IntroOn the 6th of June 1944 at 6.30 AM the liberation of Europe began. Around 160000 soldiers from allied nations stormed France, and for many it would be the last thing they ever did. This is your chance to be one of them.
This game is semi-inspired by Monk12's Roll to Pierce the Heavens, which can be found
here. Like that game, I anticipate a high rate of character death.
SettingGentlemen, your target is the seaside village of Les Moulins, which lies in the centre of Omaha beach at the border between Dog Red and Easy Green sectors.
Yea, thats right. I drew a sort of historically accurate map of a section of Omaha beach in paint. Each "sort of square" is around 5m to a side.
Your mission is complete if enough soldiers survive to reach and hold the 9 tiles around (CC, 9), or if you eliminate a signifigant portion of the German defenders. This might prove difficult.
Terrain
Water: Reduces movement speed by one, and you can drown in it.
Stump Posts: Large logs with AT mines on the top to discourge thier knocking over. +1 to cover rolls, can be blown up with ease.
Tank Trap: Steel structures. +2 to cover rolls, can be blown up.
Belgian Gates: Large stel tank traps. +2 to cover rolls, hard to blow up.
Incline Log: A-frame made from logs with AT mines attached. Designed to trap and blow up tanks. +1 to cover rolls, can be blown up with ease.
Shingle line: A bank of pebbles and suchlike marking the high tide line. High enough to take cover behind. +3 to cover rolls.
Barbed Wire: Can only be passed over at the start of your movement - attempting to cross midway through movement phase will stop you.
Mines: AP minefields. Dont go stepping in these.
AT Trench: Wide and deep trench. Can be jumped, can be used as cover (+3)
Cliffs: Steep rocky slopes, very tricky to pass.
MG Nest: Sandbag structure with MG42 and operators.
Bunker: Concrete structures holding a variety of suprises.
Who Are You?3 distinct groups of soldiers stormed Omaha beach. First up is the 29th Infantry Division, a green bunch of recruits just out of training. Electing to play as one of the 29th will net you only a very minor bonus depending on bio, but no penalty malus, as you have seen no combat yet. Secondly you could be one of the 1st Infantry Division, a veteran body of men already battle hardened from action in north Africa and Italy. Electing to play as one of the 1st will earn you both a more signifigant bonus and malus than one of the 29th, and also a +1 to cover rolls. Last but not least are the US Rangers, sent for thier skills in taking out hard to reach enemy emplacements. Playing as one of these nets you a bonus and malus (thanks to time served in north Africa and Italy), and a +1 to your rate of movement.
You are free to create your own character, providing it fits the situation and time period. First sign up for each division gets Capt., next gets Sgt., the rest get Pvt. All 3 groups had the usual mix of riflemen, heavy gunners, medics and suchlike, so be creative!
Name: Private Ryan?
Age: Old enough to sign up.
Division: Take your pick.
Gear: Standard M-1943 uniform,
plus weapons of your choice, within reason. Pick a sidearm, some grenades, a pistol, a melee weapon, or something more dangerous if you wish. Dont forget ammo. If you are going for something non-standard (seeing as there was a British commando who used a longbow in combat...), justifiy it to me in your bio.
Short Bio: For me to assign your advantages and disadvantages.
Who are you up against?The 352nd Infantry Division stands between you and your objective. They are mainly raw teenage recruits, but count amongst thier number a core of veterans from the eastern front.
They are well armed - you have been warned. The enemy has 4 distinct bunkers, each will get one "move" per turn, though what they have in store for you will remain a suprise for now.
The RollsTurns represent time in the order of magnitude of around 180 seconds or so. You are allowed a base movement of 5 actions (any combination of move, fire, take cover, reload or other action) per turn. Specifiy the target tile for your movement and it will be rolled for - each tile will cost one action to move into. You may attack as many times per turn with whatever weapon you have at your disposal. The outcome of your attack will be rolled for. You may attack first then move, move first then attack, or attack on the move, but the outcome will be weapon, character, and situation dependant. Taking cover will cost an action, and this will be rolled for. Attack rolls are compared to cover rolls to determine if a shot hits or not. If you are hit, most damage rolls will lead to your death. Sorry!
I will be using this roller.All rolls will be carried out on a standard d6, with the usual 6 = good to 1 = very ungood scale, with my interpretations being used to flesh out the narrative. Specific bonuses and maluses will be applied for the user of the weapon and the situation it is being used in. For example, you dont want to be using a Bazooka in CQ.
So, have it it - feel free to sign up below. I hope to start in 24 to 48 hours, depending on interest level.