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Welcome to Tankies Quest, if you'd like to catch up on last weeks' session you can find the archives here: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Tankies%20Quest
Or if you'd just like to contact me or keep abreast of when we're next running you can find my Twitter here: https://twitter.com/Danontg

First up, a bit of housekeeping: Obviously this is a different schedule to previously, and that's because I have, on the suggestions of a number of anons changed the way which Tankies runs pretty drastically. Instead of hourly posts in a single session each week, I'm going to give a daily post schedule a shot. Basically I'll post an update roughly every 24 hours, giving plenty of time for players across timezones to get involved and cast their votes. I'm not 100% sold on this format, but the previous one clearly wasn't working given the small player pool, so hopefully with a few tweaks this setup will be more satisfactory. Anyway, with that out of the way, we return to your regular Questing.

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>>932002
-

> 13th June, 1944
> Normandy, Route 213, East of Villers-Bocage
> 2:45

> Swing East, send the Recce Stuarts to collect Four Troop while the rest of you push through past One Troop's killing field and attack the German HQ, cut the head off the snake.

"Able to all Able tanks, we're going to move while this arty keeps the Krauts occupied! Ingham, take the rest of your Stuarts and help Four Troop disengage, find out why they're not answering the radio! The rest of us will move East, past One Troop and towards the German HQ in the Hamlet. Three Troop will move first, then HQ, then Two Troop, understood?" You say, the radio crackling in response as the deluge of shellfire rattles Caesar around you.

"Copy, we'll have them back in a jiffy sir." Comes Ingham's chipper response, and the Stuarts tear off towards the gufire to your West.

"But Major, won't we be in danger of being surrounded by German forces if we push any further? Not to mention they'll be expecting us and with the Carriers gone, we've got no more infantry support!" Captain Welchley replies.

"We just have to keep moving and attacking Captain, if we stay on the offensive they won't have time to regroup and counter-attack to surround us, especially after we destroy their chain of command. Now Three Troop, get moving!"

"Aye Major, we're on the way." Says Lieutenant Dixon and as you swivel the cupola about you see the first of the three tanks remaining in his Troop moving through the woods to pass behind you. Dick looks back at you from the gunner's seat, his brow furrowed.

"You sure about this?" He says, biting the inside of his lip nervously. You pat him on the shoulder,

"Of course, haven't lead you astray yet, have I?" You put on your most winning smile. He seems unconvinced but he shrugs and turns back to his gunsight. Three Troop report reaching One's position and it's time for the HQ troop to pull out. The trip across the open field is tense. Even with the artillery keeping the Jerries' heads down you clench the handles on the cupola tightly, expecting a shell to zip out of hedgeline any moment, but none come and Two Troop also follows without incident. What's taking Ingham so long with gathering up Four Troop though? Your radio crackes as though in response to your thought.

(1/2)
>>
>>932003
(2/2)

"Major! Major this is Recce, do you read?" His voice comes back over the radio, choppy and almost drowned out by the sounds of gunfire and shells clearly evident in the background.

"I hear you, where's Four Troop? What's your situation?"

"Four Troop's Lieutenant and his crew bailed, though their tank's bloody unscratched, let alone hit! One of my Stuarts took a round through the engine block from an AT gun so I'm transferring them across! The rest of Four Troop's a mess, one's been hit bad and the crew's all dead or bailed, another's running, but the Commander's badly injured and the radio's fucked! The Firefly's a mobility kill but it's still firing, the crew left the turret hatches open to vent fumes and now they're so deaf they couldn't hear the radio! In short, they're in no condition to move, sir, let alone attack."

