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Author Topic: You are Imperial: The Fleet Arrives  (Read 4275 times)

Tiruin

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Re: You are Imperial, Turn 1: Bellum Incentor Ergo ...
« Reply #15 on: January 08, 2012, 10:06:07 pm »

((We are PDF?! Great...Morale will be going down easy then. Good thing we have a good leader.

We need more suggestions then on those heavy bolters. Belay the order on the guardsmen emplacements. Order them to scout the area.))
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adwarf

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Re: You are Imperial, Turn 1: Bellum Incentor Ergo ...
« Reply #16 on: January 08, 2012, 10:16:36 pm »

((We are PDF?! Great...Morale will be going down easy then. Good thing we have a good leader.

We need more suggestions then on those heavy bolters. Belay the order on the guardsmen emplacements. Order them to scout the area.))
Ah man almost had the turn post stuff finished :P Oh well this won't take much longer to add in. Also this update will introduce several important things Synapse Creatures, Personal Squads, Scavenging, and Fortification.

The first of which is the most important thing during fights, Synapse Creatures will basically act as the commanders of the Tyranid forces, and killing all of them will make the Tyranid forces fall into a state of heavy disarray. Thus, this will make Synapse Creatures your primary target when you are out matched, and out gunned (Almost always :P Got to make it challenging. For example the first attack you will be fending off will be 8 Impaler Broods with 6 Tyranid Warriors (These are examples of Synapse Creatures.))

Personal Squads are soldiers you choose to follow you around, and as thus they gain special benefits such as allowing them to be named, earn skills, grow stronger, develop unique gear, etc. The most important part about Personal Squads will be the fact that they will be far superior to normal soldiers as they can grow, and be equipped with different gear where squads must always have the same, or very similar gear.

The last two will be explained in the update. Also I am going to have to say this is more like a Tactical Combat Game then a Suggestion one to be honest :)
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adwarf

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You are Imperial: ~ Turn 6 ~
« Reply #17 on: January 08, 2012, 10:53:42 pm »

Turn 6

Turn 2:
You order your Heavy Bolters into different positions, so as to better guard the gap that will be left in your Aegis Defence Line once the Hell Runner's arrive, and then break your soldiers up into different groups for better protection, and such. You split your men up into fives groups of two, and a squad of five for better. You send two of the pairs up to hold the northern part of the barricades, another two pairs to the southern part, and the last you order to follow you around as your personal squad. (Personal Squad Gained: These Men can be named, Get stronger, can be given individual gear, and can develop over all)

[Scavenge Rolls: 1,4,7]
The two man groups don't manage to find anything as they search their position for anything of use, but the five man squad manage to obtain a small stash of medical supplies to bolster your current stock by a bit [Medical Supplies Change: Scarce --> Insufficient]

[Fortification Rolls: 5,9,9]
The three squads quickly set about fortifying their current areas, so as to have the upper-hand in the coming battle against Tyranid Hordes. The first doesn't manage to really do anything with their position, but the other manage to make their area as much of a fortress as an unmodified ruin can be. [Squad 1, and Pair 4 Gain +10 to Initiative in the Next battle]

Turn 3-4:
You send out to of your squads to scout out the local area, and after several minutes they return to tell you of their findings. About a fourth of a mile to the east is a large forest. To your north, and south are vast cliffs, and treacherous mountain peaks that nothing could traverse. Then they tell you to the west is another ruined village, and a wide open plain, you could use this place to fall back to, but your orders were to hold this path with your life.

Turn 5:
You see dust being kicked up on the horizon, and your vox cuts on to the sound of gunfire, and the roar of engines in the background. A voice echoes through saying "This is the Chimera Column of the Hell Runner's we have numerous wounded inbound please prepare area for Tyranid attack. We will be arriving soon, and have sixty wounded soldiers. Prep all the Medical Supplies you can spare to us, and we will repay you in kind if we survive this." The vox cuts off, and your men hastily move the Aegis Defence Lines to prepare for the Chimera Columns entrance into the fortified ruins.

They don't have to wait long before they roll into town, and form a defensive circle in the middle of town. There they quickly unload all their wounded, and set to work patching up what they can. You are asked to spare medical supplies if you can, but its up to you to choose if you do. [Two Missions Gained: Vestri Pro Alius?, and Consors In Telum]

Turn 6:
Within twenty minutes of the arrival of the Chimeras the sounds of heavy gunfire, screams of pain, and an intense thudding coming from the base of the hill east of the town. Within moments two Sentinels slowly saunder up the hillside surronded by the only fighting remains of the Hell Runner's, a total of nine men with what you assume to be their leader standing his ground as his dual laspistols fill the air around him with gunfire. They continue to back up to your position until they arrive at the mouth of your Aegis Defence Line, there they formed a quick semi circle, and began to hold the position. As you watched 8 Impaler Broods followed by 6 Tyranid Warriors rush over the hillside, and array themselves before your defenses. Now was the time to think of a plan, and decide which units target which.

