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The Nation of Ferrovia has fractured with the death of king Harold with three successor states and a bandit kingdom now fighting over the nation's future. King Elric, the king's brother backed by the landed nobility of the country, wages war in hopes of holding up the monarchy and by connection with the landed gentry. As he styles himself now Lord protector Baric attempts to halt the Monarchists and reformists from harming the status quo with the backing of the army his force is small but well trained and armed. The last of the main contenders is Queen Meredith the sole child of King Harold and devout reformist backed by merchants democrats and communists alike she must lead this dispraite force to victory.

You are Sir Edmund ”The Crow” Drayton, a recently Knighted Yeoman, the leader of the small monarchist sub faction of the reformists. In a feat of tactical and somewhat suicidal ambition youve defeated and captured Prince Elric the leader of the monarchists defeating them wholesale. Afterwards some time is spent in the Wartime capital of Nevefar finding the potential reason for an earlier coup attempt. The last few weeks have seen you fighting in the mountains of Kresh before finally subduing the Kresh bandits and moving toward the frontline.

Past Threads: https://suptg.thisisnotatrueending.com/qstarchive.html?tags=BrinkQM

The morning of july 12th 1285

The day is already starting to heat up as the sun comes up lightning the flat plains of southern Ferrovia. Your men are already loading up and preparing for a day that will spent undoubtedly fighting their fellow country men. Your western flank ends in the sea while your Eastern flank is covered by Norton and his new found horde of former criminals. Due to the situation on the northern front you will have no reinforcements or replacements for some time. How would you like to push the enemy line?

>slow and cautious
>fast and Brutal
>>
>>6009297
>slow and cautious
It's the end of war and we have some green troops. So not to much agression
>>
>>6009297
>>slow and cautious
Fast and brutal can come around when we know exactly who, what, where, when, why, and how we're attacking.
>>
>>6009297
>slow and cautious
>>
>slow and cautious

3d100 best of three please
>>
Rolled 68, 30, 68 = 166 (3d100)

>>6010296
rollin
>>
Rolled 52, 5, 90 = 147 (3d100)

>>6010296
RNGods, i beseech you
>>
Rolled 48, 65, 20 = 133 (3d100)

>>6010296
>>6010331
I'll throw in that last roll even though one of these was me on mobile.
please RNGods, i beseech you.
>>
Like a well oiled machine your men mounted up in trucks and riding atop your tanks move out traveling across the plains. Your scouts pretty easily spot the signs of the enemy hastily abandoned outposts and recon positions but no actual sighting of them. The enemy most likely having seen your force coming and deciding to pull back. Your convoy soon comes to a cross road. You can either keep hugging the coast and eventually come to a river crossing or you can deviate east somewhat to a somewhat familiar place, the ferrovian military academy the massive campus where all officers of the ferrovian army were formerly trained.

>keep west
>go east
>>
>>6010989
>go east
Lets great some cadets shall we.
>>
>>6010989
>>go east
Probably a stronghold that needs to be seized or neutralized.
Also Norton just got 4000 men and probably zero trained officers. We could use a handful of cadidiots to handle all the administrative work nobody else wants to do. And they should know by now what not surrendering will entail for them.
>>
>go east

3d100 best of three
>>
Rolled 7, 84, 71 = 162 (3d100)

>>6012078
>>
Rolled 87, 83, 100 = 270 (3d100)

>>6012078
>>
Rolled 29, 14, 49 = 92 (3d100)

>>6012078
>>
Turning east somewhat you start heading for the military academy where yourself and the majority of your officers were trained. The sparse fields and farm houses soon turn to the outskirts of the academy's campus, well manicured hedges and properly kept training fields. Your scouts moving forward get good eyes on the buildings on the academy itself. Thye sight well dug in trenches and foxholes with many of the buildings having been reinforced with sandbags. The occasional machine gun position or rifle bunker is obvious.

