Turn 1: 6.30AMCapt. Jackson Gristle (PoH): Action - Move to E4, take coverCapt. Gristle already knew that the German gunners would be targetting the ramps to get soldiers as they headed to the sand. As soon as te ramp dropped he sprinted with his head down into the shallow water (move roll:3), but stumbled and fell slightly short of the tank trap into the wet sand. In an effort to avoid any incoming fire he pressed himself down into the sand as best he could (cover roll: 5+1), making good use of the slope of the beach to keep his head and upper out of clear view. This doesnt quite prove to be enough though, as accurate and sustained rifle fire which kills many strikes him below the knee, causing a moderate wound.
Name: Jackson Gristle
Age: 21
Division: 29th Infantry Division (Rookie)
Weapons:
- Winchester Model 1897 shotgun (5 rounds (10 rounds)): +3 for attacks 4 tiles or less, -1 for attacks 4 to 8 tiles, -3 over 8 tiles. Reloading takes 2 movement actions (Bigass shotgun! Devastating CQ, not so useful at range)
- x4 Mk2 grenades: +3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- Mk1 Trench knife: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: "Knows his way around": +1 to cover rolls.
Movement points used this turn: 2 of 5
Wounds: Muscle wound, lower left leg
Kills: None
Location:E4, lying behind sand mound.
Status: -2 movement points due to leg wound.
Pvt. Antoine Dupré (Miauw): Move to nearest stump post (E7) for cover.As the ramp hit the sand Antoine felt a flush of fresh rage go through him - how dare the Germans occupy his homeland - he would make them pay. Roaring at the top of his lungs he burst down the ramp onto the beachtowards the nearest cover (move roll: 1), but as his legs hit the water he fell flat forwards into the shallow water, taking a big lungful and leaving himself highly exposed.
Name: Antoine Dupré
Age: 35
Division: 1st Infantry Division (+1 to cover rolls)
Weapons:
- M1 Garand (8 rounds (4 clips)): +1 to attacks from 4 to 8 tiles in range. -1 for over 8 tiles (Accurate, decent RoF)
- Colt Revolver (6 rounds (18 rounds)): +1 to attack rolls of 4 tiles or less, -1 for above 4 tiles. reloading takes whole turn (powerful revolver)
- Old, sharpened baguette: +1 to melee rolls, can only be used once before breaking.
Traits: Skilled marksman: +1 to all rifle rolls. Too many cakes: -1 movement penalty.
Movement points used this turn: 1 of 4
Wounds: None
Kills: None
Location: Face down in the shallow water, D7
Status: Drowning (get out of the water next turn or die).
Pvt. Tim White (werty):Get out, deploy mortar, fire a smoke at tank traps so the machineguns at U 11/12 cant see deploying troops.Pvt. White was unfased by the unfolding chaos around him, and knew tat if he were to keep people out of sight, he would be keeping them alive. He calmly moved just next to the foot of the ramp (move roll: 5) and deployed his mortar (action: 5), before aiming a smoke shell at the tank traps further up the beach (attack roll:6). The shell sailed in a steep high arc and burst on the sand just infront of a cluster of traps half way up the beach, filling the air with think white smoke obscuring two of the German positions (no attacks from 68R or 68F for 3 turns).
Name:Tim White
Age: 28
Division: US Rangers (+1 actions per turn)
Weapons:
- M1A1 Flamethrower (1 tank): +5 to all attacks within 3 tiles, and x2 bonus against bunkers. -1 to all cover rolls, and might go boom.
- M1 Mortar (5 Shells(1 WP, 1 FS, 3 Light Explosives)): Can only be used on targets 10 tiles away or more for a +5 attack bonus. Causes a loss of 2 movement points due to weight while carried, takes a movement point to deply and pack up, and only be used while stationary.
- Colt Model 1903 Pocket Hammerless (8 rounds (4 clips)): +1 to attacks of 3 tiles or less. -1 to attacks of 4 tiles or more (small pistol).
