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File: BattleofEerie_Turn01A.png (1.43 MB, 5250x2480)
1.43 MB
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Mists roll in on the shore and search lights sweep the coast as

-Celia as the Humpback
-Orion as the Hardwater
-Vargheist as the Terrible Child

hold their breath waiting to find the quarry that has fired on them some bells ago. The fact that they were called into the scene made facts very clear, peace may no longer be an option, and they are here to check on its body.

> Act Phase. Post your Orders.

https://www.youtube.com/watch?v=9Bptn019Vnc

>[This is the Tactical Phase of Iron Sea, Aer and Infatry may deploy on this battle from other parts of the map for a Command Point or simply make their way here from the Strategic Map.]

>Those interested may check this thread.
>>>5017481

recruitment is open all the time.
>>
"Ease into it, Orion. Live battles are not like the sims."

"I'm aware, thank you Paz..."

>Set Ibonoyte Reactor (mode: Alpha) (+5 EN.Max)
>Lift+Boost 6 at heading 90 (-2 EN, -2 Fuel)
>A-Radar at 100 degrees (-1 EN)

=====

Halberd [Hardwater]
Current Drift: 6 @ 90
193/200 FU | 15 EN.Max | 5 Ammo (+5) | 40 MAT

-----
Cpt. Orion.oVC
Country: Voss (+1 Fieldwork)
5 Command Points
Lt. Paz (Pedigree)
+3 Fieldwork, +1 Negotiation

Hardwater Class
>>
File: OctaviusCruiser.png (298 KB, 891x542)
298 KB
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>>5023653
>Upkeep; Fuel -1, Ammo +3, Energy 10
>Lift 12; moving 3 SE, 9 E
"Something feels off in the air, perhaps it's just the sensation of a fresh foe... or perhaps the feeling of being baited. Regardless summon the Kindrinker, Ghaston, to the bridge. I'll have his insight since a Baron isn't necessary, yet, on the field."

Captain Vargheist von Skelter
Terrible Child [Cruiser Class: Octavius]
Vosskon Naval Transfer (Fieldwork)
LT Baron Ghaston von Skelter
Fieldwork +2
Covert +2
Negotiations +2
*Resolve +1

FU:79/80 Mats:10/10 CP:3/3 AMM:3/+3
Thrust:28 KT:16 Lift:12 Boost:4 EN:10
>>
>>5024252
>>5024658
Fleet fuel at battle start is 202
This is the starting split, please reapply your first turn fuel spending to this and update your totals.
Humpback 20 Fuel
Terrible child 60 Fuel
Halberd 122
>>
>Order 1 Wyvern Riders
>Deploy Wyvern Rider(s?) above Terrible Child
>Fly East as fast as their safe speed allows

>Personal Actions
>1CP (ship) deploy airmen to missile launcher
>Ib Gen Modes Fuel and Fuel. Income: +9FU,-2MAT,5EN
>Boost 2 East -1EN
>Move+Burn 6 NE (Three spaces), Stay in cover, -3FU
>Jamming Wave at 90 degrees -1EN


FU:26/30 Mats:18/40 Ammo:0 CP:4/6 (1O,3S)
>>
File: BattleofEerie_Turn01B.png (3.39 MB, 5250x2480)
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Enemy Phase.

....

" There's - There's a Lot of Them ! "
>>
File: BattleofEerie_Turn02a.png (3.48 MB, 5250x2480)
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Movement from the lake ! Active Torpedoes are homing into range of our ships !

Damage minimal on the Terrible Child ! 10 more are still on its way.

> Act Phase.
https://www.youtube.com/watch?v=G8ojmZmLPBM

Photon Beams are accelerating ! Enemy is using Anti Rift Monster weapons without clearance !

Halberd taking hits ! Photon array is sustained into a single point, melting the armor ! What are they locking on to ??

