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  • File : 1252552476.jpg-(96 KB, 957x518, WelcomeToDresden.jpg)
    96 KB Tactic Quest Part COMBAT NotAnotherQuestFag! 09/09/09(Wed)23:14 No.5796371  
    COMBAT OP 1 - Welcome to Dresden

    You jet over the city spires, the sound of gun fire and sceams underneath unsettling but not unfamiliar. You can see rough robed men manhandling others of their kind, using pitchfork, shovel and lasrifle.

    In the middle of the streets you see tanks annhilate whole columns of rebels, in alleys PDF cavalry charge and rout whole platoons of rag tag malcontents.

    You fly away from the city center.

    Your pilot takes only a moment to drop Squad 2 and Stormtrooper Squad 1 off. You salute them as they rappel down onto the ground in rapid time.

    Flying now into the outskirts, you valkyrie meets almost no opposition but the trees obscure your view. Certainly, any rebels down there would have seen you and the other valkyries by now.

    The Valkyrie touches down and your troops stream out. You walk out behind them. You appear to be in a town square, flags still hanging in celebration of some native festival or parade. Bodies litter the street, some with horrific physical injuries, others obviously killed by the searing lasgun shots through torso's and heads.

    Apart from the dead however, it seems you and your men have no further company.

    A voice squawks in over the radio.

    'This is Platoon 2 here (SS Squad 1 and Squad 2), we've managed to spot rebel forces on the move to rendevous point. Suggest you set up quickly.'

    You scan the area.
    >> Anonymous 09/09/09(Wed)23:16 No.5796385
    What is the rendezvous point?
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:16 No.5796390
    Any walls to set up behind? Hell, are the piles of bodies large enough to offer some protection from fire?
    >> Anonymous 09/09/09(Wed)23:17 No.5796397
    What do we see OP? Any cover?
    >> Anonymous 09/09/09(Wed)23:17 No.5796401
    Is this 40k on earth in Dresden with the imperial guard and planetary defence force? Using feudal tactics?

    Or I'm just retarded.
    >> Anonymous 09/09/09(Wed)23:17 No.5796407
    Or a building we can fortify?
    >> Anonymous 09/09/09(Wed)23:17 No.5796409
    Get the heavy bolter into a building, anything with good line of sight. Get everyone else behind hard cover and order the snipers to harrass and delay the approaching rebel forces if it isn't too dangerous.
    >> NotAnotherQuestFag! 09/09/09(Wed)23:17 No.5796413
    There is one main street that leads down towards the main city centre. Apart from the slaughtered bodies of imperial citizens, it is entirely empty. Alleys and cross ways run across the plaza you are in but aren't large enough to move whole bodies of men through.

    The Heavy Bolter men are now set up and among the men watching the city road. You take your position among squad 1, shotgun ready. In the distance, you hear the rapid clatter of hooves on cobble stone.

    Here they come...
    >> Anonymous 09/09/09(Wed)23:18 No.5796427
    Pick up any weapons or useful tools on the ground.

    Set up a position to ambush the enemy forces and have the stormtroopers flank them once the fight begins.
    >> Anonymous 09/09/09(Wed)23:19 No.5796430
    I tell one of my men to keep an eye out, and signal us with their numbers, I want to know if we have an even match.
    >> Anonymous 09/09/09(Wed)23:19 No.5796437
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:19 No.5796440
    Is it possible to get the squad with sniper rifles into a tall building and shoot out of the windows? What direction do the enemy sound like they are coming from? The main street?
    >> Anonymous 09/09/09(Wed)23:20 No.5796447
    Tell RUSTY VENTURE to fire first for maximum effect before they scatter
    >> NotAnotherQuestFag! 09/09/09(Wed)23:21 No.5796459

    There are buildings all around you but you risk your heavy bolter team if you move them now. Right now squad 1 and the heavy bolter team are set up in a circular wall surrounding the town square and its fountain. You would admire the architecture if the sound of charging rebels wasn't so loud.

    The SONS OF SAMSON have taken position with you and squad one, the SOS Artillery team set some way back. The spotter has squawked back to you over the vox, he can see movement between the buildings...


    You've never been to earth. You consider visiting there one day. You realise that these thoughts are best reserved for later.
    >> Anonymous 09/09/09(Wed)23:21 No.5796470

    This. And make sure he doesn't kill himself. Can we give ourselves NOT ON MY WATCH in regards to that poor kid?
    >> Anonymous 09/09/09(Wed)23:22 No.5796486
    I say we stay in cover until we have a better idea of what we're trying to blast.
    Maybe we can use some tactical genius and sneak a man or two to a more advantageous position?
    >> NotAnotherQuestFag! 09/09/09(Wed)23:23 No.5796488
         File1252552983.jpg-(228 KB, 632x507, ChargeOfThe StreltSaik.jpg)
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    The sound grows unbearably loud and you can't believe you can't see them yet. That is, until the round the bend.

    Emperor's Balls, it's all cavalry!


    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:23 No.5796492
    Put the sniper squad on the second floor of a building on one of the flanks of the heavy bolter team.
    >> Anonymous 09/09/09(Wed)23:24 No.5796500
    >> BeastofWar 09/09/09(Wed)23:24 No.5796505
    /me plays the Conan the Barbarian soundtrack.

    Fitting music for a battle of BROCK SAMSON proportions.

    I think our disposition is good, they seem to be charging headlong into our position without knowing our strength.

    I 2nd the move to put the snipers in an overwatch position (preferably high up)

    I think we should radio Platoon 2 and have them carefully make their way to our position, keepin us appraised of any movements from our enemy, they can get into position to counter attack any forces catching us (either from the flank or rear).
    >> Anonymous 09/09/09(Wed)23:25 No.5796515

    Yeah let's get 2nd over here to block a retreat. Don't let the fuckers get away.
    >> Anonymous 09/09/09(Wed)23:26 No.5796526
    Blast the shit out of them.
    >> Anonymous 09/09/09(Wed)23:26 No.5796531

    Cavalry? Haha! They are fucked! Get the flamer up front!
    >> NotAnotherQuestFag! 09/09/09(Wed)23:27 No.5796534
    The Heavy Bolter Team springs into life. The Heavy Grenade Rounds tear into the charging Rebels on horse, sharpnel sending mounts and riders alike tumbling to the ground. Due to the mass of horse men, they are swiftly trampled to death by their impetuous collegues.

    The riflemen open up. Man after man tumbles off his horse. The SONS OF SAMSON have used THEIR OWN INITIATIVE, letting loose a flurry of frag grenades! The Mortar team has started firing!