> Ingham should lead Four Troop's remaining vehicles and his Stuarts in an attack North across Route 213, if he can breakthrough to friendly lines the bailed and wounded will be safe and it might draw away German attention.
> Tell the Firefly crew to hold their position as long as possible then abandon the tank, bring the two moving vehicles and Stuarts back to One Troop and begin the attack.
> They're too heavily engaged to pull back and too thin on the ground to attack, they should just hold their position as long as possible and wait for relief by friendly forces, you have to focus on driving home your attack on the German HQ.
> Call off the attack Eastward and head back towards Four Troop, they'll get cutoff and destroyed if you don't help them now!
> Other
>>
>>932004
>> They're too heavily engaged to pull back and too thin on the ground to attack, they should just hold their position as long as possible and wait for relief by friendly forces, you have to focus on driving home your attack on the German HQ.
>>
>>932004
>> They're too heavily engaged to pull back and too thin on the ground to attack, they should just hold their position as long as possible and wait for relief by friendly forces, you have to focus on driving home your attack on the German HQ.
The best of a bad situation. Let's hope we can act fast enough, or at the very least make their sacrifice worth it.
>>
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> They're too heavily engaged to pull back and too thin on the ground to attack, they should just hold their position as long as possible and wait for relief by friendly forces, you have to focus on driving home your attack on the German HQ.

"Recce, dig in with Four Troop's remnants and dig in, hold until relieved." A heavy pause follows your order, the fact that if they cannot be relieved they'll be trapped, outnumbered, outgunned and surrounded behind German lines clearly not lost on the Recce commander. "Lieutenant Ingham, do you copy?"

"Yes, sir, we'll give Jerry the business." His response is calm and even, you can only hope the clarity is genuine. You open the channel again.

"Very good, see you back at the leaguer then." You say, trying to inject as much bravado as you can into your voice. "Regiment, can you get on the horn to Brigade Group and recommend a counter-stroke, at least a limited one to let them pull back to Villers?"

"Already in progress Able, Wait Out." Comes the response from Captain Crickmay.

"Alright, the rest of Able, form up and prepare to move East into the Hamlet."

"Able this is Able 2-4, I see movement to our South-East, infantry and armour, looks like they're moving to cut off our route back to our lines." Sergeant Blackburn reports, the news seemingly as droll as the morning weather report.

"Copy Able 2-4, they must think we're using the artillery barrage to retreat. If we move fast, by the time they realise we're attacking it'll be too late. All tanks, form up on One Troop, we'll move through the woods then advance into a line abreast with One and HQ in the Centre and Two and Three Troop on either flank." A chorus of affirmatives reply and tanks begin moving through the woods. It's tough going, and Three Troop's Lieutenant Dixon has to switch to his Platoon Sergeant's tank after his throws a track. Eventually though, you make progress and soon you reach the edge of the copse just as the artillery finally begins letting up. The Squadron spreads to either side of Caesar, leaving you at the heart of a loosely spread line, waiting just at the treeline. Ahead of you is a large, mostly empty field, with two sets of structures in it, and plenty of Germans to fill them.

(1/2)
>>
>>935829
(2/2)

To your left and ahead a short distance is a farmhouse and a small barn, both of which are surrounded by staff cars and troops. The barn has clearly been converted into a first-aid centre, filled to overflowing with wounded German soldiers, while the farmhouse is evidently the Infantry Battalion HQ that the maps mentioned, judging from the number of runners scurrying back and for and hastily erected radio antenna. There are also a pair of Panzer IVs idling next to it, seemingly waiting for the artillery to stop before heading South-West into the field you had just occupied.

Dead ahead of you in the open field are a number of rapidly dug mortar pits from which German weapon crews fire North across Route 213. Moving past them is a roughly platoon strength force of German infantry, headed directly towards the woods your in, likely looking to plug the gap in the German defences now that they know you're somewhere behind their lines.

Beyond them on the far side of the field is a collection of 6 buildings forming the hamlet of La Ciderie, which is a bustling hub of activity. You can see a number of officers running back and forth between buildings and parked or idling next to and amongst the buildings are a half-dozen Panther Tanks and a large number of Half-tracks, staff cars, motorcycles and horse-drawn carts. For a moment you think the Germans' have failed to spot you again, but one of the Kraut infantrymen moving through the field raises his hand to point at you and lets out a yell of alarm, screaming warning to his fellows until a burst from one of your tanks cuts him down.

