[X] Operation: Alligator
-[X] Find a narrow stretch of trail beside a slope, for the squad to hide on.
-[X] Open with a grenade volley (2 hand grenades per infantry squad, 2 bundle grenades on the open-topped tank, 1 bundle grenade on the APC)
-[X] Have Nadja loiter away from the ambush to avoid giving it away, have flare signals for "ambush underway, close in," "bomb infantry," "bomb tanks," and "retreat."
-[X] Leave the support truck. The carrying capacity would be nice, but it's way harder to hide than the motorcycles.
-[X] If the ambush fails, pull back into the forest to try and draw the enemy infantry away from their armor support.
 
[X] Operation: Alligator
-[X] Find a narrow stretch of trail beside a slope, for the squad to hide on.
-[X] Open with a grenade volley (2 hand grenades per infantry squad, 2 bundle grenades on the open-topped tank, 1 bundle grenade on the APC)
-[X] Have Nadja loiter away from the ambush to avoid giving it away, have flare signals for "ambush underway, close in," "bomb infantry," "bomb tanks," and "retreat."
-[X] Leave the support truck. The carrying capacity would be nice, but it's way harder to hide than the motorcycles.
-[X] If the ambush fails, pull back into the forest to try and draw the enemy infantry away from their armor support.
 
Alright, I will go ahead and roll Plan your Route and start your Treks shortly. Additionally, the company info is finally in the character sheet thread mark.

Also I'll only roll crank start for Elisabeth's bike on our missions and assume the rest of the squad has similar ease or difficulty. I reserve the right to use their engines as moves against you though.

Edit: 16+ means your trip only has two treks. Very nice.

Engine starts first try.
LordMonbodo threw 2 10-faced dice. Reason: Plan Your Route (+2) Total: 14
9 9 5 5
LordMonbodo threw 1 10-faced dice. Reason: Crank Start (+2?) Total: 10
10 10
LordMonbodo threw 2 10-faced dice. Reason: Through the Wilderness Total: 13
5 5 8 8
LordMonbodo threw 2 10-faced dice. Reason: Through the Wilderness Trek 2 Total: 14
4 4 10 10
 
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Routine 1.7 Trapper's Ridge
"There is our spot."

You stood with your comrades over a rough map loaned by Herr Witte depicting the trail your enemies would follow. You pointed to a sharp loop in the trail where the path had to cut around a steep incline. The bump was nearly 270 degrees of curve with limited visibility. Above it was the top of a wooded ridge, below was a slope down to an old riverbed.

"If we set ourselves up at the top of this ridge, we will have lines of fire on every vehicle in their convoy. They'll have no easy way to attack us, especially if their tankette can't aim its gun up."

"That's assuming three things," Nadja interjected. "That they're driving in a tight formation, that this map is accurate, and that they won't have already passed this point by the time you arrive."

"We'll fall back on our bikes if need be and harass them. Regardless, this is what we're aiming for."

You placed a few homemade grenades on the map with small blotches of paint marked across them, the only way to tell which color of smoke they would create.

"We'll fire a flare to indicate that the ambush has begun and for you to close in. Until then, I want you flying as far away as you can while still being able to reach us. Green smoke will be your cue to bomb infantry, and yellow smoke for bombing tanks. If we drop red smoke, we're retreating."

"Will the green smoke be on your position or the enemy?"

"On us," you replied. "Do not bomb the people in green smoke."

"I'll try to keep that in mind," she said with a wry smile. "Also remember that I'll have to take off much later than all of you. No matter how fast your bikes are, I'll out pace them."

You thought about it for a moment and replied, "Leave a half hour after us. I'd rather risk using a lot of fuel than not having you in the fight. Think of it this way; you can tell us yourself when the enemy isn't where we expect them to be."

She ignored your bait and simply said, "Well I had better get my pre-flight checks done." She turned and left you with your squad.

About ten minutes later the seven of you stood, armored up, next to your bikes. You slung the familiar weight of your gun over your shoulder and crouched to crank the engine. It started on the first turn and you mounted up, feeling every bit the champion going out to save this town.

With a series of loud coughs you drove out of town onto the rough dirt paths that crisscrossed the surrounding farmland. As the minutes rolled by you led them from farmland, to steppe, to taiga, and entered the Wild proper. You did not pray, but you hoped there would be no monsters this time.

