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Author Topic: Mercenary RTDX: Epilogue  (Read 77094 times)

RandomNumberGenerator

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #150 on: January 21, 2010, 02:24:24 pm »

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S.K. Ren

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #151 on: January 21, 2010, 07:15:42 pm »

I move counter-clockwise through the edge of the woods, to flank the artillery guns.
 
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Flintus10

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #152 on: January 21, 2010, 08:01:14 pm »

Move with the grunt team toward the artillery guns so we can supress them.
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Errol

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Re: Mercenary RTD Turn 10: Phase 2
« Reply #153 on: January 22, 2010, 08:06:07 am »

This was sooo obvious, RNG.
???

Sorry, meant to deploy irony, which is always a bad idea when talking with people over the internet. I just wanted to point out that there's been no way for me to know where I actually was at after the turn, as you didn't mention anything.
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RandomNumberGenerator

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #154 on: January 22, 2010, 04:14:24 pm »

Turn 11: Not Much Happening.

Grunt Team
Quote from: Soldiers
Move to artillery camp.
(4)(8 )(7)(13)-(9)(14)(9)
4 of the remaining soldiers are well enough to move north to the artillery camp. The other 3 are apparently too wounded, and remain at the camp.
Move with the grunt team toward the artillery guns so we can supress them.
You follow the grunt team north (8 ) and arrive at the position of the rest of your group. '

Artillery Camp Team:

Set up a few traps in the woods for any northern troopers coming by, using native materials.
You rather up some forest materials and some vines and construct a few small traps. (11) They probably won't be too lethal, but they should slow down or possibly injure any who trigger them.

+2 to Trapping
Anyway, new action: I ready my rifle for some sniping potshots.

You find a brace to steady your rifle on and aim out at the artillery camp ( 8+2=10). The gunners in the camp remain in hiding though, so you don't see anything to shoot at.

+1 to Rifles

I move counter-clockwise through the edge of the woods, to flank the artillery guns.
You skirt the edge of the trees, trying to get to the other side of the guns. (?) You arrive north-east of the clearing.

Sniper Team:
I ask the rest of the team to please finish up there.

Hide a bit better, getting 5/5 Camouflager
Deciding to stay put, you hide in a nearby hollow tree trunk and cover it with sticks and leaves (11). You hide your position fairly well.

+2 to Camoflauge





Grunt Team:
Spoiler: Platoon (click to show/hide)

Artillery Camp Team:
Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)

Sniper Group:
Spoiler: Derm(dermonster) (click to show/hide)

Spoiler: Enemy Troops (click to show/hide)
« Last Edit: January 22, 2010, 04:35:48 pm by RandomNumberGenerator »
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S.K. Ren

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #155 on: January 22, 2010, 04:17:41 pm »

I'll conceal myself and wait for the grunts to engage the enemy.
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Dermonster

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #156 on: January 22, 2010, 04:33:57 pm »

See if i can pick off a soldier thats away from the group, decreasing their numbers but staying hidden
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"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
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Flintus10

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #157 on: January 22, 2010, 06:51:50 pm »

Stay behind cover and fire some shots towards the artillery camp to try and draw out the enemy. Move in to the artillery camp cautiously and order a surrender if they refuse then cap their brains out..
« Last Edit: January 23, 2010, 04:23:17 am by Flintus10 »
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Dermonster

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #158 on: January 22, 2010, 06:59:27 pm »

the only ones left in the artillery camp are the engineers, just go in and take them out.
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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.

tehstefan

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #159 on: January 23, 2010, 01:29:17 am »

I crawl slowly forward, making sure to stay hidden.
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Frelock

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #160 on: January 23, 2010, 02:08:54 am »

Giving the artillery camp a wide berth, sneak around to the northern side.
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Errol

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #161 on: January 23, 2010, 05:15:35 am »

Move in the camp, SMG drawn, kidnap someone, use him as a human shield and politely demand the inhabitants to surrender.

DON'T MOVE OR THE ENGINEER GETS IT
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RandomNumberGenerator

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Re: Mercenary RTD Turn 11: Not Much Happening.
« Reply #162 on: January 23, 2010, 10:58:41 pm »

Turn 12: Storming The Camp

Artillery Camp Team:
Quote from: Soldiers
Attack!
(5)(9)(7)(12)
The soldiers storm the barricade, attacking the encamped gunmen. Two shots hit, leaving one engineer wounded and another fallen. A third bullet grazes one of the engineers, but it only rips his clothes.
I'll conceal myself and wait for the grunts to engage the enemy.
Seeing the grunts charge in, you forget concealing yourself and attack along with them (10, 15, 12). You fire off three shots, killing an engineer.
+3 to Pistols
See if i can pick off a soldier thats away from the group, decreasing their numbers but staying hidden
You try and find a target that you can shoot without alarming the enemy, but fail to find one. (?) All you see is the four soldiers, all sitting around the center. If you shot one, the others would surely notice.
Stay behind cover and fire some shots towards the artillery camp to try and draw out the enemy. Move in to the artillery camp cautiously and order a surrender if they refuse then cap their brains out..
You yell at the engineers to surrender (6) but they can't hear you over getting shot.
I crawl slowly forward, making sure to stay hidden.
You slowly crawl forward, and nobody notices you at all (9) though that might have more to do with all the gunfire than your sneaking skills.

+1 to Stealth

Giving the artillery camp a wide berth, sneak around to the northern side.

You manage to sneak to the northern side of the camp (9) though once again this may be due to the fighting.

+1 to Stealth


Move in the camp, SMG drawn, kidnap someone, use him as a human shield and politely demand the inhabitants to surrender.

DON'T MOVE OR THE ENGINEER GETS IT
You move into the camp, but decide that running up to the engineers and kidnapping one of them is a bad idea when your teammates are shooting in their direction. Since they're likely to return fire, you decide to shoot at them as well (9). One of the engineers falls, and another is wounded.

+1 to Pistols

Quote from: Engineers
Return Fire!
(8)(13)(8)(2)(9)(13)(13)(13)(12)
The engineers try and fight back, shooting their pistols at the attackers. 5 shots hit, wounding two soldiers and Alexi. One engineer has no idea how to aim and shoots one of his allies, wounding him.


Artillery Camp Team:
Spoiler: Platoon (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)

Sniper Group:
Spoiler: Derm(dermonster) (click to show/hide)

Spoiler: Enemy Troops (click to show/hide)
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Dermonster

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Re: Mercenary RTD Turn 12: Storming The Camp
« Reply #163 on: January 23, 2010, 11:04:02 pm »

Edit: nevermind.

Just... just leave. Can we finish off the engineers please? i am fairly certain that they are the only ones that are keeping us here.

Being a sniper is BORING
« Last Edit: January 23, 2010, 11:06:39 pm 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 12: Storming The Camp
« Reply #164 on: January 23, 2010, 11:24:36 pm »

Being a sniper is BORING
What do you suggest I do to make it more interesting?
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