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Author Topic: HOTRS II: Dead Roots Stirring Toxic Season 104AE  (Read 61893 times)

Ardas

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #1080 on: October 28, 2012, 09:38:44 am »

Archon looked over the report from Delvos. Xeno impressions of the crusade and crusaders were uninmportant. Expediency, speed and the amount of resources gaind were the only measures of success now.

Shipping 5 million aliens on these 2 frigates would take weeks, and in meantime they had to be interred and supplied. Maybe it would be easier to start colonizing the land now and build a forward base, a secure komturei and possibly maybe a ballei. These xenos woud lform the bulk of the working force for now. it was easier than trying to flog them in the midst of the campign.

Before aliens are shipped over to the HQ, they are ordered to begin work on a ballei and komturei structures in the claimed countryside, to secure supplies for the campaign and for them to feed themsleves.
« Last Edit: October 28, 2012, 09:57:11 am by Ardas »
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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 #1081 on: October 28, 2012, 01:05:15 pm »

"Yeaaaah... Trent. Come over her and look at this."
This is angering him somewhat. He just saved these Xenos and...
"He want to sell them. Great."
A perfectly fine scheme, heck, Delvos can get some new men for them... But somehow this doesn't feel right. These Xenos depend on him, on his protection.
"And the best part : He doesn't care that the horrors he unleashed are infectious for humans as well. I hate the Church."
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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 #1082 on: October 28, 2012, 01:17:54 pm »

((Viva la revolution. Viva, viva

And now for a question I'm not going to get an answer on. How does the fear virus transmit. The fact that it's a virus allows for touch, or even airborne contagion. However, the behaviour suggest it to be a parasite, or at least have a rather long incubation time.))
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adwarf

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #1083 on: October 28, 2012, 01:23:37 pm »

Trent lifted and eyebrow at Delvos, and ran his finger across the haft of his spear that came up above his back before shrugging

"The Archon doesn't seem to see the consequences of his actions some time, the best we can do is go with what he says even though we may disagree with it. I can not concede the sell of such great warriors as the Xenos, but if he says so it must be done, disorder and chaos is not what we need right now Delvos. We can just hope something protects us in this war and those that will come after."
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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 #1084 on: October 28, 2012, 01:26:41 pm »

"I know that we need to follow his orders. But still, I'm  not very comfortable  with this matter..." Delvos adjusts his NBC Armor a bit and puts on his helmet after that. "*Gggsk* Anyway, we can't sell them now anyway, we need to wait for the frigates. Until then, just guard them and... Stuff."

(The virus transmits via saliva. )
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adwarf

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #1085 on: October 28, 2012, 01:49:07 pm »

"I doubt we need to guard them, they seem rather dedicated to following you, but if that is what you wish then we'll do it though I doubt we have the men to guard them if they truly were captured slaves."
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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 #1086 on: October 28, 2012, 02:03:35 pm »

"With "guard them" I meant "protect them from harm" and not "don't let them run away."
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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 #1087 on: October 29, 2012, 05:46:35 am »

Ask for 25 units of militia to come occupy Bull's land.
Head back to the siege as soon as Bull's lands are under control.
« Last Edit: October 30, 2012, 12:17:29 pm by Sheb »
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adwarf

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Re: HOTRS II: A Shade of Things to come 103 AE (In need of Nobles)
« Reply #1088 on: October 30, 2012, 07:37:56 pm »

"With "guard them" I meant "protect them from harm" and not "don't let them run away."

"I'll have men on guard duty within the hour, I will also have the xenos camp separated from the rest of the men so as to reduce possible conflict between the two. I ask for leave to issue a warning regarding severe punishment for any Bloodbrother who harms, or attempts to harm a xeno."
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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 #1089 on: October 31, 2012, 12:51:10 pm »

"...No. They will sleep and eat together. My men don't know the Xenos, they don't care if they're reptilian bipeds. There is worse out there and when we can get a glimpse of camaraderie, well, then we won a little bit more..."

Since the only motivation for the mercenaries are gold and not hatred against xenoskind, it should be fine. They're not the church after all.


Recruit 3 greenie regiments
Upgrade Bloodriders with modern weaponry
Upgrade Boneshatterers (the artillery guys) with flak armour
« Last Edit: November 02, 2012, 01:20:50 pm by Dragor23 »
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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 #1090 on: November 05, 2012, 03:39:59 pm »

The Siege of Ravenhorst


Entering the Second Month of the Siege your men and the enemy get bored, you even saw some of them waving at each other to the dismay of their commanders...

