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File: Map of the town.png (13 KB, 1000x1000)
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Before this you were an unknown Colonel. You saw some war in the trenches of France against the Krauts, might've saw some conflict against the Reds, but overall you didn't really do anything important. Then when the MacArthur and his gang, the Nationalists marched on D.C that all changed. In just a night the military started to fight itself, The cities was a warzone between the various Unions, Mobs, Police, and all the Army and Paramilitary units there. You however weren't anywhere near the conflict. You were stationed in the Midwest. Now? Now the Nationalists are marching to the west. You plan on thinning their numbers out, or atleast buy as much time as possible for your side.
Currently you have intel that a total of 6000 nationalists are marching from the East, there may be some armor in their mist but you can't say for certain. You have 4500 Infantry, mostly adhoc units formed recently, organized into 3 brigades of 1500 each. Theres currently 4 districts in the city, they are:
Factories, 2 on the map: can produce ammo and guns over the course of the battle. Mostly Urban.
Commercial: 4 on the map, nothing of value really, theres been some rumors of nationalists grouping up in there.
Piers, 3 on the map: you might try to get some reinforcements from neighboring towns here
Residential, 1 on the map: Has all the civilians, you could try to recruit them over the course of the battle.
Infantry Brigade 1: 1.5k Men. Ammo: 7/10, Moral: 7/10, Overall Quality: 6/10
Infantry Brigade 2: 1.5k Men. Ammo: 5/10, Moral: 7/10,
Overall Quality: 4/10
Infantry Brigade 3: 1.5k Men. Ammo: 5/10, Moral: 7/10, Overall Quality: 4/10
Draw up your plans, the enemy will come in from the east.
This is my first quest, I cannot guarantee this will be finished.
>>
>>3867947
Could you post map with numbers.
I can figure out where 3 is. Rest of them not so much.
Do we need to order reinforcements from pier and ammo/weapons from factories or are they automatic that will have chance of happening per time period?
Also what is that gray thing in the top right corner? Is that a forest?
>>
>>3867947
Also how much time we have to prepare? Hours/days?
>>
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>>3868041
>>3868039
Sorry about the numbers, thought I posted them. That gray thing in the top right is a mountain, Reinforcements will come automatically to wherever you most need them, reinforcements may or may not come over the course of the battle. And you have about 6 hours before the first nationalist forces start to arrive
>>
>>3868209
Can we get a bigger map and a size reference?

I'm thinking, we send 1st Brig. to screen and maybe skirmish with the infoming forces, to get a better idea of what they are bringing, if its pure infantry or what not.

2nd Brig. focus on fortifying the city, build trenches, underground tunnels, fortifying strong points, and strategic locations, create safe avenues of retreat and to fallback positions. Have them try to recruit as many people in district 1, with the warning that the area they are in is likely to see heavy attack by nationalist forces, and soldiers families will get priority for evacuation.

3rd brig. focus on policing the masses and patrolling the city limits, and have 500 men stationed in commercial 4 to monitor any nationalist activity or possible spies trying to deliver information to the enemy, and try to recruit people throughout the city.

Do we have any heavier weapons? Can we have the factories produce explosives and grenades?
>>
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>>3868213
Theres about 21 miles between the East and the city, 14 between the west and the city.
The only heavy weaponry you have so far is in the form of the HMGs and few cannons that the First Brigade has, since they're national guard. You can have your factories start making explosives and grenades.
>>
>>3868213
Sounds like a good plan. I think we should also plant explosives on buildings that will be close to where we evacuate into the deeper part of the city. It should give us more time to get away and set up a new defensive position. I think the main goal should be setting up a defense in depth to bleed the nationalist and slowly break their morale and will. It might be possible to encircle them using explosives to block off parts of the city. We could also use the sewers to outmaneuver them. We could potentially rig explosives in the sewers as well and blow the ground beneath their feet. So a combination of guerrilla warfare and defense in depth.
>>
>>3868250
Yeah, making grenades and explosives and traps would be useful, if we can mine an entire street to blow up entire columns that would be very useful.
So what next?
>>
Rolled 6, 11, 5 = 22 (3d20)