Baron: Hrmmm they can hitthem clear as day but they can barely hit the broad side of our ship... Vargheist, tell our friends to quiet their radars.
>>
"They must have our signal if they're hitting at that range. Go low and switch to visual targetting."

>Set Ibonyte Reactor (mode: Beta) (Mat->5FU)
>Drift 6 at heading 90
>Lift+Boost 6 at heading 115 (-2 FU, -2 EN)
>Tilt +55 degrees clockwise
>100mm Hautzer: Fire Long Range Fuze round at heading 100, detonate at range 22 (-1 Ammo, -1 EN)
>Twin 120mm: Fire at heading 95 (-2 Ammo, -1 EN)
>Missile Tube #2: Fire A2A Missile at bot approx. heading 130, detonate at range 10 (-2 MAT, -1 EN)
>60mm Rotary #2: Overwatch (-1 EN)
>Accounting: -6/10 EN; -3 MAT; +2 Ammo; +3FU

=====

Halberd [Hardwater]
Current Drift: 6 @ 115
125/200 FU | 10 EN.Max | 7 Ammo (+5) | 37 MAT
5/5 CP

-----
Cpt. Orion.oVC
Country: Voss (+1 Fieldwork)
Lt. Paz (Pedigree)
+3 Fieldwork, +1 Negotiation

Hardwater Class
>>
"Ill keep those missiles jammed, give them hell."

>Order 1 Wyvern Riders
>Fly 7 at heading 90
>Overwatch

>Personal Actions
>Ib Gen 1: Ammo Income: +3 Ammo -1 Mat, -1FU, 5EN
>Lift 2 SE, Fly to the side of terrain
>Tilt 5 Degrees clockwise
>Salvo Cannons at 95 Degrees -3ammo -3EN
>Jamming Wave at 80 degrees -1EN
FU:25/30 Mats:17/40 Ammo:0 CP:4/6 (1O,3S)
>>
>Botting Terrible child
>IB Core: Ammo Upkeep; Fuel -1, Ammo +6, Mat -1, Energy 10
>Lift 3 SE
>Salvo Guns at 123 degrees. 4 Ammo each. -2EN, -8 ammo

FU:58/80 Mats: 9/10 CP:3/3 AMM:1/+3
>>
File: BattleofEerie_Turn02b.png (6.67 MB, 5250x2480)
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Enemy Phase.
>>
File: BattleofEerie_Turn03A.png (4.42 MB, 5250x2480)
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Act Phase.
Mist Warning: Due to mist , unacknowledged terrain may pose a danger to flying craft.

Adjutant Laputa: Manage your radar your usage, we've determined that the enemy is a UANV ,an unmanned droned. Their behaviour seems to be set to anti-rift monster combat and they'll concentrate fire in the most immediate target and will adjust from there as their numbers dwindle.
>>
>Order 1: Wyvern Riders
>Fly 7 at heading 90
>Spread out
>Destroy missiles

>Personal Actions
>Ib Gen 1: Ammo Income: +3 Ammo -1 Mat, -1FU, 5EN
>Lift 2 NE (one space), Fly to the side of terrain
>FUZE Salvo Cannons at 95 Degrees -3ammo -3EN
>Jamming Wave at 80 degrees -1EN
>Open THE JAW -1EN?
FU:24/30 Mats:16/40 Ammo:0 CP:4/6 (1O,3S)

>Order 2: Quad Mech
>Move Quad Mech into THE JAW
>Overwatch
>>
Rolled 3, 3, 5, 2, 6, 3 = 22 (6d6)

>>5025384
"Damage report, bring us in lower, and continue firing. Wipe these drones from the field already, I was hoping for an actual enemy... All that remains for me are implications of what is to come."
>Upkeep; IB Gen mode Bravo -1 Mat +5 FU, -1 FU, +3 AMM,
>Lift 12; Move 3 SE
>Fire Rear 60mm Rotary at 180 degrees (30 Dam +3d6, x6 shots) -2 AMM
>Fire Forward 60mm Rotary at 110 degrees (30 Dam +3d6, x6 shots) -2 AMM

