((I’m going to auto move Philip to the house with Hans, I think in the future I’ll have a one waiting day policy and if they don’t response an ally can submit an action for them. It’s not meant to be punitive, rather I want restore the previous pace))
((Also turn order normally goes Commandos then enemy. If your action is a reaction to possible enemy moves you go after the enemy you specified. So in this case Zehn, Philip and Hans went first. Madeline and Jim decided to go after the north most squad and Krilge is going after all the enemies.))
((if no target is specified or a group of people is selected, than the target/order of targets is random, this is simpler than me trying to work out a random distribution of hits. Enemies will make these random target shots in situations where they are trying to suppress or/and when you are obscured))
((Smoke and WP is going to last 4 turns))
Turn 4: Mission 1
Hans and
Philip break cover towards the compound, the west window rifleman yells immediately, you cannot hear him through the class. Spotted by the
riflemen, they decide to cover against the western wall.
Then
Zehn opens fire, the external Maxim styled charging components of the Vickers swing into action. He spits out 30 rounds down at
5 enemies leaving the building from the north. (30 -> 15 hits!, randomly allocated:
Machine gunner ->
rifleman ->
rifleman ->
grenadier) The steady Vickers' burst topples four of the soldiers, one of them was carrying an MG-34. They collapse face down into the snow.
The lone squad leader looks back and with a panicked expression screams, “Gefahr, Maxim gewehr west!” He handily loses a Nebelhandgranate between him and the other surviving squad member (protected from Zehn’s direction by -2 to hit smoke). He then arms himself with the MG-34 from the machine gunner and turns the corner and fires a long desperate burst at the bush dwelling
Madeline and
Krilge (50 -> 32 hits!!!! random target ->
Madeline you are lucky, Camoflague reduces the hits to 20, -2 bush cover reduces it to 18)(18 damage!).
Madeline and
Krilge’s position is peppered with inexact Maschinengewehr fire. It punches holes in the surrounding timber and the crack of the passing rounds sends shivers down your spine.
This is the chance
Madeline was waiting for! She squeezes the trigger and then looses a few follow up shots at the
squad leader. (4 shots -> 2 hits, -3 cover, 0 hits, your first shot missed.)
Madeline reaches for a WP bomb, but she’s out of range and she’d rather stay in cover.
((Sigh. I really need to change the cover mechanic, its causing a lot of problems. That will be a priority after this mission.))
Jim returns fire on the two gothic soldiers firing three rounds from his Webley from behind the gothic truck! (3 dice -> 0 hits)
The two enemy
riflemen on watch (west window and north window) decide to fire back at
Zehn! They fire two aimed shots (2 shots, 2 hits, both are first shots so ignores cover)(2 damage). They can’t pinpoint
Zehn but their shots are awfully close for comfort.
Three new
enemies appear at the second story windows east most side: a
grenadier,
squad leader and
machine gunner. The
machine gunner, feeling the need to get a good firing position for his MG attempts to smash the second window to the west (2 -> failure) he fails to smash the window with a meek stock bash. The
grenadier, also needing an open window, tries the window latch at the east most window (4 -> regular success) he succeeds in opening the window but he’s unable to throw a grenade in the time. The
squad leader, whose weapon is much more manageable without a supported position, fires through the third window to the west! Being much more prudent to the desperate tactical situation than his inferiors, he fires his entire magazine! (30 shots -> 9 hits! random target:
Madeline lucky again -> 7 hits -> -2 cover -> 5 hits)(5 damage). The buzzing 9mm rounds add to the chaos in the
Madeline and
Krilge dwelt brush.
This is the opportunity
Krilge has been waiting for! With proper English resolve
Krilge loads HE and shoulders his M1A1 rocket laun, her. With a shot at the middle window he can hit all three enemies. (13 -> 7 hits! -> -3 hit cover, 6 damage!) (13 ->6 hits -> -3 hit cover, 5 damage!)(13 -> 5 hits -> cover -> 3 damage!) The rocket explodes on the window turning the second story into a smoky shrapnel highway! The
squad leader throat is invaded by a large glass spike which kills him, the concussive force of the explosion separates the
machine gunner's limbs about the hall and the
grenadier survives with an awful piece of wood in his right arm. Not a happy day on floor two.