The journey was shorter than you had feared, and blessedly uneventful. After a few hours you found yourselves at the top of the ridge from the map, looking down on the trail below. This whole valley seemed to have been cut from the earth long ago, with dirt and rock sliced at unusually sharp angles. You couldn't say precisely, but the slope was likely 40 degrees in most places, climbable while walking, but strenuous and easy to slip. If not for the dense tree cover this whole slope would probably just fall into the riverbed below.

At any rate, you were only about ten meters up from the packed dirt road, and that's exactly where you wanted to be. The road below looked firm and dry. It was wide enough for large vehicles, but the slope would still give you excellent cover.

"We hid the bikes, Eli," Ivana said as she walked up beside you. "What next?"

[ ] "We should set some traps on the road below. Something that will force them to stop." (Write in details)

[ ] "We should dig in while we have the chance. Get everyone started making foxholes that can't be seen from below."

[ ] Write in any other final prep.
 
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[X] "We should dig in while we have the chance. Get everyone started making foxholes that can't be seen from below."

Traps could be useful, or they could give the game away early.
 
[X] "We should dig in while we have the chance. Get everyone started making foxholes that can't be seen from below."
Unless we have an antitank mine traps are probably not effective enough to be worth the effort and detection risk.
 
[X] "We should dig in while we have the chance. Get everyone started making foxholes that can't be seen from below."
 
Routine 1.8 It begins
The next few hours passed in hard labor as you dug out some rough fox holes and ensured that enough foliage covered the sight lines from below. In the end, you were satisfied there was nothing else to do, and the waiting began.

You tried to keep everyone alert and quiet, but the boredom soon began to eat at you as well. Karl and Chikap began trying to figure a way to play blackjack without playing cards and you were too tired to argue. It was a relief when you all heard the sound of engines echoing across the valley.

You signaled quiet and waited. It took nearly ten minutes for the convoy to come into sight and you could feel the blood pounding in your head. You withdrew a grenade from your pack and your squad followed suit. The plan was simple: two grenades for each of the squads, two for the tankette, 1 for the mannschaftswagen. You would hit them all simultaneously.

This immediately took a turn when you saw two trucks come into view with no other vehicles behind them. The truck beds were exposed but had canvas on poles overhead to keep the sun off the soldiers within. You could see eight sitting in the back of each truck wearing green and black uniforms.

You could still hear more engines in the distance. The other vehicles were on their way but not in range to hit all of them at once. Your squad looked to you expectantly.

[ ] Attack now and destroy the infantry before the armor arrives. (One free attack from everyone and then roll Seize the Initiative)

[ ] Wait for them to pass by and make your ambush on one or more armored vehicles. (Roll Keep Quiet)

[ ] Write in Your Own
 
[X] Attack now and take out the infantry
-[X] 3 frag grenades and 1 bundle grenade at the lead truck, 3 frag grenades at the second truck
We have decent defensive positions, surprise and lots of grenades.
We also have garbage Calm so Stay Quiet probably won't work out.
 
[X] Attack now and take out the infantry
-[X] 3 frag grenades and 1 bundle grenade at the lead truck, 3 frag grenades at the second truck

No plan survives contact with the enemy. At least thinning out the infantry will make things easier when the tanks arrive, assuming we want to stick around for that.
 
Alright let's roll some dice. To clarify a small point, technically the grenades can target both the truck itself and the squads riding in the back at the same time but for simplicity I'm going to have them target one or the other.

As a result, I'm rolling bundle against the first truck, two hand against the squad in the first truck, one hand against the second truck, and two hand against the second squad.

Edit: I forgot one grenade but it's fine because Wolfgang needs to fire the flare this turn anyway.
LordMonbodo threw 1 20-faced dice. Reason: Bundle Grenade Total: 11
11 11
LordMonbodo threw 2 20-faced dice. Reason: Hand Grenades on Squad 1 Total: 20
1 1 19 19
LordMonbodo threw 1 20-faced dice. Reason: Hand Grenade Truck 2 Total: 7
7 7
LordMonbodo threw 2 20-faced dice. Reason: Hand Grenades Squad 2 Total: 19
18 18 1 1
 
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Quick Ambush Choice
And then a little bit more.

Edit: RIP. Even with advantage from ambushing, Seize the Initiative fails. Combat Discipline bumps it up to a partial which means you get to make a choice

[ ] You see red, rushing in or shooting first but fail to get cover.

[ ] You give ground, retreating to safety instead of attacking.

