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Author Topic: (SG) Starfire: War and Politics - Enemies Old and New - UPDATE 03/07/2014  (Read 87731 times)

My Name is Immaterial

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #435 on: February 24, 2014, 01:14:32 pm »

((Remind people that the GM needs actions.))

Funk

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #436 on: February 24, 2014, 02:31:20 pm »

Yes we have our troops push forwards then spread out to get behind  the troops fighting ari blood.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Death to the false emperor a warhammer40k SG

kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #437 on: February 24, 2014, 03:11:36 pm »

((Update within the next 3 hours.))

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #438 on: February 24, 2014, 03:44:57 pm »

Yes we have our troops push forwards then spread out to get behind  the troops fighting ari blood.

More specifically this : Our brood is doing the best reight now, Ari's made some good footing into the Main room and is bogged down, and ankara is dealing with the elites of the Slinkar Armies...quite poorly.

Okay in order to save our allies we MUST breakthrough. Tell whatever Brood sisters that we are leading to fix fire at w.e heavy slinkar troops/machinegunners to supress or kill them. The rest are to equip and charge with our {equivalent of a space} bayonetts to break through. From their we'll send 10 of our healthy troop to Ari's, one half to try and dislodge the Elite Vat born of the slinkar with a flank attack, and the other half to stay and defend what we've taken.

Needless to say if we have any wounded they should stay and do that last part so they don't get trown into danger.

We can't withdraw because they'll most likelye call back up and deal with a alert slinkarr presence in this area. We need this base for it's defensive positioning.
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #439 on: February 24, 2014, 07:52:06 pm »

((Delayed. Sorry))

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #440 on: February 24, 2014, 09:03:00 pm »

woop woop  :D

Edit: I was thinking of delayed as ((later tonight)) sorry!
« Last Edit: February 24, 2014, 10:37:24 pm by 3man75 »
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jaass

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #441 on: February 24, 2014, 11:29:07 pm »

Slinkar sure love their plasma weapons. I am just wondering why isn't our armour equipped with ceramic found on the space shuttle.

linky: http://www.youtube.com/watch?v=Pp9Yax8UNoM
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #442 on: February 25, 2014, 07:24:44 am »

Slinkar sure love their plasma weapons. I am just wondering why isn't our armour equipped with ceramic found on the space shuttle.

linky: http://www.youtube.com/watch?v=Pp9Yax8UNoM

I do know that Gauss weaponry was just used against us by the skincare. Maybe they just have big arsenal and the scientist wanted our armor to be versatile and good absorption against all projectiles?
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #443 on: February 25, 2014, 07:15:43 pm »

((Update tomorrow, sorry. Really tired from working out.))

Carp its whats for dinner

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #444 on: February 26, 2014, 12:34:53 am »

order long range specialists over Battlenet to target Val-Tar, otherwise charge and focus on elite positions, and I hope our luck improves
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #445 on: February 26, 2014, 07:52:58 pm »

((How long has the forum been down? I couldnt get on today to do the update. 1am here. Going to bed. Sorry. Update first thing tomorrow)).

3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATE Delayed
« Reply #446 on: February 26, 2014, 07:56:02 pm »

((How long has the forum been down? I couldnt get on today to do the update. 1am here. Going to bed. Sorry. Update first thing tomorrow)).


It was down during the morning for me. but it's been up since like 1 in the day here. I'm on a American Eastern time btw.
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED!
« Reply #447 on: February 27, 2014, 07:41:58 pm »

((You got a surprising mix of 4's, 5's and 6's on this update, which is why it is success after success and not particularly large. You got one or two low rolls in there, which enabled me to keep it interesting.))

Yes we have our troops push forwards then spread out to get behind  the troops fighting ari blood.

More specifically this : Our brood is doing the best reight now, Ari's made some good footing into the Main room and is bogged down, and ankara is dealing with the elites of the Slinkar Armies...quite poorly.