Sorry about the wait, ill get updating here soonish. Would you guys rather have the people recruited go into the brigades to buff them up more, or make an entirely new brigade? (It would be a pretty crappy one since lack of officers and training, but its still a brigade)
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>>3868561
Buff up are existing brigades
>>
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You issue your orders to the troops. Your first brigade, the most experienced and best armed, will act as a screen for the town. The second brigade begins to fortify the town itself, alerting families to the coming nationalists, and the third brigade focuses on patrolling the city itself, helping the second brigade with keeping the peace.
You finally get a radio report after a few hours past, the dug in first brigade had came into contact with the enemy. A brief skirmish followed, with the first brigade having to retreat due to a fear of getting encircled. They lost 100 men and guess that the enemy had atleast 2000 troops, and were well armed.
Your second brigade had better luck, managing to fortify the city pretty well. Sniper nests, machine gun dugouts, and barricades are put up. 100 men take up arms.
Your third brigade was doing pretty well, before a man got into an argument with one of them. The man reached for something before a private shot him.
The factory managed to make a decent amount of explosives in the short time they had, but most of them were used for traps or mines.
Infantry Brigade 1: 1.4k Men. Ammo: 7/10, Moral: 6/10, Overall Quality: 6/10
Infantry Brigade 2: 1.6k Men. Ammo: 5/10, Moral: 7/10,
Overall Quality: 4/10
Infantry Brigade 3: 1.5k Men. Ammo: 5/10, Moral: 7/10, Overall Quality: 4/10
>send orders
>>
>>3868638
Pull the first brigade back to set up in front of the city.

The second brigade should continue fortifying the city while the first brigade buys time.

The third brigade should continue to patrol the city but they should send a detachment of 150 to 500 men to back up the first brigade.
>>
Rolled 7, 17, 18, 16 = 58 (4d20)

>>3868707
Since noone else has said anything we're going with this.
>>
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The first brigade continues to pull back to the start of the city. The enemy continues to push them even further, and theres reports of enemy companies moving to flank them. 150 more men die, as they report thats theres well over 2000 enemy troops, and that they may need to pull back into the city itself.
The second brigade makes good use of the time bought, fortifying the city even further. Its well protected now, though theres some concern over artillery and armor coming in.
The third brigade sends 350 more troops to the first, aside from some people confronting them about the man they killed nothing seems out of the usual.
You get your first radio transmission from the town across the harbor, quickly confirming they're on your side they ask for a status report on how its going over there.
Infantry Brigade 1: 1.6k Men. Ammo: 6/10, Moral: 6/10, Overall Quality: 5/10
Infantry Brigade 2: 1.6k Men. Ammo: 5/10, Moral: 7/10,
Overall Quality: 4/10
Infantry Brigade 3: 1.15k Men. Ammo: 5/10, Moral: 5/10, Overall Quality: 4/10
>send orders
>>
>>3868794
Have the first brigade feign a shattered retreat back to the city. Once there man the fortifications with the second brigade.
Wait till the enemy enters the city to start fighting than an all-out attack on the enemy.

Have the third brigade start working on fortifying the city back to the pier in case of an evacuation.