The fortifications seem to be manned by a mix of regular infantry and young men wearing the academy's uniforms. Your scouts, apparently having learned from the failures of the monarchist campaign, manage to stealthy dig observation posts to keep an eye on the enemy while you plan what to do.
>gunship attack
>Maneuver attack
>bombard
>negotiate
>>
>>6012213
>negotiate
if failed
>bombard and then attack.
>>
>>6012213
>>6012231
Seconding. They get a chance to surrender then we do the usual whirlwind bombardment and combined arms assault with gunship support.
>>
>negotiate
if failed
>bombard and then attack.

3d100 best of three please
>>
Rolled 55, 59, 95 = 209 (3d100)

>>6013678
please RNGODS, please.
>>
Rolled 62, 55, 3 = 120 (3d100)

>>6013678
>>6013759
Off to a good start.
>>
Rolled 10, 50, 49 = 109 (3d100)

>>6013678
>>
You nearly get shot when approaching one of the academy's outposts white flag raised the young men guarding it, fumbling with their guns as you approach. It doesn't take long for someone of a higher rank to arrive and ask your intentions. You inform the officer that you request their surrender and to save their men's lives. The officer disappears for some time, probably relaying your request to whoever is in charge the academy's dean most likely but he returns a stern look on his face. They politely but firmly inform you they will not be accepting the offer of surrender and inform you a similar offer is given to you one you have to deny.

The scouts in their hidden positions inform you the enemy has begun to move about many of those out in the open now hidden in fortifications and other last minute preparations for battle are done. Likewise you see to it that your battery of artillery is ready to begin firing. You give the order to open fire shortly after noon and the guns begin to bombard the campus.

3d100 best of three to see the results of the bombardment
>>
Rolled 16, 50, 32 = 98 (3d100)

>>6014384
>>
Rolled 14, 40, 4 = 58 (3d100)

>>6014384
>>
Rolled 46, 2, 19 = 67 (3d100)

>>6014384
burn them out
>>
>>6014390
>>6014424
>>6014650
well then
>>
The artillery begins to land around the campus, plumes of dirt flying into the air as they hit but you begin to notice a worrying sign out of all of your shells, nearly half of them are not exploding, instead just burying themselves in the dirt. It seems youve received a batch of dud shells in your most recent resupply. Your mortars do a bit better but still they lack much of the needed explosive to damage the enemy fortifications. The enemy's own artillery starts to try and counter your own battery and they seem to be doing very well at getting near your own battery. Its takes you a few moments to figure out why. Your men in a cruel fate have set up your battery of guns right in the old artillery firing range. You quickly order a cease on the barrage and order your artillery to pack up and fall back to a safer position. Its only through the lack of heavier guns on the enemies part you don't lose any of your guns.

>follow up with the assault
>pull back and reconsider
>>
>>6015424
>pull back and reconsider
Prepare for an armoured night attack it seems.
>>
>>6015424
>>pull back and reconsider
>>
>>6015424
>>pull back and reconsider
>>
>>6015424
>>pull back and reconsider
>>
The academy has the surrounding fields well sighted for artillery which means counter battery fire is far too dangerous for you to properly bombard the campus. You back off the campus and go through your options. You could just order a general assault and hope the skill and experience of your men is more then enough to take the campus. You could likewise see if encircling the place with armor could force them to surrender. Or you could see if your gunships could deal enough damage to make a proper assault.

>Frontal assault
>encircle
Gunship attack
>>
>>6017058
>>encircle
cut their lines of communication
>Gunship attack
specifically their artillery.
can't perform counterbattery without batteries.
>>
>>6017058
>encircle
>Gunship attack
>>
>encircle
>Gunship attack

ok two pronged then 6d100 best of three please
>>
Rolled 64, 68, 73, 71, 11, 23 = 310 (6d100)

>>6018101
>>
Rolled 83, 2, 68, 63, 33, 49 = 298 (6d100)

>>6018101
blood for the blood gods
>>
Rolled 28, 3, 81, 51, 29, 96 = 288 (6d100)

>>6018101
Boom
>>
>>6018101
>83, 68, 81, 71, 33, 96
Best rolls for each section laid out for convenience.
>>
You once again call in your gunships and their crews to earn their pay. The modified transport planes take off from a section of highway converted to an airfield and begin to circle the campus. The occasional machinegun tries to fire at them but they are far too high up for regular crew served weapons to have an effect as they begin to fire. The 20mm and regular 12.7 machine gun rounds begin to pepper the campus as your armor and motorized infantry begin to sweep around the flanks easily bypassing or destroying various choke points as they do so. Its when the gunships run out of ammunition when the situation worsens somewhat as the junta forces scramble a reserve of infantry and trucks to form impromptu blocking forces which manage to halt a full encirclement of the enemy. Thankfully the enemy doesn't hand out too much punishment before your men realize continued attacks would cost too many lives and equipment.

