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File: Ready for War.jpg (225 KB, 1024x640)
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+Intro+
In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.

+Briefing+

Chapter Chronicles and starting point for the novice initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Battle voxcaster frequency, all allies are welcome to join:
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

+Only in battle do we reach our limits.+
>>
>>2916236
reporting in
>>
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>>2916236
Hi Skarg!

One thing I recall. A reply from Lord Brumm regarding diplomacy for reputation:
http://suptg.thisisnotatrueending.com/qstarchive/2788556/#p2805023


Otherwise I think we're moving onto the Triot Campaign:

>>2791132
===Deployments during Triot Campaign===

=Triot Expeditionary Force=

- Battle Barge Aspera Dominus + Gladius Squadron Beta (upon their return from Operation Stormchaser in 362.M41)
- Chapter Master and Shadow Guard
- Chief Librarian Trianon, Lexicanums Vortigan and Laxenos.
- Master of Sanctity Laptus + his penitent Guard
- Master Apothecary Klementhos
- Geron + 6 Revenants
- First Company Elements (Captain Brethorius, 12 Terminators, 11 Sternguard Veterans, 6 Deathwatch Veterans, 1 Dreadnought (Gavin the Untaken))
- 6th Company + Chaplain Delium
- 8th Company
- Scouts (~60 as proportional assignment)

The campaign should open with operation Ghostblade as outlined here >>2776111

=Patrol Group 1=
This unit should be assigned to Subsector Tyranus, keeping an eye on The Grave, and Kruun and ready to respond. The commander is Captain Harmantos.
Composition:
- Strike Cruiser Pax Sepulchrum + Gladius Squadron Alpha
- 2nd Company + Chaplain Heorod
- Lexicanum Eudoras
- 10 Sternguard Veterans, 10 Vanguard Veterans
- Scouts (~25 as proportional assignment)

=Patrol Group 2=
This unit should be assigned to the Subsector Mortis border, keeping an eye on any Triarchy activities as best they can. The commander is Captain Quintor.
Compositon:
- Strike Cruiser Morbid + Hunter Squadron Alpha
- 5th Company + Chaplain Tempestos (Upon his return from Stormchaser)
- Codicier Damokleon (Upon his return from Stormchaser)
- 10 Sternguard Veterans, 10 Vanguard Veterans
- Scouts (~25 as proportional assignment)

=Reserve Group=
This unit should be stationed on Mormark/Tombstone, ready to respond to any other needs around the Sector. The commander is Captain Dreidor.
Composition:
- Strike Cruiser Ghost's Lance + Gladius Squadron Gamma
- 4th Company + Chaplain Axon (once back from recovering Elegion)
- 10 Sternguard Veterans, 10 Vanguard Veterans
- Scouts (~25 as proportional assignment)
- Punisher Squad

= Varda Garrison =
This group is stationed on Varda for defence. The commander is Captain Kay.
Composition:
- Sword Squadron Alpha
- 7th Company + Chaplain Omniscio
- Scouts (~25 as proportional assignment)


==================

And we're opening the campaign with Operation Ghostblade I believe:
http://suptg.thisisnotatrueending.com/qstarchive/2776079/#p2776111
Any objections?
>>
>>2916253
I am in favour.
This does seem like the best way to protect a large portion of the sector even if our forces are stretched kinda thin.
>>
>>2916315
Hi Assassin, good to see you!
>>
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>>2916253
+Positive Reputation+
Unfortunately your actions fall short of earning you a positive reputation bonus, but at least Disdain is removed - Chapter is much more well liked than before.

+Operation Ghostblade+
I assume that everyone is in favour? Any last minute amendments?
>>
>>2916489
All I would mention is ensure they have a locator beacon and Aspera Dominus is in position to provide an emergency extraction via teleportation if needed.
>>
While Ghosts of Retribution have not always followed the path of their progenitors, from time to time the legacy of the Raven Guard can be seen in the way they choose to operate. Operation Ghostblade was one of those times.

While the Imperial forces have been getting themselves ready for the beginning of the Triot Campaign and amassing forces in the orbit of Gradburg, a small force of Space Marines was dispatched to Triot to prepare the ground for the invasion.

+Insertion+
Chapter Master decided to commit full force of Ghost scouts, sending the whole Company under command of Geron and his Revenants. Insertion was planned to coincide with a meteor shower, giving them additional cover at a minor expense of risk.

Roll d100 [Danger; Target 98]
(-5 meteor shower)
Roll d100 [Stealth; Target 75]
(+20 meteor shower)

+Mission+
Taskforce was given a few different objectives.

=Objective Alpha: Remain undetected=
Roll d100 [Stealth; Target 85*]
(this success will guarantee initial stealth, outcome will be modified by final results of activities regarding other objectives)

=Objective Beta: Assess enemy forces=
Roll d100 [Observation; Target 65]

=Objective Gamma: Organise human resistance=
Roll d100 [Insurgency; Target 50]
Roll d100 [Geron's Strategy]

=Objective Delta: Prepare D-Day Sabotage=
Roll d100 [Sabotage; Target 35]
(Geron: Backstabber +10)

=Objective Epsilon: Instigate Ork Infighting=
Roll d100 [Stealth; Target 75]
Roll d100 [Geron's Diplomacy]

+Special Decision+
Deployment of Revenants allows you to reroll and pick better results at one of the Objectives (all associated rolls).
>>
>>2916639
>Roll d100 [Danger; Target 98]
Surely this won't end terribly, haha...
>>
Rolled 19 (1d100)

>>2916646
>>
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War Council gathers around the table aboard Aspera Dominus in the final days before the beginning of the invasion, already on the outer edges of the Gradburg system.
>Ladies, gentlemen, servants of the Emperor. Pleasure to greet all of you aboard this fine ship, let us thank Chapter Master for hosting this meeting.
Lucas Xerant politely bows in your direction, but he isn't too formal about it and immediatelly gets back to his speech.
>His warriors are already operating on the surface of the planet. It is still hard to judge just how much of an effect their presence had, but at least we know that we are not landing completely blind and I have no doubt that Angels of Death have earned their name for a reason. But I am here to discuss the initial phase of our campaign, it is also possibly the most dangerous phase - landing the forces and defending the initial beachhead. Here's a brief summary of our plan:

=1=
Part of our fleet, under command of Admiral Ona Pelial, who will be based on Blade of Vengeance, will conduct preparatory orbital bombardment of Ork concentrations. We will use targets as reported to us both by General Herman Dorialis, who has access to TCC intelligence and by Ghosts of Retributions on the ground. We expect this to both create a planet-wide chaos among Orks and create distraction from the landing zone.

