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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: MonkeyHead on February 13, 2013, 12:58:09 pm

Title: Roll to D-Day: Turn 2 up.
Post by: MonkeyHead on February 13, 2013, 12:58:09 pm
Intro

On the 6th of June 1944 at 6.30 AM the liberation of Europe began. Around 160000 soldiers from allied nations stormed France, and for many it would be the last thing they ever did. This is your chance to be one of them.

This game is semi-inspired by Monk12's Roll to Pierce the Heavens, which can be found here (http://www.bay12forums.com/smf/index.php?topic=121792.0). Like that game, I anticipate a high rate of character death.

Setting

Gentlemen, your target is the seaside village of Les Moulins, which lies in the centre of Omaha beach at the border between Dog Red and Easy Green sectors.

Spoiler: Map (click to show/hide)

Yea, thats right. I drew a sort of historically accurate map of a section of Omaha beach in paint. Each "sort of square" is around 5m to a side.

Your mission is complete if enough soldiers survive to reach and hold the 9 tiles around (CC, 9), or if you eliminate a signifigant portion of the German defenders. This might prove difficult.

Spoiler: Terrain (click to show/hide)

Who Are You?

3 distinct groups of soldiers stormed Omaha beach. First up is the 29th Infantry Division, a green bunch of recruits just out of training. Electing to play as one of the 29th will net you only a very minor bonus depending on bio, but no penalty malus, as you have seen no combat yet. Secondly you could be one of the 1st Infantry Division, a veteran body of men already battle hardened from action in north Africa and Italy. Electing to play as one of the 1st will earn you both a more signifigant bonus and malus than one of the 29th, and also a +1 to cover rolls. Last but not least are the US Rangers, sent for thier skills in taking out hard to reach enemy emplacements. Playing as one of these nets you a bonus and malus (thanks to time served in north Africa and Italy), and a +1 to your rate of movement.

You are free to create your own character, providing it fits the situation and time period. First sign up for each division gets Capt., next gets Sgt., the rest get Pvt. All 3 groups had the usual mix of riflemen, heavy gunners, medics and suchlike, so be creative!

Spoiler: Character Sheet (click to show/hide)

Who are you up against?

The 352nd Infantry Division stands between you and your objective. They are mainly raw teenage recruits, but count amongst thier number a core of veterans from the eastern front. They are well armed  (http://en.wikipedia.org/wiki/List_of_common_World_War_II_infantry_weapons#.C2.A0Nazi_Germany) - you have been warned. The enemy has 4 distinct bunkers, each will get one "move" per turn, though what they have in store for you will remain a suprise for now.

The Rolls

Turns represent time in the order of magnitude of around 180 seconds or so. You are allowed a base movement of 5 actions (any combination of move, fire, take cover, reload or other action) per turn. Specifiy the target tile for your movement and it will be rolled for - each tile will cost one action to move into. You may attack as many times per turn with whatever weapon you have at your disposal. The outcome of your attack will be rolled for. You may attack first then move, move first then attack, or attack on the move, but the outcome will be weapon, character, and situation dependant. Taking cover will cost an action, and this will be rolled for. Attack rolls are compared to cover rolls to determine if a shot hits or not. If you are hit, most damage rolls will lead to your death. Sorry!

I will be using this roller. (http://www.wizards.com/dnd/dice/dice.htm)

All rolls will be carried out on a standard d6, with the usual 6 = good to 1 = very ungood scale, with my interpretations being used to flesh out the narrative. Specific bonuses and maluses will be applied for the user of the weapon and the situation it is being used in. For example, you dont want to be using a Bazooka in CQ.

So, have it it - feel free to sign up below. I hope to start in 24 to 48 hours, depending on interest level.

Title: Re: Roll to D-Day: Pre Game.
Post by: scapheap on February 13, 2013, 01:18:01 pm
Name: Captain Jack Blues
Age: 31
Division: 1st Infantry Division.
Gear: Standard M-1943 uniform, M1 Garand(scoped), Smith & Wesson Model 10 plus .30-06 Springfield rifles cartridges and .38 Long Colt cartridges.
Short Bio: Former farm boy, the air headed Jake joined the 1st Infantry Division for action and did not regret it one bit. His squad do wonder how his lack of awareness has not killed him yet.
Title: Re: Roll to D-Day: Pre Game.
Post by: Freshmaniscoolman on February 13, 2013, 01:32:51 pm
Name: Sergeant Johnson Ryan
Age: Old enough to sign up.
Division: 1st Infantry Divison?
Gear: Standard M-1943 uniform, Arisaka Type 99, Pistolet wz.35 Vis and a sword he acquired from his father.
Short bio: Sergeant Johnson Ryan (or Sergeant Ryan in short) uses his sword to kill nearby enemies, on the sword the name of his father is written, and on the handle of the sword lies a dried bit of his father's blood, who was shot to death, Private Ryan now seeks revenge. Sergeant Ryan has 6 fingers due to a birth defect.
Title: Re: Roll to D-Day: Pre Game.
Post by: MonkeyHead on February 13, 2013, 01:37:09 pm
Scapheap: You can claim the rank of Captain if you so wish.

Freshmaniscoolman: 1) How would an American GI get thier hands on an AK-47 before D-Day? 2) Revenge against who exactly?
Title: Re: Roll to D-Day: Pre Game.
Post by: Freshmaniscoolman on February 13, 2013, 01:37:47 pm
Scapheap: You can claim the rank of Captain if you so wish.

Freshmaniscoolman: 1) How would an American GI get thier hands on an AK-47 before D-Day? 2) Revenge against who exactly?

I modified it. Well, revenge against the you know, the people who killed him.
Title: Re: Roll to D-Day: Pre Game.
Post by: scapheap on February 13, 2013, 01:46:31 pm
Scapheap: You can claim the rank of Captain if you so wish.
Done and edited bio to reflex that
Title: Re: Roll to D-Day: Pre Game.
Post by: penguinofhonor on February 13, 2013, 01:53:04 pm
Name: Jackson Gristle
Age: 21
Division: 29th Infantry Division
Gear: Standard M-1943 uniform, Winchester Model 1897 plus appropriate amount of ammo, grenades, trench knife
Medium Bio: Jackson Gristle was once a World War 1 reenactor in the 22nd century, spending all his days dreaming about the glory of war. On his 20th birthday, he volunteered to test out a time machine and got sent back to the year 1943. It was a one-way trip. Since then, he has enlisted and is prepared to face one of the most grueling and famous battles of the war. His only goal is to die and leave a big enough mark on history that people in the 22nd century will know their machine worked. He has no plans to use his knowledge from the future to do anything crazy - he loves the war too much to change it. To those around him, he just appears to be a good soldier, if a little difficult to surprise.

Forgive me for not knowing about the amount of shit to carry, I'm not a big war person. And if that bio isn't allowed, I'll begrudgingly change it.
Title: Re: Roll to D-Day: Pre Game.
Post by: MonkeyHead on February 13, 2013, 01:58:21 pm
I suppose its ok, as long as there is no immersion breaking :P
Title: Re: Roll to D-Day: Pre Game.
Post by: penguinofhonor on February 13, 2013, 01:59:08 pm
Huzzah! I'll make sure not to do anything too time travelly
Title: Re: Roll to D-Day: Pre Game.
Post by: miauw62 on February 13, 2013, 02:40:30 pm
Hm, now I really want an RTD that has the players drop out of a plane, MoH: Vanguard style. Because good memories.

This is too good to pass up tough.

Spoiler: I fail at tags (click to show/hide)
Title: Re: Roll to D-Day: Pre Game.
Post by: TCM on February 13, 2013, 03:03:32 pm
Name: Private Hirisho Tsutome
Age: 24
Division: 1st Infantry Division
Gear: Standard M-1943 uniform, MP-40, Luger, 2 Model 39 Hand Grenades (All looted off of dead/POW German soldiers), Tanto Samurai Knife (Family Antique)
Short Bio: Hirisho Tsutome was leading a fairly normal life as an American born, Japanese bank accountant. However, in the midst of WWII, Hirisho and his entire family were forcibly placed in an interment camp due to their heritage. Hirisho hated the time he and his family had to endure, until he learned off a draft that allowed young men to enter, as well as promising to let their families leave the camps. Seeing an opportunity to not only free his family, but also to get out of the camp and uphold his familial honor, Hirisho quickly joined the draft. As of D-Day, Hirisho has already fought in several battles in Italy.
Title: Re: Roll to D-Day: Pre Game.
Post by: Burnt Pies on February 13, 2013, 03:48:49 pm
Name: Steven Cooper
Age: 19
Division: 1st Infantry
Gear: Standard M-1943 uniform, BAR M1918A2, Sharpened Shovel, Colt M1911, Spare ammo, extra pair of socks.
Short Bio: Moved to America from England with his parents in 1930. When the manufacturing company Steven's father worked for went under in '36, his parents used their savings to set up a small auto-repair shop, which Steven was expected to help with. As soon as he hit 18, however, Steven signed up for the army, feeling it was high time he did something Important with his life. His competence with machinery was soon noted by his superiors, and he was chosen to carry one of his squads' BARs, as it was felt he was most likely able to deal with any problems that may occur with the occasionally finicky weapon.

