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While Simonds steed does his best, the Xenos he aimed for is just that little bit to fast over the log to reach him in time. As the cavalrymen realizes it, he raises the lance to not bury it in the rotting wood and reels his horse slightly to the right to not loose momentum. Right now two sensible options present themselves: round the obstacle to assist Teodore, Njall and Wyona or ride over towards Malakai, Adamo and Poncho who by the sound of screeching and metal on metal slashing seem to be involved in some close combat with a bunch of the smaller creatures you met on the landing field. One of the creatures is even in sight and might be in range of a charge with the lance
I would say Simond needs one complete turn to round the treetrunk and get involved with the Orks. Alternatively you can use this turn to get over to Adamo and Malakai and support them.
As Poncho loses his shot, the scrawny little creature half dodges, half stumbles aside, but still the high powered beam takes him at least at the side of his torso. Punching a small hole with cauterized borders, the Grot is winded and lets out a scream of pain, fear and anger, but keeps on stumbling forward. Together with his comrade beside him, the two stumpy Xenos keep rushing towards the Krieger, bridging the distance and throwing themselves into ugly close quarter business, even though they luckily lack the combat prowess to combine their advance with a slash of their crude rusty "combat knifes" that would amoung to anything more than a gesture. Ponchos armour should provide some resistance against the little stabbers, but outnumbered two to one he might be at risk of being grappled to the ground.
if I got it right the Grot lost all its wounds and suffered a 3 on critical damage, so he has only 15 Toughness left and suffered 2 points of fatigue, leaving him barely standing.
Both charge, but as they only have 18 WS and the attack of charge is done at -20 they won't hit anything.
But for reference Poncho is now in close combat range with both. Lets see how he fares.
Over behind the tree trunk, the Ork that was hit so hard by Njalls supression fire that he ignited tries to get up on his knees again without any mind of the flames still burning his flesh to a crisp, which only keeps making it worse. As hardy as his physique is, the effect of the blast keep him crashing back to the ground and accompanied by the smell of burning fungus he perishes to your feet, leaving "only" two of the his comrades standing.
The one that was hit by Tambos longlas charges forward towards Teodore swinging his enormous axe in a deadly circla to decapacitate Teodore and even though Wyona tries her best to throw herself in its way to protect the young Skrynne conscript, her efforts seem to be to little to late... This coult be the end, but stunningly, Teodores scream his defiance into the face of the Xenos brute, emptying his autogun in a fiery storm of bullets that draw a line of impacts starting from the elevated right, axewielding arm of the creature, down over his jaw and throat region towards its left chest. The first bullet pulverizes its paw, the suddenly freed axe flying away into the foilage and burrying itself into one of the jungle trees, before the next bullets literally saw through its muscular, sinewy arm. The hard bullets that only moments before seemed so ineffective at doing any real damage tore away the flesh in big chunks due to the short distance. Already on its way to fall to the ground the third his is deflected from its heavy jaw, but the last bullet exiting the autogun - followed by the "clickclickclick" of the now fully emptied magazin - is the kill shot, entering the chest just where the Xenos equivalent of a heart must have been, throwing the creature back on the jungle floor, where it gurgles out the last of his life in a puddle of blood.
BS = 36-10 for full auto +30 for point blank +10 from Wyona as your comrade = 66. I rolled a 31 => 4 degrees of sucess, so 4 hits.
Hit locations: right arm, right arm, body, head.
=> so as critical damage is just summed up: he gets the critical results 6 and 9 on right arm, critical 10 at body... nicely done
That was the third full auto burst, so the 30 bullet magazine is empty
The emperor truly protects, as all of a sudden the tide seems to have turned from a balance of 3 Xenos brutes against 3 brave little guardmen towards you outnumbering the Xenos three to one. The last remaining, still almost completely fresh seems unaware or oblivous to this turn of fates and charges Njall in an avalanche of muscle and metal, bellowing with rage and the glee of killing in his eyes. With a boneshattering thump his giant axe crashed down, but at least this time Njall manages to barely get out of the way of the worst. Still, he is now right in the thick of it and the beast seems to be much more at odds in close combat then while shooting...
