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Author Topic: You own a interstellar mercenary company!  (Read 15816 times)

Tellemurius

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Re: You own a interstellar mercenary company!
« Reply #255 on: September 09, 2012, 11:10:11 pm »

Yes, but the A7 can pull out wounded and VIPS and with the right modifications could function as a fighter-bomber too.
You are sorely mistaken my friend.
Turning a drop ship into a fighter? We might as well build one from scratch if our intention is to attempt something as ludicrous as what you're suggesting.
technically the A7 is a Class Fighter ;)

MasterFancyPants

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Re: You own a interstellar mercenary company!
« Reply #256 on: September 10, 2012, 05:53:32 am »

technically the A7 is a Class Fighter ;)

Quote
CS-A7 A combat ship more than it is a dropship, it can hold four marines, and is fast, armored, and has weapons on every orifice. Several repeating gauss cannons on the front, with fancy laser turrets on the top and bottom of the craft. 17000 credits.

This leads me to believe that it's a gunship with limited troop carrying capacity much like the Mi-24, and like the Hind it would get ripped apart by any fighter craft.
I also thought that the A7 was the best we could find on a backwoods planet and will be outclassed by the military's gunships: Again, think Mi-24 vs Mi-28

After the mission we need a jeep with some form of turet on it.
+1, but how realistic are we planning on being? In real life a person doesn't sit in an open vehicle turret mowing people down, you'd get turned into cheese. However, we do need a method of rapid movement.
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GreatWyrmGold

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Re: You own a interstellar mercenary company!
« Reply #257 on: September 10, 2012, 06:21:01 am »

After the mission we need a jeep with some form of turet on it.
Sounds good. Maybe an armed APC, which would make it an IFV technically but meh.
Sound acceptable?
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #258 on: September 10, 2012, 06:50:39 am »

This leads me to believe that it's a gunship with limited troop carrying capacity much like the Mi-24, and like the Hind it would get ripped apart by any fighter craft.
I also thought that the A7 was the best we could find on a backwoods planet and will be outclassed by the military's gunships: Again, think Mi-24 vs Mi-28

Well, I think the plan is for the A7 to give support of CAS now Air superiority, we'll have to rely on the other mercs and the military to do that.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #259 on: September 10, 2012, 01:37:39 pm »

((Sorry for being gone for so long. Was busy.

I'm going with Kashyyk's squad sorting... thing, because nobody else really provided a detailed description of who they wanted where.


Also, MasterFancyPants has the BEST description of the A7's role I've seen so far.))


You tell Jon, Telm, and Greg to get on the A7, to help act as fire support for the E5. You divide the rest into two squads, you leading Alpha Squad, Gordon leading the second. Loading both squads into the E5, which Lilith is grudgingly piloting, and you exit the atmosphere, entering FTL travel.

With the E5 leading the way, the A7 circling around it, you spot the moon that is currently under attack. As you come closer, it seems the Highlanders are slightly outnumbered, and there are several Kapellan light vehicles currently engaging. Your ships come under fire from the light vehicles, and at this range, they do not do much, but closer into the atmosphere, it could potentially tear the E5 a new one, and damage the E7. So infiltration will have to be quick, and those vehicles neutralized before an extract can be safely made, so the point you drop at is final.

You see several spots to drop.

One, behind a small cluster of hills, providing quite a lot of cover for your squads to hang back and do a little long range combat before closing in. It is also the safest, providing cover from the Kapellan vehicles.

Two, you can drop behind the Kapellans, into a series of trenches they had dug out earlier. It's fortified, and your squads can make quick work of the vehicles if they get too close. Problem, the E5 will likely not walk away from landing there, as it is in plain sight.

Or you could drop near the Highlander forces, behind or to the side of the base. A little cover for the E5, and you can supplement the Highlanders.

Make your choice, for the vehicles are starting to dial in their shots on your ships.










Alpha Team:
YOU - (HEALTHY)
Mark Nilman - CA-MM - Medical Supplies - Standard Rifle (Healthy)
Reg Uld - Juggernaut (Healthy)
Keith Avitan - CA-MM - Standard Rifle (Healthy)

Bravo Team:
Gordon - CA-MM - Prototype Rifle - Grenades (Healthy)
Jak Baxter - CA-MM - Sub machine gun - Medical supplies (Healthy)
Lars Schwartz - CA-MM - DMR Carbine - Explosive Charges (Healthy)
Jon Staen - CA-MM - Tools - Prototype Rifle (Healthy)

A7 crew:
Jon Mckinney  (Pilot) (Healthy)
Gregory Goff  (Turret Gunner) (Healthy)
Telm Emurius (Turret Gunner) (Healthy)

Vehicle Integrity : (Healthy)

A5 Crew:
Lilith Merd (Pilot)

Vehicle Integrity : (Healthy)


((Also, one last thing, because some were skeptical on putting Lilith in the E5...

Every mercenary is trained in everything to a minimal extent. They are all combatants first and foremost, but have different specialties. Jon the Mechanic might be better around a wrench than the pilot, but they could still do each other's job, although slightly worse.

Don't know if that's realistic to you guys.))
« Last Edit: September 10, 2012, 01:39:59 pm by Gamerboy4life »
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Tsuchigumo550

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Re: You own a interstellar mercenary company!
« Reply #260 on: September 10, 2012, 02:48:43 pm »

I say we drop the E5 in the hills, send the A7 above the Highlanders and give them fire support until everyone's off the E5, then get both ships out of there and fast. Focus fire on the light vehicles.
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #261 on: September 10, 2012, 04:16:07 pm »

You tell the E5 to drop near the hills, and as you come lower into the atmosphere, the Kapellans start unloading. The E5 shudders from the small arms fire, and the hiss of larger shells whizzing by.