He has often been seen looking at British Bren Guns with jealousy, but has not yet been able to acquire one.
Title: Re: Roll to D-Day: Pre Game.
Post by: MonkeyHead on February 13, 2013, 05:28:56 pm




Spoiler: RESERVED BY TCM (click to show/hide)







Turn 0 will be posted in around 12 hours.[/list]
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 05:33:48 pm
I'm in, I'll sort a character now.

Name : Kalam Merkhandar.
Age : 23
Division : US Ranger.
Gear : Lee-Enfield No. 4 Mk 3 ( Enfield modified as a sniper rifle. ), 2x Browning FN-Inglis, 2x Tsurugi ( Small straight edged japanese swords ) 10 Magazines for rifle, 12 Magazines for Brownings. Ghillie suit.
Bio : Kalam is a career soldiers, since the opening of hostilities in ww2 he has seen battle multiple times working along side marines against Japanese forces and in the process acquired 2 Tsurugi blades from officers he had defeated himself.
He has never failed to complete an assignment though taking numberous minor and major wounds in the process.
His latest deployment to join the Normandy landing comes days after being released from hospital after his squad was caught in an ambush, Kalam was the sole survivor of the fight that followed and evaded capture for 4 days with multiple wounds through the skills he was taught as a sniper and managed to kill the officer who commanded the force that killed his entire squad from a significant distance using a standard rifle, before being found barely alive by a team of British commandos on the wrong side of the frontline and being carried back to friendly territory.
Upon hearing his story one of those commandos offered Kalam his personal rifle and Ghillie suit to replace the ones he had lost and Kalam accepted as a sign of respect to the soldiers who had saved him.
Kalam also has the words Iunctus stamus, United cadamus. Fratres ad finem engraved onto every one of his weapons.

Title: Re: Roll to D-Day: Pre Game.
Post by: GreatWyrmGold on February 13, 2013, 05:35:15 pm
Spoiler: Capt. Carl Cooper (click to show/hide)
Title: Re: Roll to D-Day: Pre Game.
Post by: penguinofhonor on February 13, 2013, 05:38:53 pm
.
Title: Re: Roll to D-Day: Pre Game.
Post by: ggamer on February 13, 2013, 05:46:08 pm
Spoiler: Pvt. John Willard (click to show/hide)
Title: Re: Roll to D-Day: Pre Game.
Post by: Remuthra on February 13, 2013, 05:55:55 pm
Spoiler: "Sergeant" Joe Bridger (click to show/hide)
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 05:58:46 pm
Done.
Title: Re: Roll to D-Day: Pre Game.
Post by: Persus13 on February 13, 2013, 06:01:31 pm
How did I miss this? I've been wanting a WW2 RTD since I joined.

Name: Sergeant Jack Stevens
Age: 30
Division: US Rangers
Gear: Standard M-1943 uniform, plus Thompson submachine gun, some Very Lights, a flare gun, some grenades, bangalore torpedos.
Short Bio: Jack volunteered for the US Rangers when William Darby showed up recruiting, after participating in Dieppe, North Africa, and Sicily, Jack was sent to Scotland to train for D-Day. He specializes in blowing holes in stuff, but can't swim as well (even though that means I'm going to die the first turn.)
Title: Re: Roll to D-Day: Pre Game.
Post by: MonkeyHead on February 13, 2013, 06:14:31 pm
Spoiler: "Sergeant" Joe Bridger (click to show/hide)

Yea, unless this is re-written, I am going to go ahead and ignore it.
Title: Re: Roll to D-Day: Pre Game.
Post by: penguinofhonor on February 13, 2013, 06:25:06 pm
.
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 06:28:44 pm
I edited my character into my original message btw Monkey.

You were the first person to join in that devision so your the captain of it, same as GWG is captain for the Rangers devision he was the first one in.
Title: Re: Roll to D-Day: Pre Game.
Post by: MonkeyHead on February 13, 2013, 06:34:24 pm
Char list updated. I am off to bed. This will be fun to start tomorrow.
Title: Re: Roll to D-Day: Pre Game.
Post by: GreatWyrmGold on February 13, 2013, 06:47:16 pm
Might I suggest arranging the characters by division?
Title: Re: Roll to D-Day: Pre Game.
Post by: TCM on February 13, 2013, 07:27:15 pm
Posted my character.
Title: Re: Roll to D-Day: Pre Game.
Post by: werty892 on February 13, 2013, 08:04:54 pm
I'll drop back into RTD's.



Name:Tim White
Age: 28
Division: US Rangers
Gear: M1A1 Flamethrower 2 tanks, M1 Mortar, 5 Shells(1 WP, 1 FS, 3 Light Explosives, Look at the weapon page, ammo section for what they do.) Colt Model 1903 Hammerless, 5 clips. Ka-Bar. I suggest a Movement penalty of -2 for all the equipment, plus the fact that I'm carrying BOMBS on my back to make that more balanced. I noticed we dont have enough heavy firepowah, so here I am.
Short Bio: A hulking, 6 foot monster of a man from the big city. He doesn't talk much, and everyone likes it that way. But he stays calm under fire but cant communicate well when he as too.

Really interested in this, hope I can get in :)
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 08:09:10 pm
(( Lol with the weight your carrying I'll be amazed if you can move at all, you know a mortal team required 2 people to carry it and operate it and your carrying it plus a flamethrower and 2 seriously heavy tanks on your own lol, you must be hulk sized or it'd snap you in half the moment you tried to stand up with all that. ))
Title: Re: Roll to D-Day: Pre Game.
Post by: Persus13 on February 13, 2013, 08:10:59 pm
I'll drop back into RTD's.



Name:Tim White
Age: 28
Division: US Rangers
Gear: M1A1 Flamethrower 2 tanks, M1 Mortar, 5 Shells(1 WP, 1 FS, 3 Light Explosives, Look at the weapon page, ammo section for what they do.) Colt Model 1903 Hammerless, 5 clips. Ka-Bar. I suggest a Movement penalty of -2 for all the equipment, plus the fact that I'm carrying BOMBS on my back to make that more balanced. I noticed we dont have enough heavy firepowah, so here I am.
Short Bio: A hulking, 6 foot monster of a man from the big city. He doesn't talk much, and everyone likes it that way. But he stays calm under fire but cant communicate well when he as too.

Really interested in this, hope I can get in :)
A flamethrower alone weighed like 120 pounds.
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 08:12:30 pm
(( Oh and btw it ain't only us, it includes NPC units as well we just provide a little extra. ))
Title: Re: Roll to D-Day: Pre Game.
Post by: werty892 on February 13, 2013, 08:15:28 pm
I'll drop back into RTD's.



Name:Tim White
Age: 28
Division: US Rangers
Gear: M1A1 Flamethrower 2 tanks, M1 Mortar, 5 Shells(1 WP, 1 FS, 3 Light Explosives, Look at the weapon page, ammo section for what they do.) Colt Model 1903 Hammerless, 5 clips. Ka-Bar. I suggest a Movement penalty of -2 for all the equipment, plus the fact that I'm carrying BOMBS on my back to make that more balanced. I noticed we dont have enough heavy firepowah, so here I am.
Short Bio: A hulking, 6 foot monster of a man from the big city. He doesn't talk much, and everyone likes it that way. But he stays calm under fire but cant communicate well when he as too.

Really interested in this, hope I can get in :)
A flamethrower alone weighed like 120 pounds.

Most soldiers today carry 200+ pounds of equipment. Usually across miles, or while jogging.
Title: Re: Roll to D-Day: Pre Game.
Post by: GreatWyrmGold on February 13, 2013, 08:43:15 pm
I'll drop back into RTD's.



Name:Tim White
Age: 28
Division: US Rangers
Gear: M1A1 Flamethrower 2 tanks, M1 Mortar, 5 Shells(1 WP, 1 FS, 3 Light Explosives, Look at the weapon page, ammo section for what they do.) Colt Model 1903 Hammerless, 5 clips. Ka-Bar. I suggest a Movement penalty of -2 for all the equipment, plus the fact that I'm carrying BOMBS on my back to make that more balanced. I noticed we dont have enough heavy firepowah, so here I am.
Short Bio: A hulking, 6 foot monster of a man from the big city. He doesn't talk much, and everyone likes it that way. But he stays calm under fire but cant communicate well when he as too.

