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You are General 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. Thrown back into the front, you've been put in charge of a suicide mission: take thirty men and women, two thirds of them militia, cross Old Brexenburg and garrison the abandoned Fort Brexen. Along the way you've lost a squad of militia to thin air, rescued a Chimera transport and Basilisk Artillery Gun from a group of greenskins, and picked up enough stragglers to bring your numbers toward what you estimate is eighty able men and women. A group of Fallschirmjägers was with you, but they absconded with several of your heavy weapons to assault a greenskin bridgehead across a canal before you reached your objective.

New Vienna was struck by orbital bombardment as you contacted Colonel Mathis around 0700 hours, nearly preventing the Colonel from making clear that your meager force would need to hold Brexen Fortress for twenty eight hours. For the past twelve hours your force has set up a defensive perimeter and searched the abandoned fortress for supplies. The half of the Fallschirmjägers eventually made their way to the fortress, chased by greenskins, and reported the destruction of the greenskins’ bridging attempt to the North.

Will the fortress hold another sixteen hours?
>>
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>Last time...
http://suptg.thisisnotatrueending.com/archive/39093314/
One of the Trojans returns to the front and tows the greenskin vehicles toward positions currently vacant, helping block off the interior section of the entrance. Reinforcing infantry or the forward forces should be able to put the ramshackle husks to good use, especially considering the shocking amount of, well, useless metal on the vehicles. Much of the seemingly critical systems for the vehicles aren't even connected.

Fallschrimjägers report that the Munitorium is partially stocked. From the looks of it, most of the stocks are for vehicles, but the heavy bolter ammunition should be able to keep the sentry guns firing long after their barrels will have warped from heat. The stubbers on the vehicles are likewise will not want for ammunition, nor the autocannons in your force. A hundred rounds for the Earthshaker cannon are located, along with a small cache of Manticore Missiles. A series of chargers for las-packs and even a crate of hot-shot packs for lasguns rounds out the cache.

The mobile Trojan speeds off to load up and distribute what munitions will be of use, while the pioneers still at the Motor Pool report that the Hydra and second Trojan have completed repairs. They too are soon racing past the gate to resupply, the Manticore platform in tow. The first Pioneers into the munitorium proceed to mock the Fallschrimjägers for ignoring a number of less destructive items. Comm beads by the crate-full, voxcasters and even a vox thief. Several hundred stored interlocking fence lengths, and what look to be crates containing tens of thousands of empty sandbags. Several crates of high quality amesec are even reported.

"I guess the government around here isn't completely incompetent. They left us drinks!"
>>
Hello hello
>>
>>1951453

You order the men to leave the bottles, at least until you get first pick. A few sound like they're hurrying to hide the evidence that they've already disobeyed that order.

"AAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEEEE!"

Gripping Lydia by the collar of her uniform, you drag her into the nearby trench. "Incoming! Get down!"

"What are you talking ab-" The young woman throws herself over you in the trench as a grot with crudely crafted 'wings' strapped to its arms and a rocket tied to it's back zooms several meters overhead and crashes into the wall. Tarantula sentry guns begin to engage the next wave of grot bombs.

"General Eberhardt. There are humans across the channel to the West! Say again humans to the West!"

Fich Dick! Perfect timing.

>Current time is 18:04

The young lieutenant on top of you recites litanies as another howling grot flies over the shallow trench, a bone-rattling explosion covering you both in dirt and greenskin chunks. As another screaming rocket approaches, the world spins and begins to fade.
>>
>>1951474

Meta smiles as your eyes open. “Hey.”

Your wife’s smiling face beside you fades to Lt Lydia as the young woman’s last breath weakly escapes. The yellow fin of a greenskin rocket has almost completely driven itself thru her torso. You close her eyelids before raising your hand to signal the grenadiers calling for you.

The grenadiers help you deeper into the fortress until the world finally stops spinning. You must have passed out for nearly an hour during the bombardment. Checking your comm bead, you find it undamaged and still on the command frequency. “Who has a damage report?”
“Glad to hear from you, General. We’ve got good news, bad news, and a clusterfuck in the making. What do you want first?”

>Orders?

Bit of work bombardment going on, so this may be the last post for several hours.
>>
>>1951516
Start with the clusterfuck, go to the bad then the good news. Might as well end on a positive note.
>>
>>1951516

Second >>1951520

Take Lydia's tags too I guess. Probably want to think up a lie to tell mommy & daddy since "betrayed by squad, knocked out, then impaled on a rokkit after regaining consciousness" isn't too inspiring.
>>
>>1951520
>>1951526

"Give me the clusterfuck first, Tine."

"We've located stragglers and civilians to the West, across the canal, General. Judge Lene estimates that we're looking at a handful of soldiers and dozens of civilians. They appear to be amassing due West of the canal tower, and communicating with old light signals. If they have vox systems with them, they're either out of power or shut down."

"Where is the clusterfuck, Tine? This seems like good news."

"Fallschirmjägers have confirmed the destruction of the bridges to the North, and Grenadier Elisabet reports that the bridge to our South appears to be only partially demolished, but believes she spotted greenskins there as well. We've distributed some of those comm beads the Pioneers found, so I can put either Judge Lene or Grenadier Elisabet on the vox for a direct report, if you like."

>Questions/Orders?
>Get someone else on the vox?
>Next Item?

and off to meeting. back in ~3 hrs
>>
>>1951615
Get a report from Elisabet on what they can see on the greenskins at the south bridge. Might be best to secure the bridge, get the civilians and troops across then finish off the demo job.

I assume Judge Lene can inform them by light signals to head to the south bridge?
>>
>>1951615

I think we should take some troops to retake the bridge to the south, and some pioneers to rig it to blow. Get the civilians and soldiers on the west side across to our side, the blow the bridge.

Agree with >>1951623
>>
>>1951615
Could any of the ork vehicles be salvaged for parts to repair other vehicles? I can't recall if there were any old vehicles missing parts in the fort.
>>
>>1951623
>>1951624
Supporting.

>>1951811
This one as well.
>>
>>1951811
The only ork vehicles present are two burned out grot tanks. They are currently being used to block off some of the former gateway's road section. (black boxes on map)

Pioneers did salvage a few exterior plates off of one of the formerly mobile piles of metal.

>>1951623

"Put Elisabet on the comm."

"Yes, General." Tine must not have everything quite sorted yet, as the vox net transmits static for a moment. "Done, General."

"Grenadier Elisabet? I want a report on that bridge to the South."

"This scope isn't very powerful, General, but I believe the southern bridge is partially intact. A mob of greenskins appears to have crossed and moved East toward an explosion roughly twenty minutes ago. I believe there are grots and roughly a dozen greenskins lingering around the bridge, but there are buildings blocking my line of site."

"Are the surrounding buildings intact?"

"Mixed bag, General. I believe an intact building on our side has a commanding view of the bridge area, but greenskins may be inside. The perimeter road looks clear until the buildings immediately around the bridge."

"Tine, get Judge Lene on this channel."

"I'm already on, General. What may I assist you with?" The Judge doesn't sound like she has gotten much rest, despite your instructions.

"Can you signal the forces across the canal to move South to the bridge?"

"I cannot, General. My morse is rusty, but young Rainer believes theirs is worse. The only thing they have transmitted that made sense was an SOS and nine." Judge Lene transmits something unintelligible, as if she were attempting to break up another transmission.

"Judge Lene, say again. Your transmission broke up."

"Nothing, General. Just reminding young Rainer that his orders are to defend this position and obey my command, not throw away his life."

>>1951624
Knew I forgot something.
>>
>>1952139
>Forces!

>Command (6)
General Heinrich Eberhardt (Sturmjäger Rejuv Veteran)
Captain Hendrik (Grenadier Rejuv Veteran, Commanding Flakhelfer)
Lt Adrian Baldur (Grenadier)
Lt Torsten (Pzr Grenadier, Assigned to Kettenkrads)
Communications Specialist Ester Tine

>Line Infantry (6)
Sgt Urban Ulrik
Grenadier Greta Elisabet - K98
x4 Grenadier

>Mechanized Infantry (11)
x5 Panzer Grenadiers (Assigned to Kettenkrads.)
x4 Panzer Grenadiers (Assigned to Chimeras)
x2 Panzer Grenadiers (Assigned to Basilisk)

>Combat Engineers (20)
x19 Pioneers (Small amount of explosives)
x1 Pioneer (Assigned to Assist Specialist Tine)

>Elite Infantry (3)
x3 FallschrimJäger

>Militia Forces (22)
Renata Edith (Militia Veteran)
x16 Militia
Alfred Rainer (Child Soldier)
x4 Child Soldiers

>Auxiliary Forces (11)
Judge Sunniva Lene (Arbites)
x1 Arbite
x3 Flakhelfer (Assigned to Pak Autocannon)
x4 Flakhelfer (Assigned to Hydra Tank)

>Medicae
x1 Medic (Rejuv Veteran, Chirurgeon)
x1 Sister Hospitaller

>Wounded (Severe) (14)
x1 Grenadier
x6 Militia
x4 Panzer Grenadier
x3 FallschrimJäger

>Motor Pool
Chimera Transport (2/3 Crew) - Positioned as Bunker
Chimera Transport (2/3 Crew) - Positioned as Bunker
Basilisk Artillery (2/4 Crew)
Mule/Trojan (0/3 Crew) - Transient Crew from Pioneers conducting repairs
Mule/Trojan (0/3 Crew, Immobilized) - Under Repair
Hydra Tank (4/5 Crew, Immobilized) - Under Repair
Manticore Platform (0/2 Crew, 0/4 Missiles, Packed)
Wheeled Pak Autocannon (3/3 Crew, Immobilized, Rooftop)
Tarantula Sentry Guns (12/12 deployed. Heavy Bolters)
Infantry Support Tank (0/4, Knocked Out) - Under Repair
Infantry Support Tank (0/4, Knocked Out) - Under Repair


>Orders?
>>
>>1952139
>Knew I forgot something.
??

>Orders?
So what's the good/bad news?

I think we should deploy the grenadiers, panzergrenadiers and pioneers to take and hold the bridge. Do the people across the river have a line of sight on the bridge? Action there could draw them to us no?

Thoughts?
>>
>>1952162
>??

The list of forces. I forgot the forces.

>Do the people across the river have a line of sight on the bridge?