Okay in order to save our allies we MUST breakthrough. Tell whatever Brood sisters that we are leading to fix fire at w.e heavy slinkar troops/machinegunners to supress or kill them. The rest are to equip and charge with our {equivalent of a space} bayonetts to break through. From their we'll send 10 of our healthy troop to Ari's, one half to try and dislodge the Elite Vat born of the slinkar with a flank attack, and the other half to stay and defend what we've taken.

Needless to say if we have any wounded they should stay and do that last part so they don't get trown into danger.

We can't withdraw because they'll most likely call back up and deal with a alert slink arr presence in this area. We need this base for it's defensive positioning.

You tell your troops to push harder and mop up what is left of the Slinkar resistance.

Your troops abide by your orders and push hard, killing many more Slinkar troops, who fall to your weapons like wheat to a scythe. Unfortunately your first push does not completely eradicate them, however you do manage to scatter what is left.

In your second push you manage to wipe the last of the troops out, however you take 4% casualties on your centre, 7% casualties on your right flank and an extra 3% casualties on your left flank.

Slinkar reinforcements trickle to a stop, further cementing the Slinkar forces demise on your side of the complex. The Slinkar troops fight to the death, though, however they die in vain as they manage no casualties on your troops from this point onwards.

Your troops flood into the facility. Unfortunately, Val-Tar troops block your way so you cannot send any aid to Ari.

As you have won on your side, you tell the troops, using your battle-net, in the secondary position to help Ankara's troops against the Val-Tar Slinkar. They tell you that they have a fantastic position where they are and can easily pick off many of them. The Val-Tar however react quickly to this new threat and respond by tactically selecting cover that protects them from all possible attacks.

Your support troops do, however, manage to maintain a constant degradation of the Slinkar's forces, usually by firing when the Slinkar are exiting cover to fire their weapons.

Your scouts also manage to get a good angle on the Val-Tar troops, inflicting decent casualties on them.

Brood's Assault force split into three roughly equal parts (Left: 30% of total force, Centre 40% of total force, Right: 30% of total force). Current Condition:
Left Flank: 8% Casualties.
Centre: 4% Casualties.
Right Flank: 7% Casualties.
Enemy Condition: Initially engaged Slinkar troops dead. Currently engaging Val-Tar troops from behind.
Total Casualties: ~6% of brood killed.

*****


Conditions for Ari and her troops brightens significantly. Her troops, after a heated exchange, quickly start to gain an advantage over the Slinkar. The enemies morale starts to falter as they get suppressed. Ari chucks several of her powerful plasma granades down the hallways, which flushes the Slinkar troops out of cover, only for them to be mowed down by heavy weapons fire.

It isn't long before the Slinkar forces are eradicated, and the cherry on top is that Ari's forces took only minor wounds from the rest of that engagement.

"Pandora, we have secured a control room. Hacking now."

As the rest of her contingent moves to cover the entrance-ways and hallways, Ari and the 4 Command and Comms troopers get to work hacking to control room. The Slinkar had changed the control interface and the codes, however they had used relatively simple ones compared to what the Morey had used before.

Ari first hacks the AAA, sending it orders to target all non-Morey craft. As the Slinkar dont have air support at the moment, the weapons dont roar into life, however all the Vat-Born mentally sigh now that they know they will at least have for-warning of any Vanguard aircraft in the area.

Next, Ari and her hackers hack the Anti-Orbital defenses. She tells the to also target all non-Morey craft. The control rooms sensors seem to indicate the Vanguard ships in orbit may not have noticed the weapons, nor their activation.

The huge weapons start moving, slowly, as they get into position. It seems their traversal servos have been damaged at some point, which could make targeting and firing a problem. However, it does not become an immediate concern as the Anti-Orbit weapons target the Vanguard ships.

