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You are Heinrich Eberhardt. Father to Elise and Karl. Widower to the late Meta Eberhardt, Emperor hold her soul. You'll be with her soon enough.

The last three months have seen you recover from your wounds fighting for the New Vienna Militia to defend the city and the world of Barivia from the greenskin menace. For a man nearing his seventh decade of faithful service to the Imperium of Man and the Immortal God Emperor upon Terra, it hasn't been too bad. Shattered hip, broken ribs and an infection that nearly killed you? All nothing compared to the nurses. For an old man, you certainly got your share of returned flirting the last few days. If only you'd had more strength and didn't need assistance to do even the most basic things. That damned infection.

The commander for the local defense seems to be an oddball, judging by the fact that he's running things from a tent rather than inside one of the buildings of the schola. Even a farmer wouldn't take a tent in a courtyard over a nice warm office building or a dorm common area. A lone sentry motions you in, the light rain dripping from the miserable looking man.

"Eberhardt, I take it." The commander couldn't be older than your own daughter, though he has that poster-boy Barivian look with his blonde hair and sharp features. The ork skull split by a lightning bolt rests above a pinned Colonel's insignia. This boy is a member of the planet's elite. Ork Jägers.

"Heinrich Eberhardt. Soldat, 4th New Vienna Militia Regiment. Reporting for duty, Colonel."
>>
>>35113254
Fuck our sister
>>
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"That is great, now shut up and listen. Some incompetent asshole South of our position withdrew from the highest position in the area, and one of the better defensive positions around as well. Between the city's voidshields, orbital bombardments by the damned greenskins in orbit, greenskins on the ground shooting at everything and hitting everything else, and the clusterfuck of idiots they're calling commanders in these parts, I've got shit for communications. Add in that my command is scraps of units that withdrew and half of them are the cowards that fled first, and I've got more problems than the fact that I was leading a damned five man team three days ago." He pauses from his rant to look you over, as if he'd missed something. "Shit. Mr Eberhardt? Didn't you shoot me in the ass with rocksalt when I asked your daughter out?"

"As I recall, I caught you taking pictures of my daughter while she had no clothes on, Mathis." You give the younger man the look, but in the end you're more than happy to see a familiar face. "It is good to see you."

"I wish I could say the same, you've just drawn the shitty end of the stick, Mr Eberhardt. I need someone to get their ass to that position, and you're who they sent." His face says it all. This is a one way trip.

"I get it, the old guy is expendable." You may have been right about seeing your wife soon.
>>
The luck of the Hein returns!
>>
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Let's kill some Orks.
>>
>>35113432
Okay first order of business is to acquire some purple paint
>>
"Just under seven kilometers. The greenskins are dumb enough to have their attention on the immediate fight with our forces across the river. They've blown or damaged most of the bridges across the smaller arm, but we'll need some of them for our eventual push back. Thankfully someone took out the bridges on the Western canal at some point, but last communications with stragglers said the greenskins were coming across in small groups. I can't say you won't have to fight your way through, but you might be able to pick up some stragglers or even civilians along the way. With any luck, the orks think the vegetation that grew around much of the old fortress just meant it was a hill, though something took out the main spire for target practice."

"So you want me to head across the canal, into... is this the old city district?"

"Old Brexenburg. We're on the northern end of the city."

"Old Brexenburg? The damned buildings here are going to block roads for half a kilometer of where a shell hit!"

"They're better built than that. They only fall apart from an artillery hit within three hundred meters."

"So seven kilometers of Old Brexenburg. With greenskins possibly crawling around everywhere, and head South to the Brexen Fortress? How many men?"

"Thirty, or I can spare a Chimera and however many men you can stuff into it."

"Fick dich."
>>
>>35113650

>Choose Forces!
>30 men OR Chimera + 10 men

>Map key
>Blue box in north - HQ Post (occupied Schola & Starting Point)
>Dull blue in white area in SW - Brexen Fortress (Objective!)
>Blue lines/dots - Allied lines/units (Can not be recruited)
>Green overlays - Estimated Greenskin concentrations/Main lines
>Black - Generally a road or otherwise open area suitable for vehicles to pass (may be blocked by debris)
>It may be possible to move vehicles through areas that aren't roads
>Infantry may move through almost everything, though water hazards may cause issues!

Anyone is welcome to participate in this little side quest thread and help kill orks invading Space Germany (Kraut-land!)
>>
>>35113816
>30 Men
Chimera can be caught up in roadblocks and attacked by explosive in the tight spaces, also limits travel to roads and gives us less manpower. Better to move through the debris on foot.
>>
>>35113847
Agreeing with this. Chimera will be quicker but it's more likely to draw attention and debris could hamper movement more than we'd like.
>>
>>35113816
>30 Men

I'll take more manpower pls
>>
"Chimera can be caught up in roadblocks and attacked by explosive in the tight spaces, also limits travel to roads and gives us less manpower. Better to move through the debris on foot."

"Congratulations, I hereby accept your enlistment in the Barivian Volksgroupen and promote you to the rank of Brevet General."

"What? You're a Colonel."