No. The canal bends and buildings are in the way. They're still a few dozen meters away from the canal itself, using the urban environment for cover. (I never filled in that part of the map, not expecting to use it beyond a map legend)
>>
>>1952183
Are the people across the river within range of a physical message? Attached to a rifle grenade with no charge or something?
>>
>>1952139
Tell Tine to signal 6 to them. I'm guessing they signaled 9 as they have some orks following. Might want to get our basilisks sighted to the west and spotters waiting.

I'm thinking we should send in a squad of grenadiers/panzer grenadiers and militia backed up by the elites and a chimera to try to secure the bridge. A few pioneers will have to come to finish of the demo too. Thoughts?
>>
>>1952201
>I'm thinking we should send in a squad of grenadiers/panzer grenadiers and militia backed up by the elites and a chimera to try to secure the bridge. A few pioneers will have to come to finish of the demo too. Thoughts?

I'll agree with that. Perhaps make sure the Basilisk is zeroed in on the other side of the bridge in case orks start trying to cross.
>>
>>1952206
They mentioned a mob of orks went east after an explosion about 20 minutes ago. We won't have much time so perhaps that might be a good idea to have the basilisk ready for support there.
>>
>>1952216
We should set up the manticore platform and load some missiles ready to support. Manticore missiles have a huge AoE and are great against light/med infantry and light armour.
>>
>>1952227
I don't think the manticore is ready to head out just yet though. Needs to be rearmed and crewed. If it won't take too long it might be worth it although how many missiles do we have in reserve?
>>
>>1952243
"A small cache"
Not sure how many that would be.
>>
>>1952192

"Judge, are you capable of getting a physical message across the canal?"

There is a long pause. "General, the only way to get a physical message across the canal would be to slide something down the cable for the gondola they were fitting to this tower. You- Mister Rainer has pointed out that only something capable of braking would likely survive the stop, and wishes to volunteer."

>>1952201
>respond with 6
Can't say I'm aware of that being a standard signal for responding to a 9?

>Zero the Basilisk on the bridge

The two panzer grenadiers on the Basilisk request a half hour to handle and verify the indirect fire calculations, and two more crew to help reload and handle communications.

"We can get it done, General, but we're not trained to get this done fast."

>>1952227
>>1952243
>>1952251
>Manticore

The Manticore platform you've recovered is currently packed up in travel mode and will have to be deployed somewhere in the fortress to be reloaded.

There are approximately 14 missiles, assuming none of the transport tubes are empty.

You'll also have to crew it.
>>
>>1952260
>There is a long pause. "General, the only way to get a physical message across the canal would be to slide something down the cable for the gondola they were fitting to this tower. You- Mister Rainer has pointed out that only something capable of braking would likely survive the stop, and wishes to volunteer."

I just meant like, a piece of paper with the message written on it.


I say unpack the manticore, have Cpt Hendrick and the flakhelfers do it with some militia. Maybe one of the fallschirmjager knows how to unpack it properly?

Assign a couple more panzer grenadiers to the basilisk? Then we have about 15 grenadiers and panzergrenadiers, and the 3 falschis, we can send on kettekrads and a chimera, along with some pioneers with demo charges. Thoughts?
>>
>>1952270
I'm a little hesitant to send ALL our regular soldiers out and remain with only militia mostly because I'm worried about them dying or being injured. Think it might be worth taking the more experience/stable looking militia to go with them and leave a few soldiers back?
>>
>>1952279
Okay. Perhaps keep the Grenadiers and a few panzer grenadiers back?

Send 7 panzergrens and the 3 fallschis. Along with 3 pioneers? That would fit in a single chimera.
>>
>>1952284
Probably better to go with your original idea. There might be more orks hidden in the buildings and the original mob might come back. Better to be safe then sorry I guess. I'm just worried about losing all our actual soldiers.
>>
>>1952284
>>1952279
And five militia for extra firepower? 5 panzergrens can go on kettengrads instead?
>>
>>1952270

>I just meant like, a piece of paper with the message written on it

Rainer's suggestion does allow him to carry over a few dozen comm beads, which would be far more effective than a piece of paper. He'd also be easier to find if he came off the cable early. He'll make these points, if you want Heinrich to comment on it.

And do note, you do not have to take action until learning of the rest of the news.
>>
>>1952294
Let's hear the rest of the news before we make a plan then. Might as well have Rainer try I guess. No point sending out a mission to take the bridge and they ignore the south side of the fort.
>>
>>1952302
>Might as well have Rainer try I guess.
Might as well indeed.
>>
>>1952302
>>1952307

If there is agreement, roll 1d100 for the kid
>>
Rolled 86 (1d100)

>>1952316
>>
"So the clusterfuck is a clusterfuck. What is the bad news, Tine?"

"Five Tarantula turrets are offline after those grot bombs, General. At least two are confirmed direct hits and destroyed."

"So what is the good news?"

"Pioneers have managed to repair one of the Infantry Support Tanks. They had to cannibalize some critical parts from the second one, but they've got the weapons up. It can function as a static position." Tine hums softly for a moment. "Green Leader reported that his squadron is currently returning to base to rearm and refuel. They'll be back during the night and he'll try to at least get us a medical evacuation for our wounded. He also wants to buy you a drink when this is all over."

"Anything else? Do we have anything on the strategic networks?"

"I don't know, General."

"What does that mean, Tine? Shouldn't we at least be receiving the data?"

"The only thing I'm receiving on the strategic frequencies is some weak Imperial Navy chatter, General. They're talking about forming ships up on some cruiser that doesn't seem to be in my communications primer. Strife Cruiser... uhh, Morbid? Moorbeed? Only reason I can tell it is Navy chatter is that they're mentioning Jester. My father made a model of that ship."

>Orders/Questions?
>>
Rolled 83 (1d100)

>>1952325
Poor bastard still gets a survival roll
>>
>>1952395
Welp the kid is dead. Only option I can think of now is have whoever is signaling the people to move south along the fort walls repeating whatever signal they're using and hope they follow.

Then send out a team to secure the bridge.
>>
>>1952390
>Pioneers have managed to repair one of the Infantry Support Tanks....It can function as a static position

I guess deploy it so it can lay fire down around the main entrance.

The pioneers who just freed up should get to fixing the three not-blown-apart tarantulas.
>>
>Clarification:

Pioneers have brought 1 Support Tank up to fully operational.

The 2nd one is only good for a static position.
>>
>>1952411
Ah. The operational support tank would be very useful for helping to take the bridge then.
>>
>>1952411
Oh that actually is good news then. We can probably use one of the support tanks for the push to take the bridge.
>>
>>1952325
>>1952395


"Judge Lene to General Eberhardt. Mister Rainer didn't make it, he fell. We can't see if he is still alive or not due to debris."

"How did the other kids take it?"

"I've sent the girl to the medicae, I think she is in shock. I've dissuaded the others from attempting to complete the mission."
>>
>>1952427
Continue signalling as >>1952406 said. And try and slide a message on paper down the cable. Include a sentence about Rainer if the people on the other side are able to get line of sight.

I'd say for taking the bridge we send the infantry support tank and a chimera. Along with 7 panzergrens, 7 militia, 3 fallschis and 3 pioneers with charges.

Thoughts?
>>
>>1952436
Go for it. Obviously their priority is to survive rather than fight and take the bridge over any cost but make sure they update us with the situation over comm's. I assume an officer is going to go along with them?
>>
>>1952450
I'd say the panzergren Lieutenant. Torsten.
And the 7 militia are good ones, volunteers preferably.
>>
>>1952419
>>1952436

Who will you assign to crew the ISTank, and will you send an officer to command?

Note that panzergrenadiers are the most skilled when it comes to crewing vehicles, short of an actual dedicated crew or Heinrich.

And how will the force make their attack? Charge in with vehicles or attempt to infiltrate before a vehicle charge?
>>
>>1952460
Might as well have the panzergrenadiers crew them then.

Attempt to infiltrate before a vehicle charge is best I think. Get an idea on what they might need to take out or focus on first and if there are traps.
>>
>>1952460
I'd say have the panzergrens operate the ISTank, while the regular chimera should have a panzergren driver and a good militia gunner.

Lieutenant Torsten should command.

I'd say move up and as the force approaches the bridge, the 3 falschis, militia and panzergrens not operating vehicles dismount and try and quietly sweep and clear the bulding. Once that's done, vehicle charge while providing supporting fire with the infantry in the building.

Thoughts?
>>
>>1952468
Sounds solid enough to me.
>>
Good to see this back.
>>
>>1952468
>>1952473

If there are no changes or objections, roll 5d100.

>BONUS!
LGOPS - one of the first 3 dice may be rerolled due to angry Fallschirmjägers. Choose wisely.
>>
Rolled 33, 74 = 107 (2d100)

>>1952482
Rollin' two dice.
>>
Rolled 61 (1d100)

>>1952482
rollin number three
>>
Rolled 20 (1d100)

>>1952482
number four
>>
Rolled 46 (1d100)

>>1952482
Roll 5-0.
>>
Rolled 23 (1d100)

>>1952487
Using the bonus re-roll for the 74.
>>
>>1952487
>>1952490
>>1952495
>>1952496
>Infiltration - 33
>Clear/Capture Building - 74
>Main Assault - 61
>Tank - 20
>Chimera - 46
>>
Rolled 83, 81, 15, 20, 17 = 216 (5d100)

>Hidden Movement?
>>
Lieutenant Torsten readies his sally force while the basilisk crew calculates their trajectories.

You pull Captain Hendrik and the flakhelfers off of the autocannon and hydra, tasking them with reloading the Manticore platform and checking the damaged Tarantula turrets. Pioneers use a Trojan to replace the chimera deploying with the cannibalized Support Tank. The debris that had been piled onto the Chimera is reapplied to the new bunker, with only minor adjustments for the side sponson heavy stubbers.

Judge Lene reports that they’ve successfully deployed a satchel with a handful of comm beads and written instructions down the gondola’s cable, and Torsten gives the signal for his force to move out.

You watch Pioneers and flakhelfers move along the walls to resupply the Tarantula turrets as the darkness of night begins to climb over the city. No word from the Western wall that your message has reached the stranded forces, though they haven’t stopped their attempts at light signals.

“General Eberhardt, Specialist Tine. Patching you in.” Once again a burst of static as Tine switches over a channel. “Barivian 9th, Brexen Fortress. General Eberhardt is on the vox. Go ahead.”