Really interested in this, hope I can get in :)
A flamethrower alone weighed like 120 pounds.
Most soldiers today carry 200+ pounds of equipment.
Do the fuel tanks, fuel, mortar, shells, and rifle weigh 80 pounds or less?
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 08:46:33 pm
Not even close.

A soldiers full combat load is between 65-140 pounds in gear and at 140 pounds it's already bloody hard to move quickly for any period of time and thats with everything distributed for balance.

Gimme a minute I'm gonna work out the weight of his gear.
Title: Re: Roll to D-Day: Pre Game.
Post by: Remuthra on February 13, 2013, 08:47:54 pm
Alright, posting my real character now.

Name: Mark Stevens
Age: 56
Division: US Rangers
Main Arm: Tokarev SVT-40, scoped.
Side Arm: Welrod, silenced.
Other Gear: 2 thermite grenades, 1 pair binoculars active camo.
Bio: Tall, wiry, quiet. Specializes in scouting and accuracy. Can't take a much of a hit. Served in World War 1 as a rifleman.
Title: Re: Roll to D-Day: Pre Game.
Post by: werty892 on February 13, 2013, 08:50:00 pm
Dammit
I'm probably fucked
I looked up the gear in wiki, and yeah, about 120 for each.

What would you guys rather have, flamethrower or mortar?
Title: Re: Roll to D-Day: Pre Game.
Post by: Remuthra on February 13, 2013, 08:51:46 pm
Dammit
I'm probably fucked
I looked up the gear in wiki, and yeah, about 120 for each.

What would you guys rather have, flamethrower or mortar?
I would say mortar.
We are assaulting a heavily fortified position after all. I doubt you'll be able to get very close to the enemy.
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 08:54:45 pm
Your gear all together weighs roughly 165 pounds in weapons and ammo alone if you drop the M1 for the standard infantry mortar and assuming a reasonable number of clips for the pistol.
Then you have to factor in your clothes, your helmet, the standard kit back then not including weapons would of been a good 25-30 pounds more plus another 5 for clothes and helmet.

So your looking at 210+ pounds at least.

I'd say mortar, flamethrower is not meant for this situation, it's good for clearing a bunker but this terrain offers to little cover to use effectively.
Title: Re: Roll to D-Day: Pre Game.
Post by: Persus13 on February 13, 2013, 09:01:39 pm
I'd actually say flamethrower. Mortar is great but your going to have no cover on a beach full of bunkers that you can't hurt. So if have the flamethrower and you can get to the bunkers, you're set to clear them.
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 09:03:43 pm
He can use logs or tank traps for cover and the beach isn't totally flat it includes craters I'd assume.

Mortar should work if he gets a good cover roll.
Title: Re: Roll to D-Day: Pre Game.
Post by: TCM on February 13, 2013, 09:07:50 pm
Or you can carry everything provided you're some straight up huge muscle-man.

Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 09:09:28 pm
Yea just stay away from me, when you get shot I don't wanna be near you, your carrying explosives and fuel tanks, when you get shot everyone within 25 meters is going to die with you.
Title: Re: Roll to D-Day: Pre Game.
Post by: Remuthra on February 13, 2013, 09:12:28 pm
Yea just stay away from me, when you get shot I don't wanna be near you, your carrying explosives and fuel tanks, when you get shot everyone within 25 meters is going to die with you.
Last ditch suicide attack man!
Blows hole in enemy fortifications when killed.
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 09:17:17 pm
As well as several hundred allied men who are nearby :D.

I'm glad I'm a sniper lol I'll be a long way away from all of you.
Title: Re: Roll to D-Day: Pre Game.
Post by: werty892 on February 13, 2013, 09:19:19 pm
Urgh, 6 feet tall, giant muscle guy. I dunno. Its 200 pounds, plus US ranger and a -2 movement penalty. What does the GM think
Title: Re: Roll to D-Day: Pre Game.
Post by: Remuthra on February 13, 2013, 09:19:48 pm
As well as several hundred allied me who are nearby :D.

I'm glad I'm a sniper lol I'll be a long way away from all of you.
Sniper buddies!
Title: Re: Roll to D-Day: Pre Game.
Post by: mesor on February 13, 2013, 09:23:42 pm
I work alone, I already lost one squad so now I don't have a squad.
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 05:24:36 am
Players:

1st Infantry







29th Infantry


US Rangers





Spoiler: Pvt. Tim White (werty) (click to show/hide)

Any subsequent players will form part of the second wave. Should you die (and most of you will), feel free to create another character.

Turn 0: 6.28AM
It was a cold, grey morning. The sea was rough, and the smell of salty air mixed with vomit was not a nice one. "60 SECONDS!" called out the Navy pilot above the dull boom of incoming artilliery and soft roar of the sea. Hopefully the naval and aerial bombardment had made some hoes in the beach defenses. The landing was already a mess: craft were off course and confused, heading for the wrong sectors in a disordered manner. Some men were praying, some were fearfully silent. Others made a last check of thier weapons and gear. Squad leaders all around could be faintly heared barking out thier last orders to their men before the craft reached the beach and the ramp dropped. "30 SECONDS!" It was here that the liberation of Europe would begin, or fail. "10 SECONDS: CLEAR THE RAMP!"...

The landing craft scraped into the soft sand in the shallows and the ramp fell with a heavy clunk. Time to move...

(Landing rolls: US Rangers: 5 (clear of the water), 1st Inf: 3 (in the shallows), 29th Inf: 4 (almost dry))
(Naval bombardment roll: 1 (overshot, no effect). Aerial bombardment roll: 1 (overshot, no effect) - both much like real life!)

Map: Turn 0

(http://i.imgur.com/woe4r8C.png)

Please note your relevant start locations.

Your move
Lets say you have 5 movement points at your disposal. You may use them as you see fit, maybe moving 3 tiles, finding cover then firing, or any combination that adds up to 5, or whatever total you may have been given for your character. Unused points do not roll over. I will carry out your actions in the order they are written, stopping if you run out of movement points. You get to move first, then the enemy get thier rolls, and so on. If you dont declare a move within a reasonable time (say 24 hrs), I will assume you are holding position/taking cover in your current square.

Spoiler: Lest We Forget... (click to show/hide)
Title: Re: Roll to D-Day: Turn 0.
Post by: penguinofhonor on February 14, 2013, 05:40:09 am
I breathe in the salty and vomity air. "They'd never believe it back home."

I guess I should be doing captainy things. I head due east with the other 29th soldiers, hopefully getting to E4 but if not D4 will do.
Title: Re: Roll to D-Day: Turn 0.
Post by: miauw62 on February 14, 2013, 05:49:39 am
"POUR LA FRANCEEEE!"

I run to the nearest stump post and take cover.

((I'm assuming that taking cover is done in the squares next to an object?))
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 05:53:39 am
I breathe in the salty and vomity air. "They'd never believe it back home."

I guess I should be doing captainy things. I head due east with the other 29th soldiers, hopefully getting to E4 but if not D4 will do.

Wanna take cover? :)

"POUR LA FRANCEEEE!"

I run to the nearest tank trap and take cover.

((I'm assuming that taking cover is done in the squares next to an object?))

If there is an object in or bordering your target square (which for you will be H7), and you take cover, I will assume it is using that object. If there is no object, it will be hard to find cover unless someone has a tool they can use to make a lil hole.
Title: Re: Roll to D-Day: Turn 0.
Post by: Remuthra on February 14, 2013, 05:56:00 am
Do the Stump Posts provide cover?
Does the landing craft?
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 05:57:05 am
Landing craft does not. Stump posts do (as detailed in the OP) to a +1 bonus to cover rolls, but they do have AT mines on thier top and can be blown up.
Title: Re: Roll to D-Day: Turn 0.
Post by: penguinofhonor on February 14, 2013, 05:58:43 am
Wanna take cover? :)

Yeah, and I'll risk the stump post if I'm bordering a square with one on it.
Title: Re: Roll to D-Day: Turn 0.
Post by: Remuthra on February 14, 2013, 06:00:01 am
I move 1 tile forward to the stump posts, then take cover and fire thrice.
Title: Re: Roll to D-Day: Turn 0.
Post by: miauw62 on February 14, 2013, 06:02:14 am
"POUR LA FRANCEEEE!"

I run to the nearest tank trap and take cover.

((I'm assuming that taking cover is done in the squares next to an object?))

If there is an object in or bordering your target square (which for you will be H7), and you take cover, I will assume it is using that object. If there is no object, it will be hard to find cover unless someone has a tool they can use to make a lil hole.
So, I can take at that tank trap with my 4 movement points?
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 06:05:18 am
"POUR LA FRANCEEEE!"