- KA-BAR: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: A bit dumb (will not suffer from morale penalties), Big guy (needs a roll of 3 or over to successfully find cover)
Movement points used this turn: 4 of 4 (you start with 6 next turn as mortar is on ground)
Wounds: None
Kills: None
Location: Next to ramp of craft, D15
Status: N/A
Sgt. Johnston Ryan (Fresh):follow miauw62Johnston sees Antoine bolt down the ramp, and elects to follow the enraged baker towards the line of stump posts (move roll:6). Antoine stumbles and falls heavily infront of him, but Sgt. Ryan nimbly jumps over him and reaches the foot of a stump post with supreme haste. (cover roll: 5+1+1) Kneeling behind it, Johnston is well covered from any incoming fire, ready to move further up the beach
Name: Sergeant Johnson Ryan
Age: Old enough to sign up.
Division: 1st Infantry Divison (+1 to cover rolls)
Weapons:
- Arisaka Type 99 (5 rounds (4 clips)): -1 to attacks of 4 tiles or less, +1 to attacks from 4 to 8 tiles, -1 to attacks over 12 tiles. Non standard ammo means no scavenging for clips (Accurate, cumbersome, average RoF)
- Pistolet wz.35 Vis (9 rounds, 2 clips): +2 to attacks of less than 4 tiles, -1 for over 4 tiles (Awesome pistol).
- Cavalry sword: +3 to melee attacks
Traits: Vengeful (melee attacks do not cost a moveent point), Extra finger (reloading any weapon takes 2 movement points instead of usual one).
Movement points used this turn: 2 of 5
Wounds: None
Kills: None
Location:Behind stump post, E7.
Status:N/A
Pvt. Hirisho Tsutome (TCM): Advance to G7, take cover behind the tank trap.Filled with inner calm, Pvt. Tsutome moved down the ramp with haste towards a cluster of tank traps just ahead of Sgt. Ryan (move roll:4), stepping around the fallen baker flailng in the surf. (cover roll: 2+1-1+2) Throwing himself into the sand at the foot of a tank trap, Hirisho was able to find a satisfying amout of cover, ready to move when the order was given.
Name: Private Hirisho Tsutome
Age: 24
Division: 1st Infantry Division (+1 to cover)
Weapons:
- MP-40 (32 rounds(3 mags)): +3 to attacks within 6 tiles, -2 to attacks over 8 tiles (badass smg, can scavenge ammo from dead germans)
- Luger (8 rounds (3 clips)): +3 to attacks within 3 tiles, -2 to attacks 5 tiles or more)) (goood lil pistol, can scavenge ammo from dead germans)
- x2 Model 39 Hand Grenades: +2 to attacks if used successfully, can be thrown 8 tiles. (decent grenade)
- Tanto Samurai Knife: +3 to melee attacks (evil lil blade)
Traits: Honourable warrior (+1 to attacks when not in cover, -1 to finding cover)
Movement pointsused this turn: 5 of 5
Wounds: None
Kills: None
Location: G7, foot of a tank trap
Status: N/A
Pvt Kalam Merkhandar (Mesor): Move to F15, look for a blast crater and take cover. Scan the enemy fortifications and pick out as many soldiers I can with all remaining points, paying special attention for officers or enemy snipers.The ramp fell, and down it Kalam ran. He wasnt yet interested in closing with the enemy: he could deal death from any safe spot, if he could find one. The line of stump posts provided the first suitable cover, so it was there he ran for (move roll:2). However, the ramp was wet with seawater and vomit, and Kalam slipped, losing his footing just before the line of stumps. (cover roll: 2) Using his forward momentum to press into the wet sand wasnt very successful, but some cover was better than none. From his prone position Kalam attempted to observe the 4 enemy emplacements (Actions: 4, 1, 3, 2), but due to the drifting smoke only 2 of them were visible. He shouted his observations to a nearby radio operator to relay to as many people on the beach as possible (data on enemy positions updated)
Name : Private Kalam Merkhandar.