“Vanguard squad here, General.” Emperor, the voice on the vox sounds exhausted. “We have seventy, maybe eighty or ninety civilians with us now. Our rear and flank guards are scattered to hell, but they’re holding as they can. I’m worried the civilians will attempt to cross the canal on that floatsam backing up around your tower soon.”

>Response?
>>
>>1952665
"We're reading you Vanguard Squad. We're currently sending an effort to reclaim the bridge south of your position so you can cross. Are you able to make yourself ready to head across the bridge? We will inform you as soon as it's cleared.
Also, are you in sight of the debris beneath the cable? Can you ID any body beneath it and confirm if they're alive or dead?"
>>
>Calling it here for the night. Will resume in the morning.
>>
>>1951449
HOLY SHIT its been three years.. glad you are alive, but already wondering if this MC will go the way of Percius and Elesh before him....

you have a pretty good track record of abandoning quests right when they are getting good.. but i will give you a shot
>>
>>1951449
>men and women

Your quest is still shit.
>>
>>1953959
I think it's mostly because there's literally nothing else left.
We're also using child soldiers at the moment.
>>
>>1953844
This MC has always been a temporary shift. Unfortunately work and life are unlikely to give me more than this week to run a proper quest, so this may just be a last hurrah.


>>1952676
"Copy that, General. We'll send runners."

"Vanguard, any chance you have eyes on the debris under the cable?"

"Your man completed his mission, General. We'll bring him back. Vanguard out."
>>
Captain Hendrik approaches as you anxiously listen to the sounds of battle around the city. The distant sound of artillery duels to the West and North offer some proof that you’re not the last position in the city, while the sounds of the occasional fire fight or explosion come from within the city itself in seemingly random directions. Each bout of combat makes you wonder if there are more stragglers out there, or if the greenskins are fighting amongst themselves.

Your fellow rejuv veteran leans over the wall’s parapet to watch some of the Pioneers reinforce the gateway defenses below. “Two of the tarantula turrets are toast, the other three damaged ones are back online. Manticore platform was giving them problems, but I’ve sorted that out. We’ll have to decide where to put it, though. We need a Trojan to move and reload it, so that limits our options of elevating it.” You both turn toward the South as a fight erupts nearby. Torsten must have launched his assault, or been discovered early.

“No good lines of sight on the West wall. That leaves what? The main Keep structure or one of the two towers with lifts?” You glance at the locations. “Towers have better sight lines for anti-aeronautica in any given direction. Southern tower by the vehicle depot might give a line of sight on infantry breaching the gate.”

Hendrik shrugs. “Towers can be overrun if the walls are scaled by kommandos, and we don’t have much of a defense in depth. If the gate is breached, we’re just buying time before we’re wiped out.”

You both stand in silence as autocannon fire barks to the South, a fireball rolling into the air soon after.

>Current time is 20:14
>The sun’s last rays fade into the horizon.
>14 hours until relief?
>>
>>1954387

“General Eberhardt, Lieutenant Torsten. Objective secured, two wounded bad. Friendlies are approaching the bridge, but we’ve got a problem. They’re saying they have people strung out over three kilometers or more, General.”

>Orders?

Slow updates today due to interruptions.
>>
>>1954401
"Excellent work Lieutenant! Do you have a clear path for us to collect the wounded on Kettenkrads?

Otherwise, hold the bridge. Escort each group of civilians to the fortress with some troops, but try and keep the lion's share of incoming soldiers with you on the bridge. Hold it as best you can. Keep us informed of incoming enemy forces. If they're too large we'll have to bug out.

Tell the strung out forces they need to get their asses moving as fast as they can. When they're here they can get some rest.

Make sure the bridge is ready to blow when needed. Meanwhile can you provide ranges and sighting so we can get our artillery ready to fire around either side of the bridge when needed?"
>>
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>>1954414

"We'll do our best, General, but I'd like to request a Trojan for support and medical evac. There are some riot barricades we can deploy. We'll send the civilians along the canal and have them move along the Fortress wall. There should be enough cover to conceal their movement. Hold, General."

Hendrik gives you an amused look at Torsten's last transmission. "I should tell Generals to hold more often."

"Sorry, General. Pioneers are reporting that the damaged span isn't stable enough. They're requesting that you send the rest of them and approve repairs to speed friendly crossing."

>Orders?

>Where do you wish to deploy the Manticore platform?
>>
>Updated Forces

>Command (6)
General Heinrich Eberhardt (Sturmjäger Rejuv Veteran)
Captain Hendrik (Grenadier Rejuv Veteran, Commanding Flakhelfer)
Lt Adrian Baldur (Grenadier)
Lt Torsten (Pzr Grenadier, Defending Bridge)
Communications Specialist Ester Tine (Operating Fortress Command Room)

>Line Infantry (6)
Sgt Urban Ulrik
Grenadier Greta Elisabet - K98
x4 Grenadier

>Mechanized Infantry (11)
x5 Panzer Grenadiers (Defending Bridge)
x3 Panzer Grenadiers (Assigned to Chimeras)
x2 Panzer Grenadiers (Assigned to Basilisk)

>Combat Engineers (20)
x16 Pioneers (Small amount of explosives)
x3 Pioneers (Small amount of explosives, Defending Bridge)
x1 Pioneer (Assigned to Assist Specialist Tine)

>Elite Infantry (3)
x3 FallschrimJäger (Defending Bridge)

>Militia Forces (22)
Renata Edith (Militia Veteran, Defending Bridge)
x10 Militia
x6 Militia (Defending Bridge)
x3 Child Soldiers

>Auxiliary Forces (11)
Judge Sunniva Lene (Arbites)
x1 Arbite
x3 Flakhelfer (Assigned to Pak Autocannon)
x2 Flakhelfer (Assigned to Hydra Tank)
x2 Flakhelfer (Assigned to Basilisk)

>Medicae
x1 Medic (Rejuv Veteran, Chirurgeon)
x1 Sister Hospitaller

>Wounded (Severe) (16)
x1 Grenadier
x7 Militia
x5 Panzer Grenadier
x3 FallschrimJäger
x1 Child Soldier - (Shock)

>Motor Pool
Chimera Transport (2/3 Crew) - Positioned as Bunker
Chimera Transport (2/3 Crew) - Defending Bridge
Basilisk Artillery (4/4 Crew) - Prepared to Support Bridge
Mule/Trojan (0/3 Crew) - Transient Crew from Pioneers conducting repairs
Mule/Trojan (0/3 Crew)
Hydra Tank (2/5 Crew)
Manticore Platform (0/2 Crew, 4/4 Missiles, Packed)
Wheeled Pak Autocannon (3/3 Crew, Immobilized, Rooftop)
Tarantula Sentry Guns (10/10 deployed. Heavy Bolters)
Infantry Support Tank (4/4) - Defending Bridge
Infantry Support Tank (0/4, Knocked Out) - Positioned as Bunker
>>
>>1954571
I guess send the Pioneers in a Trojan.
Any roof panels and such they can drag over the damaged sections to facilitate crossing?
>>
>>1954647
Guess we don't have much of a choice if we want to get those civilians in ASAP. We'll need them methinks.

Also, was there anything like extra barbed wire or razor wire in the fortress?
>>
>>1954658
>anything extra?
Pre-fabricated crowd/event fencing
A nearly unlimited supply of sand bags. You're more limited by dirt and manpower there.

>>1954647

"Pioneers here, General. Looks like we have two options. The Eastern bank has some plasteel the greenskins were collecting, or we can make a weaker span with some of the debris on this side in half of the time, with a Trojan."
>>
>>1954689
>"Pioneers here, General. Looks like we have two options. The Eastern bank has some plasteel the greenskins were collecting, or we can make a weaker span with some of the debris on this side in half of the time, with a Trojan."

"Create the weaker span first. Once Vanguard has secured the eastern bank, try and recover some plasteel for reinforcement."


>You're more limited by dirt and manpower there
We can have the civilians fill sandbags.
But where can we get dirt?
Any of the fortress interior open ground? Grass and earth?
>>
>>1954700
There is a major roadway that dominates the gate area and moves south to the Motor Pool and then to the Keep, with smaller roads connecting most of the buildings.

There are plenty of grassy areas inside the fortress, along with elevated planters. The Northern & Western areas have the largest concentration of grass, while the East & South sections were largely converted into main roads/parking.

The gate area has only a few small grass areas along the base of the walls, and some elevated planters that your forces have dug out for trenches.

Any orders for where to deploy the Manticore and/or who to crew it with, or begin straggler recovery?

Or orders to deploy the Hydra anywhere specific? All vehicles that can be made mobile are mobile.
>>
>>1954753
Have the hydra on the western wall where it can target any flyers attacking the bridge.

Have the manticore on top of the keep, ranged in for either side of the bridge. Same ranging orders for the basilisk.

Send the Trojan and Pioneers to do their work.

Make sure autocannon and militia are ready to defend the main gate if any orks try to get through whilst we're open for the civilians.

Any other thoughts?
>>
>>1954753
In the grassy areas are there any old paths or roads that look like they lead to a dead end? Maybe we'll get super lucky and there's an old hidden storage under the dirt.

Otherwise going along with >>1954763. Gotta get the civilians inside so they can start helping out. We should probably figure out if any of them could be useful as technicians or manning vehicles as well.
>>
>>1954763
>>1954773

If there are no objections/changes,

1d100 for Green Leader's requisitions (loot, high is good!)

1d100 for Pioneer efforts
1d100 for recovering forces
& 4d100 for events.
>>
Rolled 3 (1d100)

>>1954786
>high is good!
I got dis
>>
File: suicidal.gif (3.75 MB, 487x416)
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>>
Rolled 42 (1d100)

>>1954788
No. No you don't.

>>1954786
Pioneer efforts...
>>
>>1954786
recovering forces
>>
Rolled 61 (1d100)

>>1954797
whoops fucked that up
>>
Rolled 35, 27 = 62 (2d100)

>>1954786
Rolling two dice for events.
>>
Rolled 6, 70 = 76 (2d100)

>>1954786
other 2 events dice
>>
Hendrik takes command of the Manticore platform and gets it deployed on the Keep before all of the Pioneers move out to repair the bridge. The Trojan leaves the fortress gates stacked high with a number of the prefabricated fence sections.