"And tomorrow some asshole will get shot and I'll get some runner telling me I'm being promoted and have to liberate New Vienna with a shovel, one arm tied behind my back and drive a tank with my dick. Let someone bitch and whine about it if you survive. If you find stragglers, you out rank them. If you don't out rank them, shoot the guy that out ranks you and assume command. That position must be retaken before the greenskins get to it, no matter the cost. Do you understand?"

"Yes, sir."

"Good. Collect your men from the main hall and hit the armoury. Take the objective by 10:00 tomorrow. Dismissed."

>It is currently 23:00. You have 11 hours to complete your objective.
>Orders?
>>
>>35114201
Better get moving. Collect to men and get kitted out.
Gonna need plenty of ammunition, lasguns and extra chargepacks grenades. If we've got heavy weapons operators get heavy bolters. Also if possible a couple of meltagunners in case we encounter a looted tank or battlewagon. Since it's the middle of the night grab some flares as well.
>>
>>35114201
Might be best to see if we can hear what general word of mouth information on how the battle for the city is going. Might be able to get an idea on what kind of ork forces we might face in the city and what fronts along the predicted line might be accurate or likely to fail.
>>
>>35114298
Also if we're gonna be fortifying the target position take some mines as well.
>>
>>35114201
Well need atleast 10 scouts 5 big ins and the rest infantrymen
>>
Departing the Commander's tent, you head toward the main hall after asking the sentry just where the hell it is. You'll need supplies. Lots of them, but you'll also have to carry it all. Heavy bolters? You'll need to either drag a wheeled one or hope you've got a few strong backs to form a weapons team. Flares, too. You may need them to see at night, though you could always wait until dawn approaches. Damn, what the hell got you this deep in shit?

The main hall seems to be filled with stragglers and a handful of officers trying to give the mass some kind of organization. You overhear parts of stories that seem similar to your experience near the Farmer's Crossroad. Greenskins, lots of them. The lines hold in places and crumble in others, and suddenly the line is gone and everyone is fighting their way out. Someone mentions a woman with a shotgun, and you're reminded of Renata. You wonder where she ended up in this mess after being discharged from the medicae months before yourself.

Eventually, someone tries to muster you into one of the groups being formed and you inform them that the Colonel told you to collect a platoon for a priority mission. You're led to a corner where a mix of Volksgrenadiers and militia members are waiting. Three Lieutenants, two Sergeants, six Grenadiers and nineteen Milita. Two of the Grenadiers look like they could form a heavy weapon team, but the Colonel wasn't joking at all when he said you were expendable. You're all very clearly expendable, and the morale of this group is lackluster at best.

Shit.

>Orders?
>>
>>35114983
So I see two options
Give a speech
Or
Get these guys wasted
>>
>>35114983
>All right lads, we have to get across this city and re-garrison Brexen Fortress. The main body of the Orks are engaged with forces across the river, so it should be simple enough to make our way through the buildings to the fortress. We just gotta stick to the shadows and be *careful*. Once we make it to the fortress, we can refortify it and tear apart any fucking greenskins that comes our way. I don't know about you but I am sick and tired of having Orks on my planet, and the sooner we get to that fortress the more of the Emperor-damned things will die to our guns.
>>
>>35115229

>1d100 for uplifting speech!
>>
Rolled 30 (1d100)

>>35115390
HUZZZAH!
>>
>>35115402
You dun Gud that'll do pig that'll do
>>
>>35115229

The men and women look at you with uncertainty, a few clearly thinking you've gone mad. The squad leaders exchange looks before telling the sergeants to muster the men outside the armoury and taking a moment to introduce themselves. Lt Gösta David, Lt Adrian Baldur, and Lt Marta Lydia. None of them look old enough to be a third of your age.

Lieutenant Baldur gets straight to the point. "How heavy are we going on the supplies, Sir? We could hope to scavenge if we travel light or if they abandoned equipment at the objective, or we can risk fatigue by taking everything we think we'll need."

>Orders?
>>
>>35115590
Was Brexen Fortress supplied?
If no we should bring some bare rations to keep going for a few days, if the fortress is supplied then take water for the journey and load up on ammo.
>>
>>35115645
It was only abandoned I don't know if the Orks hit it if it was I doubt there'd be any Dakka left
>>
>>35115677
I know they'd take any and all dakka but I'm talking about people food.
>>
>>35115645
You do not have that information. Plan accordingly!
>>
>>35115721
Okay then, take enough rations for a few days.

Are Orks edible?
>>
>>35115590

weapons, ammo, four days worth of food and water

>>35115772

no
>>
>>35115721
Would extra ammo rations and the gear for one heavy weapons team be considered heavy?
>>
>>35115804
And by extra I mean atleast 1 more than what the average space German carries
>>
"We'll take a few days rations with us, plus as much ammunition as we can." The officers nod at your words.

"I'll go secure rations. One of the quartermasters was from my regiment." says Baldur. "Link up at the armoury?"

A nod sends the officer off with a sense of urgency. You wonder for a moment if he's excited or feeling a little too much fear.

"We should hit the armoury before they finish mustering another platoon, sir." says Lt Lydia.

A former athletics area has been transformed into a small maze of weapons racks, supply crates and other equipment. At the head of it all, a bored looking clerk.

"General Heinrich Eberhardt." Your self introduction startles the man. "The Colonel sent me, and will confirm my rank. I need a platoon equipped ten minutes ago."