=2=
Meanwhile the rest of the fleet, including super-heavy transports from the Battlegroup Cryptus/Meridian will secure the landing area in the north pole and start unloading troops. Primary focus will be on creating fortifications in case of an Ork counter-attack. We will be sacrificing speed here over consolidated and strong defence. Let me know if anyone thinks that we should instead focus on capturing territory, both options have advantages and disadvantages.

=3=
Finally, I do expect Space Marines to start engaging Orks ASAP, to allow unimpeded disembarking of the Imperial Guard formations. I would recommend to limit engagement zone of the Space Marine forces to no further than 500 miles from the beachhead, both to keep them within quick air support range and not to spread our forces too thin. Main targets would be Ork Klan core groups, especially any massive Titan-class contraptions or Ork nobility, that tends to field heavy armour and weapons. However if Chapter Master has thoughts on the issue, please let us know.

+Rolls+
d100 for bombardment
d100 for landing
d100 for Ghosts of Retribution [specify if you agree with Xerant's suggestion]
>>
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>>2916650
>>2916646
[Doctrine: Deep Strike / Boarding - Very Good]
Ghosts of Retribution have plenty of experience doing orbital insertions, minor danger posed by meteor showers has no effect upon your mission, all of the men land safely with zero casualties within 600 meter radius of designated landing coordinates, they regroup quickly and without confusion.
>>
Rolled 68 (1d100)

>>2916639
>Roll d100 [Stealth; Target 75]
Let's hope I don't fail before I go to bed
>>
Rolled 37 (1d100)

>>2916639
Rollin' for Alpha.
>>
>>2916800
I will assume that it is a Stealth roll for Objective Epsilon, that will be fine, but please be more clear in the future.

>>2916802
Good roll, result will be clear once other objectives are rolled.
>>
Let's stop the thread here. We will resume it on Monday 1 October at 7.30 pm GMT.
>>
>>2916915
Thanks skaaarg.
Archived http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Ghosts%20of%20Retribution
>>
Rolled 48 (1d100)

>>2916639
>=Objective Beta: Assess enemy forces=
>Roll d100 [Observation; Target 65]
>>
Rolled 26, 38 = 64 (2d100)

>>2916639
Rollan for that Gamma.
>>
Rolled 39 (1d100)

>>2916639
Gimme that delta

>=Objective Delta: Prepare D-Day Sabotage=
>Roll d100 [Sabotage; Target 35]
>(Geron: Backstabber +10)
>>
Rolled 69 (1d100)

>>2916639
>=Objective Epsilon: Instigate Ork Infighting=
>Roll d100 [Stealth; Target 75]
>>
Rolled 7 (1d100)

>>2923176
>>2916639
>Roll d100 [Geron's Diplomacy]
>>
>>2923176
>>2923178
Not the most subtle man, but definitely effective.
>>
Rolled 32 (1d100)

>>2916725
>d100 for bombardment


I would suggest the Aspera Dominus stays close to the Tempest on the way down. The battle barge is resilient so we can put it into low orbit.

Aspera should support the marine operations with its bombardment cannons. We should use those to target any titan-class contraptions or enormous greenskin concentrations first, before following up with thunderhawk attack runs then finally sweeping through with infantry and armour.
>>
>>2923232
>>2916725

And lets not forget the Krieg 128th.
They should make planetfall with the rest of the Imperial Guard forces, and can be first in line for any critical high-risk assignments. For example stalling any large hordes that assault the landing zone.
>>
>>2923253
Good idea this, supporting.
>>
Rolled 60 (1d100)

>>2923253
This is important, we won't have them much longer and they've been wanting to fight for the us in the emperor's name for quite a while now, poor guys.
Also
>>2916725
>d100 for Ghosts of Retribution
>>
Rolled 52 (1d100)

>>2916725
Rollan for der landing.
>>
>>2916725
Putting in a list of proposed purchases during the 360-363 period. A large addition to our vehicle pool which is going to be needed with large campaigns/crusades on the horizon:

3x Predator Destructor - 65w
3x Predator Annihilator - 65w
10x Rhino - 90w
5x Land Speeder Tornado - 22w
5x Land Speeder Typhoon - 34w
20x Drop Pod - 36w
50x Tarantula Hyperios AA platform - 20w
3x Revenant Armour - 30w

Total cost: 362w

And we'll need Geron to select 4 veterans to become Revenants (we have 1 unused armour in inventory).

And requesting company commanders to nominate 14 of their marines between them to be inducted into veteran company (at a cost of 14 geneseed and 14 power armour from stores to replace them in the battle companies). Looking for marines who distinguished themselves at the battle of the sector palace.

Finally an inquiry. What amount of HLoT favour does it take to requisition ships? How much for escorts, how much for strike cruisers?

Any additions/objections?
>>
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Apologies about being late.

+Resuming Thread+
>>
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>>2937016
yoooooooooooo
>>
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>>2937016
>>
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>>2916800
>>2916802
>>2918767
>>2923178
>>2923176
>>2921631
>>2919613

+++Operation Ghostblade+++

Milord, we are pleased to announce that operation was a complete success. During the operation no brothers were lost, three were injured and enemy didn't spot us.

=Alpha=
Stealth: 37/85 [Success]
Operation was carried out in full secrecy.

=Beta=
Observation: 48/65 [Minor Success]
While Orks are too numerous and too disorganised to easily assess their numbers and fighting capabilities, your scouts have managed to provide you with rough estimates of Orks in the vicinity of the landing site and locate Warkamps of the nearest klans, these will make for great targets during the initial invasion.

=Gamma=
Insurgency: 48/50 [Minor Success]
Strategy: 38
While majority of the human population has either perished or escaped to the area still under control of Triot Continuation Council. However in these few months Geron managed to find a few enclaves and organise around d5 thousand fighters. They won't make a big impact on the whole campaign, but certainly will make it easier to land and help sabotage ork logistics.
[roll d5]

=Delta=
Sabotage: 39/45 [Minor Success]
Preparing to sabotage ork infrastructure is tricky, not because they guard it particularly well, but rather because it's for the most part non-existent. Most of the semi-feral klans around the north pole tend to have very basic infrastructure and almost all of the warbands are autonomous, building and crafting (if you can use that word when talking about orks) whatever they need on the spot. However Geron identified a number of Imperial bridges that could be used by bigger klans to get closer to the planned landing zone. All of the bridges are now rigged with explosives and if there will be a need, they will be destroyed, this should win us an extra day or two to prepare for the inevitable Waaaagh that will come our way.