For dramaturgic reasons I did the Orks charge first. He succeeds to get into CC, but misses Njall with his axe. I would say you can act first, then comes Tambos Longlas action which together will hopefully relieve some pressure.
Njal was glad he spent lot's of time on ST Paulus wiggling throw pipeworks as he manages to squirm away from the worst of the Ork's axe.
This was what he was waiting for, as the guardsman pushes himself up and under the Greenskins reach. With his Brontian Knife, he tries pin the ork's axe arm out of position and then he shoves the barrel of his las-pistol as far forward as he can into the beast. Njal then pulls the trigger until the pistol is empty. Adrenaline pumping through him.
He wasn't entirely sure if he was screaming or not.
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Simmond pulled hard at the reins pulling his horse in the direction of the larger beasts. It looked as if his companions had the smaller beasts handled, and besides they were hardly worth wasting a lance charge on.
The two little gremlins advanced, still, that shot from the longlas didn't put his target down and now Poncho was forced to really on his sword-bayonet. Unfortunately for him, he had just barely passed the requirement in hand to hand combat to be selected to serve the Death Korps and despite constant drill training, never improved to the reputation of his masked peers. His gun was slung over his should, and he took a quick jab at the wounded Gretchin, hoping to finish the little creature off quickly. Unfortunately for the Grenadier, his blow was quite telegraphed, and his target easily avoided the attack.
Rolled a 65 to hit, I don't think there's enough modifier for Poncho to hit that. Note to self: Invest in a laspitol to use BS to hit in CC
[still turn 3]
Thanks to his cool headed demeanor and a good dose of luck, Njall is able to capitalize greatly on the Greenskins misplaced slash. His thumb flicks the power setting to maximum which is followed by a dangerous humming and the imminent stink of ozon before he empties half the magazine into the Orks lower belly and hip region. Regardless of all derogatory comments regarding the humble laspistol, the small backup weapon indeed does quite a number on the Xenos leaving heavy scorch marks on its body. Unfortunatly that also seems to enrage him pretty badly. Nonetheless Njall might be able to losen another semi auto burst into the brute before he has to deal with the crude rusty battle axe swinging at him
so, first hit (39) hit him at left leg, the two from the second burst (13) the body.
Taking everything into account Njall did 6, 4 and 1 damage, so the Ork is down to his last wound. Good work
Those 4 shots emptied 16 worth of ammo from your lasgun. So you could potentially do 3 further high powered shots.
I would say we make it this way: you can make your first (half) action, than he makes his first (half) action, than comes Simonds Action, than Njalls second half action (if he has one left), then the Orks half action. Mind that you would need a half action each to try and dodge the Orks attacks if need be. So if you gamble on shooting him twice you might eat an attack...
Shooting into melee, but from point blank range is +10 (so bonus).
In the corner of his eye, Njall can see Simond rounding the barricade on his horse. For the cavalrymen, the scene unfolding itself looks less grim than he feared. Close to the treetrunk lie the still burning carcass of one of the hulking brutes, felled by Njall and Poncho. On the right he sees another of the Xenos that seemed to have tried to get into his comrades back lying on his back, twitching in his last death throes, his arm and chest a mess of bullet holes from Teodores autogun. The young paramedic himself is frantically struggling to slam a new magazine into his weapon. The moment she sees Simond, Wyona grabs him and pulls the soldier out of the line, so that the rider might have the space needed for a charge on the last Greenskin. The one mentioned is right in the middle of some ugly close quarters fight with Njall, but just as Simonds gaze goes that way, he hears a series of energy blasts "PFEW!PFEW!PFEW!PFEW!" and sees some light blasts hitting the beast in his lower stomach, one of them even piercing through the body. The way to assist his comrade is free, but Njall will have to at least hold out a second more, before Simond can take his attacker in the back.
Toedore will need turn 4 to change his magazine, but I assume he is out of the danger zone for now.