Tell the other town across the harbor that we are holding and morale is good. And that we have fortified the city and plan to bleed them out. Ask if they can send reinforcements.
>>
Rolled 12, 17, 2, 3, 18 = 52 (5d20)

>>3868850
lets see how it goes...
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>>3868870
That 2 and 3 feels like it's going to hurt.
>>
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When they get the orders the first brigade starts to fall back, first calmly then in more of a retreat as nationalists continue their aggressive assault. They, along with the second start to man the barricades. Its silent for a moment, before nationalists start pushing in. A wave of gunfire greets them as many of them are cut down. The first brigade loses 50 men, while the 2nd loses none.
On the other side of the city though something happens. A platoon moves down the road, not watching for anything, they see something. Are they nationalists? Have they choose to rise up now? Guns are pointed, and before long a firefight breaks out. Once the dust settles they check the bodies. Most of them are pulps, but as they see others that its seen that they weren't nationalists, but some fellow soldiers escorting a family. And on top of that theres already nationalist soldiers pushing into the pier. 150 men die before the line finally gets stabilized
Another source of bad news arrives, the town across the harbor reports that they can't send any reinforcements, they're barely holding on as it is. The nationalists over there managed to get into the city before they could reinforce it.
Infantry Brigade 1: 1.5k Men. Ammo: 5/10, Moral: 7/10, Overall Quality: 5/10
Infantry Brigade 2: 1.6k Men. Ammo: 5/10, Moral: 8/10, Overall Quality: 4/10
Infantry Brigade 3: 1k Men. Ammo: 5/10, Moral: 3/10, Overall Quality: 4/10
>send in those orders.
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>>3868950
1st and 3rd cede some ground, of a few houses and no more than one or two dozen meters, let them push in a bit along the main roads and wider paths.

Start using a few grenades to spoil their attacks.

Hold the 3rd to be ready to flank the enemy north most unit facing the second center group after the commit to pushing into the city. Don't have the 2nd brig attack this turn just yet.....
>>
>>3868950
Have the first brigade, the second brigade, and the third birgrade continue to hold the line. Send 100 men to reinforce the third brigade from the second. If the enemy looks like their going to overrun a position have them retreat and set off explosives when they take it.

If the factories can, have them start producing artillery and ammunition to strengthen and resupply are brigades.

See if any civilians will take up arms and have them join the third brigade.

Ask if the town across the harbor needs anything other than men.
>>
>>3868978
>>3868950
>>3868978
I'll back these troop orders instead.
>>
Rolled 2, 5, 6, 18 = 31 (4d20)

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>>3869052
well that isnt good.
>>
>>3869006
Do we have artillery? Or do you mean make an artillery gun?

>>3869052
Well hopefully all of our prep gave us enough of an edge to stave off catastrophe.

Rember, attackers tend to need a 3 to 1 advantage in numbers, tanks and artillery and etc, can act as small force multipliers.
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>>3869085
I was saying for our factories to make some. I don't think we have much or any artillery and if we do, we could use more. After that, we can make some more expensive or some more weapons for fortifying the pier for if we need to escape.
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>>3869108
*explosives
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>>3869108
Didn't know we could make them. Should have started before the battle in that case.
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>>3869113
We were focusing on explosives to slow the enemy down when they attacked the city. And possibly using them to entrap their army using the broken structures from the explosions. If we can encircle their army we've won.
>>
You give the order for the first and third to cede some ground, but it quickly becomes a rout for the first as nationalist forces unexpectedly charges into them. While the nationalists do take severe casualties its even worse for the first. Many platoons and companies get left behind by the retreating first, causing a pocket to form. They lose about 200 men and lots of their heavy gear. They managed to reorganize and make a defense line, and manage to destroy a few buildings for some much needed time. The second and third fare slight better, each having to fall back to another line of defenses but stalling the nationalist advance. Some of your scouts behind enemy lines report that theres for sure a group of presumably enemy armor nearby, but they don't seem to be interested in engaging you just yet. And it seems that theres a lot less nationalists than there were before.
Infantry Brigade 1: 1.3k Men. Ammo: 3/10, Moral: 5/10, Overall Quality: 4/10
Infantry Brigade 2: 1.6k Men. Ammo: 4/10, Moral: 7/10, Overall Quality: 4/10
Infantry Brigade 3: 1k Men. Ammo: 4/10, Moral: 3/10, Overall Quality: 4/10

>>3869108
>>3869113
You guys don't have any artillery, and the factories couldnt produce any due to them not having enough resources nor the capabilities. Explosives were slightly easier. You guys could have a few WW1 era mortars, but the National Guard didn't really get a lot of funding for new gear at this point., anyways
>draw yo plans, dawg
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>>3869125
Have the 1st begin trying to envelop the left flank. Have the 2nd push to open the pocket and continue to try and encircle the left flank with the 1st. Have the third rest and recover and start switching off soldiers to rest while others hold the line to try and gain some morale back.

