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Author Topic: Imperial Might - Sewei Warzone  (Read 31678 times)

Rhyme

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Re: Imperial Might
« Reply #45 on: July 18, 2013, 05:49:19 am »

+1 to Alexandrias Plan.

Addendum: Place Minefields between the Defensive Lines and let the Engineers dig tunnels connecting the Defensive Lines. Prepare Explosive Charges in said tunnels to allow us to collapse them after our Units have retreated.

Thus in case we need to retreat from one defensive line our troops use the tunnels , we collapse them behind em and the enemy has to go through minefields.

Addendum 2: Booby Trap everything that cannot be moved in case of a retreat.


+1.

In true imperial guard style, were going to turn this valley into a wasteland, then blow it up.

I mainly meant true chaos marines, legions of cultists and corrupted people I'm not worried about, running into massed fire they'll be cut to shreds but chaos marines don't go down easily.
Addenum 3: If it glows and/or levitates, it becomes a priority target and must be destroyed on sight. It is Chaos, and there might be Rogue Psykers.
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Gamerlord

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Re: Imperial Might
« Reply #46 on: July 18, 2013, 06:03:50 am »

+1 to Alexandrias Plan.

Addendum: Place Minefields between the Defensive Lines and let the Engineers dig tunnels connecting the Defensive Lines. Prepare Explosive Charges in said tunnels to allow us to collapse them after our Units have retreated.

Thus in case we need to retreat from one defensive line our troops use the tunnels , we collapse them behind em and the enemy has to go through minefields.

Addendum 2: Booby Trap everything that cannot be moved in case of a retreat.


+1.

In true imperial guard style, were going to turn this valley into a wasteland, then blow it up.

I mainly meant true chaos marines, legions of cultists and corrupted people I'm not worried about, running into massed fire they'll be cut to shreds but chaos marines don't go down easily.
Addenum 3: If it glows and/or levitates, it becomes a priority target and must be destroyed on sight. It is Chaos, and there might be Rogue Psykers.
Addendun 4: Use the Hydras as anti-troop weapons. If we're gonna get bumrushed by cannon fodder, the hydras will work wonders.

Alexandria

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Re: Imperial Might
« Reply #47 on: July 18, 2013, 09:11:19 am »

Hydras are stuck behind the 3rd line and already positioned for that gamer, the canyon is covered by 3 trenches so they can't be before the 3rd line or they'd have to be abandoned when we fall back and unless we're willing to take catastrophic losses it's likely we will have to fall back.

Cheese, the first 2 plans clash so you need to choose 1 or the other since both are for the defensive deployment. voting for both doesn't work.


Thats been done already, hence the deployment report telling us all the access points. After decades or more of defending this position I'm pretty sure they already located the access points.
« Last Edit: July 18, 2013, 09:17:01 am by Alexandria »
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Gamerlord

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Re: Imperial Might
« Reply #48 on: July 18, 2013, 09:15:33 am »

Oh, alright then. So have all the deployments been decided?

Alexandria

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Re: Imperial Might
« Reply #49 on: July 18, 2013, 09:19:30 am »

Looks like it, my deployment plan won, then we have a couple additions to my plan for extra orders.
Unless people want to add anything else.

We have defensive positions, we have instructions on how the men are to be positioned, we have instructions to remove commanders and major threats, use artillery, fall back positions, rockslide to buy time, final defense and reserves and a speech to try and boost morale.

I can't think of anything else.
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Rhyme

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Re: Imperial Might
« Reply #50 on: July 18, 2013, 09:27:12 am »

We really need to get priests and sanctioned psykers asigned to the regiment. They do wonders against Chaos. And comissaras. But not old fashioned comisars, more like Gant or THE HERO OF THE IMPERIUM

PS: Sorry. I had to do that.
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Alexandria

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Re: Imperial Might
« Reply #51 on: July 18, 2013, 09:30:12 am »

Heh well we can't until after the mission when we're assigned fresh troops.
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adwarf

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Imperial Might - Defense of Salix
« Reply #52 on: July 18, 2013, 01:13:41 pm »

Spoiler (click to show/hide)



Each of you shake your heads in turn, and the Commissar-General gives his assent for dismissal as he stares down at the display with an unreadable expression on his face. After leaving the war room you hastily make your way down to the troop bay your men occupy with a copy of the region map in hand, upon your arrival you immediately give the order to begin preparing for departure as you pull aside the commanders of all your battalions. As the men hurry about around you you begin to brief your officers about how the deployment is to proceed, and by the time you are done all of them understand their roles well enough and the men (all except the artillery battalion) are ready for departure.

The last day before deployment passes quickly as you direct the last of the artillery onto their dropships, and begin to organize supplies onto the last of your dropships. Then you find yourself on board one of the ships with your command battalion, however a big surprise comes when Commissar-General Kalman halts your ship clambering aboard with a small detachment of stormtroopers on his heels and even a Cadet Commissar. Nodding to you the aged Commissar speaks up,

"I thought you might need some company Colonel, this here is Cadet Commissar Malkon and he'll be attached to your regiment just as I am, let us see if having to Commissars makes a difference in the face of Chaos."

