Solar Auxilia Officer Quest. A 30k Early Great Crusade quest.

[X] Give him the dignity to choose between nutrient paste or no Wine, he knows what he did wrong.
[X] Plan: A Bold Move Forward
-[X]Main Access:
--[X] Second Lasrifle Section. Led by Void Sergeant Amélie Beaufort
--[X] First Rapier Destroyer section. Led by Sergeant Philip "Pip" Bernadotte
-[X]Starboard wall:
--[X] Third Lasrifle Section. Led by Void Sergeant Jeanne
-[X]The Depths:
--[X] First Lasrifle Section. You are in command of this Section.

[X] Plan: Rolling Stock

Edit: Adding Rolling Stock to my vote since I don't want Monstrous Magnificence to win.
 
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[X] Give him the dignity to choose between nutrient paste or no Wine, he knows what he did wrong.
[X] Plan: Monstrous Magnificence
 
[X] Plan: Monstrous Magnificence
To talk about this, the Rapier is Fire Support. It's not meant to hold the line all by itself. If anything, it should be with us to help the Astartes since it has a trait that helps us on the offense.

Also, it's worth mention that the Rapier has a -3 to its combat rolls. Again, not the kind of thing one should use by itself.
 
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To talk about this, the Rapier is Fire Support. It's not meant to hold the line all by itself. If anything, it should be with us to help the Astartes since it has a trait that helps us on the offense.
And I disagree, the mortar and frag ammunition allows it to hit and hit hard against the sort of chaff and massed bodies we're seeing the mutants use, and the destroyer ammunition runs a risk of friendly fire with the space marines, especially the phosphex which is fire that hates.

Plus, we have a secondary section at the wall that will go to their aid if they need it so they are not holding it without any support at all.

In addition, using Phosphex to block off side areas that the mutants might be coming in would allow for the creation of killboxes for the frag ammunitions to do their work.

Final point, our overall job is to hold until reinforcements, not just hold for good. We are also trying to rush to the space marines, extract them, and get back.
 
[X] Give him the dignity to choose between nutrient paste or no Wine, he knows what he did wrong.
[X] Plan: Monstrous Magnificence
 
And I disagree, the mortar and frag ammunition allows it to hit and hit hard against the sort of chaff and massed bodies we're seeing the mutants use, and the destroyer ammunition runs a risk of friendly fire with the space marines, especially the phosphex which is fire that hates.
But by itself in any case, the Rapier's going to be boned if the mutants bring up ranged weapons due to one pretty significant detail; the Rapier has no armour save, and only one wound. So the enemy would only have to get lucky with trading shots once, and the main access corridor is left completely bare for their assault.

And the Rapier only gets to shoot first on the attack.
 
[X] Give him the dignity to choose between nutrient paste or no Wine, he knows what he did wrong.
[X] Plan: Monstrous Magnificence
 
I think, aside from assumptions of mechanics as nothing I'm seeing in the threadmarks or informational is showcasing any details of how the fights will go, is the bigger assumption that we are not going to be taking risks and big ones to pull this off. Even if we switch the destroyers for the third section, that means we cannot use the destroyer ammo due to the 9th legion being stuck in a dead end.

Yeah the frag ammo will deal with the chaff, but that doesn't stop the beasts, and that still leaves the heavy weapons. Depending on what the relics are, it might be easier to just deal with the users, but that means we'd have to keep focus firing to ensure they can't be manned.

If we switch the rapier and the 2nd section, we risk them either being out of play guarding a location that isnt' being used and having to move and set up again, or being stuck playing a game of nazi zombies.

The landing area is fortified albeit roughly and that matters for an arty option.
 
@Mayto

Unless I miss my guess, the situation with the weakened wall and the landing zone, they're both facing the same central corridor and can fire at targets in it correct?


[]Main Access:
You are defending a long hallway and numerous vents and other passages from the riled mutant population inhabiting the habitat. The firing lanes are good, but enough mutants can pass through that a single Section might not be able to hold the enemy at range alone.
[]Starboard wall:
The starboard wall is littered with holes and passages, but these all originate from a central corridor. If you do not guard it, you will have to hope and trust in the barricades and barriers put up by your troops to keep the mutants out.
[]The Depths:
The Revenant Legion squads at the heart of the station have called for assistance, mentioning mutants with relic weapons capable of killing Astartes. A force sent to assist will not be able to aid in holding the main access corridor.