The campus still has at least one decent route in and out meaning starving them out is out of the option you could potentially try to complete the enrichment but you risk severe damage to your force. The option for a full assault of the enemy position is also possible You can always hope the enemy guns are distracted with your attempted encirclement and try to bombard them again

>Try to complete the encirclement
>Frontal assault
>attempt another bombardment
>>
>>6018947
Do we still have enough gunship ammo to do a bombardment to give cover to the troops that do a frontal assault on the half successful encirclement side of the campus?

The idea is since we destroyed some of the choke points on half encirclement then there is a safe and mapped out area to assault with while gunships give covering fire for a full assault from one direction.

Some people may die but its is better than attempting another encirclement or waiting them out as they can call in reinforcements.
>>
>>6019119
You could drain some ammunition from your stock for your infantry and tanks but it would put you dangerously low on crew served ammunition
>>
>>6018947
did the gunships manage to take out enough of their artillery to allow us to use our own without fear of counterbattery?
do we have eyes on their line of communication?
if both these conditions are met, we could settle for bombarding the road if/when they try to use it.
>>
>>6019138
Some of the enemy guns were undoubtedly taken out but exactly how many there are left you aren't sure

The Junta make heavy use of radios unlike the monarchists who used runners
>>
>>6019173
right. we learned about that at Albrecht's Ford.
looks like we need to start blasting "It's a small world, after all" at various points when they are trying to use the radios.
>>
>>6019207
but also we should be triangulating their broadcasts and calling fires on the source.
>>
Not much of a agreement on what tactic yall want to use Ill give it another day
>>
>>6020029
>but also we should be triangulating their broadcasts and calling fires on the source.
I'll vote for this one
>>
>>6020031
Is that something we even have the know how to do?

Assuming that we don't got the skillsets required among us to pull that off I vote for
>attempt another bombardment
and
>Try to complete the encirclement

Effectively textbook for this situation, minimize the enemy's ability to respond while continuing to maintain mobility although if this fails we will probably have to do a controlled retreat cause things are gonna be real bad otherwise.
>>
>>6020606
we used their radio transmissions to triangulate the Junta HQ in Albrecht's Ford back in like, thread three. now we have howitzers.
>>
>>6020031
+1
Sure I still think a frontal assault and bombardment cover is a better idea but we should move along.
>>
>radio triangulate to try and strike the enemy artillery followed by a frontal assault

4d100 best of three

the academy attack is giving you guys alot more trouble then I thought it would
>>
Rolled 26, 85, 17, 22 = 150 (4d100)

>>6020853
RNGODS, PLEASE
>>
Rolled 24, 18, 84, 20 = 146 (4d100)

>>6020853
URRRRAAAAAAHHHH
>>
Rolled 46, 43, 31, 16 = 136 (4d100)

>>6020853
>>
Making use of the garbled radio transmissions of the enemy, your signal corp tries their best to nail down the location of the enemy guns. However The sheer number of radios and different frequencies in use inside the academy campus makes pinpointing the location of the guns nearly impossible.

Despite the guns not being neutralized, it is decided that you need to take the academy before enemy reinforcements arrive. The morning of the third day of your impromptu siege of the campus your men step off from their entrenched positions under the cover of mortar fire and your howitzers at the extreme of their range. The barrage does well at concealing your men as they approach the outer edge of the enemy defenses. Your men make good headway as they clear the outer edges of the academy. The Enemy however makes it a costly endeavor Several platoons take several wounded and dead as they clear the trench works and foxholes. The cadets of the academy are heavily dedicated to their cause. The day comes toa close with your men having made a substantial foothold in the outer defenses with only the main buildings and some of the dorms uncaptured.

