
>>Have Nelson attack the tank head-on.
Time to earn your pay, soldier!
>>
>>37692291
Sure sounds good.
>>
>>37692132
supporting >>37692291
someone probably played a lot of wargames to suggest that
>>
>>37692132
"Nelson!" You yell. "Take a shot at that tank right now."

"Yes, sir! Right away!"

Stroheim rolls over to join Garcia and Kreuss in suppressing the scouts. Meanwhile, Schreiner and Leifstel join Nelson to protect him with their shields. You're fairly certain they can't stop a tank shell, but it might help with shrapnel.

Nelson just stands right there in the middle of the battlefield and raises his lance at the tank, a great big smile on his face.

The lance flies towards the tank.

>(roll 1d100)
>>
Rolled 73 (1d100)

>>37692564
Here it goes.
>>
Rolled 70 (1d100)

>>37692564
>>
Rolled 8 (1d100)

>>37692564
>>
Rolled 43 (1d100)

>>37692564
boom!
>>
>>37692564
The lance strikes the tank and explodes. The tank is covered in flames, but it doesn't seem to be critically damaged. However, the barrel is verily obviously warp. It probably can't fire anymore.

The tank rolls forward.

It can probably still crush you though.

The three scouts move behind the tank, using it as cover. The tank itself isn't much of a threat anymore, but it'll cause problems for you as long as the Imperials can still use it as effective cover. Another frontal attack won't do you too much good - ideally, you should hit the radiator at the back and blow the tank up, but if you're going to move behind the tank, you might be able to attack the scouts anyway.

>Just charge and see what happens.
>Surround the tank and deal with the scouts first.
>Have Nelson destroy the tank first.
>>
>>37692723
>>Surround the tank and deal with the scouts first.
>>
>>37692723
>Have Nelson destroy the tank first.
Is this 30fps or 120fps hard-mode?
>>
>>37692723
>Have Nelson destroy the tank first.
>>
>>37692723
>>Surround the tank and deal with the scouts first.
>>
>>37692723
>Have Nelson destroy the tank first.
>>
>>37692723
"Nelson, I want you to finish off that tank!" You set your rifle up to resume shooting. "The rest of you, keep those scouts pinned down!"

"Right away!" Nelson prepares another explosive for his lance.

Nelson then runs off in a wide circle to get behind the tank. Kreuss and Schreiner follow as best they can to provide him additional cover from the three scouts. Meanwhile, Stroheim gets back to resume firing at the Imperials. Rifle and machine gun bullets ping off the tank's hull.

Nelson gets closer and closer to the tank's back for an ideal shot.

>(roll 3d100)
>>
Rolled 71, 43, 49 = 163 (3d100)

>>37692999
>>
Rolled 49, 33, 48 = 130 (3d100)

>>37692999
>>
Rolled 69, 62, 32 = 163 (3d100)

>>37692999
>>
Rolled 9, 48, 66 = 123 (3d100)

>>37692999
>>
Rolled 62, 80, 31 = 173 (3d100)

>>37692999
>>
>>37692999
Nelson gets into position and fires. The lance strikes the tank's radiator and this time, the whole tank goes up in ragnite-coloured flames. The Imperial scouts immediately turn towards Nelson, but it's too late. You, Stroheim, Kreuss and Garcia gun them down before they can fire.

>Imperial Detachment Interdiction - Combat Report
>Eight Scouts, Two Tanks
>3624XP, 2670DCT

"Thanks for the assistance," Nelson says while gazing lovingly at his handiwork. "I was scared for a minute there."

"All part of the job, Nelson." With the Imperials all dead, you finally relax. "All right, mission's over. At this point, all we can do is assume the other teams were successful and return to base to get ready for the next mission. Ghirlandaio's not safe yet. Schreiner, look after Stroheim on our way back. She took a hit and I don't want to lose our only medic. Let's move, people!"
>>
>>37693217
And that's all for this week's thread. The finish is a bit rough, but I'm starting to doze off, so I'd rather cut it off now. The next thread will be Wednesday February 4th.

Thanks for playing!
>>
Rolled 68, 74, 59 = 201 (3d100)

>>37693261
Thanks for running.
>>
Another fairly short one.



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