Age : 23
Division : US Ranger (+1 actions)
Weapons:
- Lee-Enfield No. 4 Mk 3, Scoped (5 rounds (9 clips)): +1 to attacks over 5 tiles up to 15 tiles (decent rifle)
- x2 Browning FN-Inglis (9 rounds (10 clips)): +2 to attacks 3 tiles or under, -2 to attacks 5 tiles or over (decent little pistols)
- x2 Tsurugi: +3 to melee rolls (nasty lil blades)
- Ghillie suit: +1 to cover when already in cover
Traits: Hurt me more: +1 to rolls agaist wounds. Blood lust: Will rush to melee combat when within one tile of enemy.
Movement points used this turn: 6 of 6
Wounds: None
Kills: None
Location: Samll sand hole, E15
Status: N/A
Sgt. Jack Stevens (Persus): Get behind the stump post in F13"Thank god the craft cleared the water..." yelled Jack, "lets get clear of the ramp!"
Jack headed straight for the line of stump posts at a charge (move roll:4), and made himself small behind it to help protect himself from enemy fire (cover roll: 6+1). Here he was safe to contemplate where he would go next.
Name: Sergeant Jack Stevens
Age: 30
Division: US Rangers (+1 actions)
Weapons:
- Thompson submachine gun (30 rounds (4 clips)): +2 to all attacks up to 4 tiles away, -1 to all attacks from 6 to 8 tiles, -3 to anything over 8 tiles (classic WW2 smg)
- A flare gun (2 flares, launches flares...)
- x4 Mk2 frag grenades: +3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- x2 bangalore torpedos: +4 attack roll to adjacent square
Traits: Demolition man: +1 to all explosive rolls. Not a swimmer: -2 to movement in water.
Movement points used this turn: 3 of 6
Wounds: None
Kills: None
Location: Against stump post in F13
Status: N/A
Capt. Jack Blues :Take cover at F7. Look through scoop."Get off the craft and find cover..." yelled jack, hitting the surf at a run (move roll: 1). Unfortunatley for Jack he didnt see the flat out form of Antoine until too late, and was sent sprawling into the wet sand just beyond the breakers. Rolling into the shadow cast by the post (cover roll: 2+1+1) offered the Capt enough cover to keep away from the worst of any incoming fire. From there he could use his scope to have a look at the enemy positions not obscured by a growing cloud of smoke (Action rolls: 1, 6, 4), and yelled his observations to a nearby radio man to be circulated (further intel, see below).
Name: Captain Jack Blues
Age: 31
Division: 1st Infantry Division (+1 to cover rolls).
Weapons:
- M1 Garand(scoped) (8 rounds (4 clips)): +1 attack rolls of range up to 15 tiles. No bonus for less than 4 tiles or over 15. (Accurate, decent RoF, Scope)
- Smith & Wesson Model 10 (6 rounds (12 rounds)): +1 to attack rolls of 4 tiles or less, -1 for above 4 tiles. reloading takes whole turn (powerful revolver)
Traits: Reckless Risk Taker - +1 to attack rolls when firing from in cover, at the cost of -2 to cover score.
Movement points used this turn: 5 of 5
Wounds: None
Kills: None
Location: Lying behind post in E7
Status: N/A
Pvt Mark Stevens(Remuthra): Move forward one square to the stump posts, take cover, and use binoculars to look for good sniping targets. Shoot anything that pokes it's head up with 3 remaining movement points.(move roll: 4) Pvt Stevens move down the ramp in a sure footed manner, assuming a prone position (cover roll: 1+2) at the foot of a nearby post - however, in order to take aim, he did need to leave himself exposed...
That done, he used his binoculars to observe the enemy positions ahead (action: 5). Whilst directly infront was obscured by smoke, he could clearly make out a machine gun nest (U6) manned by an observer, a loader and a gun operator. All 3 presented nice targets.He took aim first at the gun operator (cover score:2 (sand bags) vs attack roll 4+1+1), hitting square in the chest. The badly wounded gunner would probably bleed out within the next few mins, and the observer took over his position while the loader tended to the wounded man All 3 moved to keep thier heads down now knowing a sniper was targetting them (cover: 4+2). Mark tried two more shots, (1+1+1 and 2+1+1) but both only found the sandbags. Still, one of the MG bunkers was supressed for now.
