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Author Topic: Imperial Guard Multiplayer Game (5/5)  (Read 13726 times)

Patrick Hunt

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #165 on: August 30, 2013, 04:12:56 pm »

Yes you do, check the information on your character on page 9, at the bottom of your sheet.
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And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

wolfchild

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #166 on: August 30, 2013, 04:24:28 pm »

Well I will attach myself the the drop battalion, but I will move between the squads as it seems neccisary
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Patrick Hunt

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #167 on: August 30, 2013, 06:00:29 pm »

Bump.

Mastah, GUNIN page 9 half way down.

You'll probably need to pick which force, the 3 will be split up so moving between them will be rather difficult. I'm with the central one so left or right for you I'd guess mate.
« Last Edit: August 30, 2013, 06:22:15 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

mastahcheese

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #168 on: August 30, 2013, 06:45:29 pm »

Ok, sorry, I've been busy.

I'll be a telepath, and choose option B: Talented Biomancer and Proficient Wrestler.

I'll grant Patrick Hunt's request of 2 of my psykers, and since woldchild seems to disapprove of my powers, I'll take the side that they are not on.

Also, send a single psyker over with wolfchild, under orders to only use telepathic powers for communications, and not to use offensive powers unless under dire circumstances, or direct orders by wolfchild.
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The Derail Thread

Patrick Hunt

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #169 on: August 30, 2013, 06:49:31 pm »

Final orders.

My forces will join the assault force on the central landing pad with the Drop Troopers with 2 commissar and 2 psykers in support under my command.

Go to the quarter master who handles our specialist gear, requisition Preysense sights, Extra grips, Auxilary shotguns, Demo charges, Chameleoline Cloaks plus SynSkin for 21 Storm troopers, 2 commissar and 2 psykers as appropriate. Or as many of these pieces of kit as possible that I can fully arm my men with.
(( Appropriate meaning like the commissar and psykers only get the last 2 pieces of kit and not the rest. ))

« Last Edit: August 30, 2013, 06:52:18 pm by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

wolfchild

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #170 on: August 30, 2013, 07:35:23 pm »

Also in reference to mastahcheese, I dont disapprove of psychers, its just that the perils of the warp is nothing to joke about
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mastahcheese

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #171 on: August 30, 2013, 08:35:07 pm »

Also in reference to mastahcheese, I dont disapprove of psychers, its just that the perils of the warp is nothing to joke about
Which is exactly why I'm staying away from the commissar.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Harbingerjm

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #172 on: August 30, 2013, 08:37:06 pm »

Also in reference to mastahcheese, I dont disapprove of psychers, its just that the perils of the warp is nothing to joke about
Which is exactly why I'm staying away from the commissar.
Frankly, if it's a choice between "shot in the head by the commissar" or "suffer Perils unchecked" you're probably better off taking the Emperor's Mercy.
At least that way you won't end up as Daemon Plaything.
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Patrick Hunt

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #173 on: August 30, 2013, 08:39:27 pm »

If you'd prefer then I could shoot you. It'll be quick.
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

wolfchild

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #174 on: August 30, 2013, 09:42:27 pm »

SO is a bolt to the head, thats the point, perils is bad for everyoine arround the psycher, but worse for the psycher themself
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kaian-a-coel

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #175 on: August 31, 2013, 03:29:35 am »

Short note: I copypasted the page 9 recap into my first post on page 1. It should be easier to reach.
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Rhyme

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #176 on: August 31, 2013, 08:17:59 am »

I'm going to wait for GUNIN for a few hours. Then, I'll post an update as if he had gone to a random LZ with a random squad
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Rhyme

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Re: Imperial Guard Multiplayer Game (0/5)
« Reply #177 on: August 31, 2013, 03:37:01 pm »

Sergeant Liones manages to get his auxiliary shotguns, extra grips, chamaleoline cloaks and demo charges, but bureaucrazy prevents him from aquiring the preysense sights and synskin 1d20=2+3(Storm Trooper)+3(Sergeant)+5(Equipment not unusual in the regiment)=13.

Sergeant Danso gets assigned to a Grenadier Squad going for the southern landing zone.

The attack takes place at night. The Drop Troops manage to land silently near the landing zones 1d20=17+4(Night)+2(Drop Troopers)=23. All squads go to their objectives, and the central landing zone is secured silently 1d20=10+4(Night)+4(Storm Troopers support)+2(Liones)=20. The rebels notice the troops in the other landing zones, and while the men in the southern landing zone are doing well 1d20=8+2(Danso)+3(Grenadiers)+4(Night)=19 and manage to secure the LZ despite being spotted, the northern landing zone is doing badly.

The squads have been pinned by enemy fire, and are trying to resist inside one of the manufactorums buildings 1d20=3+2 (Drop Troopers)+2(Good numbers)+4(Night)=11

Loxian 247th Mixed Regiment

Spoiler: HQ (click to show/hide)

Spoiler: Armored Battalion (click to show/hide)

Spoiler: Artillery Battalion (click to show/hide)


Spoiler: Guerrilla Battalion (click to show/hide)

Spoiler: Lord Commisar Lucia (click to show/hide)



Spoiler: Captain Lex Libra (click to show/hide)

« Last Edit: August 31, 2013, 03:42:29 pm by Rhyme »
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wolfchild

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #178 on: August 31, 2013, 03:52:05 pm »

Assist whcihever strike force I am in, with encouragement, tactics and bolt pistol shots to traitors heads
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Parsely

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Re: Imperial Guard Multiplayer Game (5/5)
« Reply #179 on: August 31, 2013, 04:29:20 pm »

We're lightly armed, so we probably don't want to get stuck in a shooting match unless we want to risk being crunchy toast. Lead an attack to break through. Coordinate with all other squads, and order everyone in my squad to put their grenades to good use. Advise reinforcements to proceed with all possible speed, but that the northern LZ appears to be the hottest. Let's go! We won't be staying here!

Are all the drop squads trapped in the manufactorum building, or just the men moving out from the southern and/or central LZ?

Advise Captain Mira to order the Vendettas to strike the forces pinning down the men in the manufactorums before we make our move.
« Last Edit: August 31, 2013, 11:02:44 pm by GUNINANRUNIN »
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