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  • File : 1253491229.jpg-(94 KB, 195x195, 1252197807160.jpg)
    94 KB Astartes Quest - Part 7 Negi !B2bSxiuNtM 09/20/09(Sun)20:00 No.5943620  
    >Part 6: http://suptg.thisisnotatrueending.com/archive/5891341/

    After a week's trip in the warp, your ship has reached orbit around Cadia. Emi has been a bit of an upstart amongst the initiates, having bloodied one of them for making a pass at her. Inquisitor Constantine was waiting in low orbit, picking up your latent psyker along with taking Galemaster Dewey as an escort. You report to the bridge to speak with Chapter Master Saevio.

    After a short exchange of information, you are assigned command over a drop company to retake Kasr Lain. It seems the Dark Angles dropped in to attempt to counter the insurgency amongst the populace, and then returned to their battle barge.

    You have the following forces as your disposal:
    >Space Marine Scouts (15)
    >Tactical Space Marines (30)
    >Assault Marines (10)
    >Terminators (5)
    >Bladewind Veterans (5)
    >Devastator Marines (15)
    >Drop Pods to house all squads
    >Rhino (3)
    >Land Raider (Select Pattern) (1)
    >Razorback w/ TwL Assault Cannon, for you and your Command Squad.


    >Input Orders...
    >> Anonymous 09/20/09(Sun)20:04 No.5943655
    >>5943620
    Hey Negi. I have an idea. How about we RIP AND TEAR.
    >> Anonymous 09/20/09(Sun)20:04 No.5943659
    >>5943620
    I would like the tea party dress pattern land raider please
    >> Anonymous 09/20/09(Sun)20:04 No.5943661
    >>5943655
    YOU ARE HUGE. THAT MEANS YOU HAVE HUGE GUTS. RIP AND TEAR.
    >> Anonymous 09/20/09(Sun)20:06 No.5943675
    >>5943620
    What do we know about the force occupying Kasr Lain? Other than them being double heretics, of course.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:08 No.5943696
    >About Kasr Lain...

    The forces inside are renegades from a nearby guard regiment that succumbed to Chaos. Preliminary recon of the ruined base showed a bloody massacre and horrible altars and ritual pits. Symbols of the Ruinous Powers littered the area, along with dozens of ruined Chimeras and abandoned vehicles.

    Estimated Heretic force is in the 400 man range.
    >> Anonymous 09/20/09(Sun)20:10 No.5943716
    Drop in Scouts. I want eyes on the surface before I any more pod touch down. Have 2 Tactical Squads and the Assault Marines ready for their drop in, and the rest stay in reserve.

    I want to know what to expect down on the ground.
    >> Anonymous 09/20/09(Sun)20:11 No.5943724
    >>5943696
    What are their ground-based defenses like? What's keeping me from bombing that thing to rubble?
    >> Anonymous 09/20/09(Sun)20:12 No.5943742
    >>5943620
    Is there anything particularly important we need to secure? I'd recommend bombarding heavily first, save money by lancing it fully.
    If its tainted, it'll need demolishing anyway.
    >> Anonymous 09/20/09(Sun)20:18 No.5943792
    >>5943742
    >>5943724
    >Twinlink-lancemind
    >> Anonymous 09/20/09(Sun)20:18 No.5943798
    >>5943716

    This I concur, reliable and concealed eyes on the ground are indispensable.
    >> Anonymous 09/20/09(Sun)20:19 No.5943815
    >>5943792
    It's a valid point. I mean, unless there's something worth saving amidst those 400~ heretics in a fortress, it's really easier to just nuke it.

    Plus, even if there is something valuable down there, Inquisitors have sacrificed more for less.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:22 No.5943840
    >>5943724
    >>5943742

    Cadian Officials want Kasr Lain's populace to stay alive for the most part, along with the retaking of the city intact as much as possible. The Kasr Lord was killed and the people lack leadership. They hope a strong new lord and some minor 're-education' is in order to restore the population to loyalty, rather than glassing the area.

    >Scouts will be inserted in 3 5-man teams. Emi will not be inserted, as she has only been through training for a week.

    >Scouts are dropping in with Grav Chutes for stealth infiltration...
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:25 No.5943861
    >>5943815
    >Kasr Lain is a HIVE CITY.
    Cadian Officials do not see the loss of millions justifiable to counter 400 heretics.
    >> Anonymous 09/20/09(Sun)20:26 No.5943871
    >>5943840
    Have two full Tac squads along with a Devastator and Assault squad on standby for insertion. At least two Devastators should have either missile launchers or, better yet, multi-meltas. The Tac squads should also carry a couple of flamers for clearing out the city. For the Land Raider, I think we ought to configure it to Crusader pattern, although Redeemer could work well too.
    >> Anonymous 09/20/09(Sun)20:28 No.5943886
    >>5943840
    Scouts have orders to form a wide perimeter and give me a full report on the location.

    Does the base have any ground defenses? Laser turrets, automated guns, orbital relays? Anything that could make dropping larger craft in a problem? Also, where the fuck is my Tunderhawk? How do I lift out a Land Raider without a Thunderhawk?
    >> Anonymous 09/20/09(Sun)20:28 No.5943888
    >>5943861
    So... is the hive city integrated with the fortress, or separate? Is it under cover? Can we drop-pod directly (and by inference lance it) or is something in the way?
    >> Anonymous 09/20/09(Sun)20:30 No.5943904
    >>5943871
    Dropping in that kind of fire support is next to useless until the Tactical Squads have a strong enough foothold to set up a firepoint.
    >> Anonymous 09/20/09(Sun)20:31 No.5943909
    >>5943871
    >Hive City
    Yea, Redeemer.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:31 No.5943912
    >>5943871
    >Tactical Squad approved for 2 special weapons in lieu of removal of a heavy weapon.