I run to the nearest tank trap and take cover.

((I'm assuming that taking cover is done in the squares next to an object?))

If there is an object in or bordering your target square (which for you will be H7), and you take cover, I will assume it is using that object. If there is no object, it will be hard to find cover unless someone has a tool they can use to make a lil hole.
So, I can take at that tank trap with my 4 movement points?

Nah, with only 4 to start with, and the water costing 2 to move through, you can get to E7 with one point left to use.
Title: Re: Roll to D-Day: Turn 0.
Post by: miauw62 on February 14, 2013, 06:07:54 am
"POUR LA FRANCEEEE!"

I run to the nearest tank trap and take cover.

((I'm assuming that taking cover is done in the squares next to an object?))

If there is an object in or bordering your target square (which for you will be H7), and you take cover, I will assume it is using that object. If there is no object, it will be hard to find cover unless someone has a tool they can use to make a lil hole.
So, I can take at that tank trap with my 4 movement points?

Nah, with only 4 to start with, and the water costing 2 to move through, you can get to E7 with one point left to use.
Alright, post editted.
Title: Re: Roll to D-Day: Turn 0.
Post by: werty892 on February 14, 2013, 06:48:37 am
Get out, deploy my mortar, and fire a smoke at the tank traps infront of our landing boats, so the machineguns at U 11/12 cant see us and aim.(More specifically, at I 13/14)
Title: Re: Roll to D-Day: Turn 0.
Post by: Freshmaniscoolman on February 14, 2013, 06:52:59 am
I follow miauw62.
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 07:19:59 am
I move 1 tile forward to the stump posts, then take cover and fire thrice.

What are you targetting?
Title: Re: Roll to D-Day: Turn 0.
Post by: TCM on February 14, 2013, 07:28:44 am
Can we move diagonally?
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 07:29:21 am
Yep. I had contemplated a hex map but my paint skills werent up to it.
Title: Re: Roll to D-Day: Turn 0.
Post by: TCM on February 14, 2013, 07:33:34 am
Advance to G7, take cover behind the tank trap.
Title: Re: Roll to D-Day: Turn 0.
Post by: mesor on February 14, 2013, 08:14:41 am
Move to square F15, look for a blast crater and take cover in it then scan the enemy fortifications and pick out as many soldiers I can with all remaining points, paying special attention for officers or enemy snipers.
Title: Re: Roll to D-Day: Turn 0.
Post by: Persus13 on February 14, 2013, 08:33:38 am
((I just realized I can't see the map. Is there some way you can upload it to tinypic or someplace?))
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 08:39:45 am
Will go update the Turn 0 map with a more suitable image sharer.

Edit: ok, done. Hope it works for you now.
Title: Re: Roll to D-Day: Turn 0.
Post by: Persus13 on February 14, 2013, 08:47:57 am
((That looks awesome!))

Jack grabbed his thompson before heading off the boat as fast as possible.

Get behind the stump post in F13

((will there be floating Shermans?)
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 08:54:08 am
There may be a few...  ;D
Title: Re: Roll to D-Day: Turn 0.
Post by: scapheap on February 14, 2013, 09:50:13 am
Take cover at F7. Look through scoop.
Title: Re: Roll to D-Day: Turn 0.
Post by: Remuthra on February 14, 2013, 12:55:35 pm
I move 1 tile forward to the stump posts, then take cover and fire thrice.

What are you targetting?
True enough.
Move forward one square to the stump posts, take cover, and use binoculars to look for good sniping targets. Then shoot anything that pokes it's head up with my 3 remaining movement points.
Title: Re: Roll to D-Day: Turn 0.
Post by: GreatWyrmGold on February 14, 2013, 06:10:53 pm
If one can take cover by tank traps:
Go to H11, take cover.
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 14, 2013, 06:34:47 pm
If one can take cover by tank traps:
Go to H11, take cover.

If one cannot:
Move to F13, take cover, and fire if possible.

One can do so. OP has details about the benefits of these (+2 to cover, no mines on them like other cover, can be blown up with difficulty)

Move list

PoH: Move to E4, take cover.

Miauw: Nearest stump post (E7) for cover.

Werty: Get out, deploy mortar, fire a smoke at tank traps so the machineguns at U 11/12 cant see deploying troops.

Freshman: follow miauw62.

TCM: Advance to G7, take cover behind the tank trap.

Mesor: Move to F15, look for a blast crater and take cover. Scan the enemy fortifications and pick out as many soldiers I can with all remaining points, paying special attention for officers or enemy snipers.

Persus: Get behind the stump post in F13

Scapheap: Take cover at F7. Look through scoop.

Remuthra: Move forward one square to the stump posts, take cover, and use binoculars to look for good sniping targets. Shoot anything that pokes it's head up with 3 remaining movement points.

GWG: Go to H11, take cover.

Pies: Run to stump post on F6-7 border, take cover

ggamer: get as far as I can until I hit the shore, then go prone and take cover not behind a stump trap

Turn 1 will be run and posted in around 8 hours - thats tomorrow morning by GMT. Anyone wishing to join can post a character as per the instructions in the OP ready for the second wave...

Spoiler: Wave 2 (click to show/hide)
Title: Re: Roll to D-Day: Turn 0.
Post by: Burnt Pies on February 14, 2013, 07:07:00 pm
Run to stump post on F6-7 border, take cover
Title: Re: Roll to D-Day: Turn 0.
Post by: ggamer on February 14, 2013, 07:15:27 pm
get as far as I can until I hit the shore, then go prone and take cover not behind a stump trap
Title: Re: Roll to D-Day: Turn 0.
Post by: TopHat on February 14, 2013, 07:20:00 pm
Character sheet for the second wave:
Spoiler (click to show/hide)
Title: Re: Roll to D-Day: Turn 0.
Post by: penguinofhonor on February 14, 2013, 09:07:09 pm
Last night I dreamed that this updated and the stump I was behind exploded. I really hope that doesn't come true.
Title: Re: Roll to D-Day: Turn 0.
Post by: werty892 on February 14, 2013, 09:11:59 pm
Now i'm gonna dream about my mortar exploding in my hands, igniting the flamethrower fuel, causing a massive explosion wiping out the entire landing party. AND ITS ALL YOUR FAULT  >:(

Spoiler (click to show/hide)
Title: Re: Roll to D-Day: Turn 0.
Post by: GreatWyrmGold on February 14, 2013, 11:23:50 pm
I'm probably going to dream about everyone else being killed.
Title: Re: Roll to D-Day: Turn 0.
Post by: scapheap on February 15, 2013, 03:47:38 am
I dream about playing FLT and then I woke up and remember I'm poor.
Title: Re: Roll to D-Day: Turn 0.
Post by: MonkeyHead on February 15, 2013, 04:15:58 am
All moves are in, I am running the turn. This might take a while.

Wave 2 list updated also.
Title: Re: Roll to D-Day: Turn 0.
Post by: TCM on February 15, 2013, 10:51:42 am
I had a dream where I went on a date with Morrigan from Darkstalkers.

No regrets.
Title: Re: Roll to D-Day: Turn 0.
Post by: GreatWyrmGold on February 15, 2013, 11:17:41 am
I had a dream where the game updated multiple times overnight and Captain Cooper somehow got supernatural powers instead of acting. I think he was a ghost or something.

It wasn't a high-priority dream.
Title: Re: Roll to D-Day: Turn 1.
Post by: MonkeyHead on February 15, 2013, 04:54:34 pm
Turn 1: 6.30AM

Capt. Jackson Gristle (PoH): Action - Move to E4, take cover

Capt. Gristle already knew that the German gunners would be targetting the ramps to get soldiers as they headed to the sand. As soon as te ramp dropped he sprinted with his head down into the shallow water (move roll:3), but stumbled and fell slightly short of the tank trap into the wet sand. In an effort to avoid any incoming fire he pressed himself down into the sand as best he could (cover roll: 5+1), making good use of the slope of the beach to keep his head and upper out of clear view. This doesnt quite prove to be enough though, as accurate and sustained rifle fire which kills many strikes him below the knee, causing a moderate wound.


Pvt. Antoine Dupré (Miauw): Move to nearest stump post (E7) for cover.

As the ramp hit the sand Antoine felt a flush of fresh rage go through him - how dare the Germans occupy his homeland - he would make them pay. Roaring at the top of his lungs he burst down the ramp onto the beachtowards the nearest cover (move roll: 1), but as his legs hit the water he fell flat forwards into the shallow water, taking a big lungful and leaving himself highly exposed.


Pvt. Tim White (werty):Get out, deploy mortar, fire a smoke at tank traps so the machineguns at U 11/12 cant see deploying troops.