Fighting briefly stops as these capital-ship class weapons, dozens, maybe even hundreds of metres long, swing into their almost upright positions like bent obelisks, followed by a powerful, continuous stream of hyper-charged particles (aka, a very, very powerful particle beam) cuts almost instantly upwards and.......

HITS THE VANGUARD FLAGSHIP! as well as many of the smaller capital ships and support ships in the Vanguard fleet!

Unfortunately, the flagships shields absorb the energy beam as the beams energy spreads over the shielding. The control rooms sensor screens indicate, however, that the shields of the targeted Vanguard ship were weakened, however the sensors cannot detect by how much.

Some of the smaller capital ships took damage as their shields did fail, but none were destroyed outright, and their shields were brought back online at an astonishingly fast rate. Several smaller support ships, probably frigate and destroyer type vessels were destroyed.

Targeting the Flagship was a long shot. You did, however, manage to do damage on the Vanguard fleet.

The downside to this is, if the Vanguard didn't know about those weapons before, they do now. And they also know you are there....

Ari's force together as one force. Current Condition:
Force Casualties: 14%, plus some minor wounds.
Combat Status: Complete breakthrough for Ari's troops. Slinkar annihilated.
Total Casualties: 14%, with some minor wounds.


*****


For Ankara, things also started to look up.

Taking advantage of Pandora's attack on the Val-Tar's rear, and the distraction the activation of the anti-orbital weapons provided, Ankara's brood managed to launch a powerful counter attack on the Val-Tar troops, with devastating results. Ankara rallied her troops and launches her centre into a full on charge that almost completely annihilates the Val-Tar's central troops. In fact, Ankara breaks through completely and links up with Pandora and her centre coming the other way. Ankara's troops do take 3% casualties, though, for their troubles.

Encircled, the two flanks of Slinkar panic.

Ankara's brood pushes hard, giving the Slinkar no mercy. Shoot to kill, take no prisoners. Its what the Slinkar would do to them.

What was left of the Slinkar on Ankara's right flank were quickly eradicated, and the right flank, plus the now rallied and victorious centre coupled with Pandora's troops on a final assault on the remaining Slinkar Val-Tar troops.

With one final push, the united broods fight the Slinkar resistance. They take damage, with the casualties falling on Ankara's troops. What was Ankara's right flank takes another 6% casualties and her left flanks takes 7%. Her centre takes only light wounds,as does Pandora's forces.

After about half an hour of fighting, there stands only one Slinkar left, a giant insectoid soldier with two large powerful arms and 6 powerful, thick scorpion-like legs clad in power armour, who surrenders. Pandora tells you to take him alive.

All vat-born in the facility sigh in relief. The Facility is yours. You hear Pandora instruct the secondary position, plus the scouts and infiltrators come into the facility and help fortify it against counter attack.

The facility is now in the hands of the Morey Matriarchy.

Brood's Assault force split into three roughly equal parts. Current Condition:
Left Flank: 50% casualties. Shaken.
Centre: 50% Casualties. Shaken. Bogged Down.
Right Flank: 40% Casualties. Moving to support the Centre.
Enemy Condition: Enemy eliminated.
Total Casualties: 48% of Brood killed. The rest have minor/light wounds. Infiltrators, Scouts and Long Range specialists will take no casualties as they were not in the assault force.


*****


What do you do now? Continue with the plan aka Pandora takes her brood and attacks the Spaceport? Or something else, like consolidate your position at the HQ, tend to your wounds, entrench etc?



Status:
1. Demeanor: Shaken, in pain, wounded.
2. Mental Condition: Mentally fit and stable.
3. Physical Condition: Chest wounds healed. Extensive Scarring. Plasma lower stomach wound, Hyper Laser knee wound.
4. Clear thoughts and currently inactive mental factions.
5. Free moving.