=Epsilon=
Stealth: 68/75 [Minor Success]
Diplomacy: 7/21 [Minor Critical Success]
While neither Geron, nor any of the scouts were experts of xeno psychology, getting two orks to fight isn't rocket science. A few weeks later three top warbosses in the region died in various weird ways, such as by discovering a shaped charge in their breakfast, this soon lead to a power struggle among their Nobz, region is in chaos.
>>
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Rolled 3 (1d5)

>>2937090
>[roll d5]
>>
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>>2937090
DONT LET ME DOWN, BOYS!
>>
>>2937090
Good lads.
Nothing like a flawless op.
>>
>>2937152
Our current scout generation are pretty cool guys.
>>
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>>2923232
https://www.youtube.com/watch?v=JopFcOUbgtg

+Landing Phase+
Bombardment: 32
Astartes: 60
Landing: 52
+++

Norg Bolt'ead wasn't the sharpest tool in the shed even by ork standards, but even he knew that something was wrong. He was chasing Brug through the kamp, that annoying grot that kept stealing his teef (once even straight out of his mouth while he was asleep), when he noticed a second sunrise that suddenly appeared on the horizon. He spent a good minute looking at it, then decided that it's not as interesting as catching Brug and making a steak out of him. He didn't manage to catch his arch-enemy, but there was no need, about three minutes later Copernicon gave the order for Aspera Dominus to join the Imperial Navy in planetary bombardment. Norg and Brug both became fuel for another small sun that blossomed where their camp once was.

Less than an hour later hundreds of thousands of tonnes of adamantium breached outer layers of Triot's stratosphere. Dozens of ships, thousands of pieces of landing craft, millions of men with millions of guns in their hands and fiery look in their eyes. Imperium has finally arrived to collect its due.

Above planet, atop Aspera Dominus' bridge, Brethorius approaches you from the side and extends you a piece of paper with a hefty stamp of Imperial Aquila visible on it. You take it. Imperial Order No. 3699-GB. It has only two words on it and a very familiar signature.
>"Liberate Triot"

Brethorius smiles.

>Time flies. The boy has grown. Shall we? Thunderhawk is ready. Time to liberate some ork heads from their bodies.

+++

Initial landing was completely unoposed, coordinated strikes of the Imperial Navy, together with sabotage and guerilla operations prepared by the Scout Company ensured that Orks were caught completely unaware and when the first Galaxy Class Super Heavy Transports landed, there wasn't a single organised warband in 1000 mile radius. It was a bit of a disappointment for the battle-eager recruits (and especially Kriegers), but you know that this is for the best - they will still get their chance to contribute. Astartes

Liberation: 5%
Imperial Status: Initial landing completed, beach-head established, Imperial forces are organising for an offensive southwards.
Ork Status: Unclear, scouts and intelligence are reporting that it seems that the knowledge about new humans in the north is traveling at the speed of a slow wartrak down south. For the moment you have initiative.
Time: D+5

Further actions?
a) Brethorius wants to take the battle to the enemy with a surgical strike:
>Let's find the biggest ork around, kill him and mount his head on a pike. It will be just like the old times on Varda!
b) Stay put and coordinate actions with the Imperial Guard, no need to expose ourselves
c) Same, but scouts are allowed to roam and skirmish
d) Deploy full force to search and destroy ork concentrations
>>
>>2937208
>b) Stay put and coordinate actions with the Imperial Guard, no need to expose ourselves
We should stick to the plan.
Keep the regions around the beachhead patrolled and cleared. Locate aggressive splinters and eradicate them as quickly as possible.
We should conduct aggressive attacks in strategic locations to draw orks to those areas (they love to follow fights). Before targeting the concentrations with heavy ordnance. And we should be scouting the regions the offensive will be going through.

Reassure Brethorius that once the enemy's strongholds have been identified and assessed, that is when we will strike them hard.
>>
>>2937208
>d) Deploy full force to search and destroy ork concentrations
Use the advantage of the surprise we've gained and smash the biggest sources of immediate resistance.
>>
>>2937208
>b) Stay put and coordinate actions with the Imperial Guard, no need to expose ourselves
nobody likes a marine who can't play along. We are fortunate to be part of a decent crusade, and don't have to do all this alone. Let's use it.
>>
>>2937221
As an addition to this, we should see if we can secure those major bridges. It'll help the IG advance if we hold enough of them.

Set up manned blockades at either end and deploy tarantulas to support.
If the orks assault any in a big way we can fall back and blow them up. But we can keep a few to use ourselves.
>>
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Triot situation update

=Legend=
Colourless Orks = Free Klanz
Red Mark = Taken out of action (either through orbital bombardment or other means)
Red/Green Orks = Skullroarz, biggest Klan on the planet

Icons indicate general concentrations, but not necessarily camps or other hard targets.
>>
>>2937208
>Further actions?
focus on the mobile forces (speedfreaks, flyboys) so we can dig in a beachhead
>>
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>>2937322
We should focus on establishing a chokepoint at that naturally narrow land point further down the main continent.

What does recon report regarding the Skullroarz concentration on the western spur of the northern subcontinent? We should eliminate their command as soon as possible, it'll make them and the free clanz on this subcontinent much easier to eradicate.
>>
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An interesting piece of information was recovered by your scouts during the initial intelligence gathering mission. Skullroarz, biggest (and ‘baddest’) Klan on the planet, is controlled by two Warbosses – Brok Racksmasha and Tard Powa’ead, an unusual arrangement for Orks. Apparently Racksmasha was the original and bigger Ork, who beat up almost every other Ork on the eastern continent, Kalem. However rumour goes that he really, REALLY doesn’t like ships or planes. As he needed someone to run his errands and control Orks on his behalf on Surim, western continent, he allowed Weirdboy Tard Powa’ead to rule in his stead. In practice Tard is almost completely independent apart from the fact that Racksmasha holds his beloved squiglet as a hostage to ensure his loyalty. What of this weird tale is true and what is mere ork exaggeration and imagination is unclear, but the fact remains – while Skullroarz coordinate their actions and operate as a single Klan, they seem to be controlled by two separate Warbosses on different continents.
>>
>>2937370
A major objective should be to located Wierdboy Tard Powa'ead on the Western Continent.

I would *assume* he's amongst the large concentration near the TCC, but that might not necessarily be the case.

Once located we should definitely kill him as hard and fast as possible.
>>
>>2937370
>Racksmasha was the original and bigger Ork, who beat up almost every other Ork on the eastern continent, Kalem. However rumour goes that he really, REALLY doesn’t like ships or planes.
we should leave him alone then in the beginning, his successor might well search for a way off the planet to wreck havoc on other planets nearby (ours)
>>
>>2937381
Excellent point. A paranoid ground-based warboss is definitely preferable until the later stages.
>>
>>2937370
>Tard
Definitely a Gork man.
>>
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>>2937229
>>2937235
>>2937221
>>2937327
While continuing their raids on disorganised Klan survivor groups, Astartes decided to continue operating alongside the Imperial Guard.