Pvt. White was unfased by the unfolding chaos around him, and knew tat if he were to keep people out of sight, he would be keeping them alive. He calmly moved just next to the foot of the ramp (move roll: 5) and deployed his mortar (action: 5), before aiming a smoke shell at the tank traps further up the beach (attack roll:6). The shell sailed in a steep high arc and burst on the sand just infront of a cluster of traps half way up the beach, filling the air with think white smoke obscuring two of the German positions (no attacks from 68R or 68F for 3 turns).
 
Spoiler: Pvt. Tim White (werty) (click to show/hide)

Sgt. Johnston Ryan (Fresh):follow miauw62

Johnston sees Antoine bolt down the ramp, and elects to follow the enraged baker towards the line of stump posts (move roll:6). Antoine stumbles and falls heavily infront of him, but Sgt. Ryan nimbly jumps over him and reaches the foot of a stump post with supreme haste. (cover roll: 5+1+1) Kneeling behind it, Johnston is well covered from any incoming fire, ready to move further up the beach


Pvt. Hirisho Tsutome (TCM): Advance to G7, take cover behind the tank trap.

Filled with inner calm, Pvt. Tsutome moved down the ramp with haste towards a cluster of tank traps just ahead of Sgt. Ryan (move roll:4), stepping around the fallen baker flailng in the surf. (cover roll: 2+1-1+2) Throwing himself into the sand at the foot of a tank trap, Hirisho was able to find a satisfying amout of cover, ready to move when the order was given.


Pvt Kalam Merkhandar (Mesor): Move to F15, look for a blast crater and take cover. Scan the enemy fortifications and pick out as many soldiers I can with all remaining points, paying special attention for officers or enemy snipers.

The ramp fell, and down it Kalam ran. He wasnt yet interested in closing with the enemy: he could deal death from any safe spot, if he could find one. The line of stump posts provided the first suitable cover, so it was there he ran for (move roll:2). However, the ramp was wet with seawater and vomit, and Kalam slipped, losing his footing just before the line of stumps. (cover roll: 2) Using his forward momentum to press into the wet sand wasnt very successful, but some cover was better than none. From his prone position Kalam attempted to observe the 4 enemy emplacements (Actions: 4, 1, 3, 2), but due to the drifting smoke only 2 of them were visible. He shouted his observations to a nearby radio operator to relay to as many people on the beach as possible (data on enemy positions updated)


Sgt. Jack Stevens (Persus): Get behind the stump post in F13

"Thank god the craft cleared the water..." yelled Jack, "lets get clear of the ramp!"

Jack headed straight for the line of stump posts at a charge (move roll:4), and made himself small behind it to help protect himself from enemy fire (cover roll: 6+1). Here he was safe to contemplate where he would go next.


Capt. Jack Blues :Take cover at F7. Look through scoop.

"Get off the craft and find cover..." yelled jack, hitting the surf at a run (move roll: 1). Unfortunatley for Jack he didnt see the flat out form of Antoine until too late, and was sent sprawling into the wet sand just beyond the breakers. Rolling into the shadow cast by the post (cover roll: 2+1+1) offered the Capt enough cover to keep away from the worst of any incoming fire. From there he could use his scope to have a look at the enemy positions not obscured by a growing cloud of smoke (Action rolls: 1, 6, 4), and yelled his observations to a nearby radio man to be circulated (further intel, see below).


Pvt Mark Stevens(Remuthra): Move forward one square to the stump posts, take cover, and use binoculars to look for good sniping targets. Shoot anything that pokes it's head up with 3 remaining movement points.

(move roll: 4) Pvt Stevens move down the ramp in a sure footed manner, assuming a prone position (cover roll: 1+2) at the foot of a nearby post - however, in order to take aim, he did need to leave himself exposed...

That done, he used his binoculars to observe the enemy positions ahead (action: 5). Whilst directly infront was obscured by smoke, he could clearly make out a machine gun nest (U6) manned by an observer, a loader and a gun operator. All 3 presented nice targets.He took aim first at the gun operator (cover score:2 (sand bags) vs attack roll 4+1+1), hitting square in the chest. The badly wounded gunner would probably bleed out within the next few mins, and the observer took over his position while the loader tended to the wounded man All 3 moved to keep thier heads down now knowing a sniper was targetting them (cover: 4+2). Mark tried two more shots, (1+1+1 and 2+1+1) but both only found the sandbags. Still, one of the MG bunkers was supressed for now.


Capt Carl Cooper (GWG)Go to H11, take cover.

Capt Cooper felt pride at how his rangers were deploying. He knew that if he were to keep them keen to fight, he would need to lead by example. With a cry of "RANGERS! ON ME!" he sprinted down the ramp looking to take cover at a set of tank traps 20m or so ahead of the landing craft (move roll: 4). Carl slammed into the sand under one of the traps as the smoke round burst (cover roll: 2+2), waiting for his Rangers to hit the beach with him.


Run to stump post on F6-7 border, take cover

Pvt. Cooper was one of the last of the 1st Infantry to hit the beach, but he wasted no time in moving once he hit the ramp. He too was heading for the line of stump posts before moving any further. (move roll: 5) Moving with nimble haste he picked his way around the prone men past the foot of a crowded stump post (Cover: 4+2+1), where the Capt. was assembling men ready to move further up the beach... it was a good thing Pvt Cooper was well covered as the air around him was soon whistling with a barrage of rifle fire, pinning him in position.


Pvt John Willard (ggamer): get as far as I can until I hit the shore, then go prone and take cover not behind a stump trap

Pvt Willard saw Pvt Cooper just ahead of him nimbly pick his way over the soft sand, and thought it would be a great idea to follow him (move roll: 2). Alas, carrying the .50 cal meant that he could not match the young soldier for fleetness of foot and fell in the sand short of the cover of the tank treads. Instinctivly he hunkered down into the sand, trying his best to keep his head down (Cover: 6+1), finding a natural depression keeping him well hidden for now.


German Moves

Bunker 66F (Well scouted)

At least one squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF)
1 MG nest, dying gunner (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on targets 10 tiles or more - deadly MG (-2 to all rolls due to dead gunner), supressed)

The riflemen in 66F open fire on the cluster of men in F7 (Attack roll: 4+2). The fire is accurate and true and drops many men, but
Pvt Cooper is well covered and a number of rounds thunk into his cover. The soldiers in the MG bunker are quite sensibly keeping thier heads down.

Bunker 66R (Well scouted)

x1 88mm flak + crew (abundant ammo, +6 attack up to 8 tiles, +4 attack up to 12 tiles: good RoF, innacurate but lethal)
At least 1 squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF)
x2 MG nest (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on target 10 tiles or more - deadly MG)

The flak gun is being re-aimed down towards the beach, and will be ready for use by turn 3.
The 6 riflemen target the infantry disembarking in E4 (Attack: 6+1). Highly accurate fire rains down on Capt Gristle, who despite being well covered takes a round in the lower leg. This is a better fate than many of the green recruits of the 29th, who are killed by the accurate and sustained fire.
The MG nests hold thier fire this turn, waiting for targets to close into range.

Bunker 68F (unscouted)

? ? ?
? ? ?
? ? ?
? ? ?

The thick smoke prevents any attacks from 68F, and will do so for 3 turns.

Bunker 68R (unscouted)

? ? ?
? ? ?
? ? ?

The thick smoke prevents any attacks from 68R, and will do so for 3 turns.

Map

(http://i.imgur.com/FiX0AkJ.png)

((It took me a LOT longer to run that turn than I anticipated!! Some solid cover rolls and the early use of the smokescreen has meant I havent been able to thin out your numbers yet, but one wounded, one supressed and one drowning isn't bad for turn 1. Get your second moves in people.))

Spoiler: Lest We Forget... (click to show/hide)

Wave 2:



Title: Re: Roll to D-Day: Turn 1 done.
Post by: miauw62 on February 15, 2013, 04:58:49 pm
((Am I the only one left behind in the water? Oh god, dat mental image.))
Embrace the water and die Run forward to the tank traps and take cover!
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:00:25 pm
Is it possible to recover guns, since apparently I don't get any opportunity to ammo scavenge for my Tokarev?

Move forward 3 squares, take cover, scout, and fortify my position.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:05:34 pm
You can scavenge as an action, yes. If there are dead or wounded units in the square (such as the two targetted in the first turn), you will almost certainly find some standard issue kit, or you could scavenge from dead Germans, if you get close to any!
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Burnt Pies on February 15, 2013, 05:06:54 pm
Does falling over in the water mean that Miauw's Baguette is now waterlogged and rapidly softening?


And does being suppressed mean I can't fire back?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: penguinofhonor on February 15, 2013, 05:07:48 pm
I'm the only one injured. Ow.

