>Twitter: @EuroWarQM>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest>Pastebin: http://pastebin.com/40f05rLRYou approach the fort under the cover of night so any Imperials won't be able to see you. Of course, you can't see them either - you can't even see the fort properly from this distance - but the sky is clear, the stars are bright and it's a full moon, so you can at least see where your tank is going. Much like the rest of the Barious desert, there are a lot of rocks, a lot of leftover ruins and nothing but sand in between the two. "So…" You turn to your squads. "Any ideas?""I wouldn't recommend sending a scout team ahead," Kreuss says. "We'd have to come back after scouting the fort and the more time we spend here, the more likely it is we'll get detected.""So we're all going together," you say. "What about the tank?""It looks like I can make it through," Moeller says. "However, the engine noise might give us away once we get too close and I would need to take several detours, which would slow us down. Alternatively, I can stay at a distance and provide mortar support. If there's an emergency, I can just charge in."You do have flares to call in mortar strikes and leaving the tank behind would make a stealthy approach easier. On the other hand, if you do need to attack the fort, having a tank cannon might be useful.>"We're all going, including the tank.">"All right, the tank can stay behind and provide support."
>>40666986>>"All right, the tank can stay behind and provide support."
"All right, the tank can stay behind and provide support," you say. "Moeller, do you have a position in mind?""I can take cover slightly behind a hill," she says. "Just send a flare if you need help. I'll move up and begin firing. The hill isn't steep, so the flare shouldn't be hidden. I'll aim for the fort itself to minimize the risk of friendly fire, but I suggest that you avoid calling mortars if you get dragged into a melee.""Duly noted," you say.Moeller climbs into her tank and drives off behind a nearby hill. You organize the rest of your squad and move up to the edge of the expected area of operation. You could do what you usually do and go for a standard advance with you and Kreuss. On the other hand, you know where the enemy is and the distance isn't too far. You could send Nelson and Stroheim ahead first to check for mines, and Garcia could provide better firepower if there are Imperials in the fort. You could also have Leifstel and Schreiner go ahead first if you want to set yourself up some mobile cover.>You and Kreuss can handle this. >Have Nelson and Stroheim check for mines. >Send Garcia ahead in case something needs to be gunned down. >Leifstel and Schreiner can take point to provide cover.
>>40667386>Have Nelson and Stroheim check for mines.
>>40667386>>Have Nelson and Stroheim check for mines.
Mines it is. Roll 4d6!
Rolled 5, 4, 3, 1 = 13 (4d6)>>40667700
Rolled 5, 3, 5, 2 = 15 (4d6)>>40667700
Rolled 2, 1, 5, 6 = 14 (4d6)>>40667700
>>40667386"Nelson, I know you love explosions." Your head swivels towards Stroheim. "And I'm afraid their might be mines around." "I love where this is going, captain!" Nelson smiles and gives you a thumb's up. "Goddamnit." Stroheim swears, far less enthusiastic about this than Nelson."What can I say?" You shrug. "The Gallian Army is woefully inadequate when it comes to telling the difference between engineers and nurses. They both carry bags full of fancy equipment.""Yeah, yeah, just give us a minute," Stroheim says. She takes point and clears the immediate area with her rifle before signalling for Nelson to follow. She stops after less than a minute and takes out her engineering equipment to disable a mine. "Looks like we're not alone out here after all," you mumble. You nod to the rest of the squad and very, very carefully follow in Stroheim and Nelson's footsteps. Fortunately, the sand makes it much easier. After a few dozen meters, Stroheim doesn't find any more minds, but you don't lower your guard until you're halfway to the fort. "We should be in the clear now," Nelson says. "They probably set mines at the outer perimeter, but they wouldn't have covered the whole place. It would make things difficult if they wanted to use the fort.""So what you're saying is… there's definitely someone here?" Leifstel asks."Yep.">"We stick to the plan. Stay hidden until we're right next to them.">"Forget Plan A. We're taking defensive positions and drawing them out."
>>40668009>>"We stick to the plan. Stay hidden until we're right next to them."
>>40668009>>"Forget Plan A. We're taking defensive positions and drawing them out."
I'm going to need at least one more vote to break the tie.
Rolled 2 (1d2)1= Stick to the plan.2= Ditch the plan.
