| Watch Captain Tiberion |
As you approach the Bunkhouse, you spy high ground that would give a better perspective of the area. Cresting the mound, you look down into the inner yard. The sharp crack of las-fire and the hastily bellowed orders fill the air. Advancing stealthily up nearby escarpment to get a clearer view of the tactical situation, you toward an overturned wreck of an eight-wheeled cargo hauler. Taking up a defensive position with the crashed vehicle on one flank are a ragged detachment of Imperial Guardsmen hunkered down in firing positions in the rocks. The bodies of more Guardsmen are scattered around the area, and among them are the mangled and burned remains of a dozen Tyranid Shrikes, huge bat winged nightmares with blood-drenched, scythe-like claws.
Standing stark and straight amidst the soldiers is the unmistakable figure of a young Imperial Commissar, his long black coat tattered and bloodstained. Displaying no fear or concern for his own safety, he is shouting admonishments to his men to stand firm and die for the Emperor's glory. Beyond them, and the far side of the crag, movement ripples through the rocks as the Tyranids muster for another attack.
| Brother Solar |
Tactics Stealth and Recon for the best way to proceed and save the Guardsmen vs 41: 1d100 ⇒ 13
What distance are we from the tyranids? What types of creatures and numbers are we looking at?
Solar will take up a position with a controlling view of the battlefield. He will try to coordinate everyone with a boltgun or better to that their opening shots on the Tyrinids simultaneously, to make the greatest advantage of surprise and get us all the +30 to hit.
| Watch Captain Tiberion |
A great an terrible horde of beasties, my son! However there are only a first few rising up that you can see so far. As for how far away you are the compound is roughly 100m long by 75m wide. (I know that doesn't play with the map scale I originally gave.) You are about 40m outside the compound and about 100m away from the Nids.
| Brother Solar |
No warriors or Shrikes, etc?
If we can get our first volly off before they see us it will get us a great advantage, then we can move up in 2 waves. The assault specialists and N'Keln first to bolster the defenses and hold them back, while the rest of us can cover fire. Then the remaining marines can move to support while the nids are engaged.
Is our psyker still with us?
| Watch Captain Tiberion |
The great horde makes its initial push from the rocks racing across the ground slavering as they charge. The devouring horde darts and races between the rocks toward the guardsmen. Up from the rocky crag a shadow takes to the sky a great demonic bat like creature. Another beast rears its ugly and roars before leaning forward and charging full tilt toward the guardsmen.
Initiative order:
16-Lanius
14-Warrior
13-Calculus
12-Skrike
12-Hormagaunt Horde
11-N'keln
10-Termagaunt Horde
8-Quintus
8-Solar
Raziel
| Brother Lanius |
The anvil and hammer was a simple tactic practiced extensively by the Raven Guard, although they often put their allies in the place of the anvil without telling them, which didn't make them overly popular with others.
But in this case, the anvil would not hold. Lanius resolved to place himself between the Tyrannids and the Guardsmen, bolstering the attack from that side.
Wings of Angels-62: 1d100 ⇒ 38
Lanius takes the run action and activates his jump pack and wings of angels, moving 104 metres and putting himself as close to the guard lines as possible, in front of the charging beast if possible
| Watch Captain Tiberion |
A great static fills the Comm Net of the Deathwatch Astartes. A scan to see which channel the burst originated, your power armor’s systems display that it came from the Orbital Net of Thunder’s Word. The great static begins to abate and the message soon becomes audible.
ATTENTION Deathwatch Team Vindicta!!! This is the Thunder’s Word! The great Devouring force’s vanguard is quickly approaching the system. By our calculations, advance forces will make planet fall within the hour! You must proceed with due haste! We can hold an elusive and defensive pattern for a short time; however, the longer you remain on the surface the lesser our chances of survival. We await your signal for exfil!
The Comm Net goes silent once again…
A vicious and terrible scream jars you all back to the battle at hand. As scan the battlefield your armor’s autosenses begin target amongst the charging hordes. You survey the defensive positions of your Imperial Army allies. Your minds fly through all possible formations and attack patterns. You rack brains creating several battle plans on the fly…
Alright so ‘unto the breach once more’ basically all that has happened is Lanius advanced; Warrior advance still out of shot range; waiting on Calc; Nid hordes will advance also. Hormagaunts are within charge range of both Lan and Imperials.
| Brother Calculus |
ok, so the Hormagaunt horde is about 40m the guardsmen and 30m of Lanius. The others are advancing and the skrike has become a shadow in the sky at the moment.
Brother Calculus, roll damage please. N'keln and Quintus your turns respectively.
damage 1d10 ⇒ 4
1d10 ⇒ 2 +9
total damage = 13
| Watch Captain Tiberion |
@Solar: you still utilize your actions as normal. Therefore if you have talents that let you engage multiple targets you would be able to use them. You just set parameters against targets moving into your kill zone. All of the targets are spread out though. The Hormagaunts are a spear tip, followed by the Warrior and the Termagaunts. The Shrike has taken flight and is currently flying in the gloom.
Quintus on you.
| Watch Captain Tiberion |
Generally that's true; however, because they are hordes and they are spread out it makes it difficult. Like I said though, there is a specific talent that lets you engage multiple targets that are further that 10m apart. Also you need to define what type of fire you are going to engage with. That is something you all need to tell me. Semi-auto, full auto, or single.