Spoiler: Personal Status (click to show/hide)

Spoiler: Missions (click to show/hide)

Spoiler: Your Forces (click to show/hide)


Spoiler: Tyranid Forces (click to show/hide)

Spoiler: Buildings (click to show/hide)

Spoiler: Supplies (click to show/hide)

Spoiler: Map (click to show/hide)

Spoiler: Note (click to show/hide)
« Last Edit: January 08, 2012, 10:59:50 pm by adwarf »
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Tiruin

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Re: You are Imperial: A Tactical Combat Game ~ Turn 6 ~
« Reply #18 on: January 08, 2012, 11:06:40 pm »

((We really need more suggestions here, if only a few do {like me} then it may lead to a massacre on our side as I only know little on Tyranids.))

Order the two heavy bolter emplacements near the barricades to provide covering fire at the nearest Tyranids as the Hell Runners get into the base. The Imperial Grace to target the warriors with it's cannon and bolters. The two squads near the barricades to provide support fire until the Hell Runners get in, then to close off the barricades.

Give the Hell Runner's medical supplies.

If the barricades are broken partly (small break), focus fire on those entering while suppressing ranged Tyranids, Aurelius' squad should cover a retreat along with the Imperial Grace if things get too rough, back to the buildings.

Our last Heavy Bolter emplacement (in building) should have a higher view, order it to take on the Warriors.

If possible, order the Chimeras to strafe any Tyranid too close for comfort and provide covering fire behind the lines. The soldiers inside can fight from there.

And Bolster morale of your men!
« Last Edit: January 08, 2012, 11:09:55 pm by Tiruin »
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mcclay

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Re: You are Imperial: A Tactical Combat Game ~ Turn 6 ~
« Reply #19 on: January 08, 2012, 11:15:21 pm »

Give the Hell runners the medical supplies. Have the H.bloter focus on defending the Chimeras while Imperial Grace foucses on the Warriors. All gaurdsmen should focus ong the Gaunts but take shots at the warriors if they can.
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adwarf

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Re: You are Imperial: A Tactical Combat Game ~ Turn 6 ~
« Reply #20 on: January 09, 2012, 01:11:17 am »

Updated my second post with some minor stuff on Rep., Rules, Known Tyranid Hives (none), and known Supports
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adwarf

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You are Imperial: ~ Turn 7 ~
« Reply #21 on: January 09, 2012, 01:11:11 pm »

"When you decide to die, remember to give your enemy the same honour." - Commissar Grenville
Turn 7
Spoiler: Initiative (click to show/hide)

Turn 7: The Front Lines
[Combat Initiated: Tyranid Forces vs. Hell Runner's, and PDF Remnants]

Right from the start one of war Tyranid Warrior dashes across the field, and leaps at the Sentinel before it can react. Its claws fly through the air, and strike at the hulking construction of metal, and wires. Most of its attacks just glance off, but one of its strikes hits the Sentinel's leg joint, and deals some serious damage to the machine.
The Sentinel kicks out with its foot, and pushes the Warrior back before opening up a burst of Laser fire right into the things chest. It falls to the ground for a moment in intense pain, but slowly gets back to its feet to try, and finish the job.
[Tyranid Warrior 3 Attacks Sentinel 1: Deals 10 Damage]
[Sentinel 1 Returns Fire: Deals 6 Damage]

The Shining Guard seeing the Sentinels near-crippling wound direct their fire upon the Tyranid Warrior. Much of the fire they let loose barely misses the Warrior as we begins to weave about in the hopes of dodging it, but just as the last of the guardsmen finish firing it drops its guard. Velius uses this opening, and quickly blasts the beast twice with his laspistols, and it jumps back from the searing pain. Moments later it falls to the ground a defeated lump.
[Shining Guard Attacks Tyranid Warrior 3: Deals 4 Damage: Tyranid Warrior 3 Slain]

The Imperial Grace's vox cuts on as you scream orders for them to aim for the Tyranid Warriors with all its got. In response its weapons flare to life, and bolter fire flies through the air towards the Warriors in blankets. None of the bolter fire finds its mark, but the suppressive fire forces a pair of the Warriors into the way of your Battle Cannon, and they become little more then a smudge underneath impact.
[Imperial Grace Attacks Warriors 4-5: Deals 25 Damage: Tyranid Warriors 4-5 Slain]