I'd take some ww1 mortars or some anti-armor if the factories can

Can we recruit any civilians? If so send them to the 3rd
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>>3869153
going with this if anyone doesn't vote in 3 mins, also you cant make mortars but makeshift anti-tank grenades are possible
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>>3869121
They out number us with tanks and heavy weapons, the bombs where for all sorts of stuff including mining a entire road to blow up an entire enemy column.

Agree we need to break out the pocket of soldiers. We still have people watching the other parts of the city yes? Perhaps they are trying to go around us and come up from behind?

>>3869153
Recruitment occurred at the start, so I doubt e can recruit anymore.
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>>3869185
That's fine, I assumed we had some made.
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>>3869125
Where did the extra guys come from that engaged the 3rd?
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>>3869185
Anti-tank grenades sounds good for when they bring in the amour.
>>
Rolled 1, 8, 13, 10 = 32 (4d20)

Going to start writing now
>>3869188
You can still recruit, though it would be less effective since people are still fleeing the city at this point.
>>3869194
The enemy didn't all appear at once, think of them less like an army and more like a bunch of groups that hate the government more than eachother.
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>>3869194
I'm guessing they split there troops into smaller units.
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>>3869200
I liked to recruit them if we can any men is better than none.
>>
A stream of civilians pours out of the city as its engulfed in the flames of war. Men, women, and children escape as the nationalist forces push deeper and deeper in. Among the fleeing there's some going into the city, volunteers armed determined to stop "MacArthur's loyal voters" Many of the factories continue to produce explosives even while the enemy is breathing down their neck. The first brigade is near its limit. The enemy forces, of the same skill or even better than them, used this to their advantage. In just a hour the pocket is closed, and the first is pushed even further back. 400 men die during this. However this gives the second and third some breathing room, the second manages to push the enemy back to the outskirts of the city with rifle and shotgun at the cost of 100 men. The piers is unusually calm, with both sides taking a breather to reorganize, a tense silence follows as the troops eye each other from the no-mans land between the houses and buildings. The third brigade counts their number, acquires some more ammo. and starts grabbing whoever they can, managing to get 100 more men from either volunteers or those who managed to get back to friendly line.
Your scouts also give you an unsettling piece of news, the tanks are moving towards the city, and will likely be there in 1 or 2 turns.
Infantry Brigade 1: 0.9k Men. Ammo: 2/10, Moral: 3/10, Overall Quality: 4/10
Infantry Brigade 2: 1.4k Men. Ammo: 4/10, Moral: 7/10, Overall Quality: 4/10
Infantry Brigade 3: 1k Men. Ammo: 5/10, Moral: 4/10, Overall Quality: 4/10
>>
>>3869248
oh fuck forget the image
>>
We should dig some trenches or stack up barricades that the tanks can't cross.

Or drop a building on them.

What kind of tanks do they have?
>>
>>3869248
>>3869286
Start falling back to the next position, Set traps and bombs, let small units by to ambush and wipe them out.

