Storm of Sinners

Game Master BayouSnowman

Deathwatch campaign based on the Calixis Sector from Dark Heresy.


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Dark Angels Assault Marine

I won't be able to post now, my shift has been crazy. I am off in 9 hours will post something then.


Sorry brothers for my OOC mistakes, thanks for having patience on my first mission.


Space Wolves Grey Hunter (Tactical Marine 7)

Greetings everyone! I am new and pretty excited to have found this game! I have played Rogue Trader, and have long wanted to play Deathwatch.

I am hoping this will be as much fun as I expect.


Dark Angels Assault Marine

Castil I don't know how to say this with out sound like an idiot trying to run your character, so please don't take this the wrong way. I am puzzled why you choose to use the push level for your powers, when we have the situation handled? I might be coloured by an earlier encounter where a demon spawned due to perils of the warp and a more cautious play style.


Spooky Skeleton Scarecrow

Well with the Smite at least he wouldn't have been able to hit the Truck on the first round if he hadn't pushed the power.


Dark Angels Assault Marine

I missed that part, my bad.


Black Templar Apothecary Rank 4

I want to end the turn a meter away from the rebels. I don't have the books right now, but when I get home I'm going to cook the guys with the autocannon (plus their buddies if they're close enough).


Spooky Skeleton Scarecrow

Feel free to do so. My round summaries usually list what will happen if none of the kill-team do anything since I can't see the future and predict how you guys will choose to act.


Spooky Skeleton Scarecrow

At this point I am officially naming the two gentleman in the truck Luke and Bo after the notorious Dukes of Hazzard considering they have survived 3 different, incredibly lethal interactions with the resident Librarian with nothing but dumb luck. Yes, that means that their truck is now The General Lee by extension.


Black Templar Apothecary Rank 4

Let me do the awareness check here
Awareness 40 +20 -10: 1d100 + 10 ⇒ (43) + 10 = 53

Wow, I completely messed up the formatting (I blame heretical worship of Slannesh through warp-infused gin), but a 43 check will beat my per 40 + 20 for senses - 10 for difficulty with no degrees of success. I am a little unclear on where things are. Which direction of the plaza is the building we secured on? It sounds like it's on the southern side of the plaza, and the building with the trench in front is on the east side of the plaza towards the north.


Spooky Skeleton Scarecrow

I think I goofed up at one point and started saying "East" when I meant "West". It's my mistake, I'm happy to try and clarify. I'll sum up the information I have given you so far:

1) The Kill-Team lands to the East of the crossroads. The Manufactorum is to the North of their position. Col Folkens forces are to the South.

2) They travel South-West to the building closest to the route Col Folkens forces will be entering by. They are still East of the Plaza.

3) A truck drives around the corner of the building to the North of their current position.

4) They spot additional enemy movement on the West side of the plaza, opposite of their position. The enemy are moving within a trench that runs the entirety of that side of the plaza.

5) They see an additional autocannon in the building to the North-West of their position.

6) They hear signs of an additional vehicle North of their position.

7) They see a mortar team also running away to the North-West of their position.

I've also attempted to draw and upload a map but I fear it will not be as helpful as it sounds as the image size is rather small.

"Map"


Black Templar Apothecary Rank 4

I will relay that information to everyone else. I will make a post about that in the morning (gmt -8).


^^Please do, Castil is blind.


Black Templar Apothecary Rank 4

What is the hauler? I'm picturing a large open bed truck, but I want to make sure.


Spooky Skeleton Scarecrow

Similar to a deuce-and-a-half. It has a canopy that prevents you from seeing the truck bed but you can tell that the cab as well as most of the vehicles frame have received reinforcement. There is a driver and a gunner operating a missile launcher that has been welded to the roof. The hauler has the open topped trait among other things.


Spooky Skeleton Scarecrow

I apologize if this game is not meeting anyone's expectations so far. If you have any issues or requests for content please feel free to voice them, that would help me iron out a better experience hopefully.

Can I get a role-call of active players? The game seems to be slowing down and I'm not sure if people have left unannounced or are simply busy with other matters.


Space Wolves Grey Hunter (Tactical Marine 7)

Ulrich is active


I am (or more accurately would like to be) active.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'm still here, and loving it.


