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Fantastic Sci Fi WAR Civ Quest 20
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Rolled 35 (1d100)

Time to wage some WAR(finally)!

Currently you are in command of a standard Combine force based out in some urban terrain. The enemy is common but what their forces are made up of or their location is unknown.

Currently the undead have split of to ambush points while those like the AI have set up a command center/base of operations. The undead have yet to make contact with any foes.

Meanwhile our bread and butter forces are spreading out attempting to locate the enemy. Eventually they DID managed to find them and were even able to retreat without being detected.

According to them our enemy is a host of Republic and third party factions of varying origins. Confirmed third parties being AI and Outsider. Republic forces are massive amounts of typical fodder along with Republic Spec Ops.

What are your orders?
>>
Rolled 87 (1d100)

>>43488050
Last Thread: http://archive.4plebs.org/tg/thread/43356887/#43362889

or you can SWITCH!

but that just switches to the opposing MC and your still gonna have to give orders.

Yes this means you can play both sides but never at the same time so you have to swap between turns if that.
>>
Rolled 83 (1d100)

>>43488050

The AI and SS will hold with us. To make a basic command base and focus on possible cyber warfare.

The undead will form ambush points.

The pred, if made for speed, will be support flankers. If they are hunters they will be used to assassinate/attack from the enemy's rear.

The bead and butter should scout the enemy and report finds. Then pull back to ambush points and hold up in buildings to Support Undead.

Keeping to my old thoughts for the moment.
>>
>>43488110
Whoops, I jumped the gun and didn't read everything. Sorry... forget I posted that.
>>
Rolled 92 (1d100)

>>43488050
Okay, so the fodder will be great for the undead to gather numbers for us.

>What do we know about Outsiders?

Those Spec Ops will be a problem for the commander. From our past we know they are good at getting to their target. Other than the pred unit to counter sneaking...

>Does the AI Unit having anything to counter Spec Ops? Could we build scanners or something to help fight stealth units?
>>
>>43488297
What you know about outsiders is there is LITERALLY an endless variety of them because they aren't from a our particular reality.

Granted they could come from a reality that is really REALLY close...but it ever be the exact same. There is also the opposite which can happen.

In your past the Republic made several attempts at your life by using them and even turncoats. Its because of them female MC is very fond of the suicide squads because they saved her life down to the very last wire a few times by sacrificing themselves for her sake.

Sadly you skipped all that would be assassination fun. They had gotten VERY close to killing her a few times too. The rest...eh not so much.

AI suggests either A drowning them in bodies once found or B use counter units like the suicide squads.

Its rather hard to stop someone who literally doesn't care if they live or die...and its one of the Combine's best weapons against the republic spec ops.

YOU try forcing your way through a bunch of bad asses with a literal death wish who is in the way of your objective.

Unsurprisingly the republic spec op teams have grown no small amount of hatred against those suicidal jackasses.
>>
Rolled 15 (1d100)

>>43488684
Hm... keep the SS with us got it. It amazes me that they gotten close with all of our power. Just means we got more to learn then.

Now for getting the enemy to come at us. Assuming this mastermind is a better planer than us. It would probably pay off to use fake traps to make this go around into the real ones and bait using the commander to draw in the enemy troops knowing we are the main target.

They have AI units as well. This makes me assume it will probably be harder to cut off radio contact and take units down safely.

>Do we have our MC powers in here?
Also what do our AI units have to work with?
>>
Rolled 38 (1d100)

>>43488923
No you don't. Its a match of strategy simulation otherwise you would.

They have robotic units and offer tech support or offense as well as defense.
>>
Rolled 71 (1d100)

>>43489005
Count they attempt to block the enemy communications?