[ ] You find cover but then freeze and act after everyone else.
LordMonbodo threw 12 10-faced dice. Reason: Damage Confirmation Truck 1 Total: 64
9 9 2 2 6 6 4 4 10 10 6 6 10 10 1 1 5 5 1 1 8 8 2 2
LordMonbodo threw 1 10-faced dice. Reason: Burnout Total: 8
8 8
LordMonbodo threw 2 10-faced dice. Reason: Seize the Initiative +3 Total: 6
2 2 4 4
LordMonbodo threw 1 10-faced dice. Reason: Advantage die I forgot Total: 3
3 3
 
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[X] You see red, rushing in or shooting first but fail to get cover.

I think keeping the pressure on makes sense, but I don't think there's one right answer here.
 
[X] You see red, rushing in or shooting first but fail to get cover.
We'll be out of position when the tanks arrive but this will probably let us finish off the infantry.
 
Well so be it. Got some more dice to roll. If it's alright I might make a few of the choices involved in this move to better preserve the flow/reflect the chaos of an unintended charge, but let me know if you'd prefer more detailed control of choices (and also never be afraid to write in details if a option could be taken multiple ways)
LordMonbodo threw 1 20-faced dice. Reason: Bundle at last truck Total: 5
5 5
LordMonbodo threw 3 20-faced dice. Reason: Hand grenades at squad 1 Total: 23
8 8 1 1 14 14
LordMonbodo threw 3 20-faced dice. Reason: Hand grenades at squad 2 Total: 53
20 20 15 15 18 18
LordMonbodo threw 2 10-faced dice. Reason: Combat Dash +Hard Total: 11
2 2 9 9
LordMonbodo threw 2 20-faced dice. Reason: Return Fire (-1, -2) Total: 17
12 12 5 5
LordMonbodo threw 1 10-faced dice. Reason: Armor Save Total: 10
10 10
LordMonbodo threw 2 10-faced dice. Reason: Keep your Cool (them) Total: 15
9 9 6 6
LordMonbodo threw 2 10-faced dice. Reason: Keep your Cool (the crew) Total: 7
2 2 5 5
LordMonbodo threw 2 10-faced dice. Reason: Keep your Cool (you) Total: 12
6 6 6 6
 
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Routine 1.9 First Blood
You gave the hand signal to attack regardless. You gestured for yourself and two others to hit the first truck, another three on the second. Everyone nodded and pulled grenades from their satchels. You withdrew a stick with six homemade grenades strapped around one end and slowly drew it back.

You held up your other hand and counted down. Drei. Zwei. Ein. Throw.

You hurled your grenade end over end and watched it arc down and bounce on the hood of the cab, right toward the windshield. You did not wait to see your handy work and hit the dirt just as you heard Sarah and Viktor shout "Scheiß" in unison.

A wave of explosions rocked the road below and the sound of shattered glass and tearing metal mixed with human screams. Moments later, two more small explosions rocked the slope just in front of your foxholes.

It was a bit sloppy of them, you felt.

However, as the explosions ceased and a red flare arced above the trees, a guttural roar started to rise from your squad. Even then you weren't sure who started it, but it was infectious. Someone yelled, "LET'S FUCKING GET THEM," and suddenly you were all climbing from your defenses and charging down the slope. You felt a twinge of terror for the abandoned plan, but there was no stopping this now. You had to join or risk losing everything.

It also gave you your first look at your handiwork. Your own grenade seemed to have shredded the cab of the lead truck and caught the engine on fire. One of the uninjured soldiers from the back had leapt out and was trying desperately to douse the fire by pouring out his canteen and beating it with his jacket.

The second truck still had its crew unharmed, but the squads riding in both had suffered serious casualties and the wounded were all over the seats.

Before the rest could respond you all drew more grenades and flung another volley down into the soldiers. You withdrew another bundle grenade and aimed for the second truck's cab, but your throw was far too long and it joined several other grenades in flying past the enemy and bursting on the far slope. Regardless, many did hit their mark.

You briefly saw a man, maybe the sergeant for his squad, raise a sub-machine gun and shout, "Return fire, you dogs!" He never got his chance. Three more grenades landed in the bed and after one last shriek, the entire squad went silent.

Your squad kept up the battle cry as you charged, but the slope was so steep this was more of a slide, grabbing onto young trees as you went to avoid falling entirely. The cry began to waiver, and the adrenaline pumping through your body shifted ever so slightly to flight over fight. Why were you running in the open again?

It was impossible to tell how many enemies were still alive as you rapidly lost your height advantage and anyone not bleeding out had dropped below the rim of the truck bed for cover. That question was answered as two rifles poked over the edge.