Male Crimson Fists Techmarine

Still here, will post in just a bit.


Still here


Still here, going great. It seems to pick up and slow down without pattern I've noticed.

Del is MIA, you might have to play him.


Dark Angels Assault Marine

Still here, new job in another twon took more time this week than I expected.


Spooky Skeleton Scarecrow

Alright then.

Sorry if the pacing has been unpredictable. I try to do at least two posts a day but I don't have absolute control over when things are going to be fast or slow.


Male Crimson Fists Techmarine

So now that they have successfully hit us with a targetting flare we really should just forgo attacking until we are hidden away in a different building again. Then the primary target should be the Mortar Team, assuming they live through the Glorious Cannon's onslaught.

Since we took the Fog Lights out of commission they have had a difficult time hitting us, but the targeting flare can't be removed as easily as simply shooting a light.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

I'd like to try and put that hauler out of commission first. That missile launcher is going to be painful if they ever hit anything with it, and, assuming they have krak rounds, it's a threat to the Hellhounds. I'll move out after I've launched a missile at it. I agree that the mortar team are a big problem though, we should make it a priority target.


Male Crimson Fists Techmarine

Although I agree that the Hauler is dangerous, it's only me and you out in the open so to speak. The others are moving toward the next building. That leaves only 3 targets total for everything to shoot at...and we've left a lot of enemies on the table so far. The Hellhounds will probably soak a good bit of fire, however I wouldn't want us necessarily to stick around and soak the other half either.


What's it look like in the plaza? While I posted my charecter up beside a window to look out I dont know what is there. Didn't know if there was cover to move up behind and ambush the Ogryns and/or move up to take out the mortar team. Is it clear line of sight over? Now with rain and fog it could be a toss up, then flares go off, so visibility comes and goes.

I've yet to post IC, not sure if I should follow the others across the street, push up into cover, stay my ground and cover til everyone exits.

Those Ogryns keep getting closer, might try to concentrate some fire on them, suppress them perhaps for others to cross or move up the road. My plan was to move up into cover and then ambush any that make it close enough.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Castil, the GM has linked to a map of the plaza about 15 posts upthread. There's virtually no cover in the plaza, just a big statue in the middle.

The plan is just to switch warehouses for now, so that we can engage the remaining autocannon/mortar teams, then hopefully take out the horde of rebels without too much heavy fire.

The ogryns will get to us soon, and anyone who is melee capable should be ready to take them on when they arrive.


Hey, thanks Vartas. I'm in China, so many things like Facebook and Google are blocked, I was unable to access the image before, that's why I'm asking. I planned on staying close to the ground and ready for a chance at melee, Castil doesn't like guns so much. I believed I posted positioning myself for such an encounter. I'll remain on ground to cover the men moving and watching the entrances to both buildings, so just one can sneak up on our six. Should they get close enough, they'll have to go through me to enter.

Do we know what they are armed with? I'll have to make a roll in IC thread to know for sure.


Male Crimson Fists Techmarine

If we must fire the missile this round, that's fine as long as we move right after. Make sure to mention you if you are in cover, or take an action to move into cover because it's possible we're going to take some shots since they have that flare up.

The Ogryns cannot reach us for around 3+ rounds still. They are actively running across an open field just as they have been for the last 4 rounds of combat, beyond that they are stupid and continually falling to their own pit traps. So unless Spooks takes a 180 and decides the Ogryns have jet-boosters where their feet should be we don't actually have to worry about them breaching our current position. Furthermore everything besides the Ogryns are not moving because they aren't that stupid, it's technically safer in the trenches.

Although they are still an enemy, and still a threat, I feel that our time is better served if only 1 person "prepares" for the Ogryns, whether that be shooting at them, or waiting for them to show up so they can stab them. Our true threat lies within that Mortar team and handful of Heavy Weapons teams. Del disappeared, but that Multi-Las that hit him was pretty hefty, and Autocannons are no joke either. Once we have moved to a better position, hopefully with a Line of Sight to that Mortar Team, I suggest we have 1 Person on the Ogryns, 4 on Mortar & Other Heavy Weapons. The best bet is for Full Auto Bursts because we are going to be taking a continuous -20 to all BS tests through the fog. Also, assuming that we have extra hits you can have it hit multiple targets and from what I've seen every HW Team seems to have around 3+ people.