Thinking this turn we try to draw in a enemy unit with bait commander to the undead trap and stop the radios to not let them know about our troop make up.
>>
>>43489108
Yes you may attempt it but beware they too have their own AI.
>>
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>>43489108
Could they *
>>
Rolled 35 (1d100)

>>43489121
Yeah I know it's just a hope to limit intelligence gained while fighting. Really I'm hoping they will not attack, but send the spec ops to scout. The undead will be waiting and the assassins will be fighting. Then, depending on their action, we send in the hunters to find their commander while we send in the others to fully support the undead. The bread and butter should still be hold up nearby from last turns set up. Leaving little time for the ops to move.
>>
Aw yeah, it's war civ. Let's see what's going on today.
>>
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>>43489582
Planing! The slowest part of a civ war game turned into a love story.
>>
Rolled 1 (1d100)

>>43488050
Hmmm.

They have the numerical advantage, and likely more advanced forces in reserve. We have the advantage of better units overall, but number wise we are lacking.

I believe now is the best time to try the old tricks. Railing against the wall of republic forces is useless, even if we do turn it into a meat grinder their special forces and third parties will rip into our side.

Petyr is smart, and we know it. We'll need to intelligently lure out his forces.


---

Action:
We need to trick Petyr into diploying and displaying his forces. This we will do by presenting a suitable target.

Our Combine Company is to move ahead and begin to start attacking his lead elements and skirmishers. This will no doubt cause them to retreat and for Petyr to either send a suitable force back, or dig in. That's exactly what we want him to do, invest his forces.

Once we've confirmed he's either retreated and set up traps or sending up some forces to counter our Companies, we'll know exactly where they are and where we can get them. Companies will then only moderately attack, and try to tie up the enemy.


Our undead will remain in reserve, with orders not to engage the enemy, they will our hammer when we have the anvil set up.

Monsters will stay around their flanks and rear, their job is to watch out for enemy scouts. They too will form a bait, no doubt Petyr will be sending some special forces to the flanks as well, in an attempt to to get our AI command.

Monsters are to sniff and watch out for flanking attacks, and proceed to engage any forces they find. Petyr will suspect these monsters are easy prey for his specials, and order his forces to attack them, with which we will send them into retreat.

Directly into our AI command forces. We will present to him a very juicy target of opportunity. Once he's taken the bait, our Undead will move in from reserve swarm them in a trap. While they are caught in undead, our SS squads will pick them off.
>>
Rolled 99 (1d100)

>>43489843
Damn. . .fatepoint anyone?
>>
>>43489859
>Rolls a 1
>Get's wasted 99 in link
Whyyyy
>>
>>43489859
Aw the dice are just messing with us now.

hehehehe.

Also, nah what would the point of using a fate point on a duel of MC's do in the long run? I say we push through and see how well we do in a bad spot.
>>
>>43489906
Yeah, let's let this slide.

If anytihng, this just really shows how damn smart Petyr is.
>>
>>43489843
Well shit
>>
Rolled 57 (1d100)

>>43489843
Aww yeah this is gonna be good(terrible).
----
You know Petyr is smart....like super smart. So that means you too need to play even smarter!

So you ordered your companies forward to engage his lead elements and skirmishers hoping they'll retreat or dig in. Instead however unexpectedly he orders his troops to push forward and directly clash with your own.

Undead are being held back.

Meanwhile monsters are dispatched to sniff out scouts while lurking near their flanks and rear. This naturally starts to get their forces anxious.

Monsters meanwhile engage the enemy and are then proceed to retreat as planned. Leading them right into our AI forces just as planned...and so our undead advanced forth.

That was when however everything went horribly wrong. As the enemies in pursuit of the monsters turned out to be nothing more then typical republic hunters.

Suddenly as our mass of AI troops, undead, and monsters swiftly slew the trapped forces a range of bombardments rained down on them tearing them into pieces as blessed metal sliced through dead flesh, as powerful explosives tore our monsters apart, as powerful pulses shook our AI to bits. Even our SS squads were blasted by the bombardments.

WARNING
Undead have suffered extensive damage!

WARNING
Monsters have suffered Severe losses and have collapsed!