Invasion Timeline:
Day 7 = Queen Myra arrives alongside her promised 200k troops.
Day 8 = First sizeable Ork formation attacks Imperial lines. Adeptus Astarters intercept them good 50 mile before they managed reach Imperials and destroy a column of good 300+ wartraks. Thunderhawk is damaged in the process, deduct 2W for repairs.
Day 10 = Imperial beach-head now swells to 1 million troops. There are 9 million more still waiting in the orbit, but now that initial bases and facilities are built, landing process will proceed faster.
Day 11 = Council is called again

Lucas Xerant seems to be quite pleased about the progress so far.
>It seems that we already have enough troops to start advancing. Greenskins are now aware of our presence and I suspect that soon we will start receiving guest in bigger groups than the one that Ghosts dealt with recently. Are we in agreement to launch the offensive? Our ultimate target, which I hope we should take within a month without resistance or within 3 if Orks fight us, is Rageback isthmus, market with a big purple T on the map. Also, for the Ghosts - our orbital intelligence noticed at least two or three resource convoys going to the location marked with green X in the central mountain range near the Ramara lake. We suspect that orks are planning something. Would you mind checking it out? Any other feedback?

+++

Let me know what are your further actions and roll d100.
>>
>>2937442
Might be smarter to take over the surrounding coasts so that we can focus our defense on one front instead of having to defend literally every side around us.
>>
>>2937442
Thank Queen Myra for her troops. How do they plan to deploy? I believe Dorians are mostly defensive heavy infantry with a relatively small offensive capacity with armoured and grenadiers. With this in mind I imagine they'd be best used as line-holders and strongpoint defence with their superior personal firepower.

We should focus Aspera Dominus' augurs and do some scouting runs over the green X to see what's happening.
Meanwhile we should begin identifying major ork strongholds and leadership bases amongst those concentrations on the northern subcontinent. Especially the skullroarz one. The Astartes should focus on neutralising those to make the guards' job easier.
>>
There was a question in the chat, please roll d3, on 1 Dorian princess is on Triot as well.
>>
Rolled 2 (1d3)

>>2937461
Amazon princess wat do
>>
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>>2937460
>>2937457
Do you suggest cleaning the subcontinent first before taking isthmus? Y/N?

Please roll:
+++
Intelligence: d100
Fighting: d100
Casualties: d100
>>
Rolled 67 (1d100)

>>2937465
Aye, Y. That would be for the best.

The Chapter should shatter enemy strongpoints where found, allowing the IG to mop up.

Rolling intelligence.
>>
Rolled 15 (1d100)

>>2937465
>Do you suggest cleaning the subcontinent first before taking isthmus? Y/N?
Yes, lets not leave our supply lines vulnerable by pockets of resistance

Casualties: d100
>>
Rolled 12 (1d100)

>>2937465
>Do you suggest cleaning the subcontinent first before taking isthmus? Y/N?
Lyk says yes as it was his suggestion and saying no now would be dumb.
>Fighting: d100
>>
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Please now roll another couple rolls for the strategic combat.

Imperial Guard d100
Orks d100
>>
Rolled 3 (1d100)

>>2937495
>Orks d100
Go BOYS go
>>
Rolled 65 (1d100)

>>2937495
>Imperial Guard d100
>>
mibbit dead? channel empty?
use kiwi
https://kiwiirc.com/client/irc.rizon.net
>>
>>2937524
discord when?
>>
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>>2937491
>>2937487
>>2937470
Invasion proceeds much faster and smoother than intended, you even start becoming suspicious.

The suspicious ork activity near lake Ramara proves to be an attempt by one of local minor warbosses to build a fleet of flykilla's in order to attack Imperials and win Tard's favour. When Ghosts fall open them, they don't stand much of chance - most of the planes are not yet even ready when your men attack orks. Unfortunately because of bad intelligence from Aspera, one of the scouts, Alorius, got caught by the Orks, but the brave lad pulled the grenade's pin before they could make him talk.

However at the same time Imperial Guard start running into problems. Ork resistance is becoming ever more fierce the further south Imperials go.

+++Invasion timeline+++
Day 13 - Battle of Lake Ramara, Alorius is killed, 120 flykillas and about 6000 orks destroyed.
Day 15 - First big battle between Adamantian 37th Regiment and the Greenskins. Clear Imperial victory:
Day 19 - Ork Stronghold in the northern part of the subcontinent destroyed by the Ghosts, no casualties
Day 24 - First clear signs of organised resistance from Skullroarz [marked in green on the map]
Day 30 - Imperial Guard is having trouble, orks are throwing ever greater numbers at them and their tech seems to be of better quality.
Day 32 - Battle of Gallagen Hills, victory, but at a cost, first serious casualties as Adamantian 642nd is almost completely destroyed by the time Ghosts arrive. Close to 9000 men die before Orks are blasted to oblivion.
Day 37 - Today

To everyone's surprise Straitshootaz, one of minor Ork Klanz, proves to be much tougher than anyone expected and much more cunning - they break through Imperial lines and start surrounding your troops! This could be a serious disaster as around 150 000 guardsmen are in danger of being cut off. Orks have around 600 000 warriors and are rapidly pushing towards the sea. At the same time on the eastern coast a 'small' group of 50 000 Skullroarz land and take over one of the already cleared old Imperial strongholds (marked ST). They are up to no good. Meanwhile down south advance has stalled and Orks are starting to consolidate their positions. If this happens and they mange to dig in using these distractions, it will be a very big problem as our numbers are smaller than those of Orks. Lucas Xerant is furious and summons you for advice.


+++Casualty Statistics+++
Astartes KIA: 1
Imperial Guard KIA: 12 336*
Free Orks: 565k**
Skullroarz: 15k**


*[another 8966 guardsmen were lost during the landing due to cold, accidents, transporter failure in orbit, disciplinary action and other reasons]
**[Ork casualties are rough estimates that cannot be confirmed, especially due to majority of casualties inflicted during the orbital bombardment]
>>
>>2937601
We should send the 6th and half of the 8th companies, along with our predator tanks, to reinforce the imperial forces against the straightshootaz.

Our forces should cut them off at the front so we can counter-surround the splinter and eradicate them.

Brethorius and the first company elements and the rest of the 8th company should assault the ST via drop pods and thunderhawk insertion with the support of drop troops. Destroy the point hard.

Then use that peninsula to assault the orks' consolidated front from the side in an amphibious assault. Put them back onto the back foot.

