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Darth Roxor

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Re: "

root said:
AA takes it...

You fucking guardsmen-loving cowards :x
 

Darth Roxor

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If things go iffy, remember that Brother Roxorus will be the first to turn his back on this chapter of cowards and fools that once dared to call themselves X-TREME, and seek some proper battles in the name of the Blood God.
 

Azira

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Brother Roxorus is brave and courageous, but no strategist.

Run off with the Khornates if you will, I am sure they are not much better off, or they would have stuck around. :smug:
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
New mechanic? Sounds interesting

Also, what is this Tyrant star? I tried looking it up, but I found nothing.

And maintaining good relations with the guardsmen is important, how else can we convince them to die for us later? X-treme has its place, but it is not the way to restore the imperium.

Also, shouldn't mister grim reaper know what Silas's secret asset is? Or at least have an inkling.
 

Azira

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Hm. Did some reading on the WH40K wiki about certain players you've (root) hinted at. Seems like making the whole planet go BOOM might be just what good, honest Space Marines should do.

I'll want to see where we wind up though, and have fun as long as the ride lasts. :thumbsup: The Exploding Planet gimmick should be our last resort, or maybe a goodbye fanfare. :smug:
 

Darth Roxor

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Jaedar said:
Also, what is this Tyrant star?

Dunno, but it sounds a lot like some sort of Unicron.


Anyway, I'd laugh my arse off if the guardsmen were nothing but a bunch of traitors leading us into a (very) elaborate trap :smug:

But I guess that's not possible with them being Creed and elite Cadians. Not to mention the 'we'll give you 100 initiates' thing. :(
 

Reject_666_6

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God damn motherfucking AAers, you're slowly creating the first Gay Space Marine chapter. And have fun getting raped by the Inquisition.
 

Azira

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Oooo! Choices and Consequences! :incline:

So, my vote for what 4 missions we should send our grunts out to do are these:


2, signalling beacons. We want the pylons gone. If Marr can bust some of them while closing on the planet, all the better.
4, scouting nearest Kasrs for supplies, we need all we can get.
8, investigate our former battlebarge, this sounds fishy. Information could be invaluable..
9, kill the heretic, should be self-explanatory


The fifth mission, and the one we want to oversee ourselves, I nominate
3, investigate the crashed space hulk, let's go smash some ork! Sure boost to morale that'd be. :love:
 

eklektyk

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sheet .. so many jucy things to do and so small amount of time to do them ...

its not fair :evilroot:

2 5 8 9 for autoresolve [and hoping for fuckload of good luck]

3 for direct control - kill me some green skinks now!

edit:edity colors and shit
 

Darth Roxor

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1. Recon is important.

4. Quick supplies might come in handy.

8. How OMINOUS!!! Let's check it out.

10. Sounds a lot like some sort of a ravener or lictor, and that means BAD news. Take it out. Of course, it might as well just be our scouts getting hallucinations after seeing a wraith for the first time.


3. Let's take control of this one. Who knows what shit came in it, could be just orks, but might as well be a chaos warband or worse. Since it's most likely gonna end up in assault and clear, take all 4 squads of marines. I'll leave the choice of equipment to other bros.
 
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Ulminati

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Hmmm... Interestiung new mechanic.

I'm inherently mistrustfuil of random number generators coming from a CompSci background. My initial suggestion is picking the 3 easy and 1 medium missions to roll for and a hard mission to personally command since hard is only interesting if you're there to eXXXperience the assrape.

[edit]

After consideration, I've come to the following conclusion:

1489+2

(first 4 for autoresolve, last for completing)

1 -- I think we can all agree that recon of the spaceport is vital. It's a nice (easy) task ideally suited for our new neophytes, and it may save us arseraep later

4 -- Moar boom is moar good. If we get really lucky, we may stumble upon enough Boom to blow up another pylon or two should the need arise.

8 -- Strange phenomena near a place where we nuked a pylon may contain critical plot info

9 -- Autoresolve mission, easy. A bit of metagaming here, but something with a high likelyhood of success from a purely mathematical standpoint will still give the chapter a (badly needed) morale boost from a LARPing perspective.