Captain Vargheist von Skelter
Terrible Child [Cruiser Class: Octavius]
Vosskon Naval Transfer (Fieldwork)
LT Baron Ghaston von Skelter
Fieldwork +2
Covert +2
Negotiations +2
*Resolve +1

FU:62/80 Mats:8/10 CP:3/3 AMM:0/+3
Thrust:28 KT:16 Lift:12 Boost:4 EN:10
>>
"Oh for crying out loud - the guns haven't been calibrated to the specs - I'm going to have the hanger manager's head-"

"Lieutenant, it's fine. I already have the new solutions."

>Upkeep: Ibonyte Reactor (mode: Beta) (Mat->5FU)
>Lift+Boost 4 at heading 90, avoiding lighthouse & terrain (-1 FU, -1 EN)
>Tilt +5 degrees Clockwise (new tilt: +60)
>Twin 120mm: Fire at heading 149, acknowledging & avoiding lighthouse hill (-2 Ammo, -1 EN)
>200mm Hautzer: Fire short-mode HEAT round at heading 105 (-1 Ammo, -1 EN)
>60mm Rotary #2: Fire at heading 149, acknowledging & avoiding lighthouse hill (-2 Ammo, -1 EN)
>Accounting: -4/10 EN; -1 MAT; +0 Ammo; +4FU

=====

Halberd [Hardwater]
Current Drift: 4 @ 90
142/200 FU | 10 EN.Max | 7 Ammo (+5) | 36 MAT
5/5 CP

-----
Cpt. Orion.oVC
Country: Voss (+1 Fieldwork)
Lt. Paz (Pedigree)
+3 Fieldwork, +1 Negotiation

Hardwater Class
>>
File: BattleofEerie_Turn03B.png (3.56 MB, 5250x2480)
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Enemy Phase, keep it up !
>>
File: BattleofEerie_Turn04a.png (2.88 MB, 5250x2480)
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>Act Phase !
https://www.youtube.com/watch?v=UzNQvormOWU

Celia's Jammer signal has been knocked out! enemy active torpedoes unjam and home in on the Terrile Child !

Enemy has deployed anti artillery Hardlight shields !

Adjutant Laputa: Those are hardlight shields, they're about as powerful as the laser guns that projected them. As the name implies it will cancel out that much damage before collapsing. But how does one block out light I wonder... "

Baron: Skelter. While I would delight in your timely demise over this ocean, I would so hate to grant it to an enemy so... innattendant to it's meaning.
>>
Huh, clever bastards. No matter, continue to fire, I shall break the lower shield.

>Order 1: Wyvern Riders
>Fly 7 at heading 100
>Overwatch

>Order 2: Airmen
>Order Airmen to move to and repair radar

>Personal Actions
>Ib Gen 1: Ammo Income: +3 Ammo -1 Mat, -1FU, 5EN
>Hold Position
>Fire Cannon 2 at 94 Degrees -1AM -EN
>Fire Cannon 3 at 93 Degrees -1AM -EN
>Launch two cruise missiles to land next turn -2 EN
FU:23/30 Mats:15/40 Ammo:1 CP:4/6 (1O,3S)
>>
Rolled 2, 1, 4, 3, 2, 4 = 16 (6d6)

>>5026663
"Tch! I'll give the Aeonie credit, their toys don't play. But truly do you think they have the might to bring down the Terrible Child? Do you truly doubt the power of an heirloom passed down from your very own wretched hands? That axe you were so fond of has been passed through Skelter hands over the generations until a greater use for it as we weapon was gleaned."
>Upkeep; IB Gen mode Delta -1 Mat +3 AMM, -1 FU, +3 AMM,
>Lift 8; Move 8 E
>Tilt; 60 degrees Clockwise
>Boost -1EN; Move 3 E
>Tilt; 60 degrees Clockwise
>Reburnx1 -3 FU; Move 3 E
>Salvo ALL Guns at 210 Degrees -3 EN, -6AMM; 60mm Rotary x2 (30 Dam +3d6, x6 shots) Hinzer Twin Harpoon x1 (50 dam, Pen 1)