Oldmate: if you have an alternative idea, shoot. You can of course try and distract the greenskin from Njall, but as he is in melee that might be pretty difficult.
Ponchos meager attempt at jabbing the wounded Gretchin does little to discourage it and instead both of them try to burry him in a series of stabs from their little knifes. But even though both of the little buggers seem darn well enthusiastic to turn Poncho into minced meat they seem utterly incompetent in melee, only one of the knifes barely finding its way on target - and likely not even with enough power behind it to penetrate Ponchos armor.
so each does two standard attacks (half actions each):
96, 85, 12, 60... damn they are bad at this.
So one hits you at your left arm for 3 damage... damn that's pathetic.
Technically you would still have a half action in turn 3, but I assume that was used to put away your longlas without breaking it.
Meanwhile Tambo has shifted his aim, as the balance at the tree is tipping into imperial favor. Seeing the Grots swarming Poncho, he switches the power setting back to normal and takes aim, waiting for a moment presenting itself to not endanger the Krieger. A moment later a lasbolt from up from the trees pierces the foilage and takes the healthier Grot straight in the chest, knocking him sideways. The little creature drops to the ground, its eyes rolling wildly, foam and spittle gushing from its snout. It does not seem dead, but right now definitly so utterly disoriented, that Poncho now at least only has one of the buggers to worry about immediatly.
Hopefully he will be able to deal with it, since Tambo reaims again to assist Malakai and Adamo in their struggle
Tambo switches the power setting back down: aim + attack on the healthier Grot: -20 for shooting into melee, +30 for aiming +10 for single shot, + 5 for comrade = 61, rolled a 23 => body for 1+7+6+2 =16 damage => 15 get through, makes critical 8... uhmm... he is stunned for 11 rounds... that should take him out.
Njal was shocked that the brute was still standing! The greenskin looked like he was in rough shape, but was still kicking. Unreal!
Njal was still in good position, but he did not want to get on the business end of that axe. He pulled the trigger on the las-pistol again while he was under the Ork's reach. Then, he tried to use his momentum to take him past the ork and get on his odd side, to tangle him up and avoid a simple swing from that axe.
So, I will use my first half-action to shoot again at full power and burst, and my second Half action to Dodge. I have Dodge as a skill, so I might as well use it!
Hope I got that right.
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Njall pulls the trigger of his trusty laspistol another time and is still pretty much on target, almost emptying the magazin into the bulking mass of muscle of its torso that he already mangled up with the first two bursts. Half of the lasbolts hit true, cooking of flesh and blood in an instant, exploding chunks of Orkmeat all over the place. The St. Paulus trooper is sprayed with viscera while the ork tumbles back stunned, lowering his axe to keep his intrails from sprawling out. The heat of the laserbeams even ignites parts of his crude armor and sets some of his hardy, barklike skin aflame, starting to engulf him in fire. Tripping down to one knee the Xenos looses his momentum, giving Njall just the opportunity to disengange unmolested and get away from it, just as Simond calls him to do so.
read again: pistols can be fired in melee and suffer neither penalty nor range bonus. So it's a BS +/-0 for the burst
rolles a 33, that's another hit at torso for... uh... rolled a 10... so righteous fury!
=> 7 of the 14 damage get through, taking the Greenskins last wound and doing 6 on the crit table + 4 on the crit table from righteous fury
=> he is prone, stunned, suffers 5 points of fatigue and starts burning. Damn Lasweapons can be pretty scary on high setting.
Prone + stunned mean BS tests against him are +10 now, WS tests even +30.