Blow up buildings full of enemies that have been rigged with bombs.
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>>3869288
You don't know for certain, the scouts can't really identify tanks. But since this is the 30's ill say they're probably WW1 era ones.
>>3869293
You want to fall back from all positions? Just confirming here
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>>3869248
Have the 1st to slowly retreat and try their best to recover and rest. Have the 2nd try to fold the line to the right and try to force them into the bulge and then try and encircle them while the 1st recovers. Have the 3rd lightly skirmish with the enemy and try to distract them.
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>>3869307
Wanted the 2nd to fold the left flank not the right into the bulge and then try to encircle them.
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>>3869298
I'm cool with the first and second falling back but I'd still like the third to still attack and try to envelop them.
>>
Rolled 10, 6, 14, 7 = 37 (4d20)

>>3869319
alright, so you guys are basically in agreement about having the troops fall back. The first and second will fall back and reorganize while the third pushes forward. Explosives will be detonated when enemy troops are on them.
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>>3869298
Falling back when they push hard enough, or bring a lot of fire power down on a specific position. only make a hard stand when other parts of the line aren't pulling back in a similar fashion to prevent bulges or pockets to form.
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>>3869332
yeah more or less.
>>
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The first brigade starts to fall back, reorganizing along the way. They come under some fire but manage to hold up as the enemy moves forward. The second takes some sniper fire from the nationalists, preventing them from moving more ammo and reinforcements up. The third manages to push the enemy forward with grenades and some risky moves. The nationalists follow your troops, a few of them fall into your traps. But they don't seem interested in pushing. It seems that this will be the calm before the storm.
Infantry Brigade 1: 0.9k Men. Ammo: 3/10, Moral: 4/10, Overall Quality: 4/10
Infantry Brigade 2: 1.4k Men. Ammo: 4/10, Moral: 7/10, Overall Quality: 4/10
Infantry Brigade 3: 1k Men. Ammo: 5/10, Moral: 4/10, Overall Quality: 4/10
>turn that map painter on, draw those lines, defeat the enemy
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>>3869395
Have the 2nd continue to advance.
Have the 1st and third continue to retreat and reorganize. Have them retreat to increase the size of the bulge in sector 2.
>>
>>3869395
Has the town across the harbor been captured?
Has the enemy amour already joined the fight?
>>
>>3869477
You don't know about either, I'm going to watch a movie here so ill be gone for about an hour and a half. After that ill start updating.
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>>3869493
Sounds good.
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>>3869493
I'm actually going to go to bed but if the quest dies I wanted to say I had a lot of fun and you did a good job for your first quest. If you want to attract more players I think you should have a main character with a name and personality I didn't mind not having one and it's not something you need but some people will avoid quest without it. It also adds some other choices players can make. Not to mention people like character creation from what I've seen. Having some other characters would help too for interaction and dialogue even if it's rare and quick. Just some thoughts if you run something else. I'll look forward to playing tomorrow if you're still running.
>>
>>3869566
We can either act as a Commander, or a group of staff officers or something.
>>
Rolled 2, 9, 1, 14 = 26 (4d20)

>>3869582
>>3869566
Thanks for that, I wanted the char to really represent anyone you could think of. Though if I do this again ill likely have some sort of char creation or have it be just a general stuff like 4G said.. Anyways, heres this turns roll.
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>>3869645
you know. you guys have been really unlucky this game havent you?
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>>3869652
Stubborn Loyalists are getting blown the FUCK out by red-blooded Nationalists, I'm thinking it's a lost cause but let's see whether we can hold on by the skin of our teeth.
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>>3869652
Eh, well hopefully our plans and prep, made the difference in minimizing our losses.

Hopefully we can bleed the enemy enough into a Pyrrhic victory.
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>>3869684
I dunno bro, we're getting sodomized out there.
>>
Rolled 20 (1d20)