Are there any medics? I attempt to advance to the stump post in F5 and take cover behind it, then call for medics in my squad. I'm not sure if much can be done about my leg, but anything to help me move a bit would be nice.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: GreatWyrmGold on February 15, 2013, 05:08:11 pm
I just noticed that two of the characters are surnamed Cooper.

Anyways.

"Rangers! Take cover and advance!"

Try to locate an easy target to shoot--maybe one of the machine gunners?--then take careful aim and fire. Wait for the others to catch up.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: mesor on February 15, 2013, 05:10:58 pm
Get into better cover, start firing with my sniper rifle targetting the crew of the flak gun. Look for any stashes of ammo or explosives near the bunkers.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:11:24 pm
One more thing.
Does the ammo count include the clip currently loaded in the clips, or is it the currently loaded clip plus the others?
Do I have 17 bullets or 27?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:13:01 pm
Does falling over in the water mean that Miauw's Baguette is now waterlogged and rapidly softening?


And does being suppressed mean I can't fire back?

Lets assume it is wrapped safe in a plastic bag, like most rifles were that day.

Sure you can fire, with no specific penalty. Doesnt mean you wont get shot at again mind you.

I'm the only one injured. Ow.

Are there any medics? I attempt to advance to the stump post in F5 and take cover behind it, then call for medics in my squad. I'm not sure if much can be done about my leg, but anything to help me move a bit would be nice.

I was hoping someone might elect to play as one, alas, nobody did. I will roll for it as an action, though cant promise the outcome will be positive. You like morphine much?

One more thing.
Does the ammo count include the clip currently loaded in the clips, or is it the currently loaded clip plus the others?
Do I have 17 bullets or 27?

27. 7 in the clip loaded, and 20 in unloaded clips.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: werty892 on February 15, 2013, 05:13:20 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE
Title: Re: Roll to D-Day: Turn 1 done.
Post by: penguinofhonor on February 15, 2013, 05:14:15 pm
I was hoping someone might elect to play as one, alas, nobody did. I will roll for it as an action, though cant promise the outcome will be positive. You like morphine much?

Heck yeah, that's the best I could have hoped for. We'll worry about addiction after the battle.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:14:47 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...
Title: Re: Roll to D-Day: Turn 1 done.
Post by: werty892 on February 15, 2013, 05:16:49 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...

By then I intend to have blown up said MG Nests with my mortar.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:17:51 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...
At least I can take them from here.
Only one with an actual sniper rifle for some reason.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:19:41 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...
At least I can take them from here.
Only one with an actual sniper rifle for some reason.

Nah, the M-1 (scoped) and Enfield are decent sniper rifles too - people are prioritising cover over killing at the moment.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:20:45 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...
At least I can take them from here.
Only one with an actual sniper rifle for some reason.

Nah, the M-1 (scoped) and Enfield are decent sniper rifles too - people are prioritising cover over killing at the moment.
They don't count, because they don't say sniper rifle :P
Title: Re: Roll to D-Day: Turn 1 done.
Post by: werty892 on February 15, 2013, 05:24:42 pm
Awwww yeah. You can thank me for your lives later guys :P

Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

EDIT:FUCKING NINJAS EVERYWHERE

Heh, the smoke will be gone by the time you are all in MG range...
At least I can take them from here.
Only one with an actual sniper rifle for some reason.

Nah, the M-1 (scoped) and Enfield are decent sniper rifles too - people are prioritising cover over killing at the moment.
They don't count, because they don't say sniper rifle :P

Oh stop debating technicalities.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:46:26 pm
Turn 2 moves so far:

Miauw: Get out of the water, Run forward to the tank traps and take cover!

Remuthra: Move forward 3 squares, take cover, scout 66R (take out flak operator?), and fortify my position.

GWG: Try to locate an easy target to shoot--maybe one of the machine gunners?--then take careful aim and fire. Wait for the others to catch up.

Mesor: Get into better cover, start firing with my sniper rifle targetting the crew of the flak gun. Look for any stashes of ammo or explosives near the bunkers.

Werty: Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

PoH: Attempt to advance to the stump post in F5 and take cover behind it, then call for medics in my squad.

ggamer: Move to the tank traps once the hail of bullets dies down and take cover

Scapheap: Move up to the tank traps(I5) and fire a shot at 66F's riflemen.

TCM: Sprint to Belgian Wall closest to G7 and take cover behind it. Use any remaining movement points to see if there any spare German infantry besides those in the machine gun nests coming our way.

Persus: Charge to the Belgian gate on K12 and take cover behind it

Pies: If I can stay in cover while returning fire, I'll shoot off 3 bursts at the riflemen who shot at me. Otherwise, I'll just stay where I am.

Fresh: Waiting



Title: Re: Roll to D-Day: Turn 1 done.
Post by: TopHat on February 15, 2013, 05:46:58 pm
Just out of interest, when will the second wave hit the beach?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:48:26 pm
Just out of interest, when will the second wave hit the beach?

The second wave landed between 5 and 10 mins after the first. So, turn 4 at the latest.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:48:54 pm
Just out of interest, when will the second wave hit the beach?
Is there a system to requisition things for the next waves? Like ammo drops or fire support?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: mesor on February 15, 2013, 05:51:34 pm
No ammo drops on D-day, scavenge from the dead.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:52:31 pm
AFAIK no such thing was done while troops were on the beach - the place was too crowded for fire support (the inital bombardments were overshot due to fears of hitting allied troops), and its not as if ammo or gear was in short supply all over the place. Without wanting to give away too much, the second wave contained a greater concentration of engineers (with thier explosives and heavy weapons) to clear the beach for tanks and self propelled guns, which were in the third wave.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 05:53:38 pm
AFAIK no such thing was done while troops were on the beach - the place was too crowded for fire support (the inital bombardments were overshot due to fears of hitting allied troops), and its not as if ammo or gear was in short supply all over the place. Without wanting to give away too much, the second wave contained a greater concentration of engineers (with thier explosives and heavy weapons) to clear the beach for tanks and self propelled guns, which were in the third wave.
Does that mean we can play as a tank operator in the third wave?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 05:55:19 pm
Maybe...  :P
Title: Re: Roll to D-Day: Turn 1 done.
Post by: werty892 on February 15, 2013, 06:02:47 pm
Is D day gonna be it? After we take the objective, what next?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 06:04:43 pm
Oh, I have plans. Consider this a very rigorous test/shakedown of the system I have put together. There are plenty of other WW2 battles that could be used...
Title: Re: Roll to D-Day: Turn 1 done.
Post by: ggamer on February 15, 2013, 06:04:45 pm
ебать! At least I found cover, I guess.

Move to the tank traps once the hail of bullets dies down and take cover
Title: Re: Roll to D-Day: Turn 1 done.
Post by: JacenHanLovesLegos on February 15, 2013, 06:09:17 pm
Spoiler: Character sheet (click to show/hide)

I ran an airborne RTD like this once, unfortunately, I'm better at playing RTD's than running them.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: scapheap on February 15, 2013, 06:38:10 pm
Move up to the tank traps(I5) and fire a shot at 66F's riflemen.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 06:51:39 pm
I'll focus my scouting on 66F, by the way.
Hopefully I can pick off that Flak Cannon Operator.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 07:22:35 pm
I'll focus my scouting on 66F, by the way.
Hopefully I can pick off that Flak Cannon Operator.

You mean installation 66R, right?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 07:24:45 pm
I'll focus my scouting on 66F, by the way.
Hopefully I can pick off that Flak Cannon Operator.

You mean installation 66R, right?
*sigh*
I even checked to make sure I said the right one.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 15, 2013, 07:30:12 pm
Blame British intelligence and thier less than clear system for naming the bunkers.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: JacenHanLovesLegos on February 15, 2013, 07:47:37 pm
Could you make the distinction between the players and stump posts on the map more clear? They are practically indistinguishable for me.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: TCM on February 15, 2013, 07:52:43 pm
Sprint to Belgian Wall closest to G7 and take cover behind it. Use any remaining movement points to see if there any spare German infantry besides those in the machine gun nests coming our way.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: borno on February 15, 2013, 08:30:16 pm
Name: Private Ryan Hemsworth
Age: 30
Division: 1st Division
Gear: Standard M-1943 uniform, M1 Carbine with an average amount of clips, M1911 Colt pistol with 5 clips, 3x Mk 2 grenades, Ka-Bar knife, and a first aid kit.
Short Bio: Ryan didn't really like his childhood. His parents forced him into the medical business, both being doctors themselves. AFter some time, Ryan had decide he had had enough, and had ran away to join the army. When he had arrived though, he noticed that they were in need of more medics. So, he decided to sign up as a medic instead of a simple solider.
((Did someone order a doctor?))
Title: Re: Roll to D-Day: Turn 1 done.
Post by: werty892 on February 15, 2013, 08:31:06 pm
Name: Private Ryan Hemsworth
Age: 30
Division: 1st Division
Gear: Standard M-1943 uniform, M1 Carbine with an average amount of clips, M1911 Colt pistol with 5 clips, 3x Mk 2 grenades, Ka-Bar knife, and a first aid kit.
Short Bio: Ryan didn't really like his childhood. His parents forced him into the medical business, both being doctors themselves. AFter some time, Ryan had decide he had had enough, and had ran away to join the army. When he had arrived though, he noticed that they were in need of more medics. So, he decided to sign up as a medic instead of a simple solider.
((Did someone order a doctor?))

