[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: 1708299857340754.png (37 KB, 1148x771)
37 KB
37 KB PNG
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. The last few months have seen you push the southern front of the junta forces hard. They have put up stiff resistance with the capture of the ferrovian military academy and the destruction of a motorized division being your reward for your efforts.

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

The men are ready the next day after defeating the motorized division to keep heading north pushing through desolate territory. The ferrovian countryside is ravaged by the war small villages that used to be the life blood of the rural areas in the north are all but gone The railroads which once moved ore and grain to the industrial cities lay destroyed heaps of burned railroad ties and the tracks themselves having been thrown onto the fire to make them useless. The enemy is going full scorched earth where they can. Your pushes are often slowed by nearly every bridge over even the smallest creek having been destroyed.

3d100 best of three please
>>
Rolled 58, 50, 27 = 135 (3d100)

>>6046941
RnGods, please have mercy on my roll
>>
>>6046957
Not merciful with i guess
>>
>>6046958
We saw far worse last thread
>>
Rolled 19, 4, 75 = 98 (3d100)

>>6046941
Gambling!
>>
Rolled 11, 72, 44 = 127 (3d100)

>>6046941
We ain't giving them the chance to surrender for going full scorched earth.
>>
Your men keep good order as they make their way through the hills and valleys the make up the areas separating northern and southern ferrovia. The odd lone farm or small mining operation being the only sign of life but that soon changes as signs of more and more industrialization are seen as you continue north. Your recon teams eventually come to the next major crossroads in a small town in a forested valley, a necessary target as the forests stop your armor and trucks from getting through. The town is occupied by a couple of battalions of infantry who seem to be well dug in.

>frontal attack
>bombardment attack
>>
>>6047748
>bombardment attack
bombing the trenches before moving in with
>armoured attack.
>>
>>6047748
>>bombardment attack
>>
>>6047748
>>bombardment attack
>>
>>6047748
>>bombardment attack
>>
>bombardment attack

3d100 best of three please
>>
Rolled 97, 28, 11 = 136 (3d100)

>>6049014
>>
Rolled 60, 57, 56 = 173 (3d100)

>>6049014
Here goes something
>>
Rolled 29, 82, 35 = 146 (3d100)

>>6049014
>>
No real post till tomorrow


What kind of policies do you think drayton would focus on after the war?
>>
>>6049847
Veteran benefits as a lot of people were forced into the war and many will be injured and maimed from all factions. That or fixing the justice system to avoid a bandit kingdom situation again.
>>
>>6049925
Adding. Education and reforming the military
>>
The guns are rolled up and after a few ranging shots they begin to land rounds in and around the town, the large plumes of smoke and earth shooting into th sky as the guns do their deadly work. THe issues with the ammo reliability seem less severe now but you still see a higher than average dud rate with the guns. The enemy seemed startled by the sudden attack, apparently not expecting your arrival, most likely thinking there was still a friendly unit between them and the frontline. They try to return first with their own artillery but your guns manage to suppress their artillery easily. The guns soon however become low on ammo and overheated and it seems time to make a real attack.

3d100 best of three please
>>
Rolled 75, 75, 89 = 239 (3d100)

>>6050243
>>
Rolled 65, 82, 42 = 189 (3d100)

>>6050243
>>
Rolled 19, 61, 84 = 164 (3d100)

>>6050243
Big money
>>
The terrain makes moving forward in one solid formation difficult so several of your companies spread out along the forest while the armor pushes up the main road. The enemy put of a spirited defense of the surrounding forest but it's all for not as your men sweep them away with their superior equipment and experience beating out the enemies advantage on the defensive.

The attack only falters for a moment when they hit the edge of the treeline and make the 100 meter dash to the town proper but your men manage just fine. The town is typical of the area narrow streets lined with brick and mortar homes in shops separated by tall fences which makes it quite difficult for both sides to use longer range weapons so the fighting turns into close quarters fighting which your men have become quite adept at over the last year.