    >4 5-man Tactical Squads, armed with a Flamer, and a Sergeant with a Power Fist, shall be inserted via 2 drop pods, and split.
    >5-man Assault Marine Combat Squad will insert via Deep Strike
    >2 5-man Devatator Squads will be armed with a Multi-Melta and Missile Launcher. A Veteran will serve as the Sergeants. They will be equiped with a Combi-Flamer and Power Weapon. They will not have a Signum.

    >Incoming transmissions....
    >> Anonymous 09/20/09(Sun)20:33 No.5943931
         File1253493186.jpg-(39 KB, 444x319, landraiderredeemer.jpg)
    39 KB
    Configure the Landraider to Redeemer pattern, have it on standby with the Terminators.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:33 No.5943939
    >>5943888
    The Hive is integrated with the fortress to a degree, and only attached to the spaceport. However, heavy bombardment would cripple recovery efforts.

    You have a Thunderhawk to deliver the LRR.

    >Redeemer equipped.

    >You may change your Terminator Squad to an Assault Terminator Squad if you so wish.
    >> Anonymous 09/20/09(Sun)20:35 No.5943959
    >>5943939
    Assault Terminator for sure in close combat. Give them Storm Shields and Thunderhammers because those are just awesome.
    >> Anonymous 09/20/09(Sun)20:37 No.5943975
    >>5943959
    And next to useless in tunnel fighting.

    The Terminators will remain equipped with Storm Bolters, and a Heavy Flamer.
    >> Anonymous 09/20/09(Sun)20:37 No.5943979
         File1253493426.jpg-(106 KB, 410x617, 094.jpg)
    106 KB
    Before we contiinue can we have a summary of the forces on standby and deployed?
    >> Anonymous 09/20/09(Sun)20:37 No.5943982
    Can we liaise with the Dark Angels? They've been down to the planet, can they share some relevant intel?
    >> Anonymous 09/20/09(Sun)20:38 No.5943997
    >>5943975

    I concur. Though I think an Assault cannon would be nice, as the Flamers on the redeemer pattern LR have their own punch....
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:40 No.5944020
    >Transmission from Scout Squad Delta

    "Delta to Maelstrom. Alpha and Beta squads have set up on the north and east corners. We managed to drop directly onto of the Kasr Lord's palace. From here' we can hit any target with our rifles. A quick survey.... We have a few tanks patrolling around underneath us. Leman Russ Demolishers. I can spot some Eradicator Cannons glowing down the end of the road. These guys are packing serious firepower."

    "Alpha squad here, we've set up near the northern corner. We've got our Heavy Bolter set up in cover, and we've got 3 rifles scanning the perimeter. The Spaceport is still crawling with traitors. Will remain silent to recon until we see something. Alpha out."


    "Beta squad reporting. We hit a snag. We lost 2 in the drop. We landed on a ruined tower. We got their bodies out of the mess of wreckage, though. They'll not be discovered. We're sweeping the southern flank with our shotguns. Beta out."
    >> Anonymous 09/20/09(Sun)20:40 No.5944024
    >>5943997
    When you can shove a Land Raider into a sewer tunnel, you call me. Until then, the infantry is the only thing that's going to bring fire down there.
    >> Anonymous 09/20/09(Sun)20:42 No.5944058
    >>5944024

    I getcha flammer it is
    >> Anonymous 09/20/09(Sun)20:45 No.5944080
    Can we get a map?
    >> Anonymous 09/20/09(Sun)20:45 No.5944083
    >>5944020
    Can we get a rough map of the area of interest?
    >> Anonymous 09/20/09(Sun)20:46 No.5944098
    ... also all vehicles equipped with HK missiles.
    >> Anonymous 09/20/09(Sun)20:47 No.5944104
    >>5944020
    If they have Demolishers, they'll doubtless have plenty of light APCs to back them up, Hellhounds and Chimeras and the like. Maybe a Basilisk or two mixed in.

    If possible, I want to hit the Palace with the Tactical Squads. Drop a Devastator Squad in to take position as far from the road as possible, and start marking heavy armor. Tac Squads hit the streets and clear out the Palace. If we can secure that as a strong point, we can use it to push forwards from.
    >> Anonymous 09/20/09(Sun)20:48 No.5944110
    Are the scouts armed with any demo charges? We have the element of surprise, so it might be good to take out a few ordinances before the main drop.
    >> Anonymous 09/20/09(Sun)20:49 No.5944113
    >>5944104 here

    I'm playing this by ear, but a drawn map of the general vicinity would be mighty helpful in planning an attack.
    >> Anonymous 09/20/09(Sun)20:52 No.5944155
    F5 stands for this is exciting. :D
    >> Negi !B2bSxiuNtM 09/20/09(Sun)20:56 No.5944195
         File1253494604.jpg-(30 KB, 602x507, kasr lain.jpg)
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    >> Anonymous 09/20/09(Sun)20:58 No.5944205
    400 double heretics vs. 80 of the Emperor's Finest? Coming in drop pods? In a Hive City? This is going to a complete massacre if we play it right.
    >> Anonymous 09/20/09(Sun)20:58 No.5944209
    >>5944195

    3 main objectives.

    1 Spaceport
    2 Depot (Weapons Depot?)
    3 Palace.

    What order should they be taken? Or is it possible to get a simultaneous strike in?
    >> Anonymous 09/20/09(Sun)21:01 No.5944232
    >>5944195
    Got it.