    -Regiment size Horse Rebels spotted, 100 and counting.
    -Heavy Bolter has managed to take down 8!
    -Frag Grenade Volley has stopped them from entering close combat and killed a 6!
    -Lasgun fire accounts for 4!

    Your spotter tells you he can see movement inbetween the alleys. If they are enemies, your position will be flanked!

    What do you do?
    >> Anonymous 09/09/09(Wed)23:28 No.5796552
    try and take out the buildings in a way it will collapse on or in front of the men, Kill their advance! do we have any heavy explosives?
    >> Anonymous 09/09/09(Wed)23:28 No.5796555

    Can you mspaint us a birds eye of our situation?

    Let's get the other platoon in here to lend a hand. We can't last long if flanked.
    >> Anonymous 09/09/09(Wed)23:29 No.5796559
    HAve the snipers move when the enemy is not coming in head long into our position. I say every one start blasting unaimed shots. Fill the street with bullets
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:29 No.5796567
    Ask the stormtrooper squad and Squad 2 to confirm their position, tell everyone to get ready to throw grenades when they are in range.
    >> BeastofWar 09/09/09(Wed)23:30 No.5796569

    Mortar needs to put denying fire on these "flankers" if they fire enough maybe they can keep this rabble at bay. Advise Platoon 2 to take positions to attack the "flankers" from their rear.
    >> Anonymous 09/09/09(Wed)23:30 No.5796570
    Use the heavy bolter to keep the mass of them back- with cavalry, the horse bodies should effectively make charging impossible fairly quickly. Order the sniper rifles to cover the flanks. Riflemen should move into buildings if possible to avoid their mobility and mass advantage.
    >> Anonymous 09/09/09(Wed)23:30 No.5796576

    This should let the horses panic.
    Get the mortar firing while the SONS OF SAMSON shift to cover our flank.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:31 No.5796581
    Just realised that squad 2 got dropped behind enemy lines and they are the ones with the sniper rifles
    >> Anonymous 09/09/09(Wed)23:31 No.5796584
    Vox our other platoon. We desperately need to know where they are, both for coordination and so that we don't accidentally drop mortars on their heads.
    >> Anonymous 09/09/09(Wed)23:33 No.5796603
    Let the men fall-back to a narrow side-street if they are being overwhelmed, use the choke point as an advantage
    >> Anonymous 09/09/09(Wed)23:33 No.5796604
    Do we have any flamers?
    >> BeastofWar 09/09/09(Wed)23:34 No.5796618

    I point those just joining us here:
    >> Anonymous 09/09/09(Wed)23:36 No.5796633
    Flamers against horses? One man could break the charge alone! If they threaten to close, open up suppressive fire-style.
    >> NotAnotherQuestFag! 09/09/09(Wed)23:38 No.5796652
         File1252553921.jpg-(16 KB, 640x400, Wow This Is a Really Shitty Pi(...).jpg)
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    Arrows indicate avenue for enemy (or your own) advance.

    Black is where the mortar team have set up (on an upraised square)

    The Circle is where your men have dug in. The large street is the main avenue of advance.

    Your first mortar round lands among the frayed cavalry, their horses whinnying in fear as yet more riders tumble to the ground. The Heavy Bolter tears up another block of cavalry, turning the area into chunks of bloody meat. The rifles continue their good work.

    RUSTY VENTURE lets fly! His grenade disappears into the back of the charging cavalry. A few moments after it explodes, a corpse comes flying forward. It lands in front your position most uncermoniusly, an officers cap still attached to its charred head. (RUSTY VENTURE has gained the trait ONE LUCKY SOB)

    -Horse Rebel Regiment has been stalled by sheer weight of fire. 75% are now on foot and without horses. 50 men left.
    -Spotter tells you the movement in the alleys is growing more frequent!

    What do you do?
    >> Anonymous 09/09/09(Wed)23:40 No.5796671
    Move the bolter up on the square with the mortar! Make sure it can pivot to cover both our front and our flank. Focus mortar fire on our front, shift a minority of our rifles to the flank.
    >> Anonymous 09/09/09(Wed)23:40 No.5796673
    Head into the alley, flamer up front, heavy bolter slowly coming up from the rear.
    >> Anonymous 09/09/09(Wed)23:41 No.5796676
    Vox our other squads and ask their location. BEFORE firing on the approaching flankers.
    >> Anonymous 09/09/09(Wed)23:41 No.5796677
    Tell some rifleman to keep an eye on our flank, if possible, they should try to outflank the... well... flankers. Rusty, the bolter, and the mortar team are doing a damn fine job as is.
    >> Anonymous 09/09/09(Wed)23:42 No.5796689

    And this! Avoid a mistake! Try to get some comm with our separated team.
    >> BeastofWar 09/09/09(Wed)23:42 No.5796690

    Is our fucking vox working?
    >> Anonymous 09/09/09(Wed)23:44 No.5796701
    We need to make sure none of those men coming towards us are our soldiers.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:44 No.5796703
    Did we manage to contact the stormtroopers and squad 2 about their position? Keep the heavy bolter and the mortar on the Horsemen, but take ourself, 2 riflemen from SOS Rifle Squad and 2 from Squad 1 to cover the alleyways if the Stormtroopers and Squad 2 confirm that its not them, with the rest continuing to fire upon the Horsemen.
    >> Anonymous 09/09/09(Wed)23:45 No.5796715
    This, before we commit a flamer burst down one of the alleys roasting our own troops.
    >> Anonymous 09/09/09(Wed)23:46 No.5796720
    rolled 90 = 90

    Flamer to cover alleyway flank.

    Mortar team to continue on horses.
    Make men keep their formation and draw bayonets.
    Heavy bolter to reposition to easily be able to turn against alleyway if needed.
    >> NotAnotherQuestFag! 09/09/09(Wed)23:46 No.5796721

    You scream at your men to relocate while the enemy reels. The Heavy Bolter Team is in the process of relocating up to the square with the mortar.

    The SONS OF SAMSON unleash a suppressive volley of rifle fire and grenade launcher as squad 1 shifts to cover the alleyways.

    Your Vox squawks in.

    "We see the behind of your attackers sir, request permission to engage!"

    The few horse men left that aren't pitched to their feet or wandering dazed among the blood and guts of their comrades are still charging! Some will reach close combat!