With that the man falls silent, and his guards take the seats surrounding him as the dropship's hangar door slams shut. You hear the now familiar roar of engines, and soon your viewport's view changes from the interior of a hangar to the black void of space, you lean forward slightly trying to avert your eyes from the alien vastness beyond but it enthralls you. Quickly the vast black void is replaced by the distinct color of sky, and a loose formation of dropships, all is peaceful ... that is until the AA fire starts.

You fell the ship begin to shudder and suddenly out of the viewport you see black clouds filling the air, a ship next to you gets a direct hit on one of its wings by the black clouds and bursts into flames spiraling rapidly out of control. You here Commissar Kalman roaring through the vox link,

"Its them fething Chaos bastards, all dropships get as much of the regiments safely to the ground no matter the cost, Volgar 2nd Drop I want those AA emplacements taken out immediately feth the costs.

Colonel Castronova I've just received reports that one of the dropships carrying artillery has been taken out, and two supply ships. We've lost the supplies for sure, but there is a chance that some of the artillery aboard that ship got out of this fething disaster alive."

You remember little of the rest of the drop as chatter on the vox went wild declaring loses or damage through out the entire wing of dropships, but you feel a sickening lurch that snaps you out of your fit. Looking out the viewport you find the dropship landed at the base of a massive canyon, and as you watch more dropships begin to land in a ragged line throughout the canyon dispersing battered troops and machines of war.

Disembarking with the Commissars at your side you see an organized mess taking over the impromptu landing field, with the dropships now grounded until the AA batteries can be taken down even their crews are helping your men with the unloading. You also note a long line of men with packs strapped to their backs and entrenching tools in hand already setting to work on the rearmost trench only a few yards from the dropship landing zones. Further on a few figures on bikes are speeding off down through the canyon with straggled lines of men on foot spread out moving from cover to cover as they advance in the bikes wake.

Perhaps now is the time to choose what to do about the dropship you lost that could possibly still be out there, not to mention that with two supply ships down you may be running a lot shorter then you'd like to be for a prolonged battle here ...



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10ebbor10

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Re: Imperial Might
« Reply #53 on: July 18, 2013, 01:18:41 pm »

Check how long it would take, and how hard it would be to just blow up the entire valley. It's not like we're going to use it anyway. Best send some scouts looking out for the artillery.

Are there any nearby locations were we could request supplies?
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adwarf

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Re: Imperial Might
« Reply #54 on: July 18, 2013, 01:21:05 pm »

Check how long it would take, and how hard it would be to just blow up the entire valley. It's not like we're going to use it anyway. Best send some scouts looking out for the artillery.

Are there any nearby locations were we could request supplies?
You could try the other two regiments, and the installation might have supplies to spare, but any other source is cut off from you at the moment.
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Rhyme

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Re: Imperial Might
« Reply #55 on: July 18, 2013, 01:23:46 pm »

Some of the scouts should got to see if the artillery units can be saved. We need those Basilisks, they are the main source of firepower of our artillery. And tell the artillery crews to only fire upon sure targets, we can't waste ammo.

Thank the God Emperor Las packs can be recharged, but medical supplies and more ammo for the artillery would have been useful. Things are going to get messy.
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Ghazkull

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Re: Imperial Might
« Reply #56 on: July 18, 2013, 01:37:05 pm »

Sent out the Veterans Whiteshields to search for the Basilisks. Each one is worth a thousand soldiers SO HO-AH and get me thsoe damn Basilisks back
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stabbymcstabstab

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Re: Imperial Might
« Reply #57 on: July 18, 2013, 01:48:15 pm »

Find those Basilisks with orders to return them if possible or to completely destroy them we don't want them to be captured.
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10ebbor10

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Re: Imperial Might
« Reply #58 on: July 18, 2013, 02:01:11 pm »

If we take out the local AA units, can we ask for more resupplies to be dropped in?
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Alexandria

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Re: Imperial Might
« Reply #59 on: July 18, 2013, 02:03:19 pm »

Some of the scouts should got to see if the artillery units can be saved. We need those Basilisks, they are the main source of firepower of our artillery. And tell the artillery crews to only fire upon sure targets, we can't waste ammo.

Thank the God Emperor Las packs can be recharged, but medical supplies and more ammo for the artillery would have been useful. Things are going to get messy.


Request additional ammo from the base and any heavy weapons they can spare, send the command battalion to knock out enemy AA in the area, along with 2 infantry squads from 1st, 2nd and heavy battalions in flak armor as well as our guests.


(( Scouts are best for locating things fast and the only force we have thats capable of an assault on an enemy position is the command battalion. ))
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The darkness was eternal, all-powerful, unchangeable.
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Now she was lighting a candle.
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