    Have the two Tac, one Devastator, and one Assault Squads land behind the palace. Sweep the streets and clear out the Palace from behind, so the Devs can use it as a firepoint. The Tacticals can take the sewers from there, and we can use the Palace as a drop site for heavier artillery and more troops.
    >> Anonymous 09/20/09(Sun)21:02 No.5944244
    >>5944209
    Like I said, Palace should be the priority. Unless, of course, that's actually the enemy's heaviest occupied position, in which case the Depot should.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)21:03 No.5944257
    >>5944104
    You have no other intel on other vehicles. However, another report from Delta squad:


    "Sir, it seems they're mobilizing towards the space port once again."


    "Alpha here, we're seeing a bunch of Chimeras moving into the port. They're escorted by an Eradicator. Scouts, keep low."

    -Pause in transmission-

    "*ZZZT MOVE MOVE MOVE! Sir, We've been spotted! We're attempting to dis-"

    Transmission terminated.
    >> Anonymous 09/20/09(Sun)21:05 No.5944278
    How about this. Beta is closest to the sewer line that runs directly through the palace. They should traverse the sewers and infiltrate the palace. Once they've gotten through safely, Two Tactical squads and the Devastators drop in and enter the palace via those same sewers. As the Tacticals and Scouts sweep the palace, the Devastators fire on heavy targets outside the palace.

    If we do this, where do we place the rest of the force?
    >> Anonymous 09/20/09(Sun)21:06 No.5944291
    >>5944257
    Well fuck, we have some shitty scouts.

    Huh. So the squad on the palace got spotted.

    That tells me they have the route from there to the port locked down pretty well.

    Alter the direction of the dropped in troops to land behind the Depot. The Palace isn't as safe as our intel made it out to be.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)21:08 No.5944303
    >You have lost contact with Beta Squad for now.


    >Objective: Take the palace

    >Your squads are en-route. There are no orbital guns to shoot down your drop pods. They will arrive safely, but not unnoticed.
    >> Anonymous 09/20/09(Sun)21:09 No.5944313
    >>5944303
    >another report from Delta squad:
    >You have lost contact with Beta Squad for now.
    Wat.
    >> Anonymous 09/20/09(Sun)21:09 No.5944314
    >>5944291
    Delta is on the palace, Alpha is by the space port.

    Well, if Alpha is compromised, they should break off. They're our eyes and ears, not a fighting force.
    >> Anonymous 09/20/09(Sun)21:11 No.5944343
    >>5944303
    If they're moving the to the space port that might mean the heretics are making a break for it. We should drop our Terminators and remaining Marines near the port, along with the Land Raider to makes sure that there's a nice surprise awaiting them. This way we can catch the enemy in a hammer and anvil manner and smash them to pieces.
    >> Anonymous 09/20/09(Sun)21:12 No.5944355
    >>5944314
    >>5944313 here

    My bad, I missed the "Alpha here" part, so I was assuming Delta was the one that got spotted.

    In that case, the palace remains the objective.
    >> Anonymous 09/20/09(Sun)21:15 No.5944376
    >>5944343
    Except the Port ins't empty. As the now lost Alpha squad said. "The Spaceport is still crawling with traitors", so dropping in heavy, unsupported units would be a suicide run.
    >> Anonymous 09/20/09(Sun)21:16 No.5944391
    >>5944376
    >Space Marines
    >Die

    THAT'S IMPOSSIBLE BCUZ TEH SPESS MAHRINES R IMPOSSIBLE 2 KILL
    >> Anonymous 09/20/09(Sun)21:18 No.5944403
    Rhino rush anyone?
    >> Anonymous 09/20/09(Sun)21:19 No.5944415
    If the traitors are moving towards the spaceport then they're not near the palace. I say we assault the palace with the Tacs and Devs, either up through the sewers or directly down on the palace. Once we have that secured, it can be used as a staging ground for retaking the rest of the city. As long as they think command is still in the palace, they're not going to fire on it either.
    >> Anonymous 09/20/09(Sun)21:21 No.5944436
    >>5944415
    I agree with this, in all likelihood, the heretic command will be at the Palace, and if we take out the command, the generic cultists will be in disarray and many will likely kille themselves, although the fact they they are mobilising at the spaceport might signify that they are attempting to get off world or are going to perform a ritual to summon some foul traitorous beast.
    >> Anonymous 09/20/09(Sun)21:21 No.5944440
    >>5944376
    Good point. Op, please disregard >>5944343
    >> Anonymous 09/20/09(Sun)21:24 No.5944464
    Assault marines, and the Terminators with the LR Redeemer take the palace. Palace scouts assist.

    One 10 man Tac Marine squads take the depot. 5 man Dev squad as fire support.

    The rest take the spaceport.

    Palace team tac squad and scouts hold the palace, termies move to assit whoever?
    >> Negi !B2bSxiuNtM 09/20/09(Sun)21:24 No.5944466
    >Your pods land at the palace. A quick sweep reveals only some palace attendants who are scarred out of their minds. Some of which bore witness to the Kasr Lord being half disemboweled and hurled from the palace overlook.

    >The palace is under your control.

    >Land Raider Redeemer has been loaded with your squad of Terminators. Special Issue loadout approved. Two Special Weapons equipped. The Sergeant has a Power Sword, two Terminators have Heavy Flamers, and Two Terminators have standard equipment. The Thunderhawk has disengaged, swinging down into the atmosphere to drop the LRR at the large spaceport hangar.
    >> Anonymous 09/20/09(Sun)21:25 No.5944472
    >>5944464
    >>5944466

    ...nevermind. XD
    >> Negi !B2bSxiuNtM 09/20/09(Sun)21:26 No.5944480
    >>5944440

    >Disregard the T-Hawk insertion. T-Hawk still docked, with your squad.
    >> Anonymous 09/20/09(Sun)21:27 No.5944488
    >>5944464
    You're playing this like a tabletop match. It's not that.