Castil, although I understand you don't have much in ranged combat I would suggest that at the very least you leave the building you are currently in, seeing as it is the one lit up brighter than a Christmas Tree at the moment. The Plaza is more-or-less devoid of cover, and filled with Pit Falls besides. Your best bet would to either circle around until you are within range of literally anything, or just Suppressing Fire anything that moves since you don't have to succeed at any BS test in order to do it, considering the goal of it isn't to kill anything.

Zedkiel and Elyas, I know you have been scouting the other building at the moment, but we have lost a lot of time and resources dedicated to that. Although helpful and a decent course of action, at the end of the day it's 2 less combat actions for the last 4 rounds, and we are up against a small army at the moment. If either of you have a line of sight it would help a lot to lay down some fire on that Mortar Team so that the building you are in doesn't get targeted as well. Soon enough they'll have the whole Plaza lit up and then our Advantage is completely lost.


Sounds good. I'll stay outside and offer suppressive fire to cover whoever is moving. The idea I originally had was leapfrog, not follow each other to the next building. While the forward team should be ready to fire now, we are moving out to another location, or sitting tight while the other squad draws fire.

Regardless, that mortar team is the threat, not sure where it is in position to me without the map. So I don't even know if I could hit the trenches and make my way to them that way. If we have a line of sight from the new location, then lets take them out. If not, then I'm willing to help and do something else, if there's a good idea...


Spooky Skeleton Scarecrow

The Mortar team has been using indirect fire to target the team up until this point. They don't have line of sight on you and vice verse.


Male Crimson Fists Techmarine

Is it the same for the building we're moving to?


Spooky Skeleton Scarecrow

They are hidden within the western trench so yes. They have yet to expose a spotter so they must have some other means of gauging your position up to this point. Time will tell whether they will be able to follow you to your new position.


Dark Angels Assault Marine

León - I agree with you in regards to the resources allocation. However in game we have the problem of our orders. That being said I think it was the right choice when it was made. I am only equipt with a bolt pistol and not able to do much in regards to fire support, I believe Zedkiel has a heavy flamer and a bolther.

An option might be for me to await the Ogryns and stall them while you secure the rest of the trenches?


Ultramarine Devastator (Rank 7), Deathwatch Keeper

The main reason I sent Elyas and Zedkiel to the second warehouse was to ensure that we didn't run into an ambush if we were forced to fall back.
I admit that taking two combatants out of the fight might well have diminished our efficacy, but from my understanding Elyas and Zedkiel are built for melee rather than ranged combat, so I don't know how much we've lost in real terms so far.
The mortar team is the major threat at this range at the moment, and most of our focus should be on taking them out. Some fire directed towards the Ogryns should soften them up, but they are still two-ish rounds away and can then be engaged by our close-combat specialists.


So did my actions take place in Round 5? Or are they for Round 6?

As for confirming RF, I checked the book and didn't see where its only for Xenos...

Pg. 245 Core
When rolling Damage after a successful attack, if any die
rolled results in a natural 10, there is a chance the Emperor’s
favour is with the attacker (This also includes a result of 10
when rolling 1d5 for Damage.) This calls for a second attack
roll that is identical, all modifiers included, to the original
attack. If that second attack hits, the attacker may make an
additional Damage roll and add it to the Damage total.

If the additional Damage roll also results in a natural 10, the
Emperor has indeed smiled upon the attacker and he may
make yet another Damage roll and add it to the Damage total.
This process continues as long at least one Damage die results
in a natural 10

Am I missing something?


Spooky Skeleton Scarecrow

Your first attack roll against the Ogryns occurred in round 5. You killed the leader and wounded the others.

In this game we roll an attack roll for each RF, not just the first one in circumstances where they nest.

The Deathwatch Training talent allows Marines to autoconfirm RF against Xenos.


Male Crimson Fists Techmarine

@Lucian/Elyas -

I never meant to make it seem that I thought scouting out another building was a bad idea or anything. I agree that it was necessary to check it for combatants.

