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Author Topic: Mercenary RTDX: Epilogue  (Read 77207 times)

S.K. Ren

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #225 on: February 05, 2010, 07:26:18 am »

I suggest Derm scope out the clearing at least.

I will practicing with my pistols - without firing of course... - until we can reach a decision
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Errol

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #226 on: February 05, 2010, 07:40:59 am »

Stash all firearms away in a good spot, including the ones the grunt is carrying, keep one of each on hand tho. Ask for some spare 10mm rounds for the SMG. Then I volunteer for scouting/watch duty.
« Last Edit: February 05, 2010, 07:43:23 am by Errol »
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Dermonster

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #227 on: February 05, 2010, 07:48:19 am »

SCOPE YE OLDE CLEARING
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
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Flintus10

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #228 on: February 05, 2010, 07:50:18 am »

Did we leave all the wounded soldiers in the south camp?
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Dwarmin

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #229 on: February 05, 2010, 10:32:36 am »

((Flintus: From what I understand, your orders to keep the fort from being taken. The enemy might not press their attack immediately without full artillery support...not right now, but soon anyway. You didn't destroy them all, but you killed the crews, which is just as good. I suggest a fighting retreat-man traps, improvised explosives, ambushes, and keeping them from establishing a bridgehead.))
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RandomNumberGenerator

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #230 on: February 05, 2010, 05:00:32 pm »

Did we leave all the wounded soldiers in the south camp?

Yes. It's likely that they have returned to the fort by now, though.

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Frelock

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #231 on: February 05, 2010, 05:14:44 pm »

Continue trapping the surrounding area, leaving paths for my allies to pass through safely.
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Flintus10

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #232 on: February 05, 2010, 10:09:37 pm »

See what I can do for the wounded privates to build up our numbers some more.
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tehstefan

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Re: Mercenary RTD Turn Turn 18: Back at the Fort
« Reply #233 on: February 05, 2010, 10:11:56 pm »

I look around to see what I can be helpful with. Also admire my new vest. and locket.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #234 on: February 06, 2010, 12:13:28 am »

Turn 19: That quickly?!?

I will practicing with my pistols - without firing of course... - until we can reach a decision
Since you can't practice aiming very well without using bullets, you instead try some fancy techniques with the gun. (11) You don't accomplish much, but you think you're a little better at using pistols. Drawing them, at least.

+1 to Pistols

Stash all firearms away in a good spot, including the ones the grunt is carrying, keep one of each on hand tho. Ask for some spare 10mm rounds for the SMG. Then I volunteer for scouting/watch duty.
You grab all your weapons and look for some place to dump them. (10) You find an outcropping of rock near the fort that will shelter them for the time being, and at least stop hide them from wandering eyes. As you're heading back to the fort, one of the soldiers stops you and asks what you're doing with enemy weapons.

SCOPE YE OLDE CLEARING
You head back into the forest a way and scope out the southern camp. With your scope. (14+1) The only thing you notice is a raccoon trying to open a rations package. You're fairly sure there is nothing else there that is alive.

+5 to Observation

Continue trapping the surrounding area, leaving paths for my allies to pass through safely.
You grab some supplies from the fort and begin setting up some traps. (12+1) You set up a few net traps, and a log trap.

+3 to Trapping



See what I can do for the wounded privates to build up our numbers some more.
Finding the rest of the privates at the camp, you set to healing up their wounds. (13+3) You heal everyone up very well.

+6 to Medicine


I look around to see what I can be helpful with. Also admire my new vest. and locket.
Hey! Anyone need he- (5) Ohhhh! Shiny... You're distracted by a piece of glass lying on the ground.

*BOOM!*
*BOOM!*
*BOOM!*
*BOOKRACHTYkkkr...*


...

It seems that the Garange army has finally started their assault on the fortress. Three rounds come whistling towards the fortress. (10) The fortress is slightly damaged, though none of the personnel are wounded by shrapnel.

Spoiler: Fortress Personnel (click to show/hide)


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
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Cheddarius

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #235 on: February 06, 2010, 12:23:19 am »

I'd just like to say (again, I think) that this is incredibly awesome. Few like it (that half-dead one about aliens... Survival or something, was similar). I think it's because of how much cooperation there is, specialized squadrons moving into their places, and how detailed the game is. I mean, you have all sorts of guns and tactics and such... it's really cool.
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Dermonster

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #236 on: February 06, 2010, 12:35:14 am »

wait... is the enemy firing artillery on our fort?

slightly confused  :-\

scope ye olde artillery clearing. from atop a tree a reasonable distance away from the southwest side.
« Last Edit: February 06, 2010, 02:32:09 am by dermonster »
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

RandomNumberGenerator

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #237 on: February 06, 2010, 01:20:34 am »

wait... is the enemy firing artillery on our fort?
You hear some explosions. That is the likely reason
Quote
[b ]scope ye olde artillery clearing.[/b]
::)

Yes, I am being that picky.
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Flintus10

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #238 on: February 06, 2010, 04:01:19 am »

Find cover and drag anyone who is wounded to safety. See if I can fix any wounds our army encounters.
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Frelock

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Re: Mercenary RTD Turn 19: That quickly?!?
« Reply #239 on: February 06, 2010, 04:22:10 am »

I wonder who's firing the things, since we took out most(all?) of the engineers.  Perhaps my traps were going off?

Move closer to the artillery position, and prepare for the assault.
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