3d100 best of three to finish the fight
>>
Rolled 15, 63, 62 = 140 (3d100)

>>6021275
>>
Rolled 3, 75, 67 = 145 (3d100)

>>6021275
Sadly all these young men will die. Propaganda is one hell of a drug.
>>
Rolled 4, 78, 13 = 95 (3d100)

>>6021275
>>
>>6021407
>>6021443
oh lord I thought my 15 was bad
>>
Our luck is starting to run out it seems we gotta end this war soon before we start rolling real bad.
>>
>>6021541
Monarchists were the tutorial faction now we are dealing with the difficulty spike of trained grunt before we hit the vet core
>>
>>6021541
which is part of the reason I wanted to try doing a bit of EW in the first place. even forcing the monarchists to hop frequency more often can give us an advantage.

but my idea is that adopting slightly more unconventional tactics might offset the bad rolls. Gotta go Goblin Slayer and refuse the gods a chance to cast their dice!
>>
>>6021987
junta, not monarchists, point stands
>>
The next day in the earliest hours of the morning your men are preparing for a day of CQC and room to room fighting when they hear shouts and and cries of. FOR LORD PROTECTOR BARIC! As the enemy launches a counter attack. They rush from prepared foxholes and the few remaining buildings they hold. Your men are badly caught off guard by this attack as they were busy preparing to attack themselves. The attack is repelled somewhat easily but it does make your mens coordination quite poor. It does however mean as the smoke clears the enemy positions have far fewer men to clear out.

It takes nearly the entire day but you men do eventually manage to clear the last of the academy's buildings. The enemy that you dont kill or capture take advantage of their clear route of retreat. The academy grounds are covered in the bodies of young cadets and regular soldiers alike; your own blue armbanded dead stand out from the enemies. The cost of taking the academy has been higher than most of your regular attacks but still not too severe to threaten the combat effectiveness of your units. Your men have spent close to a week on the front so far but seem to still be in good spirits and decently rested enough.

>Halt the advance so you can rest and resupply

>keep pushing
>>
>>6022065
>>keep pushing
if we rest now, they'll get reinforcements through the open corridor
>>
>>6022065
>>keep pushing
>>
>keep pushing

3d100 best of three
>>
Rolled 68, 99, 27 = 194 (3d100)

>>6022797
>>
Rolled 75, 60, 13 = 148 (3d100)

>>6022797
>>
Rolled 10, 36, 58 = 104 (3d100)

>>6022797
>>
You decide to keep your momentum and push on from the badly damaged academy. Your men make good time pushing past where your advance stopped, sweeping up a few stragglers from the academy as you go adding them to your ever growing number of prisoners.

The recon teams make good time screening ahead of your main force and soon encounter what appears to be a large motorized infantry formation. They go about their work of counting the enemy numbers and soon return the info that ahead of you is an enemy force of at least five battalions all motorized. Your recon teams unfortunately are unable to stay and observe more than that however as they are spotted and have to make a hasty retreat under fire.

>attempt to defeat the enemy with a maneuver attack
>armored spearhead attack
>bombard attack
>>
>>6023912
>>bombard attack
try to damage their vehicles and force them to avoid clustering up into groups
>>
>>6023912
>>bombard attack
>>
>bombard attack

with a focus on vehicles

3d100 best of three
>>
Rolled 48, 41, 16 = 105 (3d100)

>>6025012
>>
>>6025014
wow lol
>>
Rolled 42, 38, 10 = 90 (3d100)

>>6025012
Well only downhill from here then
>>
Rolled 82, 18, 29 = 129 (3d100)

>>6025012
>>
>>6025169
>>6025032
man well hopefully we still have time to prepare a defense in depth
>>
You give the order and your artillery battery is brought forward and begins to get your guns ready to fire. Your scouts manage to sneak their way close again and begin to relay the locations of the enemy motor pools and fuel depots. The artillery crews are seasoned veterans of this by now and have the range down proper when you give the order to fire. Each of your guns fire in sequence and your scouts soon announce the rounds landing amongst the enemy. The scouts however report once again your rounds have nearly a 50% failure rate to detonate. The enemy relatively unscathed begins to mount up and begin to head in your direction. You order your men to brace for an assault while the gun crews quickly begin to pack their guns to retreat.