As the Ork looses his action and Simond is already on the way, I assume Njal uses the opportunity to disengage in a half action
Simond sees the Xenos stumbling half a step away from Njall who immediatly disengages just as Simond urged him to. Flames are licking up at the right side of the beasts belly and it looks pretty disoriented, even going to one knee for a moment. Yet these Xenos have proven to be incredibly sturdy, so better safe then sorry, Simond continues his charge. The moment is perfect, all three of his comrades disenganged and the beast unable to dodge or counter an attack - almost a petty to waste a Krak Tip. The cavalryman does his planet and regiment honor, placing the point of his spear perfectly where he assumes the heart to be, triggering the blast egg that is fixed to it. A short, bright flash later, all that is left of the formidable adversary are two giant smoking boots on the ground, the rest of its bulk quite literally evaporated in the blast. It was a good choice to choose the Krak tip as a Frag might have hurt the others. This way you have finally gotten the upper hand of the Xenos Menace
Charge: rolled a 04, so definitly a hit and again at the Torso. 10 + 2 for damage (so again rigtheous fury). uhh... thats 17 damage translating into 11 on the crit table + another 4 from rigtheous fury... yeahhh... he dead!
Over south, Poncho realizes that his chances might be better if he could disengange and bring his weapon to bear again. Trusting in his armor and the poor fighting performance of his already wounded adversary he waits for the right moment to do so. The small creature screams and blares at him, swinging his rusty shiv wildly trying to get into the Kriegers armor. His Carapace proves worthy and the Grot has nothing to show for his efforts apart from some hollow metal and metal clanking. Just as his enemy takes a half second to breath, Poncho manages to step a pace back and swings the bulky longlas around to fire it from the hip. The high powered, long ranged lasbolt, designed to pierce armor from afar takes the little Bugger at the right shoulder, transfering such an amount of energy that his arm is literally blown of, together with half his upper Torso, while what remains of him is engulfed in flames.
His comrade, still stunned on the ground, is not in a position to fight back, so that Poncho has little trouble putting him out of his misery with his sword bayonet...
To avoid you disengaging and the Grot charging in again before you can fire, I assume Poncho would let him have his two half actions (which he failed with 91 and 96) before disengaging and firing unmolested,
rolled a 12, which is more then enough for 4 degrees of success. 7+10+5+6 =28 for damage = one very VERY dead Grot
As the dust settles and you get back together, celebreations are in order. As one the landing field, your little rag-tag group has performed amazingly and three big Orks as well as a bunch of Grots lay dead to your feet. You find Adamo and Malakai surrounded by 5 of them, the little xenos peppered with shots, but finally killed by the famous combat expertise of the Knife loving Brontians, even though both of them have not gotten through unscattered. Teodore immediatly goes on about his business to fix them up, still a bit shaky from the engagement but once again having proven his worth for the group. Wyona seems to glow with pride and optimism and does not spare with praise regarding your deeds as not only surviving two close engagements with almost matching numbers of Orks but even being victorious is no small feat on Skrynne. And on top of that getting out of it mostly unharmed...
Njal steps back and re-loads his las-pistol. Now that the fighting was over for a moment, he let the ice flow through him. No need to hold it at the moment. A giant sigh escaped his lips, and his hands trembled as he re-sheathed his knife and pistol. Finally, there were a few moments where he did not feel the Emperor-forsaken heat and humidity. His limbs were all too numb.
What's the plan now Sarge? Storm the objective with our rig leading the way?"
He really hoped he could get back tot he relative safety of his Furnace. This mucking around outside of four armored walls made no sense to him.
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Regarding Njalls call, Wyona nods with a look of grim determination on her face and minutes later the St. Paulus trooper at least can hitch a ride in the Chimera again, even though it is still loaded with the wounded. With the Xenos strength severely depleted by your ambush, the remaining greenskins are thinly stretched to defend the refinery, especially as your lot has the longlas, guns and carbines to take potshots at the few remaining sentinels in the watchtowers. Taking an educated guess at their likely course of action, Lieutenant Miller and his remaining Scions set up a crossfire in front of the "gate" whose doors are nearly destroyed while the Chimera is driven a bit back to bring the Multilaser to bear on anything getting out. As the armored transport should definitly be heard by the greenskins and the missing return of their comrades should not have slipped their notice this second "ambush" should be pretty obvious, yet not for the first time you get the impression that without the lead of a more senior, veteran "Nob", the greenskins tend to act very instinctive and straight forward, so that this might just work another time.