I ordered a pizza, what is this?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: penguinofhonor on February 15, 2013, 08:33:37 pm
Could you make the distinction between the players and stump posts on the map more clear? They are practically indistinguishable for me.

Oh colorblindness. A minute of research suggests making the symbols different would be a better solution here than finding different colors.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: TCM on February 15, 2013, 08:43:51 pm
For things that are easily blown up, do you have to use an explosive to make them blow up or will shooting them enough times work?
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Remuthra on February 15, 2013, 08:48:06 pm
Just throwing in a spare character sheet for me to pull up when I off it.

Spoiler (click to show/hide)
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Persus13 on February 15, 2013, 08:58:40 pm
Sergeant Stevens took stock of the situation. "Well my gun is useless until I get in close, and my bangalore torpedos are useless till I get to the shingle line. I better keeping moving forward under the smoke cover until I get to that shingle line."

Charge to the Belgian gate on K12 and take cover behind it
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Burnt Pies on February 15, 2013, 09:18:44 pm
If I can stay in cover while returning fire, I'll shoot off 3 bursts at the riflemen who shot at me. Otherwise, I'll just stay where I am.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: GreatWyrmGold on February 15, 2013, 09:50:45 pm
Could you make the distinction between the players and stump posts on the map more clear? They are practically indistinguishable for me.
My Sherlock Holmes powers tell me you are R-G colorblind.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: JacenHanLovesLegos on February 15, 2013, 11:24:32 pm
Could you make the distinction between the players and stump posts on the map more clear? They are practically indistinguishable for me.
My Sherlock Holmes powers tell me you are R-G colorblind.
I figured that had something to do with it.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: miauw62 on February 16, 2013, 05:58:42 am
Spoiler: Character sheet (click to show/hide)

I ran an airborne RTD like this once, unfortunately, I'm better at playing RTD's than running them.
/me Airborne/Vanguard-fives Jacen.

E: It would actually be really nice if I were killed. I have a great (but by no means original) idea that would very much fit the second wave. But I guess my character would enjoy being in a tank too.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 16, 2013, 05:59:34 am
Could you make the distinction between the players and stump posts on the map more clear? They are practically indistinguishable for me.

Next map I shall experiment with a different symbol for soldiers. Sorry!

Updating move list.

Will add the 2 extra characters to the wave 2 waitlist in the next update.

Hopefully I can run turn two this evening. Only waiting on Freshman...

Quote
For things that are easily blown up, do you have to use an explosive to make them blow up or will shooting them enough times work?

Most small arms fire will not damage most things. Explosions will destroy most objects and cover, as will the 88mm flak and other heavier weapons, dependant on rolls of course.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: MonkeyHead on February 16, 2013, 04:39:16 pm
Spoiler: Character sheet (click to show/hide)

I ran an airborne RTD like this once, unfortunately, I'm better at playing RTD's than running them.
/me Airborne/Vanguard-fives Jacen.

E: It would actually be really nice if I were killed. I have a great (but by no means original) idea that would very much fit the second wave. But I guess my character would enjoy being in a tank too.

You may very well get your wish.

I will give Freshman until tomorrow morning to post thier move, then run the turn with our without them.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: mesor on February 16, 2013, 04:43:46 pm
Damn thats actually sounding quite good, though paratroopers were not used on the beaches they deployed much further in land to cut supply lines and ambush or slow down reinforcements long enough to let the landing troops secure a beachead so airborne is not a great fit on this.

But maybe you could use that and if they fail then the defenders on the beach are reinforced or something similar.
Although that doesn't speak very well for my chances of survival.

As for tanks, thats going to be very interesting if he rolls a 1.... though not in a good way.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: Persus13 on February 16, 2013, 06:34:05 pm
An airborne RTD would be pretty cool. It would be interesting because everyone would be split up and would need to regroup.
Title: Re: Roll to D-Day: Turn 1 done.
Post by: miauw62 on February 17, 2013, 04:59:46 am
And rolls to determine wether the plane crashes or not, and then survival rolls. Stuck in enemy territory, anyone?
Title: Re: Roll to D-Day: Turn 2.
Post by: MonkeyHead on February 17, 2013, 09:33:44 am
Turn 2: 6.32 AM

Miauw: Get out of the water, Run forward to the tank traps and take cover!
(movement roll:5) After flailing his arms and legs wildly in the surf, Antoine finally was able to first get to his knees, retched loudly and then onto his feet. From there he ran towards the tank traps 20 m or so ahead of him, where many of his squadmates had already found cover (cover roll: 2+2+1).


Remuthra: Move forward 3 squares, take cover, scout 66R (take out flak operator?), and fortify my position.

(movement roll: 4) Crawling on his belly, Pvt Stevens made good progress up the beach from behind his posts to the next sensible cover - a cluster of steel tank traps (cover roll: 5+2). Staying prone beneath these gave him some relative saftey to observe the furthest enemy position in some saftey (action roll:6). He could clerly make out the gun crew in his scope, frantically moving the flak cannon into firing position, and the gun operator was alrwady seated and exposed, so Pvt Stevens wasted no time in trying a shot (Attack:2+1+1). WHilst the shot was accurate and true, one of the support crew from the gun stepped infront of the gunner at the last moment, taking the round in the neck, dying instantly. This alerted the rest of the crew, who clearly started to keep thier heads down while continuing to move the gun. This done, Stevens then looked to use his hands to form a small sandbank to hide behind (Action: 3), though this gave little in the way of real protection compared to the steel structure he was under.


GWG: Try to locate an easy target to shoot--maybe one of the machine gunners?--then take careful aim and fire. Wait for the others to catch up.
Already ahead of his men, Capt Cooper decided it was time to return fire (new cover score = 3). Looking further up the beach he could see that from this range he was most likely to be able to worry the machine gun nests up on the cliff (AA4), even if the carbine he carried wasnt the best wepon for hitting from a range of over 100m. In a series of 5 short bursts he spent a whole clip at his target before swapping the empty one for a full one (attack: 1-2+2), but the semi automaitc fire did not register a single hit on the nests. Still, the sight of thier captain unleashing fury would no doubt do his men some good.


Mesor: Get into better cover, start firing with my sniper rifle targetting the crew of the flak gun. Look for any stashes of ammo or explosives near the bunkers.
Pvt Merkhander slowly edged forward (move roll: 4) from his sand hole to the base of a stump post (cover roll: 4+1+1) where his suit allwed him to belnd in very well with a knot of seaweed and driftwood. From here he took aim at the crew of the flak gun, seeing one of thier number drop in a spray of blood. (Attack roll: 4+1) Squeezing off 3 rounds in succession Kalam was able to take down the soldier who appeared to be the loader and one assistant operator busy rotating the cannon. 3 of the 7 man crew were now out of action, and nearby riflemen rushed to take up the spaces left by thier dead comrades. Pleased by his contribution, Kalam looked to see if any explosive material was near the rear bunker (action: 3), but all he could make out before the sand sprayed up by incoming fire was multiple crates of 88mm ammo stacked along one edge of the concrete bunker.


Werty: Grab Mortar, move to tank trap, and take cover. If possible, deploy it.

Feeling pleased at the results of the smoke round, Pvt White heaved the mortar back onto his shoulders (back to 4 moves...) before getting his ass into cover under tank traps further up the beach (move roll:4). Breathing heavily thanks to all his heavy gear he fell into the sand next to his Captain, who was busy reloading his carbine (cover roll: 3). It was tricky for the big guy loaded up with gear to keep himself behind the tank traps...

Spoiler: Pvt. Tim White (werty) (click to show/hide)

PoH: Attempt to advance to the stump post in F5 and take cover behind it, then call for medics in my squad.

With blood slowly oozing from his leg wound, Jackson gritted his teeth and crawled along the sand to a nearby post (move roll: 2). He did not get very far however before needing to stop due to the pain, and lay onto his back, calling "MEDIC!!" (action roll: 6). Almost before he had finished yelling, one was upon him, examining his leg. "Messy flesh wound Sir! Looks and feels worse than it is. I have bound it to stop the bleeding, and give you a small shot of morphine to dull the pain. Better get up the beach though sir!"


ggamer: Move to the tank traps once the hail of bullets dies down and take cover
During a lull while the riflemen in the bunker reloaded, Pvt Willard (move roll:5) squirmed forwards beneath the tank traps a few metres ahead of him and hunkered down (4+1), waiting for the firing to resume, dreading what would happen next if someone didnt start getting the enemies heads down.