> Open fire! Hold position here and bombard the enemy positions (Focus particularly target/s? Which? With Who?), no sense charging into close combat without any infantry support.
> Charge La Ciderie! Smash through the field and take the enemy Panzer HQ before they realise what's happening.
> Charge the farmhouse and barn to your North-West. It's underhanded, but they won't fire upon their own wounded.
> Hit and Run! fire everything you've got and then try to retreat back through the woods, if you can...
> Other
>>
>>935830
>> Charge La Ciderie! Smash through the field and take the enemy Panzer HQ before they realise what's happening.
>>
>>935830
>> Charge La Ciderie! Smash through the field and take the enemy Panzer HQ before they realise what's happening.

Also, have either Able-2 or Able-3 (whichever is on the left flank, I think it's Able-2) toss a few HE rounds at the farmhouse, but avoid the barn. That's just not cricket. At the very least, we'll sow some extra chaos and disruption. We might even nail someone important. Of course, all fireflies focus on any jerry panzers that seem to know what they're doing.
>>
> Charge La Ciderie! Smash through the field and take the enemy Panzer HQ before they realise what's happening.

"Two Troop, put some shells into the closest Farmhouse, but make sure you aim clear of that barn! All other Able Tanks, form up on HQ Troop and prepare to push through to La Ciderie! Cover each other and keep those infantry back. Do not stop moving once we're in the open, we need to get into that hamlet and capture it before the Krauts realise what we're doing. Alright, give them a volley from the treeline, Fireflies aim for the Panthers, then all ahead flank speed. On my mark!" You take a deep breath to steady your shaking body, the day's endless string of adrenaline rushes catching up with you. You vaguely register the affirmative responses of your subordinates, then raise the handset again, first keyed to intercom.

"Load HE, hit that Half-track by the mortar pit, then start raking those grenadiers next to it as we advance. Ready?" You key back to the B Set, transmitting to the whole Company. "Mark!" A barrage of shells rips out from the treeline, one of the Panthers by La Ciderie is visibly struck in the engine compartment and bursts into flames, another in the side just above the tracks, producing a shower of sparks but otherwise not responding. The Germans in the field are sent scrambling by 75mm HE shells and machinegun and cannonfire which rakes back and forth along the mortar pits and infantry killing several and pinning others. Two Troop's 75mm shells both strike the farmhouse to the North-West, blowing out a corner of the second floor while another smashes straight through the front door and detonates within, spraying fire, smoke and pulverised brick out every window. One of the Cromwell CS's fires into La Ciderie striking one of the supply lorries parked there, which detonates in a massive orange fireball temporarily obscuring the hamlet from view and trailing oily black smoke into the sky. "Charge!" You cry, against every tanking instinct the desert war instilled in you, and to their credit, your crew responds without hesitation and Caesar roars forwards out of the wood and down into the field, picking up speed until it's racing towards the German HQ, heedless of the German infantry in the field.

Pivoting in your seat you try to keep track of your other tanks through the cupola windows, frantically swiveling back and forth while the hull and coaxial MGs chatter away below you. There's Three Troop, pushing up on your right, and the Crusader AA behind you, Two Troop's moving up on the left and... One Troop are lagging behind, well behind, in fact they've stopped and are firing past you, but make no attempt to move further into the field from their position just short of the mortar pits. What the hell are they- Your train of thought is derailed by a horrendous clang that shakes the whole tank.

(1/2)
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>>939415
(2/2)

"We're hit!" Yells Cartwright. "Did it get through?" You quickly cast around the turret and receive nods and thumbs ups in response, looks like everyone up here's alright, and Bob responds a moment later that all's fine down in the driver's compartment too.

