Turn 2: 6.32 AMMiauw: Get out of the water, Run forward to the tank traps and take cover!(movement roll:5) After flailing his arms and legs wildly in the surf, Antoine finally was able to first get to his knees, retched loudly and then onto his feet. From there he ran towards the tank traps 20 m or so ahead of him, where many of his squadmates had already found cover (cover roll: 2+2+1).
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. Now soggy, will catastrophically fail for a roll of less than 4.
Traits: Skilled marksman: +1 to all rifle rolls. Too many cakes: -1 movement penalty.
Movement points used this turn: 4 of 4
Wounds: None
Kills: None
Location: Tank traps, edge of G7
Status: Wet.
Remuthra: Move forward 3 squares, take cover, scout 66R (take out flak operator?), and fortify my position.
(movement roll: 4) Crawling on his belly, Pvt Stevens made good progress up the beach from behind his posts to the next sensible cover - a cluster of steel tank traps (cover roll: 5+2). Staying prone beneath these gave him some relative saftey to observe the furthest enemy position in some saftey (action roll:6). He could clerly make out the gun crew in his scope, frantically moving the flak cannon into firing position, and the gun operator was alrwady seated and exposed, so Pvt Stevens wasted no time in trying a shot (Attack:2+1+1). WHilst the shot was accurate and true, one of the support crew from the gun stepped infront of the gunner at the last moment, taking the round in the neck, dying instantly. This alerted the rest of the crew, who clearly started to keep thier heads down while continuing to move the gun. This done, Stevens then looked to use his hands to form a small sandbank to hide behind (Action: 3), though this gave little in the way of real protection compared to the steel structure he was under.
Name: Mark Stevens
Age: 56
Division: US Rangers (+1 actions per turn)
Weapons:
- Tokarev SVT-40, scoped (6 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, 1 AAA support
Location: Prone under tank trap, I14
Status: N/A
GWG: Try to locate an easy target to shoot--maybe one of the machine gunners?--then take careful aim and fire. Wait for the others to catch up.Already ahead of his men, Capt Cooper decided it was time to return fire (new cover score = 3). Looking further up the beach he could see that from this range he was most likely to be able to worry the machine gun nests up on the cliff (AA4), even if the carbine he carried wasnt the best wepon for hitting from a range of over 100m. In a series of 5 short bursts he spent a whole clip at his target before swapping the empty one for a full one (attack: 1-2+2), but the semi automaitc fire did not register a single hit on the nests. Still, the sight of thier captain unleashing fury would no doubt do his men some good.
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 (3 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: 6 of 6
Wounds: None
Kills: None
Location: Under tank trap, H11
Status: N/A
Mesor: Get into better cover, start firing with my sniper rifle targetting the crew of the flak gun. Look for any stashes of ammo or explosives near the bunkers.Pvt Merkhander slowly edged forward (move roll: 4) from his sand hole to the base of a stump post (cover roll: 4+1+1) where his suit allwed him to belnd in very well with a knot of seaweed and driftwood. From here he took aim at the crew of the flak gun, seeing one of thier number drop in a spray of blood. (Attack roll: 4+1) Squeezing off 3 rounds in succession Kalam was able to take down the soldier who appeared to be the loader and one assistant operator busy rotating the cannon. 3 of the 7 man crew were now out of action, and nearby riflemen rushed to take up the spaces left by thier dead comrades. Pleased by his contribution, Kalam looked to see if any explosive material was near the rear bunker (action: 3), but all he could make out before the sand sprayed up by incoming fire was multiple crates of 88mm ammo stacked along one edge of the concrete bunker.
Name : Private Kalam Merkhandar.
Age : 23
Division : US Ranger (+1 actions)
Weapons:
- Lee-Enfield No. 4 Mk 3, Scoped (2 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: 1 AAA loader, 1 AAA assistant.
Location: Foot of post, F15
Status: N/A
Werty: Grab Mortar, move to tank trap, and take cover. If possible, deploy it.
Feeling pleased at the results of the smoke round, Pvt White heaved the mortar back onto his shoulders (back to 4 moves...) before getting his ass into cover under tank traps further up the beach (move roll:4). Breathing heavily thanks to all his heavy gear he fell into the sand next to his Captain, who was busy reloading his carbine (cover roll: 3). It was tricky for the big guy loaded up with gear to keep himself behind the tank traps...
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, 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 4 next turn as mortar is carried)
Wounds: None
Kills: None
Location: Next to tank trap, H12
Status: N/A
PoH: Attempt to advance to the stump post in F5 and take cover behind it, then call for medics in my squad.
With blood slowly oozing from his leg wound, Jackson gritted his teeth and crawled along the sand to a nearby post (move roll: 2). He did not get very far however before needing to stop due to the pain, and lay onto his back, calling "MEDIC!!" (action roll: 6). Almost before he had finished yelling, one was upon him, examining his leg. "Messy flesh wound Sir! Looks and feels worse than it is. I have bound it to stop the bleeding, and give you a small shot of morphine to dull the pain. Better get up the beach though sir!"
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 4
Wounds: Muscle wound, lower left leg, dressed.
Kills: None
Location:E5, Exposed on sand.