WARNING
AI have suffered severe losses and are now crippled!

WARNING
SS squads have been destroyed!

Meanwhile in the infantry battle that was proving to be a meatgrinder and gridlock for both sides was suddenly broken. As that was when Spec Ops revealed themselves taking out or Command structure. While outsider units were seen flanking our forces and the while our forces were disarrayed due to command lost the enemies made a hard push with robotic units leading the charge and were able to punch through...

WARNING
Combine Companies are being disorganized, suffering losses, and being pushed back!

Well shit...what do?

>>43489917
Pretty much.
>>
Rolled 72 (1d100)

>>43490243
Reorganize!

We need to set up a rallying point since we've lost major communications ability, and we can't stay here because of the bombardment.

We need to set up a strong force and rally our forces together, and get as close to the enemy as possible right in their ranks if we can we can't let them just bombard our forces.
>>
Rolled 63 (1d100)

>>43490285
Follow this like stalingrad, push up our lines as close to theirs, and pick the buildings and close quarters.

They outnumber us, but 1 for 1 we are better than them. If we can lock them in a series of grueling urban CQC where they funnel their numbers into small corridors, we'll have them where we want them.
>>
Rolled 56 (1d100)

>>43490285
>>43490328
Vote
>>
Rolled 93 (1d100)

>>43490243
O come on... I bet those Outsiders are living cannons, aren't they?

Really all we can do at the moment is move to cover from the bombardments and see if we can help the undead grow.
>>
Rolled 46 (1d100)

>>43490425
Eh, yeah, that seems better. But we need to keep our forces organized or they'll be cut to shreds.

Vote.
>>
Rolled 67 (1d100)

>>43490425
I'll vote this
>>
Rolled 13 (1d100)

>>43490425
Supporting this
>>
Rolled 47 (1d100)

>>43490425
Our forces have successfully withdrawn to cover. As for the undead...there are corpses around of some kind. So their numbers are somewhat rebuilding. Unfortunately much of those bombardments have served to destroy much of the useful remains.

Meanwhile the enemy continues to advance, their bombardments have gone silent, and they would appear to be taking their time. Making sure its safe and destroying corpses on the way.

What do?
>>
Rolled 95 (1d100)

>>43490847
We may as well exploit them taking the easy path.

Make some strikes and faints on them, and try to bog them down and cause them to take things safe.

Our undead thankfully do not tire. We'll need to march them around and find out where that damned artillery are coming from and take it from them.

Our specials will just have to be on the lookout for theirs.
>>
Rolled 8 (1d100)

>>43490998
Let's go with that.
>>
Rolled 31 (1d100)

>>43490998
Rolling
>>
Rolled 79 (1d100)

>>43490847
We lost the monsters and the AI are not going to be much help.

Sorry to ask this of you, but AI I will need you to be ready for an all out attack. If you can rig units to explode. I want to make a bomb attack once their units are grouped up to make as many bodies for the undead as well can.

We can save an AI core, but if we don't make it out your bodies will not mean much.

To slow the enemy down more we can set some booby traps. Keep uneasy about cleaning the bodies.
>>
Rolled 51 (1d100)

>>43491208
Hmm, not a bad plan. I'd actually switch to this.
>>
Rolled 33 (1d100)

>>43491208
This
>>
Rolled 70 (1d100)

>>43491208
Alright, going with this to speed the game up.
>>
Rolled 33 (1d100)

>>43491208
Fine. Let's do this instead.
>>
Rolled 87 (1d100)

>>43491208
Self Destruct orders given to AI units. AI units are now considered kamikaze.

Meanwhile we have used booby traps to slow them down...but it doesn't slow them very much compared to their current pace. It wont be long before they reach our position with their current speed.