"Looks like it bounced, lads, keep us moving forward Bob, don't stop!" You glance back out looking for the source of the shot, and spotting one of the Panthers already rolling out of La Ciderie to confront your charge, a pair of British shells bouncing off its front plate as it moves into position. You've got to get over there before more of them are crewed! Suddenly there's another tremendous boom to your right and you look back to see one of the Crusader AAs burst into a fireball, likely at the hands of a Panzerfaust, it's 20mm ammunition cooking off with pops and bangs. A man, missing a leg and covered head to toe in flames somehow pulls himself from the wreckage and falls to the ground, mercifully motionless. Another tank, Troop Sergeant Penn's Cromwell is struck a moment later, a Panzerfaust rocket punching into its side and setting the engine compartment afire. Lieutenant Dixon yells over the radio for them to abandon the tank and whether they heard it or simply by intuition the crew of the tank leap from it a moment later, blazing away with sidearms and Sten guns as Grenadiers charge the stricken vehicle

"Everyone, watch your scopes, the Krauts have Panzerfausts, don't let them get too close!" You redouble your attention through the cupola, spotting a number of Germans trying to sneak into your path to attack Caesar, but each time you direct the MGs onto them long enough for your speed to carry you safely past. You break the edge of the mortar positions and roar past towards the hamlet, but scanning around you see only Two Troop's pair of Cromwells along with Welchley and your HQ tanks have kept up.

> Halt for a moment, you need to regroup with Three Troop and get One Troop up here before completing the assault!
> Don't stop! You are committed and if you stop you'll lose the initiative! You must carry the attack home!
> You need to pull back, this attack will be a disaster if you continue, nothing more!
> Other
>>
Apologies if today's post/s were a bit of a mess, little tired and there's a lot going on for the Major right now, you can field questions if you think I've missed anything and I'll get back to you when I can.
>>
>>939420
>> Don't stop! You are committed and if you stop you'll lose the initiative! You must carry the attack home!
>>
>>939420
>> Don't stop! You are committed and if you stop you'll lose the initiative! You must carry the attack home!
Stalling in the killing ground means death, the only way out is through.
>>
Apologies for the short and late post, was out most of tonight and almost forgot to post when I got home.

> Don't stop! You are committed and if you stop you'll lose the initiative! You must carry the attack home!

The tanks still with you surge forward, forming a loose wedge as you push towards the hamlet. You instruct Cooper to fire the smoke launcher ahead of you to cover hte final stretch, the white smoke combining with grenades launched by other crews and that from the burning vehicles litering the field to quickly smother much of the field in a close, black grey pall even as your tracks chew up the last hundered yards to the German HQ. Bursting from the wall of smog just 50 or so feet from the closest building you see German officers and soldiers scurrying away on foot while a handful of vehicles attempt to high-tail it back the way they came. One half-track takes a shell in its side from a Cromwell and just about rolls onto its side before bursting into flames. One of the Cromwell CS's fires a shell in the direction of the hamlet and by luck or intent squarely strikes the central farmhouse in the second floor, blowing a huge chunk of the building to matchwood with its 3.7 inch shell.

"Come on everyone! Get on and into the hamlet, we've caught the Krauts with their knickers down!" Caesar climbs the slight berm around the buildings with ease, racing straight towards central courtyard. Just as you're about to pass the closest barn something catches your eye and you scream over the intercom on instinct. "STOP! STOP THE BLOODY TANK!" The Cromwell lurches forward on its suspension as it slides to a halt, almost running into the source of your anxiety as it just barely protrudes around the corner: The muzzle of a Panther's 75mm gun, which booms a half second later, clearly waiting for you to round the corner, but instead simply launching the shell past you and into the distance. You immediately check behind you to see Whelcley's tank also grind to a halt just shy of rear-ending you. The two Cromwell CS's are moving around to the South and you're view of two troop's Cromwells is blocked by the building but you're fairly certain they're circling North. You've only got a moment before the Panther comes around the corner or pulls back into cover, you open the A set channel, "Captain..."

> "Back up!"
> "Follow me! We'll charge around before he can reload!"
> "Flank around and take out this Panther, we'll keep him busy!"
> "Move to get a shot and wait, we'll hit him in the side when he rounds he corner!"
> Other
>>
>>942224
>> "Move to get a shot and wait, we'll hit him in the side when he rounds he corner!"
>>
>>942224
>> "Move to get a shot and wait, we'll hit him in the side when he rounds he corner!"
Would flank, but we have no idea about what else is in this hamlet. Let's hope the Kraut is aggressive.
>>
>>942224
>> "Move to get a shot and wait, we'll hit him in the side when he rounds he corner!"
So there is such a thing as being too aggressive.
>>
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> "Move to get a shot and wait, we'll hit him in the side when he rounds he corner!"