Captain Vargheist von Skelter
Terrible Child [Cruiser Class: Octavius]
Vosskon Naval Transfer (Fieldwork)
LT Baron Ghaston von Skelter
Fieldwork +2
Covert +2
Negotiations +2
*Resolve +1

FU:58/80 Mats:7/10 CP:3/3 AMM:0/+3
Thrust:28 KT:12/16 Lift:8/12 Boost:3/4 EN:10
>>
"Shields? How quaint. Load hypershot."

>Upkeep: Ibonyte Reactor (mode: Beta) (Mat->5FU)
>Drift 4 at heading 90, avoiding lighthouse
>Lift+Boost 4 at heading 90, avoiding lighthouse (-1 FU, -1 EN)
>Tilt +20 degrees Clockwise (new tilt: +80)
>200mm Hautzer: Fire long-mode Hypershot round at heading 125 (-1 Ammo, -1 EN)
>120mm Twin: Fire at heading 115 (-2 Ammo, -1 EN)
>60mm Rotary #2: Ammo Dump at heading 115 (-8 Ammo, -1 EN; x24 burst)
>Accounting: -4/10 EN; -1 MAT; -6 Ammo; +4FU

=====

Halberd [Hardwater]
Current Drift: 4 @ 90
146/200 FU | 10 EN.Max | 1 Ammo | 35 MAT
5/5 CP

-----
Cpt. Orion.oVC
Country: Voss (+1 Fieldwork)
Lt. Paz (Pedigree)
+3 Fieldwork, +1 Negotiation

Hardwater Class
>>
>>5027077
The Tilt maneuvers are incorrect and should both be,
>30 degrees counterclockwise
Instead of what is listed.
>>
File: BattleofEerie_Turn04b.png (3.46 MB, 5250x2480)
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The enemy puts up shields, but at this point the momentum of their foe was overwhelming, chasing them down like hunting sharks.

Chaos was incalculable and dense, and their contingencies didn't prepare for it. One Pawn reduced to one of itself retreats from the scene before an errant missile strikes it over the dome.

> The Enemy ... Retreats ??


Salvage:
5 x Cored and Flooded Pawn units

It seems enemy parts are unknown to our engineers... we'll have the naval academy's labs reverse engineer them and keep you apprised.

Adjutant Laputa: I suppose you should all know that we got an SOS from Leviathan base, they were heavily damaged and had to evacuate. CMDR. Lackley and Fleet Command has issued a general Order:

Scenario BR202- A Coastal and Mountain Invasion from Aeon:

You are to hold out for a week while Electromagnetic Countermeasures are deployed on the troposphere. During this time, burst communication from the Rift Obervation stations are all that will remain reliable. Protect them at all costs while human lives are being evacuated.

We hope this is enough to strike their autonomous forces dead and leave their people to answer for it.

================== Battle Concluded Return to Strategic Phase ===========================
>>
>>5027549
>Select + 1 Organization

Captain Celia, Ship: The Humpback,
LT Regi: Broker, Shipwrights Guild Associate
+2 Organization +2 Industry
+3 Negotiation +2 Calculation
>>
>>5027549
>+1 Resolve
"I want a full damage report prepared, the Terrible Child needs to be ready for the next foray immediately. I expect this to be a grueling and bothersome time... with toys like these at their disposal. But from the murmurs Aeon may not even be to blame instead some form of Rift incursion... "