    A Land Raider won't help you take a building, so it's better saved until the ground is locked down.

    >>5944415
    basically re-hashed what I said earlier, but the premise is still sound. This should be our move.
    >> Anonymous 09/20/09(Sun)21:27 No.5944490
    >>5944480
    >>5944464

    Er.... wellt hen, what do you think of my plan fellow Anons?
    >> Anonymous 09/20/09(Sun)21:30 No.5944514
    >>5944466
    >>The palace is under your control.

    Very good. I want Devastators on the roof for fire point. Report on all vehicle and other heavy targets in range from there, and mark for fire missions. Have the Delta Squad of Scouts exit the palace rear and move north, keeping IN COVER, to report on the heretic's movements and current situation.

    Beta squad should flank north to report on the situation at the Depot.
    >> Anonymous 09/20/09(Sun)21:31 No.5944525
    >>5944490
    I think Devastators are for firing from secure positions, not supporting Tactical Squads on lightning raids. That's a recipe for losing expensive equipment we don't need to sacrifice.
    >> Anonymous 09/20/09(Sun)21:32 No.5944538
    >>5944525

    Well, I though it'd be a good firebase as the tac marines advance... but...

    >>5944514

    I like this idea :D
    >> Anonymous 09/20/09(Sun)21:38 No.5944578
    is it just me, or has no one thought of figuring out what the fuck happened to the lost scoots?
    >> Anonymous 09/20/09(Sun)21:38 No.5944582
    >>5944560
    No, Delta is positioned on the palace. Beta probably isn't in the sewers since we decided to drop down on the palace instead. Alpha was near the spaceport when they were noticed.
    >> Attack Wallaby !/03sF9BQoQ 09/20/09(Sun)21:38 No.5944589
    >>5944514
    Sounds good to me.
    SPACE MARINES, ATTAAAACK!
    >> Anonymous 09/20/09(Sun)21:39 No.5944594
    >>5944578

    They're meat, doesn't matter, but it probably wouldn't be a bad idea, it would give a hint to the enemy's location.
    >> Anonymous 09/20/09(Sun)21:40 No.5944599
    >>5944589
    They are still our brothers.
    >> Anonymous 09/20/09(Sun)21:44 No.5944643
    >>5944599
    They are, and as such, are capable of taking care of themselves. If they have taken casualties or had to disengage, they know the procedure for finding cover and keeping out of sight. Assuming any did make it away from their little mishap, that means they have the run of the city to kill as they need.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)21:47 No.5944683
    >Could someone please organize orders, I'm running another thread in /a/ and lost track.
    >> Attack Wallaby !/03sF9BQoQ 09/20/09(Sun)21:49 No.5944696
    >>5944599
    >>5944643
    All good point, but we should be busy taking out heretics before they can form a decent defensive position. We don't really have time for search and rescue.

    Maybe when we have the heretics on the run, we can go hunt down the missing scouts.
    >> Anonymous 09/20/09(Sun)21:50 No.5944709
    >>5944683
    I suggested this course of action: >>5944514
    And have seen no objection to it in the form of solid orders. Other ideas welcome, but that is what I think we should be doing at the moment.
    >> Anonymous 09/20/09(Sun)21:54 No.5944756
    >>5944683
    Fate of Kasyr Lain > A bunch of weaboos.

    Regarding orders, does this sound good to everyone?

    > Secure palace with two Tactical squads and one Devastator squad. DONE.
    > Devastators take cover in the palace and fire on all available heavy targets.
    > Scout squads Delta and Beta move north, staying stealthy and in cover so as to us updated on enemy movements near the spaceport and depot.
    >> Anonymous 09/20/09(Sun)21:56 No.5944777
    >>5944709
    I support this, except our Devastators with Meltas should be on the ground since those things have pretty short range. We'll use the scouts to spot for tank hunting.
    >> Anonymous 09/20/09(Sun)21:56 No.5944778
    >>5944756

    I agree.
    >> Anonymous 09/20/09(Sun)22:01 No.5944822
    It's settled than. Mark targets, and take out those tanks, with preference towards the heavy artillery and ordinance.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)22:08 No.5944900
    >Melta Devastators move with Tac Squads

    >Missle Devastators set up for long range AT fire

    >Scout Squad Beta has begun to move to link with Squad Delta at the palace. Alpha squad has not been found.

    >The Assault Marines leap up onto a few buildings, poised to strike with a large landing zone.

    The Tactical squads begin to sweep the streets, moving with the cover provided, breaking down doors to clear buildings for heretics. A majority of the populace surrenders as the Astartes enter, a few still resist, but are cleansed. A large number of the civilians are huddled or trying to stay hidden, scared of the horrors wrought by the traitors.

    Your scout squads have linked at the palace.