What do we think?
>>
>>2937616
>What do we think?
We think it might be a smart idea to focus particular attention on the very opening of the breach to cut the entirety off from reinforcements and surround them properly.
Holding a breach is much harder if you can't keep on pouring forces in.
>>
>>2937616
Sounds reasonable. Maybe we should even deploy the Land Raider, or the Bahnblade with the Predators this once.
>>
>>2937642
Good thinking.

If I remember correctly the Land Raider the the Fortress of Vengenace are both amphibious. They should support the flank attack from the peninsula, rising from the ocean.
>>
Let us finish here for tonight, feel free to post any plans/suggestion in the thread and we will continue next Monday, hopefully from 7.30 PM GMT onwards or so.

Thanks for playing!
>>
>>2937721
Oh skargan
please can you address
>>2930003
?
>>
>>2930003
Purchases approved. Chapter gains +d5 Heresy and please make a d100 roll for Inquisition [Revenant Armour].

4 Revenants will be selected, but they will not be named characters unless story demands so.

Same goes for 14 veterans - actually Triot campaign + palace battle will most likely be better overall test, but you can update page already.

We can leave Favour and ships for another time. Favour generally is considered to be worth roughly 100W, but it is worth more than that and can get you access to things you can't requisition/buy easily.
>>
Rolled 5 (1d5)

>>2937771
heresy
>>
>>2937771
>d100 roll for Inquisition [Revenant Armour].
>>
Rolled 77 (1d100)

>>2937782
>>2937771
cabbage patch kids
>>
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that's maximum heresy
>>
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>>2937793
>>
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+++Thread resumed+++

>>2937647
That is correct, most Space Marine vehicles are atmospherically sealed, allowing them to operate both in the void and under the sea. However please bear in mind that they are quite vulnerable to sea bottom ravines and cracks - you will have to roll for them not to get stuck somewhere or worse, especially for a long journey.

>>2937642
>>2937638
>>2937616
Please clarify which course of action do you want to pursue.
>>
>>2952789
I'll vote for >>2937616
And deploy the land raider and baneblade with the forces to the west. Assault the orks at the frontline first and cut them off from reinforcements, then eradicate the bulk from all sides.
>>
>>2952789
do orks have steady supply lines we could cut?
>>
>>2952820
Yes.
>>
>>2952789
----INCOMING MESSAGE
from: machine spirit-----
/msg begins
Is there anything of value located at 'ST' or in the Greenskin lines around 'IG' icon? If the greenskins are amassing and are unable to contest us in orbit, we should be obliterating anything that dares to form in concentration unless it is upon a target of strategic value. Astartes vessels carry weapons specifically designed for orbital bombardment.
22:22 MachineSpirit Scatter the greenskin concentrations and coordinate counter-attacks into the disarray.

and praise the Omnissiah
/msg ends
>>
>>2952789
also how much/ how good anti air defences do they have
how good is their air force
>>
>>2937601
The IG on the western flank shall become both the hammer and the anvil. Cutting off the ork spearhead and then crushing the beasts in the pocket by advance from both sides.
We should deploy marines of the 8th company to bolster the defense of that piece of land which connects the Guard forces on the western flank.

Meanwhile, any armoured unites, motorized and mechanized should create spearheads of their own on the southern front, bypassing the ork strongpoints and cutting them off to be destroyed by the supporting infantry.
Any fast assault marine units should support these as they would maximize chances of success.
>>
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>>2952801
>>2937616
Please roll:
+Counter attack vs. Straightshootaz Klan: d100
+Assault on Peninsula Stronghold: d100
+Side Attack on the Ork Front: d100

>>2952820
>>2952835
Depends. 'supply line' in Ork warfare context is a very tricky concept. First of all - most of the stuff they need in day to day operations, such as food, ammunition and enemies, they manage to find themselves without any need for supplies. What they can't find in the wild, make themselves or loot from the enemies (which as we already established, they are good at finding), they can get from Ork strongholds in the south, but it makes up only a small part of the total war materiel which they use up (usually spare parts for meks and various contraptions). But even then orks have two more cards up their sleeve - sometimes things in Ork paws tend to work simply because of their Waaaagh spirit, because they believe it should. Such as red vehicles being faster than others, etc. Also, even when they need something really complicated that only Mekboy can make, they'll simply give it to some grot and threaten him to bring it where it's needed - Orks don't have organised convoys, such as Imperials or other races, so targeting them is very problematic and will have much less impact.

>>2952882
Bombarding Peninsular stronghold from the orbit is possible, however it would deny you the chance to explore it. Intelligence suggests that while it was overrun by Orks, there could still be some useful materials or supplies there. Bombarding in and around IG position in the West would be unwise as it if a fluid front and it would be a danger close situation with potentially heavy casualties on the side of the Imperial Guard, even if the Orks would be obliterated. Your call.

>>2952930
In the northern subcontinent Orks are in possession of some minimal AA defences, primarily guns mounted on wartraks and some stationary AA cannons in encampments, but nothing that could realistically threaten either your Thunderhawks (unless you would be doing some really stupid shit, such as trying to land in the middle of their camp or something like that).

>>2952961
Nice plan, you can roll d100 for Strategy to implement that alongside Luigi's suggestion.
>>
Rolled 25 (1d100)

>>2953038
Rolling for Strategy
>>
Rolled 94 (1d100)

>>2953038
>+Assault on Peninsula Stronghold: d100
>>
Rolled 87 (1d100)

>>2953038

+Side Attack on the Ork Front: d100
>>
Rolled 98 (1d100)

>>2953038
>+Side Attack on the Ork Front: d100
>>
Rolled 88 (1d100)

>>2953038
>Counter attack vs. Straightshootaz Klan
Rollan.
>>
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>>2953077
>>2953066
>>2953065
>>2953058
>>
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>>2953047
Very good.
>>2953077
>>2953066
>>2953065
>>2953058

+Chapter Master Briefing+
Milord, I am worried to announce that it seems that we reached the point which everyone was worried about - invasion force has finally hit serious resistance from the Orks. Imperial Guard is fully engaged, on average 72% of the frontline regiments report daily engagements, this will start taking it's toll on the Guard.