As Poncho and Tambo begin shooting with their sniper weapons at whatever target of opportunity presents itself, the remaining Orks and Gretchin finally loose their nerve and try a breakout that leads to an intense, short and pretty one sided firefight resulting in the demise of the last Xenos in the vicinity. Upon carefully securing the perimeter, you find almost all of the autocannons on the watchtowers more or less in working order, even though the Orks seemed to have been unable to use them - much to your advantage as the fights would have been ugly with the brutes wielding around these heavy weapons instead of their shootas.The good mood upon achieving your main objective without losses is somewhat diminished by the Scion commander mentioning that he picked up a crude radio signal that went out of the refinery, making some more "visitors" in the near future pretty probable.
As agreed upon before, the Chimeras high powered vox is set up, to call back to HQ to ask for extraction of the Scions and their wounded. Meanwhile Wyona calls a "war council" of her charges in the mess hall of the refinery workers. "So, here is the deal. Lieutenant Miller and his glory boys are hitching a ride out of here, but we have to stay and defend this site until reinforcements arrive." she doesn't seem to be very happy about this either, but continues. "It's very likely that the Greenskins will try to take the refinery back soon and they might come in mass or maybe even with some heavy backup. The LT had the decency to pull some strings and HQ is preparing to bring us some heavier stuff when they come to pick up the Scions, but it has to fit under a Skytalon. So we might have a pick between a fast Tauros or two light Sentinels. We might also have our pick on some crew served heavy weapons that they cram in the Valkyrie coming to get the wounded. So, give me some ideas. What are you comfortable with to fight back the Greenies? Especially if they might come with some buggies or even a tank?"
Wyona nods towards Teodore and takes a look at the dataslate in her hand. "From what I read here we might have our pick between Tauri with either twin lascannons, twin Multilasers or a rapid transport variant with 5 seats and some gun ports in the back. Hmm... As the Chimera already has a Multilaser and we don't have the burden of space that would make rapid transport a priority I would set our bets on the lascannon variant. Who wants to try his luck as gunner?"
I would say we put one of our comrades in the driver seat and whoever wants to take the Tauros can roll for both - driving and gunning.
Similarly: Njal and Erc can share the driving and gunning, but we would need another player for the Hull-Heavy Bolter.
Tambo chips in "I would call dibs on a Grenade launcher, or if possible two. That way I could have one of them loaded with Krak and the other with Anti-personell grenades and switch in between. Might be useful, especially if they come in groups. I'll get on one of the watchtowers and see what I can do from up there. Oh, and enough charge packs for our guns and Long-las."
Regarding Simonds comment Wyona agrees and makes some notes "Of course, some Krak tips might come in handy." then she looks over towards Poncho "How about you? A mortar, melta gun or a heavy flamer maybe?" she makes a wild guess taking into account the well known preference of the deathkorps - or at least what people around here thought about as their favorite weapons.
This message was edited 1 time. Last update was at 2023/06/17 21:15:28
''Honestly, this trooper, me, that is, I've always been partial to laser, and laser weaponry. I didn't score much in close combat compared to my peers, but when I was a line trooper, I consistently outshot most of the others with our Lucius. Same story with this'' The Grenadier replied, tapping his Hellgun.
''I could just fire the lascannons from the Tauros, at this point, I think it would be ideal''
Poncho looked around the camp, pondering, likely in what ways he could turn this into a complex network of fortifications and defenses, given time and people, but ended up shaking his head
That leaves only Njal, who is adressed next by Wyona "That leaves the Chimera to both of you. Anything you dare to ask for, for a little more oomp?
Keep in mind that it might get pretty dirty and we have to calculate with tanks as well as infantry."
As everybody has set their orders, they are relegated to the Headquarters, while you keep preparing as best as you can.