What do?
>>
Rolled 44 (1d100)

>>43491670
What else can we do but prepare the trap? Offer up some resistance, try to keep them on their current pace and then when the time is right we activate our trap and create as many bodies for the undead as we can.
>>
Rolled 38 (1d100)

>>43491825
Vote
>>
Rolled 79 (1d100)

>>43491825
Rolling
>>
Rolled 54 (1d100)

>>43491825
He's activated our trap card.
>>
Rolled 13 (1d100)

>>43491825
Despite our attempts to slow them down their forces have soon hit our lines and battle has been joined once more. They have even started up bombardments to cover themselves and to hit deeper then they can reach.

What do?
>>
Rolled 9 (1d100)

>>43492281
Keep luring them into the trap, blasting them with the explosives is the only way we're going to counter that damned artillery. Continue to lure them into our trap.
>>
Rolled 28 (1d100)

>>43492380
This really. We're at a disadvantage in numbers and firepower if we can't at least level the playing field.
>>
Rolled 48 (1d100)

>>43492281
Grind them down. Keep picking them off as they approach and beat them out through attrition. Keep our lines tight and as close to the enemy as possible so that they risk hitting themselves with bombardment.

We will whittle down their forces with our superior troop quality.
>>
Rolled 49 (1d100)

>>43492441
This, turn their own artillery against them. Try to lure them into their own bombardments.
>>
Rolled 81 (1d100)

>>43492441
>>43492529
Vote
>>
Rolled 77 (1d100)

>>43492441
>>43492529
Thin them out
>>
Rolled 1 (1d100)

>>43492441
The enemy has deployed their robotic forces and then their basic infantry. Meanwhile carefully seeded and flanking is the Outsiders. The bots take quite a beating before going down and is allowing them to get approach much more easily.

They would appear to be relying on their bots to make an opening for their forces.

What do?
>>
Rolled 80 (1d100)

>>43492804
Send in our undead to deal with those bots. Our undead can take the beating too.

The rest of us need to split off to deal with those outsiders.
>>
Rolled 22 (1d100)

>>43492860
Vote
>>
Rolled 8 (1d100)

>>43492860
Rolling
>>
Rolled 88 (1d100)

>>43492860
Send in the zombies
>>
Rolled 51 (1d100)

>>43492804
Welp looks like Petyr finally fucked up.

>>43492860
Undead dispatched...and the effects were instantly devastating. The bots have taken two serious beatings, their energy reserves were low, and they had suffered damage. Suddenly a tide of undead belched forth and swiftly overran them and instantly started tearing into the soft squishy and more importantly 'fleshy' forces behind them. Even as foul energies started to float around...and reanimate the broken machines. Machines that weren't bothered to be destroyed...so suddenly from the rear just as the rest of our forces attacked the undead were flanked by unholy should be broken machines coming from behind and among them. In addition to their own fallen being reanimated despite the attempts of halting it. Their forces that were possible of it...were otherwise engaged.

The enemy soon found themselves in trouble as their robotic forces were annihilated then brought back as one of ours and their outsiders were taking a serious beating as Combine forces took the opportunity to take them down.

Acquired Undead Machine Unit

Enemy AI unit has been annihilated.

Enemy outsiders suffering heavy losses.

Enemy Infantry suffering losses.

Alert
Our Undead forces are being restored!

What do?
>>
Rolled 62 (1d100)

>>43493444
Your own losses during the counter attack is minimal by the way. That isn't for the undead...the undead themselves are rapidly being restored.
>>
Rolled 98 (1d100)

>>43493444
Excellent!

We must keep up the momentum. When you have an advantage, press it, and drive them out.

Undead and Robots press forward and drive the enemy back, meanwhile our Combine Companies and other flanking forces swing around to strike at their rears, and smash them between a hammer an an anvil.
>>
Rolled 60 (1d100)

>>43493617
Vote!
>>
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Rolled 41 (1d100)

>>43493617
Lets do it!
>>
Rolled 97 (1d100)

>>43493617
Attack!
>>
Rolled 48 (1d100)

>>43493617
Advantage has been pressed.

