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Welcome to Tankies Quest, if you'd like to catch up on last weeks' session you can find the archives here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Tankies%20Quest
Or if you'd just like to contact me or keep abreast of when we're next running you can find my Twitter here: https://twitter.com/Danontg

> 13th June, 1944
> Normandy, Route 213, East of Villers-Bocage
> 2:30

Shells and bullets rip back and forth across the open field between you and the German forces you are now crushing against Route 213. One of the Mark IVs manages to turn around and fire off a round, which rips into the forest, smashing trees as it passes through but failing to find its mark. A moment later, a cacophonous boom and bright flash in the woods to your right heralds your Squadron's response, Three Troop's Firefly placing a shot through the Panzer's inside drive wheel, causing smoke to pour from the hatches and a trio of its crew to bail out and run for cover. Of the dozen German tanks pulled up along Route 213 when the ambush began, all of them around destroyed or abandoned, their hulks pouring thick oily smoke into the air, the Halftracks too are shredded or blown out, one in particular looking almost comically shot up after being given the sole attention of one of your Crusader AA tanks. Firing dies down as targets diminish, what few German infantry are left hunkering down in their foxholes. You should probably get a move on, before Jerry figures out what's going on. But the question is, where to? You could pull ba-

"Watch your right! Watch your right! More Panzers coming through the gap in the hedges to our 2 o'clock!" The urgent radio message cuts through your mind, instantly bringing you back to the here and now. You swivel the cupola trying to spot them through the smoke and dust that has begun settling over the area, scanning fruitlessly for a few moments before a flash and the bang of gun report reveals the newcomers' positions. The shell careens into the trees to you left, but you are too concerned with the firer to follow its shell's path too closely. The Panther, flanked by two more of its kind, halts in the middle of the open at the North-West end of the field, its sleek bulk obvious now, as if brazenly daring your tanks to fire on it. A number of pops and bangs from around you announce your troops' intentions to do just that and you feel a pit in your stomach as 75mm shells ricochet off the Panthers' front armour, skipping into trees or the ground without so much as denting the things. You need to get the Fireflies onto them.

(1/2)
>>
>>871455
(2/2)

"Able 2-3, Able 3-3, why aren't you engaging those Panthers?" You yell into the mic, trying not to let the urgency in your voice turn to panic.

"This is able 3-3, I can't see them sir, the smoke." The Panthers return fire, their high velocity shells zipping into the trees, though you can't tell if any find their mark.

"Able this is Able 2-3, trees are blocking our line of fire, we'll have to move to get a better angle." Shit that'll make them an obvious target.

> Pull back all of A Squadron, you can draw the Panthers into a crossfire maybe by retreating across the field.
> Get Captain O'Leery to call in gunfire on them, this should have taken enough of the pressure of Dyasforce to free up a battery.
> Push forwards to get better shots, drawing fire with flanking Cromwells while the Fireflies get into firing positions.
> Other
>>
>>871498
>> Get Captain O'Leery to call in gunfire on them, this should have taken enough of the pressure of Dyasforce to free up a battery.
>>
>>871498
>> Get Captain O'Leery to call in gunfire on them, this should have taken enough of the pressure of Dyasforce to free up a battery.
>>
> Get Captain O'Leery to call in gunfire on them, this should have taken enough of the pressure of Dyasforce to free up a battery.

"O'Leery, get me gunfire on those Panthers, at least a battery should be free by now. Everyone else, load HE and keep those Panthers pinned down!" You switch over to the intercom as affirmative answers chorus back to you.

"Dickie, aim for the turret ring on that lead tank, maybe we can jam it and stop them from firing again."

"Aye, I'll give it a shot."

"Able, Able this is Able 2," Lieutnenant Oliver's voice crackles over the radio. "Able 2-4 is knocked out, all bailed, but 2 seriously wounded."

"Able 3 here, Able 3-2's been hit too, one seriously injured, but the tank it still operable." Shit, the moment the Germans get a straight fight you're already down two tanks.