Your southern Heavy Bolter comes to life in moments, and a hail of bullets streaks towards an Impaler Brood. The majority of the fire kills the leading Gaunts, and those that remain are unscathed from the fire, but are left a little shaken from the attack. Their advance slows, and their reactions falter a bit as the Warriors try to nudge them back into action.
[Heavy Bolter S Attacks Impaler Brood 4: Deals 8 Damage: 3 Gaunts Killed, Gained Shaken]

Your five-man squad opens fire from their high perch in the ruined building. They choose one of the Impaler Broods as their targets, and after several moments all of the men have their weapons readied for the volley of fire. The air heats up slightly, and quickly lights up as the volley of las fire punches into the side of the Impaler Brood. Over half of the Brood goes down under your volley, and those that remain turn for a return volley of their own.
The three remaining Gaunts open fire with their rifles, but their aim is extremely poor, and all the shots miss going off into the distance far from their target.
[Five-Man Squad Attacks Impaler Brood 6: Deals 10 Damage: 5 Gaunts Slain]

Your northern Heavy Bolter comes under fire as an Impaler Brood decides to use them as target practice. The spikes bounce harmlessly off the surrounding plates, and Aegis Defences before falling to the ground. In response your Bolter plans to return fire, but are to slow as the Brood quickly moves to a position your men can't match.
[Impaler Brood 7 Attacks Heavy Bolter N: No Damage]
[Heavy Bolter N Returns Fire: No Damage]

The other two Sentinels open fire on an Impaler Brood in the hopes of thinning the enemies numbers as quickly as possible. Their combined fire takes down three of the Gaunts, and breaks the Brood's morale. They begin to panic, and the only thing keeping them in place is the larger Tyranid Warriors egging them on.
The remaining Gaunts return fire, but their weapons aren't able to do anything more then scratch the Sentinels armor.
[Sentinel 2-3 Attacks Impaler Brood 8: Deals 6 Damage: 2 Gaunts Killed, Gained Shaken]
[Impaler Brood 8 Returns Fire: No Damage]

Another Tyranid Warrior launches itself into the battle, and assails Hell's Hammer its claws are lethal weapons as it launches into the midst of the squad. Striking left, and right it slices two of the guardsmen in half, and the others barely manage to escape its attack range in time to dodge the rest of them. Using the small opening they have the two remaining guardsmen quickly fire a burst of las fire right into its back before retreating.
[Tyranid Warrior 6 Attacks Hell's Hammer: Deals 12 Damage: 2 Guardsmen Slain]
[Hell's Hammer Return Fire: Deals 4 Damage]

The pairs of Guardsmen you garrisoned in the buildings open fire on a single target to lay them in a cross-fire in the hopes of halting their advance. Their fire forces the Impaler Brood to try, and take cover in what is more, or less an open field. Half of the Gaunts fall beneath the barrage of fire, and the other half is left broken and cowering.
they attempt to launch a counter-attack, but the group is to broken, and disorganized to really do anything against you.
[Guard Pairs 1&4 Attack Impaler Brood 1: Deals Deals 8 Damage: 4 Gaunts Slain]
[Impaler Brood 1 Returns Fire: Deals No Damage]

Another Impaler Brood divides its fire among the two Guard Pairs taking cover behind the Aegis. Their aim rings true, and all four guardsmen fall to the ground with deep wounds somewhere on them. You try to get intouch, but they don't reply, and you have the feeling they must have fallen unconscious.
[Impaler Brood 3 Attacks Guard Pairs 2-3: Deals 16 Damage, Gain Unconscious]

The last remaining Impaler Broods focus their fire on the Central Bolter. Most of the shots ping off the plating, or bury themselves in the wall of the building, but some of them find their mark as the Loader takes a shot to the shoulder, and falls over dead. They laugh aloud, and do some form of small dance before continuing their advance.
[Impaler Broods Attack Heavy Bolter C: Deals 6 Critical Damage: Loader Slain, Status Manual Reload Gained]

The last of the first wave calms down as the Hell Runners break away from the fight, and draw back within the Aegis Defence Line. The hole is quickly sealed, and your men hunker down for the next attack from the Tyranids. The Hell Runners lost some good men in the first wave, and are currently dragging their bodies back to the Makeshift Hospital for burial later on. This is it, the enemy arrays before you with their numbers depleted slightly, but they are still strong, and you mustn't underestimate them.

Turn 7: Makeshift Hospital
You walk into a dimly lit area filled with sick, injured, and dying soldiers all around. Above you is a piece of canvas stretched between the Chimera forming a hasty Hospital Tent for all of the wounded soldiers. A few medics rush around here, and there, but there are no where near enough with this level of supplies, and you know many of these men will die without your help. You walk over to the Lead Medic, and he gives a quick nod in your direction, and then continues browsing through his small stack of medical supplies.