You watched one aim right at you. You had only just grabbed a tree to slow yourself again and it was too late to stop the change in momentum. You were moving too slow, it would hit you.

You flinched and looked down. You had really wanted to see the Revolution. Suddenly you felt a blow strike your helmet and the moment passed, you were still moving.

By the time you reached the road, the rear truck was desperately reversing and the lead truck's fire was put out. The two rifles aimed at you were suddenly pushed out over the side and dropped to the ground and cries of surrender came up from the bed. The soldier from the front of the truck, approached you slowly with both empty hands raised, his fire apparently doused. You couldn't help but notice he still had a bayonet at his belt.

"Please, by the goddesses we surrender! We have wounded in the back. We'll do whatever you say but please just help us stabilize our people."

You glanced in the back and saw it was true. Most of the squad was unconscious, but breathing amid the blood pooling everywhere.

Write in your plan both for your newfound prisoners and the fleeing truck. Also the enemy armor will be upon you soon.
 
[X] Plan: First aid
-[X] Get our medic to the prisoners now, hopefully he can prevent them from dying
-[X] Tell the ambulatory soldiers who surrendered to fully disarm and then assist the medic in any way he asks
-[X] Detail an additional solider to watch the prisoners and finish the disarming process
-[X] Take everyone else forward along the road and get into cover to face the incoming forces
-[X] Get the 'Bomb tanks' signal ready we will need it
They asked for medical help when surrendering, we should make reasonable efforts to provide it. Keeping the ambulatory ones busy with their wounded comrades will also help prevent them from running off or fighting back
I think we should just let the truck flee, the infantry inside are at least somewhat wounded and we should probably take that time prepping for the tanks.
 
Routine 1.10 Tank Battle
"Let them go."

Viktor, who already had his carbine raised to fire at the fleeing truck, gave you an incredulous look.

"Eli, we can finish them now."

"Not worth the bullets," you replied. "Better that they jam up the trail and slow down the rest of the convoy."

Within a few minutes, they had found a stretch of trail wide enough to turn around and sped off. You caught a glimpse of the truck bed, and saw no movement within, only carnage.

Returning focus to your new prisoners, you attempted to keep your face cold and impassive.

"Turn over your weapons and we'll consider the terms of your treatment."

You gestured to Karl and Chikap and they both began gathering the rifles and grenades strewn around.

"You have the help of our medic for as long as it takes to stabilize your wounded. I can't spare him any longer than that. Chikap, you stay behind to help guard the prisoners. Wolfgang, join us up the trail once you can."

You turned back to your squad.

"As soon as we've secured their weapons, we move up the trail and find a new ambush point."

A few minutes later you were marching down the trail, hoping to find a better position to fight. To your surprise, the trail was largely clean of any obstacles. Even tree roots seemed to avoid it. Regardless, you found some rocks at a point where the slope was gentler that were large enough to hide behind.

True to their word, your captives had not attempted to restart their vehicle or make a run for it. Hopefully they would stay that way once you were distracted.

And distracted you were, for before you had time to secure your defenses, you heard the tank engines again, this time much louder than before and clearly not in front of you.

"Get down!"

As you all got low, trees on the crest of the ridge began to sway and two vehicles drove out into a small field above your position.

The first was a massive, steel-grey rectangle with enormous caterpillar treads. The doors along its sides were painted with the same green and black of the enemy uniforms and it had a small machine gun poking out the front. This was the command transport, a manschaftswagen. Behind it came a much smaller tank, more squat but more deadly. A stubby canon and machine gun were fixed on the front, and a PMG turret sat above it, completely exposing the soldier manning it. This was a kleinerpanzer, a Macchi model. You wondered if it was brought here for study during the war or if these warlords had deep enough pockets to import, but that wasn't the issue now. Somehow, they had gotten above and behind your ambush.

The chill was tempered as you heard the familiar drone of Nadja's plane overhead. She would be in signaling range now and could possibly bring down both tanks in one pass.


Choose one below or write in. List as a plan if attempting multiple actions.

[ ] Hope they haven't seen you yet and hide in cover until they get closer. (Keep Quiet +Calm but if you are spotted you can Keep Your Head Down to make it very hard to hit you)


[ ] Attempt to maneuver through cover to get closer to the tanks. (Combat Dash +Hard or Daring)

[ ] Signal Nadja to bomb the tanks.

[ ] Drop smoke and open fire from your fox holes. (Kleinerpanzer armor is light enough that even carbines can penetrate it at the right angles)
 
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