Clankers and Beasties (A leviathan Quest)

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The date is the 28th of July 1914 and the world is about to go to war. The two faction mobility...
First post
The date is the 28th​ of July 1914 and the world is about to go to war. The two faction mobility there forces while there R&D teams go into overdrive attempting to create the weapons or beast that will tip the war in their favour. One faction marches on treads and legs of iron and steel leaving black clouds behind there marching machines believe in the power of their walkers. The other faction wake it's creatures saddling them and riding to war, up wake the great airships, massive ecosystems in their own rights as the biological monster prepare to tear apart the enemies of their creators.

And so they march to fight and die on the field of battle, in a conflict that had never been seen in this scale before.

Choose a country:

[] Russia (Darwinist)
Russia is a Darwinist country that has adopted the use of fabricated creature, as seen with their famous war bears. Because of the massive amount of land Russia possess they have quite a bit of man power and resources, however the winter is so harsh that the country tends to slow to a crawl during this period making the country have trouble moving its massive bulk in a considerable time. The only means of fast transportation in the country is the Trans-Siberian Trailway if it is destroyed they will have trouble moving in a quick time.

[] Great Britain (Darwinist)
Great Britain is located on an island providing it a great deal of strategic defense making it hard to take supplies and solders to invade the country. Britain currently has a great amount of trade, giving it a fair amount of resources, however if they are blockaded there natural defences turn against them trapping them on the island with less resources than necessary to feed the large population of the county. It also has some of the most advanced boffins in the world giving them great research capability.

[] Greece (Darwinist)
The country of Greece has a grand background inspiring the people of the country to create fantastic creature that are among the most versatile in the world following the lines of there mythology . From man sized creature to creature's as tall as a land dreadnought the Greeks create them all.

[] Japan (Darwinist)
As a country surrounded by water the Japanese has specialized in terrifying creature of the sea, taking care to capture enemy ships to feed their growing navy. Japan has a large problem with resources on the other hand because of there isolated nature. However the Japanese are devoted to the man they call emperor willing to charge into a gun line if they thought it would aid the emperor in even the slightest way.

[] Germany (Clanker)
Germany is one of the premier clanker powers in the world, they specialise in creating large heavily armed and armoured walkers. The largest problem that they currently possess is that they are in between two super powers that are more than willing to crush it if possible. The only other near ally that they possess is Austria-Hungary cutting them off from most support and letting them be out numbered to a major degree

[] Austria-Hungary (Clanker)
This country is currently pas it's prime relying on German made walkers, most of which are outdated. They however are in possession of a large number of walkers, also known as land dreadnoughts. The country s tired, and worn. They will require much work to get into the same level of the other superpowers as there military is currently outdated.

[] China (Clanker)
China is full of corruption, if someone a make a little extra cash they will so much so that while there army fields a very large army there is a problem with quality, in testing a walker that is meant to go toe to toe with a Cyclops storm walker in combat requires a 5 to 1 advantage to win even then with heavy casualties. Even with the abysmal state of their army because of the large amount of land they possess they are able to field there army in numbers enough to win.
 
Empire status and map
country Austria Hungary
income 750 RE every turn

units
57 Infantry Divisions (1,425,000 Infantrymen)5 RE
17 Scout Mech Divisions (1,700 Windrunners) 25 RE
9 Cyklops Divisions (450 Stormrunners)100 RE
5 Ladegerat Divisions (250 Ladegerats)100 RE
2 Land Dreadnought Groups (10 Riese Land Dreadnoughts)350 RE
3 Attack Gyro Air Wings (300 Attack Gyros)50 RE
5 Storm Bringer Divisions (125 Storm Bringers)150 RE
2 Ironsides Divisions (200 Ironsides)200 RE
1 Crow Zepplin Air Wing (3 Crow Zepplins)200 RE
5 royal mech divisions, can not produce.


navy
35 ironclads. 200 RE
10 typhoon battleships 250 RE
9 monarch battleship 300 RE 2 turns to create





 
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Da rules and index
rules and explanation

So the way that turns will work is that every turn you will have

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Three general actions that you are able to do anything that does not fall under research, military, diplomacy, construction it all falls under your general actions.

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The second slot is the manufacturing slot, you put in what unit's you are going to create in this slot and they get made this turn. Some creation take more than one turn. (It will take more than a year for something big) some units come in groups and some are individual.