Your officers seem amused by the panic displayed by the clerk. "W-what can I get you, sir?"

>Armoury! Select equipment!
>See Armour available
>See Weapons available
>See Heavy Weapons available
>Inquire about other equipment

>Orders?
>>
>>35116011
>See Armour available
>See Weapons available
>Inquire about Purple paint
>>
>>35116011
Let's go for 15 Heavy Stubbers, 10 Flamers and 5 Meltaguns, along with plenty of ammo.

I figure you can never fill the air with enough bullets or fire, or superagitated gas.
>>
>>35113254
GET A TWITTER YOU MISERABLE CUNT
>>
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>>35116197
woah calm it m8
>>
>>35116011
Equipment list pls. What beyond standard kit do we have access to?
>>
>>35116234
seconded
>>
>>35116229
NO FUCK YOU

EVERY SINGLE TIME I MISS A THREAD GOING LIVE SOMETIMES FOR WEEKS AT A TIME BECAUSE THIS RETARDED CHUCKLEFUCK CAN'T KEEP HIS PLAYERS UPDATED PROPERLY
>>
>>35116011

>See Weapons available
>See Heavy Weapons available
>Inquire about other equipment
Some sort of basic rifle per man; so las-gun or autogun, pistols or shotguns if we cant cover everybody, a flamer or grenade launcher or two.
In terms of heavy weapons a heavy bolter would be good, a missile launcher or auto cannon would be better.
Other supplies lets see if we can rustle up a few first aid kits, maybe some short range comms for coordinating squad actions, a portable scanner would be great if we could get it.
>>
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>>35116275
>Year of our Emperor MMXIV
>Not constantly monitoring teegee
>>
>>35116365
>Being the decrepit form of Luigi
[Insert triggering phase of Chapter Master PTSD here]
>>
>>35116064
>>35116234

>What beyond standard kit do we have access to?

You may ask about non-standard kit, as I'd never have a complete list of possible things like that.

>Equipment!
Armour
Standard Issue Flak Armour (Cadian pattern)
Flak Jacket & Helmet
Carapace Armour (Cadian pattern) *Weight!*

Weapons
Standard Issue lasgun
Military Issue Autogun
Civilian Shotgun (pump)
Replica Rifle (K 98)
Replica Rifle (K 43)
Replica Rifle (Scoped K98) [one available]
Replica Rifle (StG 44) [one available]
Replica Rifle (MP 40) [two available]

Heavy Weapons
Heavy Bolter [Wheeled]
Autocannon [Wheeled]
Heavy Flamer *Weight!*
Missile Launcher
Light Mortar [Requires crew of 2/3]

>Purple Paint
"This is an armoury, not a home improvement shop!"
>>
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>>35116422
Rude
>>
>>35116448
The truth is only rude to those who attempt to avert their eyes from it
>>
>>35116431
Quick reminder of what our squad looks like
>Three Lieutenants, two Sergeants, six Grenadiers and nineteen Milita. Two of the Grenadiers look like they could form a heavy weapon team,
>>
>>35116458
Sounds like something a heretic would say... I'm watching you anon.
>>
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>>35116458
I'm not decrepit!
I am.
>>
>>35116431
Do we have access to any explosives or mines or anything like that?

Beyond that, I'm thinking the wheeled heavy weapons are definitely out. Missile launcher or mortar is what I'm thinking we go for if we don't want to worry about weight. Ask if they have anything beyond regular frag explosives for those.
>>
>>35116431
>Autocannon [Wheeled]
>Standard Issue lasguns for everbody, plus one or two spare
>Replica Rifle (Scoped K98) [one available], while we are at it
>Standard Issue Flak Armour (Cadian pattern) per man
>Flak Jacket & Helmet per man

as per >>35116354
Other supplies:
Lets see if we can rustle up a few first aid kits, maybe some short range comms for coordinating squad actions, a portable scanner would be great if we could get it.
>>
>>35116431
Give out best marksman the Scoped K98. Rest of us should take Lasguns because ammunition.
Give the Grenadiers Carapace Armour and give the Militia Flak Armour.
Take the Light Mortar and Missile launcher and have Militiamen carry them as we make our way through the city, they could be invaluable once we're defending the fortress and have the trained Grenadier's manning them.
>>
>>35116615
Wait how are we going to be moving though? As a loose mob or squads?
>>
Well, since we're going to be A) streetfighting through the rubble and B) potentially fending off Greenskin rushes, I'd say load up on explosives (two light mortar companies), issue the grenadiers with the StG 44 and MP 40 replicas, 3 military issue autoguns, and as many grenades as they can carry.

2 militia members are assigned on the wheeled Autocannon to provide A) a base of fire for assault on fortified enemy positions along the way, or a defensive Autocannon position on the flank should we take the Fortress.
Issue the officers and sergeants with rifles, they should not be on the front line anyway but directing their sections.

The remaining 11 miltia should also take rifles, and as much ammo as they can carry without compromising speed/profile too much.

This way, we have a grenadier assault team and accurate rifle supporting fire.