3d100 best of three to defend yourselves
>>
Rolled 57, 20, 35 = 112 (3d100)

>>6026248
actually the idea of us getting dud shells was pretty inspired, good job, Brink. Very appropriate for the setting.
>>
>>6026255
also god damn i need to stop rolling like holy cow
>>
Rolled 46, 52, 62 = 160 (3d100)

>>6026248
Please be good
>>
>>6026255
Yeah. Am actually amazed we didn't get more duds. Historically this has been a problem in countries with fast catch up on production of war material during war.
>>
Rolled 99, 31, 47 = 177 (3d100)

>>6026248
>>
>>6026714
oh hell yeah
>>
Saved by that last roll I see no update till tomorrow


Ferrovian fun fact ferrovia used to bost a navy of

3 Dreadnoughts

12 Cruisers

8 Light cruisers

and nearly 60 Destroyers

most of it was destroyed off the coast of Aquilla during the great war
>>
The enemy dismount from their trucks in good order some distance from your improvised defensive line and edging to push forward. They must have been expecting some unmotivated regular infantry or some poorly equipped communists but instead they slam into the defensive strength of your airborne and the F.A.G. Machinegun fire and the howl of mortars fills the air as your men begin to repel the enemy attack as your heavy artillery is moved back away from the fighting.

The enemy arent amateurs either once they realize you arent some easy to kill yokels they change tactics instead setting up their own mortars. This causes the battle to turn into a stalemate of mortar dues as your men hunker in their holes.

>counterattack
>fallback
>write in
>>
>>6027881
>>write in
Dig in
Turn this shit into a meatgrinder for them, and they will be forced to either hold or fallback.
>>
>>6027881
>>counterattack
Forward before they begin digging in as well and before all their mortars get set up to lock us down. We cannot afford to get pinned here in case more enemy troops get sent to us.
>>
>>6027881
>counterattack
>>6027928
seconding
>>
>counterattack

3d100 best of three please
>>
Rolled 74, 92, 64 = 230 (3d100)

>>6028743
Burn these infidels for rejecting our mercy.
>>
Rolled 99, 56, 79 = 234 (3d100)

>>6028743
>>6028748
nice rolls!
>>
Rolled 69, 43, 89 = 201 (3d100)

>>6028743
>>
>>6028748
>>6028751
>>6028779
99, 92, 89
that might just be enough to get the job done
>>
You swear to yourself as reports of the enemy mortars harassing your own mortars floodl into your command post slightly behind the frontline. You look around your tent as your command staff busy themselves with receiving reports or communicating over the radio. You gesture for your personal radio operator to come over to you. “Get the armor up here now” he nods vigorously as he leans into his radio equipment to relay orders for your armored core to come up to the front from the rear where they were waiting.

The enemy has made a crucial mistake in dismounting from their trucks and deciding to attack you with mortars instead of backing off or pushing your lines. Now they sit without transport in a perfect position to be rolled over by your tanks. That's exactly what happens when your medium and light tanks a few minutes later push out from your lines in a textbook spearhead attack showing off their growing skill in armored warfare as they kill rout or capture anything in their way, your infantry flooding in behind them to secure the corridor of your advance. The enemy for their part do the best they can to retreat from your tanks which is to say not very good as they leave behind a significant amount of equipment as they run.

Your armor does eventually have to stop to refuel and your men do need to sleep at some point in the night. The enemy will most likely take this chance to retreat in the dead of night so you can keep slashing through their lines with impunity. Your men are at a moderate level of combat fatigue and your ammo and fuel supplies are passable.