Our assault on the Fort Hardyr has proven to be tougher and costlier than expected. Captain Brethorius was dropped inside the stronghold together with elements of the 1st Company. Assault force encountered unexpected AA and AO weaponry that was hastily constructed by the Orks in the fortress before the assault. Drop pods had to take evasive manoeuvres, leading to more than half of the force being scattered. Only Brethorius and two squads managed to penetrate fortress themselves. This was enough, but it was a tough fight...
a) Brethorius, like he is used to, lead the charge and distracted Orks inside the fortress long enough for the rest of the force to make breaches in the walls [Roll d100 Brethorius' Weapon Skill([-30] outnumbered), d5 casualties]
b) Brethorius with the rest of the Space Marines barricaded themselves inside the armoury and fought off Orks until reinforcement arrived [Roll d100 Brethorius' Weapon Skill, d10 casualties]
+Brethorius failing the test will have consequences+
>>
>>2953182
>b) Brethorius with the rest of the Space Marines barricaded themselves inside the armoury and fought off Orks until reinforcement arrived [Roll d100 Brethorius' Weapon Skill, d10 casualties]
My vote.
>>
>>2953182
b) Brethorius with the rest of the Space Marines barricaded themselves inside the armoury and fought off Orks until reinforcement arrived [Roll d100 Brethorius' Weapon Skill, d10 casualties]

Bretonius is no fool. He would use his environment to maximise the chances of survival
>>
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>>2953182
>a) Brethorius, like he is used to, lead the charge and distracted Orks inside the fortress long enough for the rest of the force to make breaches in the walls [Roll d100 Brethorius' Weapon Skill([-30] outnumbered), d5 casualties]
I wonder where Hull is?
Anyway, A.
>>
>>2953216
https://www.youtube.com/watch?v=xBhCaCuGJYM
>>
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>>2953182
+Continued+

Meanwhile our attack on the Straightshootaz in the West wasn't as easy as expected either. Our Predator tanks were used by Captain Macedon to great effect, breaking enemy lines of resistance, in the two days 6th Company claimed 37 Ork vehicle kills, while suffering no casualties. However then Straightshootaz dispatched a big force of Deffkoptas to take out your men. Sergeant Graspen of the 6th Company got pinned down by the Deffkoptas while separated from the main force. Did he...
a) Decided to fight them - squad had a dedicated heavy weapon attached for just such an occassion [roll d100, target 60, every 7 points of failure result in casualty; x2 if critical]
b) Decided to take cover and wait for the main force to catch up [roll d100, target 90, on failure the whole squad is lost]
c) Called in nearby Imperial Guard regiment to provide air superiority cover and try to retreat [roll d100, target 45, on failure every 15 points result in casualty]
>>
>>2953182

----INCOMING MESSAGE
from: machine spirit-----
/msg begins
00:05 MachineSpirit then my support goes to B


and praise the Omnissiah
/msg ends
>>
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>>2953182
>Milord, I am worried to announce that it seems that we reached the point which everyone was worried about - invasion force has finally hit serious resistance from the Orks. Imperial Guard is fully engaged, on average 72% of the frontline regiments report daily engagements, this will start taking it's toll on the Guard.
I guess it's time for the chapter to fully engage as well.

In terms of overall strategy we should deploy the entire 6th and 8th companies with the full vehicle pool along the hottest parts of the line. While the first company elements are kept in reserve for rapid strikes on choice targets.
The thunderhawks should be doing nonstop attack runs, taking out ork armour and such.

Our current available vehicle pool is
40 Tarantulas
30 Hyperios AA Tarantulas
11 Rhinos
5 Predator Annihilators
3 Predator Destructors
3 Deimos-pattern Predator Destructors
6 Land Speeder Tornados
4 Land Speeder Typhoons
11 Warbikes
1 Land Raider - Brutix
1 Retribution pattern Baneblade - Fortress of Vengeance
1 Battle-servitor Z-55

Tarantulas should be deployed and redeployed where needed in hot zones. The marines need to keep the imperial lines moving forwards, thrusting spearheads a few miles forwards up and down the line.

Also Cpt Hector has:
+Inspired - +10 to the Eighth Company's next engagement (lost once used)
>>
>>2953182
tough times require tough actions

a) Brethorius, like he is used to, lead the charge and distracted Orks inside the fortress long enough for the rest of the force to make breaches in the walls [Roll d100 Brethorius' Weapon Skill([-30] outnumbered), d5 casualties]
>>
>>2953229
>a) Decided to fight them - squad had a dedicated heavy weapon attached for just such an occassion [roll d100, target 60, every 7 points of failure result in casualty; x2 if critical]
Sounds reasonable.
>>
>>2953229
>a) Decided to fight them - squad had a dedicated heavy weapon attached for just such an occassion [roll d100, target 60, every 7 points of failure result in casualty; x2 if critical]
We should deploy Tarantula Hyperios platforms onto their position from orbit!!!
This is exactly why we have them!!!
>>
>>2953229
>+Continued+
>Meanwhile our attack on the Straightshootaz in the West wasn't as easy as expected either. Our Predator tanks were used by Captain Macedon to great effect, breaking enemy lines of resistance, in the two days 6th Company claimed 37 Ork vehicle kills, while suffering no casualties. However then Straightshootaz dispatched a big force of Deffkoptas to take out your men. Sergeant Graspen of the 6th Company got pinned down by the Deffkoptas while separated from the main force. Did he...

d) try to engage the deffkoptas from cover thus enabling the predators to continue their assault
>>
>>2953245
>!!!
>!!!
Lu convinced me, I support this idea.
>>
>>2953245
>>2953229
also agree on that, redeploy SOME aa tarantulas to support them, leave others to secure our landing zone
>>
>>2953229
+Continued+
After Fort Hardyr was secured, our force used the peninsula as the launching ground to attack Ork force on the side, effectively opening a new front. This proved to be challenging, but your forces, lead by the Fortress of Vengeance, made beach head quite easily. The only problem was that the Imperial Guard transports were much slower. A limited force of Space Marines, mostly 1st Company, along with 336th Adamantian "Spikes" - around 6000 first wave troops, had to hold the beach for 3 hours while under assault from a massed nearby Ork force of close to 20 000 greenskins. Lieutenant Mercurion was commanding the right flank, where the fighting was particularly hot. Suddenly he noticed that Orks are sending in a wave of grots armed with improvised explosives strapped to their chests, good two or three hundred of them. He decided to...
a) Codex Astartes dictates that anti-tank units are best countered by rapid assault troops. As those are not available, we will have to use Tactical Marines [roll d100, target 55, every 5 points result in a casualty]
b) Send in Fortress of Vengeance - it is extremely durable and very powerful, it can withstand this and save the lives of your men [roll d100, target 80, failure will incur damage to the Baneblade, 98+ will result in destruction]
c) Send in Predators, men are more important than the machines [roll d100, target 60, every 13 points will result in a destroyed vehicle]
>>
>>2953295
>b) Send in Fortress of Vengeance - it is extremely durable and very powerful, it can withstand this and save the lives of your men [roll d100, target 80, failure will incur damage to the Baneblade, 98+ will result in destruction]
And also drop in half a dozen standard Tarantulas equipped with heavy bolters into no-man's land in front of the right flank.

I have no doubts they'll be lost to enemy fire during or after, but they should slaughter the grots.