Forces are advancing and the enemy is dying, then joining our side, finally falling apart. As they were attacking from the rear by dead bots, from the front by the undead whose numbers swell as their own declines, and finally our own bread/butter forces who are continually pummeling the enemy. Soon their forces broke apart.

VICTORY to Abigail!

What do?
>Switch!
>Next Round
>Take a break
>Other?
>>
>>43493783
"Next round? What did you honestly expect this to be 'best two out of three'?"
>>
Rolled 57 (1d100)

>>43493783
Remind Petyr that we meant it when we said "Winner gets to decide what we do for one night. Any night."
>>
Rolled 8 (1d100)

>>43493810
The next two matches were as space fleet battle and if there needed to a tiebreaker an Invasion match was planned.

Gotta properly beat his ass so hard he wouldn't even be ABLE to conceive the notion of questioning you ability/superiority.

>>43493835
You trying to get him to fight a lot harder? Its pretty obvious what either one of them will request.
>>
Rolled 31 (1d100)

>>43493850
>Take a break
Take a quick break, and try to gauge his emotions. See if there isn't anything our warriors gumption can't immediately see about his attitude that could help us in the next fight.

Also sneak in a "victory smooch" from the last fight. or a couple.
>>
Rolled 89 (1d100)

>>43493926
Vote.
>>
Rolled 71 (1d100)

>>43493926
Can we do this while switching to get Petyr's perspective?
>>
Rolled 40 (1d100)

>>43494009
Yes lets.

>Switch
>See how Pete is feeling
>Also get victory smooch'd
>>
Rolled 66 (1d100)

>>43494009
Sure. You can switch at ANY time remember? This even means you can switch out literally right after determining the action of the other character, but you wont see how it goes from their perspective and how they react to it.
>>
Rolled 29 (1d100)

>>43494009
>>43494024
Voting this.
>>
Rolled 25 (1d100)

>>43494009
>>43494024
This.
>>
Rolled 95 (1d100)

>>43494009
You are Petyr...and you just got your ass kicked by a girl in a game of brains...when your a super genius and she isn't. The shame is strong especially near the end where you made that critical mistake that caused you to lose the match. However you got two more rounds to redeem yourself.

When you popped out however she was waiting for you...and promptly ambushed.

>>43493835
>>43493810
Which strongly reminded you JUST what she would do to you if she should win...and as the realization dawned on you all the while she enjoyed sneaking in some victory kisses. As she mentioned how much she was so looking forward to it...you can't lose.

If you lose the next round its game over.

YOU MUSTN'T LOSE you keeping telling yourself while being rudely picked up, slammed into a wall, as a wave of kisses descended on you.

What do?
>Next game
>Insist on a longer break
>Try to escape
>Switch!
>Other?
>>
Rolled 44 (1d100)

>>43494219
>Switch!
>Next game
Let's see how good lovergirl is. . .in SPACE.
>>
Rolled 56 (1d100)

>>43494253
Vote.
>>
Rolled 70 (1d100)

>>43494253
Space Combat time.
>>
Rolled 86 (1d100)

>>43494253
Abigail was considered a child genius in mass command when without a single lick of training she beat two of some of the hardest simulations that the Combine had. Even more unbelievable said simulations were both of entirely separate types.

She be stupidly good at it.

----
Due to you winning this match...Petyr is the one who gets to choose the combat scenario.

You however get to choose your forces so how do you wish to split up your fleet?

Available types
>Coalition
>Hivemind
>AI
>Undead
>Monster
>Outsider
>>
Rolled 4 (1d100)

>>43494342
AI and Hivemind together of course, for maximum command bonuses.

Outsider will be right by them as long range support and opportunist.

Coalition will be one force.
Undead and Monster will be another.