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rules, and explanation.

The last slots are for research actions, this is anything from new weapons, walker, beasties, vehicles and other such things like computers and machinery. Some will take more than one turn to finish and the more resources given to the research the higher the chance of success

Resources ae automatically made by your country economy, it can be increased however, by new technology/beasties more factory's/mine larger population all of this effects you economy.

There are three ways to win this game.

  1. Defeat the other side. Conquer them, force them into a treaty. Anything as long as you win.
  2. Lose but get a good treaty for your nation and not take too much damage so that you nation can survive into the future.
  3. Draw, both sides agree to a treaty that ends the war, neither side wins.

index

Turn 2 Land Battle: Part 1
Turn 2 Naval Battle
Turn 2 Land Battle: Part 2
Turn 3
Turn 3 Results
Turn 4
Turn 4 Results: Part 1


Omake: Serbian Situation
Serbian Beasties Cost
 
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Turn 1
Your name is [ ] the brother of Archduke Franz Ferdinand nephew of the now dead emperor Franz Joseph killed in an assassination attack, whether out of anger that hey missed their first target, your nephew, or to make your country hungry for war you will never know but now you are the emperor of the Austria-Hungary empire and it is your duty to keep this kingdom alive.


Your nephew has run from the country, away from any assassins that had been sent to kill him and complete the desire for war in your country. While he could not inherit the thrown you still regarded him fondly. After all how could you hate your brother's son? You hope that were ever he gets taken he is safe.

Thoughts turning back to the country you find yourself king and thus your thoughts turn to think of the state that it's once great power has been reduced to, using outdated German mechs for your military and your towns run down you have much work to do if your country is to survive this war.
Russia on one border and Serbia on the other you are in between a hammer and anvil.

Resources/ RE 750
250 RE a turn
Current forces:
10 infantry divisions (25,000 men) 5 RE
15 scout mech divisions (100 windrunner's.) 50 RE
10 Cyclops stormwalker (50 mechs) 150 RE
10 Ladegerät heavy assault mech (50 mechs) 200 RE
1 Land dreadnought group (5
Riese land dreadnoughts) takes two turns to create. Cost 400 RE



Your advisers have told you how the factory's and farm land have gone into disrepair and say that increasing the general state of the economy will aid your country RE production. You can also have some spies sent to one of the country surrounding you waiting to give you a status report.

Chose three general actions

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[]
[]

Your factory stand ready to create new equipment for infantry and new mechs for you legion. While Ii can make the mech's your asking for the biggest problem at this current point is that the factories are run down so it costs more resources to create the same mechs that a German factory could.

[]

Unit costs:
Infantry division (25,000 men) 5 RE
Scout mech division (100 windrunner's.) 50 RE
Cyclops stormrunners (50 mechs) 150 RE
Ladegerät heavy assault mech (50 mechs) 200 RE
Land dreadnought group (5 Riese land dreadnoughts) takes two turns to make. Cost 400 RE

Your mechanic researchers are prepared to help design some new walkers or weapons. They have some plans and ideas for some new walkers that they 'borrowed' from our German friends.

[]
[]

Write in research


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If you're confused about the system read the third post in the thread and ask me any questions that you have. I will assign how long something will take to research. Giving an action more resources increase the chance of success.

Unit profiles:
Windrunners

The windrunners scout mechs are light horse sized mechs that move very fast. Lightly armoured they rely on speed to avoid destruction, the windrunners are equipped with two small machine-guns. It also acts as spotters for other mechs or land dreadnoughts and is equipped with a mortar, the mortar can fire two different shells, a standard shell and a shot of phosphorus that helps walkers see targets in the dark.
(Attack low, defense low, mobility high.)

Riese land dreadnought (5 dreadnoughts) takes two turns to make 400 RE

The riese land dreadnought is the predecessor to the Beowulf class. The riese stands at 40 meters tall and is 100 meters long. The riese is equipped with 3 turreted 20 cm guns with to barrels each. The riese is also equipped with smaller 140 mm guns 4 on each side. The riese has one large problem, its main hull is under armored allowing even a 28 mm gun to pierce its Armour.

Attack high, defense medium, mobility medium

Ladegerät heavy assault mech

The ladegerat is heavily Armour on the front but lacks Armour on the back proving it role of running towards enemy fortifications with the hope of overwhelming the defenses with a charging wall of metal and machine guns. The legs on the mech are spike to provide better traction for it charge, this also allows it to use its leg as a weapons and stomp on an enemy.