Scapheap: Move up to the tank traps(I5) and fire a shot at 66F's riflemen.
Capt Blues (move roll: 4) cautiously crawled over the open sand, rifle rounds whistling above his head. "Ill make you bastards pay..." he whispered to himself, hunkering down under a tank trap (cover: 1+2+1), taking aim at the riflemen firing from 66F (attack roll: 3+1). His shot smashed the wrist of one of the riflemen apart, who sunk out of view in agony, but his squadmates barely noticed and kept up thier firing. (Cover score: 4-2)...

Incoming fire from up on the cliff thunks into the sand all around him, and Capt blues begins to feel very trapped.


TCM: Sprint to Belgian Wall closest to G7 and take cover behind it. Use any remaining movement points to see if there any spare German infantry besides those in the machine gun nests coming our way.

(move roll: 2) Rushing to his feet, Hirisho started to sprint to the large belgian gate 15 or so metres away. Unfortunatley for him the loose sand beneath his feet was far from an ideal running surface, and he fell into the sand halfway between his starting point and his desired destination, (cover roll: 2-1+1) lacking anything in the way of meaningful cover. (action: 4) From there though he had a clear veiw of at least one squadron of riflemen rushing from the village to take up position in the trench covering the exit from the beach - they did look as if someone had rushed them from thier beds though. Further observation was made impossible as a burst of machineun fire thunked into the sand in front of him, scattering sand and making Pvt Tsutome bury his head into the ground.


Persus: Charge to the Belgian gate on K12 and take cover behind it
(Move roll: 4) Seeing men all over the beach advance, Sgt Stevens was not about to let them get all the glory. Recklessly charging ahead he made good time to a belgian gate half way up the beach, still protected by the thick smoke. (cover roll: 4+2) The sturdy structure of the gate provided ample cover against incoming rounds.


Pies: If I can stay in cover while returning fire, I'll shoot off 3 bursts at the riflemen who shot at me. Otherwise, I'll just stay where I am.
(Cover score retained: 7) Keeping safley pressed against the post, Pvt Cooper returned fire at the riflemen in 66F. He squeezed off 3 bursts in rapid succession (Attack rolls: 4-2, 1-2, 3-2), but at this range the BAR didnt have the accuracy to do much more than slam rounds into the concrete houing. A lull in the firing while the enemy reloaded meant that Pvt Cooper was no longer pinned down...


Fresh: No move
As the chaos unfolded on the beach around him, Sgt Ryan remained forzen to the spot in fear - what the hell was he doing here? (cover roll of 7 retained)


German Moves

Bunker 66F (Well scouted)
At least one squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF): Reloading, minor casualties.
1 MG nest, dead gunner (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on targets 10 tiles or more - deadly MG (-2 to all rolls due to dead gunner), supressed)

The riflemen in 66F spend this turn reloading the stripper clips on thier 98K rifles.

The soldiers in the MG bunker spot the isolated and exposed soldier in J7, and rattle off a burst of fire at him (Attack roll: 2-2-2), but the replacement gunner shows his lack of time behind the trigger, and the speculative fire falls way short of its target, kicking up bursts of sand.

Bunker 66R (Well scouted)
x1 88mm flak + crew (abundant ammo stacked alongside bunker, +6 attack up to 8 tiles, +4 attack up to 12 tiles: good RoF, innacurate but lethal): light losses, replaced by riflemen.
At least 1 squad of riflemen (Karabiner 98k, abundant ammo, +1 to 8 tile or more targets, not great RoF)
x2 MG nest (MG42, abundant ammo, +5 on targets 6 tiles or less, -3 on target 10 tiles or more - deadly MG)

The flak gun is being re-aimed down towards the beach despite losses, and will be ready for use by turn 3. It will have a minor penalty to RoF due to a dead loader.

The riflemen target the forward infantry in I5. Capt Blues has exposed himself in order to take shots of his own. However, the long rage fire (roll: 1+1-1) is innacurate and only succeeds in pinning Capt Blues from moving next turn.

The MG nests have lost patience with waiting for troops to come into range, and both take long range potshots at E7/F7. (attack rolls: (1-3, 2-3). Both gunners overestimate the range and do not allow for thier elevation, and all thier fire splashes into the sea behind the assaulting troops.

Bunker 68F (unscouted)

? ? ?
? ? ?
? ? ?
? ? ?

The thick smoke prevents any attacks from 68F, and will do so for 2 more turns.

Bunker 68R (unscouted)

? ? ?
? ? ?
? ? ?

The thick smoke prevents any attacks from 68R, and will do so for 2 more turns.

The approx 1 rifle squad en route from the village will reach the trench and join combat next turn.

Map:

(http://i.imgur.com/oxoory6.png)

((Damn RNG giving me dissapointing rolls for my beach defenders... and that god damn smoke putting half my units out of action. CURSE YOU!))

Spoiler: Lest We Forget... (click to show/hide)

Wave 2 waitlist: hitting the beach on turn 4 are:




Your move.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Remuthra on February 17, 2013, 09:43:09 am
Attempt to again augment cover, this will make a good sniper position.
Again attempt to kill the flak operator.
Scout the en route riflemen, and use remaining actions to fire upon their exposed selves.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: scapheap on February 17, 2013, 09:43:44 am
Keep in cover, taking potshots at the riflemen at 66F
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Burnt Pies on February 17, 2013, 09:45:51 am
Run to I8 and take cover behind a Tank Trap! If any movement points remain, fire off a burst at 66F's Rifle Squad
Title: Re: Roll to D-Day: Turn 2 up.
Post by: mesor on February 17, 2013, 10:38:14 am
Fire a round into the central box of ammo then continue killing anybody who is touching the flak gun.

(( Come on lucky roll set off the ammo, a few thousand rounds flying out in all directions would be lovely. ))
Title: Re: Roll to D-Day: Turn 2 up.
Post by: miauw62 on February 17, 2013, 10:46:00 am
Move up to the Belgian Gate in K7 and take cover. If I have any movement points left, try to snipe somebody in 66F.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Persus13 on February 17, 2013, 11:16:40 am
Continue to advance to the tank trap in Q12. Give motivating speech to Ranger privates (that gives them a plus 1 to movement or something).

"Come on Rangers. We are expected to lead the way off this beach. Get up here while the smoke lasts"
Title: Re: Roll to D-Day: Turn 2 up.
Post by: TCM on February 17, 2013, 11:29:46 am
Stand ground in the open and fire a 5-shot burst at 66F before getting to the Belgian Wall at K6. Then watch 66F, and give info on their locations to Pvt. Antonie Dupré if he makes it to the wall.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: ggamer on February 17, 2013, 01:07:10 pm
Set up my browning, start suppressing the MG nest at 66F
Title: Re: Roll to D-Day: Turn 2 up.
Post by: penguinofhonor on February 17, 2013, 06:20:59 pm
I advance to H5. If there are any stump posts within 4 tiles that don't have allied soldiers within their blast radius, I shoot the mine off one. Gotta make a place for the tanks to get through when they get here. Then I take cover. If there isn't a stump post that I can safely shoot, I just move and take cover.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: GreatWyrmGold on February 18, 2013, 12:20:31 pm
Advance to M11, take cover.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Remuthra on February 18, 2013, 12:22:44 pm
2 people left, I believe.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: JacenHanLovesLegos on February 20, 2013, 06:00:39 pm
I know this is a bit of a bump, but in case this get's rolling again, I'd like you to keep my character in the waitlist, cause I won't be able to play for about two and half weeks due to IRL reasons.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: werty892 on February 22, 2013, 11:17:39 am
Smoke OP  :P

Move to the Belgian gate at K12, take cover, and deploy the mortar.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Persus13 on February 23, 2013, 10:37:54 pm
Is this still alive?
Title: Re: Roll to D-Day: Turn 2 up.
Post by: Remuthra on February 23, 2013, 10:39:26 pm
Is this still alive?
We're missing one person, I think that may be all it is.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: MonkeyHead on February 24, 2013, 03:36:13 am
Is this still alive?

Dont expect any updates in the near future sorry - laptop issues (see sig) are making my internet access very limited.
Title: Re: Roll to D-Day: Turn 2 up.
Post by: werty892 on February 25, 2013, 12:27:15 pm
Is this still alive?

Dont expect any updates in the near future sorry - laptop issues (see sig) are making my internet access very limited.

Awwwwww. This is pretty sweet.