    -Flankers will now be dealt with appropriatly
    -45 Horsemen left, 10 mounted and closing, 10 on foot and closing, the rest under suppressive fire.
    -Platoon 2 requesting permission to hit Horse Regiment from behind.
    >> BeastofWar 09/09/09(Wed)23:46 No.5796724
    Now that i think about the possibility it *could* be our guys, what about local PDF forces or other peeps from our own unit?

    If they are a rabble then we'd certainly be taking fire from them since they'd lack the discipline to wait and engage us when they had massed firepower.
    >> Anonymous 09/09/09(Wed)23:47 No.5796735
    rolled 80 = 80

    2 should hit them hard, tell our men in the circle to start drawing bayonets and keep the suppressive fire.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:48 No.5796745
    Proceed, but tell the snipers to try and pick off any commanding officers
    >> Anonymous 09/09/09(Wed)23:48 No.5796746

    Let platoon 2 hit them from behind. Be sure to tell RUSTY this so he doesn't kill any of our boys. Everyone that can't get a shot with 2nd platoon in the fray should cover the alley.
    >> Anonymous 09/09/09(Wed)23:48 No.5796751
    Squad 2 hits them from behind.

    Flamer opens up as the attackers come into close combat. Target the remaining mounted forces to mess with the horses.
    >> Anonymous 09/09/09(Wed)23:48 No.5796752
    Wait for Flankers to engage, and if they do, catch them in a crossfire. Tell the riflemen to focus on the mounted cavalrymen, and if possible, make a charge of their own with Bayonets affixed.
    >> Anonymous 09/09/09(Wed)23:48 No.5796753
    Permission granted! For the Emperor!
    >> Anonymous 09/09/09(Wed)23:49 No.5796756
    Permission to engage, platoon 2. POUR IT ON!
    >> Anonymous 09/09/09(Wed)23:49 No.5796762
    Guise, mortar fire needs to be redirected somewhere if we are going to have the Second come charging in...
    >> Anonymous 09/09/09(Wed)23:51 No.5796771
    Redirect mortar fire to keep the suppressed rebels in hiding, but to make sure our boys aren't hit.
    >> BeastofWar 09/09/09(Wed)23:51 No.5796772

    To deny our flankers? (yes suggesting it again) put a killing field in front of them to slow them down.
    >> Anonymous 09/09/09(Wed)23:51 No.5796773
    Take cover so that our flanking Stormtroopers dont hit us with straight shots.

    From prone positions, fire into the alleyways at the enemies trying to flank us.

    If they are massed together, grenade them.
    >> Anonymous 09/09/09(Wed)23:51 No.5796774
    rolled 58 = 58

    Tell them to conserve ammo, and to reposition to target the openings of the alleyway.
    They are to only fire when alleyway is confirmed hostile.
    >> Anonymous 09/09/09(Wed)23:51 No.5796775
    Squad 2 had better not be planning close combat when they're perfectly well armed with rifles and sniper rifles.
    >> NotAnotherQuestFag! 09/09/09(Wed)23:53 No.5796785
    The crack of Hotshot lasguns and sniper rifles ring from nearby. You can see the rear most horsemen being pitched from the feet by the accurate fire. Seeing a sense of desperation in them, you realise you've forced the rest to rush your position.

    Your hear the sound of a flamer going off. You hear screaming and swearing in a language that isn't quite imperial gothic. As you turn to look, you see men running and screaming out of the alleys. They drop their pitchforks and other improvised weapons as they attempt to put out the flames.

    Rifle fire continues to pick off the Horse Rebels still charging, but a few made it through!

    Results of ACTION
    -31 Horse Rebels Left, 4 Mounted and IN CLOSE COMBAT, 7 on Foot and Charging.
    -15 Mob Rebels spotted and engaged. 7 have already been killed due to the quick shift of Squad 1.
    -Platoon 2 has broken the Horse Rebels! However, there is no avenue to escape! You have forced the enemy into you!


    >> Anonymous 09/09/09(Wed)23:54 No.5796803
    There's stormtroopers mixed in with them. They're not penal legionaires.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:55 No.5796805
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    Set up like this, Red is us, green is SOS Riflemen (the one with the cross is Rusty) have us and the mortar continuing to fire at the horsemen and stop the horsemen once the stormtroopers charge, yellow is squad one and the blue is the heavy bolter with what i think is their arc of fire, ready them to fire down the alleyways.
    >> BeastofWar 09/09/09(Wed)23:55 No.5796809

    Its fine, they can get pushed into us, it'll only be a slaughter if they are panicking. By the way... we forgot to tell the men to fix bayonets...
    >> Anonymous 09/09/09(Wed)23:55 No.5796811
    Dehorse the men in close combat, quickly! Then the charging rebels. Take out the most threatening foes first.
    >> Anonymous 09/09/09(Wed)23:56 No.5796825
    Platoon 2 fall back to ground floor of building. Heavy bolter and snipers provide cover, execute those horsemen already in ccw.
    >> Anonymous 09/09/09(Wed)23:56 No.5796828
    A bit late to tell them that now. At least, we can't very well do so until we've disposed of our current close combat problems. THEN tell them to fix bayonets if there's time before the charging enemies arrive.
    >> BeastofWar 09/09/09(Wed)23:57 No.5796834
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    Now look what you did... you got me all motivated by drawing up a fire-team fireplan...
    >> Anonymous 09/09/09(Wed)23:58 No.5796842
    If we still have that chainsword, let's brandish it. If not, I mourn the loss.
    >> NotAnotherQuestFag! 09/09/09(Wed)23:58 No.5796850
    A last ditch shotgun round sends another mounted horse man tumbling down before they impact your lines.

    One SOS rifleman is caught standing and is pitched from his feet by an ornate lance.

    The other two are quickly speared by the riflemen with bayonets as they attempt to bypass the wall.



    Results of ACTION
    -Platoon 2 has killed a further 10, bringing the horse regiment down to 19.
    -One Flanker has made it into close combat with Squad 1!
    -Heavy Bolter and Mortar have stopped firing due to enemy's proximity to friendly soldiers!

    >> BeastofWar 09/09/09(Wed)23:59 No.5796852

    Hence why I said we "forgot" to tell them.

    Horses are smart to know that pointy things are bad, hence why the square was so effective. A man on the ground with the right training can take a cavalryman if he's smart and if he's got friends and is in some type of defense, they may just have it made.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/09/09(Wed)23:59 No.5796856
    The yellow dot with the cross was supposed to be the flamethrower dude, MARVEL AT MY ARTISTIC ABILITY
    >> NotAnotherQuestFag! 09/10/09(Thu)00:02 No.5796888
    A lucky shovel hit sends a riflemen from Squad 1 down! The offender is quickly stabbed to death by his comrades.