My question being founded on the long hallway of the main access and the central corridor of the starboard wall being either connected or the same.

As well as the underlined part of a force being sent to the depths won't be able to aid in holding the main access.

Also
"This is Squad Tertius. We require reinforcements. The mutant overseers have brought up heavy weapons and aberrant beasts. I am down three marines. Transmitting my coordinates."

Your helmet's heads up display shows a hololith of the station. The marines are far ahead of your positions, down labyrinthine passageways and forced into what looks like a dead end. Your orders are to hold the landing zone, but if the marines perish, it will look very badly on your record, and you will be the next target. Cogs turn as you calculate how fast you can get to the marines, and if you should just let them all get eaten or not.


i get the impression of something that looks roughly like



--------------------------------------------
l .................................... HW ..... l
l ........ .ab .................................... l
l ...... m ............................. HW ..... l_______________________________________
l SM m
l.........m............................HW........ l---------------------------------------------------------------
l ..................ab............................... l
l ..................................... HW......... l
---------------------------------------------

SM= Space marines
m=mutants
ab= aberrant beasts
HW= heavy weapons

For the dead end with the labyrinth passages being something...offscreen for the room.

numbers of enemies NOT to scale or in any way accurate though, is this semi accurate for layout of room itself?
 
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-[X] Main Access:
--[X] First Rapier Destroyer section. Led by Sergeant Philip "Pip" Bernadotte, they are use their Phosphex rounds to seal off sections if the press of mutants becomes a risk of taking the landing zone.
Leaving a fire support unit with no infantry to defend it is an inferior tactical choice. The Rapier has no armor save, so even a single hit will kill it. At the very least you should shift the 2nd unit away from the wall onto the main access.
 
Leaving a fire support unit with no infantry to defend it is an inferior tactical choice. The Rapier has no armor save, so even a single hit will kill it. At the very least you should shift the 2nd unit away from the wall onto the main access.
and i'll wait to see what the QM says as I've said before, nothing in the threadmarks or informational gives me any of the information you are discussing and assuming will be in place.

They are also in a fortified and defensible position, so their goal is to shoot anything they see and use the mortar for large clumps.

I already showed how putting them on the wall, unless they are connected to where the landing is, puts them out of effective play.

and bringing them with to help the space marines limits the types of armaments we can use unless we think the 9th legion enjoys a good phosphex bbq.

Phosphex is a rare, corrosive and toxic incendiary compound utterly inimical to life, originally deployed by the Imperial armed forces either in the form of large canister bombs or heavy artillery shells. It expands on contact with air into a seething liquid mist which burns with an eerie white-green flame that is attracted to movement.

This gelid flame ignites metal and eats relentlessly into living tissue, and cannot be extinguished short of exposure to hard vacuum. As effective as this horrific weapon is, its use is not widespread as it has a tainting effect beyond even Rad Weapons on the environments in which it was employed. It remained within the arsenals of the Space Marine Legions during the time of the Great Crusade and Horus Heresy as a weapon of dire resort.



Apparently I need to spell things out even more for some people. I have boldened the part that makes me concerned about using Phosphex weapons in an enclosed area like a dead end when it comes to the Rapier mortar munitions. This would leave us with using just the frag ammo for it, which, while nice, is still limited our ammunition types we can use.

If they do connect, then having them both in the landing zone actually hurts as it leaves the wall undefended, and would be better to put someone there so they can catch a crossfire/go in support.

If they do NOT connect, then the 2nd section has orders to support Rapier which is something they can, unless shown otherwise, do easier than a unit that has to set up a mortar.

the landing zone better suits rapier because it has clear lines of fire, which include clear lines to send frag grenades that will be able to wipe out whole chunks of mutants.

At the very least you should be willing to vote in support if you are going to fucking demand I change my plans in return for those changed, based on your say so.
 
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and bringing them with to help the space marines limits the types of armaments we can use unless we think the 9th legion enjoys a good phosphex bbq.
It limits the armaments we can use even further if we don't bring any kind of fire support there at all. Which, y'know, is kind of our cohort's entire niche? The thing we're explicitly good at?

Holding a choke point with fortifications is something infantry can do ably enough on their own. But when there's an enemy that's stalled out a Space Marine advance, that's the kind of problem you roll out the big guns for.
 