At 20:51 Green squadron returns, escorting a pair of arvus lighters. The craft manage to land without Tine activating the keep's landing pad lights, disgorging a cargo of supplies, munitions and even some body armor before your loading your wounded for evacuation. As the craft depart, Hendrik gives you the highlights. "Chainswords, carapace armor, and hotshot backpacks for twenty. Medical and food supplies, some boltgun rounds, and two missile launchers with five frag & five krak warheads, each. Green Leader probably raided an officer's mess for the food supplies, at least. Whole box of number ten rations here."

Over the next hour both ends of the bridge come under attack by small mobs of greenskins. All seven attacks are driven off with only minor injuries and no calls for artillery, but the ones that escaped into the night will eventually return with a larger mob. Pioneers continue their work through each attack, opening the crossing as they complete the first section and set to work on widening it. Demolition charges are rigged to bring the entire span down on your orders.

The gate comes under attack before the first civilians reach you, a mob of greenskins using the night to conceal their assault. Three grenadiers are killed by burna boyz before a group of the civilians charge into the greenskins. Most of the civilians pay for their bravery with their lives. Almost all of them are armed with some form of weapon, but they've clearly had no training.
>>
>>1955059
By 23:02, Pioneers have completed their work as the night sky begins to fill with signs of an aeronautica battle above the city. Tine reports that Green squadron is part of the brawl, and that the Fortress could guide Manticore missiles to aid the Imperial fighters. Launches would be blindingly bright, however.

"General, Lieutenant Torsten. One-hundred sixteen civilians have crossed by my count. Latest batch heading your way has eighteen children. Vanguard has pulled in nearly thirty Grenadiers and the odd FallschrimJäger, but no officers. One of them pulled the vox caster out of the Chimera and ran off to link up with part of the rear guard force. It sounds like they've got an operational tank and more people out there, sir."

"Great news, Torsten."

"Negative, General. We've got eyes on vehicles moving up the canal road, lights on, from the South. We can't hail them or tell if they're greenskins with the light blinding us. Do we hold or fall back, General?"

>Orders?
>Current time is 23:08
>11 hours until relief?
>>
>>1955067
"Fall back to our side of the bridge! If it's greenskins get ready to call in artillery and manticore strikes whilst they're at the other end!
If the ork force is too large to be destroyed by the artillery. We'll have to blow the bridge whilst they're on it."

My suggestion.
>>
>>1955082
>>1955067
Also supply Carapace armour and hotshots to Fallschis first. Then to Officers & NCOs along with chainswords. Then to Grenadiers.

Give the boltgun rounds to the Judge and Arbitrator. Get the medical supplies to the doctor. He can start treating the wounded civilians.

Set up the missile launchers overlooking the front gate. Crew them with one Grenadier to fire, and one militiaman to load (it's an easy job).

Let Vanguard Squad Troops have some of the number 10 rations when they get back.
>>
If there are additional posts, I'll continue. If not, good night euros and we'll continue tomorrow
>>
>>1955116
Agree with what’s been posted. Only thing I’d add is maybe we should contribute to the air battle. Losing air control might screw us in the long run even though we will be attracting attention now. Thoughts?
>>
>>1956491
I'm concerned it could draw attention. But the air support is very important.

I'd say assist with the hydra and manticore if we're sure we can make a kill or kills.
>>
Most of Vanguard squad falls back across the bridge to join Torsten's force, though a few remain behind to guide any additional friendlies.

The Basilisk and Manticore platform both take aim at the South, waiting for an order to fire.

"Greenskins confirmed. They're leading with a pair of captured Chimera hulls by my guess. Greenskins are following in the open. Basilisk, target site six, three round barrage!"

>2d100 for artillery & combat
>>
Rolled 83 (1d100)

>>1957953
>>
Rolled 68 (1d100)

>>1957953
>>
>>
Rolled 46, 35, 1, 15 = 97 (4d100)

>>1957980
>>1958016
>>
>>1958020
>1

gonna need 4d100 for good things (high is good)
>>
Rolled 20, 40 = 60 (2d100)

>>1958035
>>
File: Lightning4.png (638 KB, 620x476)
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The report of the earthshaker feels like a hard slap on your back as the fortress is illuminated by the flame escaping the barrel for a brief moment. Another fight to the South erupts shortly before the first earthshaker round impacts with another bright flash. Torsten calls in the shot's deviation as the basilisk's crew adjusts their aim.

The Basilisk fires its fifth shot before Lieutenant Baldur reports that all civilians appear to have reached the fortress gate. Twenty-eight older men, sixty-five women, eighteen children. Twelve dead from that charge. Almost all of them are armed with a mix of rifles and pistols, and they've carried thirty-one wounded to the fortress. "Are you certain of the count?"

"We've got the good count, General. They're exhausted, but we're sending them to get some food and water. Pioneers are in charge of them for now, and they'll get a work team going for sand bags." Another earthshaker round streaks into the sky, followed by a manticore missile that climbs and detonates above. Something above trails flames from the detonation, exploding a minute or so later. "Looks like we'll need them. Baldur, out."

Another Manticore missile launches shortly after, breaking the second target into a pair of flaming objects that fall toward the North. Imperial lightnings streak above the fortress as the aeronautica battle above disspates, Tine warning Torsten of allied fighters beginning attack runs. The lead craft launches a cluster of flares before climbing, the following fighters conducting straifing runs.

>Cont.
>Anyone else feel like rolling the last 2d100, or will I?
>>
Rolled 73, 52 = 125 (2d100)

Crew stunned! Override engaged.
>>
>>1958147
>>1958463

An explosion rocks the South as the lightnings scream thru the skies, turning for another pass at the battle. A building's silhouette crumbles into the streets below as black smoke billows above the flames.

The vox channel screeches to life with an unfamiliar voice. "Friendly forces, do you read? This is Sergeant Ottokar, we have you in sight, one kilometer out. We're breaking thru, don't blow that bridge!"

"Torsten to General Eberhardt. The greenskins have been stalled, but we're seeing reinforcements moving up from the South, both sides of the canal. If they flank us from the East we won't have much warning, General. Do we blow the bridge?"

>orders?
>>
>>1958710
"Ottokar, we've got orks coming up against both sides of the bridge! You've got to get your asses moving!"

"Green Squadron, do you have any eyes on orknoids our side of the river coming up form the south? Anything you can do?!"

"Artillery, saturate the southern approach to the bridge on the west side. Try and break them up and stall them!"

"Torsten, focus on defending yourselves on the eastern side. If greenskin forces beat Ottokar to the bridge and you're not confident you can defeat them, you'll have to blow the bridge!"

My suggestions at the moment. Any thoughts?
>>
>>1958747
Don’t have much of a choice. We need to try to get those forces across.
>>
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"Ottokar, we've got orks coming up against both sides of the bridge! You've got to get your asses moving!"
"Green Squadron, call out greenskins on the East side of that bridge and provide what support you can."
"Artillery, hit the Western side of that bridge. Call your rounds out on the vox."
"Torsten, hold your position for as long as possible. Blow the bridge if you're in danger of being overrun or after friendlies make it across. Whichever comes first."

The Basilisk's engine revs before the tank pivots right, then corrects left, the crew atop gripping whatever is available to ensure they're not thrown off by the jarring motion. "Shell out!"
Hendrik waits for the shell to impact in the distance before launching a Manticore missile, illuminating everything along the missile's path in an eerie red glow as it passes. "Impact in two... one. Impact."

The night fills with the sound of more fighting to the South as several more lightnings join Green Squadron on straifing runs. Torsten's force reports greenskins attempting to flank from the East, prompting Hendrik to fire the last missile on her launcher. "Where is that Trojan with more ammo?"

"Sergeant Ottokar to friendly forces, we're engaging! Artillery battery, hold fire!"

"Get your asses over here, Ottokar! The greenskins are flanking North using the buildings."

The battle is illuminated as something fires, sending up a great cloud of black smoke licked by flames.

"Artillery, adjust fire one hundred meters west of last target. We're moving to cross the bridge."

"Brexen, Torsten! Friendly armor is crossing the bridge. We've got a Mk V!"

"Hydra 1 to Torsten. We have the greenskins flanking you on our augurs. Engaging." The South-Eastern tower of the fortress erupts with the growl of the Hydra's quad autocannons. "Not even greenskins are dumb enough to keep running into that!"

"Last friendlies across! All units fall back to the fortress. Blow the damned bridge!" A distant flash and crack fill the air. "Confirming bridge is down. Artillery, fire at position two in thirty seconds, three round barrage."

The Hydra continues to fire in bursts as the bridge force withdraws, suppressing the lead mobs of the greenskins as the basilisk crew ceases fire to preserve their limited ammunition.

"General, seventy-eight earthshaker rounds remaining."

Your attention turns from the battle toward the defenses. Sandbags are being filled to reinforce your positions within the gate, but the minimal locations your forces can physically entrench within the gate will soon have all the sandbags they can practically use, and you've certainly drawn attention after supporting Torsten's force.

>Calling it here for the night. ideas/plans for additional defenses?
>Updated forces and map will be posted over the next few hours.
>Current time is 24:14
>10 hours until relief?
>>
>>1959950
Heinrich mentioned it earlier but we should start setting up a defense in depth with fall back positions if the gate gets breached. Can we use sandbags to set up fallback positions and use some of the fences that were in the base to try to limit the ork movements a little if they make it in? At least until they topple the fences over.

Additionally, we should see if we can get the inner buildings fortified with sandbags in entrances and windows and such. Or at least keep a number of sandbags in reserve to set up new positions if a breach in the wall happens elsewhere.

Thoughts?
>>
>>1959950
I'd say use sandbags to create a second perimeter around the keep? Use fence sections to create funnels to lead the greenskins into autocannon and rifle fire.

>>1959983
Agree with this.
>>
>>1959983
>>1959992

The fence sections are low enough to be vaulted over by a fully grown ork.

Unless they are dug into the ground lengthwise, in which case they're just a really funky ladder.