Tending to the two wounded in the Chimera, Teodore does his best, but the condition of the Scion detoriates fast as he suffered to many internal injuries from the crash. At some point it is clear that all you can do is shorten his suffering and focus on the pilot who might still have a shot at survival. And indeed he manages to pull through, even though he had a 50:50 chance to so so at best - even though his right leg is gone for good - nothing bionics can't fix and also not that horrible if you are sitting in a cockpit all day.
The refinery walls are still pretty sturdy, as they have been build to keep the dangerous flora and fauna of Skrynne reliably outside, but the gate-doors are broken for good. The wreckage of the truck the first Greenskins came kind of blocks it, but still leaves enough room for Orks to slip through, two at a time. And if they come with anything heavy like a tank, that improvised barrier will definitly not hold long.
The watchtowers at least gives your gunners some kind of vintage point and out of their original autocannon armament, you find at least 3 still operational. As they are solid projectile weapons this might be something for Teodore and Wyona who so far seemed to be most experienced with this type of weapon.
Poncho won't have the time to turn this into a real trench and fortification network, but a little bit of foxhole digging should be possible, if he has a specific idea where he wants to set up a defensive position.
Almost a day passes by, until Malakai, who is keeping watch on one of the towers calls out the approach of an armed Valkyrie and a Skytalon. Even as they approach you bear witness of them using their bolters and missiles to bombard some possible greenskin presence in the jungle to not share the ill faith of the Scions ride in while receiving some counterfire. None the less they manage to reach the Refinery with little more than some scratched paint, a couple of inconsequental holes and a broken cockpit window. As the Talon sets down its grav-clamps release a 6 wheeled Tauros with a twin-lascannon turret on its back. A battered veteran of an "armored" car with a seriously bend roll cage. The Valkyrie on the other hand brings in a Tech-Acolyte accompanied by a heavy duty servitor, heaving along a storm-chimera turret on a gravsled. Chattering in their strange clacking Binary both go to work on Njals furnace without even really aknowledging the humans around, anointing it with oils and speaking the necessary prayers to calm the machine spirits, before they can sever the connections between the current turret weapon and the vehicle. While they go to work with a kind of blind, slave like focus, you catch the Acolyte glimpsing up at the desecrated refinery installations with the Xenos glyphs everywhere around in disgust and holy vigor. After he finally finished, both he and his Servitor disappear somewhere in the refineries inner workings to go about their mysterious AdMech business
The other stuff you asked for is in the loading bay too, allowing you to arm up as best as you can. A cache of laspistols and revolvers is also included, which might come in handy as Poncho already experienced, when he faced those Grots in melee. While you get your gear, the Scions and their Lieutenant board the plane with the wounded, together with a rather disgruntled Ellen. The girl seems quite angry to be "sidelined", but Wyona insists - especially since Skrynne has scarcely little civilians left alive and the short girl will likely make more of a difference by surviving than staying here with your forlorn hope defence. As they prepare for departure, the Scions throw a crisp salute to your motley crew. You might be simple guardsmen - from a disciplinary detachment on top of that, but you did good retaking the refinery and staying here to defend it definitly takes some balls.
All the while you still have to decide, how you want to go about it, as you will likely only have hours left at best, as the pilots mentioned some serious movement in the jungle on the way to your position. Overall you have three choices:
a.) drive out with your vehicles and encounter the Greenskins in the jungle - you might have the chance to take them in the rear or side, but you won't have any cover to speak of.
b.) defend from the gate - you will have some cover and would have a good view of what's coming for you, but they will be able to focus fire pretty well on you
c.) defend from inside - the orks will have to come through the gate and you might be able to put them in a crossfire, but you will have nowhere to fall back too and run the risk of something in the refinery going "boom" by a ricochet.
"Permission to speak Sarge?" Njal salutes to Wynona.
After getting the nod, he continues, "We all saw how tough those greenskins are. Going out and facing them in the jungle seems suicidal.
I suggest we start by holding the line at the gates, but build fall back positions within the refinery too. We have to expect they will break through and we will have to be able to fall back and respond.
I suggest we hold back the cavalry and the Furnace as a mobile reserve, with the infantry holding the wall.