>Thoughts?
>>
>>35116431
>Carapace Armour (Cadian pattern) *Weight!*
7kms is easy, through rough urban warzone, thats 4 hours work

>Standard Issue lasgun
have the majority using these
>Civilian Shotgun (pump)
these for CQC peeps

>Autocannon [Wheeled]
>Missile Launcher
>>
>>35116674
this is good, I'll second this

also add the missile launcher
>>
>>35116615

You can requisition 15 grenades, frag or krak.

There are some demolition charges, but no actual mines. You may requisition up to 4 demo charges in either block (2 smaller devices per 'charge'. Not good for throwing) or satchel (pull chord, throw bag, big bang) form.

Mortar rounds come in Smoke, Frag and Sky Flare variety. 10 rounds per ammo bearer without weight issues.

Missiles come in Frag, Krak and Marker (White Phosphorous) varieties. 4 shots per ammo bearer without weight issues.
>>
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>>35116762
>these for CQC peeps

Always good to keep something handy for close encounters.
>>
>>35116842
Would asking for the #'s of the weight be going too deep?

>>35116679
I think Squads might be better
>>
>>35116679
3 squads should work well
>>
>>35116909
>>35116969
One lieutenant for the grenadies, one lieutenant+sergeant per militia squad.

Keep the morale of the militia high with sound leadership
>>
>>35116909
It is less about the actual weight and more about the size and distribution. Past the 10/4 for each, you're basically carrying a case or crate of ammo, rather than securing it to your kit.
>>
>>35116909
>>35116969
>>35117005
Alright we have 2 Leftenuts and sergeants plus us with 30 men

>>35116431
Meds, stims, flares, and radio equipment
>>
>>35117141
Also see if we can nab a scope or two
>>
>>35117005
>One lieutenant for the grenadies, one lieutenant+sergeant per militia squad.
Done.

Lasguns + Scoped K98 [for Heinrich?] seems to have the most support for general squad armament.

Autocannon [Wheeled], Missile Launcher, and a Light Mortar seem to be popular.

Tie between Carapace and Flak Jacket + Helmet for everyone. Any objections to splitting it by going with Grenadiers/Officers in Carapace and Militia in Flak + Helmet?

A Communications specialist has been added to your command. They will carry equipment that should allow your squads to maintain a short ranged comm network and later contact command.

Lt Adrian Baldur's Militia Squad has been assigned all 3 heavy weapons and the Coms specialist.

Your force has no dedicated CQC specialists.

Unless otherwise specified, Lt Baldur and his squad will carry spare ammo for the Heavy Weapons teams. Unless specified otherwise, they will carry a standard mixture of Frag/Krak.

Six medical kits, stims and flares distributed among the squads
>>
>>35116674
>a portable scanner would be great if we could get it

There are no hand held auspexes available.

>>35117511
>scope or two

You manage to secure four binoculars, enough for yourself and the three officers with you.
>>
>>35117610

>Tie between Carapace and Flak Jacket + Helmet for everyone. Any objections to splitting it by going with Grenadiers/Officers in Carapace and Militia in Flak + Helmet?

I agree
>>
>>35117610
All sounds good, maybe saw-off a few shotguns, fill their mags and give them to the grenadiers to sling over their shoulders? Don't need extra ammo just keep them in case an ork is 3 feet away.

And the scoped K98 should go to the best marksman.
>>
>>35117610
Add Atleast 1 shotgun in each squad
>>
Do we have any maps of the objective? Can you draw something up based on the experiences of some of the survivors or something?
>>
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>>35117844
Map Updated!

>>35117822
>>35117748
>Shotguns
1 shotgun per squad issued.

>best marksman
Grenadier Greta Elisabet issued K98!


>It is currently 23:55
>You have 11 hours to complete your objective. (Deadline: 10:00 hours)

Do you set out immediately? Dawn is at 05:40.

>Orders?
>>
>>35118052
Have every man and woman grab an energy bar or whatever, a drink of water and refill their canteens, we set out immediately after.
>>
>>35118052
Hmm maybe 5 hours of rest to get prepared mentally and physically?
>>
>>35118052
No reason to not head out now imo. I say we head down the top road coming from the HQ on the left side of it and follow it to the last blue dot. Hook up with them for intel on what might be going on and then decide on the best way to head to our objective from there.
>>
>>35118126
We wanna take advantage of the darkness imo.
>>
>>35118126
Shit meant to type 3 how the hell did my brain register 5?
>>
>>35118052
Is the green on the outside of the city ORKS ORKS ORKS or nature?
>>
I say move up to the slingshot-shaped intersection near the bridge. It should provide good fields of fire, with fall back positions across the bridge. That way, you can make the trek in two legs and not be exhausted when we get to the objective.
>>
>>35118168
>ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS ORKS
>>
>>35118191
So... this?
>>
>>35118136
>>35118191
We've got a destination.

>>35118120
>>35118136
>>35118147

And the will to move out after a few final preparations.

1d100!
>>
Rolled 9 (1d100)

>>35118507
I ain't scared.
>>
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>>35118052
How about we take this route?

>>35118546
Looks like our Sphere of luck is operating at full capacity
>>
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>>35118546
>>
>>35118546

You make good time covering the two kilometers or so toward your first waypoint, arriving at 00:55. There were a few issues with debris and improvised defenses along the way, but your officers used the relative safety offered by nearby units to do some basic tactical drills. The militia aren't exactly going to be conducting expert tactical maneuvers, but they've got a decent grasp of leapfrogging units and how to advance following a man on point.

