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Author Topic: HOTRS II: Dead Roots Stirring Toxic Season 104AE  (Read 61621 times)

Sheb

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Re: House of the Rising Suns 2: Lampshades (Accepting Players)
« Reply #900 on: October 09, 2012, 01:39:22 am »

((I remember asking for modern weaponry for my Biker Guards, the Serfs and the new regulars...))

Send a message to Azthor requesting him to negociate 8 food with Lecombe.
Contact House Bull and Azores, tell them both we're ready to support their claim if they cooperate.
Move the regular army and bodyguards as fast as possible toward Raventree's domain.


Spoiler: Army Breakdown (click to show/hide)
« Last Edit: October 09, 2012, 01:49:51 am by Sheb »
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Azthor

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Re: House of the Rising Suns 2: Lampshades (Accepting Players)
« Reply #901 on: October 09, 2012, 05:31:46 am »

Negotiate the purchase of 8 units of food from LeGrombe in my name.
Take the power armored and motorized regiments and join the assault against the deceased Raventree's forces.
« Last Edit: October 09, 2012, 05:33:49 am by Azthor »
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Ghazkull

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Re: House of the Rising Suns 2: Lampshades (Accepting Players)
« Reply #902 on: October 09, 2012, 08:32:36 am »

The Siege of Ravenhorst

((yep Modern Weaponry at this point are Muskets. But i have thought about that whole Weapons system and i think i'll change it back to normal different weapons, that's propably less confusing...))

Nearly Million men. Armed to the teeth and willing to fight. Or not. the lack of food is cause of Desertion and though, Lord Azthor manages to buy some food from LeGrombe for the outrageous price of 20 Credits, the army is still plagued by a lack of Supplies.

[?,?] Overnight whole regiments desert and more strangely the Bikes of your Bodyguards seem to vanish. Investigation into the Theft reveal nothing. More worringly the Supplies bought by Azthor Nova vanish too.

2 Regiments Conscripts desert due to starvation and lack of food.
The Biker House Guard loses its Motorized Perk.
10 Regiments Reachwood Irregulars gain Flamethrowers and Heavy Armour.


but finally your men arrive at the lands of Lord Ravenwood. What greets you are heavily entrenched positions. House Ravenwood had become rich by posessing one fo the planets few functioning Space Ports. Over time Ravenwood Castle and the Port City have grown together.

Outside of the City Trenches and fortifications have been dug defended by as you recognize Juras Men and [?] 60 Regiments of Light Militia. You can make out the banners of Ravenwood, Bull and Redthorn and thus all remaining Minor Nobles of Nova, except for Cr'tok. To take the city you first have to take these trenches. All the while your men will be under fire by the Defenders from the walls [4] 5 Regiments of Regulars outfitted with Imperial Weaponry.

What is inside the City is unkown to you but you figure that Ravenwood,Bull and Redthorn can mobilize at least [?] 4 Power-Armoured Regiments and another 10 Regiments of Regulars with Imperial Weaponry.
The enemies strongpoints will  propably encompasse the Fortress itself and the Port. All in all the Minors have mounted a formidable defense against you.

Even as your troops make camp you see a pair of Frigates rise from the port and leave.

[5-2] Contact with Azores is established and you quickly find out that they have no interest in Ravenwood lands. Although your descriptions of slaughtering anybody there came a wee bit off.
____________________________

Juras

[6]Your men have dug veritable defense Trenches and your artillery is dug in. Once the Novan advances you can give them hell. Deserting is sadly no opportunity anymore as you are surrounded by dozens of other Regiments. [2] the Regent of House Ravenwood is no less suspicious of you then Ravenwood himself. Your only chance is to survive the onslaught long enough until the Regent opens the gates and allows you and your men inside.
[4] at least you could gather a better estimation of troops than Roima nd Azthor propably can.

gained good Defense Bonus
Information of the Consistency of the Noble Coalition Army via Pm


The Crusade of Nova Babaricum

Resupplying at Ravehorst Port and loading up the Warheads your 2 Frigates make quickly off as Roims Army approaches. You are suprised at the confidence of the Regent and that he doesn't even ask for help. Propably has some Ace's up his sleeves.