Name: Mark Stevens
Age: 56
Division: US Rangers (+1 actions per turn)
Weapons:
- Tokarev SVT-40, scoped (7 rounds (2clips)): -1 to attcks within 5 tiles, +1 to all attacks over 6 tiles (not so good sniper rifle, non standard ammo that cant be scavenged for)
- Welrod, silenced (6 rounds, 2 clips)): +2 to attacks on next square, -2 to all attacks further away (short range silenced pistol)
- x2 thermite grenades: +4 when used against fixed target successfully, of little use against infantry. Range of 7 tiles
- Binoculars: can be used to investigate layout of enemy positions
Traits: Veteran sniper (+1 to all sniper rolls if firing from in cover), Old man (-2 to all wound rolls)
Movement points used this turn: 6 of 6
Wounds: None
Kills: 1 MG gunner
Location: Prone near stump post, E14
Status: N/A
Capt Carl Cooper (GWG)Go to H11, take cover.Capt Cooper felt pride at how his rangers were deploying. He knew that if he were to keep them keen to fight, he would need to lead by example. With a cry of "RANGERS! ON ME!" he sprinted down the ramp looking to take cover at a set of tank traps 20m or so ahead of the landing craft (move roll: 4). Carl slammed into the sand under one of the traps as the smoke round burst (cover roll: 2+2), waiting for his Rangers to hit the beach with him.
Age: 25
Division: US Ranger (+1 action per turn)
Wepons:
- Colt Model 1903 Pocket Hammerless (8 rounds (2 clips)): +1 to attacks of 3 tiles or less. -1 to attacks of 4 tiles or more (small pistol).
- M1 Carbine (15 rounds (4 clips)) (+1 to all attacks up to 6 tiles, -2 if over 12 tiles: decent light rifle with semi auto fire) with M1942 Bayonet (+2 to Melee when using rifle)
- Mark I Trench Knife: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
- KA-BAR: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: Leads from the front (+2 while attacking from cover at a cost of -1 to cover rolls)
Movement points used this turn: 5 of 6
Wounds: None
Kills: None
Location: Under tank trap, H11
Status: N/A
Run to stump post on F6-7 border, take coverPvt. Cooper was one of the last of the 1st Infantry to hit the beach, but he wasted no time in moving once he hit the ramp. He too was heading for the line of stump posts before moving any further. (move roll: 5) Moving with nimble haste he picked his way around the prone men past the foot of a crowded stump post (Cover: 4+2+1), where the Capt. was assembling men ready to move further up the beach... it was a good thing Pvt Cooper was well covered as the air around him was soon whistling with a barrage of rifle fire, pinning him in position.
Name: Steven Cooper
Age: 19
Division: 1st Infantry (+1 to cover rolls)
Weapons:
- BAR M1918A2 (20 rounds (3 mags)): +2 to all attacks up to 6 tiles. -2 to all attacks over 8 tiles (High RoF LMG)
- Sharpened Shovel: +1 to melee attacks, as well as obvious use as a tool giving +1 to relevant actions.
- Colt M1911 (7 rounds (2 clips)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol)
- x1 pair of socks. Good for keeping feet warm.
Traits: Mechanically minded: Weapon failures will not be catastrophic. Gun envy: Will drop BAR for any "upgrade" at first opportunity.
Movement points used this turn: 4 of 5
Wounds: None
Kills: None
Location: Base of stump post, F7
Status: Supressed - can not move next turn but retain cover roll from this turn.
Pvt John Willard (ggamer): get as far as I can until I hit the shore, then go prone and take cover not behind a stump trapPvt Willard saw Pvt Cooper just ahead of him nimbly pick his way over the soft sand, and thought it would be a great idea to follow him (move roll: 2). Alas, carrying the .50 cal meant that he could not match the young soldier for fleetness of foot and fell in the sand short of the cover of the tank treads. Instinctivly he hunkered down into the sand, trying his best to keep his head down (Cover: 6+1), finding a natural depression keeping him well hidden for now.