    The SOS riflemen and you manage to dispatch the remaining horse rider and 3 unmounted guys, murderizing them with brutal ease. Enthusiastic these rebels may be, but they're no necron. RUSTY VENTURE has manged to club another to death with his Grenade Launcher.

    The others, seeing what you've done to their comrades decide to cut and run. Squad One flames the cowards down.

    >> Anonymous 09/10/09(Thu)00:03 No.5796898
    >> NotAnotherQuestFag! 09/10/09(Thu)00:04 No.5796909
    I like penis
    >> Anonymous 09/10/09(Thu)00:05 No.5796916
    >> Anonymous 09/10/09(Thu)00:05 No.5796921
    57-1 ain't a bad KD ratio, even though they were just heretic scum Well done, lads!
    >> BeastofWar 09/10/09(Thu)00:05 No.5796922
    Lets check on our one SON who went down, maybe that lance was a fleshwound?

    We need some Medicae up in this bitch!
    >> Anonymous 09/10/09(Thu)00:06 No.5796931
    Check our casualties. Did we lose the two guys who were listed as taking hits, or are they recoverable with medical attention?

    Have our forces all regroup. The strike from behind was good, but best to get together now.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:06 No.5796934

    -One SOS Riflemen lost
    -One Riflemen Lost
    -115 Enemies killed.

    Platoon 2 links up with you and hands are shaken and laughs shared. Then the bodies are dealth with. The Corporal informs you that though they made it here unscathed, they spotted more movement coming down the road. There will be more here in minutes!

    The bodies of your enemies litter the streets. You spy lances of obvious craftsmanship and many well worn cavalry sabres among them. That officers hat looks mighty nifty.

    What do you do?
    >> Anonymous 09/10/09(Thu)00:07 No.5796942
    They are the SONS OF SAMSON!

    They can not be killed by such amateurs as this
    >> Anonymous 09/10/09(Thu)00:08 No.5796953

    The lances can be used as obstacles, if there's more cavalry to come.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:08 No.5796954
    Anchor the spears in the corpses of the fallen horsemen, deployment image incoming...
    >> Anonymous 09/10/09(Thu)00:08 No.5796961
    Take the officer's hat as a trophy.

    Set up snipers in high positions for long range.

    Set flamers up at strategic chokepoints.
    >> BeastofWar 09/10/09(Thu)00:08 No.5796968
    Quickly equip the Stormtroopers and Squad 1 with Sabers, they should be our Counter-Assault groups.

    Possibly gather up lances for use against the horses ala Braveheart.

    And of course that Nifty Ass Hat should be RUSTY's!!!
    >> Anonymous 09/10/09(Thu)00:09 No.5796977

    Make a belgian gate out of the lances and the dead horses. We should find a building to use as a command post/aid station now. Take the officer's cap and give RUSTY a sabre, the guy has deserved it.
    >> Anonymous 09/10/09(Thu)00:09 No.5796978

    The hat now belongs to RUSTY VENTURE!
    >> Anonymous 09/10/09(Thu)00:10 No.5796986


    Also, any way we can jury-rig a barricade with those lances? Spikes on our wall will be really handy if more cavalry show up.
    >> Anonymous 09/10/09(Thu)00:11 No.5796987

    Axe this. Give RUSTY the hat!
    >> Anonymous 09/10/09(Thu)00:11 No.5796989
    rolled 71 = 71

    Tell all men to be ready for enemy artillery.
    If we get zeroed to get some god damn cover.
    >> Anonymous 09/10/09(Thu)00:11 No.5796998

    I go with this too.
    >> Anonymous 09/10/09(Thu)00:11 No.5796999
    >>5796961 >>5796968 >>5796978
    Not that I don't love a good nifty hat as much as the next anon, but doesn't that kind of mark him as a target? And also possibly violate Imperial regulations.

    Is it possible to collapse the buildings on one or more sides of the alley? What are they made of?
    >> Anonymous 09/10/09(Thu)00:12 No.5797005
    What kind've officer's hat is it? Like, a peaked cap, or a hussar's fuckoff huge hat?
    >> Anonymous 09/10/09(Thu)00:12 No.5797009



    >> Anonymous 09/10/09(Thu)00:13 No.5797022
    Seconding creating a wall of dead horses and/or spikey things. The enemy is clearly equipped for close combat and we must deny it to them.

    Have our snipers and spotter keep a careful eye out for incoming enemies and warn us in plenty of time.
    >> BeastofWar 09/10/09(Thu)00:13 No.5797023

    We're going for the flamboyant here...

    Else we wouldn't have had a flamethrower guy named BROCK SAMSON who jumped onto a Tomb Spyder with Krak Grenades...

    Nor would we name our squads after him.

    Just let us have our moment please? :(
    >> Anonymous 09/10/09(Thu)00:14 No.5797030
    Be sure not to wear the hat. The last thing you need is a long las peircing your skull just because you poked your head a little too high over a wall. The Emporer protects, but not against his servants only doing their duty.
    >> Anonymous 09/10/09(Thu)00:15 No.5797048
    Orders for the snipers.

    Primary target: In the unlikely event any heavier infantry show up (eg a bolter of their own) , target those first.

    Secondary targets: Any officer, or men in an apparent leadership position.

    If none of the above are available target isolated soilders, and leave the masses of troops for concentrated fire, mortars, etc.
    >> BeastofWar 09/10/09(Thu)00:16 No.5797053

    Tactical sensibilities want to win over want of awesome...

    Internal struggle commencing!
    >> NotAnotherQuestFag! 09/10/09(Thu)00:16 No.5797054
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    (NOTE - Ingame stats see the horsemen as having 3 attacks, so you are bound to lose a couple of men if even one impacts your small platoon! All precaution should be taken to stop them from charging! A SOS member is a veteran and is easily equal to 5 Mob Rebels but even he has to fall to a lance charge)

    You dust the fallen officer's cap off. Your head is mighty cold but RUSTY VENTURE is shivering a little.

    You tell the men to equip themselves with whatever melee weapons they can and to spike the road with the fallen cavalry lances.