    Your sweep of the streets halts as you come in view of the spaceport. You can see the faint glow of the Eradicator Cannons in the distance.
    >> Anonymous 09/20/09(Sun)22:13 No.5944957
    >>5944900
    Eradicator cannons fuck up clusters of infantry at close range right? If so, see if we can get those Missile Devs to hit it from afar while those in the street stay in cover. If that fails, we can either flank it and melta it or get the Assault Marines to jump on it. Don't forget there are two.
    >> Anonymous 09/20/09(Sun)22:13 No.5944961
    >>5944900
    Can we get an updated map?
    >> Anonymous 09/20/09(Sun)22:16 No.5945001
    When should we bring in the termies with the LR Redeemer?
    >> Anonymous 09/20/09(Sun)22:18 No.5945013
    >>5944900
    Get scout squads to scope out what they can at the space port. Get the Tac squads ready to join up and get those Rhinos down here ASAP. Missile Devastators should prioritize the Eradicators. Meltas Devs and Tacs should set to ambush the Leman Russes as they move through the city blocks. Hold the Assault squad in reserve for now, but ready to jump as soon as we see infantry movement.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)22:20 No.5945045
    >>5944957
    >Eradicator Cannons are Plasma Cannons that fire 3 shots.
    >> Anonymous 09/20/09(Sun)22:20 No.5945049
    If this is "Astartes Quest," then why is there a fucking Guardsman in OP's pic?
    >> Negi !B2bSxiuNtM 09/20/09(Sun)22:23 No.5945088
         File1253499797.jpg-(29 KB, 300x306, 1251355878598.jpg)
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    >>5945049
    There you go, faggot. Fuck. I grabbed a 40k image and posted it.
    >> Anonymous 09/20/09(Sun)22:24 No.5945097
    So outranging the Eradicator Cannons is a no go?
    >> Anonymous 09/20/09(Sun)22:25 No.5945115
    Next move mahreens?
    >> Negi !B2bSxiuNtM 09/20/09(Sun)22:26 No.5945124
    >>5945097
    You can out-range it with your missiles, but nothing else. It would take a decent stealth movement to get in melta or assault range, or the Assault Marines would need to drop in.
    >> Anonymous 09/20/09(Sun)22:26 No.5945131
    >>5945097
    Pretty much. Sidestepping them is probably the best option, considered our lack of mobile, heavy firepower, unless we can get the Thunderhawk to run a strafing pattern with it's Battle Cannon. However, that would probably result in the loss of the ship, since there's other artillery down there.
    >> Anonymous 09/20/09(Sun)22:28 No.5945150
         File1253500088.jpg-(15 KB, 650x332, thunder-hawk-transport.jpg)
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    >>5945131

    We just have the transport Thunderhawk.... if I remember properly...
    >> Anonymous 09/20/09(Sun)22:28 No.5945160
    >>5945124
    Can we equip the assault marines with melta grenades?
    >> Negi !B2bSxiuNtM 09/20/09(Sun)22:30 No.5945176
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    >> Anonymous 09/20/09(Sun)22:30 No.5945179
    >>5945160
    They carry them normally.

    But still, the Cannons are in the middle of an armored column. It's not like dropping an Assault unit onto them would be the most sane move in the world. They'd need heavy backup, and we don't know the status of those tanks we were supposed to be marking for the Devastators.
    >> Anonymous 09/20/09(Sun)22:31 No.5945193
    >>5945124
    Missile one of the two. If it's taken down or disabled, have the Assault squad jump down on the second.
    >> Anonymous 09/20/09(Sun)22:33 No.5945206
    >>5945193
    Okay, don't send the Assault marines. Fire some missiles and see what happens. Move the Tacs and Devs on the street as close as feasible while remaining in cover.
    >> Anonymous 09/20/09(Sun)22:34 No.5945221
    >>5945179
    Scratch what I said, since the map got updated.

    New plan: Take the Space Marines on the ground north towards the Space Port. It's clearly their objective, since they left the Palace open.

    Take the Land Raider and all remaining assault troops from the Eastern Flank, near the Depot, so we can hit them from both sides. Have the currently deployed Devs take up position on the opposing flank. They seem to be herding towards the Space Port, meaning their heavy weaponry will be bunched up there, and easier to hit.
    >> Anonymous 09/20/09(Sun)22:35 No.5945245
    >>5945176

    Marines down the underground tunnels in squads of 5, with the last 5 holding their positions to defend the palace.

    Upon reaching the end of the tunnels, regroup and sweep the roads in two groups; One of 7 and the other or 8.
    >> Anonymous 09/20/09(Sun)22:37 No.5945264
    Pop some missiles from heavy cover, displace.

    Repeat untill armor comes looking, ambush them.

    maybe?
    >> Anonymous 09/20/09(Sun)22:40 No.5945320
    >>5945245

    THats what we have the five terminators for, have them sweep the tunnels with flame and bolter.
    >> Anonymous 09/20/09(Sun)22:44 No.5945365
    >>5945320

    You never know what weaponry those Heretics got their hands on, better safe than sorry.

    Besides, there's 3 tunnels that connect on the far side. After regrouping there and heading topside, they could do a quick sweep of the streets and head to the Space Port.
    >> Anonymous 09/20/09(Sun)23:06 No.5945659
    Just fucking rush the spaceport, fuck it
    >> Anonymous 09/20/09(Sun)23:07 No.5945667
    We've taken the palace I say we move on to the depot then take the spaceport and finish this.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)23:20 No.5945856
    >Missiles on the tanks, flank from the east

    Your Devastators unlease a salvo of Krak Missiles on the pair of Eradicators. Three missiles go wide, but one connects with the side of an eradicator, but fails to inflict damage. You hear a klaxon sound.


    Your Thunderhawk streaks through the atmosphere as it drops the LRR into position near the Depot, your other marine squads dropping in a series of Rhinos behind the LRR. The LRR begins to advance down the street moving at combat speed. A quick survey of the depot reveals a cache of equipment and sentinels with power lifters, operated by servitors. Inside the cache is the PDF's special weapons.

    You see a flare of red flash from the Eradicator, streaking towards your Missile Devastators, a lascannon shot blasting through the chest plate of a battle brother.