3d100 best of three to finish the attack
>>
Rolled 29, 61, 92 = 182 (3d100)

>>6051303
>>
Rolled 63, 44, 1 = 108 (3d100)

>>6051303
>>
Rolled 40, 58, 17 = 115 (3d100)

>>6051303
>>
The push into the city really starts to slow down around the mid point just reaching the town square when with a sudden rush of reinforcements the enemy begins to push back. Your men make them pay for each house or shop they pry from your control but still they have to fall back over and over again until just at your mens breaking point an almost miracle happens. One of your mortar teams in a somewhat overzealous move had set up in the town proper in one of the many back gardens. It's this very mortar team that through either luck or skill refuse to fall back and hold off what must be the near full force of an infantry company fighting them off with carbines pistols and even using their mortars as improvised hand grenades. Night is soon approaching but your men are still in a decent condition to fight.

>fall back for the night
>dig in
>keep attacking
>>
>>6051905
>>keep attacking
It'll be really hard if we let them reinforce
>>
>>6051905
>>keep attacking
>>
>>6051905
>>keep attacking
Not one step back charge.
>>
>keep attacking

when without orders attack

3d100 best of three
>>
Rolled 62, 30, 18 = 110 (3d100)

>>6052565
let's go!
>>
Rolled 36, 5, 70 = 111 (3d100)

>>6052565
>>
Rolled 53, 54, 30 = 137 (3d100)

>>6052565
I'm a bit worried about the middle roll curse.
>>
>>6052997
I mean, that gets us above 50
>>
>>6053193
True although I have a feeling the D.C has been raised a bit since we are nearing the end game. Wouldn't be surprised if it's closer to 60 or 70 now.
>>
The enemy are just settling in for the night when illumination shells are fired into the air and your somewhat scattered men attempt to attack the enemy. The flares can only do so much for the dark and strange town. Each house that needs to be cleared takes far longer in the dark and when you men do meet the enemy every gun fight is a confused mess of muzzle flashes and screamed commands. A few houses are taken but its simply too dark and your forces to mixed for a night battle to have much effect. You order a halt of the attack sometime before midnight.

>stay in the town and attack in the morning
>pull back and reform and attack the town again
>pull back and encircle the town
>>
>>6053865
It's too dark! We need more light! Light the houses on fire!
... just kidding.
... unless...?

I mean pulling back and setting fire to the areas we cede could be an effective way of making sure they don't follow us (area denial)
But it's mean to the villagers and ruins mights be more easily defended than relatively intact houses.
>>
>>6053865
>>stay in the town and attack in the morning
We have a small foothold so that is good enough to let us take the rest of the city. And if we leave we will have to fight for the same houses again.
>>
>>6053660
Dc is usually sitting around upper 60s now unless your fighting pre war professionals then its upper 70s at the beginning of every battle
>>
>stay in the town and attack in the morning

3d100 best of three please
>>
Rolled 83, 11, 97 = 191 (3d100)

>>6054733
>>
Rolled 75, 32, 80 = 187 (3d100)

>>6054733
>>
Rolled 51, 34, 21 = 106 (3d100)

>>6054733
>>
Your men dig in where they can and try to find some sleep in what remains of the night. The morning dawns with a thick haze that blankets the city, a mix of fog and smoke from several burning buildings. The enemy seemed to have not taken kindly to your midnight attack and returned the favor in the hazy morning. They try but your men are far to hard for the haphazard attack to dislodge. Your men try to counterattack but the smoke makes moving house to house even harder and the enemy seems to have quite the large stockpile of hand grenades and make heavy use of them in repelling your attacks. Through sheer luck the casualties from the defense and attack this morning are incredibly light for urban combat. Your men are tired and their ammo supplies are getting low.

>keep fighting
>pull back and go for resupply
>>
>>6055507
>>pull back and go for resupply
>>
>>6055507
>pull back and go for resupply
>>
>>6055507
>>pull back and go for resupply
Yeah unfortunately
>>
No real post tonight lads
>>
Taking the town proper with your men as tired and low on ammo as they are is a pretty daunting task so you pull them back the enemy must be pretty worn out aswell as they dont even try to contest your men falling back form the city
You do take some time as your men carefully extract themselves from the city to take in the toll even a couple days of fighting have wrecked on the place. There are several smoldering buildings that fill the sky with a thick inky black smoke and nearly every single window is shattered with the cobblestone roads and side streets torn up from tracked vehicles. The men begin to set up improvised defenses on the outskirts while they wait for resupply and their chance to rest some. It occurs to you while they do this there probably isn't a single man in your force who hasn't seen at least some combat over the last couple of months.