Recap: this leaves one
squad leader armed with MG-34 at the northeast corner of the building with a smoke grenade protecting him from
Zehn, two riflemen at the west and north windows firing at
Zehn, 5 MIA
normal enemies, 4 MIA
specials and 3 MIA
officers and a bunch of noncombatants hiding somewhere.
(Turn Fire Superiority totals: 75 (
Commandos) vs 109 (
Low Gothia), the brilliant resolve of the gothic
squad leaders has secured the 1.5x damage bonus for next turn! But their manpower is extinguished and their ammo is going fast! Where are the officers and the specials you might wonder?)
You can move about one range's worth (I won't be picky) of distance and shoot one weapon each turn. When you attack declare who you are shooting at (can be multiple people if they are reasonably close and hits exceeding the kill carry over to next target) and how many bullets you are firing. The first shot of your attack gets +1 to hit and cannot be blocked by cover.
Weapons that say 'blast' in their profile can hit multiple enemies up to the number specified. (ex: blast 3 can hit three enemies) Blast weapons roll their full dice against everything they hit, they don't benefit from the first 'shot' bonus (notice that HEAT Rockets aren't blast and do get the first dice bonus) and cover is calculated normally against them unless otherwise specified.
Cover blocks a set number of hits from every attack that hits you except for the first shot of an enemy attack.
After each turn both sides' number of shots fired and damage dealt are added up, the side with the higher value deals 1.5x damage next turn,
(this modifier is ignored when determining which side is awarded the 1.5x damage modifier.
-Blasts are about 3x3 tiles on this map or about ¼ the size of the house.
-You can move about ¼ the map’s height/width in one turn (and maybe if write that you ‘sprint’ and don’t do anything else I’ll let you go even farther). Don’t count the tiles, if it seems reasonable it is.
-Short range is about ¼ the house in length, Medium is a little more than twice that and Long is anything else. I’m not really going to be a stickler about range.
-The transparent bits represent the upper stories of the house. (sorry if that’s unclear)
-There are a couple of windows on each side of the building, I just couldn’t find a good way to represent them.
Enemy health total:
100, Enemy head count:
7 regular types,
4 special types,
3 officer types,
10 non-combatant types.
Regular Enemy Ammo Count:
45 rounds 9mm,
190rounds 7.92mm,
23 grenades
2 Panzerfausts.
Team health (
48/72)
Madeline Christie Atkinson (DivideByZero) (12 health)
Race: Human
Appearance: A thin, medium-height woman with high cheekbones and an eternally frustrated look on her face. She has milk-chocolate hair with two braided locks of hair running down either side to her shoulders.
Forbidden Knowledge -- Can make guesses as to how one would cast a certain spell, what a person could do with magic, whether magic was being used, etc. Magical knowledge that's just short of actual magic.
Camouflage – enemies shoot at -1 to hit when you are in cover outdoors.
Psychological Warfare -- Doubled first shot damage and first shot fire superiority effect with rifles.
Inventory(5/5 slots):
-Gewehr 01 (you see, 43 is a year number) (1 slot) (Short +4, Medium +3, Long +3) (fires 7.92mm) (10 round detachable box)
-65 rounds 7.92mm (1 damage)
-70 rounds 7.92mm
-3 No. 77 W.P. Grenade (3 per slot) (Short +4, Medium +5 Long X) (4 dice, 1 damage, blast) (hits every turn) (-1 to all shots through area) (ignores cover) (can use in addition to firing a weapon)
-70 rounds .303 (1 damage)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Jim Harrington (Questorhank) (12 Health)
Race: Human
Appearance: A tall, lean man. His brown hair is shoulder-length and almost always "up" in some way (usually a hastily-done ponytail). He keeps his beard and moustache short, . There's a faint scar under his left eye.
Speaks Low Gothic
Mechanic – knowledge check mechanics/vehicle weaknesses. +1 to repair actions.
Covered -- 1.25 increased protection from cover
Straight Faced -- +1 on lies/general deception.
Inventory(5/5 slots)
-Webley Revolver Mark II (1 slot) (Short +4, Medium +5, Long +6) (can always be fired in addition to any other turn actions)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-27 rounds .455 (1 damage) and 40 rounds .303 (1 damage)
-70 rounds .303
-70 rounds .303
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Hans Koring Staffenberg (Sir Elventide)(12 health)(squad leader)
Race: Elf
Appearance: An average sized elf, Hans has a line of freckles across the bridge of his nose, straw-blonde neck length hair with a thin braid hanging over the right side and pale blue eyes.
