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Author Topic: Windlance Command. You just HAD to talk about med-kits, didn't you?  (Read 5741 times)

WorkerDrone

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Re: Windlance Command. 1st Turn now. What's up with Zero?
« Reply #15 on: July 07, 2009, 04:23:02 pm »

Fan out. 1st Fire Team should check any large structures (go with them) the other Fire Team should check the Pill Box. Also, who was stupid enough not to bring GRENADES on pretty much ANY mission? Keep comm officers out of the line of fire mostly. Also, have one of those birds circling the camp. Just in case something enters the scene from outside the camp.
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Strife26

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Re: Windlance Command. 1st Turn now. What's up with Zero?
« Reply #16 on: July 07, 2009, 07:39:21 pm »


I don't like this. What happened to the soldiers here? We need some air cover   . . . Which Valkryie should I put up?

"Zap 1, Zap 1, I want you to get airborne and do some spotting. Tell us if you see anyone coming or anything in the camp."

Pilot 1: "Roger that. We'll get eyeballs in the air as soon as you're clear."

"Okay, 1st team, we'll be looking at the buildings. 2nd team, go check out the pill box. Jerrith, Reuben, we'll be going behind 1st."

The soldiers formed up and started walking. Zap 1 roared into the air.

This building should be the control station, right? The plant's over there, and the barracks is the furthest away.

Pilot: "How many drop-offs you been on Rick?"

Pilot: "38 sir."

Pilot: "Combat drop-offs? Hell, why are you the co then?"

Pilot: "Errr, simulated sir."

"Keep off the fucking channel if it isn't important!"

Gah. I shouldn't of said that. An officer should only use profanity in very rare situations. I'm jittery, I guess.

The soliders kept moving. Nothing happened. Someone from two (was his name Hudson?) jumped in the pillbox (really more of a covered foxhole, nothing to defend from here? right?!)

Sargent Blake: "Okay Hudson, I'm coming in too. Ferro, a hand."

Sargent Blake: "El-Tee, the box is empty. Looks like there was some sort of commotion though. A couple of ammo boxes are kicked over.

Spoiler (click to show/hide)

I forgot to mention grenades. The soldiers are carrying 2 frags each. The ones with shotguns have 1 frag and two flashbangs. One guy in each squad has C4. All 3 sergeants have 2 flare grenades and one smoke along with two frags. You have 2 of everything except C4. Jerrith has an assortment of colored smoke.
« Last Edit: July 07, 2009, 10:37:57 pm by Strife26 »
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Strife26

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Re: Windlance Command. The pillbox . . .
« Reply #17 on: July 07, 2009, 10:39:37 pm »

Blue boxes on buildings are windows, red ones are doors.

This is where people give actions . . .
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Zako

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Re: Windlance Command. The pillbox . . .
« Reply #18 on: July 07, 2009, 11:56:07 pm »

Cover both buildings and have some units carefully look through the windows for hostiles. Backs up against the walls and carefully check around the corners.
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Heron TSG

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Re: Windlance Command. The pillbox . . .
« Reply #19 on: July 08, 2009, 09:33:33 am »

oh, i get it! We have to guess what you're going to write if we want to make it seem like we affected the battle!
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Strife26

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Re: Windlance Command. The pillbox . . .
« Reply #20 on: July 08, 2009, 10:45:23 am »

Honestly, I wrote up the result for your idiotic action. You successfully kill off your comm officer before the pilot, copilot, and crew chief shoot you dead.

I was considering having a retroactive decoy protagonist and making another PC, but Worker gave a decent battle plan.

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Heron TSG

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Re: Windlance Command. The pillbox . . .
« Reply #21 on: July 08, 2009, 01:03:47 pm »

wait a sec. why did i shoot my commanding officer?
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Rysith

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Re: Windlance Command. The pillbox . . .
« Reply #22 on: July 08, 2009, 01:16:14 pm »

Cover both buildings and have some units carefully look through the windows for hostiles. Backs up against the walls and carefully check around the corners.

This. We need to figure out what happened here before we can do much else. That we were able to land without anyone noticing likely means hostiles, and we'll need to figure out what those hostiles are before we can get an appropriate response down.