>keep pushing
>R&R
>>
>>6028870
>>keep pushing
>>
>>6028870
>keep pushing
Low casualties with good ammo and moderate fatigue we can push once before R&R
>>
>>6028870
>>keep pushing
>>
>keep pushing

3d100 best of three
>>
Rolled 31, 50, 32 = 113 (3d100)

>>6029352
>>
Rolled 57, 32, 37 = 126 (3d100)

>>6029352
>>
Rolled 1, 4, 49 = 54 (3d100)

>>6029352
come on. Some good rolls please
>>
>>6029530
looks like luck ran out.
>>
>>6029531
just be glad its best of three and that crit fail isn't being counted....
>>
As the bulk of your force settles in for the night dark clouds begin to loom on the horizon. Those very same clouds just after nightfall drive bringing with them a torrential rainfall. You're no stranger to the south's great rains but this is on another level The rains bring with them mud and winds that send your force in complete disarray. You even receive reports while you're busy trying to not be flooded out of your command tent that one of the Light tanks was swept downstream as the crew apparently decided to make camp in a dry riverbed.

The next day was spent mostly trying to consolidate your men as the rain and flooding had spread your force out badly. There was some material lost but nothing too important. The mud make pushing almost impossible for the day but the next the dirt roads are dry enough for you to keep going

3d100 best of three
>>
Rolled 6, 74, 5 = 85 (3d100)

>>6030352
Fucking rain
>>
Rolled 34, 19, 76 = 129 (3d100)

>>6030352
The lands have betrayed us.
>>
Rolled 79, 77, 19 = 175 (3d100)

>>6030352
>>
>>6030352
too late to roll but i am monitoring
>>
The men, despite the setback of the rain, make good time pushing north. Your recon teams find a lot of signs of the enemy but yesterday's rain slowed down a motorized formation like your own far more than the now majority on foot force. The recon teams do soon find the first signs of a real fighting force when they encounter the outermost of what appear to be enemy pickets. They sneak past this pickets with skill and manage to get eyes on what they believe to be the main body of the enemy force. They spot a mix of light armor and more motorized infantry they seem to be preparing for an attack and the enemy camp appears to be bustling with activity as they appear to be loading up on munitions and refueling their vehicles.

>prepare to defend
>attack before they can
>write in
>>
>>6031511
>>attack before they can
>>
>>6031511
>>attack before they can
>>
>>6031511
>>attack before they can
>>
>attack before they can

when in doubt attack

3d100 best of three please
>>
Rolled 86, 27, 57 = 170 (3d100)

>>6032458
here's hoping for the best outcome
>>
Rolled 68, 60, 22 = 150 (3d100)

>>6032458
>>
Rolled 76, 2, 68 = 146 (3d100)

>>6032458
when in doubt attack
Fellow HBO Rome enjoyer I see.
>>
The enemy are too close to setting off from their starting points for you to move your guns up to fire on them so the attack will have to be carried out by armor and infantry. The armor and trucks speed past your command tent as they head for the enemies last known position and quickly find them. The ensuing attack slams into them like a force of nature but quickly begins to lose momentum as the tanks begin to fight in what amounts to CQC for tanks and your infantry duels with their infantry. The reports start to roll in that the enemy force you're facing is an advanced element of the 1st Armored division, the oldest and most elite of the ferrovian armored core.

The day begins to wind down as your force finally sends the enemy back they retreat in good order and a lack of fuel or energy means you can chase them. Its more than likely the rest of the enemy force is nearby.

>dig in hard
>prepare to keep attacking tomorrow
>>
>>6033500
>>dig in hard
dig in, but withdraw to a defensible position instead of just digging in at the line of contact. It sounds like we're at risk of over extending ourselves if we push harder.
>>
>>6033500
>dig in hard
>>
>>6033500
>>dig in hard
>>
>>6033500
>>dig in hard
make em bleed for the blood god
>>
>>6033500
>>dig in hard
>>
>dig in hard

3d100 best of three please
>>
Rolled 44, 74, 16 = 134 (3d100)

>>6034569
>>
Rolled 79, 100, 52 = 231 (3d100)

>>6034569
roll
>>
Rolled 37, 22, 36 = 95 (3d100)