>>40668009"Okay, forget Plan A," you say. "We're taking defensive positions and drawing them out.""Are you sure that's a good idea?" Schreiner asks."No, but we're going to need to get into the fort somehow, so if we can make a ruckus and get some people when they come out to investigate, that'll be one point in our favour," you say. "If we're really lucky, we'll be able to get one of their patrols." You move closer to the fort. Leifstel and Schreiner are closer to the front, you're at the back, and everyone else is in the middle somewhere depending on their weapon's range. The fort itself is nothing spectacular. It looks about 50 years old, give or take. The front door is reinforced, but it's still mostly wood. It won't stand up to much. You don't want them to stay behind their defensives, so you need to either do something small and hope they send a few people to investigate first, or two something big enough to just crack the fort open. >"I'm going to see if I can snipe one of them.">"See if you can trigger one of the minds. If they don't see us, they might come out and check if it was a desert animal.">"Nelson, put a lance through the front door.">"I'm calling a mortar strike. It'll collapse at least some of the building."
>>40668575>>"See if you can trigger one of the mines. If they don't see us, they might come out and check if it was a desert animal."That'll probably get at least one or two to come out
>>40668575>>"I'm going to see if I can snipe one of them."
Sniping it is. Roll 4d6!
Rolled 4, 4, 1, 3 = 12 (4d6)>>40668844
Rolled 5, 1, 6, 3 = 15 (4d6)>>40668844
Rolled 2, 2, 5, 4 = 13 (4d6)>>40668844
>>40668575"I'm going to see if I can snipe one of them," you say. "If they're at all competent, they'll have some people posted at the windows." You settle down with your rifle and sweep over the fort, looking for a target. As it turns out, they don't have any sentries at the window. They do, however, have one sniper on the fort's highest tower. Fortunately, the tower isn't very high, so you do have line of sight to the sniper's head. Under the moonlight, he sticks out like a sore thumb. You lick your lips and pull the trigger. The sound of your bullet echoes throughout the desert night. All you see through your scope is a thin spray of blood before the dead sniper falls out of view. You wait to see if there's a reaction. After a few minutes, a shocktrooper comes out of stairway into the building. The Imperials must have assumed that your shot came from their sniper and sent someone to check on the situation. The way the top of the tower is built, the shocktrooper doesn't have a good view of the sniper's corpse. >Snipe the shocktrooper. Round two!>Wait and see what happens.
>>40669062>>Wait and see what happens.
>>40669062>>Snipe the shocktrooper. Round two!
>>40669062>>Wait and see what happens.That should draw them out.
>>40669062You decide to wait and see what happens and hold up your hand to stop your squad from making any moves. The shocktrooper quickly finds the body and darts backing into the fort. Soon after, you see some movement in the windows. The Imperial soldiers are taking their defensive positions. You don't know how many there are and you no longer have the advantage of surprise. What you do have is a lot of Imperials lumped together in a very tight space. You could call in a mortar strike now and try to collapse the building on their heads. Even if it doesn't do much actual damage, it might scare them out of the fort. You'd need to get closer first, but you could also ask Stroheim to throw a grenade in there. That's more likely to cause some casualties. Or you could just force your way in. You do have very competent fencers after all.>Try the mortar strike. >Move in for a grenade. >Assault the fort directly.
>>40669468>>Try the mortar strike.
>>40669468>Try the mortar strike.
Roll 4d6 for mortar shells.
Rolled 2, 4, 5, 1 = 12 (4d6)>>40669767
Rolled 2, 2, 4, 6 = 14 (4d6)>>40669767
Rolled 4, 3, 5, 4 = 16 (4d6)>>40669767
>>40669468You fire a white flare over the fort. Just a few seconds later, you hear the sound of a mortar cannon and a shell arcs over the desert and strikes the fort. Moeller's aim is as good as she claims, despite the fact that this isn't her usual job. The damage to the fort is insignificant, but it must have made a hell of a bang inside. Two shocktroopers immediately jump out of the window and scramble for cover. The front doors open and you see two fencers on the other side, but they'll have difficult getting it, seeing as how the doorway is almost as big as their shields. You also spot a scout rush out of the side of the building and make a clean run for it.The shocktroopers are wide open and the fencers are confused, but it'll be bad if the scout can alert someone of your presence. >Take care of the shocktroopers. >Get the fencers while they're stuck. >Deal with the scout first.
>>40669909>>Deal with the scout first.
And roll 4d6 to off the scout.