>do something during R&R
>Back to fighting
>>
>>6056721
>do something during R&R
>>
>>6056721
>>do something during R&R
>>
Deciding to spend your R&R doing something productive you decide to

>check up on Norton now that hes leading his own division

>Check on your officers

>check on your enlisted

>write to your family (Mother & Brother)

You have time for one
>>
>>6057267
>>check up on Norton now that hes leading his own division
>>
>>6057267
>>check up on Norton now that hes leading his own division
Sure.
Sounds like they did good work as the anvil, but I'd like to get Norton's opinion on it
>>
You decide to head east to check up on your friend Norton to see how he's doing in his first real non combat command role. The man has always been cool under fire but commanding men from the rear is a different beast than combat command. Your trip takes you through the war torn countryside and you arrive at nortons “camp”. Its honestly nothing like your own camp with much of nortons force being irregular. It's more like what you expect a bunch of thieves, gangsters and murderers would think a military camp would look like which is appropriate considering that's what his men are. Its takes you a bit but you do eventually find nortons command tent which bustles with activity as nortons handful of trained officers dash from their commands to his tent to receive orders. Entering the tent you find norton shouting at a lower rank officer about something before ordering the man away as he notices your entrance

.”Ill be Honest Drayton i'm tempted to shoot you right now” He says with a strained smile. You chuckle at your friend's joke before offering to take him away from the tent for a bit. He agrees and you two soon find yourselves in nortons personal tent enjoying some most likely pilfered whiskey

>ask him how its going

>just try to get him to relax
>>
>>6057900
>just try to get him to relax
>>
>>6057900
>>just try to get him to relax
Mention that we thought he did a good job with the armoured division
>>
Ill be gone till tomorrow no post tonight

Norton fact

He spent his 16th birthday breaking rocks on a penal farm in the south
>>
>>6058723
It prepared him well for his current job
>>
You figure your friend is beyond stressed and decide to spend the night sharing some drinks. You figure its probably been a couple years since both of you have gotten a chance to just relax and drink. That last time being in ironhaven shortly after his reassignment to the capital naval garrison and your promotion to Major. It's honestly a shame Norton's career in the marines was so hampered by the events of his youth. It's during that last night out he told you of his past: a Hard early childhood on the streets of Gresh followed by a stint in a reform school in ironhaven and then culminating in three years hard labor on a penal farm in the south. The way he put it, the farm had given him a choice: a military career or find himself being attached to some fiefdom as a peasant. He picked the military career of course the marine corps desperate for officers upon learning he was able to read and write sent him off to OSC and a few weeks after graduating he found himself shoved into a landing craft off the coast of Beville.

Bebille must still haunt him, still you know he's always seemed uncomfortable on small boats, something about the rocking reminding him of the landing. It's there on that godsforsaken island you met for the first time him and what remained of his platoon saving yours a couple other troopers lives from dozens of angry communist militia.

The night passes nightly and you find yourself very hungover the next morning wishing your friend a hasty recovery from his own hangover. You soon return to your men ready to take war to your fellow countrymen once again

3d100 best of three please
>>
Rolled 53, 65, 24 = 142 (3d100)

>>6059421
>>
Rolled 33, 59, 87 = 179 (3d100)

>>6059421
blood for the queen and democracy
>>
Rolled 78, 51, 64 = 193 (3d100)

>>6059421
>>
The city which you've come to learn is called Bastin, a bastardization of the aqulian word bastion, ironically considering how hard the Juntas fought for it looks like something out of tales of what the land of the dead looks like. The town still smolders and there's scant few houses left that aren't marked by artillery, fire or both. The occasional Junta soldier can be seen dashing from house to house going about their duties. Your recon flights have spotted another infantry formation having moved into the town during your break and they seem very intent on holding the crossroads. Your men are well supplied with ammunition.