They'll certainly help reinforce sadbag positions, though.
>>
>>1960240
Is there any barbed wire or razor wire we can loop around the top of the fences to make them un-vaultable?
>>
>>1960280
Unfortunately none has been located.
>>
>>1960306
Damn it.
How much fuel do we have? Can we set up canisters above the main gate to release & light when orks try to break through?
>>
Rolled 1, 4, 3, 5, 3, 3, 1, 4 = 24 (8d5)

>>1960323

You have more fuel than you know what to do with, really. The limit is the ability to move it away from the storage tanks.
This roll's total = number of 5 gallon plasteel jerry cans available
>>
>>1960371
I'd suggest hanging ten or so of them above the entrance passage. If a good bulk of greenskins tries to pass through we can target the jerry cans.
Las-beams should pierce the cans and ignite the fuel no?
>>
>Command (7)
General Heinrich Eberhardt (Sturmjäger Rejuv Veteran)
Captain Hendrik (Grenadier Rejuv Veteran, Manticore Platform)
Lt Adrian Baldur (Grenadier)
Lt Torsten (Pzr Grenadier)
Sergeant Ottokar (Pzr OrkJäger, Commanding Mk V)
Communications Specialist Ester Tine (Operating Fortress Command Room)

>Line Infantry (23)
Sgt Urban Ulrik
Grenadier Greta Elisabet - K98
x1 Grenadier
x20 Grenadier Veterans (Carapace, Exhausted)

>Mechanized Infantry (12)
x2 Panzer Grenadiers
x4 Panzer Grenadiers (Assigned to Hydra, Exhausted)
x4 Panzer Grenadiers (Assigned to Chimeras)
x2 Panzer Grenadiers (Assigned to Basilisk)

>Combat Engineers (18)
x17 Pioneers (Small amount of explosives)
x1 Pioneer (Assigned to Assist Specialist Tine)

>Elite Infantry (33)
x8 FallschrimJäger (Carapace, Hotshot Packs)
x4 Panzer OrkJäger (Assigned to Mk V, Exhausted)
x21 OrkJäger (Exhausted)

>Militia Forces (119)
Renata Edith (Militia Veteran)
x22 Militia
x1 Militia (Assigned to Manticore)
x3 Child Soldiers
x92 Untrained Militia (Civilians + mixed weapons, Exhausted)

>Auxiliary Forces (19)
Judge Sunniva Lene (Arbite, Carapace, Bolt Pistol & Power maul)
Enginseer Dari (Servo Arm, Mechadendrites, Power Axe)
x1 Arbite (Carapace, Bolt Gun & shock maul)
x3 Flakhelfer (Assigned to Pak Autocannon)
x2 Flakhelfer (Assigned to Hydra Tank)
x2 Flakhelfer (Assigned to Basilisk)
x8 Vehicle Crewmen (Exhausted, poorly equipped)
x1 Aeronautica Crewman (Exhausted, poorly equipped)

>Medicae (2)
x1 Medic (Rejuv Veteran, Chirurgeon)
x1 Sister Hospitaller

>Wounded (Severe) (35)
x3 Grenadier
x10 Militia
x2 Panzer Grenadier
x2 OrkJäger
x18 Civilians

>Motor Pool
Mk V Tank (5/5 Crew)
Chimera Transport (2/3 Crew) - Positioned as Bunker
Chimera Transport (2/3 Crew)
Basilisk Artillery (4/4 Crew) - 78 rounds remaining
Mule/Trojan (0/3 Crew) - Transient Crew from Pioneers
Mule/Trojan (0/3 Crew) - Transient Crew from Pioneers
Hydra Tank (2/5 Crew, S-E Tower) - Flakhelfers
Hydra Tank (4/5 Crew) - Panzer Grenadiers
Manticore Platform (2/2 Crew, 0/4 Missiles, Reloading, Keeptop)
Wheeled Pak Autocannon (3/3 Crew, Immobilized, Rooftop)
Tarantula Sentry Guns (10/10 deployed. Heavy Bolters)
Infantry Support Tank (4/4) -
Infantry Support Tank (0/4, Knocked Out) - Positioned as Bunker
>>
>>1961114
I'd say assign the two unassigned panzer grenadiers to the basilisk, freeing up the flakhelfers to more fully crew their Hydra.

I think we should assign Grenadiers to the Autocannon (once they're rested more) rather than Flakhelfers. Though if the Flakhelfers aim is just as good against ground targets then leave it.

Dish out some no.10 rations to the orkjagers and grenadier veterans first, let them get some rest.

The exhausted panzer grenadiers manning the Hydra can get some rest by their gun, while the flakhelfers keep watch with their own Hydra.

Assign a few more militia to the manticore to help with loading speed.

The enginseer should see what he can do regarding bolstering our defences and reinforcing our stuff. Perhaps he can bolt additional plates onto the Infantry Support Bynker or something. Presumably he has more expertise than us so I'm sure he knows what he can do.

The Pioneers are 'babysitting' the civilian workers I assume? Overseeing civilian teams as they fill sandbags etc. We should try and set up a secondary perimeter around the keep. If possible try and create some longitudinal dirt/sandbag walls that will force orks together.

My ideas. Thoughts?
>>
>Whoops, forgot to post the map with the legend this thread.
>Map Legend!
1. Brexen Keep - A massive, blocky structure that anchors the Brexen Towers. The flat section of the keep between the towers once acted as an air base for craft capable of vertical take off and landings.
2. Keep Entrance - Shrouded by an overhang that can support smaller lighters landing above it, this entrance is the only path into Brexen Keep if the Keep comes under assault.
3. Old Hospital - The hospital back when Brexen Fortress was in fact a fortress instead of a recreational park.
4. Old Motor Pool - Once the heart of any garrison's vehicle maintenance. Now a relic.
5. Old Gates - Once a mighty pair of gates to entrap attackers. Now converted into an entrance to the Brexen Fortress Park. Still an important choke point, though.
6. Brexen Reception Hall - Formerly one of the main barracks, most of the floors have been renovated into halls suitable for mass gatherings and events.
7. Old Munitorium - Once the heart of the Fortress' munitions and layered in reinforced structures to defend against external damage.
8. Brexen Tower West - Towering over the Fortress and the lands surrounding, the towers of Brexen Fortress once dominated the Western edge of New Vienna and provided a view of the entire approach. With the expansion of the city, they now provide amazing views of the city's sprawl.
9. Brexen Tower East - Struck by some greenskin weapon, the top quarter of this tower was almost completely reduced to slag and debris.
10. Brexen Park Administration - Once a minor barracks, now the Administrative heart of the Brexen Fortress Park. A commissary and minor medicae facility are located here.
Yellow Dots - entrances/exits for tour vehicle lifts. Tank-sized.

>Purple Rectangles
various tanks, represented by the letters. Trojan Support Vehicles have a star instead.
>Purple soldiers
Professional Military units. (~5 per dot)
>Light blue soldiers
Pioneers/Engineers (~5 per dot)
>Orange soldiers
Militia/Irregulars (~5 per dot)
>Stars
Specialist items/soldiers
>Funky blue things that used to be stars
Tarantula Turrets
>>
>>1961160
I think you might have posted the wrong map.
>>
>>1961148
>assign militia to the manticore to help with loading speed
Loading speed is limited by the fact that you're using the Trojan's crane to assist, rather than a lack of hands.

>enginseer
Can also give a Manticore/Basilisk/Hydra a command bonus, try to bring more Fortress systems online, or attempt to repair vehicles.

Priority of actions over ability to do things, really.

>Pioneers

A handful of them are ensuring the new arrivals aren't eating/drinking everything. Especially in the case of civilians.

Some are helping reload the Manticore using a Trojan.

Others are resupplying vehicles that returned.

Specific orders can override these tasks or take place after they've finished.

>>1961167
Minor glitch in the system.
>>
>>1961184
>try to bring more Fortress systems online
Focus on this first for the enginseer, make sure he looks everything over in case our filthy meatbag selves have missed any systems.
Then he should work on repairing. If there's nothing he can do, I'd say he should assist with targeting the Manticore.
>>
White star represents the current location of all newly arrived infantry forces.

Crews in vehicles are currently resupplying fuel/ammo.

Where do you want to position new arrivals?
>>
>>1961210
Have irregulars and militia keep watch around the walls. Focus the professionals around the main entrance but also on wall corners.
>>
>>1961255
Care to specify what professionals go where? Or just form mixed units?
>>
>>1961339
I'd say have the Grenadiers dig in behind the main gate. While the elite infantry stays more mobile. Patrolling the walls, keeping eyes out etc.
>>
>>1960371
Could the Pioneers or engiseer potentially create some makeshift flamethrowers out of these?

>>1961205
Definitely get the engiseer on seeing if there's anything we missed or that needs to be brought back online. If this Fortress has more things to help tip the odds in our favour, we need them.

>>1961148
Overall I'm fine with this though. Obviously we should try to get people out of their exhausted state as possible with rest and rations but we should start filling out the vehicles that need crew with people we got.

What's the advantage of using professional soldiers to crew the vehicles vs the militia? Or using a mixed crew of professionals and militia to do it?
>>
>>1961402
>flamethrowers
You don't quite have the odds and ends to fashion flamethrowers. The jerry cans are the best option you have for moving fuel and deploying it, short of filling up a vehicle and attempting to detonate it as a bomb.

>crew for vehicles

It all boils down to training. With possibly the odd exception, all of your militia were city residents. They have minimal experience driving anything, and almost a complete lack of experience driving anything close to an APC or heavier. They also have only basic infantry training, so they're at a disadvantage when it comes to doing things inside the rather cramped vehicles, including communicating.

Most professional soldiers also take penalties to operating vehicles due to a lack of training, but they suffer primarily from the lack of training for the confined space.
Panzer Grenadiers have the fewest penalties of non-specialist crews, since they are mechanized infantry.

Mixed crews generally give the worst of both worlds, with an exception for unskilled tasks. (Manticore's 2nd person is mostly a spotter/spare, some vehicles have a vox operator to free up other crew from the job)

A notable exception are FallschrimJägers, who operate far better as infantry.

>If this fortress has more things to help

Plasma Reactor - Online
Vox Net (interior of fortress) - Online
Tactical Vox Net (2-3km range) - Online
Strategic Vox Net (Long Range) - Failure to Connect/Jammed
Augurs - 25% power
Machine Spirits - Online
Power systems - Intact
Other systems - ???
>>
>>1961534
Is the tactical vox net something we had before? We should try and make contact with friendly forces this side of the river and see if we can get them to us.