Captain Vargheist von Skelter
Terrible Child [Cruiser Class: Octavius]
Vosskon Naval Transfer (Fieldwork)
LT Baron Ghaston von Skelter
Fieldwork +2
Covert +2
Negotiations +2
*Resolve +2

FU:58/80 Mats:7/10 CP:3/3 AMM:0/+3
Thrust:28 KT:12/16 Lift:8/12 Boost:3/4 EN:10
>>
==The Battle of Sminton Will Soon Begin. Please ready a roster of participants ==

Preparation Notes: This Battle is a Defensive Battle with 3 Defense Advantages. Defense Advantages can be spent to lay down points of deployment for various units, it can also be used to prebuild fortifications with assets on hand. Depending on infrastructure, construction options may be limited.

>Report in and await the SETUP PHASE.
>>
>>5030710
>Reporting in for setup phase

"Make final adjustments and get ready to scramble at any moment. We'll show them that we bite back hard."

[DragonBird] {Raider}
40/40 FU==15/15 HP==Tilt 30°
SPD 4==>7
-20mm Vulcan 12×20mm
-Missile Barrage [5/5][5/5]

[Blue Falcon] {Interceptor Mk.II}
30/30 FU==8/8 HP==Tilt 60°
SPD 2==>9
Canopy Gun
-Torpedo [1/1][1/1][1/1]


Name: Capt. Rick Wheeler, XO
Branch: [Aer Force]
Background Nation: Ragnyll CS (Org)
Lieutenant: Wingman Clank Hugues (+1 to all rolls, +1*)
Stats: {Org: 4} {Res: 1}
>>
>>5030710
>Report in. Requesting 4 fuel units from Bogatyr fleet.

Imogen Konnair-Monandeas, Voss | Lt. Nova (Naval Intelligence)
+1 Resolve, +4 Fieldwork, +2 Covert, +1 Industry, +1 Organization
EN:2 / FU:10/10 / Mats: 6/10 / CP:2/2 Lift: 7 / WT: 5.5
>>
>Set Up Phase. With the entrench bonus of 3 , allow yourself 3 deployment zones with which to build defenses using resources on hand.

=Mission=
Defeat all enemies that attack Sminton.
Or ensure the safety of civilians by evacuating them on a ship.
>>
>>5030710
===
(FldWrk: 2)
{x2 HvyInf}, {x1 MULE}
===

> Reporting
>>
File: Deployment Choices.jpg (1.9 MB, 5250x2480)
1.9 MB
1.9 MB JPG
This is an idea in the works for deployment zones but if anyone as suggestions/modifications they would like we can make them.

Zone 1 is where most of the fighting would be happening. We can put some fieldguns and make some AA ground artillery using Bogatyrs Material so we can stop rocket/missile barrages.

With Nerve Platoon's ressuply drones they would have pretty mcuh infinite ammo and in case the defense goes awry thehy can use Detachement base we'll place therre to retreat to zone 2.

A 200mm Hautzer behind or atop the mountain would help fire down on ammassing drones or hypershot through any cataphract they bring.

Please give feedback.
>>
File: FireAlpaca_rDuSMsuOg7.png (416 KB, 1015x639)
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>>5031810
I don't think we need to spend a deployment zone on our Aer + Navel Deployment. These Zones are for defenses.

Here's what i would do
Deploy spider mines in the front
Fill the ridge with a hidden tunnel network so out heavy infantry can attack from different angles
Apply all fortifications and guns to the peak.

I'm not in this battle, so I don't have any say, this is just what I would do.
>>
>>5031849
Its fine! I need that to get things going.

I was thinking of putting down arttilery behind/hidden on the mountain has a vantage point so its probably gonna happen.

What I am concerned about is the [Mines]. Do we even have that?

Also since from what I understand, the Pawns use a lot of lock-on weapons. If we use Jammers wouldn't that neuter a bunch of their capabilities?

They only cost 1 Mat to make too.
>>
>>5031985
I'm pretty sure we can make something basic like mines. That and there some spider mines on one of the sheets last mission I'm pretty sure.