Army of Lord Azthor:


Group 1:
10 Regiments Regulars(Regular,Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP]
5 Regiments Regulars(Regular(1b),Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics[3/3 HP]
60 Regiments Conscripts (Militia,Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP]

Group 2:
10 Regiments Regulars(Regular,Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP]
 5 Regiments Regulars(Bloodied,Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +6 Strength, +1 Morale, -2 Tactics  [3/3 HP]
60 Regiments Conscripts (Militia,Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP]

Group 3:
20 Regiments Regulars(Regular,Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP]
 1 Regiments "Luks Unlucky Bunch" (Regular(1b),Frontiermen,Arquebuses,Flak-Armour,Babarians) +1 Strength, -3 Tactics  [3/3 HP]
 5 Regiments Serfs(Militia,Ordinary,Muskets,Leather-Armour,Peasants) -1 Strength, -5 Morale, -3 Tactics [1/1HP]
49 Regiments Conscripts (Militia,Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP]

Group 4:
 1 Regiment House Guard(Veteran(2b),Nobleborn,Imperial Weaponry,Power Armoured,Loyal,Genetically Engineered) +8 Strength, +11 Morale, +5 Tactics  +6 HP [8/8HP]
 2 Regiments Power-Armoured Regulars (Bloodied,Fortressborn,Imperial Weaponry,Power-Armoured) +5 Strength, +3 Tactics, +4 Morale +3 HP [4/4HP]
 1 Regiment Motorized Regulars (Regular(1b)r, Fortressborn,Imperial Weaponry,Flak-Armour, Trucks) [2/2HP]
62 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Arquebuses,Leather Armour) -1 Strength, -3 Morale, -2 Tactics[2/2Hp]
 3 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Arquebuses,Leather Armour) -1 Strength, -3 Morale, -2 Tactics[1/2Hp]
 9 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Flamethrowers,Heavy Armour) +3 Strength, -1 Morale, -3 Tactics [5/5Hp] Morale Shock!
 1 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Flamethrowers,Heavy Armour) +3 Strength, -1 Morale, -3 Tactics [4/5Hp] Morale Shock!

Total: -3 Tactics

Armies of the Coalition
35 Regiments Militia (Militia,Ordinary,Muskets,Outdated Armour) -1 Strength, -3 Morale, -1 Tactics [1/1HP]
15 Regiments Coalition Infantry  (Regular,Ordinary, Imperial Weaponry,Flak Armour) +3 Strength
 4 Regiments Power-Armoured Regulars (Bloodied,Fortressborn,Imperial Weaponry,Power-Armoured) +5 Strength, +3 Tactics, +4 Morale +3 HP [4/4HP]
 5 Regiments Argonian Death-Worlders (Bloodied,Deathworlder,Automatic Weapons,Flak Armour,Mercs,Resilent,Barbarians) +6 Strength, -1 Morale, -1 Tactics [5/5HP]
 5 Regiments Agri-Prime Fusiliers (Bloodied, Ordinary, Half-Automatic Weapons, Flak Armour,Mercs,Disciplined) +2 Strength, 0 Morale, +3 Tactics [2/2HP]

Urban Warfare: Units will fight directly against each other, Defenders can Ambush

Total: 0 Tactics


Round 1

Group 1

[4][4-3 vs. 6] On your Orders your Regiments begin to form Groups and head into the inner City, a 4th Group staying back to provide support in case of emergencies. The 1st Group makes good progress into the city meeting no resistance at first but finally running into a Division of Militia having freshly entrenched themselves in a Market Place and have readied a Killing Zone for the advancing Regiments.

Coalition Militia gets +3 Strength Bonus for the Duration of the fight. Novans have a huge Numeric Advantage: +3 Morale

Your men take their chances and charge their positions.

Close-Quarters: [20Rolls], 1 Hit,9Hits! 1 Regiment Coalition Militia annihilated, 9 Regiments Conscripts annihilated

It is a wholesale slaughter, your men charge blindly into the killing zone and while even at such odds somehow managint to take down the odd Defender they are slaughtered by the dozens.
Close Quarters: [20Rolls] 5 Hits!, 5 Hits! 5 regiments Coalition Militia annihilated, 5 Regiments Conscripts annihilated

But the mass of soldiers surges onwards unmindful of the terrible losses and finally the table turns, your men are taking over the Market Place House by House, under frightening losses but finally you have taken two thirds of the Marketplace the remainders of the enemy clearly shocked at the ridiculous amounts of manpower you are raining on them.
Morale Shock: [3-3]= 0!

They break like brittle bones and make a run for it. Into the Arms of your 61 remaining Regiments. In mere minutes nothing remains of the defenders.

Free Fire!: [61 Shots]= 4 Hits! 4 Regiments Militia Annihilated.

Group 2

[4][3-3 vs. 5] The Second group, at the same time, runs into a similiar ambush facing also 10 Regiments of Militia.

