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File: Map of Europa.jpg (98 KB, 874x602)
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>Twitter: @EuroWarQM
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest
>Pastebin: http://pastebin.com/40f05rLR

The journey wasn't too bad; General Gunther sent a large supply caravan along to keep you fed and watered along the way. It'll be a catastrophic waste of resources if you don't win this battle, but if you lose, you'll probably be dead, so it won't be your problem anymore.

The bulk of the Imperial force is gathered before you. The battle has already started elsewhere, but you and the other squads tasked with finishing off the elite force are being cautious. You stare at the enemy from a distance, looking for an opening. The enemy just stares back without blinking. They're real professionals.

"What am I looking at, Kreuss?" You ask.

"It's a very orthodox force," she says. "Fencers are at the front to create a defense line for the others. Shocktroopers are right behind them to provide additional firepower, with scouts and a few snipers even farther back to take advantage of their range."

"So we'll get shot at during our approach and when we hit the fencers, the machine guns will be right in our faces," you say. "Right. Here's what we're going to do…"

>"We'll attack them from a distance and hopefully take out their guns first."
>"We'll use the tank as cover and punch right through the fencers."
>>
>>41247286
>>"We'll use the tank as cover and punch right through the fencers."
>>
>>41247286
>>"We'll attack them from a distance and hopefully take out their guns first."
>>
Rolled 1 (1d2)

Looks like we need a tiebreaker roll.

1= Fencers first.
2= Ranged attackers first.
>>
File: Danielle Moeller.jpg (71 KB, 749x628)
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>>41247286
"We'll use the tank as cover and punch right through the fencers," you say. "Moeller, can you handle it?"

"There's no substantial cover between us and them," Moeller says. "I can charge through at full speed and we won't slow down much even when we hit their defense."

Fencer lines can provide a strong mobile defense against bullets, but they won't accomplish much against a tank. If they don't move, they'll get crushed. If they do move, their defense will collapse. Either way, it'll create an opening for you.

"Garcia, you can take man the machine gun on the tank," you say. "Everyone else will follow on foot. Schreiner and Leifstel, be ready to handle the enemy fencers. I don't want them getting into our faces. Everyone else, hang back a little. I don't want to give the Imperials an easy target. Ready?"

"Yes, sir!"

"Let's go then," you say. "Moeller, lead us through."

The tank rolls on towards the enemy formation. The other Gallian squads follow your lead and charge in as well. Moeller keeps her tank slow for most of the way to give you a chance to keep up. As she gets closer to the Imperial troops, however, her speed rapidly increases and she leaves you behind.

The Imperials are well-trained and they have a tight formation, but faced with a charging tank, there's not much they can do. At the last minute, you can barely spot one Imperial stand up at the tank and shout an order you can't hear. The enemy finally blinks. It's too late.

The Imperials try to clear out of the way, but Moeller's tank surges forth, crushing the front row of fencers and destroying their defense line. The Imperials are trained well enough to maintain their discipline, but that doesn't matter much now. Their troops are completely exposed and it'll take them time to regroup.

>Start attacking now.
>Break deeper into the Imperial lines.
>See if you can snipe one of their officers.
>>
>>41247968
>>See if you can snipe one of their officers.
>>
>>41247968
>See if you can snipe one of their officers.

Knocking out the command of the defenses will be key for this frontal assault to have a snowballs chance in hell of working.
>>
>>41247968
>>See if you can snipe one of their officers.
>>
Sniping wins. Roll 4d6!
>>
Rolled 1, 1, 3, 2 = 7 (4d6)

>>41248326
>>
Rolled 6, 3, 6, 2 = 17 (4d6)

>>41248326
>>
File: Renard.jpg (58 KB, 1024x576)
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>>41247968
You stop running and take a deep breath. You don't have time to get down and prepare your shot, so you'll have to do this standing. Your heartbeat slows a little - not much, but just enough to make your aim a little bit better - and you raise your sniper rifle. You look through the enemy ranks, hoping to find the enemy commander.