What do you lot think?"
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Simond nodded. 'Balwin and I will wait till the greenskins make a breakthrough. We'll do what we can to stop them from setting up themselves in any of the foundry buildings. Last thing we want is for them to make a strongpoint behind us. These buildings look rather strong, I'd hate to have to root them out. Especially if the creatures are still attacking from the jungle.'
''Use the gate as chokepoint, we can find fuel to make improvised mines to put in there. Metal for makeshift razor wire? The point is to make the Greenskins slog through the tight entrance while we shatter the skies above them''
Classic Krieger advice from Poncho
''The tower would make for a fine overlook, land a few shots to drag the horde through the door. IT is risky, this trooper volunteers'' The latter was added without hesitation, borne out of rigorous training that would not quite go away.
Wyona draws some lines on an improvised map of the refinery, while your ideas keep coming in and she nods in agreement. "I agree, the gate is our best bet. And if we hold the vehicles in reserve it might look weak enough that they commit there, instead of breaching the walls or just blowing up the whole installation - it's not that they are the most thoughtful, long-term-goal enemies to begin with."
Tambo adds reluctantly "We ARE from a jungle reconnaissance regiment. It is risky, but I would try and set up with M'Gele outside the refinery in the jungle trees, just outside the gates. Set up a nice sniper nest, snuggle in real deep and hope they don't see us. Might be enough to have a shot with the Grenades and Long las in the back of whatever is coming. But this means we would only start shooting after they are really stuck in, so that we keep the element of surprise as long as possible." Which might sound a bit coward, but on the other hand sitting outside the facility is quite a risk, should both Askaris underestimate the sharpness of the Greenskins senses.
Wyona nods and continues "So first, we have to man the turrets far from the gate to know what we are up to, while Tambo keeps an eye on the gate. We can have some pot shots, but overall the most important part is to channel them to the gate. As soon as we know more, everyone has to get down and to their positions. When the shooting starts, we need to keep them from hitting the promethium tanks. So I would say we set up the Chimera with Njal and Erc here, were it has a clear shot at whatever is comming through the gate but can still pull back a bit behind the ruins of the living quarters to get some cover. Poncho: you are one of our best shots with lasweapons. So I need you in the turret of the Tauros. We'll park it about here. Simond, Balwin, you two will be over here, where you might have a look at the back of the installation to warn us if they try to sneak in there. The rest, so Malakai, Adamo, Teodore and me will dig in near the gate." she still looks rightfully worried. Even with the heavy weapons, 11 Troopers seem a damn few to hold such an installation.
"Any further comments?"
regarding the pic: P = Poncho, N = Njal + Erc, S = Simond, T/W = Teodore and Wyona, Ta = Tambo, M = Malakai + Adamo
the left vehicle is the Tauros, the right one the Chimera
Overall idea is to have a good look around when the enemies approach. As soon as you have a good guess what they are up to, Njall/Erc should get down, man the Chimera and drive somewhere where they can shoot. Poncho does the same and gets to the Tauros. If you want, you can have Malakai or Adamo as driver, otherwise you would have to switch seats.
Simond and Balwin are reserves and can move relatively freely through the refinery, as there should be alleys broad enough for a horse. Malakai/Adamo and Wyona/Teodore get near the gate when they leave their turret where there will be snuggly foxholes for them.
I will also treat the gate as having some wired fence and lets say the whole "setting up mines" is treated as you having 2 grenades of your choice placed there and I will roll for every enemy getting through if he sets it off or not. Flame or Krak? Who calls first decides
"Yes Sir," Njal snaps a salute and rushes back to his furnace.
He hops into the fancy new turret and relays the orders to Erc. The other St. Paulus trooper grunts in acknowledgement.
With that, Njal familiarizes himself with the new gear, runs a comms check, and and prays to the Emperor, the Omnissiah, and to whatever Imperial Saints cares to listen. He hears the Chimera's engine rumble to life, and the comforting buzz of a running Furnace helps calm his nerves.
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