You reach down, and pat him on the shoulder as you say "We have some medical supplies to spare in the building just south of here, you can take those to help your men." His eyes brighten at the words, and he runs off mumbling his thanks to you, and the thanking the God-Emperor for his kindness. You have a feeling that you saved at least one life this day, and know the Hell Runners will be all the kinder for it.
[Hell Runner Reputation Change: Neutral --> Liked]

Vestri Pro Alius?: Successfully Completed

Spoiler: Personal Status (click to show/hide)

Spoiler: Missions (click to show/hide)

Spoiler: Your Forces (click to show/hide)


Spoiler: Tyranid Forces (click to show/hide)

Spoiler: Buildings (click to show/hide)

Spoiler: Supplies (click to show/hide)

Spoiler: Map (click to show/hide)
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Tiruin

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #22 on: January 09, 2012, 09:09:59 pm »

Order the Imperial Grace to reload it's main cannon whilst firing its heavy bolters at the middlemost Warrior in a line.

Our Heavy Bolter (no Loader) to spray the Impaler line, focusing on distraction fire (which means keeping them from aiming at our more useful units)

Aurelius Vorden to move up near the barricades, behind the Imperial Grace to bolster the morale of any squad looking demoralized, and to direct any stray fire. The two Guardsmen flanking him to fire under the cover of our Leman Russ Tank at Impaler Broods that seem to breach the line.

Order the Paired Guardsmen squads to drag the unconscious pairs to safety, preferring behind lines.

If possible, order the Hell Runner squads to cover fire at the nearest Impaler Broods, suppressing anyone firing at our retreating Guardsmen.

The northern and southern Heavy Bolter emplacement should target the respective Warriors along their side.

If possible, order the Sentinels to take on any Impaler Broods too close for comfort, or any warriors remaining. The Warriors take priority though unless any Impalers are in close range and are grouped.

Any remaining squads should either support any wounded or draw fire/suppress any enemies that seem in a dangerous position. (That means the Shining Guard, Hell's Hammer, and Velius Vernus) Otherwise, let Velius Command the remaining squads not mentioned above.

Edit: (Q: The blue hp of our Leman Russ tank means it is armored and thus has protection right?)

Edit II: While still in the Hospital, Aurelius should at least console the wounded and dying before heading back out. Demoralization is the last thing we need, especially against Tyranids.
« Last Edit: January 09, 2012, 11:15:01 pm by Tiruin »
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mcclay

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #23 on: January 09, 2012, 09:21:15 pm »

I would feel better if the Sentinals reentreded the fray going after the Warriors and the Chimeras fire a ffew battle cannon shots at the warriors and heavy bolters at the broods if at al possible.
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adwarf

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #24 on: January 09, 2012, 11:24:51 pm »

Edit: (Q: The blue hp of our Leman Russ tank means it is armored and thus has protection right?)
Indeed as that decreases the machine will receive varying malfunctions, and damages to systems, and once the blue HP is gone then the machine enters the Heavy System Failures. All damage after that will go directly to crew members, and one their gone you will need to repair the chassis, and get new crewmen for it.

EDIT: Added Poll for Most Awaited Campaign (Decides the length of this one, and the next one that will occur; This is Campaign 1: Tyranid Invasion)
« Last Edit: January 09, 2012, 11:36:45 pm by adwarf »
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kaian-a-coel

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #25 on: January 10, 2012, 12:21:38 pm »

posting to watch. I won't have many time to direct the course of action of this imperial outpost, but I'm still very interested in anything involving tyranids.
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adwarf

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #26 on: January 10, 2012, 03:33:00 pm »

I'm grounded for six weeks guys, so I want be able to update anything . Sorry ....
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Tiruin

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #27 on: January 10, 2012, 10:26:23 pm »

We'll be waiting in stasis.  :)
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adwarf

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Re: You are Imperial: A Tactical Combat Game ~ Turn 7 ~
« Reply #28 on: January 12, 2012, 03:25:29 pm »

Sorry, but the terms weren't clear (My grades got messed up a bit when they gave them to us.) So I won't be grounded for six solid weeks, I'll still be grounded, but my restrictions will be quite a bit less. This leads to on thing I only have time to run one game, and I have decided to run this one until I get more leniency, but there is a catch. Due to reduced time I will have to swap from the IG Campaign to a smaller one, that won't effect the status of the current campaign simply switch us over to one of the shorter, and smaller campaigns I have to run.

Here are the choices.

1.) Space Marine trapped in the warp (Chaos Campaign)
2.) Inquisition Campaign (You play as an Inquisitor with all details, and downfalls that holds)
3.) Imperial Navy Campaign
4.) Rebel Campaign (You are a rogue psycher rising up against the Imperium)   
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mcclay

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Re: You are Imperial: Choose a Campaign!
« Reply #29 on: January 12, 2012, 05:54:25 pm »

Koassssssss
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