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A Time of Reaving Interest


Black Cohort

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Sorry, I was waiting on some clarity as to distance as per my early question (ie how far is Hadad from the landing platform where he left Rain (if there was an answer somewhere and I missed it sorry)) and was going on the assumption that as there are players with higher imitative that I should wait until it was my turn.  

 

I can put something up, but Hadads initial action will depend on if he can make it to Rain in reasonable time (for round 2 or even 3 perhaps) to take up his wepaon or if he is bolt pistol / unarmed combating the IW next to him

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12 minutes ago, Black Cohort said:

@A.T. which of the Iron Warriors is getting run down?

 

Whoever is in the clear and shooting at the ramp - limited turning at this speed and I don't want to run over one of the loyalists :p

 

(plus Arazakiel can't really see much of anything until he emerges anway)

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Do you want us to move directly on to our Round 2 Actions, BC?

 

Assuming Ekene continues to put bolt rounds at Thorg and the other IW next to him?

 

If Chalbyth is still upright after the parry/counterattack, Elvrit will continue to attack him. If not, I guess he will charge corporal Thorg (unless he was the one Arazakiel drove over...)

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  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...

Interesting, I hadn't thought about how a pistol shot, even when in Melee range, is still a ranged attack and therefore can't be parried (and counterattacked)

 

...Thorg is obviously smarter than his Sgt was... :laugh:

 

In that case, Elvrit is done and will have to wait for R3.

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  • 2 weeks later...
Posted (edited)

Just checking where we are in this fight...

 

Quote

Initiative:


Ravyx 16
Ekene 15
Elvrit 14
Hadad 14
Kraith 11
Iron Warriors 11
Arazakiel 9

 

 

 

The IW have acted, so is it just Arazakiel still to act in Round 2, then back to the top with Ravyx for Round 3?

 

 

Edited by Lysimachus
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  • 2 weeks later...
Posted (edited)

Just to make sure I've remembered the layout properly, there is:

 

4 outer walls in a basically square shape. Main gate is in the middle of one wall, entering into a large courtyard, which is currently empty. Across the whole width of the rear wall opposite the gate is the keep itself. In each of the other 2 corners (to the left and right of the main gate) there is a smaller building (storeroom/guardhouse?)

 

Is that right?

 

 

 

If so, some additional questions:

 

The big guns that are charging - what kind? Las/Plas/ML/HB? Anti-tank or anti-infantry? Are they atop the walls and looking outward, so once inside the gate we are safely out of their fire arcs? Or are they mounted on the keep and targeting the courtyard? Or a bit of both?

 

Is there a gate/door from the courtyard into the keep? Presumably that is where Kraith can hear more defenders?

 

Any other point of access? For example, is there a way from the courtyard to go atop the walls, and then from the top of the walls into the keep?

 

 

Edit: if the big guns are external anti-tank, should we have the T-hawk either:

 

1. start knocking them out before they can fire on it?

2. take off and retreat to a safe distance until we have handled the defenders?

3. a combo of 1 and 2?

 

 

Edit edit: one last question, is the final IW outside the one that Arazakiel hit with his bike? So he's knocked over and already heavily wounded?

 

 

 

 

 

Edited by Lysimachus
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You are correct on the layout of the keep.

 

each of the smaller corner buildings have a missile launcher on top, the main structure has a pair of lascannons.  None of them have good arcs inside the fortress.  The lascannons seem mainly an anti-air set-up.

 

There are several ways to access the main building.  The first is a man door on the ground level, offset from the gate into the keep so someone outside can't shoot straight through the gate into the door.  There is a hatch for roof access.  And if you get onto the wall there are access doors into all the buildings.

 

The keep only has a single tactical squad garrisoned, but it could easily have a demi-company defending it with squads on the walls.

 

The last Iron Warrior was hit with the bike, but he is an astartes, so he back on his feet.

 

Does that cover everything?

 

 

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Amazing, thank you GM! :thumbsup:

 

Hmm, so if the las are set up as anti-air, maybe the hawk is safer where it is on the ground?

 

 

38 minutes ago, Black Cohort said:

Does that cover everything?

 

It's only the tyre-marked IW and Arazakiel left to act in Round 2, right? The rest of us have all acted? In which case I'm all good! :biggrin:

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AT raises a good point, how heavily armoured are the doors into the corner towers? (and the doors from the top of the wall into the keep?) Presumably not as thick as the main door into the keep, but still armoured?

 

Also, I don't know if we are still going by Initiative for this bit, but if people want I am happy for Elvrit to go first - he's a breacher and taking the tower>wall>keep route is his stupid idea!

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I would imagine the jump packs can get to any elevated entry point faster than the rest, or hit the tower from the other side if occupied.

 

Arazakiel has a forcefield and the usual Dark Angels set so he can 'stoic defense' up in front of the gate or use the sustained suppression in any tower assault - allowing the team to move and act normally while holding an overwatch which can be highly effective for room clearing.

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Excellent point about jump packs, though Kraith/Ikka is the only one so equipped?

 

Still, he could definitely cut out going via the tower stairs to reach the parapet? ...maybe he could even go take out the missile launchers on the tower roof...?

 

Edit: actually, if he just wrecked/tore out the connection between the keep and the launchers, could we then manually use the launchers to blow open the doors?

 

 

 

 

Edited by Lysimachus
A cunning plan...
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Sorry boss, I should have thought of that, will roll now and edit into my post. :thumbsup:

 

 

Edit: Done! And my best roll of the game so far (which is actually nothing to be particularly proud of! :facepalm: :biggrin:)

 

 

 

Edit edit: Rules question - I'm unclear how many DoS to add for Unnatural Str. It's (x2) so do you add 2DoS? But it is technically only the first level of Unnatural Str so maybe it's just 1 extra DoS?

 

Then you add 1 more on top for Feat of Strength, so it's either 2 or 3 extra DoS in total...

 

Third edit: never mind, got it. You add the multiplier, so in this case it's +2 for UnStr with another +1 for FoS, for a final total of 8DoS.

 

 

 

Edited by Lysimachus
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