Inventory:

1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Wearing) (Damaged x2)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Wearing) (Cracked and damaged) (Disabled standard Comms system)
3. Advanced White Cooled Skin Tight Full Body Under-suit (Wearing) (Damaged)
4. Mk5 Mass-Driver pistol (sidearm) (Holstered)
5. Arishok Plasma pulse rifle (In Hands)
6. Dikari Plasma shotgun (Holstered on Back)
7. Warrisk Mass-Driver Battle Rifle (Holstered on Back)
8. Combat Engineering Equipment and explosives. (In Backpack)

Available Equipment:
1. Mark 3 Vat-Born Engineer Armoured Powered Exoskeleton Suit (Damaged x2)
2. Mark 3 Engineer Armoured Powered Exoskeleton Helmet (Cracked and damaged) (Disabled standard Comms system)
3. Basic White Skin Tight full Body Under-suit x 4
4. Advanced White Cooled Skin Tight Full Body Under-suit x 2 (One of which is Damaged)
5. Mk5 Mass-Driver pistol (sidearm)
6. Arishok Plasma pulse rifle
7. Dikari Plasma shotgun
8. Warrisk Mass-Driver Battle Rifle
9. Combat Engineering Equipment and explosives.
10. Stun/Concussion rifle
11. Casual clothes x10 (White skin tight suit, Gloves, Boots)
12. Ceremonial robes
13. Royal Guard Armoured Powered Exoskeleton suit

Implants and Augmentations:
1. 2x Loyalty probe in the Striatum part of the brain.
2. Multi-range optics (Thermal, magnetic, IR, UV, multi-stage magnification etc) implant on eyes.
3. Command and Control (C&C) nano-module implanted in head.
4. Communications array nano-module implanted in head.
5. Fortified 7th Generation reverse engineered biological nano-machines in blood stream, bones, muscles, tendons and organs.
6. Nano-memory modules in the Cerebrum, holding all relevant non-personal data.

Brood Composition:
1. Forward Command and communications: 9 Vat-born.
2. Field Combat Medic: 48 Vat Born (10 at secondary position)
3. Long Range Specialists (Snipers): 50 Vat-Born
4. Heavy assault: 240 Vat-Born
5. Light Assault: 235 Vat-Born
6. Infiltrators: 45
7. Heavy Support: 113 (12 as Secondary Position)
8. Combat Engineers: 112
9. Scouts: 100
                 
Ari's Contingent:
1. 10 Scouts
2. 6 Infiltrators
3. 4 Forward Command & Comms
4. 16 Field Medics
5. 11 Combat Engineers
6. 22 Long Rage Specialists (Snipers)
7. 21 Heavy Support
8. 20 Light assault
9. 55 Heavy Assault (including Ari herself)

Allies Forces:
Ankara's Brood: 50% Casualties. Steady moral. Exhausted.
« Last Edit: February 27, 2014, 07:43:57 pm by kahn1234 »
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3man75

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #448 on: February 27, 2014, 08:17:42 pm »

We won't be able to get our secondary...with half our brood shook up and tired.

However, what we CAN do is start setting up mine fields in the jungle, re-activating sensors, and start setting up multiple escape routes somewhere away from the HQ if the Slinkar counter attack is too strong or the Vangaurd come to beat our teeth down our throats. Set up some of those super nukes around the base {don't activate them just have them guarded with 1 person and another to set them if we need to escape. we can't let our facility be anything more than a empty shell next time}.

Another volley of fire on too some smaller frigates/large troop transports would be ideal while our troops rest. Also see if theirs a "officers meeting room where We, Ari, and Ankara can have strategic meeting of what they think the enemy will do now and how we can survive until reinforcements come. BTW maybe we can trow some of the conscripted/standard/trashier looking Slinkar outside the perimeter as a warning to any invaders....
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kahn1234

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Re: (SG) Starfire: War and Politics - Into Hell - UPDATED! 27/02/2014
« Reply #449 on: February 27, 2014, 08:22:52 pm »

((What about the captive Slinkar you have?))
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