"Train your gun on that corner, we'll slap a couple rounds into his side when he comes around the corner!" You say, staring intently ahead as the Panther's muzzle break disappears back around the side of the building, likely getting some room to come around the corner with his gun traversed around and a slightly better angle.

"Copy, sir. But how did they know you were about to round the corner anyway?" Welchley replies as her tank moves around to your right for a shot at the corner. Well that's a simple tanker's trick for urban combat, you have infantry or dismounted crew spot your shots and signal by hand or radio when and where to fire. You raise the handset to reply while keeping an eye on the corner.

"There's probably just someone across the courtyard spotting f-." Oh, fuck. "BACK! BOB BACK UP NOW!" Caesar lurches uncomfortably into reverse gear and rolls backwards for a split second before a cacophonous boom splits the air and a torso sized chunk of the barn next to your tank explodes outwards in a shower of splinters. Then there's a tremendous clang and everything goes fuzzy for a moment as the concussion of the impact shakes the tank. When you regain your senses you're are assailed by the metallic smell of red hot metal, but no orange glow or smoke fills the fighting compartment, and the rumble of the engine continues, though the radio feeds only static into your ears, the constant chatter of the regimental net gone. Cooper looks dazed but unharmed and he gives you a thumbs up as he shakes himself off, Bob's bulkhead slams open a moment later, and he yells back into the turret.

"Everyone alright? It sounds like it went through but she's still running and nothing's on fire!" He exclaims, a goofy looking smile on his face at your luck, which swiftly infects you too. You reach forward to where Dick's hunched by the gunsight, breathing heavily and staring down at his feet as your reply.

"I'm alright, Cooper's good too! Radio's fucked though!" You turn to Dick and shake him by the shoulder, snapping his attention away from whatever he was staring at on the turret floor. "You alright mate?" He looks at you blankly for a moment before blinking a few times and giving a nod.

"Uh, yeah, yeah boss, just uh, found the shell's all." He says, nodding in the direction of his feet. You lean further forward to see and sure enough, just inches from his feet there is a hunk of deformed metal, and the smile dies from your face, not because of the shell, but the way it's facing. You follow its trajectory back towards the front left corner of the vehicle with increasing dread, to where it left a neat circular hole directly in the centre of the hull gunner's bulkhead.

(1/2)
>>
>>944184
(2/2)

"Bob. Bob!" You catch the driver's attention again, a sharp tone entering your voice. "Check on Ethan!" His smile disappears in an instant to and Bob disappears back into driver's compartment, while Lieutenant Cooper looks to you with abject horror as the situation dawns on him. Outside you vaguely register the roar of a Meteor engine and then a collosal crash as Welchley bodily smashes her Cromwell through the barn, followed by the sharp report of a tank gun, though you can't know whose. A moment later Bob reappears and shakes his head slightly, his face no longer betraying a hint of emotion.

"He's gone sir." You simply nod in reply. This is no place to mourn, nor tend to the dead, there will be time aplenty for that when they battle is done. Right now there is work to be done.

"Cooper, get the radio working again, Dick, check the turret traverse is still working. Bob! Check the engine's all working, I'll give the tracks a once over!" Your crew are unresponsive. "I meant that ON THE DOUBLE! Pull your fingers out, let's go!" This seems to shock them back to life and they hurry to their tasks, while you scoop up one of the crew's sten guns from its rack, slam a magazine home, then throw open the hatch and pull yourself into the open air for the first time in what seems like hours.