The unit assigned to a partially ruined government building of some kind is glad to see your force, thinking you're their relief. They've spotted the odd human straggler and some flashes from fighting further south, but things seem to have gotten quiet over the last two hours or so. The officer in charge of the unit fears the greenskins are massing for a big push.

"We've got the bridge wired to blow, and the smaller foot bridge to the West of it rigged to blow if anything trips the wire. Our orders are to blow both if we see anything more than a dozen greenskins or their damned vehicles."

>Orders?
>>
>>35118829
>Good luck, we're about to cross it ourselves so I'd appreciate if if you could be careful with the detonators for the next few minutes.
Keep moving.
>>
>>35118829
How large is this unit also maybe they've got some explosives to spare?
>>
>>35118829
Hmm. Don't see any reason to not keep following the main road for now past the bridge and head west towards our objective. If it took about two hours to get to that checkpoint, I imagine it'll take at least 4-5 more hours of progress at the same speed we just went at to cover. We can't afford to take side routes unless we have to seeing as we only have around 9 hours left.
>>
>>35118829
Rest for two hours. Observe. If Greenskins aproach via the east or the main bridge, move to the footbridge.
>>
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>>35118934
It only took about an hour. You covered 1/3rd of the 'optimal' route toward your objective, roughly.

Updated map with purple dot current position.

>>35118922
They're 25 infantry. Five of them look to be elite Ork Jägers. They've deployed their explosives.
>>
>>35119002
Hmm if the Orks in the back don't get enough battle they will eventually drift to other places might still be best to keep moving though

Guys How about we requisition one of the Jägers to go scout out?
>>
>>35119353

This unit can not be given orders, as the Colonel has assigned them to defend this location. And as a Volksgroupen General, you have no authority over Jägers.

You may only order around your platoon and stragglers you may come across.
>>
>>35119420

That would be me.

10 minutes before I go with 'Follow the main road'
>>
>>35119420
We'll in that case lets just keep on pushing for now
>>
You wish the unit well and ask them to mind their detonators before ordering your platoon across the bridge and turn West down the main road. Flares illuminate the city to your South East moments before you hear what must be thousands of greenskins give a battle cry and all hell breaks loose. Artillery strikes barely three or four hundred yards to the South East, the distinct report of earthshaker cannons rumbling in the distance.

The militia in your force flee toward the footpaths along the buildings on either side of the road when the overwhelming racket that is a large group of greenskin trukks roars down the road toward the bridge you just crossed. The explosion that follows can only be the demolition charges on the bridge, followed by a hail of gunfire at Emperor knows what. You're just glad it isn't coming your way.

"Greenskins! One-hundred thirty meters South East!" hisses one of the Grenadiers near the coming intersection.

You hurry toward the intersection and carefully peer around the corner of the building. A mob of orks seem to be crowding around what looks like a section of sewer pipe mounted on a civilian vehicle, while a mob of the smaller greenskins crowd around what looks like a... slingshot?

"Is that little one getting into that thing?" asks the grenadier beside you.

>Orders?
>>
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>>35119924

Of course, forget the image.
>>
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>>35119924
>Grot Launcher
kek

I guess we wanna take up positions with large fields of fire, set up the mortar, missile launcher and Autocannon quietly.
Synchronise the opening shots, have the mortar fire first, the sound of the shell leaving its tubes signals the missile launcher to fire at the grot launcher and Elisabet to snipe what appears to be the leader or largest ork in the face. Then open up with the rest. We wanna take these chucklefucks down quickly and cleanly.

Immediately after the threat is eliminated we have to move quickly in case other orks are attracted to the gunfire, head west and move through that...park area? towards the objective, keeping low across the grass and hedgerows, with any luck we should be pretty difficult to spot in the dark.
>>
>>35119924
How many greenskins, estimated?
>>
>>35119924
What's the rough size of the mob? Wondering if a surprise assault is worth it.
>>
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>>35119924
Oh...
>{Sweating Intensifies}

Deploy the Autocannon to watch our rear and have the missiles launcher troop target the Weapon of Mass destruction
>>
>>35119924
Call the mob`s location in to the colonel, he can order us to engage if he wants. Otherwise bypass the group, but engage if fired upon.
>>
>>35120088
>>35120083

>rough size of 'mob'

~20+ per mob
>>
>>35120164
If that is what I think it is by the time he can get artillery to fire here it might be too late and the main bridge won't get blown up letting the Orks continue their advance
>>
>>35120235
The main bridge already blew, I think. That was the source of the sound of the explosion in the last update.
Look at the map too, they're all bunched up and vertical; absolutely perfect for a fire mission.
>>
>>35120330
Gah I need some coffee alright I'm in a grenade with calling it on the Orks stuck there but what about the Launcha? It can really fuck up a defended position especially that small one
>>
>>35120330
Starting to wonder if we should just get going then. Maybe do a quick volley or mortar fire to try to disable their launcher but we have an objective to make it to and drawing attention to ourselves won't help.
>>
>>35120235
>>35120330
In addition, we have a low amount of time, materiel and men to complete our objective. We absolutely cannot engage every ork band we find.
>>
>>35120330
>>35120235

You're fairly certain the bridge toward HQ was demolished a moment ago.