    >Input Commands...
    >> Anonymous 09/20/09(Sun)23:25 No.5945926
    >>5945856
    Continue sending missiles towards one tank. Tacs cover Devs as they bring their Meltas on two other tanks. Assault squad on the remaining one.
    >> Anonymous 09/20/09(Sun)23:31 No.5946014
    >>5945856
    Keep the pressure on the tank with the missile Dev. Get the Multi-Meltas in Rhinos along with some elements of the Tac squads to flank and take out the Russes.
    >> Anonymous 09/20/09(Sun)23:32 No.5946030
    >>5946014
    The Rhino is at the depot with our other squads.

    Also, where are we? Still on the battlebarge with our retinue?
    >> Negi !B2bSxiuNtM 09/20/09(Sun)23:34 No.5946050
    >>5945926
    >OP is rolling scatter die and d6 as you advance.


    Your tactical squads advance through the rubble, trying to close the distance as fast as possible to allow the Multi-Melta Devastators to set up within effective Melta range. Plasma shots streak passed their movements as they move closer. A demolisher cannon goes wide, but another hits directly on target, blasting an entire squad to pieces. Two Krak Missiles miss, but a third hits the side of an Eradicator. You see the vehicle shake. The Assault marines make a wide arc on their jump dropping straight down onto the other eradicator, meltabombs in hand. The meltabombs rip into the hull, causing a massive explosion, but your marines are unharmed.
    >> Negi !B2bSxiuNtM 09/20/09(Sun)23:35 No.5946086
    >>5946030
    Yes. You need to wait to get another Thunderhawk to drop your Razorback.
    >> Anonymous 09/20/09(Sun)23:36 No.5946107
    >>5946050
    >blasting an entire squad to pieces

    Fuck fuck fuck. Okay, one tank down. Get our Assault marines to jump towards the unshaken tank. Remaining Tacs and Devs go for the one that's shaken.
    >> Anonymous 09/20/09(Sun)23:45 No.5946225
    >>5946050
    Assault jumps the next heavy gun. More Meltas. Keep trying to shock the tanks with krak missiles and get those damned multi-meltas into position!
    >> Anonymous 09/20/09(Sun)23:50 No.5946294
    Drop the Razorback with the Command Squad to flank the tanks. Cover it's advance with the Land Raider.

    I want to march in and fuck some shit up by hand.
    >> Anonymous 09/20/09(Sun)23:52 No.5946322
    DAMMIT NEGI UPDATE THE /A/ THREAD
    >> Anonymous 09/20/09(Sun)23:55 No.5946378
    >>5946294
    Do we have Eternal Warrior? No. Stay with your Honor Guard and don't get hit by those tanks. Maybe, when there's just infantry left, we can wade in carefree and have some fun.
    >> Anonymous 09/20/09(Sun)23:55 No.5946379
    >>5946322

    Negi's fapping to Horo right now, please leave a message after the tone.

    *beep*
    >> Anonymous 09/20/09(Sun)23:59 No.5946414
    >>5946378
    He didn't specifically state whether we were a Captain or a Chapter Master, the later having the Honor Guard.

    That said, there's supposed to be 400~ heretics holed up in this compound, and we're losing men trading fire with tanks. That's not how the Space Marines function.

    We need a lightning raid on the Space port. Now.
    >> Anonymous 09/21/09(Mon)00:01 No.5946454
    >>5946414

    We're a Captain, he did say that.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)00:03 No.5946470
    The LRR has moved within firing range and begins to unload with it's Twin Linked assault cannons, glancing the front of a Demolisher, damaging the drive system. The Thunderhawk makes another run with your Razorback in tow, dropping your command vehicle to the battlefield. Your Twin-Linked assault cannon has a clean shot at the side armour, but the 3 shots that hit fail to inflict damage.

    The Eradicator fires at the advancing squads, 2 plasma blasts missing, but a third killing 2 tactical marines and causing them to retreat. Another Demolisher round impacts perfectly in the middle of another Tactical Squad, but only kills 2 marines. They hold fast. The second Demolisher connects and kills 4 more marines. The Sgt. holds his ground.

    Your Devastators hit, but only 2 missiles deal damage. The Eradicator Cannon erupts in a plume of blue flames as the hull is rocked. Your Assault squad plant more meltabombs on the Demolisher. The explosion proves too potent, and kills 3 marines. Your assault squad falls back.
    >> Anonymous 09/21/09(Mon)00:09 No.5946550
    >>5946470
    Holy fuck, we have the worst Chapter ever.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)00:10 No.5946559
    >>5946550
    Nope, that's just AP 2 talking.
    >> Anonymous 09/21/09(Mon)00:12 No.5946575
    >>5946559
    >>5946470

    So how many people do we have left? It seems like most fucking everyone's died already.
    >> Anonymous 09/21/09(Mon)00:14 No.5946593
    >>5946575
    5 Scouts
    10 Tactical Marines
    8 more Tactical Marines (I think, it's not clear)
    3 Assault Marines.
    >> Anonymous 09/21/09(Mon)00:16 No.5946622
    >>5946593

    >Space Marine Scouts (15)
    >Tactical Space Marines (30)
    >Assault Marines (10)
    >Terminators (5)
    >Bladewind Veterans (5)
    >Devastator Marines (15)
    >Drop Pods to house all squads
    >Rhino (3)
    >Land Raider (Select Pattern) (1)
    >Razorback w/ TwL Assault Cannon, for you and your Command Squad.

    When we said "RIP AND TEAR", we meant to rip and tear the Enemy, not let them do it to US.
    >> Anonymous 09/21/09(Mon)00:18 No.5946651
    >>5946622
    I was posting what we had lost, unless I missed numbers somewhere.

    Anyway, fuck. We're now too few to charge the Space Port without proper support.