    (drawing picture for extended combat OP area)
    >> Anonymous 09/10/09(Thu)00:16 No.5797057
    >Be sure not to wear the hat. The last thing you need is a long las peircing your skull just because you poked your head a little too high over a wall. The Emporer protects, but not against his servants only doing their duty.
    This suggests a new plan: Put the hat on one of your fallen comrades, and stand him up somewhere to draw out sniper fire. He'd want to protect his squad, even in death, right?
    >> Anonymous 09/10/09(Thu)00:16 No.5797059
    Yeah, guys. It's a MISTAKE waiting to happen... OP is baiting us into being dumb.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:17 No.5797071
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    Deploy like the picture, Red is us, Yellow is Squad 1 with the X indicating the flamer, Blue is the Bolter, Light Blue is Squad 2 with the X's representing the snipers, purple is the stormtroopers with the X being the sergeant and Green is SOS with X as Rusty.

    Also this belgian gate thing and put more spikes around the circle bit and the raised platform the mortar is on.
    >> BeastofWar 09/10/09(Thu)00:18 No.5797082
    Leaders, THEN heavy weapons, then medics, then targets of opportunity.

    Snipers always have been known to go for leaders first, that heavy weapon team does them fuckall when they are panicking or have no one to accurately direct their fire.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:18 No.5797090
    change of plan, put squad 2 in assorted second floor windows
    >> Anonymous 09/10/09(Thu)00:19 No.5797105

    If we put this hat on one of our guys, we can act like we're got him prisoner.
    >> Anonymous 09/10/09(Thu)00:19 No.5797108

    Good point there. Well in any case we need to quickly place the lances, and find cover. Getting caught by horsemen in the open is a bad idea.
    >> Anonymous 09/10/09(Thu)00:20 No.5797117
    Too complex.

    A charge will already probably be disrupted somewhat by all the bodies, but we really should get ourselves a wall.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:23 No.5797135
         File1252556595.jpg-(25 KB, 640x400, Extended Area OP.jpg)
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    Behind the stage is a giant governmental building, a town hall of some sort. It looks perfect as serving as a spotter emplacement and platoon HQ. The roof is flat but open.

    The spotter has marked buildings on the map to you. Those with a line across cannot be entered by your own troops without major inconvienience.

    You can hear the sound of galloping hooves again...
    >> Anonymous 09/10/09(Thu)00:26 No.5797168
    Mortar+heavy bolter the cavalry as soon as they start showing themselves.
    >> Anonymous 09/10/09(Thu)00:26 No.5797171

    Heavy Bolter in that leftmostcorner house. Send a couple rifles in there to cover them if they reload. Mortar stays on the platform. Snipers get in the town hall. If we have a head-radioman put him in the town hall too.

    Equip bayonets. Request an armor column. I have a bad feeling about this...
    >> Anonymous 09/10/09(Thu)00:28 No.5797180

    which direction are the hooves coming from? the area seems open to attack from every side.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:29 No.5797183

    Your men have set up spike traps with the broken lances all across the road. Any cavalry charging now will now have to urge their horse to jump or fall right into the spikes!

    Initial Recon of the building behind the podium states it clear and that it is intact and good for use by Squad 2. However, the roof has been marked with a big red X, as spray canned on. There are scorch marks around the X. You can't tell if it was put there by rebels or imperial forces.

    The vox squawks in.

    '74th platoon was just broken in! Additional enemies heading towards you! Hold at all costs!'

    Over the line you can barely hear the screams and shouts of fellow guardsmen over the whinny of horses. Just before it cuts, you think you hear the sound of heavy track...

    >> Anonymous 09/10/09(Thu)00:30 No.5797197
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    Blue is bolter.
    Green is snipers.
    Red is rifles.
    Yellow is mortar.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:31 No.5797198

    You look at the divisional battlemap. the 74th stationed in front of you, dropped in with a heavy sentinal detachment in order to disrupt enemy supply depots behind the line. Whatever broke them is capable of taking down sentinals. If you survive the next wave however, it is possible stragglers from the 4th may reach you...
    >> Anonymous 09/10/09(Thu)00:31 No.5797202
    I don't like the X. Let's not mess with that building.

    Discussion: Guys, what the hell do we have to use against tanks?
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:31 No.5797203
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    Red is us, Yellow is Squad 1 with the X indicating the flamer, Blue is the Bolter, Light Blue is Squad 2 with the X's representing the snipers, purple is the stormtroopers with the X being the sergeant and Green is SOS with X as Rusty.
    >> Anonymous 09/10/09(Thu)00:32 No.5797213
    Call in armor support! Meltas! Anything!
    >> NotAnotherQuestFag! 09/10/09(Thu)00:33 No.5797221
    (I'm giving you guys extended planning time instead of rushing you. This combat OP has two more phases and you will be fighting both in this town square)
    >> Anonymous 09/10/09(Thu)00:33 No.5797222

    Place flamer near the lance barriers! The cavalrymen will jump into perdition!

    Also, do we have a spotter deployed on the townhall building? What are those sounds of tracks?
    >> BeastofWar 09/10/09(Thu)00:34 No.5797229

    Dare I say


    Okay we can handle this, we've done with worse, and in these tight quarters if we can catch a vehicle from above its toast. Krak Grenades would make short work of the deck armor of a vehicle.
    >> Anonymous 09/10/09(Thu)00:36 No.5797255
    I'm afraid I can't follow this, and have to leave, really, but I'd just like to say that I approve of this concept SO much.

    OP, you're pretty cool.

    As long as we are loyal servants of the Immortal God-Emperor.
    Ave Imperator.
    >> Anonymous 09/10/09(Thu)00:37 No.5797257
    Send a runner to find us some support! There's got to be Spess Muhreens somewhere around here!
    >> Anonymous 09/10/09(Thu)00:37 No.5797262
    Solid, except I don't like the stormies sitting out on point on their own. Rather have them in the fountain or on the platform behind, as it looks like they could easily be isolated in that forward position. Even worse, if they're firing into the main road flankers might get into the building from the alleyway unnoticed.
    >> Anonymous 09/10/09(Thu)00:37 No.5797263
    Don't put the flamer in open ground. Put him in a mostly concealed location where he can strike one of the spiked barricades. Hopefully in a entrance that is expected to be used.

    IN FACT!

    Have the flamer set fire to the bodies!


    You can run over a dead body. Running over a flaming body is harder!

    >> Anonymous 09/10/09(Thu)00:37 No.5797265
    We need to get all our men out of the open and into cover. That said, it seems like all the available buildings will substantially reduce our arcs of fire, so I don't like them. While we still have time, let's pile bodies to make a basic wall.

    Inquire of our vox as to the availability of supporting fire and/or air support, as we anticipate coming under heavy attack in short order and it seems 74th platoon was gutted.
    >> BeastofWar 09/10/09(Thu)00:38 No.5797268

    I'm liking this. Don't we have barriers made up though?
    >> Anonymous 09/10/09(Thu)00:38 No.5797275
    Burning bodies...
    Wall of bodies...