Meanwhile the enginseer should take stock of all our equipment and stores, can he make mines or IEDs out of them?
>>
>>1961556
Did you mean the strategic vox net? The tactical vox is online and I'm guessing he hadn't done anything yet.

I'm torn on trying to get the augur systems online to try to get a better idea on orks heading towards us but I also kind of want to gamble on ??? and see if the fortress has something else we could use especially since the Engiseer might notice it better or have a better idea on what to look for.
>>
>>1961556
Tactical Vox net is what has allowed you to contact friendly forces like Green Squadron and Vanguard, once the latter replaced their damaged/lost vox equipment.

Tine has been looping orders for any forces to make their way to the Fortress for over 12 hours on emergency frequencies, but there may be groups still out there without vox casters or that feel they are unable to make the move for one reason or another (Too many wounded, greenskin activity, trapped by rubble, etc)

>mines/IEDs

Earthshaker rounds would make fine IEDs. Again, you're limited in where you can bury them by roads unless you want to use your shrinking demo charge supply to blast holes/craters into said roads.
>>
>>1961578
>Earthshaker rounds would make fine IEDs. Again, you're limited in where you can bury them by roads unless you want to use your shrinking demo charge supply to blast holes/craters into said roads.

I was thinking of packing the main entrance with some IEDs and fuel canisters. Then we can blow them if the orks trying to enter reach a critical mass.

Basically half-collapse the main gate and fill it with flaming fuel?
>>
>>1961578
That would be me.


Also, what groups do you want to assign to preparing sandbags?

I'm assuming you want Pioneers setting them into position, but orders as they stand look like all militia forces (including the untrained) get deployed to the walls?

>>1961590
>half-collapse the main gate

Brexen Fortress' walls and lower keep are carved out of a natural outcropping containing Adamantium.

One of the main reasons this position is valued is the fact that the walls are unlikely to be breached unless the greenskins use specialized melta mining equipment.

The gateway's arches are still intact, they simply removed the gate's doors when it was decommissioned due to the city's growth swallowing it.
In retrospect, they should have made it an Arbites Fortress
>>
>>1961627
Any idea how exhausted these troops are? Will a few hours of rest make a difference or would they need constant rest to get over it?

Also for the strategic vox, what kind of range would it get if it was online?
>>
>>1961627
Does the enginseer have a plasma welder?

Are there any suitable scrap metal to start welding together some czech hedgehogs inside the main gate to mess with any ork vehicles?
>>
>>1961651
>strategic vox
Hemispheric/orbital communications, high command data and the like.

>exhaustion levels

Sergeant Ottokar reports that his crew has been in near-constant combat for five days. The majority of those with him have been retreating for over two days at this point.

If they can be given a few hours to recover, it will certainly do them good.

If not, whats another day?
>>
>>1961703
>If they can be given a few hours to recover, it will certainly do them good.

We've got to give them some rest. Let half of them rest for 2 hours then rotate I'd say?
>>
>>1961680
Pioneers have several welders in the motor pool.

>scrap metal
only the burned out grot tanks.

Pioneers did recover those road barriers from near the bridge. Deployed correctly, they can function as improvised dragon's teeth, say ~50 meters worth.

Or they could be used as the core of a sandbag position, providing a more solid defensive position, approximately 200 meters worth.
>>
>>1961729
Personally I think we should reinforce the sandbags with fences, and use the dragon's teeth as tank traps around the inside of the main gate.

We really want to prevent orks getting vehicles near us in my opinion.
>>
>>1961723
Might break morale if we get some of them to work right after they finally got to a place they think is safe. Probably best to give them all 2 hours then start the 2 hour rotation.

>>1961729
How long would it take the Pioneers to convert the grot tanks into something we could use to stiffen defensive positions?
>>
>>1961745
>Might break morale if we get some of them to work right after they finally got to a place they think is safe. Probably best to give them all 2 hours then start the 2 hour rotation.
You're right. I agree.
>>
>>1961745
>convert grot tanks

An hour per, while building defenses.

Any specific locations you want to reinforce? Or perhaps you'd like to reinforce buildings/entrances near the gate and attempt to block movement?

I need to keep a family member from killing themself with a ladder shortly. Sorry for the unproductive day.
>>
>>1961813
I'd like to develop a defense in depth so fallback positions and such primarily. Any extras would be used to reinforce buildings and entrances near the gate and blocking movement.

Also for engiseer, I suggest getting him to focus on the strategic vox and see if he can get it back online. That might be critical soon.

Thoughts/changes/agreement?
>>
>>1961848
Agree with all of that.
>>
>>1961813
Do any of the new arrivals have a background in medicae?
I feel like two personnel isn't enough for our newly swelled numbers.
>>
>>1962107
Any of them have experience with using heavier vehicles, technical repairs or use of equipment and communications?
>>
>>1962107
>>1962237

Medicae is certainly in short supply. But you do have two skilled souls for it.
One of the critically wounded Grenadiers does turn out to be a platoon medic, though he isn't much help at the moment.

>heavier vehicle experience
The Aeronautica crewman turns out to have been a marauder bomber co-pilot.

>technical repairs
Enginseer & Pioneers
Vehicle crews have basic knowledge, mostly repairing vehicle tracks


>communications
Tine is the only communications specialist.


Did you want to request another medicae evacuation?
>>
>>1962638
>Did you want to request another medicae evacuation?

If we have clear skies that is likely for the best. With so few medicae personnel we need to keep them as freed up as possible.
>>
>>1962664
Pretty much. If we have air superiority let's go for it. Medical evac if possible and I'd ask for some supplies or additional personnel but I doubt that will happen.
>>
>>1962664
Green Leader reports that they'll need to RTB to escort the lighters.

Medicae Evac in 1d4 hours
>>
>>1962736
Does Green Squadron need to RTB anyway?

If so, might as well bring lighters back with them.

If they are otherwise able to stay up until relief arrives, don't RTB.
>>
>>1962744
Well, how long until they would need to RTB?
>>
>>1962744
>>1962748

Green Squadron is out of air-to-air missiles and has expended approximately half of their ammunition.

They can loiter for another four hours, if needed.

Several other lightnings still have air-to-air missiles and ammo in the area. They are currently at high altitude to dive on any greenskin fighta-bombas spotted.
>>
>>1962781
I'd say have green squadron RTB now then, so long as the other lightning are available to defend us from any fighta bommas. And come back with medevac.

Possible to request a more air-to-ground loadout?
>>
>>1962791
Yeah, might as well then if we still have some air support and they're low anyways. No point keeping them around as depleted as they are.
>>
>>1962791

"Negative, General. Command has grounded all combat craft except lightnings until morning. Something big is coming."
>>
>>1962823
Call the medevac in then. A2A lightnings will have to do.
>>
Rolled 2 (1d4)

The new arrivals fill their stomachs and try to get some rest as the fortress defenses are bolstered.

>hours till Medicae Evac

Roll:
1d100 for Defenses
1d100 for Enginseer
2d100 for Events
>>
Rolled 75 (1d100)

>>1962906
Rolling for defences
>>
Rolled 39 (1d100)

>>1962906
Rollin engiseer.
>>
Rolled 74 (1d100)

>>1962906
Event 1
>>
Rolled 61 (1d100)

>>1962906
Event 2.
>>
Rolled 12, 96 = 108 (2d100)

>>1962934
>>1962948
>>
File: GrotBommLauncha04.png (101 KB, 657x428)
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Enginseer Dari needs only minutes to bring the fortress augurs to seventy percent power. The primary long-range augur array was destroyed with the Eastern tower, but Dari quickly uses the secondary arrays to detect contacts seventy kilometers to the West, vectoring the loitering lightnings to intercept.

"General, Hendrik. The Manticore platform is moving itself."

Before you can respond, Dari's synthetic voice carries across the vox. "The spirits of this Fortress are eager to render aid! Praise the Omnissiah's mercy. Interrupt. Incoming projectiles. All units seek shelter."

The East fills with dozens of flame trails, heading toward the fortress. Soon, you hear a sound that reminds of you of poor Lieutenant Lydia. 'AAAAAAAAAAIIIIIIEEEEEEEEEEE'

"Intercepting. Hydra, prepare for augur link."

For two hours wave after wave of grot bombs and doom divers assail the fortress as the Hydra and tarantula turrets lash out into the skies. Pioneers brave the hail of falling grots and rocket farments to reload the guns, two meeting the Emperor when an incoming grot rocket is hit and spirals into the sentry gun they were reloading.

"Brexen Fortress, Green Leader. We see your weapons fire, what is your situation?"

>Orders?
>>
>>1963143
"Green leader, this is Brexen Fortress. Taking fire from grot bombs and doom divers, can you ID their launch site?"
>>
>>1963153

"Copy, Brexen. Are you requesting air support or enemy coordinates for counter-fire?"
>>
>>1963183
"Coordinates please. But we'd appreciate an engagement if you think you can catch them off guard."

Thoughts?
>>
>>1963213
Probably safest to see how counter barrage goes. We need to silence them as soon as we can but the air craft might have trouble hitting them. I imagine there's AA emplacements near their launchers.
>>
>>1963143
I thought he was going to work on the strategic vox?
>>
>>1963232
Whoops. I derped on that and flipped a coin based on >>1961571

Fire Manticore Missiles or just Basilisk?

1d100 for Artillery strike
>>
Rolled 97 (1d100)

>>1963249
Fire both. We want to make sure we nail these bastards.
>>
Rolled 59 (1d100)

>>1963269
Sigh.
>>
Rolled 57 (1d100)

>>1963269
>>
The Basilisk and Manticore platform traverse as Green Leader calls in the coordinates.

"Firing."

Green Leader calls for fire to cease after a few minutes. Two Manticore missiles and ten earthshaker rounds have been expended.

"No joy, Brexen. Targets displaced before corrected fire impacted. Lighters are inbound. Green Squadron beginning high altitude CAP operations."

1d100 for Green Leader's supplies
>>
Rolled 50 (1d100)

>>1963365
Rollin.
>>
A trio of Arvus lighters set down atop the Keep, unloading another batch of supplies before taking on the wounded.

A pair of Lascannon Tarantulas dominate the supply drop, which mostly consists of small arms ammo and lasgun power packs. Several crates of frag grenades, a pair of hotshot longlas rifles and a flamer round out the drop.

"Lighters are clear. Good luck Brexen."