The first brigade is forced back once more as tanks smash into their lines, seeming to destroy anything they come across. Over a 100 more men die from the armor, which seems to be made up of mostly makeshift armor and FT-17s. They manage to take down several with AT grenades and the explosives they set. The second brigade does well, managing to push the enemy out of the city full and starts moving in to cut them off. They also manage to loot some heavy weaponry and assault weapons. The third somehow manages to mess things up, as some of the men desert, just about a 100 of them. The nationalists use this to push a little bit further, but fortunately they dont inflict any significant casualties.
Infantry Brigade 1: 0.8k Men. Ammo: 2/10, Moral: 3/10, Overall Quality: 4/10
Infantry Brigade 2: 1.4k Men. Ammo: 4/10, Moral: 8/10, Overall Quality: 5/10
Infantry Brigade 3: 0.9k Men. Ammo: 5/10, Moral: 3/10, Overall Quality: 4/10
>go time lads, i believe in you guys.
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>>3869729
Forgot the image again
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>>3869729
>>3869736
3rd brig. keeps the southern forces busy.
2nd attempts to close up the rear, while the 1st pushing out and up for an encirclement. Start setting off bombs blowing up buildings to trap and block off roads and engage armor at close range under MG fire to toss AT grenades. Take out any nearby infantry.
>>
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>>3869729
Have the first hold the line and use quick gorilla tactics if they encounter any tanks or other enemy amours. Have as many men from the first rest and recover as they can while still holding the line. Have the third focus on recovering as well retreating further in the city if needed and using explosives to kill as many of the enemy as possible when they capture a point. Have the second continue their push using their new weapons as shock troops and use hit and run tactics if they see any enemy amour. Their goal is to push the enemy amour into the bulge and then encircle them. Send any captured ammunition to the first.
Could we break down the destroyed enemy amour for raw resources for are factories?
>>
>>3870049
The first brig has very low morale and low ammunition as well as low manpower. I don't think they could push the enemy into an encirclement. Unless they do something tricky, maybe they could use the sewers to attack from behind while attacking from the front. Make it seem like their everwhere, attacking from all angles. I think if we do risk the first the third should continue it's push as well. It's are strongest by far and it will take some of the focus off the first. We haven't pushed with anything other than the second to it might throw the enemy off to suddenly attack with the first.
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>>3870066
*I think if we do risk the first the second should continue it's push as well. It's are strongest by far and it will take some of the focus off the first.
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>>3870056
Forming Hunter killer teams would be better for taking on the tanks than allowing various openings with guerrilla tactics.

1st only needs to break through, while a section of the 3rd does most of the pushing, its a bit of a combined effort. But they can hold if you want. I'm not sure about opening up the south like that, it might give them a lot of free reign unless we dedicate a few hundred guys to slowing them down with ambushes and sniper fire, traps, etc.

I think we should consider ceding more ground than holding the line. We'd be less solid for them to hit...

I'm honestly not sure what the greater strategic goal is, so I'm not sure if its worth sacrificing so many guys for this battle.

All we know is, we are being attack by these guys, and we are defending a city. Are we holding out for reinforcements? Are we to stop them dead in their tracts? Are we to bleed them as much as possible before pulling back?
Will they be receiving reinforcements?

We don't know what the greater goals are so we cannot entirely decide what to ultimately do and what to commit to.
>>
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>>3870104
from what I understand we need to hold the town but more enemies are sure to follow. So if we can destroy the enemy now before more arrive we can capture their supplies and weapons. We would also most likely have numerical superiority as the enemy will be sending reinforcements, not a new army itself that's the hope at least. It's possible if we hold out reinforcements will come from our allies. I agree with hunter-killer teams over gorilla tactics for destroying enemy amour. Are troops to the top is actually brigade two he mixed up their numbers see pic. I'm cool with seeding land while are troops recover I just don't want a full retreat or for them to break are like and for us to have to reform our line to avoid being encircled.
>>
>>3870138
*line not like
>>
>>3870104
>>3870138
Sorry I took so long, so whats the plan here? The first is currently trying to not die from the tanks which are following them.
>>
>>3870171
Whats the blue thing on the left of the map? >>3869736

>>3870138
Well I only want he troops to fall back into the next line fortified position for the troops not a full route or everyone retreating at once.

I think we can blame the dice for that mostly.

Yeah I saw that and referenced the previous picture. I know that's Brig. 2 on the north.