Rolled 3, 5, 3, 3 = 14 (4d6)>>40670210
Rolled 3, 6, 2, 3 = 14 (4d6)>>40670210
Rolled 4, 2, 5, 1 = 12 (4d6)>>40670210
>>40669909"Get the runner!" Your squad members aim their respective weapons and fire at the scout. Your sniper does little damage compared to the full burst from Garcia's machine gun and Kreuss and Stroheim's rifles, but between the four of you, you're not sure how much of a body the scout has left. That's one problem solved. Only four left. The shocktroopers and the fencers have gotten their shit together. The shocktroopers are safely hidden behind the shields and they're firing every time they see something move. It's getting hard to move around, but you have cover of your own, so at least they can't kill you unless you screw up. "Captain, how do you want to deal with the soldiers who are left?" Schreiner asks.You could try to get Stroheim close enough for a grenade, or you could use your own fencers. If you use your fencers, you can move straight ahead, or you can try to flank the Imperials. They can only cover two directions, but if you split your forces, you can attack from three. >"Get Stroheim closer to them and get them with a grenade!" >"Get Kreuss and Garcia behind fencer cover and flank them.">"Schreiner, go charge them with Leifstel. We'll be right behind you."
>>40670463>>"Get Kreuss and Garcia behind fencer cover and flank them."
>>40670463>>"Get Stroheim closer to them and get them with a grenade!"
Rolled 2 (1d2)Time for another tiebreaker. 1= Grenade2= Flanking
Flanking it is. Roll 4d6!
Rolled 6, 1, 6, 2 = 15 (4d6)>>40670806
Rolled 6, 3, 3, 2 = 14 (4d6)>>40670806
Rolled 3, 2, 4, 1 = 10 (4d6)>>40670806
>>40670463"Get Kreuss and Garcia behind fencer cover and flank them," you say. "Stroheim, Nelson and I will distract them from the front." "Yes, sir."The two fencers run off to find your scout and shocktrooper while everyone else continues to fire in order to force the Imperial soldiers to stay behind their shields and to prevent them from seeing what you're doing. Supplemental distraction is provided by Nelson, who shoots off a few lances just to keep them scared. Schreiner and Kreuss and Leifstel and Garcia both rush for their position, making sure not to get in each other's crossfire. There's not much margin, but you trust them to figure it out. Garcia gets into position first and fires another full burst that downs the fencer and shocktrooper on the left. The remaining Imperials realize what's happening and scrunch up behind their shield in order to minimize their profile, but Kreuss manages to put a few bullets into the fencer, who falls over, dead. The last remaining Imperial freezes in a panic just as Garcia finishes reloading her machine gun. He doesn't stand a chance."That should be everyone, but be careful." It wouldn't do to let your guard down. "We're going to have a look through the place and see what the Imperials had with them.">Start with the basement. >Start with the first floor. >Start with the second floor. >Start with the top of the tower.
>>40671043>>Start with the first floor.
>>40671043>>Start with the top of the tower.
>>40671043>>Start with the basement.
First floor wins. Roll 4d6 for loot.
Rolled 1, 5, 1, 4 = 11 (4d6)>>40671309boobytraps!
Rolled 3, 2, 5, 1 = 11 (4d6)>>40671309
Rolled 3, 6, 6, 6 = 21 (4d6)>>40671309
>>40671351This is gonna be good.
>>40671043>Desert Fort Reconnaissance - Combat Report>1 Sniper, 1 Scout, 2 Fencers, 2 Shocktroopers>Total: 6366XP, 4315DCT"Have a look around the first floor first," you say. "Look through every corner and be extremely thorough. There's no way of knowing there the Imperials might have hidden-"You get interrupted by Kreuss. "Captain, I think I found something." She holds up a letter bag full of letters. You open a few and they contain information about the Empire's troop movements and supply lines. "The Imperials must have been using this place to sort out all their military correspondence," you say. "I wonder if they have a list of all their outposts as well.""You mean this thing?" Leifstel holds up a little black ledger. You flip through a few of the ledger's pages. It's filled with the names of officers and the location of Imperial camps. "Oh, General Gunther is going to love this," you say. "Let's get to the tank and hurry back. But do be careful about leftover mines."
>>40671482And that is it for today. Next thread will be next Wednesday at around 7PM as usual. As always, good night and thank you for playing.
>>40671493Thanks for running.