I was simply saying that it took too long and would have been better served returning to combat quickly. It matters not now since Zedkiel seems MIA, but as Castil has proved, even lower BS can make an effective combatant and Zedkiel had a Bolter since it's standard Issue and he didn't specify that he DIDN'T take it.

@Elyas-

Although you do only have a bolt pistol, it really doesn't matter. You have high speed and a jump pack. If you weren't comfortable with running across or through the battlefield it would have been easy to continue your march around the outskirts and still have been there within plenty of time to lay waste to the rebels. Between the fog and penalties for movement, it's doubtful you would have been hit by anything you couldn't either dodge or ignore due to the fact it would do very little damage.

I understand orders are orders and this is all something that realistically should have been discussed a little earlier, however I am saying that waiting on the enemy to come to us has cost us in purely time alone. A combat that could have only been a few rounds has lasted 7, likely to go on for at least 2+ more.

Again, I'm not - and never have - been saying that the call wasn't good or justified.

--

Now that the Chimera is here and the Mortar Team has left we need to focus fire on that Chimera. The Ogryns literally will not be anywhere near us for 2 rounds as they run across the Plaza, and they are headed directly for the building we just left...so that's like another 2 rounds of them trying to find us. The Trench Rebels really can't hit us, and supposing they do we will take minimal damage. That leaves the Chimera as the only important target that can reliably A) Hurt us and B) Act against us immediately. Further more, it's going to wreck those Hellhounds, and I would like to try and save them.

A main issue is that I think it's facing us...and almost all vehicles have the heaviest armor in the front in this game. Many of our guns won't punch through it to do damage without relying on higher dice rolls. To reliably hurt it we will need to move to the side, and even better if possible the rear.

Thoughts?


Black Templar Apothecary Rank 4

I'm here, like you've said I'm in reserve at the building, not to mention I don't know how long it took playing doctor.


Spooky Skeleton Scarecrow

An arbitrary and undefined amount of time since you and Elyas haven't been using structured actions yet, so you are free to continue acting.

The Chimera is currently side-facing the kill-team and front-facing the Hellhounds.


Ultramarine Devastator (Rank 7), Deathwatch Keeper

Leon, you are right, this fight may well have been going on for longer than it needed. My thinking was that we should attempt to do as much damage as possible, while trying to remain out of the line of sight (or at least effective range) of the vast majority of the rebel forces.

The plan was sort of made up on the fly, seeing as we missed our LZ by a significant margin, so I've been improvising. I don't think it's turned out too badly so far, but there are times when I we could have moved a little faster. I'm not trying to sound defensive, I'm happy to admit that this hasn't gone entirely smoothly.

And now I will take my frustration out on the Chimera.


Im fine with the way things hav gone. We could've planned it out a little better, but hey, s$+* happens. We missed the LZ, we chose to fly and not walk. Things happen, I'm enjoying it, as Im sure you all are.

Luckily we are in cover, or that Chimera would've chewed through us. Being spread out isn't a bad thing. We're moving and roleplaying it for reals, covering our six, leapfrogging, mix munitions, etc.

It's coming along nicely. After we're done here we can plan out our attack on the main building, but its gonna be harder than this I believe. So lets just make it through and then try to work on comms and planning for the future. As we get to know each other and play more it'll work itself out. Our leader(s) can be more familiar with the team (though it changes) and create plans for our strenghts and weaknesses. But as we all have just seen, the best laid plans often go out the window, just depends on the dice gods.


Spooky Skeleton Scarecrow

6 hours remain before the second mission begins. 195 requisition remains unclaimed.


Space Wolves Grey Hunter (Tactical Marine 7)

Can I request an extension to the deadline? I have had no chance to look anything over due to large amounts of homework. I will have time today/this evening.


Spooky Skeleton Scarecrow

Fair enough, I will give you an additional 24 hours since you, Arkhos, and Namicon all appear to be somewhat busty.


Space Wolves Grey Hunter (Tactical Marine 7)

Thanks. :)

Dark Archive

Male Human Dungeon Master

Glad to see you all kept going. Sorry again for my absence. I sent Hallan a pm with some information on my original campaign hopefully that helps.

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