"Able, another half dozen Mark IVs coming through behind the Panthers." One of the One Troop tanks reports from their flanking position.

"Copy, all Able tanks engage the Mark IVs at will. O'Leery, what's the status on that gunfire?" Below you Caesar bucks and the gun breach recoils into the turret with a metallic 'shunk', your shell smacking into the lead Panther's turret just above the the hull, and bouncing off harmlessly. In response the Panthers fire another volley into the woods. You pat your gunner on the shoulder and yell to be heard over the sounds of the engine,"Good shot Dick, load HE and try again!" He nods wordlessly and retrains the gun.

"We've got two batteries for a single barrage and one more that can stay with us from here on out," Now there's some good news at least. "but we need to wait a few more minutes before they can open up." Nevermind.

"Why the bloody hell do we have to do that Captain?" Anger giving your tone an edge.

"The barrels are red hot sir, they've been firing nonstop for hours, shells're going out faster than they can stack 'em and the breaches are starting to stick. They need a few minutes to cool or they'll give out."

(1/2)
>>
>>871832
(2/2)
"Alright, you heard him lads, buy us a few minutes!" Next to you, Captain Welchley's tank fires, it's HE shell striking one of the two supporting Panthers in the track, sheering it off in spectacular fashion. A moment later, to your surprise, the driver and radio operator of the German tank leap from their hatches and run back towards their lines, apparently oblivious to superficial nature of the damage suffered. The Crusader AAs open up again, spraying down a group of infantry emboldened by their reinforcements, the 20mm shells gorily dismantling their attempt at manhandling one of the now abandoned AT guns into position. A moment later one of the Cromwell CS's finishes the job, demolishing the AT gun with a HE round.

Caesar fires again, the HE splashing against the Panther's turret front again, with just as little effect as the AP round, and this time when it returns fire, the whole tank is shunted back with a resounding 'bong!'

"We're hit!" yells Lieutenant Cooper, panic in his voice.

"Did it go through? Everyone alright?" You ask over the intercom.

"Gunner alright, God bless the extra armour."

"Loader a-alright." Cooper swallows, trying to calm himself back down.

"Driver doing fine sir, thanks for asking." Bob sounds almost non-chalant about the whole affair, confident in Caesar to protect him you suppose.

"Hull gunner alright." Looks like it bounced, but you don't know if you'll be so lucky next time.

> Engage the Panther again, keep in distracted.
> Those Mark IVs are coming onto the field now, you'll have better results engaging them, shooting the Panthers is just wasting ammo.
> Have your squadron smoke up the German positions, better to blind them and wait for the arty.
> Other
>>
>>871840
>> Engage the Panther again, keep in distracted.
>>
> Engage the Panther again, keep it distracted.
"Fire at the Panther again, Alamein, Aggressor, load your HEAT shells and hit the Panthers too!"

"Yes, sir, we'll give the Hun something to think about." Says Sergeant Major Turnbull, commander of one of the HQ Troops Cromwell CS's

"Able, this is Able 3, what do we do about the wounded?" Well you certainly can't keep them here.

"Recce, bring one of the carrier patrols into the field behind HQ, Able 2 and 3, get your wounded back there and onto the carriers, they'll take them back to Regiment at best pace. You get that Regiment?"

"We copy Major, we'll have the field ambulances standing by." Alright, back to matters at hand then.

"Dickie, aim low, we'll take their tracks like Welchley's girls did. They won't be able to get away when the arty comes." You say over the intercom.

"If you say so, sir." The turret twitches left a little, then the gun depresses slightly, and Cooper slams another HE round into the breach.

"Up!" The gun bucks and you watch the shell eat up the distance to the Panther, striking the front of the track just below the mudguards, blowing the drive wheel clean off and shatter much of the track itself. A half moment later the Cromwell CS's lend their own fire to the effort, one HEAT shell bouncing off the front plate of the lead Panther, failing to detonate, while the second strikes the last undamaged one at a more favourable angle, detonating with an orange flash, and a moment later the Panzer simply ceases to exist, its ammunition all spontaneously detonating from contact with the superheated copper jet and converting most of the tank above its tracks into shrapnel and smoke.