>Orders?

>Launch attack on orks to SE of your position
>Launch attack on orks to SE of your position + deploy Autocannon to cover the road to your NE
>Fuck this! Move before they spot us!
>>
>>35120489
>I'm in a grenade

Oh autocorrect you are such a huge fagget

Should be

I'm in agreeance
>>
>>35120506
>Fuck this! Move before they spot us!
Leapfrog away from their position until we can be sure to break contact, then fucking hoof it to our objective.
Maybe stop to requisition civvie vehicles on the way.
>>
>>35120565
This. Also rally those faggot militias that ran, we need the manpower
>>
>>35120565

Do you wish to continue along the road to the SW? Head NW across the bridge there for distance? Move directly West through the buildings?
>>
>>35120662
Let's move NW to get some distance between them and any orkish advance groups. SW puts us too close to their lines and W raises the specter of close combat.
>>
>>35120662
NW seems our safest bet we're going to have to hoof it though
>>
>>35120506
>>Launch attack on orks to SE of your position
I wanna say do a quick strike on their position and scatter them before moving on.
>>
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>>35120734
>>35120759

You give the order to double time it North West, the grenadiers splitting into two groups to act as vanguard and rear guard for the platoon. Nothing blocks your path or gives chase, and the men take cover in a bit of surviving vegetation and debris from an artillery impact.

Greta and Lt David move onto the foot bridge where some benches give them concealment, scanning the North West, South West and North East with their scope and binoculars respectively.

"Something up the canal to the North West, can't make it out. Group of those little bastards or maybe refugees down the road to the North East."

>Orders?
>>
>>35121145
Check out what's on the canal. If the orks have built boats, then we would have to report it in.
Also thank you OP for continuing but it's getting late. Continue at discretion.
>>
>>35121325
Might as well although I still feel like we should just keep going.
>>
>>35121145
Is it me or is this a map of real vienna.
>>
>>35121145
Send a squad to confirm what's at NE
>>
>>35121145
>>35121325
Let's also give a sitrep back to command and updates on enemy fronts.
>>
>>35121145
>>35121325
Let's also give a sitrep back to command and *ask for updates on enemy fronts.
> abort doesn't work
>>
>>35121441
Your attempts to contact command or allies fails.
"Between the buildings blocking our signals and battlefield conditions we must need direct line of sight for anything beyond a few hundred meters, Sir."

>Orders?

>Move to investigate the contact along the canal. Ignore contact to NE
>Move to investigate the contact along the canal. Send a squad to investigate the contact to NE.
>>
>>35121535
>Move to investigate the contact along the canal. Ignore contact to NE
After this, manually check time passed and distance moved. We cannot afford to get caught by the enemy's advance.
>>
>>35121535
>Move to investigate the contact along the canal. Send a squad to investigate the contact to NE.
civi my need help
>>
>>35121639
You've moved ~300 meters from your last position. It is 01:20.

That autocannon is slowing you down a bit.
>>
Rolled 2 (1d2)

>>35121675
>>35121639
Ahhhh can't decide dice pls

1-Ignore
2-Investigate
>>
>>35121535
I say ignore canal and investigate contact to the NE.
>>
>>35121676
Right..
We have 8 hours left to take the objective, so good enough time IF the enemy isn't there first.
Check for a nearby vantage point on that canal contact. If a vantage is found, vox command or progress and ask for map updates.

After all that, disassemble the autocannon and distribute the weight among the group.
>>
"Lt Lydia. Take your squad and identify that contact to the NE. We need to know if greenskins are on our flank or if civilians need directions to our forces."

"Yes sir!"

The rest of your platoon moves along the canal, coming within 200 meters of the sighted objects before a flash of lightning reveals them for only a brief moment. Two vehicles. A chimera followed by a basilisk, the massive earthshaker cannon of the latter locked into travel position and pointed your direction.

"Why aren't they moving?"

"Did they throw a track?"

"I don't hear the crew cursing because they have to actually use their feet."

"Silence, all of you!" Your voice is a mere hiss compared to the constant sounds of battle to the South East, but you are most certainly obeyed without question. If your kids listened to you, these scared children sure as hell will.

"Movement. That is a damned ork moving around the tanks."

Your binoculars do little to help your vision until lightning flashes again, revealing two orks that appear to be crudely painted and a small group of the lesser greenskins running around with them. "I count two greenskins and six of the little bastards."

"Two kommandos. Eight grots?"

"I counted five of the little ones." says Greta. "Third kommando climbing on the Earthshaker. They may be looking to loot the vehicles."

"We've got the numbers and my boys could move to flank them, Sir." Lt David seems to like the odds of this potential fight.