With the Warheads loaded the Crusade Army makes a beachhead at the coast of this new Continent. In Fact your army is currently to large to be transported in one go. Thus the first men dropped are the Mercenaries. Three Regiments of Bloodbrothers and the Sol's Son establish a Main Army Camp from which to start your invasion. Your troops are strangely unopposed, the thick Woodland area with the Occasional Xeno-Hive at the Horizon eerily unsettling.

[5] The Call of a Crusade has not gone unnoticed. In fact people are massing at Castellum Fidelis. And not just a few [13] 13 Regiments of Fanatics have joined your army.

Spoiler:  Crusade Army (click to show/hide)

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mesor

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #903 on: October 09, 2012, 09:06:54 am »

Instruct all men to prepare for battle, Test fire all weapons then load live rounds.
Place 2 infantry regiments in the trenches and have the third form up behind the cannons in reserve have 20 men from the reserve regiment head along the trench lines on both sides of my position and assess my "Allies" numbers and fortifications for weaknesses. Also have them look out for high ranking officers and report back as soon as possible.
Send 20 men into the city to scout the defenses within and report back to me the numbers and distribution of force's within and any weak points they could see.
Instruct all of the men sent to search to report every single detail.
Then deliver a speech to my men attempting to raise morale.


"Here we go then lads those arrogant Novan dogs sent us away like animals and now it's time for them to learn just how big a mistake that was.
When this day is over we will all be very rich men, Our new benefactor will be on he's knees begging us to stay and we'll have enough weapons and armor for an army 5x that which we have now and no shortage of men desperate to join the the single best fighting force on this planet. Victory or death!!!!!


(( Bit corny I know but hey it's war where else can you deliver corny speeches? ))
« Last Edit: October 09, 2012, 04:50:58 pm by mesor »
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Azthor

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #904 on: October 09, 2012, 09:08:58 am »

I wrote 'negotiate the purchase' so that I could choose whether to purchase or not once I knew the price. Oh well.

Azthor conveys a brief strategical meeting with Roim.
« Last Edit: October 09, 2012, 09:17:23 am by Azthor »
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Sheb

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #905 on: October 09, 2012, 09:55:46 am »

((WTF. So many troops. For Minor houses? I doubt they even have the population to support that many regiments. Also what with the irregulars gaining Heavy Armour?))

Roim was in the camp his troops had established just out of range of the enemy's artillery. With Azthor, he was pouring over a map of Ravenhorst.

Well, seems like we got a good new and a bad new. Bad new is that we only seem to outnumber them 2 to 1 or so, not counting the militia. Good new is that once they fell, we'll have all the Minor Houses in one fell swoop.

So yeah, we'll need more troops. I suggest bringing in between half and two third of the reserve. The Reachwood Irregulars and their Flamethrower will be really useful against those fortification.

As for the assault, I've seen our man's banner floating over some of the Trenches. Apparently he didn't manage to get a position deep inside. What I'd suggest is to launch a general assault from all around the city with the militia, and send our best troops on our man's section. They'll get in unopposed, break the line and wreck their morale. His artillery should also be useful to grab that fortress. You're the spy guy, so I need you to send him those message. 
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Dragor23

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #906 on: October 09, 2012, 10:21:13 am »

"Most fortunate that the damn crusade is starting now..." mumbles Delvos in his short trimmed beard. The best part is that the Bloodbrothers are with the Sol's Sons! Sure, they are somewhat arrogant and don't talk too much with the mere Bloodbrothers, but their equipment and expierence are splendid and the Captain doubts that many Bloodbrothers will die if they are attacked by... biped reptiles.

Establish Main Army Camp
Fortify camp with a palisade and a trench.
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Taricus

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #907 on: October 09, 2012, 10:22:44 am »

((Oi Ghaz, mind updating Dwarm and I's storyline now? :P ))
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Ghazkull

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #908 on: October 09, 2012, 11:04:17 am »

On your Command The Custodian awakens the Crew, which is mroe then confused with the current state of affairs. But when they see the ship graveyard in front of them and the video feeds from the Necropolis they are more than happy to follow you.

Firing up the aeons Old-FTL drive similiar to that on the Rosemary, you make your way home. The Interphase-Drive works on a similiar principle as most Hyperspace-Drives, by entering a parallel Dimension. The problematic part is however that these Old Drives are slower and take longer than newer models. For one they use a different phase-length and thus end up ina  completely different Dimension and secondly and propably more important that Old Drive rips open a way in the other Dimension unlike newer Interphase Drives which slip between Phases,like a fish in water.