Coalition Militia gets +3 Strength Bonus for the Duration of the fight. Novans have a huge Numeric Advantage: +3 Morale

Azthor: occupy buildings (negates fortification bonus of enemy regiments)
Coalition: fire! (if successfull Free Fire Round)

[2-3 vs. 1] = Take cover Fails


Your men quickly try to lurch for cover but it turns out the enemy was prepared the entreis are blocked and your men are like sitting ducks.

Free Fire!: [10 Rolls] = 9 Hits! 9 Regiments Conscripts annihilated

The Streets below you soon run red and the air smells of acrid smoke and burned ozone. Trying to break through the blockades and the doors your men get slaughtered in droves.

Just in time the Reinforcements from your Support Group arrive:

1 Regiment House Guard(Veteran(2b),Nobleborn,Imperial Weaponry,Power Armoured,Loyal,Genetically Engineered) +8 Strength, +11 Morale, +5 Tactics  +6 HP [8/8HP]
 2 Regiments Power-Armoured Regulars (Bloodied,Fortressborn,Imperial Weaponry,Power-Armoured) +5 Strength, +3 Tactics, +4 Morale +3 HP [4/4HP]
7 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Flamethrowers,Heavy Armour) +3 Strength, -1 Morale, -3 Tactics [5/5Hp] Morale Shock!


and try to flush out the enemy troops.

Azthor: Flush em out! (negates fortification bonus of enemy regiments,Morale Shock!)
Coalition: fire! (if successfull Free Fire Round)

[4-1 vs. 3],[3-1 vs. 5] Flush them out! fails.


But even the power armoured troopers and the flamethrowers have to retreat under the heavy gunfire and find themselves pinned down in the midst of the plaza.

Free Fire!: [10 Rolls] = 6 Hits! 1 Regiment Reachwood Irregulars annihilated, 1 Regiment Reachwood Irregulars [4/5HP]
Explosion?: [3,6] = 1 Explosion! Regiments on fire?:[9 Rolls] 4 Hits! 1 Regiment Reachwood Irregulars annihilated! [10 Rolls] 4 Hits! 4 Regiments Militia annihilated!
Explosion?: [3] Regiments on Fire?: [8 Rolls] 2 Hits! 1 Regiment Reachwood Irregulars [3/5HP] [6 Rolls] 5 Hits! 5 Militia Regiments annihilated!
Explosion?: [2] Regiments on Fire?: [7 Rolls] 4 Hits! 1 Regiment Reachwood Irregulars annihilated! 1 Regiment Reachwood Irregulars [2/5HP] 1 Regiment Power Armours[3/4HP] [6]
Explosion?: [1] Regiments on Fire?: [6 Rolls] 3 Hits! 1 Regiment Reachwood Irregulars annihilated! 1 Regiment Power-Armoured Regulars annihilated! [1] 1 Regiment Militia annihilated


In a gigantic conflagration the whole block explodes into huge fireball which can be seen everywhere in the city, screams of agony can be heard as burned soldiers scramble out of the burning ruins and even your Power-Armoured Guards dont escape unscathed. It is a wonder at that still 3 Regiments manage to get out alive...somehow. Broadly grinning at teh devastation they dont seem to mind the ridiculous losses,grumbling something of professional risk and all that.

Group 3
[3] [4-3 vs. 5] [1-3 vs. 5]

Meanwhile your group stumbles into a perfectly orchestrated Ambush by 15 Militia regiments and 10 Regiments of Regulars.

The Ambushers get 3 Free Fire Rouns before retreating unscathed

Free Fire Round!: [75 Rolls!]= 41 Hits! 41 Regiments Conscripts annihilated!


Passing down the Mainstreet the whole column of soldiers is blow to pieces by rocket launchers, laser fire and well placed mines, the massacre is incredible and the Panic prevents your Army Group from fighting back. The Ambushers fire and fire and fire until they run out of ammo and retreat, leaving behind a slaughter of gruesome scale.


64 Regiments Conscripts lost Regiments Conscripts (Militia,Ordinary,Arquebuses,Leather Armour,Peasant) lost
4 Regiments Reachwood Irregulars lost (Militia(1b), Frontiermen,Flamethrowers,Heavy Armour) lost
1 Regiment Power-Armoured Regulars (Bloodied,Fortressborn,Imperial Weaponry,Power-Armoured) lost
20 Regiments Militia (Militia,Ordinary,Muskets,Outdated Armour) annihilated

20 Regiments Regulars(Regular(1b),Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP]
5 Regiments Regulars(Bloodied!, Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics[3/3 HP]
56 Regiments Conscripts (Militia(1b),Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP]
5 Regiments Regulars(Bloodied(1b),Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +6 Strength, +1 Morale, -2 Tactics  [3/3 HP]
1 Regiment House Guard(Veteran(3b),Nobleborn,Imperial Weaponry,Power Armoured,Loyal,Genetically Engineered) +8 Strength, +11 Morale, +5 Tactics  +6 HP [8/8HP]
1 Regiments Power-Armoured Regulars (Bloodied(1b),Fortressborn,Imperial Weaponry,Power-Armoured) +5 Strength, +3 Tactics, +4 Morale +3 HP [4/4HP]
5 Regiments Reachwood Irregulars (Bloodied!, Frontiermen,Flamethrowers,Heavy Armour) +3 Strength, -1 Morale, -3 Tactics [5/5Hp] Morale Shock!
1 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Flamethrowers,Heavy Armour) +3 Strength, -1 Morale, -3 Tactics [4/5Hp] Morale Shock!