>>3870171
I think the plan is for the 2nd Brig to attack the forces in the bulge, while 1st and 3rd hold the line but cede a little bit of ground if the attack gets too intense.

Use hunter killer teams to close in and take out or disable tanks.
>>
>>3870171
I will go with what>>3870174 said.
>>
>>3870171
>>3870185
>Have the second continue their push using their new weapons as shock troops and use hit and run tactics if they see any enemy amour. Their goal is to push the enemy amour into the bulge and then encircle them. Send any captured ammunition to the first.

Include this as well for more details.
>>
Rolled 13, 17, 15, 9 = 54 (4d20)

>>3870195
>>3870185
Alright, Ill post the turn later today. In the meantime have this.
>>
>>3870220
Finally some not shit rolls.
>>
>>3870220
Solid rolls, good time are on there way.
>>
The first manages to stalise itself a little bit. Taking a breather to rest and reproup A few of the tanks follow, with some infantry accompanying them to skirmish with your troops. The third also manages to hold the line, sending some officers in to stop any further desertion. The second brigade has great luck, almost fully encircling the enemy troops. Some enemy tanks are taken down from 3 man "Steel buster" squads.
Infantry Brigade 1: 0.8k Men. Ammo: 3/10, Moral: 4/10, Overall Quality: 4/10
Infantry Brigade 2: 1.4k Men. Ammo: 5/10, Moral: 8/10, Overall Quality: 5/10
Infantry Brigade 3: 0.9k Men. Ammo: 5/10, Moral: 5/10, Overall Quality: 4/10
>go time lads
>>
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>>3870454
Have the first and second work together to close the encirclement. Have the third push and open the enemy line and try to encircle the bottom enemy units. While the rest of the third focuses on continuing on recovering.
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>>3870473
>>3870473
A bit ambitious.

I think we should focus on the big pocket and close it off without biting off too much. If we over stuff a hot pocket or a turkey it can burst or overflow.

The center first unit should push those guys out a bit.

The southern forces should pull back a bit and not be overly ambitious by exposing it self out there all alone. It can be pitched off.
>>
>>3870528
If we manage to do it though their morale and command structure will be in shambles. I think it's worth the risk. We have the momentum now let's use it to our advantage.
>>
>>3870581
a few bad rolls can really fuck that all up but w/e. if you want to risk it then go for it.
>>
Rolled 9, 3, 17, 12 = 41 (4d20)

>>3870473
Ill follow this plan then, lets hope you don't roll all 1s or something
>>
>>3870599
All good except for the 3. Our victory is coming close at hand all we have to do is take it.
>>
The First brigade moves forward, pinning down some infantry, they're running dangerously low on ammo however. The second brigade moves in to encircle the pocket, and mange to do it, before the tanks reappear. They push back the brigade causing a number of casualties, and the third battalion reports that infantry are moving out of the pocket quickly. The third brigade recovers EVEN MORE, acquring more grenades and weaponry from some old ex-mafia. You're alerted to a brigades worth of infantry in cars and trucks moving into the city, waving the stars and strips. On interrogation by some local police they reveal themselves to be some border patrol agents that were on rest when the nationalists rose up, and are eager to join your defense.
Infantry Brigade 1: 0.8k Men. Ammo: 2/10, Morale: 4/10, Overall Quality: 4/10
Infantry Brigade 2: 1.3k Men. Ammo: 4/10, Morale: 8/10, Overall Quality: 5/10
Infantry Brigade 3: 0.9k Men. Ammo: 6/10, Morale: 6/10, Overall Quality: 5/10
Motorized Brigade: 2k Men. Ammo: 5/10. Morale: 7/10. Overall Quality: 6/10
>the end is surely near commander, keep it up and we'll win this in no time!
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>>3870649
Have the first stop attacking and hold the line. Have the motorized close the gap in the encirclement. Have the second hold the line but seek small engagements when they can to widdle away the enemy.
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>>3870665
I should have reread that forgot my pic and about the third. Have the third do as the second and hold the line and seek small engagements hit and run tactics.
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>>3870673
If 4G doesn't respond in five this is the plan ill follow.
>>
Rolled 11, 2, 18, 18, 3 = 52 (5d20)