Attack medium defense low mobility medium

Cyklop Stormwalker

The Cyklop Stormwalker are a mech that are usual used in scouting and light skirmishes because of the extremely fast running speed. Equipped with two machine guns for anti infantry and close range combat it primary armament Is a 57 mm cannon.


Attack low, defense medium, mobility high.

Infantry division.


Infantry divisions are loyal infantry men, they hold the line and have every tool needed to do that, their equipment range from anti walker mines to heavy machine guns and large anti-tank rifles for beasties. they are armed with a mix of single shot rifles and sub machine guns the sub machine guns are meant to deal with close range beasties by pumping large amount of small caliber bullets into them they have poor range when compared to the rifle used to engage normal forces. The infantry wear leather equipment with metal plates because it helps protect from beastie bites, at least a little. From the smaller ones. They are good at holding the line but they are also necessary for an attack providing the bulk of an attack force.

attack low, medium from a fortified position
defense low, high from a fortified position.
mobility medium, low from a fortified position.
 
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Turn 1 results
Turn 1.

[X] If we are ever going to drag Austria-Hungary into great power status, we need our economy actually functioning. A full 250 RE shall be utilized to fix up our towns, factories, farms, etc. (1d100= 54)

As king you order that most of the royal treasury is used to restore the country economy, long abandoned farm sounded with the sound of animal again, broken machines are replaced with brand new one and factories began to sound of hammers and grinding gears. Homes that had long been leaky finally had their hole patched up and the down trodden dirt coated people on the street began to slowly grow livelier one more.
[mech costs decreased, income increased by 250 RE}
Infantry division (25,000 men) 5 RE
Scout mech division (100 windrunner's.) 25 RE
Cyclops stormrunners (50 mechs) 100 RE
Ladegerät heavy assault mech (50 mechs) 100 RE
Land dreadnought group (5 Riese land dreadnoughts) takes two turns to make. Cost 350 RE





[X] Our military forces must be up to snuff when the time comes for battle. They will drill, train, stockpile supplies and prepare themselves for the coming battles. 50 RE 1d100 → [46] = (46)

Your forces begin to stock pile new gear and weapons. Days are spent doing drills and practicing shooting with rifles and sub machineguns.
[Military forces only require one turn of preparation to go to war]

[X] Spies shall be sent into Russia and Serbia. Currently their objectives are to obtain information on the enemy forces near our borders, but more than that, they are to try to open up paths for further operatives to enter the countries. 50 RE 1d100 → [33] = (33)

Your spies move to infiltrate Russia and Serbian forces, they have reached a stall in their infiltration, spies are captured and put to the sword and those that survive have minimize their operations in hop of reducing the chance of discovery.
{Spies operations are delayed, not much information acquired.}


Production Actions:
[X] 20 Infantry Divisions 50 RE

Men are recruited, and their equipment is made inside of your new factories. Rifles and sub machine guns are made in the dozens while ammunition is shipped out in crates.


Research Actions:
[X] Artillery is King of the Battlefield. We must endeavor to take advantage of this. A fast, mobile, accurate, and above all else, powerful Artillery unit should be designed for use on the battlefield. 150 RE 1d100→ [64] = (64)

Taking inspiration from the Germans ground pounder fire support mech the engineers create a large mech standing at around 10 meters high on large elephant like legs. The new mech is named the stormbringer artillery mech, the mech carries a large 120 mm cannon meant for long range support, it also has a turreted machine gun to protect against any light enemy that reach the artillery platform. While slow the storm bringer is still faster than the German massive artillery platform even if it has a lesser range in comparison. (Gained the stormbringer artillery mech.)