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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 #1091 on: November 07, 2012, 03:50:02 pm »


[1] The rest of the Coalition Army barriced themselves on the space port in several buildings. Strongly fortified and with free line of fire, they have a superior position.


[4] You don want to waste your precious troops ( well, except the Conscripts), so you decide to starve them off. Your army quickly assembles some makeshift blockades and completly
blocks the space port. [6] Too bad for the Coalition, they don't have the supplies to stay in the space port for a longer time than 4 weeks. Only a breakthrough could help...
[6] However, their morale is shattered, so they won't try a direct assault.

Is strangely quiet now. Nothing moves, the siege is deadlocked. One party waits for the move of the other.

[2] A disaster. After one week, you noticed that you never checked the sewers! Far too late your troops notice that they carried a biological warhead through the sewers, detonating it directly under your troops! You only can fathom what they just unleashed... You hope it's nothing too bad.

Oh, how wrong you were. Only a hour after the explosion, your men start to feel dizzy and sick. Then their condition gets worse fast. Minute after minute you get new causalities, dying from the harrowing symptoms. Hemorrhaging out of all orifices, extreme stomach pains, diarrhea and constant vomiting kills most of your men, the rest dies from the depletion of muscle cells, until they can't even breathe anymore, suffocating slowly and painful. You can't even imagine which cruel monsters invent such devices.

Fact is, 75% of your army didn't manage to survive this viral onslaught.

On the bright side, you and the rest are immune to the effects, which is a gigantic relief for your troops. Still, you burn the corpses, just to be sure. Also, your enemy, at least one militia of them, comes to your army, explaining that they are infected too. At least you figure it out, since he is weeping blood and coughing constantly red slime. He dies soon. At least you can always trust karma.


49 Regiments Conscripts (Militia,Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP] were not able to fight the Crimson Tears
56 Regiments Conscripts (Militia(1b),Ordinary,Arquebuses,Leather Armour,Peasant) -2 Strength, -5 Morale, -3 Tactics [1/1HP] were not able to fight the Crimson Tears
5 Regiments Serfs(Militia,Ordinary,Muskets,Leather-Armour,Peasants) -1 Strength, -5 Morale, -3 Tactics [1/1HP] were not able to fight the Crimson Tears
20 Regiments Regulars(Regular(1b),Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP] were not able to fight the Crimson Tears
20 Regiments Regulars(Regular,Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics  [3/3 HP] were not able to fight the Crimson Tears
5 Regiments Regulars(Bloodied!, Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +5 Strength, -3 Tactics[3/3 HP]were not able to fight the Crimson Tears
5 Regiments Regulars(Bloodied(1b),Frontiermen,Imperial Weaponry,Flak-Armour,Babarians) +6 Strength, +1 Morale, -2 Tactics  [3/3 HP] were not able to fight the Crimson Tears
16 Regiments Reachwood Irregulars (Militia(1b), Frontiermen,Arquebuses,Leather Armour) -1 Strength, -3 Morale, -2 Tactics[2/2Hp] were not able to fight the Crimson Tears


The rest of your once great army marches again. Away from the smoldering, sickly sweet odor of burning flesh, they solemnly prance into the space port, with you at the very peak.
With mighty and authoritive voice you declare : "Surrender now! And there will be no harm for you and your kind."
Slowly, one after another, goes out. Only those with a power armour survived the virus, in their faces carved in the pain and the sorrow of their losses. they gave up all hope to win this, now meaningless, fight. They throw their weapons at your feet and are quickly secured. They don't fight back.
Who fight back, however, are the nobles, who are still with the soldiers, are quickly executed by vigilants of your own army, to revenge the losses on your side.


The space port is yours. It is done.






Spoiler: Survivors (click to show/hide)

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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 #1092 on: November 08, 2012, 09:12:50 am »

My army. :/
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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 #1093 on: November 08, 2012, 09:34:04 am »

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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 #1094 on: November 08, 2012, 09:44:20 am »

Order all men quarantined in the Astroport and start invetoring our loot.
Contact the Triumvirate, tell them the former occupier have made the place unsanitary, but that they might resume trading whenever they feel it's safe. Try to find out what the old tariffs were.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.
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