Y/N?
>>
>>2953295
>a) Codex Astartes dictates that anti-tank units are best countered by rapid assault troops
while i disagree with using assault marines against grots with bombs strapped to them (what happens if they explode) i think tacticals are the best option here.
I would also recommed using flamers to scare the grots away.
>>
>>2953301
>Y/N?
Y>>2953295
>b) Send in Fortress of Vengeance - it is extremely durable and very powerful, it can withstand this and save the lives of your men [roll d100, target 80, failure will incur damage to the Baneblade, 98+ will result in destruction]
Go get em old friend.
>>
>>2953192
>>2953214
>>2953231
B
>>2953216
>>2953234
A

Please roll d10 and d100 for Brethorius at Fort Hardyr.

>>2953233
Understood. Your strategic situation looks much better than you might think from these individual battle scenes I asked you to resolve. These were the toughest engagements your Chapter had to engage in over the course of a week. Overall you made progress, update incoming. "Inspired bonus" will be applied in action that will in particular involved Cpt Hector or Eight Company, I didn't want to waste it on more generic actions, if you are ok with that. I would advise sending them behind enemy line for a good effect. Remember that you can also always give your Captains freedom and then they'll do whatever they thinks is best. This might be better in some cases, in others not. Always hilarious, though.
>>
Rolled 78 (1d100)

>>2953313
>d100 for Brethorius
60+
>>
>>2953313
Standing order.

When infantry marines encounter enemy air assets, it should be standard procedure to call in at least a pair of Tarantulas Hyperiod platforms (more if the situation demands). As they are our only real means of effective AA fire.
>>
Rolled 4 (1d10)

>>2953313
>d10
6+
>>
>>2953331
>Rolled 4 (1d10)
Unexpected.
>>
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+Invasion timeline+
Day 37 - Battle for Fort Hardyr begins
Day 38 - Captain Brethorius and 1st Company assault Fort Hardyr from the orbit
Day 39 - Last resistance in Fort Hardyr is eliminated, it is secured for the Imperium
Day 40 - In the west Imperial forces manage to breakthrough and surround a massive force of Orks, Navy bombards the area, but extensive bombardment cannot be initiated as the zone is very close to Imperial Guard positions
Day 42 - Imperial forces land on the flank of the Skullroarz forces on the eastern coast, Fortress of Vengeance is deployed, Lieutenant Mercurion leads the battle personally.
Day 45 - Significant gains made from the beach head, meanwhile in the west Sergeant Graspen and his squad engage significant force of Deffkoptas.
Day 46 - Imperial orbital scans notice some massive banners, usually associated with warbosses being raised on an island inside the Leytian inland sea on the southern subcontinent.
Day 48 - Scout Laendros of the 8th Company managed to take alive a high ranking Ork Nob during the fighting in the west, this prisoner proved to be part of the Ork command hierarchy and provided us with useful intelligence. Apparently Straightshootaz after recent setbacks are considering an offer from Skullroarz to set their personal waaaghs aside and join under one banner against Imperials. Skullroarz are sending two forces of 500 and 300 warbands (your guesstimate is that warband is around 1000 orks) to support them as a show of goodwill.
Day 49 - Today
>>
>>2953396
>Day 46 - Imperial orbital scans notice some massive banners, usually associated with warbosses being raised on an island inside the Leytian inland sea on the southern subcontinent.
N U K E
U
K
E
>>
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>>2953319
>>2953331
Brethorius fought in the first ranks and while he didn't risk himself as much as he wanted to (primarily because of the promise to the Chapter Master, not because he thought it to be wise), he nonetheless took the brunt of Ork attention on himself. Together with other marines he holed up inside one of the fortified building and fought orks the whole time. When ammunition ran out and Orks closed in, Brethorius personally killed one hundred and eight greenskins, bodies of which he used to patch up breached holes in the walls. Brothers Altir, Memerius and Hamagon were killed in the fighting, while brother Sergus was captured by the Orks to be tortured to death. However Brethorius wasn't going to stand for this - he broke out and in a furious whirlwind of melee massacred half of the orks in the yard. He freed Sergus, but while retreating, he was hit from behind by an Ork rokkit.

Roll (d100):
Toughness [40] [Unnatural x2] (-30) = 50
Tough to Kill [31] = 31
Terminator Armour [1 reroll]

>>2953322
Noted and distributed down the ranks.
>>
Rolled 79 (1d100)

>>2953419
>Roll (d100):
>>
>>2953427
Please reroll this.
>>
Rolled 35 (1d100)

>>2953434
>>2953427
>>2953419
DICE GODS WHAT HAVE I DONE TO HAVE LOST YOUR FAVOUR?
>>
>>2953437
Rokkit hit Brethorius' left leg from behind, it exploded and while the Terminator armour protected it, explosion shattered bones and fused armour joints. Brethorius was disabled and after the battle had to be urgently evacuated. This would have affected the morale of your troops, but Brethorius got wounded while saving another Space Marine, which raises spirits, First Company veterans know that they are lead by dedicated and courageous Captain!

Casualties: 4 (-1 saved) = 3

Brethorius will remain out of action for d12 months until his leg will properly regenerate. He will start demanding to be allowed back onto the field in d12 days. Your call.

First Company will operate with (-10 penalty) without Brethorius.
>>
Rolled 8 (1d12)

>>2953459
1d12 Months

Can we roll Klementhos' medicae to decrease this?
>>
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>>2953235
>>2953245
>>2953260
>>2953254
>>2953269
Please roll d100 for engagement [target 60], +20 for Hyperios Tarantulas = [target 40/80].
>>
>>2953472
If Klementhos is not engaged in any projects at this point, then you can. Every success on his Medicae will decrease this to a minimum of 2 months. If he is engaged on a project, then unfortunately he cannot attend to individual care.
>>
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Rolled 50 (1d100)

>>2953474
>Please roll d100 for engagement [target 60], +20 for Hyperios Tarantulas = [target 40/80].
AAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
>>
Rolled 17 (1d100)

>>2953480
To the best of my knowledge Klementhos is not involved in any projects at the moment.
Rolling his medicae (80)
>>
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>>2953301
>>2953306
>>2953303
2 B vs 1 A

Please roll d100, let the Vengeance roll out
>>
Rolled 29 (1d100)

