Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 69

Author Topic: Mercenary RTDX: Epilogue  (Read 76931 times)

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD
« Reply #30 on: January 03, 2010, 03:27:26 pm »

Alright, I'll go with 5 frags, a semiauto, and a box of ammo.  No cr left.

Note to self: make potato cannon able to shoot grenades without exploding.
Logged
All generalizations are false....including this one.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD
« Reply #31 on: January 03, 2010, 04:13:22 pm »

Well, I'll go ahead and post the first turn. tehstefan, if you want to change your equipment loadout, just PM me. Once the fighting starts though, you'll have to stick with what you got.

Turn 1: Covert Operations

Your group of seven travels about half an hour northwest in a company jeep, arriving at Fort Hippus. The driver lets you all out, and head back to the city. You proceed inside the fort, were a lance corporal escorts you to a gruff-looking man wearing a first lieutenant's uniform.

"Ah, the fresh meat has arrived. I was wondering when you would get here. Obviously you all have some degree of experience, but that doesn't mean anything to me. You'll have to prove yourselves first. I'll be frank - you are outnumbered. However, the Garange Army has pushed forward to the bank of the Tasin River with little opposition, so it is unlikely they are expecting to be attacked. Stealth would be to your advantage here, but I won't tell you how to do your job."

He then takes you up to the battlements, and gives you a clear view of the battlefront.

"As you can see, the area is heavily wooded. The enemy has set up camp in the woods, and we don't know exactly where they are. We do know the artillery has set up right next to each other, and they are shelling our shoreline. They have not yet made any move to attack the fort; perhaps they are expecting us to surrender and don't want to damage their new fortifications."

"Each platoon has set up to protect the flanks of the artillery. We estimate they are around 400m apart. They're far enough that if you act fast, you should be able to wipe out one before the others arrive to back them up, but close enough that when you engage one everyone else will soon know they are under attack."

"That's all, privates. Meet up with your sergeant below, he will take it from these. Dismissed."

You all head down to talk to the sergeant. Apparently he doesn't actually have much combat experience, and most of his work has been deskwork. The remaining privates aren't any better, and most are farmers who enlisted after the Garange captured their farms. He is relieved to hear that most of you have some idea of what you're doing, and asks for advice on how to tackle the situation.

----------

You have this turn to both discuss your actions and carry them out. Your final actions should be starting the assault, not recommending strategies to the sergeant.

Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Alex D.(dragnar) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Platoon (click to show/hide)
If I messed up anybody's character, let me know. It's hard to translate some things into skills.
« Last Edit: January 03, 2010, 10:14:04 pm by RandomNumberGenerator »
Logged
The end of the world is more fun then I expected.

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTD
« Reply #32 on: January 03, 2010, 04:16:45 pm »

>follow the other guys, hide on top of a tree/structure when we near the where ever we go.
Logged
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.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD
« Reply #33 on: January 03, 2010, 04:44:56 pm »

"I suppose we should all decide on what to do before we head out? I have a few suggestions if you want to hear them. Anyone else have ideas too?"
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD
« Reply #34 on: January 03, 2010, 07:07:02 pm »

Well, obviously we first have to cross that river.  I'd suggest doing it quite a ways upstream under cover of night, then coming around towards the southern flank and attacking just before dawn.  After crossing the river, I'd suggest splitting up into 4 teams: snipers, grunts, heavies, and stealth

First, snipers will get into position overlooking the southern camp.  Then, the grunts will take out the southern group.  With any luck, surprise will be on our side, and they'll be able to take out the enemy without problems.  Meanwhile, our heavies will have hid up in the trees on the northern side of the battlefield, and wait until the enemy reinforcements pass by beneath them.  A few traps in their way probably couldn't hurt either; they'll need to be set up before the battle commences.  Once the northern enemy group engages our grunts, the heavies drop down and attack them from behind.  Meanwhile, the stealth team will have traveled farther east, to escape most of the fighting.  They'll come around, and strike at the artillery team at the same time.  It's desirable to capture those pieces intact; they can be shipped across the river after the battle and used at the fort.  If, however the artillery start to shell us before the northern army engages us, it will be the stealth team's responsibility to permanently put them out of commission and get out of there before the norther enemy group comes back around.

Sound like a plan?
Logged
All generalizations are false....including this one.

Dermonster

  • Bay Watcher
  • Break the world, see what falls out.
    • View Profile
Re: Mercenary RTD
« Reply #35 on: January 03, 2010, 07:31:09 pm »

DO EET
Logged
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.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD
« Reply #36 on: January 03, 2010, 07:36:09 pm »

Alexei stopped to light a cigarette, "I agree. We should flank the enemy however I think we should start closer to midnight. If we can silence an entire side of the river before the alarm spreads, all the better. But for it we need a few more hours of darkness than what you suggested. Also, The stealth team should nab a few uniforms. It'll make moving around easier while we still have the element of surprise."
Taking another drag, Alexei's eyes closed in concentration. "Hey, are we required to take prisoners?"