>Any changes to orders or deployment locations for gear?
>Enginseer will work on strategic vox this turn, promise.
>>
>>1963533
Deploy the lascannon tarantulas near the autocannon and missile launchers on the keep roof I'd say.
They can target anything big that tries to come through the main gate.

Give the sniper Elisabet one of the hotshot longlas'. Any of the fallschirmjagers skilled sharpshooters? One of them could take the other and join Elisabet.

Distribute the frag grenades among the professionals first. Give one of the flamers to a fallschirmjager, they're the mobile infantry.

Thoughts?
>>
>>1963569
Agreed with that. No reason to switch it up. Keep flamer near gate obviously.
>>
>>1963569
There are skilled marksmen in both the fallschirmjagers and orkjagers that would qualify for longlas. In fact, you might even be better off giving Elisabet's current rifle to one of them.
>>
>>1963631
Hm? Is Elisabet's rifle superior to a hotshot longlas?
>>
>>1963635
k98 is inferior to a hotshot longlas in power and accuracy.

The AP rounds she is currently using make it roughly equivalent to a normal lasgun, plus it has a magnified optical scope.
>>
>>1963642
Oh. Well then offer to upgrade her to a hotshot longlas if she's willing to trade. Get two other fallschirmjagers/orkjagers to take the other hotshot longlas and her rifle (or both longlas' if she doesn't want to trade) and join her as a sniping section.
>>
>>1963645
To be clear, Elisabet is a Grenadier. Elite forces are better shots.
>>
>>1963656
Didn't Elisabet have a small booklet of rather impressive kills?
>>
>>1963660

No, that was the other sniper. Come to think of it, you haven't seen them since the orbital bombardment ended.
>>
>>1963684
Oh right. Heinrich's lingering insanity yeah?

I guess distribute the sniper rifles amongst the best shooters then. Maybe Elisabet can be a spotter.
>>
>>1963690
She seems decent at shooting. Doubt she needs to be demoted to spotter.

>>1963690
Was she insanity? Maybe we should see if other sniper has been see by others.
>>
>>1963690
>>1963696

An Orkjager and fallschirmjager are each equipped with the longlas.

Where would you like to position them?

>see if other sniper has been seen by others

Roll 1d100 to see if anyone remembers/is alive to recall it
>>
Rolled 64 (1d100)

>>1963702
rolling

also archived http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Privateer%20Quest%202
>>
>>1963702
Should we make a sniping team or station them across the fortress to take out critical targets/spread out marksman fire?
>>
>>1963722
Spreading out marksman may be best. Orks tend to fall into disarray if we can eliminate their Nobs quickly.
>>
>>1963708

You key the command net and ask if anyone else spotted the sniper you can't seem to locate.

"The one that bugged you to confirm kills when we got here?" Hendrik responds.

"Yeah, how did you know they wanted kills confirmed?"

"If they had wanted your signature, I'd have known your famous name before we met, General. Did they wander off on us? I don't mean to undermine morale, but the snipers that stay alive tend to have a knack for not being in the wrong place, ya know?"

>Any response?
>>
>>1963779
Move onto a private channel with Hendrik.

"Last I saw they were helping me up after the orbital bombardment. Where did you last see them?"
>>
>>1963802

"I saw them a few minutes before the orbital bombardment, I think? Why?"
>>
>>1963850
"Not sure Captain. When that bombardment hit did it....remind you at all? You know. Of the old war?"

The sniper is an special ghost that only appears to ork war vets right?
>>
>>1963730
Sounds like a plan then. Does the outerwalls have places to hide behind for soldiers atop them?
>>
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>>1963887

It takes Hendrik a while to answer. "Let's not and say we did, Heinrich. These kids need us here and now."

>>1964256
The gate area walls have good cover on all sides, while most other wall sections have minimal cover on the interior side of the wall.

Towers have reinforced doors that can function as defensive points, should the enemy attempt to scale the walls. Or you can set defensive positions across them with sandbags, if you prefer.


>Current time is 02:20
>9 hours until relief?

>New positions still under construction -20%

>Any other changes to force deployments?
>>
>>1965324
Looks good to me. Just make sure everyone's getting rest they need and patrol the walls a bit. Check in with each patrol and try to help their spirits. See how they're doing.

Make sure Enginseer Dari is working on the Strategic Vox.
>>
>>1965344
The trained militia are resuming their 'two patrol, three rest' routine on the walls.

The untrained militia are rotating out, with roughly half of them resting at any given time. They're recovering far slower than people with any sort of physical training.

If there are no changes to deployments,

1d100 for Defenses
1d100 for Enginseer
2d100 for Events
1d100 for Orbital Bombardment related Weather
>>
Rolled 55 (1d100)

>>1965377
Rollin Engiseer.
>>
Rolled 48 (1d100)

>>1965377
rollng defenses
>>
Rolled 82 (1d100)

>>1965377
Rollin an event.
>>
>>1965377
event no.2
>>
Rolled 8 (1d100)

>>1965486
let me try that again

event no.2
>>
Rolled 96 (1d100)

>>1965377
and ze weather
>>
Lightning arcs across the mountains to the South as the defenses begin to take shape. Or, as Enginseer Dari so eloquently puts it: "Atmospheric disturbance to the South. It will be upon us within the hour."

The winds begin to gust as the skies begin to flicker with growing webs of lightning, Green Squadron reporting that they'll have to withdraw after turbulence damages one of their craft. Militia report hearing greenskins shouting and firing weapons to the North, but no signs of an attack coming.

"Trukks incoming from the East! Positions!"

>Does Heinrich join the defensive line at the gate?
>>
>>1965804
I personally think Heinrich should help coordinate fire from the heavy weapons positions.
>>
>>1965822
Agreed. Do what he can to coordinate the teams and move teams from above as required.
>>
Rolled 40, 58 = 98 (2d100)

>>1965822
>>1965881

1d100 for holding the line
1d100 for sniper/tankbuster efforts

vs greenskin rolls
>>
Rolled 27 (1d100)

>>1965932
Rollin for sum tank bustin and snipah's.
>>
Rolled 55 (1d100)

>>1965932
Hold the line. My faith is my shield.
>>
File: BrexenFortress_0400Update.png (487 KB, 1000x1000)
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Six trukks speed toward the gate, wild streams of fire coming from the mounted guns and greenskins howling with delight. The lead vehicle clips the partially positioned road barriers, shattering the front end and causing it to spin out of control. A second trukk is torn to shreds by the autocannon of the disabled support tank, greenskins leaping off of the vehicle before something in the wreck detonates.

Several rokkets streak above your position as you direct the young flakhelfers to target the fourth trukk, one of their shots punching thru the driver's chest before the trukk rams into the fortress wall. Greenskins leap off of the intact third trukk after it rams the immobile support tank, a thunderous 'WAAAAAGGGGGHHHHH' cowering the flakhelfers.

Soldier and Tarantula turret alike find the greenskins scattered by the first trukks tempting targets as the pair of lascannon turrets burn holes into the disabled vehicles. Amid the chaos, a final Trukk, bright red and covered in improvised armor, belches flame from a stack of exhaust pipes and speeds thru the gate. A lascannon shot cores what appears to be the cab, but too late. The trukk shatters the remaining husk of a grot tank and plows into the partially constructed defenses of the gate as a Grenadier dives out of its path, the earthwork launching the vehicle a meter into the air before it crashes into the side of the Reception Hall and slams to the ground.

Greenskins stumble out of the smashed trukk, firing at seemingly nothing in particular and being cut down by crossfire from responding forces. Those in the gateway retreat after the last nob is cut down by one of your snipers and orkjagers begin dropping frag grenades from the walls above.

Your forces skirmish with greenskins outside the gate as the storm worsens, a handful of grot bombs that launch toward your position giving the men a bit of a needed morale boost as winds smash them all against the buildings to the East. Cold, driving rain follows the gusting winds and near constant webs of lightning discharging across the skies, causing no shortage of misery your force. Eventually some of the militia off rotation start running hot water and a potluck soup of some kind to the forces on the line, bringing some limited relief.

As you sip a chipped souvenier cup of steaming potluck soup, Torsten approaches. "Casualty report, General. Two of my panzer grenadiers went down with the Chimera in the gate. Leutenant Baldur and the sniper are the last of their squad. One veteran grenadier, ten militia and a pioneer were killed in the attack. Two OrkJägers are with the Chirurgeon, no word on if they'll make it or be able in condition to fight. Two Tarantula turrets on the gate are offline, and only the autocannon is still good on the Support Tank in the gate area."
>>
>>1966571
"Damned greenskins. Get yourself something warm to drink, Leutenant. This isn't over yet."

"General Eberhardt, the Omnissiah's blessings have roused the Strategic Vox. Transmissions are limited at this time and there are no hails to this position awaiting your attention. Specialist Tine has rendered aid in isolating chatter from fleet vessels in-system once again, if you have interest."

>Orders?

>Current time is 04:31
>7 hours until relief arrives?
>>
>>1966579
"I do have interest. What's the chatter above?"

Is that 10 standard militia or also untrained militia?
>>
>>1966701
Untrained, specifically.
>>
>>1966715
So Sgt Ulrik, 1 standard grenadier, 1 veteran grenadier, 2 panzergrenadiers, 1 pioneer, and 10 untrained militia in total?

And 2 wounded orkjagers.
>>
>>1966579
How fucked up are our defensive positions? We need to get them back together ASAP.

We also need more reliable dragon's teeth placing. It seems like those Trukks just floated through.

Has anything heavier than trukks been spotted on this side of the river by anyone?
>>
>>1966766
Damn. That attack sucked. I’m not sure how we’re going to survive the rest of the day at this rate...

Any chance those tarantula turrets can be brought back online? Maybe the Engiseer can find something else in the fortress since all other systems seem online.
>>
>>1966766
The barricades were not all in place when the trukks arrived, and even fully deployed will not block the entire gate.

Aside from the location where the trukk plowed thru, your defenses are ~70% complete.

You spotted heavier self propelled artillery during your initial movements toward the fortress. Greenskin armor is likely present somwhere within the city.

>>1966852
>offlined tarantula turrets
Pioneers can conduct repairs, though they may be doing so under fire in this case. They could withdraw the turrets and risk fire for a shorter period, if you wanted to redeploy them elsewhere.

The fix could be simple or they may find that a turret is beyond field repair.