>attempt to assault the city again
>attempt to bypass the city
>>
>>6060184
>attempt to bypass the city
Surrounding action
>>
>>6060184
>>attempt to bypass the city
>>
>>6060184
>attempt to bypass the city
>>
>attempt to bypass the city

3d100 best of three please
>>
Rolled 89, 90, 74 = 253 (3d100)

>>6060893
>>
Rolled 57, 20, 77 = 154 (3d100)

>>6060910
Well then
>>6060893
>>
Rolled 82, 91, 100 = 273 (3d100)

>>6060893
>>
While the rest of your force has been resting, your recon platoons have been showing off why they are experts at their craft. They have scouted and mapped out every single inch of the surrounding forests and hills of the town spotting the enemy OPs dugouts and fallback positions.

It's the early morning hours when your infantry dismounted from their vehicles so as to not get stuck amongst the trees pushed out into the hilly forests. They must be something out of a nightmare as they stealthily push right ontop of the enemy positions in some places taking them more often than not with bayonet and sharpened shovels over rifles and submachine guns. Its well into the day when the enemy seems to finally react to your attack attempting to reinforce already fallen positions and getting punished harshly for it. The sun is beginning to set as your infantry closes the last real route in and out of the city of Bastin, the cost for you being only a handful of dead and about two dozen wounded.

>offer terms to the city
>start bombarding the city
>write in
>>
>>6061679
>offer terms to the city
>write: dig in for reinforcement counterattacks and breakout attempts
>>
>>6061750
+1 No reason to sit around like a headless chicken while we wait for a response.
>>
>>6061750
+1
We could try to offer lenient sentences to the officer core and freedom to the grunts since they are just following orders and can point to crown grunts who we let free.
>>
>offer terms to the city
>write: dig in for reinforcement counterattacks and breakout attempts

4d100 going to be a kind of low DC sense you have a good reputation amongst junta officers
>>
Rolled 68, 96, 44, 41 = 249 (4d100)

>>6062270
>>
Rolled 33, 87, 73, 42 = 235 (4d100)

>>6062270
>>
Rolled 82, 95, 75, 43 = 295 (4d100)

>>6062270
>>
Your men are well practiced on what to do when surrounding an enemy force by now hardening the outer edge and inner edge of your line to halt any breakout attempts. That's exactly what the enemy tried several times as the local junta commander most likely panics at having such a valuable crossroad be captured along with a good chunk of an infantry division. The city itself also tries to break out on a few occasions as you tighten the encirclement but its piecemeal and very sporadic most likely not an intentional attempt by whoever's in charge but just panicked responses from the trapped men.

You honestly can't even send a proper delegation to the city for most of the day as any attempt to approach even under a white flag gets fired upon by panicking junta soldiers. Its early the next morning when you finally arrange a meeting between you and the enemy commander. You two agree to meet in the no man's land between the city and your defenses. The enemy commander soon arrive son foot at your designated meeting spot and hes surprisingly someone you've met before. Hes LT Col Artyom Braytov one of the scores of Arbeiterian refugees that flooded the country when his nation fell to the communists you two briefly met shortly after your return from Belville where you did some urban warfare training with the at the time Arbeiterian government in exile. Hes an honorable man from the lower class like yourself


>how do you want to ask for his surrender?
>>
>>6062819
"Your boys put up one hell of a fight. You should be proud of them. They should be proud of themselves. It's not every day we have to go around our target instead of through it. Anyway, to cut a long story short, the easier you make it for me to accept your surrender, the easier job I'll have making sure all your boys can eventually get home safe and healthy. I'd much rather we were friends than enemies. For you personally, I know your history. I think you'd be perfect working on the civilian side in the Displaced Persons Department. That would keep you out of a POW camp, but you wouldn't have to fight your former comrades in arms."
>>
>>6062937
3d100 best of three please
>>
Rolled 71, 73, 33 = 177 (3d100)

>>6064108
>>
Rolled 72, 12, 62 = 146 (3d100)

>>6064108
>>
Rolled 6, 18, 81 = 105 (3d100)

>>6064108



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.