Name: Pvt. Johnothan Wayne Willard
Age: 22
Division: 1st division (+1 to cover rolls)
Weapons:
- x3 3 RGD-33 Frag Grenades: +2 to attacks if used succesfully, thrown range of 7 tiles maximum (unreliable grenade)
- Browning M2(200 rounds): +4 to all attacks up to 10 tiles in range. Takes 2 actions to deploy and pack up, can not be used on the move (bigass .50 cal!)
- Ithica 37 (8 rounds (8 rounds)): +3 to attacks up to 3 tiles, -2 to attacks 4 tiles or over (small but powerful shotgun)
Traits: Thousand yard stare: +1 to all MG rolls. Jumpy: -1 to all rolls when under fire.
Movement points: 5
Wounds: None
Kills: None
Location: Sand hole, G7
Status: N/A
German MovesBunker 66F (Well scouted)At least one squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF)
1 MG nest, dying gunner (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on targets 10 tiles or more - deadly MG (-2 to all rolls due to dead gunner), supressed)
The riflemen in 66F open fire on the cluster of men in F7 (Attack roll: 4+2). The fire is accurate and true and drops many men, but
Pvt Cooper is well covered and a number of rounds thunk into his cover. The soldiers in the MG bunker are quite sensibly keeping thier heads down.
Bunker 66R (Well scouted)x1 88mm flak + crew (abundant ammo, +6 attack up to 8 tiles, +4 attack up to 12 tiles: good RoF, innacurate but lethal)
At least 1 squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF)
x2 MG nest (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on target 10 tiles or more - deadly MG)
The flak gun is being re-aimed down towards the beach, and will be ready for use by turn 3.
The 6 riflemen target the infantry disembarking in E4 (Attack: 6+1). Highly accurate fire rains down on Capt Gristle, who despite being well covered takes a round in the lower leg. This is a better fate than many of the green recruits of the 29th, who are killed by the accurate and sustained fire.
The MG nests hold thier fire this turn, waiting for targets to close into range.
Bunker 68F (unscouted)? ? ?
? ? ?
? ? ?
? ? ?
The thick smoke prevents any attacks from 68F, and will do so for 3 turns.
Bunker 68R (unscouted)? ? ?
? ? ?
? ? ?
The thick smoke prevents any attacks from 68R, and will do so for 3 turns.
Map((It took me a LOT longer to run that turn than I anticipated!! Some solid cover rolls and the early use of the smokescreen has meant I havent been able to thin out your numbers yet, but one wounded, one supressed and one drowning isn't bad for turn 1. Get your second moves in people.))
Wave 2:Name: Sgt. Corinth MacAwskin(TopHat)
Age: 39
Division: 29th Inf. (Rookie)
Weapons:
- M1 Carbine (15 rounds (4 clips)) (+1 to all attacks up to 6 tiles, -2 if over 12 tiles: decent light rifle with semi auto fire)
- 3x MKII fragmentation grenade:+3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- Colt M1911 service pistol (7 rounds, (2 clips)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol)
Traits: Thrower: +2 to grenade attack range and +1 to grenade accuracy rolls
Name: Jay Eustace Cin
Age: 22
Division: 29th Division (Rookie)
Weapons:
- M3 "Grease Gun" (30 rounds (3 mags)): +4 to attacks within 4 tiles, -2 to attacks 5 tiles or more away (Evil lil smg, poor accuracy but mad RoF)
- x3 MK2 frag grenades:+3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles
- M1911 pistolColt M1911 (7 rounds (1 clip)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol
Traits: CQ special: +2 to all rolls when within 2 tiles of an enemy.
Name: Private Ryan Hemsworth
Age: 30
Division: 1st Division (+1 to cover rolls)
Weapons:
- M1 Carbine (15 rounds (4 clips)) (+1 to all attacks up to 6 tiles, -2 if over 12 tiles: decent light rifle with semi auto fire)
- M1911 Colt pistol M1911 pistolColt M1911 (7 rounds (5 clip)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol)
- 3x Mk 2 grenades: +3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles
- Ka-Bar knife: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
- first aid kit: +2 to first 3 action rolls involving first aid (limited amount of supplies)
Traits: Reluctant doctor - natural rolls of a 1 before bonues will kill patient. Anything other than a natural 1 will have some "positive" effect.