The sounds of battle become abruptly louder and more immediate as you cast about yourself, trying to get your bearings. Ahead of you, the barn has mostly collapsed after Welchley's Cromwell drove through it to get around the Panther, which is now visible behind the rubble, pouring fire from its engine deck as the Captain's tank sits behind it, now pumping HE into one of the farmhouses which has begun spitting intermittent MG fire in your direction. You spray a few rounds back with the Sten, then toss it onto the ground below so you can use both hands to hop out of the turret and roll over the side, landing next to it. Hunkering down behind the tank, you look back the way you came. Much of the view of the field is obstructed by smoke, but it looks like one of the Fireflies has now arrived, pulling up the berm behind you, while what looks to be Lieutenant Dixon's Cromwell heads around to the Southern end of the hamlet. You check the tracks on the left side quickly and are satisfied to see they look to be intact, and since the other side wasn't fired upon those should be fine too. The left hand side pistol port on the turret opens and Coopers voice carries out of it.

"I think I've got the radio working again Major and everything else checks out alright, we should be good to go!"

> Alright, mount back up and get underway, you'll drive right up to their HQ and capture it before any more can get away.
> Mount back up but stay put, you can just bombard the buildings into submission from here.
> Have the crew dismount, even if the tank's operable you've got to take these buildings on foot.
> Other

From late and short to early and long.
>>
>>944186
>> Alright, mount back up and get underway, you'll drive right up to their HQ and capture it before any more can get away.
If necessary, we can dismount once we're closer and that (those?) machine gun(s) is silenced.
>>
>>944186
>> Alright, mount back up and get underway, you'll drive right up to their HQ and capture it before any more can get away.
>>
Sorry guys, no post tonight, should be one a bit early tomorrow.
>>
> Alright, mount back up and get underway, you'll drive right up to their HQ and capture it before any more can get away.

You pull yourself back up onto the tank, ducking behind the turret to hide from a burst of MG fire before sliding down into the hatch. You land in a heap, squirming around for a few seconds as you untangle your headset's cord and get it back on, the sounds of radio chatter filling your ears again. You swiftly set it to intercom and send.

"Okay, driver foward! Bring us right up to the front of the centre farmhouse. Cooper, load an HE round!" You switch to the A set. "All tanks within the hamlet, we're going to take that HQ building now, before any more of them can get away. Cromwell CS's, bring down the Southern farmhouse and silence that damn MG-42! Able 2-4, follow my tracks and keep and eye out for any Panthers that have been recrewed! Captain Welchley, form your tank up on me! All other Able tanks, keep pushing to the hamlet and assume defensive positions."

"Understood sir, thought we'd lost you for a moment there." Welchley replies.

"We're still moving." You reply, "Good kill on the Panther Captain." Caesar jolts forward as Bob throws it back into gear and you roll forward, more slowly now, towards the central farmhouse. Scanning around through your cupola you see Sergeant Blackburn's Firefly pull in behind you while Welchley's Cromwell waits for you to pass before pulling in on your left, scanning for movement. A moment later there's a sound like rushing water overhead and the Southern farmhouse's top floor explodes in a set of twin blasts, causing the roof to cave in and a few seconds later the whole structure to give out, folding in on itself in a spray of brickdust and smoke. With the MG finally silenced and the wind blowing the thick smoke over the hamlet, muffling the sounds of nearby combat, the scene quickly takes on a surreal edge. A couple more Cromwells emerge from the South side of the hamlet, Two Troop's remaining other tanks, which move around your flanks, partially surrounding the HQ building as you grind to a halt just 40 feet short of it. You half-glimpse heads and silhouettes scurrying back and forth behind the window sills, but none take action against you, and the remaining 3 Panthers parked outside sit silent and motionless, clearly uncrewed.

> Turn out and offer terms of surrender to the German commanders.
> Open fire, even if the Germans retake this position, they can't bring dead commanders back to life.
> Wait for the rest of your Company to arrive, maybe the Germans will volunteer their own surrender in the meantime.
> Other
>>
>>951282
>> Turn out and offer terms of surrender to the German commanders.
>> Other
Put some rounds to the Panthers for emphasis.
>>
>>951305
>>951282
This one. No Panther is to be left not burning.
>>
The mad dash for the head has gone surprisingly well.
>>
>>952397
Well, one of your crewmen is dead and only about 6 other tanks of your company of 20+ are accounted for currently, but you have, so there's probably some room for argument there.
>>
Sorry guys, only just got home for the night and I'm knackered, so no post tonight.
>>
>>955699
All good. I'm assuming you're taking the holidays off, will it just be 24-25th, or longer?
>>
>>957110
Probably just 24th-25th, maybe Boxing Day too. The good thing about doing just one post a day is that if I know I'm going to be busy at certain parts of the day I can look at the votes and prewrite stuff ahead of time.
>>
> Turn out and offer terms of surrender to the German commanders.
> Other

