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Messages - Knave

Pages: 1 ... 89 90 [91] 92 93 ... 131
1351
Sure thatll be fine not what I intended but that'll be fine

Sorry, I was just trying to clarify what you wanted to play. Could you explain it in a bit of detail?

1352
This is not the w40k universe we all know and love, don't assume anything! That includes commbeads :)

That being said:
3 people have stated they would rather have option A. but there are only 2 votes for it on the poll. Seems the group is leaning towards A though. So if that's what the group prefers I'll give the sgts comm units and next match I'll take out most of the radiomen.

" Understood holding off assualt on village just getting into position for the assualt me, and my men will also check the paddies before setting up perimeter."

@Adwarf, if you've changed your orders, please edit your turn orders so I can tell what you'll be doing, otherwise I'll stick with what you have put originally.

Could I be an overall operation commander, taking logistics and such. These guys get sent on any major operation I devise or if I can't update just be on a patrol?

You'd like to come up with the missions?

1353
Hmm, okay I have a question for you guys now!

In Charlie Company the only way to talk between squads is to physically have your character beside another character or by using a radio man. However it seems you guys are under the impression that everyone has squad radios, which I was not really intending but I don't want to come down on you guys too hard if you'd prefer it this way instead of sending runners to one another with status reports.

So I suppose I need you guys to vote!

Option A: Each Squad has a Squad radio to talk and relate objectives between each other. This makes for much easier communication for everyone and decreases the difficulty/chaotic nature of the battle.

Obtion B: Only Squads with a radioman may use Squad communications. This will tie up one radioman for the turn. Requiring another one to talk with HQ. Squads with no Radiomen will have to send/receive a runner from another squad before they can get new orders. This option is more in keeping with the original Charlie Company and increases the difficulty of the game. Players will be responsible for not meta gaming about events they have not seen/been informed about!

Let me know what you gents want, and i'll put up a poll!

1354
Play With Your Buddies / Re: Let's Play Aurora Together
« on: June 14, 2011, 03:43:34 pm »
The Scourge? Space Illuminati? Intastella lawmakers!?

What sort of twisted earth do we live on!? :P

1355
Other Games / Re: Starfarer Giveaway Extravaganza Competition
« on: June 14, 2011, 03:40:55 pm »
argh!!
Quote
17. Knave

So close, yet so far! :P

Ah well, congrats to all you winners! Guess I'll have to get the money to buy it on my own :D

EDIT and extra special thanks to mendonca and alex for making it all possible!!!!

1356
I always thought the Black Lords were pretty cool as thugs. kit him nicely and he could be half-way decent!

1357
Other Games / Re: Starfarer Giveaway Extravaganza Competition
« on: June 14, 2011, 03:13:58 pm »
gl everyone!

1358
Quote
Squad: The one I'm in?

Weapons Squad :)

1359
Oh no! Our glorious armies, now nothing but corpses for their unholy army!

As far as commander names... if Knave appeared as some sort of Commander unit that would be pretty cool  :P

As far as prophet votes, do we have a list of candidates? Kiron maybe?

1360
I'm wondering whether I should purge the weak right now to avoid being slowed down...

Well as resident commisar you're free to go purging as you see fit. But keep in mind your character wouldn't know much about what is happening to Squad 1 other than someone called for a medic. You're free to detach to run over and investigate if you like though!

im wondering if thismelta can start an forest fire ...

Well I don't have any rules on forest fires per-say, but I'm sure I can 'cook' something up if it happens. At this point there would be little reason to intentionally starting a fire and I would expect both your squad leader and the Lt. to be rather cross if you started burning the forest that you're currently walking through. :)

1361
Turn 3 Results

14:39 Earth Standard



Weapons Squad, having dispatched the unknown man, moved forward again. Once more another shot rings out from the Northeast ((This sniper really needs more training)), but once more no one was able to spot the starting point of the sniper.

As HQ gave orders for Sgt. Lisk and his RTO to detach, they edged themselves to the edge of the woods in from of objective Foxtrot. They could be occupying their new HQ in less than a minute now. (Roll: ?) The platoon Sergeant glances over at Lt. Arnam, "Did you hear that?"

On their right flank Squad Two makes progress through the thick woods. (Roll: ?) Was that a branch snapping? Behind you perhaps? It's hard to tell with the intermittent gunfire and shouts, not to mention the boots of your own troops.

Squad 3 makes it way to the next swamp rice paddy, boots now sufficiently soaked. (Roll: ?) This one pretty empty too.

Squad 1 continues to make good progress, now outdistancing the other squads. As they begin to clear the tree line before reaching Bravo,(Roll: 2,7 = 1 pass, 1 fail) Sgt. Wulfric narrowly avoids stepping on a sharpened stake before being distracted by a bone-crunching snap behind him followed by the screams of one of the privates. “My leg!” he shouts. It seems he's stepped in a crude bear-trap-like device, with large down-turned nails to keep the soldier firmly in place. The wound is bleeding profusely and something might be broken. The man beside him quickly yells “Medic!” at the top of his lungs. He is seriously wounded and needs attention.

((The injured trooper will need medical attention to stabilize his wound. Every turn he doesn't receive attention there will be a chance that the soldier will die. Injured troops can be carried at half speed by 1 man, or full speed by 2. You can carry the man back yourself, or if you can get to a radio, or send a man to get a radio you can request the LT. To send for a med-evac.))

1362
Forum Games and Roleplaying / Re: The Outpost - Dawn of a new colony
« on: June 14, 2011, 11:34:09 am »
We could send what ore we have back immediately (18 units?) and ask for some wood informing them that it will be used to make a mine and increase ore mining rates!

1363
Other Games / Re: Starfarer Giveaway Extravaganza Competition
« on: June 14, 2011, 11:28:28 am »
I believe it's 16:00 forum time or 4pm actually!

1364
Other Games / Re: Starfarer Giveaway Extravaganza Competition
« on: June 14, 2011, 11:20:20 am »
Wow 10 copies? I like my odds! Serious thanks for being so generous!

Only a few more hours people, very little work for the chance to win a free game! :)
Knowing my odds, I'm not getting it. Been in like, 10 contests, and I'm always the bottom 10.
How much longer?

I knew having typed that, I have ruined my chance to actually win, but there will be 10 other lucky folk who will enjoy the game :P

By my count we have less than 5 hours now... I think.

1365
Other Games / Re: Starfarer Giveaway Extravaganza Competition
« on: June 14, 2011, 10:41:50 am »
Wow 10 copies? I like my odds! Serious thanks for being so generous!

Only a few more hours people, very little work for the chance to win a free game! :)

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