Storm bringers,

The storm bringer artillery mech sands at 10 meters tall. Carrying a machine gun and a 100mm cannon for long range fire support. The storm bringer is based on the ground pounder mech of Germany, smaller and less heavily armed then the ground pounder the storm bringer is much faster and possess a machine gun to protect itself from infantry and light attackers. (25 mechs) 150 RE

Attack high (low in close range)
Defense low
Mobility medium






[X] The Germans have a wonderful little flying machine they call the Gyrothropter. Currently, they just use them for scouting and reconnaissance, but perhaps we can improve on that. The Austria-Hungarian Gyrothropter should have uses in spotting for artillery, light raid attacks with front or turreted machine guns, and perhaps space underneath for an explosive bomb. It should also be able to fly low to the ground. 100 RE 1d100 → [48] = (48)

Looking at the delicate gyrothopter of the Germans your engineers begin to work on finding the sweet spot between weight and speed, along with keeping it in the air. While progress is being made for our version of the gyrothopter it has been difficult. (The engineers require one more turn of research)

Random events

92 your ally's in Germany have realized that if your empire fall they will be surrounded on every side by enemy forces, seeing that your military mechs are out dated the give you the blueprints and an entire division of ironsides heavy assault mechs (gain Ironside heavy assault mechs)

Ironsides

Ironsides are large mechs 15 meter that have armor almost 10 inches think in some area. Heavily armored and slow the ironsides are armed with four machine guns and 2 55 mm cannons for anti-heavy firepower.
The feet of the ironsides are huge and spike like their predecessors the ladegerat allowing it to crush enemy's under its feet. (Ironsides division (50 mechs) 200 RE


attack medium
defense high
mobility low.


3
On the other hand it seems the Russia is moving faster than it is usually capable of, ferrying units by ship to Serbia to help reinforce their ally's. (Serbia will be able to attack after next turn.)

34
Germany has engage French forces. The war has begun.
 
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Turn 2
turn 2

Looking over your empire you think of how you will soon be dumped into war. You hope that you will be able to survive.

RE 600
500 RE every turn
Your general begin to fortify their forces on the Serbian front, preparing you soldiers for the unkillable creature of the Serbians. In addition the Russia have sent their heavy creature to back up the Serbians offensive attack. Your spy's continue to attempt to get a report to you.

General actions
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[]

Your new factory melt down scrap metal every day creating parts and guns for whatever equipment is need by you to defend your country.

Production
[]



Research
-continue gyrothopter research

Your researchers wish to continue the gyrothopter research but understand if you want to assign them to something else.

[]
[]


Write in.
 
navy overview and description
so i have finally decided to add the navy to this game( i forgot to in the beginning)

navy:

40 ironclads.
ironclads are steam-powered ships covered in heavy metal plating, they are equipped wit two kracken fighting arms and two turrets that fire 24 cm shells. they are the main stay of clanker fleets.


10 typhoon battleships

the typhoon battleships have heavy fire power, ignoring Kraken fighting arms and relying on other ships for protection against krackens focusing on heavy fire power to kill the massive beastie and pound fortifications equipped with the same caliber of guns as the Beowulf it has 4 33 cm turrets.

10
The monarch battleship is a heavily armored and armed ship meant to take control of the seas for the country who designed it, unfortunately the ship is rather slow because of the amount of armor and guns that the ship uses. It is also equipped with 4 kracken fighting arms. It has 2 33 cm turrets and 2 22cm turrets with two barrels each. 350 RE
 
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Turn 2 results
Turn 2 results

[X] Mobilize our forces and deploy them to the Serbian border. As the Serbians are still mobilizing, we may be able to inflict significant damage before they can dig in and reform. Known Serbian positions, bases, and industrial and production facilities are to be overrun as quickly as possible. Make sure we have our best commanders on this task. 50 RE shall be dedicated to ensuring our troops have proper supply lines and required equipment.
Forces Dedicated:
15 Infantry Divisions
8 Scout Mech Divisions
7 Cyclops Stormrunner Divisions
8 Ladegerät heavy assault mech Divisions
1 Ironsides heavy assault mech division.
1 Land Dreadnought Group
1 Stormbringer Artillery Division
25 Ironclads
6 Typhoon Battleships
5 Monarch Battleships

It's time to go to war. Boot March long hard packed ground as thousands of men march in formation. The ground shakes from your walkers moving alongside your convoy. Your fleet leaves port, it destination the enemy's port where they receive Russian reinforments.
(War turn)


[X] Continue to upgrade and expand our infrastructure. 50 RE shall be dedicated to this. 1d100 → [85] = (85)

Even after the economy undergoes a growth that had not been seen in almost forever the workers of the empire continue to expand building, creating new mines for resources, opening more factory's and creating more farms and home for men. The city has undergone a massive transformation from its land of dust and grime into a clean(er) city. With this growth your country has gained more wealth than it had in centuries.
(RE income increased by 200)