    Fucking magma bomb it from orbit. You can tie the yield back so it only cracks open the Port itself, and doesn't nuke a full chunk of the city with it.
    >> Anonymous 09/21/09(Mon)00:20 No.5946662
    >>5946470
    Ah shit man. Our first command is not going well. Okay, so only one tank left it looks like. The melta devs have got to be in position by now right? Let's light it up and try to put this mess behind us.
    >> Anonymous 09/21/09(Mon)00:20 No.5946664
    >>5946651

    Oh, still, we've lost quite a few men, fffffff
    >> Negi !B2bSxiuNtM 09/21/09(Mon)00:23 No.5946696
    Your assault cannons concentrate fire and rip into the side of the other Eradicator, completely wrecking it. The other Demolisher fires and misses the advancing marines. Your devastators are in range of the Multi-Melta's double penetration, and begin to set up. Your Land Raider halts, the front exploding as your terminator squad moves out, charging at the remaining tank. The concentrated force of 5 powerfists at the engines causes a massive explosion that does nothing to your well armoured terminators.

    Your squads regroup.


    You have:

    >Bladewind Veterans (5)
    >Tactical Marines (27)
    >Devastator Marines (14)
    >Assault Marines (7)
    >Scouts (8)?
    >Terminators(5)
    >Your Command Squad, with you (6)
    >> Anonymous 09/21/09(Mon)00:27 No.5946739
    >>5946696
    Scouts forward, we want some eyes on whatever is being done in the space port. For now, arrange forces with the Land Raider leading. Tacs and Devs flank to provide supporting fire. Stormwinds and Assault squads stay to the rear, ready to jump into the midst of the enemy is necessary or cut off their retreat.
    >> Anonymous 09/21/09(Mon)00:27 No.5946740
    >>5946696
    Fine. That sounds like the last of the tanks, barring any nasty surprises.

    Put the Termies back in the Land Raider, and have it advance with the remaining Tactical Marines on on the Space Port Entrance. Scouts take sniper positions, and get the Devs in some high buildings for heavy fire support.

    Let's have the Assault Marines take point, jump in and start cracking it open, then push with the infantry and the Land Raider and take the Port once and for all.
    >> Anonymous 09/21/09(Mon)00:29 No.5946763
    >>5946740
    This. No more casualties, time to steel ourselves and get lay down some divine retribution.
    >> Anonymous 09/21/09(Mon)00:31 No.5946779
         File1253507481.jpg-(36 KB, 407x552, SpaceMarine.jpg)
    36 KB
    >>5946740

    LETS FINISH THIS!!
    >> Anonymous 09/21/09(Mon)00:32 No.5946794
         File1253507553.jpg-(42 KB, 410x552, img04_008.jpg)
    42 KB
    >>5946779
    >>5946763
    FOR THE EMPEROR!
    >> Anonymous 09/21/09(Mon)00:48 No.5946984
    Bamp.
    >> Anonymous 09/21/09(Mon)00:56 No.5947085
    What happened to the Gary the Betrayer quest. Where we woke up and then killed all the guardsmen, blew up the armory, gave hot dickings to Khornette.

    Did we every save that?
    >> Anonymous 09/21/09(Mon)00:58 No.5947103
    Negi you dumbass, Executioners are the uber plasma cannons. Eradicators are the tanks that fuck up infantry in any sort of cover, being basically a Leman Russ hellhound.
    >> Anonymous 09/21/09(Mon)00:59 No.5947117
         File1253509190.jpg-(446 KB, 1004x493, angrymarines.jpg)
    446 KB
    LETS GOGOGOGOGO!!!!!!


    HHHHNNNNNNGH
    >> Anonymous 09/21/09(Mon)01:01 No.5947143
    >>5947085
    Check sup/tg/ brosef.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)01:17 No.5947290
    >Advance into the port

    With your force at arms, you slowly advance into the spaceport. You cannot take anymore vehicles, so your marines move on foot.

    The Assault Marines break down the door and are met with a torrent of Lasgun Fire, managing to take down only 1 marine as the jump packs flare to life and carry the marines into close combat, making quick work of the 6 guards. You hear the whine of engines overhead.

    >Input Orders
    >> Anonymous 09/21/09(Mon)01:18 No.5947303
    Must not let this die ;_;
    >> Negi !B2bSxiuNtM 09/21/09(Mon)01:19 No.5947315
    >>5947103
    Woops. My bad. Executioner is the Leman Russ. Eradicator was the Nova Cannon. I had that confused with the Executioner being the Exterminator.
    >> Anonymous 09/21/09(Mon)01:21 No.5947341
    >>5947290

    Vox the vehicles equipped with HK missiles to standby. And to fire on your marked targets.

    Also spread out and advance into cover while coverd by the devastators
    >> Anonymous 09/21/09(Mon)01:24 No.5947372
    >>5947290
    Vox the battle barge, tell them that the heretics are attempting to lift off and to prepare a suitable greeting in the event they get off the ground.
    >> Anonymous 09/21/09(Mon)01:30 No.5947444
    >>5947290
    Vox the battle barge. Advise them that we are still in the spaceport though, so watch where those orbital lances end up.

    25 losses so far, against 400 no less. Looks like Mansoon isn't too versed in the finer points of command.
    >> Anonymous 09/21/09(Mon)01:40 No.5947575
    >>5947444

    I blame the dice gods man, Negi is actually rolling for everything.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)01:42 No.5947591
    >Orders Recieved. Arming StS Weapons.

    >Orders Recieved. HK Missiles on standby.

    You advance into the port, your Terminators moving up to take point, your Devastators attempting to find a decent firing arc with the bulky launchers and Multi-Meltas. Your Bladewinds merge with your squad, having shed their jump packs to allow the use of the Rhino. Your begin the sweep of the building as per your sweep of the streets, however you show none of the mercy for anyone inside as you did with the civilians. You already know the entire port is infested, and clear rooms with holy promethium. Another loud hum shakes the building, only to be met with an ear shattering ZZZ-KRACK as a Melta Torpedo impacts the lifting ship. You see a trade vessel crash to the ground on a pad.