>Orders?
>>
>>35122114
pick them off during the thunder when they are less in number move in
>>
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>>35122114

Classicblunder.jpg
"You fool, you stumbled into the even slightly less well known classic blunder! You forgot to post the image!"
>>
>>35122114

Have our sniper take out one of the Kommandos, take the others in a hail of small arms fire, no heavy weapons though, wouldn't want to damage the tanks, who knows we might be able to use them
>>
>>35122114
Ok, everyone get away from that barrel`s direction.
Set up the autocannon and provide a base of fire while Lt. David flanks their position. Priority targets are any exposed Earthshaker crew, then the Chimera gunner if any, then the Kommandos. Set up the mortar and fire an illumination round. That flare will be the signal for weapons free.
>>
>>35122114
If we pick them off, we could see if the vehicles work...
>>
>>35122114
How about we advance 100 meters and leave Greta to try to focus on Kommandos while Heinrich goes to lure em out?
>>
>>35122275
>>35122190
Belay that. Regroup with Lydia, and then hit the vehicle crew.
>>
Rolled 5 (1d5)

>>35122144
>>35122269
>>35122278
>>35122295

>Advance assault team, snipe Kommando(s) to initiate and blitz confused greenskins

Roll 1d100 for each shot the sniper gets to make before you assault or the orks wise up. (this post's roll for #)

and 3d100 for the assault itself.
>>
Rolled 14 (1d100)

>>35122472
sniper shot 1
>>
Rolled 18 (1d100)

>>35122472
Sniper shot #2
>>
Rolled 98 (1d100)

>>35122472
>>
>>35122533
RIP grenadiers
>>
Rolled 28, 81, 98 = 207 (3d100)

>>35122472
>>
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>>35122533
>>
>>35122569
not necessarily, its an undeclared roll so it could be allocated as a sniper crit fail,

>>35122472
anyway sniper shot 3 or is it 4?
>>
>>35122611
Assault started strong then got flaccid we probably lost 2 or 3 dudes unless our last sniper shots hit true
>>
>>35122629
Either way a 98 is ending up as the first of the rolls for the assault.

2d100 to finish up assault rolls.

>roll of 98 using a k98
This almost deserves to be something special.
>>
Rolled 30 (1d100)

>>35122472
another sniper shot
>>
>>35122629
It'll be the assault, I just know it. It's at night, they can't see their targets, and they're closing for CC against orks. Nothing is ready to fail as hard as this assault.
>>
Rolled 70, 37 = 107 (2d100)

>>35122690
ANCLIIIIIF!
>>
>>35122690
Fate Point?
>>
Hidden Movement.jpg
>>
Rolled 12, 41, 16, 51, 7, 30, 86, 22, 97, 39, 41, 5, 69, 5, 56, 23, 52, 75, 64, 3 = 794 (20d100)

>>35122782

Now with correct dice...
>>
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>>35122782
>>35122803
So many low numbers...

Oh boy...
>>
>>35122782
>weforgottopostasentry.jpg
>>
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>>35122803
>Those high numbers
Oh FUCK BOHIC.
>>
>>35122865
...That's not my picture..
>>
Rolled 36 (1d100)

>>35122831
Rolling for Anal Circumference
>>
Rolled 19, 7 = 26 (2d100)

>>35122900
Rolling for ork length and circumference.
>>
You order the men to avoid using heavy weapons, hoping to commandeer the vehicles the orks surround. Grenadiers and Militia creep forward as Greta takes up position and prepares to fire.

Something goes wrong before your men have advanced twenty meters. Gunfire erupts from the orks, panicking the militia as yells and weapons fire erupts between the two groups in a brief hail of greenskin tracers and lasfire. In less than a minute it is all over, the grenadiers among your force charging the greenskins as Greta picked off all three Kommandos in rapid succession. She even got one between the eyes.

Lt David hands you an identification tag as you look over the two imperial vehicles. It seems their crews had been ambushed, possibly only a few hours ago. Blades from the smaller greenskins are found in two crew still found inside the chimera. "Wulf's luck ran out and that Eckberd guy from the militia took a ricochet to the arm."

You're not sure what exactly to say, but from the looks of it both of these vehicles should run. Driving them may be a problem, however. While you should be able to handle either of the machines, you could have a group of damned city folk for a command. They couldn't drive a tractor if it drove itself!

>Orders?

>stopping here for the night. Will continue in the morning and try to squeeze in all I can before I have to head out of town!
>>
>>35123080

thats an impressive specimen right there, part ork part horse?
>>
>>35123133
Thank you MachineSpirit for the session!
>>
>>35123133
Secure a perimeter and wait for Lydia's squad send a man or two back to let them know where we are and then to scout on ahead by the main road of the west entrance to the city.

The only question is are we going to take the buildings and alleys or the road?
>>
>>35123133
is it an either or thing on the tanks?
If so i say we take the chimera, and use it to haul our heavy weapons squad, might mean that we can pick up the pace a little on getting to our objective.
Any way to ask around for others with some heavy equipment driving experience?

>Orders?
treat the wounded, strip Wulf of his weapon and ammo, then stash his body in a cairn made of street rubble. Wait for Lydia's squad to check back in, then push on to the objective heading south and west toward the main artery.
>>
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bump for dead orks
>>
bump
>>
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You have the heavy weapons brought forward by Baldur's squad while David's squad secures what passes for a perimeter. With so few men, it boils down to posting a pair of men a short distance down each road to ensure a wandering greenskin or two doesn't kill them without anyone taking notice. Wulf is stripped of his weapon and spare ammunition and laid out by the side of the road with the tank crews. It isn't quite as respectful as you like, but it is sure as hell practical.

