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Author Topic: Roll to D-Day: Turn 2 up.  (Read 10602 times)

Remuthra

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Re: Roll to D-Day: Turn 2 up.
« Reply #135 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.

scapheap

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Re: Roll to D-Day: Turn 2 up.
« Reply #136 on: February 17, 2013, 09:43:44 am »

Keep in cover, taking potshots at the riflemen at 66F
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Burnt Pies

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Re: Roll to D-Day: Turn 2 up.
« Reply #137 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
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mesor

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Re: Roll to D-Day: Turn 2 up.
« Reply #138 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. ))
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miauw62

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Re: Roll to D-Day: Turn 2 up.
« Reply #139 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.
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they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Persus13

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Re: Roll to D-Day: Turn 2 up.
« Reply #140 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"
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TCM

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Re: Roll to D-Day: Turn 2 up.
« Reply #141 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.
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ggamer

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Re: Roll to D-Day: Turn 2 up.
« Reply #142 on: February 17, 2013, 01:07:10 pm »

Set up my browning, start suppressing the MG nest at 66F

penguinofhonor

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Re: Roll to D-Day: Turn 2 up.
« Reply #143 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.
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GreatWyrmGold

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Re: Roll to D-Day: Turn 2 up.
« Reply #144 on: February 18, 2013, 12:20:31 pm »

Advance to M11, take cover.
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Remuthra

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Re: Roll to D-Day: Turn 2 up.
« Reply #145 on: February 18, 2013, 12:22:44 pm »

2 people left, I believe.

JacenHanLovesLegos

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Re: Roll to D-Day: Turn 2 up.
« Reply #146 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.
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werty892

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Re: Roll to D-Day: Turn 2 up.
« Reply #147 on: February 22, 2013, 11:17:39 am »

Smoke OP  :P

Move to the Belgian gate at K12, take cover, and deploy the mortar.

Persus13

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Re: Roll to D-Day: Turn 2 up.
« Reply #148 on: February 23, 2013, 10:37:54 pm »

Is this still alive?
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Congratulations Persus, now you are forced to have the same personal text for an entire year!
Longbowmen horsearcher doomstacks that suffer no attrition and can navigate all major rivers without ships.
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Remuthra

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Re: Roll to D-Day: Turn 2 up.
« Reply #149 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.
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