>>6034569
>>
>>6034637
Hell yeah, brother!
>>
>>6034637
I wonder what does the junta think of this? Crazed over embellished battalion getting stalled in an academy to a battalion somehow blitzing and sieging them in under 24 hours with barely any damage.
>>
>>6034904
They are honestly confused by Drayton if anything guy would probably be one of Lord Protector Barics chiefs of staff had he sided with them

also no real update till tomorrow
>>
>>6034907
"Why is he like this?"
"I think we should be governed by a parliamentary democracy under a constitutional monarchy, and the military should be subject to civilian oversight."
he's an extreme moderate. it never occurred to them that he actually means what he says.
>>
>>6035626
An extreme moderate. Kek. We are a moderate that actually looks for practical solutions, has the competence to go for it, and will use force to get there.
>>
The entire might of an armored division is going to come down apon you tomorrow and you plan to break them when they do. You pull back to a more defensible position centered on a nearby forested hill and order your men to dig in. The digging in honestly goes poorly. The ground is still saturated from last rain which means your men struggle to dig fighting positions and mostly just wear themselves out as they set up kill zones and improvised fighting positions.

Your XO wakes you early the next morning well before sunrise he informs you the enemy has just passed the outer pickets and are now pushing head long right into your pre planned kill zones. You head to an observation post and witness as your mortars launch the first of the illumination flares lighting up the majority of a battalion standing right in your main kill zone ill positioned and spread out. They halt out of either surprise or fear for a few seconds before your men open fire your tanks and gun trucks focus in on the enemy armor damaging many in the first salvos. Your infantry go to the bloody work of gunning down the coverless enemy infantry. This lasts for hours until the sun begins to poke above the hills illuminating the field that is strewn with corpses and burning tanks. The enemy paid dearly for this mistake and must be retreating at all haste. Your men are somewhat tired but can still fight and your ammo situation is starting to get low.

>counterattack
>go for R&R
>>
>>6035677
>your ammo situation is starting to get low.
>>go for R&R
we can only fight as long as we have ammo. If we can rotate off the front and get ready for the next push, we won't be pushing our luck as badly.
>>
>>6035677
>>go for R&R
We did enough and shattered the elite spearhead so we can afford to back off.
>>
>>6035677
>>go for R&R
>>
You men are tired and the enemy are running so you decide to order some of the regular army to hold the line while your men take some much needed rest. While they rest you go about scrounging ammo and fuel for your next push, a task easier said then done with every command level officer doing the same all along the frontline. While doing so you hear Norton and his “marines” thrash a Junta infantry division to your east and even the navy makes an appearance in a small skirmish to your south along the coast. You do spend your time besides tracking down ammo to also write a scathing letter to the factory manager you received your most recent batch of artillery shells from about the severe dip in quality. You don't expect a reply.

The men are well rested after about a week and youve found enough ammo and fuel to keep pushing.


3d100 best of three
>>
Rolled 13 (1d100)

>>6036713
>>
Rolled 35 (1d100)

>>6036713
>>
Rolled 81, 60, 92 = 233 (3d100)

>>6036713
>>
Rolled 85, 29, 74 = 188 (3d100)

>>6036713
hope this works
>>
Rolled 76, 49, 93 = 218 (3d100)

>>6036713
oh shit, I thought it was just one dice.
>>
no post till tomorrow but finally some decent rolls
>>
Your orders are passed down and your men begin to push forward along the dirt roads that make up much of the rural north. The landscape shows signs of war in some places, the occasional piece of destroyed equipment left on the side of the road. Signs having been destroyed to confuse navigation you even pass by the burning wreck of a downed aircraft as you make good time heading north, What you dont find however is the enemy they have seemed to have taken your R&R as a chance to pull back most likely to a much better position to fight from. Your recon teams can barely stay ahead of the main formation due to the muddy nature of the roads the great spring rains making their light vehicles get mired in mud.

3d100 best of three please
>>
Rolled 85, 24, 91 = 200 (3d100)

>>6038187
rain. Fun :)
>>
Rolled 7, 36, 86 = 129 (3d100)

>>6038187
>>
>>6038187
Dice+3d100
Rolling
>>
Rolled 54, 92, 31 = 177 (3d100)

>>6038187
>>
>>6038340
Nice roll. I had connectivity issues and i think i capitalized Dice which made it easy my roll. But it's clearly better for that middle 92
>>
Your recon teams finally manage to unstuck themselves and race ahead of your slowly moving main boy. They soon find the enemies defensive line. The enemy have set themselves along a narrow stream preparing to use it as a block against your armor. They number close to 6 battalions of infantry and one of your recon teams manage to sneak past them and spot what's left of the armored division being held in reserve. The enemy doesn't seem to have any aircraft in the area and they must be low on fuel after running from you for so long.