As shown in an edit, for those wondering, my concerns on bringing Rapier with us are in no small part centered around the fact that the only time we'd be able to use the phosphex rounds would be *at best* when we have already gotten the space marines free and need to cut off our enemies from pursuit.

That would be helpful for making sure we make a clean retreat, but it does nothing to negate that we couldn't use it prior to that without risking VERY severe friendly fire in the most oxymoronic if literal sense (the former because it is NOT friendly, but it IS fire :p )

However, the phosphex WOULD make a great thing to lob in an area with, "Good firing lanes." to paraphrase, as a way of cutting off avenues of attack and causing the mutants, even when in retreat, to be hounded by the phosphex and to bring it to more of their number, thus ensuring that they will continue to burn and die even in retreat.
 
nothing in the threadmarks or informational gives me any of the information you are discussing and assuming will be in place.
You can find it in the drop-down menu in the Cohort Creation post:
Solar Auxilia Destroyer Support Section:
These Rapiers are equipped with Quad Mortars and crewed by combat engineers that use remote-controlled servitors for most of their operations. Firing triple-sealed Phosphex and Rad munitions that are only transported in bulky stasis containers.
Shooting 3+
Armour save: None
Combat effectiveness: 2d6 - 3
Wounds: 1
Trait:
Fire Support:
Can not damage Heavy armour.
When Attacking: If the enemy has no Fire Support in the engagement, the attacker shoots fist.
Destroyer weaponry: By deploying this unit to an engagement, it immediately becomes Hostile and every turn you need to do an attrition test or lose a Section of infantry.
Units without an armour save make no tests and are immediately removed.
Armour saves can not be made against this unit.
If it flubs a roll and the attacker hits even once, it's dead.
 
If it flubs a roll and the attacker hits even once, it's dead.
Ah, that's why i missed it. Ty.

Honestly, this doesn't change the concerns or even issues I have with deploying it, in fact it's worse now.

Because it cannot damage heavy armor, which, assuming the heavy weapons are equally heavily armored, sending them wouldn't help with taking out the thing removing the heavy weapons.

This is also assuming that the heavy weapons don't count as fire support in their own right (which they might and would explain why they were able to take down the space marines aside from being heavy weapons in general.)

If we leave it on the wall, then its just as stuck/exposed, and if we bring the 2nd section back...then we leave the wall open and risk the troops we sent to the space marine aid being cut off and our own troops at the landing being surged by essentially 2 floods of enemy troops.

This means that if we want to provide meat shields for Rapier, we need to leave 3rd section behind which risks not bringing enough firepower to help the space marines other than our own volkite pistol.

I...can't see any way this works out unless the wall is not a threat and we can send 2nd to back up rapier, which are their orders in my plan already, as trying to send troops to the wall once the battle is joined is likely to be difficult to impossible.

Then again, I guess you can say we're assuming we're not going to take losses either way. My issue is taking loses that also don't accomplish our objectives.

Ty again for pointing out the battle info, I had heavily missed that when i was reading on mobile and doing the quotes for the review.

Still not gonna change plan without getting voting support though, as I am BEYOND tired of people on this site doing that. That being complaining about my plan, demanding changes, and then voting for another plan even when I make the changes.
 
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You've gotta love how the Astartes deciding that they knew better and so decided to screw the battle plan put their asses in the fire. Personally I would say screw em. They disobeyed orders, not us. If anything it'll look bad on them for failing to stick to the battle plan without good reason.
 
You've gotta love how the Astartes deciding that they knew better and so decided to screw the battle plan put their asses in the fire. Personally I would say screw em. They disobeyed orders, not us. If anything it'll look bad on them for failing to stick to the battle plan without good reason.
As tempting as that is, that's just asking for poisoned relations with the rest of the legion when they find out we left their brethren to die to ensure our own safety, and that's even with the point that they went ahead rather than meet up. With the blame game, we could be blamed for not arriving sooner, be seen as an untrustworthy commander, a coward even.

I don't like the situation we're in but we are in it and we gotta make the best of it.
 
As tempting as that is, that's just asking for poisoned relations with the rest of the legion when they find out we left their brethren to die to ensure our own safety, and that's even with the point that they went ahead rather than meet up. With the blame game, we could be blamed for not arriving sooner, be seen as an untrustworthy commander, a coward even.
So we're going to be regarded as an inferior mortal who will always be at fault for the mistakes the Astartes make no matter what?
 
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