>>1966701
>chatter

"Jester Actual to all taskforce vessels. Main force is engaging -#*#__#+ vessels. Do not break *#-#--* say #*+-#** break formation *#-**-*#"

"- prepare to *#_*-**#- torpedoes *-#-#(@ my mark."

"- burning. Get -**#-#* Emperor be with *@#-*# "
"-reactors exploded. Brace!"

The night sky fills with the light of a small star for an instant, revealing the devastation across the city.

"Not to be a killjoy, but did anyone else see a whole lot of green heading our way just now?"

>Orders?
>>
>>1967012
In that case, we should focus on getting all the barricades in place and completing the defences.

>"Not to be a killjoy, but did anyone else see a whole lot of green heading our way just now?"

More? Prepare the defences as best we can. Prepare to fire the basilisk and manticore at anything just outside the gate.
Make sure the flamer is ready above the gate the fire down on orks.

How long until the lightning subsides? We need air support asap.
>>
>>1967043
How’s the sandbag prep going? We might need to pull them off sandbag duty soon and put everyone to defending if the orks are coming in force.

Should send a message to command letting them know about the oncoming orks I suppose.
>>
>>1967085
Existing positions are effective positions. They could of course benefit from additional sandbags, but they'll act as cover as-is.

>>1967043
>How long until the lightning subsides?
You're a soldier, not a psychic.

>focus on getting all the barricades in place
Do you want to deploy them near the greenskins with the others, or set them up deeper in the fort?
>>
>>1967248
>You're a soldier, not a psychic.
Well I more meant if Dari had any idea. He knew how long it would take the reach us. Is it still moving?

>Do you want to deploy them near the greenskins with the others, or set them up deeper in the fort?
Pull away from the greenskins for now. Set them up deeper inside. At the very least that will force the trukks to crash or move slowly, allowing the lascannons and missile launchers to hit them more easily.

How far away are the approaching forces?
>>
>>1967248
I meant more along the lines of how are the militia doing with creating sandbags in terms of quantity. Just trying to get an idea on how many we may have and we might need to stop soon if we have a horde of orks coming.
>>
>>1967260

>approaching forces

"It looked like they were trickling in, maybe a kilometer out for the bulk of them?"

>>1967272
The sandbags have been used almost as fast as they've been filled.

You still have half of your untrained militia taking shifts. That other half could be put on the front or assigned to put more sandbags/defenses together.
>>
>>1967361
I don't see what we can do except prepare ourselves. I'd recommend bringing the other half of the untrained militia into action putting defences together.

Once the enemy starts attacking the untrained militia should focus on carrying ammo and loading weapons and such.

Can we get Green Squadron on the horn? Do they have any ETA for when they can take to the skies again?
>>
>>1967403
Might want to get half of the resting militia helping with defenses and the other half helping to defend. Untrained or not we might need them...
>>
>>1967403
>>1967413

Do you want additional defensive lines built up? with any luck, the existing ones (minus the broken section) will be completed within an hour.

Or would you like to adjust any vehicle positions? The last bunkered tank in the gate is down to only its autocannon.
>>
>>1967574
Pull the last tank in the gate back. I think we should create a strong semicircular defensive line around the inside of the main gate. Using the tanks as strongpoints in the line. I want the vehicles ready to fire into the semi-circular killzone, and the basilisk and manticore ready to fire at the area just outside the main gate. Artillery can pour fire on them as they try to enter, and put them into disarray.

Dragon's teeth scattered around the gate and semicircular killzone to ensure enemy vehicles can't pick up any speed. Elite infantry on top of the gate to throw frags and fire down into the orks as they pass through.

In my opinion, we should bring all professional soldiers & regular militia and a good chunk of the untrained militia to the main defensive lines around the main gate.

Meanwhile the rest of the untrained militia help with carrying ammo and keep eyes out on the rest of the walls to make sure no orks are attempting attacks elsewhere.

Thoughts?
>>
>>1967628
>>1967574
Oh and pull back any broken tarantulas behind the main defensive line and try to repair them.
>>
>>1967574
Let's build some more fallback positions if we lose ground near the gate. That trukk attack showed pretty quick that the gate won't last us forever.

I think it's worth pulling back the bunkered tank to the north side of the gate for support there. That side is kind of light on anything heavy. Thoughts?
>>
>>1967640
Agreed. We also need to get those vehicles out of the motor pool and helping with defence. We need that MkV helping.
>>
>>1967628
Yeah, I suppose that works. We should probably still build some fallback points further behind that semicircle though just in case.
>>
>>1967574
And we need to fix that broken section of course.
>>
File: BrexenFortress_Blank.png (441 KB, 1000x1000)
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>>1967628
Care to show where you want that semicircular defensive line?
>>
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>>1967838
This would be my idea. However I suppose the current defences are fairly similar to this anyway.

The green lines are where I think we should make fall back positions, essentially falling back into the Keep.

I think we should move the infantry tank behind the defensive lines.

I suppose we should focus on rebuilding the current defences and getting those vehicles in from the motor pool to bolster the line with their heavy weapons.

Try and scatter the dragon's teeth around the interior of the gate just to make sure no enemy vehicle can pick up too much speed.

Make sure the las-tarantulas and missile launchers are in positions to target enemies inside the main gate. Should probably move the missile launchers to on top of the barracks.

Thoughts?
>>
>>1967882
We should probably build a fallback position to the north side too just in case the orks head that way. Otherwise I think it'll work if we can get it set up in time.

The only other thing I can think of is using some sandbags to fortify our vehicles more. Hopefully that will assist a bit.
>>
>>1967882
>Try and scatter the dragon's teeth around the interior of the gate just to make sure no enemy vehicle can pick up too much speed.

You have nowhere near the amount of barricades it would take to do that, and they only function as improvised dragons teeth when in a cluster.

Your defensive line could be vulnerable to enemy ramming attacks, or artillery if you form too many tanks/soldiers on a line that small. Or one of your tanks detonating from a hit.
>>
>>1967969
In that case. I'd say have vehicles and just a few infantry on the main line. Put most of the rest of the professionals on top of the gate so they can fire down and drop frag grenades.

Make sure the heavy weapons are on top of the barracks, behind sandbags, so they can fire down into the interior of the gate area.

As for the Dragon's Teeth. Is it possible to spread them in one long line from one side of the gate to the other, but with a (presumably somewhat large) gap in the middle? That would force all the enemy vehicles to travel down the centre and result in a slight bottleneck that the las-tarantulas and missile launchers can pour fire into?
>>
>>1968029
Mmmm it might be wise to spread out the heavy weapons rather htan putting them all on top of the barracks. Just because an unlucky arty barrage might wipe them all out. Maybe spread them out across teams in windows and such that would have more cover?
>>
>>1968050
Yeah that's a better idea. I thought the Keep Roof had sights onto the main gate, but the missile launchers' inaction during the last battle suggests otherwise.
>>
>>1968029
In order to deploy the barricades like that, they would have to be in a single file line. They wouldn't be very effective at stopping vehicles purposely driven into/thru them at that point.

Unless the greenskins drive space pintos or smart cars
>>
>>1968069
Alright then. Try and cluster them close to our own barricades then, so trukk's can't pick up speed for a ram attack without hitting them first.
>>
>MS alive

What Is this sorcery
>>
>>1968186
The darkest of magics.
>>
File: NewViennaMap_Session3_002.png (4.01 MB, 2000x2000)
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>>1968186

Last city map by PM request
>>
1d100 for Defenses
1d100 for Enginseer
2d100 for Events
1d100 for Orbital Bombardment related Weather

1d100 for Bombarding Greenskins
1d100 for Special
>>
Rolled 97 (1d100)

>>1968424
Rollin' for muh Engiseer.
>>
Rolled 54 (1d100)

>>1968424
rolling for defenses
>>
>>1968445
Sigh...
>>
Rolled 94 (1d100)

>>1968424
Rolling an event.
>>
Rolled 97 (1d100)

>>1968424
second event
>>
Rolled 96 (1d100)

>>1968424
Weather...
>>
Rolled 78, 58 = 136 (2d100)

>>1968424
Just gonna finish this off then. Bombardment followed by special.
>>
Rolled 78, 32, 32, 64, 2, 18, 64, 27, 20, 20 = 357 (10d100)

Yeah, just gonna do a control roll to see if dice are screwy tonight
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>>1968550
>7 d100 under 40
k
>>
>>1968550
>pair of 32s
>pair of 64s
>pair of 20s
: /
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Rolled 96, 80, 86 = 262 (3d100)

Rain turns to hail as you attempt to reorganize the defenses, ordering a Trojan forward to recover the Infantry Support Tank still in the gate kill zone. The second Trojan is brought forward as well, recovering as many of the barricades as the crew dares between the hail and approaching greenskins.

"Artillery, target the approach to the gate and let them have it when they make their next attack."

Defenses are thrown together as quickly as possible as the Trojans attempt to drag ruined trukks into the direct paths of the ones certain to come later. "Greenskins are mobing for an attack! Looks like they're moving looted vehicles up behind them."

The vox pops as Tine patches another party in. "Brexen Fortress, Captain Seigward. We have your target coordinates. Three volleys inbound standby for impact."

"Allied artillery heard our broadcast, General."

"Two Trukks, coming in hot! Watch for the mobs on their heels!"

>3d100 for Combat
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Rolled 61 (1d100)

>>1968845
Rollin sum combat.
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Rolled 65 (1d100)

>>1968845
blam the motherfuckers
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>>1968845
Attacking speed freaks suddenly find the world warped by the warp, and centuries of LA's worst traffic surrounding them
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>>1968845
Daddy is back
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File: Spoiler Image (31 KB, 704x304)
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>>1968866
>centuries of LA's worst traffic surrounding them
>mfw
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Rolled 7 (1d100)

>>1968870
COME ON WORK
captcha: exposition road
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>>1968880
https://www.youtube.com/watch?v=PS7okrC2oLM
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Will post a combat/map update in the morning.
Well, later in the morning.
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>>1968983

Thought I posted this sunday, but some rather serious family health issues have come up. Thank you for playing/reading, I hope people were entertained.
Sorry for the bump if I screw up the sage.


Be awesome to each other.
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>>1976043
It was fun having you back around even if only for like a week. Hopefully we'll see you again to see the end to this.
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>>1976043
Ditto >>1979718
It was real good to have you back. Thanks.




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