Speaks Low Gothic
Silver-tongued – Intuition check: manipulation
Magosensory Perception – Sensory check: magic
Tactician – Intuition check: enemy tactics
Inventory(4/5 slots):
- Short Magazine Lee Enfield (1 slot) (Short +4, Medium +3, Long +3) (fires .303 English) (10 round mag)
-70 rounds .303 (1 damage)
-3 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 American TH Incendiary Grenade (3 per slot) (Melee +4, Short +5, Medium +6) (3 dice, 10 damage) (can use in addition to firing a weapon)
-empty
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Zehn Graftkin(Doomblade187)(12 health)
Race: Orc
Appearance: A thick, solidly built orc, he has dark eyes and hair, and tries to keep his uniform neat at all times.
Necromancy—roll to commune with the dead! Bonus if offering is made.
Man of Many Words -- Understands many colonial and Euro-Roman languages.
Machinegunner – the first enemy shot at with more than 10 bullets deals -2d6 less damage that turn.
Inventory(5/5 slots):
- Vickers Orc Adaptation (3 slots, 2 slots for orcs) (Short +4, Medium +4, Long +5) (fires .303) (100 rounds drum)
-X
-40 rounds .303 (1 damage)
-70 rounds .303
-70 rounds .303
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Krilge Schmidt(Pancaek)(12 health)
Race: Orc
Appearance: Krilge is big and muscular, like most orcs of his kind. He also has a bit of belly and a permanent soft expression on his face. He has many small scars scattered over his body, results of dabbling with explosive substances. He keeps his hair short on purpose, and his eyebrows are often rather sparse by accident.
Demolition orc-- 1.33x dice to any explosive you use including ordnance type.
Shrapnel avoider—additional -2 hit cover when you are shot at while contextually moving
Family orc -- +1 to positive speech, -1 to negative speech, +2 to talking to children
Inventory(5/5 slots):
- American M1A1 60mm Rocket Launcher (1 slot) (Short +4, Medium +4, Long +5) (60mm rocket)
- empty slot
-2 X1 60mm HE Rocket (2 rounds per slot) (10 dice, 1 damage, blast 4)
-1 X1 60mm HE Rocket and 1 M6A2 60mm HEAT Rocket (2 rounds per slot) (3 dice, 15 damage)
-1 Light Demolition Charge (1 slot) (Short +4, Medium X, Long X) (6 dice, 3 damage, blast 5) (ignores cover at short range)
(-)Bayonet (Short +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Phillip Ottersen(Slick)(12 health)
Race: Human
Appearance: At 6'4'' the Filipino-English mix is rather tall for a human especially given his heritage, with black crew cut an a trimmed mustache and beard. Tends to have a happy-go-lucky expression always looking at the bright side no matter the situation. Is laden with the equipment of a Grenadier.
Grenadier's Arm-- All thrown explosives inherit a (short +4, medium +4, long X) profile in place of their regular one, always ignore enemy cover.
I Will Be Your Shield!!!-- Can share shield cover with a nearby ally. Additionally, shields do not take a slot.
Hey now, What about that stiff upper lip?-- +1 to comforting actions/speech.
Inventory(5/5 slots):
(-)(1 slot) (-6 hits vs weapons with lower than 3 damage) (cannot fire guns other than pistols, throwing/melee are OK)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-Flanged Mace (1 slot) (Melee +3) (1 damage) (5 dice)
-3 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5 Long X) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 No. 5 Mark II Hand Grenade
-3 M18 Smoke Grenade (3 per slot) (Short to medium range) (-1 to all shots through smoke)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
This is just a list of possible gameplay changes. No changes will be made until at least the end of a mission.
-Reduce bullets per slot (not explosives per slot, just bullets)
-Reduce enemy health (I realize you don't actually know what the individual health values are atm)
(These two above changes should help restore the bullet economy and help balance melee, conservative shooting and explosives)
-Switch to a map based game for ease of communicating locations/ranges/objects/etc/etc
-create simple rules for buildings and simplify their representation on the map
-provide more information about enemies (cover, stats, weapons, location etc)
(The above three changes are to simplify the game from my side and also facilitate player strategy by decreasing the amount of gameplay relevant detail that is communicated by writing alone)