And for the one we're going to personally oversee:

2 -- First off, since we're actually going to be playing the mission, it must be on HARD. We're not faggots here. Second, it's the only one of the 3 hard choices that directly ties into our long term planning. Sure, orks may come and bite us in the arse later. Sure, killing necrons is fun. But the only one that brings us closer to our stated mid-long term objective is helping silas marr to land. So we can find out whether he's a handy meatshield or a FAITHLESS HERETIC WHO MUST BE EXTERMINATED™.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Hmm, what sort of equipment and stuffs have we got for our boyz?

I haven't decided yet, but I think we shouldn't do any hard mission aside from the one we control ourselves, 20% is simply not worthwhile odds imo. Basically I think we should go: 1 hard(PC squad) 3(aka all) medium and then 1 easy.

I can't quite decide if we should target the orkz or the pylons for our hard mission. I'd love to battle the orkz, but the pylons seem a more strategic target, especially considering how all the necrons nearby disappeared the last time we destroyed one.
 

Azira

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Just a minor point but

Ulminati said:
1 -- I think we can all agree that recon of the spaceport is vital. It's a nice (easy) task ideally suited for our new neophytes, and it may save us arseraep later.

Our neophytes are off with the landbarge, so they're not at our disposal, if I understood root correctly.
 

anus_pounder

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NPC victories should be

1.
Recon Spaceport
9. Purge the Heretic
4. Scout the Kasrs
5.
Patrol the Kasrs

Codex victory should be

3. Investigate crashed Spacehulk

Willing to change the 2 medium and 1 Codex controlled missions.

Equipment :-
The Nameless One :-
Force Sword and Plasma Artificer Pistol

Devastator Squads : -
2 Squads, 6 men with Heavy Bolters and the other 2 with Meltas. 1 Techmarine, in case.

Assault Squads :- 1 Squad, All men armed with Bolt Pistols and Chainswords.

Tactical Squads :- 1 Squad, 50/50 Bolters and Plasma Guns. 1 Apothecary.
 

Jaedar

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root said:
You have bolters, heavy bolters, meltaguns, plasma guns, bolt pistols, plasma pistols, chainswords, and a choice of force sword+artificer pistol (plasma or bolt)/master-crafted eviscerator/thunderhammer for the force commander.

as for the squads, you have devastator, assault and tactical, with the choice of including an apothecary or techmarine in each.
No lascannons :(

Ty for info

Since mission 3 seems to be popular I'll go with that. I want this setup personally:
1 Devestator squad with 50% Heavy bolters and 50% meltas(was originally hoping for 50% lascannons/autocannons, but w/e) for heavy support and managing ork masses, as well as creating safe fall back points for our ASM's. Also a techmarine in this squad(for utility)
1 Tactical with Flamers(and maybe a plasma or two thrown in for good measure), again for managing ork masses. And apoth, for the lulz
2 ASM's with standard melee equipment.
And a thunderhammer for the FC(naturally)

Think this kit will let us be prepared for anything they throw at us. Anyone got any input?

As for CPU missions: 1 5 8 10
As I said, 20% is shitty ratio, at least this way we are very likely to wind up with 2 successful missions.
 
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Ulminati

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Azira said:
Just a minor point but

Ulminati said:
1 -- I think we can all agree that recon of the spaceport is vital. It's a nice (easy) task ideally suited for our new neophytes, and it may save us arseraep later.

Our neophytes are off with the landbarge, so they're not at our disposal, if I understood root correctly.

Still, 1 is high chance of success and corresponding morale boost. AND recon for a place we KNOW we're going to go eventually is a GOOD THING
 

Azira

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I'm not arguing whether or not the recon mission would be a good choice, I was just pointing out that we could not send our neophytes. :salute:
 
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Ulminati

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Jaedar said:
Since mission 3 seems to be popular I'll go with that. I want this setup personally:

[...]

Think this kit will let us be prepared for anything they throw at us. Anyone got any input?

I'm digging up some old space marine codex and ork codex pdfs at the moment. If memory serves, ork armour is virtually non-existant and melee capabilities fairly crap. There's going to be a lot of them however, so we'd need to whittle them down before closing to melee to reduce casualties from sheer weight of numbers. I think our best bet for a devestator squad will be 4 heavy bolters and a rocket launcher with krak missiles for Killa Kans/Wartrukks (especially red 'unz, as dey go fasta) etc.