    Wall of flaming bodies!?
    >> Anonymous 09/10/09(Thu)00:39 No.5797279
    Stacks of flaming bodys to create chokepoints!
    >> Anonymous 09/10/09(Thu)00:39 No.5797280
    Maybe one of the small buildings in the top left? That way they can lock down the northernmost alley or provide fire support into the plaza as neeeded.
    >> BeastofWar 09/10/09(Thu)00:40 No.5797292
    Actually now that I think of it, flamers are great AT weapons IRL. If the burning oil doesn't burn up rubber seals and leak into the tank, it can possibly burn on top of an intake and suffocate an engine or if there is a good liberal coverage, it can suffocate the crew or at least force them to bail. Lets get our flameman put somewhere safe yet useful.
    >> Anonymous 09/10/09(Thu)00:40 No.5797296

    Stack some bodies and set them on fire. Create routes that the enemies will have to go through. Pick them off with laser fire and grenades if needed.
    >> Anonymous 09/10/09(Thu)00:41 No.5797301
    Or if he could fire into the barrel of the main gun.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:41 No.5797304

    You've heard the sound of tanks before. You know what tracks sound like as they grind Imperial Guard to dust. Then again, given your situation, who knows what kind of vehicle it may be...

    Platoon Strength!

    SONS OF SAMSON Rifle Squad
    -3 Rifles, One RUSTY VENTURE (grenade launcher) with TOUGH SHIT and LUCKY SOB

    SONS OF SAMSON Artillery Squad
    -1 Mortar Team, One Spotter.

    Stormtrooper Squad 1
    5 Rifles (armed with Hotshot Lasguns)

    Squad 1
    3 Rifles, One Flamer

    Heavy Bolter Squad 1
    Heavy Bolter Team

    Squad 2
    8 Rifles, Two Sniper Rifles

    All men are armed with three types of grenade, krak, frag and smoke.
    >> Anonymous 09/10/09(Thu)00:41 No.5797305

    Those could be used for the alleyways.

    Can't wait to see how we'll be slaughtered. Or slaughter, hopefully.
    >> Anonymous 09/10/09(Thu)00:42 No.5797310
    The top left seems like a solid position. I'm a bit concerned about flankers taking them out no matter where they are, but I suppose that can't be avoided.

    The only serious weakness of this formation is that that building might blow up, get hit by artillery, or similar- hinted at a MISTAKE by the red X's- and then we'd be completely boned.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:42 No.5797311
    I assumed we had them set up at the alleyways and the main road

    If we equip the stormtroopers with krak grenades they could do a shit ton of damage to the side/rear armour of any vehicles if they wait until they pass, infantry will most likely be behind the heavy stuff anyway.
    >> Anonymous 09/10/09(Thu)00:42 No.5797312
    I like this.

    But as a suggestion: How about leaving the stormtroopers out of site, and surprise armor if it come in, and hopefully take it out. If need be, we can have the other troops fall back and take cover from armor until it is dealt with. After all, I don't see how their vehicles are going to effectively traverse an area were the corpses of dozens of men horses, and debris are strewn all about.
    >> Anonymous 09/10/09(Thu)00:43 No.5797318


    >> Anonymous 09/10/09(Thu)00:44 No.5797324

    It doesn't sound like the enemy we're fighting would have tanks, that's why I was asking. Maybe an improvised vehicle, then...

    Either way, we have an observer posted right? Keep us posted.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:44 No.5797331

    You tell the men to stack the bodies of your opponents high. They are now lying infront of the stakes, a small thick compact wall of dirty rebels. You nod you head. The flamer in squad 1 sents them on fire.

    You don't know how long it will burn but the stakes and the wall of flaming men will keep anybody at bay for a while.


    This is your last chance to change operational strategy! (e.g. what to do in the case of melee combat, rolling tanks, a breakthrough cavalry charge)
    >> Anonymous 09/10/09(Thu)00:44 No.5797334
    Stormtroopers with extra grenades for antivehicle use in a forward building, initially hidden? I could go for that.
    >> Anonymous 09/10/09(Thu)00:44 No.5797335

    Ok guys.
    In the case of armor, we smoke the thing to high heaven, and then krak it. Mortar fire on the thing and even RUSTY can also lend a hand.
    Get everyone on bayonets, make the best roadblocks out of the fallen enemies, and brace for it.
    >> Anonymous 09/10/09(Thu)00:46 No.5797350
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    Sort've. Most modern tanks are sealed against this sort of thing. Whether or not 40k tanks are is up to debate, especially some militia rustbucket either captured from the backwater PDF or cobbled together by the locals. Either way, the metal hull should still conduct heat well enough to turn into an oven. It gets a little trickier if the tank is covered in improvised armor, as it'd burn slower and dismounted crew/supporting infantry might be able to dislodge anything on fire. But then they're not shooting at us, so still a win.
    >> Anonymous 09/10/09(Thu)00:46 No.5797351

    Stormtroopers inside one of the buildings alongside the main entrance, which we assume they'll use.

    They don't start firing until that area is filled, then they barrage them with grenades.

    like dropping firecrackers into anthills.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:47 No.5797360
    (NOTE you only have enough promethium to set two walls of corpses alight, one of the alleywalls will have to settle for normal wall of corpses)
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:47 No.5797363
    Equip the stormtroopers with extra krak grenades from Squad 2, and tell them to wait until the vehicle is next to them them to use the kraks, if the cavalry charge first just wait until they are parallel and start firing.
    >> Anonymous 09/10/09(Thu)00:47 No.5797369
    >This is your last chance to change operational strategy! (e.g. what to do in the case of melee combat, rolling tanks, a breakthrough cavalry charge)
    TANKS: Stormtroopers in forward positions hit them with krak grenades to attempt a takeout.
    CAVALRY CHARGE: Attempt to fend off the charge with grenades and heavy concentrated fire.
    MELEE: Stab them. A lot. That's all I've got.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:48 No.5797380
    Would that mean we are entirely out of promethium then? We cant waste that much
    >> Anonymous 09/10/09(Thu)00:50 No.5797389
    Save it for the fight. Regular corpse walls blocking off the alleys should buy us enough time to shift fire.
    >> Anonymous 09/10/09(Thu)00:50 No.5797395

    Well hopefully we don't need to do melee at all. If we do we're kinda screwed. Against a cavalry charge we will need very concentrated fire.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:50 No.5797396
    Your stormtroopers are good to go. They have set up in ambush in the first house.