"Damn good shooting, everyone, now keep up the fire, don't let them move forward." The Mark IVs have begun lending their own fire to the mix and One and Four Troop both begin reporting contact with flanking forces, shortly before the booms of tank guns and chatter of MGs from either side begins. They're trying to box you in. One of the new arrivals strays too far South and into the firing line of Two Troop's Firefly, which quickly claims its 6th kill of the day with a shot straight through the front of the Panzer's turret, while another is picked off by Cromwell fire. Then Captain O'Leery comes back over the radio.

(1/2)
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>>872438
(2/2)

"Stonk's on the way Major, I'd suggest everyone make sure to keep the hatches battened down, this'll be a big one." A moment later, a quartet of 25-pounder shells bracket the Panthers in the middle of the field, and immediately the Mark IVs begin reversing, one even turns around fully to flee, only to receive a shot through its rear from Captain Welchley which causes it to roll to a halt. Well that wasn't that much of a- The North-East corner of the field disappears from view, shrouded by dozens of shells falling at the same time, some detonate on impact, while others airburst above the German positions, spraying hot metal down like rain. The noise, even within your metal cocoon is deafening, drowning out all radio traffic for a few moments before Cooper adjusts the gain.

"God bless the Royal Artillery." You say, then open the channel again, hoping anyone else can hear you over the fuss outside. "Alright, what's our situation, all tanks report in." It takes a bit of doing with the artillery barrage going on but you eventually manage to figure out that One Troop is engaged with two platoons of Panzer IVs and at least a platoon of infantry and are engaging with the help of one of the Carrier Patrols, while Two Troop is down to three tanks, and Three Troop is at Three Tanks effective now, after it's Platoon Sergeant's tank took another three hits which immobilised it and lightly injured a couple more crewmen, who are about to leave with the rest of the wounded. Four Troop, on your left flank however, aren't responding though the reports of tank guns from that direction mean they're engaged with something. This artillery is giving you enough cover to make a move, but whatever it is will have to be quick, as once it passes Jerry will likely be redouble his efforts.

> Swing West, relieve Four Troop as you go and return to Villers-Bocage before the Germans can pin you down and surround you.
> Contact Dyasforce and hold your ground, you'll draw the Germans in so they can strike them from the North.
> Swing East, send the Recce Stuarts to collect Four Troop while the rest of you push through past One Troop's killing field and attack the German HQ, cut the head off the snake.
> Other
>>
Welp, looks like we've run out steam for the day, I might well run the rest tomorrow, so go ahead and vote and I'll work into to the next post.

Archives: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Tankies%20Quest
Twitter: https://twitter.com/Danontg
>>
>>872451
>> Swing East, send the Recce Stuarts to collect Four Troop while the rest of you push through past One Troop's killing field and attack the German HQ, cut the head off the snake.
>>872451

Just a thought, since "we" tend to loose steam fairly quickly. Would it be possible to run only one or two updates each night, but to keep it up for longer. Thus allowing people such as me to participate in at least every other vote. I'm certain there's more than me who canät participate simply due to scheduling.
>>
>>875261
This. For both the eastern push and for smaller, but more frequent updates.
>>
>>875261
I've considered it yes, but ultimately I don't want to run that kind of quest, and once you get into running your quests at a pace like that it's a hard hole to pull yourself out of. What I actually want to work towards is more frequent updates that are slightly shorter than the current ones, a post every 20-30 minutes.

A lot of my inspiration for running came from GermanSchteel and the way he runs quests, combine that with my experience as a GM for RPGs and I much prefer to run something as a 'session' where I sit down and run for 6-8 hours straight then pack it in for the week than having to constantly come back and check on it in short bursts over the course of a day or days. Hope that's a satisfactory response.



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