>>2953495
Rollan
>>
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>>2953498
>>
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>>2953488
Brethorius will be back in action in 2 months.
>>2953486
Graspen called in a cluster of 10 Hyperios Tarantula AA turrets to be deployed and within minutes they were dropped down from the skies. After a short firefight, 2 Hyperios Tarantulas were lost, but Deffkoptas were successfully chased away and all of the marines survived the battle!
>>2953498
A wave of grots with explosives strapped to their chests spilled over the trench towards your lines, but Ghosts were already waiting for them. Your marines withdrew further away, allowing a massive behemoth rumble past them into the battlefield. Fortress of Vengeance is a massive Baneblade tank, a semi-heretical new pattern born out of the ingenious lab-factories of Nestorium, adjusted to allow Space Marines to use it. Imperial Guard troops who see it, make a fearful sign of Aquila - they've never seen something as menacing as this before. Even their own Baneblades (a few of which have been deployed on Triot) pale in comparison to "Fortress". One thing is clear - when Ghosts of Retribution deploy it, they mean business. Grots recklessly jump underneath its treads, their explosives harmlessly pop like firecrackers, along with their tiny bodies. Some of them try to climb on top of it, a few even succeed, but Actium, Techmarine commander of the "Fortress", personally climbs out of the hatch and washes them away, like bugs from his beloved machine, with a spray of blessed promethium. Grot line falters and breaks, they turn around and flee back into the ork lines, causing terror and panic, which starts to spread and allows your Space Marines to take advantage of it and push ahead, surrounding and decimating a force of around 12 000 orks.
>>
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>>2953533
[Inquisitorial note "Triot-AK366"]
...eye-witnesses claimed that the tank deployed was of a completely unseen pattern. While it could easily be dismissed as mere ignorance on the part of the infantry, one of the interrogated informants was a former demoted tank commander...

[roll +d10 for Heresy]
>>
Rolled 8 (1d10)

>>2953540
>[roll +d10 for Heresy]
not higher than a 6!
>>
>>2953544
Higher than 6!
>>
>>2953533
Praise the Fortress!

Conduct thunderhawk runs on the retreating orks, chase them down with predator destructors and land speeders. Butcher as many as we can.
>>
>>2953396
>>2953415
Lucas Xerant meets with you in person.
>Well, I guess you've seen the intelligence. Situation is good, but could get worse at any moment. I have a dangerous plan. I've seen the reports of what you managed to do with that special Baneblade of yours on the beaches of the eastern coast. I want to see more of that, at the head of my spearhead force. The plan I mentioned involves putting your whole Triot force at risk, but for a considerable reward. We all know how much Orks like to fight. How about we give them a chance to fight their favourite enemies - you, in a place of our choosing? If we could drop your Companies behind enemy lines, but in a visible and well defendable location, such as a mountain or a peninsula, Orks would soon start flocking towards you. I would do this with my own troops, but we all know how quickly humans break under superior numbers. I would only need you to hold out for long enough to amass enough orks around you to make it worthwile for an orbital strike to do its work, let's say a million or so. You would then extract yourselves from there and we would pound the place with everything we have. This would also take the pressure off our units at the frontlines, allowing us to make rapid gains. What shall you say?

Also, you've seen the details about that island with weird banners? My personal xenologist says that Orks decorate warboss kamps with such signs, but we know for sure that no significant warboss lives around those parts. I heard that you are planning to bombard that place. Please withhold that, I am sending my special forces to survey the place, I have a feeling this is important.
>>
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>>2953563
Hahaha YES
>>
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>>2953563
That's a considerably risky plan.

We'd want our entire thunderhawk complement on the ground with us, ready to evac the entire force at a moment's notice.

I'd also recommend deploying plenty of tarantulas that will probably be lost during the bombardment but will buy us time to evacuate.

The location I'd recommend I have marked on the map with a red circle.
If everything fails we can always retreat into the ocean to escape the bombardment.
>>
>>2953573
>We'd want our entire thunderhawk complement on the ground with us, ready to evac the entire force at a moment's notice.
They should be hovering over the water out of enemy range but ready to evac us.
>>
>>2953573
>I'd also recommend deploying plenty of tarantulas that will probably be lost during the bombardment but will buy us time to evacuate.

aka a sacrificial line of deathstorm drop pods and tarantulas to serve as a rearguard while we bug out.
>>
>>2953582
>>2953573
Roger, instructions understood.

I assume that your force will also dig in and fortify the peninsula before the Orks arrive.

Please list which forces you deploy on the ground.
>>
>>2953589
Entire 6th and 8th companies and 1st company components (under command of the 6th and 8th captains). - They can bug out on thunderhawks
All Land Speeders - They can bug out by flying away at high speed.
Fortress of Vengeance - This can bug out fast by reversing into the ocean a little bit and letting the shockwave pass over it.

Make sure there's plenty of locator beacons strewn around.

When the time comes to retreat, drop 20 tarantulas, 10 tarantula hyperios' and 10 deathstorm drop pods across the narrowest point as a rearguard to stall the orks.

Aspera Dominus should conduct the bombardment with her cannons. Any marines still in the danger zone they can attempt to teleport out.

Thoughts?
>>
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We can leave this for the next week, but if you have any thoughts on traps to prepare for the Orks or how to better attract their attention - post here.

Next game, next Monday same time - I'll try to show up around 7.30 PM GMT, but most likely we'll start within an hour or so after that.

+End+
>>
>>2953617
Thanks Skargan!
>>
>>2953563
>Please withhold that, I am sending my special forces to survey the place, I have a feeling this is important
Very well Lord General. Please allow some of my serfs to join your group so they can relay information to my own xenologists. Thank you.
>>
>>2953563
>>2953647
Very well Lord General. Please allow some of my serfs to join your group so they can relay information to my own xenologists. Thank you.
is it possible to get a live feed so we have info in case of KiA

also 2-way so our knowledge dudes can say zoom in on this or something without being exposed themselves.
>>
>>2953652
>>2953563
and ofc if possible alter the banners to insult some important ork boss
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>>2953663
kek
>>
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>>2953647
>>2953652
>>2953663
Please roll 2d100:
+Tempestus Scions [Targets: 15/45/75]
+Combat Serfs [Targets: 50/60]
>>
Rolled 97 (1d100)

>>2953679

+Combat Serfs [Targets: 50/60]
while i think combat serfs is a strong term for whats practically armed observers they shall proceed as planned
>>
Rolled 100 (1d100)

>>2953679
>+Tempestus Scions [Targets: 15/45/75]
I assume that's just another term for Storm Troopers, which come from Athena Prime or Sarris V in Deus.
>>
Rolled 47 (1d100)

>>2953687
>>2953689
>>2953679
Testroll, don't count
>>
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>>2953693
>>2953689
>>2953687
>>
>>2953704
Just joking guys, let's call it a night, I see that dice roller is tired today. Sweet dreams.
>>
>>2953687
>>2953689
Just noticed that these two posts are about half a minute apart.
So it wasn't the same spike of bad rolls, you lads just managed to hit 2 seperate rollspikes.





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