The difference in age is immediately noticeable, at least for Aeverys who is has often enough travelled via Interphase. Contrary to the usual murky yellowish vista, everything is grey, almost black. DUring the whole time just beyond your line of sight you can barely make out huge figures flying alongside the ship. Or it could just be your imagination. What isn't in your imagination is the constant rain of ash seemingly coming from nowhere but making your sensory systems utterly useless. But as usually the interest in the beyond quickly fades as the area seems to repeat itself over and over and over again.

After a month of travel you finally exit into Normal Space again. Your Home System Soma.



((breaking the 4th wall you have arrived home just in the moment before the assault on Ravenhorst Port. FTL is a wondrous thing isnt it?))


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Taricus

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #909 on: October 09, 2012, 11:06:58 am »

((Was more thinking along the lines of the deacon speaking up, but that works too :P ))
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10ebbor10

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #910 on: October 09, 2012, 12:01:18 pm »

(So this is were the thread went. Changed the thread title, did we.)

Robert stared at the radar screen. Strange,... That thing isn't supposed to be there. He adressed the captain. Let's try to get a glimpse of it as we fly into the inner system. I'm afraid that, unless you did some refits recently this thing isn't equiped with spectrometers and other special sensor equipment. Also, let's see if those habitations signs from the third planet have anything interesting to say. I don't want to risk being attacked by hostile natives with only 10 people security, so I'm sticking to plan. 

Try to get a visual on the unknown object, or at least some more information. Size would be nice.
Listen to radio frequencies. Any semimodern civilization sends out tons of these, so that'll let us identify natives(or maybe they're just Pirates)
If both turn up nothing remarkable, continue to planet III.
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Ghazkull

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #911 on: October 09, 2012, 12:37:16 pm »

Richard

[5] "i have just build in new sensor systems! Wait....and done. Ohhh...."

Yes ohh. The Artifical Object turns out to be a Dreadnaught(above 15 km) sized ship. It seems to lack weapons though...a Colony Ship? in any way it has been long abandoned.

You listen in to radio frequencies and in fact the whole radio is flodded. Radio Channels, of Civil and Military Making and a closer scan reveals several sattelites flying around in orbit of the planet. More then settled then. The people propably belong to the Colony Ship. Suddenly the radio channel on over half of the channels ceases. Seems like somebody has gotten aware of you...


Delvos

[2,5] Your men are working just fine for a while. The Sol's Sons meanwhile guarding the perimeter and/or drinking. Their part of the Camp is built by a myriad of servants they brought with them. using Imperial Technology they build the foundations of quick-cement bunkers, next to which your trench and palisade almost looks puny.

While you oversee the works the leader of the Sons shows up next to you. Ingolf "Goldmouth". The name is not unfounded. It is rumoured that the man can compare in personal riches to the one or other Triumvirate member. Although he looks like 20 you are pretty sure he's using Anti-Aging-Drugs.

" Playing with the Dirt are we? Do you want those Xenos to trip with that puny trench?" he laughs loudly, his whole golden power-armour clattering with the laughter.

Suddenly screams. An ambush! Xenos storm out of the woods and charge at your men!

« Last Edit: October 09, 2012, 12:47:13 pm by Ghazkull »
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Ardas

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #912 on: October 09, 2012, 12:53:27 pm »

Ships are to continue the ferrying the troops to the landing zone. Bloodbrothers are to establish perimiter.
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Dragor23

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #913 on: October 09, 2012, 12:57:03 pm »

"I prefer... OH SOD THAT!" Delvos breaks away from Goldmouth, shouting commands and grabbing his musket. Time for war.

Gather the men around me and then try to repel the Xenos!
Use palisade and trench as defensive line.
« Last Edit: October 09, 2012, 01:01:06 pm by Dragor23 »
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10ebbor10

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #914 on: October 09, 2012, 01:01:42 pm »

((I believe I'm not Richard))

Oh dear. Anyway, does anyone know first contact protocol. Robert waits a few secondsNeither do I. Let's wait and see what they have to say. Better narrow down the frequency, I suppose.

Wait for the Colonists to take up contact.
Look for a name on the Hull of the colony ship.



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