[X] Another group of spies will be sent to Serbia. Find out the Serbian force composition, and try to discover what the Russians have sent to help them. Whatever information they can get on the Serbians will no doubt be of great help during the invasion. 50 RE
1d100 → [4] = (4) spies in the country already (ouch)
1d100 → [57] = (57) spies entering the country

When the spies that you send reach Serbia they see that all that remains of the spies that you sent there already is their dead bodies. horrified by the brutal death of your spies the new spies plan a daring raid on the HQ of a Serbian military base, they snuck into the base one at a time (agent number 7 entered by riding the under belly of a yaxen, he complain for the rest of the day about the smell.) they snuck into the headquarter of the acting commander and manage to grab part of te dossier on the forces station on the defenses, in the half of the folder they grab before getting the hell out has the garrison information for half of the division's in the base.

Units
10 prides of Lionlestel (300 each)
3 Mammothine herd's (25 each)
10 hordes of Deathheads (300 each)
???
???

The rest of the forces assigned to defend the border are a mystery.
Your spies realize that this need to be delivered to command immediately and rush back to your territory.
(Intel on enemy units)


Your factory are put to work creating the very first of their line, the storm bringer artillery.
Even as they move off the assembly line their pilots are quickly trained in their use before being sent of to war with the rest of the army.
(2 storm bringer divisions)


[X] As we all know, Darwinist beasties are alive, which means they are sadly vulnerable to being burnt to death, and are likely terrified of such a fate. Incendiary weapons may be the key to holding off the Serbian regenerating beasties. While we eventually want rounds for all types of weapons, for now we will be satisfied with working flamethrowers, petrol bombs, and Incendiary shells that can be mass-produced and sent to the front quickly. 100 RE
[X] Continue Gyrothopter Research 50 RE
1d100 → [56] = (56)
1d100 → [83] = (83)


Creation of flamethrowers and incendiary weapons is not a new idea, thus when the demand for flame weapons is taken to the R&D mechanic's they get right to it and the results are fair, while the incendiary shell's will not be finished in time for your army's march, they were capable of creating flamethrower's and petrol bombs for your infantry divisions and they even manage to mount a flamethrower onto your windrunners in the scout division's.

On the other hand while what the R&D mechanic did on incendiary weapons was impressive what the R&D team assigned to the gyrothopter did was no less than incredible. They managed to increase the armor on the gyrothopter while keeping its speed meaning that it is no longer about as durable a wet paper. The new gyrothopter has a front mounted machine gun and a flare launcher to scare away certain beasties and signal your forces. The most impressive part was when the head scientist in the gyrothopter division, wilhein strauss (thanks for the name J) a German scientist on loan from well Germany, barged into the incendiary division and demanded that they create a large bomb for them, like the petrol bombs they made for the infantry but 3 times larger. When the bomb was made wilheim hid it in a hidden compartment in the gyrothopter that acts as a bomb bay dropping the large petrol bomb on enemy forces. The gyrothopter can still be launched by the launch catapults of land dreadnoughts.
(New gyrothopter (new?) 1 air wing (100 of them)
Deployed with the land dreadnoughts)


Random events (ya feeling lucky…punk)

1d100 → [96] = (96)
It turns out that a new handler at the Serbians military base accidentally poison half of their supply's and thus killed half of the deathheads that were stationed on the border. In completely unrelated new your German ally's sent you a letter that said hello.

1d100 → [53] = (53)
Thanks to the economy in your country being expanded and your people feeling healthier German traders have begun to purchase good from our empire once more increasing trade for a while (+50 RE for 3 turns)

1d100 → [37] = (37)
It seems that the British Empire has begun to aid France in the war against your German ally's. Their massive airships beginning to raid German supply lines even while the German's main forces are occupied by the French forces.


For those of you wondering about what the three beasties are above here is some information about them and before anyone shout IMPOSSIBLE on these creature. remember that this is the series that had super bacteria and while removed that i still need to take creative liberty's (make shit up) to create opponents for you guys..

Lionlestel

A large creature the size of large cow that was made of DNA from a lion and other choice animal's. Serbians field them as shock troopers to overwhelm light mech and infantry. Running at speed comparable to a motorcycle the lionlestel is capable of regenerating a bullet wound in a couple minutes. Using their body weight they knock over heavy mech when they swarm them.