[edit]

In the event of mission #3, after conferring with the entries in the newest KKKodex Orks and KKKodex Speez Mahreenz, I would suggest the following set-up as being the most effective against orcs. (Profiles for weapons fairly similar to a set-up that was highly successful years back when I played an Ulthwé army). :geek:

1st squad - Devestators x8 + tech marine. 6 heavy bolters, 2 rocket launchers. Mainly Krak missiles, possibly a couple of frag missiles. The heavy bolters, when deployed correctly, will eat through HORDES of orks. Which is what we'll get if there are orks. Hordes. The missile launchers primary duty will be antivehicular, hence why they will be packing krak missiles. We're especially intereste in these to take out Killa Kanz (really nasty in melee, even for a Speehz Mahreen), Squiggots or Orky SuperDakka of Doomz™.

2nd squad - Assault Marines x6. Bolt pistols (plasma pistol for sargeant), chainswords. Meltabombs if we have some (they are fairly standard equipment on ASM squads). These boys will be our surgical strike squad. Their main objectives will be light armour (wartrukks spring to mind) and heavy weapon squads (lootaz, ranged nobz). 6 marines is a nice size for ASMs. In my experience, having larger squads often means melee fighters getting in the way of one another. (Perhaps picking 6 is a force of habit, as 6 is the number of howling banshees my trusty falcon grav tanks could deliver to the front lines.)

3rd squad - Tactical marines x8 + Force Commander. The Mahreenz will have 4 bolters, 1 flamer, 3 bolt pistol/chainsword combos, frag grenades. FC will bring a force sword and an artificer bolt pistol. Third squad will act as a screen for 1st squad, protecting them from orks that get too close. The chainswords will be especially handy if a clever Warboss sends stormboyz (the orky version of ASMs) into our devestators, as heavy weapons are crap in melee.

4th squad - Tactical marines x8 + apothecary. 5 bolters, 1 flamer, 1 melta gun, plasma pistol and chainswords on the sargeant and apoth. This will be our advance squad that moves ahead under covering fire from 1st and 3rd squad. Since they are likely to be the first to be engaged, this is also the squad with the highest risk of GLORY™. Hence the apoth. Bolters are fairly versatile. The flamer is mostly because orky morale and combat discipline is crap, so it'll keep them at bay long enough for the devestators to annihilate them.

If 1st squad needs to relocate for a better firing position, 3rd squad will be responsible for securing their route so they don't get ambushed while they're mobile and vulnerable. The FC is deployed with this squad because their assignment will likely place them in the position with the best tactical overview of a given combat situation. 2nd squad is held in reserve, and called in to perform surgical strikes on high-priority targets, freeing the devestator squad to concentrate on providing heavy fire support for 4th squad.

In the event we enter close quarters, 1st and 3rd squad take point, while 4th squad remains with the devestators as escort.

I'm tempted to sneak in a lascannon instead of a heavy bolter in 1st squad and adding a plasma rifle instead of a bolter to 3rd and 4th squads. This till make them more efficient against chaos. But the bolters will be more effective against orks/tyranids (devestating against both in fact). Also, while plasma guns are really, really nice they're also rare and difficult to obtain. If we bring too many heavy weapons with us, it may decrease the operational efficiency of the other 4 squads as they get starved for BoomBoom.
 

Jaedar

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Ulminati said:
Jaedar said:
Since mission 3 seems to be popular I'll go with that. I want this setup personally:

[...]

Think this kit will let us be prepared for anything they throw at us. Anyone got any input?

I'm digging up some old space marine codex and ork codex pdfs at the moment. If memory serves, ork armour is virtually non-existant and melee capabilities fairly crap. There's going to be a lot of them however, so we'd need to whittle them down before closing to melee to reduce casualties from sheer weight of numbers. I think our best bet for a devestator squad will be 4 heavy bolters and a rocket launcher with krak missiles for Killa Kans/Wartrukks (especially red 'unz, as dey go fasta) etc.
My thinking was that the bolters would be used for suppression and stuff, to whittle them down, then flamers and ASM's to mop up the rest(presumably flamers won't do much to SM armor so friendly fire would be alright). Meltas/imaginary lascannons would be for heavy armor and perhaps some wall piercing action.
 

anus_pounder

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I think Devastators should be our main force, armed with 6 Heavy Bolters and 2 Meltas. Able to cut down hordes while still having some Anti-Armor power.

Tactical Marine squad should 4 Bolters and 4 Plasmas, that way they can engage soft targets AND heavy units like Nobz.