    The men have reinforced the town square wall with debris and the Heavy Bolter team is in place. From your position in the governmental building you and your spotter can see the enemy moving ever closer, your snipers ready to pick off important looking officers.


    >> NotAnotherQuestFag! 09/10/09(Thu)00:52 No.5797403

    You decide to save the promethium and only set the wall in front on fire. The corpse walls in the alley will slow down any flank advance and you now have enough promethium for this combat op.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)00:52 No.5797404
    Also tell the men in the circle to attach bayonets, unless that grants some sort of accuracy detriment.
    >> BeastofWar 09/10/09(Thu)00:52 No.5797406

    Lets do this!!!

    >> Anonymous 09/10/09(Thu)00:52 No.5797412
    Start picking off leaders ASAP
    >> Anonymous 09/10/09(Thu)00:52 No.5797414

    Fight well, men. The Emperor protects.
    >> Anonymous 09/10/09(Thu)00:52 No.5797415
    >> Anonymous 09/10/09(Thu)00:54 No.5797428

    Watch it, guardsman. The other way round.
    >> Anonymous 09/10/09(Thu)00:55 No.5797435
    This. Really, we named our damned squad after that crazy badass, what more does he need? Prayers and warcries are the Emperor's.
    >> NotAnotherQuestFag! 09/10/09(Thu)00:56 No.5797440
    You and your men can see the shuffling hordes moving forward. Strangely, this lot seem to be in a much worse state compared to the enthusiastic attackers from before. Rags and flea ridden coats are the order of the day and flies dance around the men like black halo's.

    The spotter reports that some even have wounds that have been left to fester, forming hugh horrible scabs that pulse and writher as if something underneath was trying to get out. From here their putrid stench overpowers even those of your corpse walls. Something is terribly wrong.

    There is something behind them but you can't see them just yet...

    No time for contemplation, the shambling mob is upon you!

    -Shambling Mob 150 strong!

    >> Anonymous 09/10/09(Thu)00:56 No.5797445

    >> Anonymous 09/10/09(Thu)00:58 No.5797458
    If we didn't need every man who could hold a rifle at the moment, you'd be serving the Emperor as part of our corpse barricades for that.
    >> NotAnotherQuestFag! 09/10/09(Thu)01:01 No.5797477
    Your spotter cannot differentiate leaders, your snipers have begun to pick off men one by one!

    Lasfire fills the mob, taking men down left right and center. The Heavy Bolter opens up! The carnage is appaling, the heavy grenade rounds tearing into the tightly packed rebels.

    Instead of red mist and bloody chunks however, your greeted by green clouds and hordes of flies, so much so that they threaten to block your view! Some members of the mob erupt like explosion of putrid waste as more are cut down.

    The mortar starts firing!

    You can't help but wonder, what sort of man sends men with pitchforks to fight headon an entrenched MG position...

    -60 Mob Members Dead
    -The strange nature of the shambling mob and their deaths have produced an unnatural looking green cloud of flies and waste. (acts as a smoke screen)
    >> Anonymous 09/10/09(Thu)01:01 No.5797478
    I honor the one true BROCK SAMSON, and for that he protects me.
    >> Anonymous 09/10/09(Thu)01:01 No.5797480

    I sense nurgle. This is not good.
    >> Anonymous 09/10/09(Thu)01:02 No.5797491

    Shit! Do we have any protective gear? Gas masks etc?
    >> Anonymous 09/10/09(Thu)01:04 No.5797516
    I know we're guardsmen but do we have any kind of CBRNE protection?
    >> Anonymous 09/10/09(Thu)01:05 No.5797517
    Mortar fire on the mob. They don't need precise targeting to cause slaughter. Continue raking with heavy bolter. Stormtroopers stay hidden; melee with THAT would be very bad if they decided to go into their house.

    Should we vox in this phenomenon? Command might want to know...
    >> NotAnotherQuestFag! 09/10/09(Thu)01:05 No.5797519
    The first mortar rounds close in on the slow moving mass. RUSTY VENTURE lets off a trio of frag grenades in quick succession! It appears he's modified his grenade hatch...

    The entire mob goes down in the furious fusilade. As far as you can see, not one of them has survived. That was too easy...

    #Stormtroopers here! Goddamn flies are getting in our respirators and we can't see a damn thing! Request Orders!#

    Your spotter waves to you hurridly. It seems another wave of cavalry looks to take advantage of the smoke screen left by the Shambling Mob.

    What do you do?

    -Results of ACTION
    -Shambling Mob down!
    -Infested Cavalry moving in through Screen of Flies! While the Screen of Flies is up, your men will have a hard time hitting the cavalry!
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)01:07 No.5797536
    Can our spotter see okay? If so he can tell the stormtroopers when to use their krak grenades otherwise tell them to use them when their corporal or whatever he was says so, also any protective gear would be a godsend right now.
    >> Anonymous 09/10/09(Thu)01:07 No.5797537


    >> Anonymous 09/10/09(Thu)01:07 No.5797543

    Our men are still in cover, right? No matter what we do we cannot leave cover yet!

    So long as the cavalry themselves can't see properly, they are just as disadvantaged as us (...right?) Tell the stormtroopers to stay put and fire only as they see fit.

    All men must stay put or we may kill each other!
    >> Anonymous 09/10/09(Thu)01:08 No.5797548
    Burn down the flies with what's left of our promethium?
    >> NotAnotherQuestFag! 09/10/09(Thu)01:09 No.5797553

    You notice the cloud of flies has stopped its slow advance to your position, the flaming wall of bodies seems to keep them at bay (MISTAKE AVERTED)

    Your stormtroopers seem to have recovered but have been discovered by the advancing Cavalry as they struggled to deal with the flies on their own terms!
    >> Anonymous 09/10/09(Thu)01:10 No.5797564
    Is the smoke screen settling or rising?
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)01:11 No.5797569
    Chuck some frags down when the cavalry pass, but stay hidden and in cover until we see any heavy vehicles.
    >> BeastofWar 09/10/09(Thu)01:11 No.5797580
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    Lay down covering fire with the incinerator units and have the Stormtroopers fall back to our position?
    >> Anonymous 09/10/09(Thu)01:12 No.5797589
    Have our stormtroopers fall back, away from the advancing enemies and into the alley, where we can get them some covering fire, and then into one of the houses on the left where they can use their lasguns to cover the riflemen in the square. There's no point in having them in a forward position if they don't have the visibility to hit tanks, and they'll just get slaughtered if we leave them there.
    >> Anonymous 09/10/09(Thu)01:13 No.5797591
    They are rushing to melee, so this does give them more of an advantage.