Personally applying your experience with farm equipment to the liberated chimera transport and basilisk artillery, you believe both are still serviceable and more importantly still have a healthy amount of fuel in them. While you personally can't drive both of the vehicles, it seems that one of the Militia members from David's squad once spent a summer on her grandfather's farm and should be able to drive the other vehicle. You half expect she'll immediately drive it into the canal instead of on the road, but she'll probably get it twice as far as any of the others. Most of them haven't even learned to drive a damned duck on a string.

What the hell is wrong with kids today?

02:20 comes and goes. Lt Marta Lydia and her squad of Militia have not returned nor made contact since you ordered them to investigate what were thought to be smaller greenskins or civilian children moving in the distance. It has been an hour since your force split up. She should have been back by now.

>Orders?

>Chimera transport acquired!
>Basilisk artillery acquired!
>3rd Squad MIA!
>>
>>35127031
Take some people in the chimera and go look for them, have the rest guard the basilisk and try to move it to better defensible territory

we have comm gear/comm specialist, use them and the chimera's vox to stay in contact and try to make contact with 3rd squad, the basilisk should have its own vox for those guarding it to stay in contact with us
>>
>>35127118
You have 20 soldiers (or what passes for them. 11 of them are Militia)

How many men do you take with you in the Chimera? And do you turn on the head lights to help you search/see? Or you could go unbuttoned to see better.
>>
>>35127202
Take 1 grenadier and 4 militia with us, start out with headlights on and unbuttoned, we're running out of time, the sooner we regroup and get to our objective the better
>>
>>35127259
Sounds good
>>
"Felix, Hermanni, Helmut, Berta, Tore! With me. Leutenant David! Get that Basilisk moved into better concealment. I want a report on the intersection South of our position when I get back!"


The Chimera purrs to life and responds quickly to your touch, barrelling parallel to the canal and then across a bridge to the other bank. The treads upon the roadway is much louder than the engine at these speeds, but the greenskins should be plenty distracted by the fight at the river. Especially if you're hearing it over the noise of the tank you're driving. One sharp turn and you're moving down a narrower street for a moment due to debris, but the path clears soon enough and you rumble toward the intersection your missing squad should have reconoitered.

"Halt!" yells one of the men with you. He points toward the footpath to your East and three bodies. One of the militia and the Sergeant lie motionless in the road, while Lieutenant Lydia seems to have fallen to her knees and somehow ended up upon her heels with her torso caught upon a bench.

There are no signs of any sort of battle or the other members of the squad.

>Orders?
>>
>>35127456
Have the men use the chimera as cover and enter overwatch positions while we check on the Lt.
>>
>>35127456
seconding >>35127481
>>
>>35127511 here, we should also make care to search the bodies and area for booby traps
>>
Rolled 37 (1d100)

>>35127523
Roll for luck, if needed?
>>
"Cover me."

You carefully approach the nearest body, finding the militiawoman without a pulse and three wounds that suggest she was shot in the back from up close. Sergeant Rune is the same, though half of his face is missing as well. Taking their tags and finding their weapons already missing, you leave the bodies alone in the event they are trapped.

Lt Lydia's helmet is cracked on the right side, and it seems to be the reason her left arm is caught upon the bench. Blood still seems to be dripping slowly from the inside of her helmet as you pull her tag and sympathetically pat the helmet of the poor girl. She was too damned young to die like "EMPEROR ON TERRA!"

You nearly jump out of your skin as Lt Lydia's right hand moves toward the crack in her helmet. "Ow."

"You've not turned into a wiedergänger on me, have you Lieutenant?"

"Not that I'm aware."

"That is just what a wiedergänger would say."

"Boo." The lieutenant goes slack once more, and you check her pulse this time. She's still alive.

>Orders?

The previously provided map is still accurate for where you and your other forces are located.
>>
>>35127782
Hmmm either It was Kommandos or scavengers either way we still need to move and regroup back at the basilisk
>>
>>35127860
yep, all we know is there are hostile elements out here that managed to get in close to our men, nothing more for us here

>>35127782
get Lydia in the Chimera and get her medical attention, we should have some med packs or supplies

have one soldier help us gather the tags and gear of the dead and load it in the chimera fast

then get back to the basilisk and the rest of our men ASAP

we can ask Lydia what happened on the trip back
>>
"Felix! Help me, she's out cold."

It takes a few minutes to make sure you're not going to hurt the Lieutenant further by moving her and secure her to one of the benches of the transport. You've already collected the tags of the other two, and their weapons are nowhere to be found.

"Hang on." With the chimera turned around, you throw the engine's power into the treads and hurry to rejoin the rest of your platoon.

>Thanks for playing!
>I expect to run this little side story again next week and we'll see if Heinrich Eberhardt can survive.
>A twitter will be made, but only for dakka.

PARTY ON, DUDES (AND DUDETTES)
>>
>>35128167
Thanks for running MS see ya next time boss
>>
>>35128167
Tell that German slut friend of yours he owes me still.
>>
>>35128167
Thanks for the thread MS.

Hurry the fuck up with that twitter.
>>
>>35128167
>but only for dakka.
wut?
>>
>>35128218

>German
>slut

As far as I'm aware, most germans qualify as that around this time of year...

We'll have to talk some other time about that so I can laugh at someone
>>
archived
>>
>>35128167
Hurry up with that twitter.



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