>gunship attack
>Maneuver attack
>bombard attack
>combined arms attack(High DC)
>>
>>6039185
>Maneuver attack
No air support, armor division is battered and mostly infantry leads me to believe this is the best option here. (Although i'd prefer some bombardment first)
>>
>>6039243
+1
Had to look up what maneuver attack looked like in the archive so ye only infantry and barely any armor will let the tanks rush b unless there is a hidden debuff for the stream environment.
>>
>>6039185
>gunship attack
Light up the armoured reserve
>>
>Maneuver attack

3d100 best of three please
>>
Rolled 34, 18, 29 = 81 (3d100)

>>6040129
Here goes nothing
>>
Rolled 23, 30, 21 = 74 (3d100)

>>6040129
>>
Rolled 39, 22, 87 = 148 (3d100)

>>6040129
>>
>>6040256
Hopefully that 87 helps
Everything else was pretty grim
>>
>>6040282
Well atleast we didn't do combined arms i'd imagine things would go real bad if we screwed that up.
>>
You order your armored force and motorized infantry to swing wide around their defenses and encircle them. That was your order at least what actually happens is a haphazard attempt to find the edge of the enemy line and then accidentally pushing right into it the proceeding counter attack by the enemy should have been a complete mascare save for the heroic efforts of an armored platoon who held out despite a nearly being outnumbered 5-1 in enemy armor. They held up the enemy just long enough for friendly reinforcements to arrive in the form of nortons people. Your force retires to camp that night bruised but still combat capable. The enemy remains in place waiting for your next attack. They know you may try to flank them and have hardened their outer flanks.

>bombard attack
>gunship attack
>maneuver attack (high DC)
>combined arms attack (hIgh DC)
>>
>>6040864
>>gunship attack
Here's hoping
>>
>>6040864
>>gunship attack
>>
>>6040864
>>gunship attack
>>
>gunship attack

3d100 best of three please
>>
Rolled 86, 71, 100 = 257 (3d100)

>>6041662
>>
>>6041759
Blood for the blood gods.
>>
Rolled 7, 86, 24 = 117 (3d100)

>>6041662
>>
Rolled 12, 74, 8 = 94 (3d100)

>>6041662
>>
>>6041797
>>6041759
Oh wow. Good thing i didn't roll!
>>
The arrival of your gunships must be terrifying for the average enemy soldier. The large transport aircraft usually used for aerial resupply or the dropping of paratroopers instead of flying right over the enemy position to do either begin to turn instead of an entire formation; your gunships now take turns saturating the enemy position of 12.7 and 20mm fire for hours. The mud being churned up by the guns as they rake the enemy foxholes and command positions even the armor is not safe as the 20mm rounds punch through the soft top of the enemy armor. The enemy do try to shoot them down however any attempt is met with the full force of the gunship being fired at. This last for most of the day until it gets dangerously dark for your airships to stay in the air. The enemy is battered and most likely in disarray

Night attack(high DC)
>Frontal assault
>maneuver attack

attack the next day
>frontal assault
>maneuver attack
>>
>>6042366
>>frontal assault

Their armies were dispersed during our first maneuver and now they are crippled and scattered with less armor so we can afford a full on charge.
>>
>>6042366
>attack the next day
>>maneuver attack
High dc attacks concern me right now
>>
>>6042366
Night attack(high DC)
>Frontal assault

I'm feeling lucky!
>>
>>6042406
>attack the next day
forgot to specify
>>
Rolled 1 (1d2)

>frontal assault

Day 1

Night 2

3d100 best of three please
>>
Rolled 12 (1d100)

>>6043545
>>
Rolled 18, 46, 59 = 123 (3d100)

>>6043545
Gogo
>>
Rolled 40, 85, 91 = 216 (3d100)

>>6043545
>>
Rolled 45, 51, 86 = 182 (3d100)

>>6043545
Okay



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