Jammers are a good idea as well
>>
>>5030710
>Reporting in


**Name:** Davcina Saradin [Naval]
Background Nation: Qashirn Noble
(+1 Calculation)

**Lieutenant:** Chief Mocoro Argaul,Tuner
(!Machine Lore, +1 Calc, +2 Industry, 6s Full Repair, +2 Mov Aer, *Fuel Mix: Convert Mat > 8Fuel, Fleet Speed +1)


**Uugraam:**

•FU:30/30 •Wt:15kT •Lift:1 •Burn:3 •Boost:1 •Cruise:2
•EN:4+5 •Cmd:- /3
Engineering Bay, Sensors, Claw, Ib Core, Ib Regulator, Missiles4
>>
>>5031446
holla

>>5031810
I like the general idea here, but move zone 1 back so it includes the backslope; we want as much stuff deployed in cover as possible.

Since Irkutsk and Yakutsk have no max range on their main guns, naval circle can be put in the top right corner for maximum cheese.

==
Naval Commander Uleken (Krussian)
Industry 2, Organization 1
Privateer Lt. Stenka Erzymasskayev Covert 2, +1 Naval Mov
Vessels: Irkutsk, Yakutsk (refitted Orcas)
==
>>
>>5031392
>Transfer 4 units of fuel to Booferfish (Uugraam now 26/30)


=====
Name: Davcina Saradin [Naval]
Background Nation: Qashirn Noble
(+1 Calculation)
=====
Lieutenant: Chief Mocoro Argaul,Tuner
(!Machine Lore, +1 Calc, +2 Industry, 6s Full Repair, +2 Mov Aer, *Fuel Mix: Convert Mat > 8Fuel, Fleet Speed +1)
=====

Uugraam Heavy Destroyer:
•FU:26/30 •Wt:15kT •Lift:1 •Burn:3 •Boost:1 •Cruise:2
•EN:4+5 •Cmd:- /3
Engineering Bay, Sensors, Claw, Ib Core, Ib Regulator, Missiles4
>>
>>5032235
Please note that you have 40 fuel between your two ships and have spent 15 mats from your ships on Repairs

>>5032292
You like wise spent mats on repairs but your restock has now been processed so your back to full fuel (minus boofers 4 as you have correctly applied) and mats 10/10
>>
>>5031849
>>5031810
We've got a Mat budget of 60 give or take

A 200mm Hauzer (that we have none of) will cost 20 Mats
Spider Mines will cost 5 Mats for a unit of 12. (they can be spread out somewhat)
1 grid square of concrete fortifications will cost 4 mats (1 per quarter)
Earth works won't cost though you might want to reinforce them with concrete
Squads of Mechs will cost 20 Mats per squad
We have 2 field guns.
>>
>>5030710

>Report

Tol'ko "Rezhim" Geroya
Aerforce
Knight- Sword, Shield
>>
File: Test_1.png (2.91 MB, 5250x2480)
2.91 MB
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>>5031462
"This is the current ongoing positioning we have going Lt.Nerve."

"The field guns will either be left in your hands or in those of volunteers that we'll recruit from Sminton. Whichever you prefer since the enemy may decide to outrange your Hvy.Infantry."

"In the event the battle goes well and if you find it 'optimal' capturing enemy Pawns or hardware that are somewhat intact is up to you."

"If you would like to be deployed somewhere specific, have a suggestion or any needs please do voice them."
>>
Officers: Deploy your units and submit a list.

https://www.youtube.com/watch?v=JJw3pggDSHY
>>
Rolled 1, 5, 4, 4 = 14 (4d6)

>>5029465

S: "Trust me, it'll be worth it. We hide behind mines, wait for enemy to cross it, then boom! We pop up and ambush! Just like old times."