Can Zap 1 and/or Zap 2 hit the buildings with their chainguns if needed? Do we have the people in them to fire if needed? If the answer to either of those questions is no, can we move people and Valkyries into position so that the answers are yes?

I just realized that the field of fire off the chainguns is ambiguous. Are they fixed or pivot mounted, and if pivot mounted what kind of fire arc do they get?
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Strife26

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Re: Windlance Command. The pillbox . . .
« Reply #23 on: July 08, 2009, 03:52:48 pm »

Turret mounted on the nose, controllable by either pilot or the chief. Some strafing capability. Fire radius of about 180 degrees. Zap 2 can fire just about half of the compound. 1 could get just about anything. Note that Valkryies aren't meant to be attack choppers (there are variants with all kinds of gunship variants, but not these three). Zap 1 can provide air support, but may have trouble getting into and holding a fire position.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Rysith

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Re: Windlance Command. The pillbox . . .
« Reply #24 on: July 08, 2009, 05:57:54 pm »

Turret mounted on the nose, controllable by either pilot or the chief. Some strafing capability. Fire radius of about 180 degrees. Zap 2 can fire just about half of the compound. 1 could get just about anything. Note that Valkryies aren't meant to be attack choppers (there are variants with all kinds of gunship variants, but not these three). Zap 1 can provide air support, but may have trouble getting into and holding a fire position.

Sorry, should have been Zap 2 and Zap 3. Anyway, they may not be attack choppers, but they're still the heaviest guns that we've got here, and the guns should chew up just about anything that we meet here, short of X-COM. It's bad luck not to have your biggest guns available if fighting starts.

I'm also afraid I'm not clear on which building is which. Is the barracks the black building without windows?

Are there any signs of weapons fire on any of the buildings that we can see, or used shell casings on the ground?

I'll propose

"Mission control, this is Richthofen. We've landed, no hostiles yet. Zero seems deserted, we can see signs of a struggle, with possible friendly casualties. Will advise as we get more information."

as our response to mission control.
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Strife26

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Re: Windlance Command. Joy. Blood stains.
« Reply #25 on: July 08, 2009, 06:31:42 pm »

Top left is (was?) the control center, a building for checking the power flowing throw the high voltage lines and adding the power produced at Zero.
The upper right is the actual power plant. The gray attachment is 2 stories high and has the actual generator. The attachment would be controls and dials and thingies. The bottom right building is the barracks.

Still waiting for commands for the troops, even if it's a simple keep sweeping.
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Rysith

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Re: Windlance Command. Joy. Blood stains.
« Reply #26 on: July 08, 2009, 07:12:11 pm »

Perhaps I'm just a paranoid commander, but I really don't want us to spread out while we aren't sure what's going on, other than violence presumably aimed at our (former?) comrades-in-arms. Zap 1 is making me feel fairly safe about things sneaking up on us from outside, so I'm going to suggest going building to building and confirming them clear, rather than trying to sweep them all at once.

With that in mind, let's have fire team 1's shotgun-carrier over to open the exterior door of the office, then the two other interior doors from right to left, with someone else from fire team 1 to cover through the window. Rueben and the remaining FT1 members by the generator building will continue watching the generator building, and FT2 will move to cover the barracks door. If there are any windows on the barracks, I'd like someone from FT2 to sneak a look inside and report.

Any report on evidence of weapons being fired? I assume that Zap 1 has a pretty clear view of everything on the ground and will tell us if they notice anything.
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Strife26

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Re: Windlance Command. Joy. Blood stains.
« Reply #27 on: July 08, 2009, 07:23:18 pm »

They have an okay view, but there'll always be the other side of the buildings that they can't see. The pilots doing orbits to minimize that though.
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Strife26

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Re: Windlance Command. Joy. Blood stains. Can we get a 2nd opinion?
« Reply #28 on: July 09, 2009, 03:53:57 pm »

Waiting for someone to back up Rysith's commands.
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Heron TSG

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Re: Windlance Command. Joy. Blood stains. Can we get a 2nd opinion?
« Reply #29 on: July 09, 2009, 07:01:23 pm »

I will.
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Est Sularus Oth Mithas
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