>>3870690
Lets see how your plan goes then.
>>
The first brigade holds the line well, using hit and run tactics to their benefit against the enemy. The second is follow back by some nationalists. Before they know it shoots come from enemy brigades pushing the line, and they are forced to retreat. Nationalists start fighting desperately to escape the city. The border patrol agents manage to pin some of the rear guard down, and prevent the whole army from escaping. The third brigade accidentally manages to push into the enemy right as they start pulling out, causing them to flee. Many of the tanks aren't fast enough to escape the pocket, and a significant amount are destroyed.
Infantry Brigade 1: 0.8k Men. Ammo: 2/10, Morale: 4/10, Overall Quality: 4/10
Infantry Brigade 2: 1.1k Men. Ammo: 4/10, Morale: 6/10, Overall Quality: 5/10
Infantry Brigade 3: 0.9k Men. Ammo: 6/10, Morale: 6/10, Overall Quality: 5/10
Motorized Brigade: 2k Men. Ammo: 5/10. Morale: 7/10. Overall Quality: 6/10
>draw up your orders, hopefully these will be your last
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>>3870732
Have the motorized, first, and the second collapse the pocket and have them try to capture any tanks they can. have the third hold the line while they try to destroy the enemy units still in the city.
>>
Rolled 18, 8, 2, 13, 5 = 46 (5d20)

>>3870748
Sounds good, lets see how it goes.
>>
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Rolled 19 (1d20)

As they get the order the men of the third brigade disregard them. So many have already died today, so many Americans are lying dead in the street. The enemy is allowed to retreat, with a few parting shots between. Nationalists flood out of the city as its evident they lost. Only the tank pocket is left. And pretty soon they surrender, the white flag flying out of their tanks and flying high above the infantry men. The battle is over for now, with bodies lying in the street and the hulls of burning tanks smoldering out.
Good job commander.
>>
Your victory would manage to give the loyalists a stronghold in the mid-west. You would serve well during the first months of the war. Your men quickly became veterans of many battles, and the city you spent so much on to win over would stand as a loyalist stronghold. When the west coast rose up under the red banner you and your men would combat them in San Francisco. Taking command of any units you could just like at the start you would lead the remnants of the loyalist government out into the safety of Lincoln, Nebraska. A statue would be put in the city you defended one day as that battle was taught to new officers after the war.
GG
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>>3870798
Thank had a lot of fun man thanks for running. Funny enough I'm making a fallout game set in Nebraska.
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>>3870690
Took me a while to figure out you are talking about me.

>>3870798
>the red banner
Did we help the gommies win?
ruh roh!
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>>3870807
no problem, thanks for playing. and i hope you include a reference to this somewhere in there or something.
>>3870812
you didnt help them, since you managed to evac the loyalist government in there to loyalist held territory.
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>>3870812
When the west coast rose up under the red banner you and your men would combat them in San Francisco.
We may not be red-blooded Nationalists but were definitely not fucking bolsheviks, thank god.
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>>3870823
I think I will in fact. My brother was in here when I was playing and I had him throw some ideas in. He going to one of the players so he will get the reference.
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>>3870823
By the way, was this set in the Kaiserreich universe?
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>>3870841
nah, in KR the midwest goes MacArthur, this was based off of something i found on suptg called "Putsch '34", but i didnt really have any set plot.
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>>3870831
We can visit a statue of ourselves.
Hopefully its more than a simple Easter egg....
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>>3870854
Ahh, I see. I figured you played around with the universe but that makes more sense.
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>>3870865
I'll think of something good that has an effect on the story I might make a faction or something like that. Not sure yet but it should be good.



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