You see a scout moving away from the tank. He's gesticulating and trying to pull the Imperial soldiers back. You adjust your rifle slightly to account for the light wind and fire. The bullet impacts the scout somewhere - the chest? - and he falls back. You don't see him get back up. The soldiers still don't break, but without the scout to guide them, they'll be far less effective.

Aside from Nelson, the squad has gotten far ahead of you, but that's not a problem. You're a sniper and the distance gives you a better view of the battlefield. It doesn't look like any of your subordinates are in immediate danger, so you take a second to look around the battlefield before charging towards the Imperials again.

The other squads have begun their own attacks. The Imperials are wavering in some spots and holding it together in others, but they're not pushing back. You have them completely on the defensive.

>All out assault! Let's see how many of them you can kill.
>Fight your way to the General! That'll really crush the Imperials.
>>
>>41248580
>>Fight your way to the General! That'll really crush the Imperials.
>>
>>41248580
>>Fight your way to the General! That'll really crush the Imperials.
>>
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>>41248580
Despite losing their commander, the Imperial soldiers have the good sense to get away from the massive steel tank with the machine gun. Leifstel and Schreiner take position on either side of the tank to secure the area, while Stroheim hides behind the tank to protect herself until her skills are needed. Kreuss climbs on top on the tank to have a look around. Nelson and you arrive last. You climb on top of the tank to join Kreuss.

"Can you see the General?" You ask.

"Yes, sir." Kreuss points to a pile of rocks and sandbags located in the general direction of the Imperial main force. "I saw him and other Imperial officers take cover behind there and they have runners going back and forth, probably to deliver orders and maintain a line of communication with the rest of Imperials."

"Do you know what kind of guards he is?" You ask.

"No, sir," Kreuss says.

"So we're going in blind, but the runners will definitely spot us if we try to approach," you say. "We can take out a few of them, but we won't be able to take all of them."

"We could try to blow up their cover," Nelson says. "The tank and my lance can handle it."

>"Let's just head straight for them."
>"We'll take out as many of their runners as we can first and see what happens."
>"All right, we'll destroy their cover and expose them before doing anything else."
>>
>>41249124
>>"All right, we'll destroy their cover and expose them before doing anything else."
>>
>>41249124
>"All right, we'll destroy their cover and expose them before doing anything else."
Makes the task easier, removes surprises, less exposure to us getting shot, and even if it doesn't kill the officer it will look like it did, affecting morale.
>>
>>41249124
>>"All right, we'll destroy their cover and expose them before doing anything else."
>>
Going for cover. Roll 4d6!
>>
Rolled 5, 5, 3, 2 = 15 (4d6)

>>41249398
>>
Rolled 2, 1, 6, 3 = 12 (4d6)

>>41249398
>>
Rolled 1, 4, 6, 4 = 15 (4d6)

>>41249398
>>
Rolled 2, 1, 5, 6 = 14 (4d6)

>>41249398
>>
File: William Nelson.jpg (71 KB, 600x900)
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>>41249124
You pound on the tank's hatch to get Moeller's attention. She opens it soon after.

"Moeller, the enemy's currently hidden behind those rocks and sandbags." You point to where the general is hidden. "I want you and Nelson to blow it up first, then we'll decide how to take out the Imperial general. Got it?"

"Yes, sir."

The tank moves forward. A few Imperials try to stall you, but those who aren't forced back by the tank's sheer bulk are drive off by Garcia and her machine gun. As more and more Gallian troops break through, they have no choice but to ignore you and pass the responsibility of stopping you to someone else. Of course, at some point, there is no one left to pass the responsibility to.

You get in range of the Imperial General's cover and both Moeller and Nelson open fire. The resulting explosion isn't all that impressive, but it doesn't hurl debris all over the place and ruin the cover. Once the dust clears, you see Imperial scrambling to get back on their feet.

"Looks like… two fencers, one sniper, one engineer and the enemy General," you say. "This... this might be a little annoying."