((I suppose if nothing else remains to be said, Let it commence))
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD
« Reply #37 on: January 03, 2010, 08:57:07 pm »

Looks like Frelock's plan is quite popular. If that is going to be used, I need to know who will be in each group, so I can set things up accordingly. Some people are obvious(Derm will likely go in the sniper group), but others I will need clarification on.

"Hey, are we required to take prisoners?
You were never given orders pertaining to this matter.

EDIT: I will also need to know if you guys want me to start the fighting next turn, or just get you guys into position.
« Last Edit: January 03, 2010, 08:59:26 pm by RandomNumberGenerator »
Logged
The end of the world is more fun then I expected.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD
« Reply #38 on: January 03, 2010, 10:07:36 pm »

I'm voting position. I'd also like to be with the stealth team if you go by the aforementioned divisions.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

Frelock

  • Bay Watcher
  • Dabbling Philosopher
    • View Profile
Re: Mercenary RTD
« Reply #39 on: January 03, 2010, 10:55:45 pm »

Alright, I see a few problems with your recommendations, Alexi.  The main one being, if even one shot goes off, the fellows in the Northern Camp will know something's up((I'm pretty sure we don't have any silencers, right RNG?)).  I don't think it's possible to completely wipe out the southern camp without making a sound; we aren't exactly Rambo here, and only one of us is any good at stealth fighting.  You're probably right that it would be better to attack at night instead of dawn; though I'd suggest something more like 3AM, as they probably have a watch change at midnight((RNG, what's the status on the moon, and can we pick up any flares from the armory?))  Also, uniforms might be difficult to come by, at least before the battle's over, but afterward it would probably be a good idea to pick up enough for all of us.

Here's my suggestions for the teams.  Sargent, you and your privates will naturally be the main force behind the grunt team, and Patch would probably be of most use with you; he'll find some good positioning for your men, and can fix up anyone who gets injured.  Unfortunately, Derm will likely be the entirety of the sniper team, as he's the only one trained for such a task.  You're really going to have to be on the ball relaying information on what's going on, Derm; naturally, we're going to need some signals which won't give away your position.  Myself, Gates, and Alexi will take the dangerous job of being the Heavy team.  Finally, Roderick and Alex will be the stealth team; Roderick may not be that quiet, but he knows his way around artillery, and Alex was made for this job.
Logged
All generalizations are false....including this one.

RandomNumberGenerator

  • Bay Watcher
  • Nope.
    • View Profile
Re: Mercenary RTD Turn 1: Covert Operations
« Reply #40 on: January 03, 2010, 11:13:59 pm »

"The moon is about half-full, so there is some visibility but it's far from bright. Keep in mind the enemy forces are encamped in a forest; the artillery might be placed in a clearing, but the grunts will likely be under cover. I may have done desk work most of my life, but I know that much."

"Flares... sure, I can allocate some of them from the Fort's supply room. Free of charge, but limited supply. I might be able to get a few handsets as well, though not enough for the entire platoon. No silencers though, those are restricted."
Logged
The end of the world is more fun then I expected.

S.K. Ren

  • Bay Watcher
  • I disbelieve and jump!!!
    • View Profile
Re: Mercenary RTD Turn 1: Covert Operations
« Reply #41 on: January 03, 2010, 11:32:38 pm »

I realize that the first shot would blow our cover. I meant to go with them for support should the alarms sound. I could always use my knife until firing is permitted. However, doing this guns akimbo sound pretty good too.
Logged
Simon-v: How do you live in a world where Everything's Trying To Kill You?
xander_morhaime: Briefly.

tehstefan

  • Bay Watcher
  • R.I.P Bro. You were too good for this place
    • View Profile
Re: Mercenary RTD Turn 1: Covert Operations
« Reply #42 on: January 04, 2010, 02:06:39 am »

You should try and knife anyone you can, its quieter, and won't blow our cover.
Logged
I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Flintus10

  • Bay Watcher
    • View Profile
Re: Mercenary RTD Turn 1: Covert Operations
« Reply #43 on: January 04, 2010, 05:19:09 am »

Plan sounds fine so I will just head out with the grunt team keeping a lookout for enemies and if we are compromised I will be ready to drag any injured to cover and treat them as best I can.
Logged

dragnar

  • Bay Watcher
  • [Glub]
    • View Profile
Re: Mercenary RTD Turn 1: Covert Operations
« Reply #44 on: January 04, 2010, 08:48:27 am »

Sounds good to me. One suggestion though: Me and Roderick could try to take out the men operating the artillery before it's fired. Better to remove the threat before it becomes a problem. I would recommend getting uniforms and then trying to replace the current firing team. We can just pretend to be really bad shots.
Logged
From this thread, I learned that video cameras have a dangerosity of 60 kiloswords per second.  Thanks again, Mad Max.
Pages: 1 2 [3] 4 5 ... 69