U: "Old times was ransoming freighters, not sitting in front of Aeon ships with a slightly radar resistant tarp and pile snow and scree on top. "

S: "Eh, it's worth a shot."

> Deploying Irkutsk per pic, attempting concealment. Yakutsk meanwhile, is deploying in the far top right corner.
> Control of Interceptor mk2 wing on Yakutsk seconded to XO Dragonbird, callsign Topple. Advise if CP cost is likewise reassigned.

==
Naval Commander Uleken (Krussian)
Industry 2, Organization 1
Privateer Lt. Stenka Erzymasskayev Covert 2, +1 Naval Mov
Vessels: Irkutsk, Yakutsk (refitted Orcas)
==
>>
>>5033299
>>5033466

W:"Received Siberia. We'll take them in our wing for this battle."

H:"Topple Squadron! Rearm and scramble. You'll also be on Torpedo duty."

>CP cost for [Topple] Squadron Assigned to me
>[Blue Falcon] deploys 9 tiles West of the center of the Compass
>[Topple] deploys 3 SE of [Blue Falcon]
>[Dragonbird] deploys 3 NE of [Blue Falcon]
>Place Sminton Conscript/Volunteer units on fieldguns and Hautzer if Nerve Squad leaves them open on the ground

[DragonBird] {Raider}
40/40 FU==15/15 HP==Tilt 30°
SPD 4==>7
-20mm Vulcan 12×20mm EX
-Missile Barrage [5/5][5/5]

[Blue Falcon] {Interceptor Mk.II}
30/30 FU==8/8 HP==Tilt 60°
SPD 2==>9
Canopy Gun
-Torpedo [1/1][1/1][1/1]

[Topple] {Interceptor Mk.II}
30/30 FU==8/8 HP==Tilt 60°
SPD 2==>9
Canopy Gun
-Torpedo [1/1][1/1][1/1]

Name: Capt. Rick Wheeler, XO
Branch: [Aer Force]
Background Nation: Ragnyll CS (Org)
Lieutenant: Wingman Clank Hugues (+1 to all rolls, +1*)
Stats: {Org: 4} {Res: 1}
>>
>>5033499
>Deploy Uugraam at the mid point between the Irkutsk and Yakutsk
=====
Name: Davcina Saradin [Naval]
Background Nation: Qashirn Noble
(+1 Calculation)
=====
Lieutenant: Chief Mocoro Argaul,Tuner
(!Machine Lore, +1 Calc, +2 Industry, 6s Full Repair, +2 Mov Aer, *Fuel Mix: Convert Mat > 8Fuel, Fleet Speed +1)
=====

Uugraam Heavy Destroyer:
•FU:26/30 •Wt:15kT •Lift:1 •Burn:3 •Boost:1 •Cruise:2
•EN:4+5 •Cmd:- /3 •Mats: 20/40
Engineering Bay, Sensors, Claw, Ib Core, Ib Regulator, Missiles4
>>
Uugraam Heavy Destroyer Schematic Reference
>>
Units Deployed.
For this Operation utilize only a single callsign, all units under your command are simply numbered after your callsign actual.

Example:
DragonBird Actual [iR1]
Dragon Bird 2 [I2]
Dragon Bird 3 [I3]

The Bracketed elements are [Unit Types.] Know them by their class. Ships are named after their models.

The Following are now designated:

DragonBird Actual [iR1]
Dragon Bird 2 [I2]
Dragon Bird 3 [I3]

Siberia Actual [Irkutsk]
Siberia 2 [Yakutsk]

Icebreaker Actual

Nerve Platoon
[and detachments thereof will be designated Nerve1 , 2 , 3 etc]

Rhyle [Kn1]

>Act Phase.

It is now act phase, submit your actions in green arrow.
And refer to the manual's Tactical rules.

As it is snowing, visibility will be continously muddled, use of radar and instruments is key, however know that the enemy senses radar...