    The fire could help disperse the flies
    >> Anonymous 09/10/09(Thu)01:13 No.5797592

    This. We still aren't sure what they're throwing against us, and grenades are better in poor visibility.
    >> Anonymous 09/10/09(Thu)01:14 No.5797604
    Grenade launcher, heavy bolter, and mortar will have to do the bulk of our damage here, I guess. Hopefully it will be enough.
    >> Anonymous 09/10/09(Thu)01:15 No.5797609

    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)01:15 No.5797611
    This applies to the stormtroopers, also what floor are they on?
    >> Anonymous 09/10/09(Thu)01:15 No.5797612
    rolled 43 = 43

    Over vox, all men to deploy gas masks?
    >> NotAnotherQuestFag! 09/10/09(Thu)01:15 No.5797614

    see >>5797553

    Some infested cavalry have entered sight! Your heavy bolter has opened fire! Mortar rounds going out! Your snipers begin picking the riders off horses! Lasrifles firing into the Screen of Flies!

    Your Stormtroopers are back to fumbling with the flies!
    They are too preoccupied to deal with the cavalry threat!

    Even as the cavalry are blown into chunks, those few that survive dismount infront of the house your stormtroopers are fucking around in.

    Results of ACTION
    -Flies have mark-targetted Stormtrooper Squad 1! Cavalry are dismounting to take them out!
    -6 ICavalry killed!
    -Numbers unknown!
    >> Anonymous 09/10/09(Thu)01:17 No.5797624
    Those bodies are on fire man, some of the enemies have to catch it. They aren't fireproof.
    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)01:18 No.5797632
    Needs moar fire, use the vox to warn the stormtroopers that they have incoming hostiles.
    >> Anonymous 09/10/09(Thu)01:19 No.5797645
    Stormtroopers, use frag grenades! Don't let them close!

    Everyone else continue supporting fire.
    >> Anonymous 09/10/09(Thu)01:20 No.5797660
    Stormtroopers cover building entrances!! Mow them down at the natural choke points.
    >> Anonymous 09/10/09(Thu)01:22 No.5797679
    Preoccupied, remember?
    >> NotAnotherQuestFag! 09/10/09(Thu)01:23 No.5797689

    You will have to remember to reprimand command for such poor equipment.

    Even as rounds continue to pour out, the advancing infested cavalry press on towards the house!

    One dismounted Infested has managed to reach the house! The wall of flaming bodies has given him a moment of pause and he now stands outside as if waiting for orders from some higher level.

    The men from the stormtrooper squad fire on the hapless infected even as he forces himself to move through the flames. His body is pitched backwards and soon adds to the wall of flaming corpses. The Stormtroopers rush out of the house!

    Results of ACTION
    -There are now Infested blocking the stormtrooper escape!
    -4 more Infested taken down!
    -Infested have recieved orders to move through flame wall!
    -Stormtroopers in withdrawal!
    >> BeastofWar 09/10/09(Thu)01:25 No.5797706
    As action packed as it is, I must retire...

    I will enjoy reading about the rest of the battle in the dataslate archives.

    >> Anonymous 09/10/09(Thu)01:26 No.5797713

    Stormtroopers, throw frag grenades in to clear out the building before withdrawing!
    >> NotAnotherQuestFag! 09/10/09(Thu)01:26 No.5797718
    Your Stormtroopers dash through the flies and jump over the wall of flames! They arrive in the town square with a huff.

    The Infested Cavalry seem to have gathered in strength on the other side of the wall. They are beginning to dismount. They look as if to climb the wall on foot!

    Heavy Bolter rounds continue to rake the position as the first mortar rounds come down!

    The Screen of Flies seems to have recieved new orders...

    Results of ACTION
    -Stomtrooper Squad now in square!
    -Infested Cavalry Regiment Dismounting and now advancing on foot!
    -59 Infested Cavalry Men left!

    Combat Post

    >> The Motherfucking Franklin !!KBsU4sdmNMd 09/10/09(Thu)01:27 No.5797721
    Good luck guys, its 6.30 in the UK, for the Emperor and the glorious memory of BROCK SAMSON
    >> NotAnotherQuestFag! 09/10/09(Thu)01:30 No.5797753
    Suddenly one of the men in the stormtrooper squad convulses and falls to his knees. You move to help him up.

    His helmet bursts off in an erruption of blood, a steam of flies coming out of his helmet!

    The Screen of Flies screams through the wall of flames! You see thousands of the tiny creatures fall to the ground but hundreds more have survived the sucidal charge!

    Your flamer looks confused, should he tackle the oncoming Fly Screen or torch the Infested Storm Trooper?

    (NOTE - This is a SNAP JUDGEMENT Scenario! First relevant post will taken as ACTION)
    >> Anonymous 09/10/09(Thu)01:30 No.5797759

    Order the stormtrooper squad to take cover somewhere... after lobbing a few frag grenades over the wall.
    >> Anonymous 09/10/09(Thu)01:31 No.5797769
    Bombard them with grenades and mortars.

    Time for Rusty to pull his weight.
    >> Anonymous 09/10/09(Thu)01:31 No.5797770
    Infested Storm Trooper
    >> Anonymous 09/10/09(Thu)01:32 No.5797773

    Torch fly screen. Stormtroopers shoot the infested comrade.
    >> Anonymous 09/10/09(Thu)01:32 No.5797775
    >> Anonymous 09/10/09(Thu)01:34 No.5797790

    You've got a shotgun, dispatch the stormie yourself.
    >> Anonymous 09/10/09(Thu)01:36 No.5797804
    The flies around the storm trooper could infest other people within our squad. Better to destroy it at it's roots.

    Glad I chose the infested guy
    >> NotAnotherQuestFag! 09/10/09(Thu)01:36 No.5797806

    You grab the flamer from the dumbstruck squaddie and put torch to the Stormtrooper, his vox link still filled with the buzzing of a thousand tiny wings.

    The Fly Screen has stopped just short of the line and is flying around a spot like a singular insect whirlwind. As the heavy bolter continues firing the men and you look in horrorstruck awe as a figure ingrained in the memories of all imperial guard steps from the fly cloud.

    Plague Marine!

    (we'll stop there! Thanks for playing /tg/! I'll post again some time tonight)
    >> Anonymous 09/10/09(Thu)01:38 No.5797825
    Thanks for running this quest; it's excellent.
    >> Anonymous 09/10/09(Thu)01:39 No.5797833

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