    >Input Command...
    >> Negi !B2bSxiuNtM 09/21/09(Mon)01:42 No.5947596
    >>5947575
    Blame AP2 weapons, fuck.
    >> Anonymous 09/21/09(Mon)01:47 No.5947649
    >>5947596
    But...but...

    MY ARMOR IS CONTEMPT.

    MY SHIELD IS DISGUST.

    MY SWORD IS HATRED.

    IN THE EMPEROR'S NAME LET NONE SURVIVE.
    >> Anonymous 09/21/09(Mon)01:48 No.5947654
    >>5947591

    Continue the purge of the space port, keep an eye out for the missing scout squads.

    Have the scouts range ahead, of the main group, if they run into any heavy resistance fall back to the main groups advance. Keep a vox link open with them for intel purposes.
    >> Anonymous 09/21/09(Mon)01:49 No.5947669
    >>5947654
    this
    >> Anonymous 09/21/09(Mon)01:55 No.5947728
    >>5947649
    This.

    LET NONE SURVIVE!
    >> Anonymous 09/21/09(Mon)02:00 No.5947787
    >>5947591
    Devastators provide cover over widest possible firing arcs, have the ones with Multi-meltas go torch anything that the heretics may be using. Assault, Tactical squad, Stormwinds, and Terminators should focus on clearing buildings and generally messing shit up in close quarters. The Land Raider Redeemer should remain ready to respond immediately if you encounter any particularly well entrenched forces. Meanwhile, the scouts should advance ahead, keeping an eye on what is going on and notify you of any activity.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)02:03 No.5947817
    >Purge the port

    You continue your sweep, eradicating the traitor guard room by room. No other ships attempt to lift off. Instead, you see the traitors half-fortifying their positions. They'll hold their ground.

    Your terminators make use of their teleport packs, teleporting directly behind the dug in traitors. You hear a multitude of screams as the pair of Heavy Flamers blast them out of the ship from the inside.

    >You have reclaimed the port, and thus, control over Kasr Lain.
    >> Anonymous 09/21/09(Mon)02:06 No.5947856
         File1253513174.jpg-(398 KB, 1057x493, stay classy.jpg)
    398 KB
    >>5947817

    Power Top Hats and Auto-Monocles for all!

    Scouts, spread out and locate our missing bretheren, apothecaries, get our fallen brothers gene-seed to the battle barge!
    >> Anonymous 09/21/09(Mon)02:06 No.5947861
    >>5947817
    Ave Imperator.

    What happened to those scouts? Once we get topside, relay our securing Kasr Lain to command. If we must answer for the Astartes we lost, well, so be it.
    >> Anonymous 09/21/09(Mon)02:07 No.5947874
    >>5947817
    Make a final sweep of the port and then the city at large. Marines should travel in kill teams of three or more. In particular try to determine what happened to the scout alpha team. If the sweep goes without incident, vox up the highest ranking person you can and let them know that the job is done and Kasr Lain is now in the hands of The Emperor once more.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)02:20 No.5948019
    >Where are the scouts?

    You relay over the vox, calling for Alpha Squad. No response.

    Dispatching the teams of scouts to the last known location reveals a grizzly sight. Their bodies have been horribly maimed by plasma fire. But there are only three bodies. Where'd the other two go?

    An inspection of the sewer finds them. One is missing his left arm, another is badly wounded from the splash. Apothecaries tend to them.

    >Radio to HQ

    You relay the message that the area is secure and Kasr Lain once again is in control of the Imperium. A congratulatory cheer is heard as the Cadian Command hears, along with a verbal pat from Master Saevio.

    "You lead the forces well, Brother. Though our Brothers may have fallen, know it was from the heretical guns they commanded, not incompetence."

    You can't seem to feel any bolstering from his words. You still feel responsible, adding to the pit in your gut from when you saw your former Chapter Master being carried away.

    A sweep of the area reveals a travel log. A series of ships left en-route towards the Eye. Perhaps the heretics were moving to regroup...


    >Input Command...
    >> Anonymous 09/21/09(Mon)02:23 No.5948043
    >>5948019

    Transmit the log from your Razorback. Assemble the remaining squads for extraction, as soon as a relief force arrives (Imperial Guard?).

    Begin tallying commendations... especially the Assault Marines that took out two tanks. :D
    >> Anonymous 09/21/09(Mon)02:34 No.5948137
    >>5948019
    Ensure that the data of this log reaches Master Saevio and Lord Castellan Creed. One does not simply walk into the Eye of Terror, these heretics have, or at least had, something major planned. Extract whenever your replacements from the Cadian Guard arrive.
    >> Negi !B2bSxiuNtM 09/21/09(Mon)02:39 No.5948184
    >Ensure that the data of this log reaches Master Saevio and Lord Castellan Creed

    >You killed 2 tanks. PROMOTIONS!

    You wait in garrison until your relief force of Imperial Guardsmen arrive en-masse. The Kasr is soon started on the road to recovery, though it will take a long time to return to it's former glory.

    >OP will go to sleep now. Good thread, guys.

    >Someone archive this shit.
    >> Anonymous 09/21/09(Mon)02:41 No.5948205
         File1253515293.gif-(48 KB, 581x485, 1249217709455.gif)
    48 KB
    Has someone archived this for continuity sake yet?
    >> Anonymous 09/21/09(Mon)02:42 No.5948214
    >>5948184

    PROMOTIONS!



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