After a few moments of continued silence from the building, you turn to your crew, "Alright, keep the gun trained on the farmhouse, I'm going to ask for their surrender, if they respond with anything less friendly than a complimentary schnitzel platter, blow 'em to bits." They nod in response and Dick elevates the gun until it is pointed squarely at the centre of the second floor, while you switch the radio back to the Regimental net. You wait for a opening to begin your transmission, during which time you hear chatter from a number of other A Squadron tanks. It seems like "Regiment, Regiment this is Able, what's the status on that counter-attack?" There's no response for a few seconds, but you do hear chatter from other tanks in your Squadron, it seems like Three Troop is down to just Lieutenant Dixon's Cromwell, both Crusader AAs were destroyed and O'Leery's Sherman OP's status is unknown. It seems One Troop fared better on casualties though, and are just now approaching the hamlet, having hung back initially. A quick glance out the back of the tank confirms this, as you see One Troop, their tanks now festooned with at least a dozen of wounded and bailed crewmen, drive into the hamlet in a loose skirmish line before stopping a short ways behind you.

"Able, this is Able-1, we've got about a half dozen badly wounded here, what do you want us to do with them?" Lieutenant Garnett tone making clear his displeasure with your recent decision, but at least he has the decency to keep it to himself.

"Dismount them and get them to cover, we'll move them into the farm house once I secure the Germans' surrender. Then move your Troop to the Northern side of the hamlet to establish a perimeter." After a pause you add, "And I expect you to follow that order at best possible speed Lieutenant."

"Copy that, sir." A number of the bailed crewmen begin helping to lift wounded of the track guards and hulls of the One Troop tanks, while you turn back forwards and reopen the channel.

"Regiment, Regiment this is Able, we have taken the hamlet, what's the ETA on that counter-attack? Over."

"Copy Able, waiting on air cover, they'll be with us in 5. Brigade's compliments on the maps Major, we're arranging strikes on several of the marked targets to coincide."

(1/2)
>>
>>958538
(1/2)

"Copy Regiment, Able to all Able tanks, I'm going to offer the Germans terms, hold your fire, but if they so much as look at us funny I want that building in smithereens, understood?" A number of affirmative responses reply. "Oh, and Able-2, scuttle those damn Panthers before somebody sneaks into one." Another pair of affirmatives and you reach up, undoing the hatch's locking latch then throwing it open, standing up into the open as Two Troops Cromwells fire first at the side on Panthers, then the Firefly strikes the last with a cacophonous boom, its muzzle blast popping your ears and almost knocking the wind out of you. Taking a moment to recover you draw yourself up to your full height in your cupola and clear your throat, but the building remains silent still. The question is, to take a more lenient stance and negotiate or simply demand their unconditional surrender?

> Demand they send out their commanding officer to negotiate (What terms do you offer? Which are you prepared to compromise on?).
> Demand they throw down their weapons immediately and all exit the building with their hands raised.
> Simply let them leave, once they have relinquished their weapons of course, you don't have the time to deal with prisoners when the enemy could counterattack at any moment.
> Other
>>
>>958539
>> Demand they throw down their weapons immediately and all exit the building with their hands raised.
>>
>>958539
>> Demand they throw down their weapons immediately and all exit the building with their hands raised.
>>
>>958539
>> Demand they throw down their weapons immediately and all exit the building with their hands raised.
If they want conditions, we are willing to offer them their lives, on the condition they cooperate.

It would seem we're no longer bumping. New thread once this one's gone, or do we wait until after christmas?
>>
>>958668
I'll make a new thread for the next post, thanks for noticing anon, nearly missed it.



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