Mammothine

The mammothine acts as a heavy weapon's platform and troop transport. Standing comparable to a ground pounder mech (20 meters) the mammothine's fur is made of carapace that has a special form of spider silk woven in between the strands of carapace. The fur is capable of deflecting a sub machine gun bullet. The mammothine also carries a large 88 mm cannon on its back to act as heavy fire support and anti-armor they gun is stored in a large metal box that the mammothine carries protecting the troops it transports and the more delicate part of the gun.. If the cannon that it has on it back is not enough to deal with a mech it will charge and crush the mech under it heavy weight.

Deathhead


The death head is a lizard like creature the size of a Great Dane that has carapace helmet with a high metal content on its head (thus the name) they are covered in bony plates on their body to help protect against knifes and bayonets. The death head has a powerful regeneration effect that can restore a lost limb in half an hour as long as the head is intact and it has enough body fat or nutrients. (Most of which would be enemy troops). The saliva also has a acidic effect, so the death head crawls up onto a mech before spraying the crew with it saliva causing pain and sending the mech out of control. Deathhead are also amphibious.
 
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serbian battle number 1
Land operation.
-The primary objective is to overrun Serbian positions and bases before they can organize, giving us space and time to dig in. If possible, establish our fortified lines along chokepoints so that we can defend more efficiently with less men.
-Some of our river-capable warships will deploy to assist our forces in the river crossings with their heavy guns.

Even as your forces gain site of the first Serbian base they are already prepared for you see that the enemy base Is full of activity airbeast staying high up in the air at this time, but you know that when the time comes they will release a huge amount of pain upon anyone who is foolish enough to attack their base.

Your forces begin to get onto position before you order your 25 stormbringer to open fire on the enemy base hoping to damage their forces before they can get into their preferred combat range.

1d100 → [87] = (87)

100 mm shell's scream as they fly through the air, crushing fortification's and throwing massive amount of dirt and corpse's fly into the air that you can see from here with you telescope. Men scream and beast's shriek as they are torn asunder by the artillery guns
(3 lionlestel, 5 infantry divisions, 1 Mammothine herd, 6 hound packs. Fortification destroyed)

The lionlestel and deathheads and smaller wolf sized creature charge out of the remains of the base even as the airbeasts began to fly towards your forces large wing's unfurling from their spot on the whale like bod, the moved at a speed unlike any other airbeast you have ever seen. The mammothine's stomped out of the base and began to stomp towards your forces.

As the enemy forces began to charge your position your forces open fire, machine guns and cannons open fire alongside rifles and mortar shell's. The storm bringer continue to fire on the enemy advance/charge.

1d100 → [39] = (39)

Sadly the barrage is much less effective than the storm bringer's shelling from earlier, the lionlestel dodged all the heavier shell while ignoring the infantry bullets. Death heads ignored wounds that would slaughter any other creature in their charging. The wolf like creatures dodge most of the fire from your unit but they are much more durable than the other creatures.
(1 hound pack dead)

1d100 → [38] = (38)

The problem for the beasties is that while the shelling and fire does not hit them directly it reduces the terrain to a sorry state. Beasties trip and fall on the inconsistent terrain. Slowing them down enough for the second bombardment to strike them killing more beast
(1 deathheads 2 lionlestel the rest of the hound packs.)

While the advance has been stalled and you have not taken any causality's yet you can't help but feel something is off because of how prepared they were. Screaming come from your flanks even as the though enters your mind. There are 1 death head horde and 2 lionlestel pack. You can divert forces to kill them but the airbeast are already on you releasing massive bee like creatures.

The man standing next to you takes of his glasses while saying "bee's my god".

How do you deal with this?

[] send the ironsides to deal with the flanking force while your forces fire at the air beasts.
[] hold your ironsides at the front to take the remaining creature that are going to charge you from the front a hope that you can deal with it.
[] FUCKING BEE RUN FOR YOUR LIFES

[] write in


Remaining units
All of you forces

Enemy
Front
3 deathheads hordes
2 mammothine pack that will fire next turn
5 lionlestel pack
0 hounds
Infantry???
2 harpy airbeasts

Flanking force
1 deathhead
2 lionlestel

2 infantry divisions
 
Naval raid on serbia
so here is what your navel fleet did while your land army attacks.