Status: -1 movement points due to treated leg wound.
ggamer: Move to the tank traps once the hail of bullets dies down and take coverDuring a lull while the riflemen in the bunker reloaded, Pvt Willard (move roll:5) squirmed forwards beneath the tank traps a few metres ahead of him and hunkered down (4+1), waiting for the firing to resume, dreading what would happen next if someone didnt start getting the enemies heads down.
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 used this turn: 2 of 5
Wounds: None
Kills: None
Location: Under tank trap, H7
Status: N/A
Scapheap: Move up to the tank traps(I5) and fire a shot at 66F's riflemen.Capt Blues (move roll: 4) cautiously crawled over the open sand, rifle rounds whistling above his head. "Ill make you bastards pay..." he whispered to himself, hunkering down under a tank trap (cover: 1+2+1), taking aim at the riflemen firing from 66F (attack roll: 3+1). His shot smashed the wrist of one of the riflemen apart, who sunk out of view in agony, but his squadmates barely noticed and kept up thier firing. (Cover score: 4-2)...
Incoming fire from up on the cliff thunks into the sand all around him, and Capt blues begins to feel very trapped.
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 under tank trap in I5
Status: Supressed by rifle fire: can not move next turen and retains a cover score of 2.
TCM: Sprint to Belgian Wall closest to G7 and take cover behind it. Use any remaining movement points to see if there any spare German infantry besides those in the machine gun nests coming our way.
(move roll: 2) Rushing to his feet, Hirisho started to sprint to the large belgian gate 15 or so metres away. Unfortunatley for him the loose sand beneath his feet was far from an ideal running surface, and he fell into the sand halfway between his starting point and his desired destination, (cover roll: 2-1+1) lacking anything in the way of meaningful cover. (action: 4) From there though he had a clear veiw of at least one squadron of riflemen rushing from the village to take up position in the trench covering the exit from the beach - they did look as if someone had rushed them from thier beds though. Further observation was made impossible as a burst of machineun fire thunked into the sand in front of him, scattering sand and making Pvt Tsutome bury his head into the ground.
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: 4 of 5
Wounds: None
Kills: None
Location: J7, flat on sand
Status: Exposed...
Persus: Charge to the Belgian gate on K12 and take cover behind it(Move roll: 4) Seeing men all over the beach advance, Sgt Stevens was not about to let them get all the glory. Recklessly charging ahead he made good time to a belgian gate half way up the beach, still protected by the thick smoke. (cover roll: 4+2) The sturdy structure of the gate provided ample cover against incoming rounds.
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: 6 of 6
Wounds: None
Kills: None
Location: Against gate in K12
Status: N/A
Pies: If I can stay in cover while returning fire, I'll shoot off 3 bursts at the riflemen who shot at me. Otherwise, I'll just stay where I am.(Cover score retained: 7) Keeping safley pressed against the post, Pvt Cooper returned fire at the riflemen in 66F. He squeezed off 3 bursts in rapid succession (Attack rolls: 4-2, 1-2, 3-2), but at this range the BAR didnt have the accuracy to do much more than slam rounds into the concrete houing. A lull in the firing while the enemy reloaded meant that Pvt Cooper was no longer pinned down...
Name: Steven Cooper
Age: 19
Division: 1st Infantry (+1 to cover rolls)
Weapons:
- BAR M1918A2 (5 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: 3 of 5
Wounds: None
Kills: None
Location: Base of stump post, F7
Status: N/A
Fresh: No moveAs the chaos unfolded on the beach around him, Sgt Ryan remained forzen to the spot in fear - what the hell was he doing here? (cover roll of 7 retained)
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: 0 of 5
Wounds: None
Kills: None
Location:Behind stump post, E7.
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): Reloading, minor casualties.
1 MG nest, dead 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 spend this turn reloading the stripper clips on thier 98K rifles.
The soldiers in the MG bunker spot the isolated and exposed soldier in J7, and rattle off a burst of fire at him (Attack roll: 2-2-2), but the replacement gunner shows his lack of time behind the trigger, and the speculative fire falls way short of its target, kicking up bursts of sand.
Bunker 66R (Well scouted)x1 88mm flak + crew (abundant ammo stacked alongside bunker, +6 attack up to 8 tiles, +4 attack up to 12 tiles: good RoF, innacurate but lethal): light losses, replaced by riflemen.
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 despite losses, and will be ready for use by turn 3. It will have a minor penalty to RoF due to a dead loader.
The riflemen target the forward infantry in I5. Capt Blues has exposed himself in order to take shots of his own. However, the long rage fire (roll: 1+1-1) is innacurate and only succeeds in pinning Capt Blues from moving next turn.
The MG nests have lost patience with waiting for troops to come into range, and both take long range potshots at E7/F7. (attack rolls: (1-3, 2-3). Both gunners overestimate the range and do not allow for thier elevation, and all thier fire splashes into the sea behind the assaulting troops.
Bunker 68F (unscouted)? ? ?
? ? ?
? ? ?
? ? ?
The thick smoke prevents any attacks from 68F, and will do so for 2 more turns.
Bunker 68R (unscouted)? ? ?
? ? ?
? ? ?
The thick smoke prevents any attacks from 68R, and will do so for 2 more turns.
The approx 1 rifle squad en route from the village will reach the trench and join combat next turn.
Map:((Damn RNG giving me dissapointing rolls for my beach defenders... and that god damn smoke putting half my units out of action. CURSE YOU!))
Wave 2 waitlist: hitting the beach on turn 4 are: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.
Your move.