They will be ou right and left fist.
>>
Rolled 51 (1d100)

>>43494428
Your gonna be dividing your fleet an awful lot anon and unlike the Republic quantity was never your friend.
>>
Rolled 11 (1d100)

>>43494342
>>AI, Coalition [Main] & a dash of Undead.
>>
Rolled 2 (1d100)

>>43494623
Vote
>>
Rolled 100 (1d100)

>>43494623
Let's go with this.
>>
>>43494751
hahah, I wonder what that will do.
>>
Rolled 12 (1d100)

>>43494751
argh getting a headache trying to figure this out...I hate it when crits happen on these kind of things. Make what should be simple complex instead.
>>
Rolled 58 (1d100)

>>43494623
Alright got it.

Acquired Elite Coalition Fleet.
Acquired Ghost Ships.

BATTLEGROUND IS-

Shipwrecked Dark Star

Suddenly appearing before you...is a star covered by a strange glimmering yet dark metal. Meanwhile adrift the dark star is an unbelieveable cloud of metal, mist, and wrecked ships hovering over it.

Under you Command is an Elite Combined Fleet equipped with Ghost Ships auxiliary units offered by the Undead.

You are entering the system from area 1 which is the space above the rotations of the orbiting objects and star itself. Area 2 is said bodies and star. Finally area 3 is below that.

The enemy Fleet is...a Republic Warfleet coming with a Gateway attachment along with Robotics Division. They are coming from Area 3.

Orders?
>>
>>43495072
Question, can the undead/Ghost Ship forces make use of the shipwrecks?

Like get some to operation, even just only the weapons system, or use them as camoflague?
>>
Rolled 83 (1d100)

>>43495386
That would be assuming they were operational and assuming you could do it it doesn't matter who or what you are.

camouflage can work to a degree if the shipwreck's power systems were still functional. Otherwise they are more or less a hunk of dead drifting metal that isn't so good to use to hide.
>>
>>43495428
Alright. I was thinking since these were dead shipwrecks maybe the dead wouldn't stick out so much among them.
>>
Rolled 35 (1d100)

>>43495072
I believe that this time Petyr is going to go on the offensive, likely because we pressured him before to win this battle.

Let's have the undead and our forces work on turning the shipwrecks and graveyards into an ideal battlefield. I don't know if undead powers work on dead ships and whatever crews might still be in them, but it's worth a shot. So let's dig our heels in where their numbers will be offset by an ideal battlefield and defensive positions
>>
Rolled 6 (1d100)

>>43495589
Vote.
>>
Rolled 30 (1d100)

>>43495589
Ghost ships hiding among dead ships.
>>
Rolled 19 (1d100)

>>43495589
>>43495609
>>43495630
We need better rolls. Now.
>>
Rolled 99 (1d100)

>>43495589
Undead forces were hidden successfully among the wrecks...the rest of our forces not so much. Mostly we know this because those were the guys the enemy targeted.

Meanwhile the enemy warpgate has started to power up and prepares to drag in some more backup.

What do?
>>
Rolled 41 (1d100)

>>43495940
Have our Coalition feint with an attack where we try to smash as many of their skirmishers and lead elements as possible, and when Petyr tries to strike at them back with something big a strong hold out for as long as possible before falling back.

Lure them into the shipwrecks where our hidden undead forces are waiting. Once we've drawn them out, have both our forces attack from two angles.
>>
Rolled 70 (1d100)

>>43496014
Have you ever heard of the expression "Fool me once?"

Petyr remembers the last time we did this. In fact, he'll be expecting us to do it.

Let's do something he might not expect us to do. Press an attack.

>>43495940
See our undead forces hiding behind the shipwrecks?

have them PUSH the shipwrecks toward the gate and the enemy, using them as cover from the front, while supporting our coalition forces.

He won't fall for coming into our ideal battlefield, so we'll push the ideal battlefield to him and his gate.
>>
Rolled 85 (1d100)

>>43496065
Now there's a plan I can get behind. Bring the cover with us.
>>
Rolled 56 (1d100)

>>43496065
Yeah the gate needs to go bye, bye.
>>
Rolled 50 (1d100)

>>43496065
Vote
>>
Rolled 60 (1d100)

>>43496065
Rolling
>>
Rolled 29 (1d100)

>>43496065
Shipwrecks have been pushed. Its gonna take sometime for them to make the distance though.