I threw in the assault squad since orks are melee heavy.

Dunno about TNO's equipment. I took the sword and pistol combo as I hate being left without some means of ranged combat, but I'll flip flop to pure melee if you want.
 

Chef_Hathaway

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Divinity: Original Sin BattleTech
4,5,8,10 + 2 for direct control

Our forces should be as follows:

1 Devastator Squad comprised of 6 Heavy Bolters and 2 Plasma Cannons

2 Tactical Squads with chainswords and a mix of plasma and Bolt Pistols

1 Assault Marine Squad in reserve, again with chainswords and a mix of plasma and bolt pistols.

The Devastators should have a Techmarine, while the others should contain Apothecaries.

TNO Should use a Master-crafted Thunder-Hammer and, if possible, use an Assault Pack.
 

Reject_666_6

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Darth Roxor said:
1. Recon is important.

4. Quick supplies might come in handy.

8. How OMINOUS!!! Let's check it out.

10. Sounds a lot like some sort of a ravener or lictor, and that means BAD news. Take it out. Of course, it might as well just be our scouts getting hallucinations after seeing a wraith for the first time.


3. Let's take control of this one. Who knows what shit came in it, could be just orks, but might as well be a chaos warband or worse. Since it's most likely gonna end up in assault and clear, take all 4 squads of marines. I'll leave the choice of equipment to other bros.

Same here.

1, 4, 8 and 10.

3 for the PC mission.
 

EvilIndie

Educated
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Mission to LEAD:
3

Missions to delegate:
2
8
9
10


1) Recon the spaceport: We need to know the enemies' current position and numbers for a successful and precise attack.
Difficulty: Easy
We alrady know they have the spaceport. We don't need any special scouting mission to tell us that, and it's not like we can't scout a bit when we attack and whatever their numbers we will attack anyway so not a priority.

2) Plant signalling beacons on the pylons near the spaceport: Lord Castellan suggested that if Marr's ship can launch the cyclonic torpedoes immediately coming out of warp, it'll have a much better chance of landing in one piece. For this to happen he'll need the targeting beacons planted so he can home in on the pylons swiftly.
Difficulty: Hard
We have sort of thrown in with them so best to hope they are friendly and help.

3)Investigate the crashed Space Hulk: We can't afford to have Orks charging us from behind while we battle the necrons. Find out if there are any still alive, wipe them out if you can: if you can't, retreat and report.
Difficulty: Hard
This is probably important.

4)Scout the nearest Kasrs for supplies and ammunition: Your current Kasr is running low on both supplies and ammunition. Lord Castellan creed has placed several cachés of both in many Kasrs around Cadia. He has given you the coordinates to go and retrieve them.
Difficulty: Medium
What? We sent the battle wagon to fill up at the biggest manufactory. This is just a waste of time.

5)Patrol the Kasr's area for necron activity: Techmarine Gaius has reason to believe that there might be more Necron Forces near the Kasr similar to the ones battled by the neophytes. It would be wise to know if this is true.
Difficulty: Medium
Who cares.

6)Venture inside a Pylon: Lorekeeper Helfrich still insists that the Pylons should be destroyed or at least deactivated, and is trying to assemble a squad of brave (and suicidal) Astartes to venture inside one and find out if this is feasible.
Difficulty: Impossible
No.

7)Engage the enemy: The Chapter is sorely in need of a battle to raise morale. Head to one of the pylons near the spaceport, find its Necron Lord and his honor guard, and destroy them.
Difficulty: Hard
Plenty of battles are coming.

8)Investigate your former battlebarge's crash site: Scouts have reported unusual and strange phenomena happening at the barren wasteland caught in the torpedo's blast radius. Find out what is going on.
Difficulty: Medium
Hmm. Kind of annoying since we have already done like 500 things with our crash site but it's probably important.

9)Purge the heretic: One of the Regiment's Primaris Psyker has seemingly fallen to Chaos and fled the Kasr with a small contingent of traitor guardsmen. Find them and bring them back, dead or alive.
Difficulty: Easy
They could comprimes us. DIE!

10)Kill the xeno: Scouts have reported a strange creature roaming the area near the Kasr: They have been unable to get an accurate description, but it appears to have several long bladed limbs and is seemingly capable of disappearing in plain sight. It has out-stealthed the scouts consistently, though it has not sought to engage them in battle.
Mystary!
 

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