CMDR. Lackley
"I won't mince words gentlemen, this fight will be deadly, you are to evacuatet the moment it threatens a civilian's life, nothing else matters but them. "
>>
>>5034887
"Here they come. Move in to intercept. Don't let them in the Town."

>Order Dragon 3 [I3]
>Glide 9 West
>Boost 2 West (-1 FU)
>Launch 3 Torpedos (SPD 11+3=14)(7d6)
>Strafe 9 East (-1 FU)
>Overwatch Canopy Guns (Range:6)
>Order Dragon 2 [I2]
>Glide 9 West
>Boost 3 West (-1 FU)
>Launch 2! Torpedos (SPD 12+3=15)(7d6)
>Strafe 9 East (-1 FU)
>Overwatch Canopy Guns (Range:6)
>Order Dragon Actual [iR1]
>Glide 4 West
>Overwatch 20mm Vulcan

=======
{iR1}[DragonBird] {Raider}
40/40 FU==15/15 HP==Tilt 30°
SPD 4==>7
-20mm Vulcan 12×20mm EX
-Missile Barrage [5/5][5/5]

{I2}[Blue Falcon] {I-Mk.II}
28/30 FU==8/8 HP==Tilt 60°
SPD 2==>9
Canopy Gun
-Torpedo [0/1][0/1][1/1]

{I3}[Topple] {I-Mk.II}
28/30 FU==8/8 HP==Tilt 60°
SPD 2==>9
Canopy Gun
-Torpedo [0/1][0/1][0/1]

Name: Capt. Rick Wheeler, XO lv.4
Branch: [Aer Force]
Background Nation: Ragnyll CS (Org)
Lieutenant: Wingman Clank Hugues (+1 to all rolls, +1*)
Stats: {Org: 4} {Res: 1}
>>
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>>5031462
You've ended up in control of a 200mm Hautzer. Which isn't necessarily something you expected.

My recommendation is to Fire it at about 285 degrees. That'll compensate for it's arc nicely. It's got a 10 to 1 flight arc. Use Hypershot ammo.

The smaller field guns on the other hand have a 3 to 1 firing arc. It's currently out of range I think

>Missed deployment
>Deploy conscripts behind lower field gun
>>
>>5034887
>-1 fuel. 1CP to deploy Automaid crew to man the missile box
>Move 7NW
>1EN to IR-ray radar (undetectable) at 260
>1EN to launch 1 Stratos Missile at 270, no tracking yet

Imogen Konnair-Monandeas, Voss | Lt. Nova (Naval Intelligence)
+1 Resolve, +4 Fieldwork, +2 Covert, +1 Industry, +1 Organization
EN:2 / FU:9/10 / Mats: 6/10 / CP:1/2 Lift: 7 / WT: 5.5
>>
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>>5034887
>2CP (ship) deploy airmen to missile launchers (2)
>Ib Gen set to En Production (+5 En, Total 9)
>Move: W1 (Lift 1, -1F)
>Boost 1, Burn 2 : W3 (-1 En, -2F)
>Launch Hex-R Barrage, 1 pair @ 258 degrees WSW over/past the hilltops (see pic) (-2Mat)
>Launch Stratos Missiles (x2) upwards in Northwesterly arc (-4 Mat)


=====
Name: Davcina Saradin [Naval]
Background Nation: Qashirn Noble
(+1 Calculation)
=====
Lieutenant: Chief Mocoro Argaul,Tuner
(!Machine Lore, +1 Calc, +2 Industry, 6s Full Repair, +2 Mov Aer, *Fuel Mix: Convert Mat > 8Fuel, Fleet Speed +1)
=====

Uugraam Heavy Destroyer:
•FU:23/30 •Wt:15kT •Lift:1 •Burn:3 •Boost:1 •Cruise:2
•EN:4+5 •Cmd:2/3 •Mats: 14/40
Engineering Bay, Sensors, Claw, Ib Core, Ib Regulator, Missiles4





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