The sniper doesn't have access to a good nest, but he can still attack you at long range and his accuracy is bound to be excellent. The engineer will have access to ragnaid, so you should put him down first to make sure he can't treat any wounds you make. The two fencers probably can't hurt you, but they won't let you get to the general either. The Imperials aren't stunned, but they are on their back foot. You can get a quick attack in before they organize properly.

>Take out the sniper. He's the biggest threat.
>Take out the engineer. He'll make things difficult for you otherwise.
>Take out the fencers. You can't let them cover the General.
>>
>>41249737
>Take out the engineer. He'll make things difficult for you otherwise.
>>
>>41249737
>>Take out the sniper. He's the biggest threat.
>>
>>41249737
>Take out the sniper. He's the biggest threat.
>>
>>41249737
>Take out the sniper. He's the biggest threat.
This is our job, while we do that tell moeller to take/line up another shot.
>>
Sniper it is. Roll 4d6!
>>
Rolled 4, 1, 6, 2 = 13 (4d6)

>>41250001
>>
Rolled 1, 3, 5, 6 = 15 (4d6)

>>41250001
>>
Rolled 2, 5, 1, 1 = 9 (4d6)

>>41250001
>>
File: Imperial Engineer.jpg (5 KB, 259x194)
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>>41249737
You get on the ground and aim your rifle at the enemy sniper while he's still recovering. Once again, you don't have time to spare to set your shot up properly, but hopefully, you won't need it. Your point your barrel at the sniper's chest and fires. A small amount of blood spurts out and the impact of the bullet sends him stumbling back. That's one more down.

Unfortunately, the Imperials have decided to even things out. The engineer takes out a grenade and throws it as hard as he can in your direction.

You need to defend yourself.

>Have everyone get down.
>Have everyone scatter.
>Have everyone take cover behind the tank.
>>
>>41250237
>>Have everyone scatter.
>>
>>41250237
>Have everyone scatter.
>>
Okay, roll 4d6 to scatter.
>>
Rolled 3, 1, 6, 5 = 15 (4d6)

>>41250507
>>
Rolled 6, 1, 3, 6 = 16 (4d6)

>>41250507
>>
Rolled 2, 4, 1, 3 = 10 (4d6)

>>41250507
>>
>>41250237
"Grenade! Scatter."

You press against the ground and cover your head. Everyone else in your squad runs off to get out the grenade's range. Fortunately, the grenade doesn't land all that close to you. There's a loud noise, but that's all.

You raise your head to look at the Imperials. The engineer is moving for his rifle, while the two fencers are still covering the General. Your team is scattered all over, so the engineer can't possibly pin you down, but the Imperial General takes up his machine gun. That could be trouble.

>Kill the engineer. He might cause more trouble.
>Go after the fencers. You need to break through their defense.
>>
>>41250740
>>Kill the engineer. He might cause more trouble.
He does medic shit and may have more grenades so fuck him
>>
>>41250740
>Kill the engineer. He might cause more trouble.
>>
>>41250740
>Kill the engineer. He might cause more trouble.
>>
Roll 4d6 to murder the medic.
>>
Rolled 3, 1, 1, 4 = 9 (4d6)

>>41251016
>>
Rolled 3, 1, 5, 6 = 15 (4d6)

>>41251016
>>
Rolled 5, 5, 2, 3 = 15 (4d6)

>>41251016
>>
File: Roberta 2.jpg (52 KB, 1280x720)
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>>41250740
"Get the engineer!"

You yell our your orders and a hail of bullets immediately rains upon the luckless bastard, courtesy of Garcia and her machine gun. The rest of the squad gets in on it to the best of their abilities, but it doesn't matter all that much. The poor bastard just dies before he can get to the safety of the fencers.

The three remaining Imperials quickly realize how precarious their position is. They begin to fall back towards their main force. It's unlikely they'll be able to run away that far, but you absolutely can't take any risks.