The A7 starts firing at one of the vehicles, the Gauss slugs slamming into the side of the APC, and knocking aside a group of foot soldiers. The laser turrets burn through the armor, and by the time they realize they were being suppressed, the E5 has already taken off, the payload dropped, and the A7 was following behind, the turrets whirling around and taking a last few potshots at the vehicles.

Both squads are safely on the ground now, and the hill you are hiding behind has attracted some scattered fire. You could try and engage from here, or move up to a ring of smaller hills that provide a little less cover, but your more close-combat troops can engage easier. The Juggernaut will have to get a little closer anyway, to do any damage with his grenade launcher.

Right now, you are approx. 1200 meters away from the Kapellans, and the hills in front of you are 700 meters away, which could be an optimum engagement distance.

 
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #262 on: September 10, 2012, 04:24:12 pm »

Our long rang DMR man should start fireing wall Alpha squad leads our assault with beta squad staying a bit of a distance behind.
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V-Norrec

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Re: You own a interstellar mercenary company!
« Reply #263 on: September 10, 2012, 04:33:10 pm »

Move to the smaller ring of hills, while run and gunning.  Wouldn't want those damn bastards to think they're safe just because we're getting into position!

Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #264 on: September 10, 2012, 04:55:36 pm »

You tell Bravo to stay here, and Gordon, Lars, and Jon start to take potshots, drawing fire to allow your squad to move forward. Reg takes the lead, the rest of you trailing behind as you take positions behind the second set of hills. Now at a closer range, you open fire, Reg unleashing the grenade launcher and machinegun, gunning down some infantry that was foolishly using an APC as cover. One of the grenades takes out the treads, and the turret starts to swivel around, aiming for Reg.

It fires, but the Juggernaut is so heavily armored, the slug grazes off, the only thing happening is that Reg was knocked on his ass. He gets up, slamming the side of the turret with the high intensity laser, and you hear a small explosion, and a puff of smoke exit the barrel.

Looks like he hit an ammunition rack. By now, the Kapellans are pinned between you on their left, and the Highlanders in front. Any units that pay attention to the highlanders get nailed by you, and anyone paying attention to you get nailed by the highlanders.

The Kapellans, now kept into trenches as their APC guardians go down one by one, keeping on the defensive. Yet, the Highlanders nor your squad can gain the advantage, and are keeping each other pinned down by fire, crouching in trenches and shooting over the walls in a vain attempt to kill the enemy.

There are only a few APCs left, and a good strafing run from the A7 could turn in your favor, however, there are still a few APCs left. You also have some room to move up, to a pair of trenches that were probably dug out earlier in the day, and then abandoned once the Kapellans move up. It will be close fighting, 500m at the most, and those trenches ARE connected to the rest. Getting there will be hazardous, but it could help you get in close and sow some discord.

There's also a ridge to your right, leading to an abandoned Kapellan AA site. It must have been cleared by shrapnel artillery, for there is nobody manning it, yet it is still in fine condition. It could help you gain an advantage, especially against the APC's. Getting there is safe, but crewing the gun requires two people, and they will stick out like a sore thumb, with close to no cover.
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #265 on: September 10, 2012, 05:00:07 pm »

The 1st option

p.s LOVE the story so far!
« Last Edit: September 10, 2012, 05:03:04 pm by Sprin »
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Kashyyk

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Re: You own a interstellar mercenary company!
« Reply #266 on: September 10, 2012, 05:06:31 pm »

By first option, do you mean a strafing run? If so, I concur, but as it does so, Alpha should open fire on everything, whilst Beta moves up.
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #267 on: September 10, 2012, 05:11:25 pm »

exactly what I thought!

we could have bravo go after the gun as well so the bad guys dont get it.
« Last Edit: September 10, 2012, 05:14:41 pm by Sprin »
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Gamerboy4life

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Re: You own a interstellar mercenary company!
« Reply #268 on: September 10, 2012, 05:24:19 pm »

You tell Beta to get ready to move up over the radio, and you tell Jon to come around and provide some CAS, to cover them.


As soon as the whine of the engines came into hearing, Bravo hurtled down the hill, heading for the trenches. You and your squad opened fire, Reg keeping a flat blanket of lead over the heads of Bravo, pinning down any Highlanders that would want to take accurate shots at the squad. The A7 comes arond, the Gauss Repeaters whirring to life, filling the Kapellan trenches with super-heated shrapnel. The fire from the Kapellans was far between, and Bravo made it there successfully, and were now dug in the trenches.

Now, engaging the Kapellans in close range, and keeping them occupied, the Highlanders have started to move up as well... prepared to engage in their famous, brutal melee.

Do you want to stay back and provide covering fire, make a dash for the AA gun, or go in close?
« Last Edit: September 10, 2012, 05:29:07 pm by Gamerboy4life »
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Sprin

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Re: You own a interstellar mercenary company!
« Reply #269 on: September 10, 2012, 05:32:44 pm »

..
« Last Edit: September 10, 2012, 05:38:39 pm by Sprin »
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HOW DID YOU KNOW I WAS LOOKING UP RULE 34 OF D*CKS?
Sprin is certifiably insane, but there is no denying his brilliance.
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