Navel raid.

25 Ironclads
6 Typhoon Battleships
5 Monarch Battleships
-At the same time, our naval force will launch an assault/blockade on the Serbian ports that are receiving Russian reinforcements. They will use their heavy artillery to inflict as much damage as they can upon the enemy forces.

While your formidable army of steel and cannons attack Serbia your fleet travels to their first and primary target, the major port in which they receive Russian forces. The port was heavily defended but they did not seem very prepared for an enemy fleet to show up at this time, best of all the Russia fleet was not here having gone back to their country to pick up more beasties and troops. Before the alarm could sound your ahis had already began to fire upon the port and the ships and beasties docked there. With thundering guns the fleet opened fire upon the port

1d100+5 → [12, 5] = (17)

Only for half of the turrets to jam up when they are to fire at the port, the other half of the shells either missed or hit nothing of important. Even though your fleet did not break anything (fail) the noise of your massive guns alerted the personal there and woke the attack beasties. Serbian cannon located in the port opened fire upon your fleet.

1d100 → [10] = (10)

Only for their guns to jam or blow up removing all of the port long range defenses, forcing them to rely on the creature of the deep. From the bottom of the bay 5 big jaws rose up, bug jaws were creature a little smaller than an ironclad with massive jaws capable of crushing almost anything they grab. Your iron clads open fire on the ones on the surface that while used as decoys for the ones coming from beneath were still a danger.

1d100 → [61] = (61)

The guns of the ironclads spoke out, succeeding were the guns of their brothers had fail. The round hit the big jaws and reduced them to gibes. The ironclads that had not fired on the big jaws began to do something else, dropping depth charges to deal with the underwater monsters that would like nothing better than to tear your ships apart. The depth charges floated down a set distance before exploding in a display of fury, reducing 3 of the incoming krakens and 2 more big jaws to nothing more than corpse's. Your crew figure this out because of the corpse that float to the surface a moment later.
(3 kraken, 7 bigjaws)

Opening fire a second time on the port your battleships attempt to redeem themselves.

1d100 → [57] = (57)

With more success than the first bombardment the shell of your typhoons and monarchs crash into the port. Reducing some structures to rubble while sinking some of the Darwinist ships as they scramble to get free from the port. Some shells hit and slew some of the beasties still in port. Large whale like beast screamed out as they died.
(mild damage to the port, 2 dawinsit ships sunk, 3 whalenased transport slain)

A coupe krakens attack a monarch battleship while a big jaw latched onto the hull of an ironclad.
The tentacle of the kraken attempting to crush the battleship, even as the big jaw thrashed under water in order to tear off a large piece of the ship.

1d100 → [39] = (39)

The tentacles of the kraken tightened as they squeezed as hard as the beasties could but they could not do more than dent the metal that the monarch is made of. A couple of unfortunate crewmen are crushed even as the kraken fighting arms that the monarch sports begin to attack back. The big jaw manages to do some damage to the ironclad but the fighting claws continually knock it off of the ship making it so it is unable to tear apart the ship.



1d100 → [79] = (79)

Your ships on the other hand begin to slaughter the poor beasties, the monarch four arms sniping crushing and cutting every tentacle they can reach causing the kraken's to bleed out from the massive cuts in their body's and the loss of their tentacles. More iron clads move to assist the one ailed by the big jaw and in a move of incredible dexterity manages to grab the tail of the big jaw and drag it away from it target, with tone ironclad holding it in place the other kraken arms begins to slice the creature to pieces.

After all of the beasties are dealt with your ships open fire once more on the port.

1d100 → [98] = (98)

Your ship guns fire like an orchestra of death and destruction, the sound of the guns creating music in its own right as they rain death upon the port. A song of death, of metal, of fire rings out around the bay, the sound of the shell impacting the port a background music to this orchestra of death.
Even as the orchestra of death plays the port is reduced to nothing but runes.

Moving on from the only major port in the region they began to lay waste to the minor one. port after port the song continued to play reaping a toll on the Serbian ports. Beasties attempt to stop the orchestra but are blow to pieces as well by the musical death your fleet has become. At the end of the day major damage has been done to the Serbian ports.


(1 major port reduced to rubble, 5 minor ports heavily damage, 20 big jaws, 9 krakens, 5 whalenased transports, 5 darwinist ships.)
 
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