The fencers themselves aren't much of a threat, but the General is beginning to fire his machine gun in your direction to make it harder for you to follow.

>Send Kreuss and Stroheim ahead to cut the Imperials off.
>Have Schreiner and Leifstel charge the Imperial fencers.
>Continue to pursue the Imperials with the tank leading the way.
>>
>>41251185
>Have Schreiner and Leifstel charge the Imperial fencers.
>>
>>41251185
>>Have Schreiner and Leifstel charge the Imperial fencers.
>>
>>41251185
>>Continue to pursue the Imperials with the tank leading the way.
>>
>>41251185
>>Have Schreiner and Leifstel charge the Imperial fencers.
>>
Roll 4d6 for the fencer charge!
>>
Rolled 6, 3, 4, 6 = 19 (4d6)

>>41251472
>>
Rolled 4, 3, 5, 4 = 16 (4d6)

>>41251472
>>
Rolled 6, 3, 3, 3 = 15 (4d6)

>>41251472
>>
File: Jetje3.jpg (7 KB, 300x168)
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>>41251185
"Schreiner! Leifstel!" You yell. "Take those fencers down!"

Your two fencers nod and run towards their opposition. The four swordsmen crash into each other and stumble about, leaving the General open. Leifstel buries her sword halfway through her opponent's body. Schreiner is a little less effective, but he still manages to pin his own target down and keep him incapacitated.

The General is off-balance, but his confusion won't last long and things won't go well if he opens fire on your fencers. You need to help them out somehow.

>Take out the last fencer to free up Schreiner.
>Take out the Imperial General before he can act.
>>
>>41251658
>>Take out the Imperial General before he can act.
>>
>>41251658
>>Take out the Imperial General before he can act.
>>
>>41251658
>Take out the Imperial General before he can act.
>>
Roll 4d6 to take out the enemy General.
>>
Rolled 4, 5, 2, 3 = 14 (4d6)

>>41251865
>>
Rolled 6, 4, 6, 4 = 20 (4d6)

>>41251865

Come on Dice Gods
>>
>>41251928
Dice Gods were pleased with you, highest roll of the session
>>
>>41251928

THANKS
>>
>>41251946

It's the only time I have ever asked for help from them, I suppose I should go sacrifice something now
>>
>>41251988
Goats and doves work well
Humans work best
>>
Rolled 5, 3, 6, 1 = 15 (4d6)

>>41251865
>>
File: Reuenthal.jpg (14 KB, 450x338)
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>>41251658
>Imperial Defense Breakthrough ver. Reuenthal - Combat Report
>1 Shocktrooper, 1 Engineer, 2 Fencers, 1 Sniper, 1 Scout
>Total: 8400XP, 6200DCT

You don't hesitate. Taking out the enemy general both helps out Schreiner and accomplishes your mission.

"Kill the General!"

Leifstel and Schreiner are in the way, so Garcia can't risk attacking with her machine gun, but you, Kreuss and Stroheim can very easily use your rifles. One of the two girls hits him in the arm - you can't tell which - and you follow up with a shot to the chest. A half-dozen more bullets rip through him. The General opens his mouth as if to speak, but no words come out. He falls to his knees, then tilts over, dead.

That's the distraction Schreiner needed to finish off his own opponent.

You beckon your team to gather around the tank.

"Everyone all right?" You ask.

"Nothing to note aside from exhaustion and a few bruises," Stroheim says. "I'd like to take a break, but given the circumstances…"

You turn around to look at the ongoing fights. The Gallian side seems to be winning, but it's not quite over yet.

"We can take 15 minutes," you say. "I'd like to regroup before we attack the main force."

Your squad relaxes slightly and Stroheim begins to distribute food and water. You drink from your gourd and stare at the main Imperial force.

The enemy is waiting for you.
>>
>>41252142
And that is all for today. Next thread will be next Wednesday at 7PM EST. As always, thank you for playing and goodnight.
>>
>>41252154
Thanks for running



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