Meanwhile our fleet and theirs are fighting out. We are winning at the moment. However their robotic forces are cannibalizing shipwrecks and are building up their forces.

What do?
>>
Rolled 70 (1d100)

>>43496170
Basically Petyr's robotic forces are scrapping the wrecked ships to build more of themselves. His fleet is still engaged with our own. His gateway is dragging in more troops for himself.

You yourself have the Wormdrive though.
>>
Rolled 20 (1d100)

>>43496316
>cheat your ass off
Petyr CAN NOT lose this one, but nobody ever said we couldn't hack into our opponents HQ...
>>
morning bump
>>
>>43496316
What is the Wormdrive?
>>
>>43498606
Bumping for question.
>>
Rolled 93 (1d100)

>>43498606
Specialized Combine only piece of technology that more or less literally bores a hole through space and time like a worm through earth. Combine uses it to perform surgical strikes of pure FUCK YOU when suddenly out of fucking nowhere a single ship suddenly turns into an entire fleet.

Believed to be based of wormhole tech but that was later disproven by the Republic regardless though the name wormdrive stuck. The Wormdrive is rarely seen among Combine forces despite its reputation.
>>
Bamp.
>>
Rolled 1 (1d100)

>>43500370
Have our Undead press on with the shipwrecks as cover to offset their low numbers, which will give Petyr the incentive to send in his bots to strike and salvage the additional ships. Entangle him in an undead bot battlefest.

Once he does that, use the Worm Drive to port the bulk of our Coalition forces behind the bots, where they can strike at the bots while they are vulnerable salvaging.
>>
>>43503695
This always tends to happen for some reason.
>>
Rolled 99 (1d100)

>>43503706
If its others I say its dice gods or me personally(with a few exceptions) its dice goddess.

>>43503695
ooh dis is gonna be good(very bad)...as soon as I figure it out.
>>
concerned bamp
>>
>>43503695
oh dear
>>
Rolled 56 (1d100)

>>43507921
On the plus side a third 1 the rule of 3 will kick in.

>>43503695
Undead are pressing on. When his bots moved in on the wreckage battle was engaged. When our forces used the Worm Drive to call in backup a fleet popped out...and smashed right in the between the forces that came for our rear from the enemy gateway.

Our forces smashed between the two forces were soon splintering especially has the robots started to devour our forces cover.

Meanwhile our elite fleet was unable to provide relief due to being caught up with the enemy and they made damn sure to block them.

What do?

Petyr is getting serious and is quite desperate. Just remember however that unlike Abigail he isn't a child genius in Massive Command, tactics, and Strategy.
>>
>>43508186
Can the undead plague the resources the robots are taking? Thinking that will slow them down or take them over.

... now how to plan for a desperate master mind.
>>
Rolled 90 (1d100)

>>43508186
>Abigail he isn't a child genius in Massive Command, tactics, and Strategy.
It doesn't take Genius level of tactics to know that when things have gone to shit you need to reorganize and rally your forces and get our lines unfucked.

That will require simple application of advanced level tactics and maneuvering.
>>
Rolled 99 (1d100)

>>43509242
Vote
>>
Rolled 64 (1d100)

>>43509242
>>43510088
Good rolls. Support.
>>
Rolled 36 (1d100)

>>43509242
Rolling
>>
night bump
>>
Hm...
>>
Rolled 87 (1d100)

>>43508353
No. At least not in a way that can effect them a whole lot.
>>
Rolled 70 (1d100)

>>43509242
Edit: This is an action if it isn't clear.

To rally our troops and reform our lines.
>>
Rolled 20 (1d100)

>>43509242
Rally our forces.
>>
waiting for Genie bamp
Thread replies: 123
Thread images: 4

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